cod4-sdk/raw/maps/village_defend_code.gsc

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2008-01-19 00:00:00 +00:00
#include common_scripts\utility;
#include maps\_utility;
#include maps\_hud_util;
#include maps\_vehicle;
#include maps\_anim;
#include maps\village_defend;
minigun_think()
{
flag_init( "player_on_minigun" );
self.animname = "minigun";
self assign_animtree();
self thread minigun_used();
for ( ;; )
{
for ( ;; )
{
// wait for the player to get on the turret
if ( isdefined( self getturretowner() ) )
break;
wait( 0.05 );
}
level thread overheat_enable();
flag_set( "player_on_minigun" );
for ( ;; )
{
if ( !isdefined( self getturretowner() ) )
break;
wait( 0.05 );
}
flag_clear( "player_on_minigun" );
level thread overheat_disable();
self.rumble_ent stoprumble("minigun_rumble");
}
}
minigun_const()
{
level.turret_heat_status = 1;
level.turret_heat_max = 114;
level.turret_cooldownrate = 15;
}
minigun_rumble()
{
//push the rumble origin in and out based on the momentum
closedist = 0;
fardist = 750;
between = fardist-closedist;
self.rumble_ent = spawn("script_origin",self.origin);
while(1)
{
wait .05;
if( self.momentum <= 0 || !flag("player_on_minigun") )
{
continue;
}
//org = level.player geteye() + vector_multiply( vectornormalize( anglestoforward( level.player getplayerangles() ) ), fardist - ( between * self.momentum ) );
self.rumble_ent.origin = level.player geteye()+ (0,0,fardist - ( between * self.momentum ));
self.rumble_ent PlayRumbleOnentity( "minigun_rumble" );
}
}
minigun_used()
{
flag_wait( "player_on_minigun" );
//Tweakable values
if( level.console )
overheat_time = 6; //full usage to overheat (original 8)
else
overheat_time = 10;
cooldown_time = 4; //time to cool down from max heat back to 0 if not operated during this time (original 4)
penalty_time = 7; //hold inoperative for this amount of time
rate = 0.02;
slow_rate = 0.02;
overheat_fx_rate = 0.35;
adsbuttonAccumulate = 0; //check for left trigger hold down duration
//Not to tweak
heatrate = 1 / ( overheat_time * 20 ); //increment of the temp gauge for heating up
coolrate = 1 / ( cooldown_time * 20 ); //increment of the temp gauge for cooling down
level.inuse = false;
momentum = 0;
self.momentum = 0;
heat = 0;
max = 1;
maxed = false;
firing = false;
maxed_time = undefined;
overheated = false;
penalized_time = 0; //if greater than gettime
startFiringTime = undefined;
oldheat = 0;
level.frames = 0;
level.normframes = 0;
next_overheat_fx = 0;
thread minigun_rumble();
for ( ;; )
{
level.normframes++;
if ( flag( "player_on_minigun" ) )
{
if ( !level.inuse )
{
if ( level.Console )
{
//if ( level.player adsbuttonpressed() || ( level.player attackbuttonpressed() && !overheated ) )
if ( level.player adsbuttonpressed() )
{
level.inuse = true;
self thread minigun_sound_spinup();
}
}
else
if( level.player attackbuttonpressed() )
{
level.inuse = true;
self thread minigun_sound_spinup();
}
}
else
{
if ( level.Console )
{
//if ( !level.player adsbuttonpressed() && !level.player attackbuttonpressed() )
if ( !level.player adsbuttonpressed() )
{
level.inuse = false;
self thread minigun_sound_spindown();
}
else
if( !level.player adsbuttonpressed() && level.player attackbuttonpressed() && overheated )
{
level.inuse = false;
self thread minigun_sound_spindown();
}
}
else
if( !level.player attackbuttonpressed() )
{
level.inuse = false;
self thread minigun_sound_spindown();
}
else
if( level.player attackbuttonpressed() && overheated )
{
level.inuse = false;
self thread minigun_sound_spindown();
}
}
if( level.Console)
{
if( level.player adsbuttonpressed() )
{
adsbuttonAccumulate += 0.05;
if( adsbuttonAccumulate >= 2.75 )
{
flag_set( "minigun_lesson_learned" );
}
}
else
{
