cod4-sdk/raw/maps/_utility_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;
/*
Functions called only from _utility
*/
linetime_proc( start, end, color, timer )
{
for ( i = 0; i < timer * 20; i++ )
{
line( start, end, color );
wait( 0.05 );
}
}
structarray_swap( object1, object2 )
{
index1 = object1.struct_array_index;
index2 = object2.struct_array_index;
self.array[ index2 ] = object1;
self.array[ index1 ] = object2;
self.array[ index1 ].struct_array_index = index1;
self.array[ index2 ].struct_array_index = index2;
}
waitSpread_code( start, end )
{
waittillframeend;// give every other waitspreader in this frame a chance to increment wait_spreaders
assert( level.wait_spreaders >= 1 );
allotment = [];
if ( level.wait_spreaders == 1 )
{
allotment[ 0 ] = randomfloatrange( start, end );
level.wait_spreader_allotment = allotment;
level.active_wait_spread = undefined;
return;
}
allotment[ 0 ] = start;
allotment[ allotment.size ] = end;
for ( i = 1; i < level.wait_spreaders - 1; i++ )
{
allotment = waitSpread_insert( allotment );
}
level.wait_spreader_allotment = array_randomize( allotment );
level.active_wait_spread = undefined;
}
waitSpread_insert( allotment )
{
gapIndex = -1;
gap = 0;
// get the largest waitspread gap
for ( p = 0; p < allotment.size - 1; p++ )
{
newgap = allotment[ p + 1 ] - allotment[ p ];
if ( newgap <= gap )
continue;
gap = newgap;
gapIndex = p;
}
assert( gap > 0 );
newAllotment = [];
for ( i = 0; i < allotment.size; i++ )
{
if ( gapIndex == i - 1 )
{
newAllotment[ newAllotment.size ] = randomfloatrange( allotment[ gapIndex ], allotment[ gapIndex + 1 ] );
}
newAllotment[ newAllotment.size ] = allotment[ i ];
}
return newAllotment;
}
waittill_objective_event_proc( requireTrigger )
{
while ( level.deathSpawner[ self.script_deathChain ] > 0 )
level waittill( "spawner_expired" + self.script_deathChain );
if ( requireTrigger )
self waittill( "trigger" );
flag = self get_trigger_flag();
flag_set( flag );
}
wait_until_done_speaking()
{
self endon( "death" );
while ( self.isSpeaking )
{
wait( 0.05 );
}
}
wait_for_trigger_think( ent )
{
self endon( "death" );
ent endon( "trigger" );
self waittill( "trigger" );
ent notify( "trigger" );
}
wait_for_trigger( msg, type )
{
triggers = getentarray( msg, type );
ent = spawnstruct();
array_thread( triggers, ::wait_for_trigger_think, ent );
ent waittill( "trigger" );
}
ent_waits_for_level_notify( msg )
{
level waittill( msg );
self notify( "done" );
}
ent_waits_for_trigger( trigger )
{
trigger waittill( "trigger" );
self notify( "done" );
}
ent_times_out( timer )
{
wait( timer );
self notify( "done" );
}
update_debug_friendlycolor_on_death()
{
self notify( "debug_color_update" );
self endon( "debug_color_update" );
num = self.ai_number;
self waittill( "death" );
level.debug_color_friendlies[ num ] = undefined;
// updates the debug color friendlies info
level notify( "updated_color_friendlies" );
}
update_debug_friendlycolor( num )
{
thread update_debug_friendlycolor_on_death();
if ( isdefined( self.script_forceColor ) )
{
level.debug_color_friendlies[ num ] = self.script_forceColor;
}
else
{
level.debug_color_friendlies[ num ] = undefined;
}
// updates the debug color friendlies info
level notify( "updated_color_friendlies" );
}
insure_player_does_not_set_forcecolor_twice_in_one_frame()
{
/#
assertEx( !isdefined( self.setforcecolor ), "Tried to set forceColor on an ai twice in one frame. Don't spam set_force_color." );
self.setforcecolor = true;
waittillframeend;
if ( !isalive( self ) )
return;
self.setforcecolor = undefined;
#/
}
new_color_being_set( color )
{
self notify( "new_color_being_set" );
self.new_force_color_being_set = true;
maps\_colors::left_color_node();
self endon( "new_color_being_set" );
self endon( "death" );
// insure we're only getting one color change, multiple in one frame will get overwritten.
