cod4-sdk/raw/maps/_javelin.gsc

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2008-01-19 00:00:00 +00:00
#include maps\_utility;
#include common_scripts\utility;
PlayerJavelinAds()
{
if ( level.player playerads() < 1.0 )
return false;
weap = level.player getCurrentWeapon();
if ( weap != "javelin" )
return false;
return true;
}
InsideJavelinReticleNoLock( target )
{
//TODO: sighttrace
return target_isinrect( target, level.player, 25, 60, 30 );
}
InsideJavelinReticleLocked( target )
{
//TODO: sighttrace
return target_isinrect( target, level.player, 25, 90, 45 );
}
ClearCLUTarget()
{
level.player notify( "javelin_clu_cleartarget" );
level.player notify( "stop_lockon_sound" );
level.javelinLockStartTime = 0;
level.javelinLockStarted = false;
level.javelinLockFinalized = false;
level.javelinTarget = undefined;
level.player WeaponLockFree();
level.player WeaponLockTargetTooClose( false );
level.player WeaponLockNoClearance( false );
level.player StopLocalSound( "javelin_clu_lock" );
level.player StopLocalSound( "javelin_clu_aquiring_lock" );
}
GetBestJavelinTarget()
{
targetsAll = target_getArray();
targetsValid = [];
for ( idx = 0; idx < targetsAll.size; idx++ )
{
if ( InsideJavelinReticleNoLock( targetsAll[idx] ) )
targetsValid[targetsValid.size] = targetsAll[idx];
target_setOffscreenShader( targetsAll[idx], "javelin_hud_target_offscreen" );
}
if ( targetsValid.size == 0 )
return undefined;
chosenEnt = targetsValid[0];
if ( targetsValid.size > 1 )
{
//TODO: find the closest
}
return chosenEnt;
}
IsStillValidTarget( ent )
{
if ( ! isDefined( ent ) )
return false;
if ( ! target_isTarget( ent ) )
return false;
if ( ! InsideJavelinReticleLocked( ent ) )
return false;
return true;
}
SetTargetTooClose( ent )
{
MINIMUM_JAV_DISTANCE = 1000;
if ( ! isDefined( ent ) )
return false;
dist = Distance2D( level.player.origin, ent.origin );
//PrintLn( "Jav Distance: ", dist );
if ( dist < MINIMUM_JAV_DISTANCE )
level.player WeaponLockTargetTooClose( true );
else
level.player WeaponLockTargetTooClose( false );
}
SetNoClearance()
{
ORIGINOFFSET_UP = 60;
ORIGINOFFSET_RIGHT = 10;
DISTANCE = 400;
COLOR_PASSED = (0,1,0);
COLOR_FAILED = (1,0,0);
checks = [];
checks[0] = ( 0, 0, 80 );
checks[1] = ( -40, 0, 120 );
checks[2] = ( 40, 0, 120 );
checks[3] = ( -40, 0, 40 );
checks[4] = ( 40, 0, 40 );
if ( GetDVar( "missileDebugDraw" ) == "1" )
debug = true;
else
debug = false;
playerAngles = level.player GetPlayerAngles();
forward = AnglesToForward( playerAngles );
right = AnglesToRight( playerAngles );
up = AnglesToUp( playerAngles );
origin = level.player.origin + (0,0,ORIGINOFFSET_UP) + right * ORIGINOFFSET_RIGHT;
obstructed = false;
for( idx = 0; idx < checks.size; idx++ )
{
endpoint = origin + forward * DISTANCE + up * checks[idx][2] + right * checks[idx][0];
trace = BulletTrace( origin, endpoint, false, undefined );
if ( trace["fraction"] < 1 )
{
obstructed = true;
if ( debug )
line( origin, trace["position"], COLOR_FAILED, 1 );
else
break;
}
else
{
if ( debug )
line( origin, trace["position"], COLOR_PASSED, 1 );
}
}
level.player WeaponLockNoClearance( obstructed );
}
JavelinCLULoop()
{
level.player endon( "death" );
level.player endon( "javelin_clu_off" );
LOCK_LENGTH = 2000;
for (;;)
{
wait 0.05;
//-------------------------
// Four possible states:
// No missile in the tube, so CLU will not search for targets.
// CLU has a lock.
// CLU is locking on to a target.
// CLU is searching for a target to begin locking on to.
//-------------------------
clipAmmo = level.player GetCurrentWeaponClipAmmo();
if ( !clipAmmo )
{
ClearCLUTarget();
continue;
}
if ( level.javelinLockFinalized )
{
if ( ! IsStillValidTarget( level.javelinTarget ) )
{
ClearCLUTarget();
continue;
}
SetTargetTooClose( level.javelinTarget );
SetNoClearance();
//print3D( level.javelinTarget.origin, "* LOCKED!", (.2, 1, .3), 1, 5 );
continue;
}
if ( level.javelinLockStarted )
{
if ( ! IsStillValidTarget( level.javelinTarget ) )
{
ClearCLUTarget();
continue;
}
//print3D( level.javelinTarget.origin, "* locking...!", (.2, 1, .3), 1, 5 );
timePassed = getTime() - level.javelinLockStartTime;
if ( timePassed < LOCK_LENGTH )
continue;
assert( isdefined( level.javelinTarget ) );
level.player notify( "stop_lockon_sound" );
level.javelinLockFinalized = true;
level.player WeaponLockFinalize( level.javelinTarget );
level.player PlayLocalSound( "javelin_clu_lock" );
SetTargetTooClose( level.javelinTarget );
SetNoClearance();
continue;
}
bestTarget = GetBestJavelinTarget();
if ( !isDefined( bestTarget ) )
continue;
level.javelinTarget = bestTarget;
level.javelinLockStartTime = getTime();
level.javelinLockStarted = true;
level.player WeaponLockStart( bestTarget );
thread LoopLocalSeekSound( "javelin_clu_aquiring_lock", 0.6 );
}
}
JavelinToggleLoop()
{
level.player endon ( "death" );
for (;;)
{
while( ! PlayerJavelinAds() )
wait 0.05;
thread JavelinCLULoop();
while( PlayerJavelinAds() )
wait 0.05;
level.player notify( "javelin_clu_off" );
ClearCLUTarget();
}
}
TraceConstantTest()
{
for (;;)
{
wait 0.05;
SetNoClearance();
}
}
init()
{
precacheShader( "javelin_hud_target_offscreen" );
ClearCLUTarget();
SetSavedDvar( "vehHudTargetSize", 50 );
SetSavedDvar( "vehHudTargetScreenEdgeClampBufferLeft", 120 );
SetSavedDvar( "vehHudTargetScreenEdgeClampBufferRight", 126 );
SetSavedDvar( "vehHudTargetScreenEdgeClampBufferTop", 139 );
SetSavedDvar( "vehHudTargetScreenEdgeClampBufferBottom", 134 );
thread JavelinToggleLoop();
//thread TraceConstantTest();
}
LoopLocalSeekSound( alias, interval )
{
level.player endon ( "stop_lockon_sound" );
for (;;)
{
level.player PlayLocalSound( alias );
wait interval;
}
}