adsbuttonAccumulate = 0;
}
}
if ( !firing )
{
if( level.player attackbuttonpressed() && !overheated && maxed )
{
firing = true;
startFiringTime = gettime();
}
else
if ( level.player attackbuttonpressed() && overheated )
{
firing = false;
startFiringTime = undefined;
}
}
else
{
if( !level.player attackbuttonpressed() )
{
firing = false;
startFiringTime = undefined;
}
if( level.player attackbuttonpressed() && !maxed )
{
firing = false;
startFiringTime = undefined;
}
}
}
else
{
if( firing || level.inuse == true )
{
self thread minigun_sound_spindown();
}
firing = false;
level.inuse = false;
}
if ( overheated )
{
if ( !(heat >= max) )
{
overheated = false;
startFiringTime = undefined;
self TurretFireEnable();
}
}
if ( level.inuse )
{
momentum += rate;
self.momentum = momentum;
}
else
{
momentum -= slow_rate;
self.momentum = momentum;
}
if ( momentum > max )
{
momentum = max;
self.momentum = momentum;
}
if ( momentum < 0 )
{
momentum = 0;
self.momentum = momentum;
self notify ( "done" );
}
if ( momentum == max )
{
maxed = true;
maxed_time = gettime();
self TurretFireEnable();
}
else
{
maxed = false;
self TurretFireDisable();
}
if ( firing && !overheated )
{
level.frames++;
heat += heatrate;
}
if( gettime() > penalized_time && !firing )
heat -= coolrate;
if ( heat > max )
heat = max;
if ( heat < 0 )
heat = 0;
level.heat = heat;
level.turret_heat_status = int( heat * 114 );
if ( isdefined( level.overheat_status2 ) )
thread overheat_hud_update();
if( (heat >= max) && (heat <= max) && ((oldheat < max) || (oldheat > max)) )
{
overheated = true;
penalized_time = gettime() + penalty_time * 1000;
next_overheat_fx = 0;
thread overheat_overheated();
}
oldheat = heat;
if ( overheated )
{
self TurretFireDisable();
firing = false;
//playfxOnTag( getfx( "turret_overheat_haze" ), self, "tag_flash");
if ( gettime() > next_overheat_fx )
{
playfxOnTag( getfx( "turret_overheat_smoke" ), self, "tag_flash");
next_overheat_fx = gettime() + overheat_fx_rate * 1000;
}
}
self setanim( getanim( "spin" ), 1, 0.2, momentum );
wait( 0.05 );
}
}
minigun_sound_spinup()
{
level notify ( "stopMinigunSound" );
level endon ( "stopMinigunSound" );
/*
Minigun_gatling_spinup1 0.6 s
Minigun_gatling_spinup2 0.5 s
Minigun_gatling_spinup3 0.5 s
Minigun_gatling_spinup4 0.5 s
*/
if ( self.momentum < 0.25 )
{
self playsound( "minigun_gatling_spinup1" );
wait 0.6;
self playsound( "minigun_gatling_spinup2" );
wait 0.5;
self playsound( "minigun_gatling_spinup3" );
wait 0.5;
self playsound( "minigun_gatling_spinup4" );
wait 0.5;
}
else
if( self.momentum < 0.5 )
{
self playsound( "minigun_gatling_spinup2" );
wait 0.5;
self playsound( "minigun_gatling_spinup3" );
wait 0.5;
self playsound( "minigun_gatling_spinup4" );
wait 0.5;
}
else
if( self.momentum < 0.75 )
{
self playsound( "minigun_gatling_spinup3" );
wait 0.5;
self playsound( "minigun_gatling_spinup4" );
wait 0.5;
}
else
if( self.momentum < 1 )
{
self playsound( "minigun_gatling_spinup4" );
wait 0.5;
}
thread minigun_sound_spinloop();
}
minigun_sound_spinloop()
{
//Minigun_gatling_spinloop (loops until canceled) 2.855 s
level notify ( "stopMinigunSound" );
level endon ( "stopMinigunSound" );
while( 1 )
{
self playsound( "minigun_gatling_spin" );
wait 2.5;
}
}
minigun_sound_spindown()
{
level notify ( "stopMinigunSound" );
level endon ( "stopMinigunSound" );
/*
Minigun_gatling_spindown4 0.5 s
Minigun_gatling_spindown3 0.5 s
Minigun_gatling_spindown2 0.5 s
Minigun_gatling_spindown1 0.65 s
*/
if( self.momentum > 0.75 )
{
self stopsounds();
self playsound( "minigun_gatling_spindown4" );
wait 0.5;
self playsound( "minigun_gatling_spindown3" );
wait 0.5;
self playsound( "minigun_gatling_spindown2" );
wait 0.5;
self playsound( "minigun_gatling_spindown1" );
