190 lines
4.2 KiB
Text
190 lines
4.2 KiB
Text
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#include common_scripts\utility;
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#include maps\_hud_util;
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#include maps\_utility;
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main()
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{
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thread init_and_run();
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}
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init_and_run()
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{
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PrecacheNightVisionCodeAssets();
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PrecacheShellshock( "nightvision" );
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level.nightVision_DLight_Effect = loadfx( "misc/NV_dlight" );
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level.nightVision_Reflector_Effect = loadfx( "misc/ir_tapeReflect" );
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//RAYME: the enabled/disabled flag isn't being used
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flag_init( "nightvision_enabled" );
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flag_init( "nightvision_on" );
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flag_set( "nightvision_enabled" );
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flag_init( "nightvision_dlight_enabled" );
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flag_set( "nightvision_dlight_enabled" );
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flag_clear( "nightvision_dlight_enabled" );
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level.player SetActionSlot( 1, "nightvision" );
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VisionSetNight( "default_night" );
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waittillframeend;
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wait 0.05;
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thread nightVision_Toggle();
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}
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nightVision_Toggle()
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{
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level.player endon ( "death" );
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for (;;)
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{
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level.player waittill( "night_vision_on" );
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nightVision_On();
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level.player waittill( "night_vision_off" );
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nightVision_Off();
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wait 0.05;
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}
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}
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nightVision_check()
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{
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return isdefined( level.player.nightVision_Enabled );
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}
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nightVision_On()
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{
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// wait for the goggles to come down over the eyes
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level.player.nightVision_Started = true; // we've started the pulldown
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wait ( 1.0 );
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flag_set( "nightvision_on" );
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level.player.nightVision_Enabled = true;
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//thread doShellshock();
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/#
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// spawn an ent to play the dlight fx on
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if ( flag( "nightvision_dlight_enabled" ) )
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{
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assert( !isdefined( level.nightVision_DLight ) );
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level.nightVision_DLight = spawn( "script_model", level.player getEye() );
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level.nightVision_DLight setmodel( "tag_origin" );
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level.nightVision_DLight linkto( level.player );
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playfxontag ( level.nightVision_DLight_Effect, level.nightVision_DLight, "tag_origin" );
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}
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#/
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ai = getaiarray( "allies" );
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array_thread( ai, ::enable_ir_beacon );
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add_global_spawn_function( "allies", ::enable_ir_beacon );
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// level thread nightVision_EffectsOn();
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}
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enable_ir_beacon()
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{
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if ( !isdefined( self.has_ir ) )
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return;
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assertex( self.has_ir, ".has_ir must be true or undefined" );
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animscripts\shared::updateLaserStatus();
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thread maps\_nightvision::loopReflectorEffect();
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}
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nightVision_EffectsOn()
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{
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level endon ( "night_vision_off" );
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friendlies = getAIArray( "allies" );
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for ( index = 0; index < friendlies.size; index++ )
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{
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for ( i = 0; i < friendlies.size; i++ )
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{
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if ( isDefined( friendlies[ i ].usingNVFx ) )
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continue;
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friendlies[ i ].usingNVFx = true;
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friendlies[ i ] animscripts\shared::updateLaserStatus();
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friendlies[ i ] thread loopReflectorEffect();
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}
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wait ( 2.0 );
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friendlies = getAIArray( "allies" );
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}
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}
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loopReflectorEffect()
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{
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level endon ( "night_vision_off" );
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self endon ( "death" );
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for ( ;; )
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{
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playfxontag ( level.nightVision_Reflector_Effect, self, "tag_reflector_arm_le" );
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playfxontag ( level.nightVision_Reflector_Effect, self, "tag_reflector_arm_ri" );
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wait ( 0.1 );
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}
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}
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nightVision_Off()
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{
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// wait until the goggles pull off
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wait ( 0.5 );
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// delete the DLight fx
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remove_global_spawn_function( "allies", ::enable_ir_beacon );
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level notify( "night_vision_off" );
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if ( isdefined( level.nightVision_DLight ) )
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level.nightVision_DLight delete();
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// level.player stopshellshock();
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level.player notify( "nightvision_shellshock_off" );
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flag_clear( "nightvision_on" );
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level.player.nightVision_Enabled = undefined;
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level.player.nightVision_Started = undefined;
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level thread nightVision_EffectsOff();
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}
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nightVision_EffectsOff()
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{
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friendlies = getAIArray( "allies" );
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for ( index = 0; index < friendlies.size; index++ )
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{
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friendlies[index].usingNVFx = undefined;
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friendlies[index] animscripts\shared::updateLaserStatus();
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}
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}
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doShellshock()
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{
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level.player endon( "nightvision_shellshock_off" );
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for (;;)
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{
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duration = 60;
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level.player shellshock( "nightvision", duration );
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wait duration;
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}
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}
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ShouldBreakNVGHintPrint()
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{
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return isDefined( level.player.nightVision_Started );
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}
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should_break_disable_nvg_print()
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{
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return !isDefined( level.player.nightVision_Started );
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}
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