194 lines
5.2 KiB
Text
194 lines
5.2 KiB
Text
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#include maps\_utility;
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#include common_scripts\utility;
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main()
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{
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leaks = getentarray("leaking","targetname");
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if(!leaks.size)
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return;
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leaks thread precacheFX();
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leaks thread methodsInit();
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array_thread(leaks, ::leak_setup);
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}
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leak_setup()
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{
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switch(self.script_noteworthy)
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{
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case "barrel_oil":{
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self leak_barrel_setup();
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}break;
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case "barrel_acid":{
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self leak_barrel_setup();
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}break;
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case "barrel_sludge":{
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self leak_barrel_setup();
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}break;
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case "barrel_water":{
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self leak_barrel_setup();
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}break;
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}
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self thread leak_think();
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}
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leak_barrel_setup()
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{
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self.A = self.origin;
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self.up = anglestoup(self.angles);
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worldup = anglestoup((0,90,0));
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self.org = self.A + vector_multiply(self.up, 22);
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self.A = self.A + vector_multiply(self.up, 1.5);
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self.B = self.A + vector_multiply(self.up, 41.4);
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self.volume = (3.1416 * (14 * 14) * 42);//pi * (r squared) * height
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self.curvol = self.volume;
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dot = vectordot(self.up, worldup);
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top = self.B;
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if (dot < 0)
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top = self.A;
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dot = abs(1 - abs(dot));
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self.lowZ = (physicstrace((self.org), (self.org + (0,0,-80))) )[2];
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self.highZ = top[2] + (dot * 14);
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}
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leak_think()
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{
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self setcandamage(true);
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self endon("drained");
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while(1)
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{
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self waittill("damage", damage, other, direction_vec, P, type );
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if(type == "MOD_MELEE" || type == "MOD_IMPACT")
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continue;
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P = self [[ level._leak_methods[type] ]](P, type);
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if( !isdefined( P ) )
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continue;
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self thread leak_drain(P);
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}
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}
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leak_drain(P)
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{
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Q = pointOnSegmentNearestToPoint(self.A, self.B, P);
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vec = undefined;
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if(Q == self.A)
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vec = vector_multiply(self.up, -1);
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else if (Q == self.B)
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vec = self.up;
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else
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vec = vectorFromLineToPoint(self.A, self.B, P);
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depth = P[2] - self.lowZ;
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if(depth < .02)
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depth = 0;
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ratio = ( depth / (self.highZ - self.lowZ) ) * self.volume;
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if(self.curvol > ratio)
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{
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while(self.curvol > ratio)
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{
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playfx ( level._effect["leak_interactive_leak"][self.script_noteworthy], P, vec);
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self.curvol -= 100;
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wait .1;
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}
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playfx ( level._effect["leak_interactive_drain"][self.script_noteworthy], P, vec);
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}
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if((self.curvol/self.volume) <= .05)
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self notify("drained");
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}
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methodsInit()
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{
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level._leak_methods = [];
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level._leak_methods["MOD_UNKNOWN"] = ::leak_calc_splash;
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level._leak_methods["MOD_PISTOL_BULLET"] = ::leak_calc_ballistic;
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level._leak_methods["MOD_RIFLE_BULLET"] = ::leak_calc_ballistic;
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level._leak_methods["MOD_GRENADE"] = ::leak_calc_splash;
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level._leak_methods["MOD_GRENADE_SPLASH"] = ::leak_calc_splash;
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level._leak_methods["MOD_PROJECTILE"] = ::leak_calc_splash;
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level._leak_methods["MOD_PROJECTILE_SPLASH"] = ::leak_calc_splash;
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level._leak_methods["MOD_MELEE"] = ::leak_calc_nofx;
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level._leak_methods["MOD_HEAD_SHOT"] = ::leak_calc_nofx;
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level._leak_methods["MOD_CRUSH"] = ::leak_calc_nofx;
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level._leak_methods["MOD_TELEFRAG"] = ::leak_calc_nofx;
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level._leak_methods["MOD_FALLING"] = ::leak_calc_nofx;
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level._leak_methods["MOD_SUICIDE"] = ::leak_calc_nofx;
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level._leak_methods["MOD_TRIGGER_HURT"] = ::leak_calc_splash;
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level._leak_methods["MOD_EXPLOSIVE"] = ::leak_calc_splash;
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level._leak_methods["MOD_IMPACT"] = ::leak_calc_nofx;
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}
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leak_calc_ballistic(P, type)
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{
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return P;
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}
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leak_calc_splash(P, type)
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{
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vec = vectornormalize( vectorFromLineToPoint(self.A, self.B, P) );
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P = pointOnSegmentNearestToPoint(self.A, self.B, P);
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return ( P + vector_multiply(vec, 4) );
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//return P;
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}
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leak_calc_nofx(P, type)
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{
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return undefined;
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}
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leak_calc_assert(P, type)
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{
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assertMsg("BUG to MOHAMMAD ALAVI under LEVEL DESIGN. leaking object at (" + self getorigin() + ") was impacted with unknown type: " + type + ".");
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}
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precacheFX()
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{
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for(i=0; i< self.size; i++)
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{
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if(self[i].script_noteworthy != "barrel_oil")
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continue;
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level._effect["leak_interactive_leak"][self[i].script_noteworthy] = loadfx("impacts/barrel_leak");
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level._effect["leak_interactive_drain"][self[i].script_noteworthy] = loadfx("impacts/barrel_drain");
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//level._sound["leak_interactive"][self[i].script_noteworthy] = "mtl_steam_pipe_hit";
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//level.pipe_fx_time[self[i].script_noteworthy] = 5;
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break;
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}
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for(i=0; i< self.size; i++)
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{
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if(self[i].script_noteworthy != "barrel_acid")
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continue;
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level._effect["leak_interactive_leak"][self[i].script_noteworthy] = loadfx("impacts/barrel_leak");
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level._effect["leak_interactive_drain"][self[i].script_noteworthy] = loadfx("impacts/barrel_drain");
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break;
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}
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for(i=0; i< self.size; i++)
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{
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if(self[i].script_noteworthy != "barrel_water")
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continue;
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level._effect["leak_interactive_leak"][self[i].script_noteworthy] = loadfx("impacts/barrel_leak");
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level._effect["leak_interactive_drain"][self[i].script_noteworthy] = loadfx("impacts/barrel_drain");
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break;
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}
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for(i=0; i< self.size; i++)
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{
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if(self[i].script_noteworthy != "barrel_sludge")
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continue;
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level._effect["leak_interactive_leak"][self[i].script_noteworthy] = loadfx("impacts/barrel_leak");
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level._effect["leak_interactive_drain"][self[i].script_noteworthy] = loadfx("impacts/barrel_drain");
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break;
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}
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}
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