wait 0.65;
}
else
if( self.momentum > 0.5 )
{
self playsound( "minigun_gatling_spindown3" );
wait 0.5;
self playsound( "minigun_gatling_spindown2" );
wait 0.5;
self playsound( "minigun_gatling_spindown1" );
wait 0.65;
}
else
if( self.momentum > 0.25 )
{
self playsound( "minigun_gatling_spindown2" );
wait 0.5;
self playsound( "minigun_gatling_spindown1" );
wait 0.65;
}
else
{
self playsound( "minigun_gatling_spindown1" );
wait 0.65;
}
}
overheat_enable()
{
//Draw the temperature gauge
//level.turretOverheat = true;
level thread overheat_hud();
flag_clear( "disable_overheat" );
}
overheat_disable()
{
//Erase the temperature gauge
//level.turretOverheat = false;
//level notify ( "disable_overheat" );
flag_set( "disable_overheat" );
level.savehere = undefined;
waittillframeend;
if (isdefined(level.overheat_bg))
level.overheat_bg destroy();
if (isdefined(level.overheat_status))
level.overheat_status destroy();
if (isdefined(level.overheat_status2))
level.overheat_status2 destroy();
if (isdefined(level.overheat_flashing))
level.overheat_flashing destroy();
}
overheat_hud()
{
//Draw the temperature gauge and filler bar components
level endon ( "disable_overheat" );
if ( !isdefined( level.overheat_bg ) )
{
level.overheat_bg = newhudelem();
level.overheat_bg.alignX = "right";
level.overheat_bg.alignY = "bottom";
level.overheat_bg.horzAlign = "right";
level.overheat_bg.vertAlign = "bottom";
level.overheat_bg.x = 2;
level.overheat_bg.y = -120;
level.overheat_bg setShader("hud_temperature_gauge", 35, 150);
level.overheat_bg.sort = 4;
}
barX = -10;
barY = -152;
//status bar
if ( !isdefined( level.overheat_status ) )
{
level.overheat_status = newhudelem();
level.overheat_status.alignX = "right";
level.overheat_status.alignY = "bottom";
level.overheat_status.horzAlign = "right";
level.overheat_status.vertAlign = "bottom";
level.overheat_status.x = barX;
level.overheat_status.y = barY;
level.overheat_status setShader("white", 10, 0);
level.overheat_status.color = (1,.9,0);
level.overheat_status.alpha = 0;
level.overheat_status.sort = 1;
}
//draw fake bar to cover up a hitch
if ( !isdefined( level.overheat_status2 ) )
{
level.overheat_status2 = newhudelem();
level.overheat_status2.alignX = "right";
level.overheat_status2.alignY = "bottom";
level.overheat_status2.horzAlign = "right";
level.overheat_status2.vertAlign = "bottom";
level.overheat_status2.x = barX;
level.overheat_status2.y = barY;
level.overheat_status2 setShader("white", 10, 0);
level.overheat_status2.color = (1,.9,0);
level.overheat_status2.alpha = 0;
level.overheat_status.sort = 2;
}
if ( !isdefined( level.overheat_flashing ) )
{
level.overheat_flashing = newhudelem();
level.overheat_flashing.alignX = "right";
level.overheat_flashing.alignY = "bottom";
level.overheat_flashing.horzAlign = "right";
level.overheat_flashing.vertAlign = "bottom";
level.overheat_flashing.x = barX;
level.overheat_flashing.y = barY;
level.overheat_flashing setShader("white", 10, level.turret_heat_max);
level.overheat_flashing.color = (.8,.16,0);
level.overheat_flashing.alpha = 0;
level.overheat_status.sort = 3;
}
}
overheat_overheated()
{
//Gun has overheated - flash full temp bar, do not drain
level endon ( "disable_overheat" );
if( !flag( "disable_overheat" ) )
{
level.savehere = false;
level.player thread play_sound_on_entity ("smokegrenade_explode_default");
level.overheat_flashing.alpha = 1;
level.overheat_status.alpha = 0;
level.overheat_status2.alpha = 0;
level notify ( "stop_overheat_drain" );
level.turret_heat_status = level.turret_heat_max;
thread overheat_hud_update();
for (i=0;i<4;i++)
{
level.overheat_flashing fadeovertime(0.5);
level.overheat_flashing.alpha = 0.5;
wait 0.5;