waittillframeend;
waittillframeend;
if ( isdefined( self.script_forceColor ) )
{
// grab the current colorCode that AI of this color are forced to, if there is one
self.currentColorCode = level.currentColorForced[ self.team ][ self.script_forceColor ];
self thread maps\_colors::goto_current_ColorIndex();
}
self.new_force_color_being_set = undefined;
self notify( "done_setting_new_color" );
/#
update_debug_friendlycolor( self.ai_number );
#/
}
radio_queue_thread( msg )
{
queueTime = gettime();
for ( ;; )
{
if ( !isdefined( self._radio_queue ) )
break;
self waittill( "finished_radio" );
if ( gettime() > queueTime + 7500 )
return;
}
self._radio_queue = true;
wait_for_buffer_time_to_pass( level.last_mission_sound_time, 0.5 );
level.player play_sound_on_entity( level.scr_radio[ msg ] );
self._radio_queue = undefined;
level.last_mission_sound_time = gettime();
self notify( "finished_radio" );
}
delayThread_proc( func, timer, param1, param2, param3, param4 )
{
self endon( "death" );
wait( timer );
if ( isdefined( param4 ) )
thread [[ func ]]( param1, param2, param3, param4 );
else
if ( isdefined( param3 ) )
thread [[ func ]]( param1, param2, param3 );
else
if ( isdefined( param2 ) )
thread [[ func ]]( param1, param2 );
else
if ( isdefined( param1 ) )
thread [[ func ]]( param1 );
else
thread [[ func ]]();
}
wait_for_flag_or_time_elapses( flagname, timer )
{
level endon( flagname );
wait( timer );
}
ent_wait_for_flag_or_time_elapses( flagname, timer )
{
self endon( flagname );
wait( timer );
}
waittill_either_function_internal( ent, func, parm )
{
ent endon( "done" );
[[ func ]]( parm );
ent notify( "done" );
}
HintPrintWait( length, breakfunc )
{
if ( !isdefined( breakfunc ) )
{
wait( length );
return;
}
timer = length * 20;
for ( i = 0; i < timer; i++ )
{
if ( [[ breakfunc ]]() )
break;
wait( 0.05 );
}
}
HintPrint( string, breakfunc )
{
MYFADEINTIME = 1.0;
MYFLASHTIME = 0.75;
MYALPHAHIGH = 0.95;
MYALPHALOW = 0.4;
flag_waitopen( "global_hint_in_use" );
flag_set( "global_hint_in_use" );
Hint = createFontString( "objective", 2 );
//Hint.color = ( 1, 1, .5 ); //remove color so that color highlighting on PC can show up.
Hint.alpha = 0.9;
Hint.x = 0;
Hint.y = -68;
Hint.alignx = "center";
Hint.aligny = "middle";
Hint.horzAlign = "center";
Hint.vertAlign = "middle";
Hint.foreground = false;
Hint.hidewhendead = true;
Hint setText( string );
Hint.alpha = 0;
Hint FadeOverTime( MYFADEINTIME );
Hint.alpha = MYALPHAHIGH;
HintPrintWait( MYFADEINTIME );
if ( isdefined( breakfunc ) )
{
for ( ;; )
{
Hint FadeOverTime( MYFLASHTIME );
Hint.alpha = MYALPHALOW;
HintPrintWait( MYFLASHTIME, breakfunc );
if ( [[ breakfunc ]]() )
break;
Hint FadeOverTime( MYFLASHTIME );
Hint.alpha = MYALPHAHIGH;
HintPrintWait( MYFLASHTIME );
if ( [[ breakfunc ]]() )
break;
}
}
else
{
for ( i = 0; i < 5; i++ )
{
Hint FadeOverTime( MYFLASHTIME );
Hint.alpha = MYALPHALOW;
HintPrintWait( MYFLASHTIME );
Hint FadeOverTime( MYFLASHTIME );
Hint.alpha = MYALPHAHIGH;
HintPrintWait( MYFLASHTIME );
}
}
Hint Destroy();
flag_clear( "global_hint_in_use" );
}
lerp_player_view_to_tag_internal( tag, lerptime, fraction, right_arc, left_arc, top_arc, bottom_arc, hit_geo )
{
if ( isdefined( self.first_frame_time ) && self.first_frame_time == gettime() )