level.overheat_flashing fadeovertime(0.5);
level.overheat_flashing.alpha = 1.0;
}
level.overheat_flashing fadeovertime(0.5);
level.overheat_flashing.alpha = 0.0;
level.overheat_status.alpha = 1;
wait 0.5;
thread overheat_hud_drain();
wait 2;
level.savehere = undefined;
}
}
overheat_hud_update()
{
level endon ( "disable_overheat" );
level notify ( "stop_overheat_drain" );
if ( level.turret_heat_status > 1 )
level.overheat_status.alpha = 1;
else
{
level.overheat_status.alpha = 0;
level.overheat_status fadeovertime( 0.25 );
}
if ( isdefined( level.overheat_status2 ) && level.turret_heat_status > 1 )
{
level.overheat_status2.alpha = 1;
level.overheat_status2 setShader( "white", 10, int( level.turret_heat_status ) );
level.overheat_status scaleovertime( 0.05, 10, int( level.turret_heat_status ) );
}
else
{
level.overheat_status2.alpha = 0;
level.overheat_status2 fadeovertime( 0.25 );
}
//set color of bar
overheat_setColor( level.turret_heat_status );
wait 0.05;
if ( isdefined( level.overheat_status2 ) )
level.overheat_status2.alpha = 0;
if ( isdefined( level.overheat_status ) && level.turret_heat_status < level.turret_heat_max )
thread overheat_hud_drain();
}
overheat_setColor( value, fadeTime )
{
level endon ("disable_overheat");
//define what colors to use
color_cold = [];
color_cold[0] = 1.0;
color_cold[1] = 0.9;
color_cold[2] = 0.0;
color_warm = [];
color_warm[0] = 1.0;
color_warm[1] = 0.5;
color_warm[2] = 0.0;
color_hot = [];
color_hot[0] = 0.9;
color_hot[1] = 0.16;
color_hot[2] = 0.0;
//default color
SetValue = [];
SetValue[0] = color_cold[0];
SetValue[1] = color_cold[1];
SetValue[2] = color_cold[2];
//define where the non blend points are
cold = 0;
warm = (level.turret_heat_max / 2);
hot = level.turret_heat_max;
iPercentage = undefined;
difference = undefined;
increment = undefined;
if ( (value > cold) && (value <= warm) )
{
iPercentage = int(value * (100 / warm));
for ( colorIndex = 0 ; colorIndex < SetValue.size ; colorIndex++ )
{
difference = (color_warm[colorIndex] - color_cold[colorIndex]);
increment = (difference / 100);
SetValue[colorIndex] = color_cold[colorIndex] + (increment * iPercentage);
}
}
else if ( (value > warm) && (value <= hot) )
{
iPercentage = int( (value - warm) * (100 / (hot - warm) ) );
for ( colorIndex = 0 ; colorIndex < SetValue.size ; colorIndex++ )
{
difference = (color_hot[colorIndex] - color_warm[colorIndex]);
increment = (difference / 100);
SetValue[colorIndex] = color_warm[colorIndex] + (increment * iPercentage);
}
}
if (isdefined( fadeTime ) )
level.overheat_status fadeOverTime( fadeTime );
if( isdefined( level.overheat_status.color ) )
level.overheat_status.color = (SetValue[0], SetValue[1], SetValue[2]);
if( isdefined( level.overheat_status2.color ) )
level.overheat_status2.color = (SetValue[0], SetValue[1], SetValue[2]);
}
overheat_hud_drain()
{
level endon ( "disable_overheat" );
level endon ( "stop_overheat_drain" );
waitTime = 1.0;
for (;;)
{
if ( level.turret_heat_status > 1 )
level.overheat_status.alpha = 1;
value = level.turret_heat_status - level.turret_cooldownrate;
thread overheat_status_rampdown( value, waitTime );
if ( value < 1 )
value = 1;
level.overheat_status scaleovertime( waitTime, 10, int( value ) );
overheat_setColor( level.turret_heat_status, waitTime );
wait waitTime;
if ( isdefined( level.overheat_status ) && level.turret_heat_status <= 1 )
level.overheat_status.alpha = 0;
if ( isdefined( level.overheat_status2 ) && level.turret_heat_status <= 1 )
level.overheat_status2.alpha = 0;
}
}
overheat_status_rampdown( targetvalue, time )
{
level endon ( "disable_overheat" );
level endon ( "stop_overheat_drain" );
frames = (20 * time);
difference = ( level.turret_heat_status - targetvalue );
frame_difference = ( difference / frames );
for ( i = 0; i < frames; i++ )
{
level.turret_heat_status -= frame_difference;
if ( level.turret_heat_status < 1 )
{
level.turret_heat_status = 1;
return;
}
wait 0.05;
}
}
//script_anglevehicle = 1
//script_decel = 10000
//script_noteworthy = seaknight_land_location
//script_stopnode = 1
seaknight()
{
//seaknight_path = getent( "seaknight_path", "targetname" );
//seaknight_land_location = getent( "seaknight_land_location", "script_noteworthy" );
/*
// make friends go to seaknight
friends = getaiarray( "allies" );
for ( i = 0 ; i < friends.size ; i++ )
friends[ i ] set_force_color( "c" );
getent( "seaknight_friendly_trigger", "targetname" ) notify( "trigger" );
*/
// spawn the helicopter
level.seaknight1 = spawn_vehicle_from_targetname_and_drive( "rescue_chopper" );
assert( isdefined( level.seaknight1 ) );
wait 0.05;
// make riders only crouch so their anims look good when they unload
//seaknightRiders = level.seaknight1.riders;
seaknightRiders = [];
for( i = 0; i < level.seaknight1.riders.size; i++ )
{
if( level.seaknight1.riders[ i ].classname != "actor_ally_pilot_zach_woodland" )
seaknightRiders[ seaknightRiders.size ] = level.seaknight1.riders[ i ];
if( level.seaknight1.riders[ i ].classname == "actor_ally_hero_mark_woodland" )
{
level.griggs = level.seaknight1.riders[ i ];
level.griggs.animname = "griggs";
}
}
//assert( seaknightRiders.size == 5 );
for ( i = 0 ; i < seaknightRiders.size ; i++ )
seaknightRiders[ i ] thread seaknightRiders_standInPlace();
flag_set( "no_more_grenades" );
aAxis = getaiarray( "axis" );
for( i = 0; i < aAxis.size; i++ )
{
aAxis[ i ].grenadeammo = 0;
}
flag_wait( "open_bay_doors" );
wait 4;
level.seaknight1 setanim( getanim_generic( "ch46_doors_open" ), 1 ); //target weight
level.seaknight1 playsound( "seaknight_door_open" );
//flag_wait( "reached_evac_point" ); //sea knight reaches landing spot
wait 5;
repulsor = Missile_CreateRepulsorEnt( level.seaknight1, 5000, 1500 );
level.seaknight1.dontDisconnectPaths = true;
//level.seaknight1 vehicle_detachfrompath();
//level.seaknight1 vehicle_land();
level.seaknight1 setHoverParams( 0, 0, 0 );
wait 3.0;
level.seaknight1 notify( "unload" );
wait 4.5;
level.playerSafetyBlocker delete();
flag_set( "seaknight_can_be_boarded" );
thread seaknight_griggs_speech();
//level.seaknightFakeRamp show();
iLoadNumber = 0;
for(i=0;i<seaknightRiders.size;i++)
{
iLoadNumber++;
seaknightRiders[ i ] thread vehicle_seaknight_idle_and_load_think( iLoadNumber );
seaknightRiders[ i ] thread seaknight_riders_erase();
}
thread seaknight_departure_sequence();
flag_wait( "player_made_it" );
if ( isalive( level.player ) )
{
level.player EnableInvulnerability();
level.player.attackeraccuracy = 0;
}
createthreatbiasgroup( "sas_evac_guy" );
wait 0.25;
redshirt1 = getent( "redshirt1", "targetname" );
redshirt1 thread seaknight_sas_load();
level.sasSeaKnightBoarded++;
redshirt2 = getent( "redshirt2", "targetname" );
redshirt2 thread seaknight_sas_load();
level.sasSeaKnightBoarded++;
level.sasGunner thread seaknight_sas_load();
level.sasSeaKnightBoarded++;
level.price thread seaknight_sas_load();
level.sasSeaKnightBoarded++;
while( level.sasSeaKnightBoarded > 0 )
{
wait 0.1;
}
flag_set( "all_real_friendlies_on_board" );
flag_set( "seaknight_guards_boarding" );
}
seaknight_departure_sequence()
{
flag_wait( "seaknight_guards_boarding" );
wait 10;
if( !flag( "player_made_it" ) )
wait 2;
flag_set( "all_fake_friendlies_aboard" );
//grace period
if( !flag( "player_made_it" ) )
wait 5;
//Point of no return, late arrival check during grace period
if( flag( "player_made_it" ) )
{
flag_wait( "all_real_friendlies_on_board" );
//"All right we're all aboard!!! Go! Go!"
level.player playsound( "villagedef_grg_wereallaboard" );
wait 1;
}
else
{
//player can no longer trigger personal and live friendly boarding sequence
flag_set( "seaknight_unboardable" );
}
flag_set( "outtahere" ); //seaknight takes off
wait 1.5;
//"Ok we're outta here."
thread countdown_speech( "outtahere" );
}
seaknight_sas_load()
{
self endon ( "death" );
self.interval = 8;
self setthreatbiasgroup( "sas_evac_guy" );
setignoremegroup( "axis" , "sas_evac_guy" ); // allies ignore axis
self.goalradius = 160;
self.disableArrivals = true;
self.ignoresuppression = true;
self.ignoreAll = true;
wait randomfloatrange( 1.5, 3.2 );
fakeramp_startnode = getnode( "seaknight_fakeramp_startpoint", "targetname" );
self setgoalnode( fakeramp_startnode );
self waittill ( "goal" );
if( isdefined( fakeramp_startnode.radius ) )
self.goalradius = fakeramp_startnode.radius;
fakeramp_endnode = getnode( "seaknight_fakeramp_end", "targetname" );
self setgoalnode( fakeramp_endnode );
self waittill ( "goal" );
level.sasSeaKnightBoarded--;
if ( isdefined( self.magic_bullet_shield ) )
self stop_magic_bullet_shield();
self delete();
}
seaknight_griggs_speech()
{
flag_wait( "seaknight_can_be_boarded" );
if( !flag( "lz_reached" ) ) //if heli arrives early
{
flag_wait( "lz_reached" );
}
else
{
wait 5.5; //if player arrives early
}
//"Heard you guys needed a ride outta here!"
level.griggs anim_single_queue( level.griggs, "needaride" );
wait 0.45;
//"Get on board! Move! Move!!"
level.griggs anim_single_queue( level.griggs, "getonboard" );
wait 2;
//"Let's go! Let's go!"
level.griggs anim_single_queue( level.griggs, "griggsletsgo" );
}
vehicle_seaknight_idle_and_load_think( iAnimNumber )
{
self endon( "death" );
flag_wait( "seaknight_guards_boarding" );
sAnimLoad = "ch46_load_" + iAnimNumber;
/*-----------------------
LOAD INTO SEAKNIGHT AND DELETE
-------------------------*/
level.seaknight1 anim_generic( self, sAnimLoad, "tag_detach" );
self setGoalPos( self.origin );
self.goalradius = 4;
if( !flag( "player_made_it" ) )
{
//flag_wait( "outtahere" );
self LinkTo( level.seaknight1, "tag_detach" );
}
flag_wait( "player_made_it" );
wait 1;
if ( isdefined( self.magic_bullet_shield ) )
self stop_magic_bullet_shield();
self delete();
}
seaknight_riders_erase()
{
if( isdefined( self.animname ) && self.animname == "griggs" )
return;
self endon ( "death" );
flag_wait( "player_made_it" );
wait 1;
flag_wait( "all_fake_friendlies_aboard" );
if ( isdefined( self.magic_bullet_shield ) )
self stop_magic_bullet_shield();
self delete();
}
deleteme()
{
self delete();
}
seaknightRiders_standInPlace()
{
if ( !isAI( self ) )
return;
self allowedStances( "crouch" );
self thread hero();
self waittill( "jumpedout" );
self allowedStances( "crouch" );
waittillframeend;
self allowedStances( "crouch" );
self.goalradius = 4;
self pushPlayer( true );
self.pushable = false;
self setGoalPos( self.origin );
self.grenadeawareness = 0;
self.grenadeammo = 0;
self.ignoresuppression = true;
//self.ignoreall = true;
}
friendly_pushplayer( status )
{
if( !isdefined( status ) )
status = false;
aAllies = getaiarray( "allies" );
for( i = 0; i < aAllies.size; i++ )
{
if( status == "on" )
{
aAllies[ i ] pushplayer( true );
aAllies[ i ].dontavoidplayer = true;
aAllies[ i ].pushable = false;
}
else
{
aAllies[ i ] pushplayer( false );
aAllies[ i ].dontavoidplayer = false;
aAllies[ i ].pushable = true;
}
}
}