{
// the base ai / vehicle / model just was put into the first frame and it takes a server frame for the
// tags to get into position
wait( 0.10 );
}
origin = self gettagorigin( tag );
angles = self gettagangles( tag );
lerp_player_view_to_position( origin, angles, lerptime, fraction, right_arc, left_arc, top_arc, bottom_arc, hit_geo );
if ( hit_geo )
return;
level.player playerlinkto( self, tag, fraction, right_arc, left_arc, top_arc, bottom_arc, false );
}
lerp_player_view_to_tag_oldstyle_internal( tag, lerptime, fraction, right_arc, left_arc, top_arc, bottom_arc, hit_geo )
{
if ( isdefined( self.first_frame_time ) && self.first_frame_time == gettime() )
{
// the base ai / vehicle / model just was put into the first frame and it takes a server frame for the
// tags to get into position
wait( 0.10 );
}
origin = self gettagorigin( tag );
angles = self gettagangles( tag );
lerp_player_view_to_position_oldstyle( origin, angles, lerptime, fraction, right_arc, left_arc, top_arc, bottom_arc, true );
if ( hit_geo )
return;
level.player playerlinktodelta( self, tag, fraction, right_arc, left_arc, top_arc, bottom_arc, false );
}
function_stack_proc( caller, func, param1, param2, param3, param4 )
{
if ( !isdefined( caller.function_stack ) )
caller.function_stack = [];
caller.function_stack[ caller.function_stack.size ] = self;
function_stack_caller_waits_for_turn( caller );
if ( isdefined( caller ) )
{
if ( isdefined( param4 ) )
caller [[ func ]]( param1, param2, param3, param4 );
else
if ( isdefined( param3 ) )
caller [[ func ]]( param1, param2, param3 );
else
if ( isdefined( param2 ) )
caller [[ func ]]( param1, param2 );
else
if ( isdefined( param1 ) )
caller [[ func ]]( param1 );
else
caller [[ func ]]();
if ( isdefined( caller ) )
{
caller.function_stack = array_remove( caller.function_stack, self );
caller notify( "level_function_stack_ready" );
}
}
if ( isdefined( self ) )
self notify( "function_done" );
}
function_stack_caller_waits_for_turn( caller )
{
caller endon( "death" );
self endon( "death" );
while ( caller.function_stack[ 0 ] != self )
caller waittill( "level_function_stack_ready" );
}
alphabet_compare( a, b )
{
list = [];
val = 1;
list[ "0" ] = val; val++;
list[ "1" ] = val; val++;
list[ "2" ] = val; val++;
list[ "3" ] = val; val++;
list[ "4" ] = val; val++;
list[ "5" ] = val; val++;
list[ "6" ] = val; val++;
list[ "7" ] = val; val++;
list[ "8" ] = val; val++;
list[ "9" ] = val; val++;
list[ "_" ] = val; val++;
list[ "a" ] = val; val++;
list[ "b" ] = val; val++;
list[ "c" ] = val; val++;
list[ "d" ] = val; val++;
list[ "e" ] = val; val++;
list[ "f" ] = val; val++;
list[ "g" ] = val; val++;
list[ "h" ] = val; val++;
list[ "i" ] = val; val++;
list[ "j" ] = val; val++;
list[ "k" ] = val; val++;
list[ "l" ] = val; val++;
list[ "m" ] = val; val++;
list[ "n" ] = val; val++;
list[ "o" ] = val; val++;
list[ "p" ] = val; val++;
list[ "q" ] = val; val++;
list[ "r" ] = val; val++;
list[ "s" ] = val; val++;
list[ "t" ] = val; val++;
list[ "u" ] = val; val++;
list[ "v" ] = val; val++;
list[ "w" ] = val; val++;
list[ "x" ] = val; val++;
list[ "y" ] = val; val++;
list[ "z" ] = val; val++;
a = tolower( a );
b = tolower( b );
val1 = 0;
if ( isdefined( list[ a ] ) )
val1 = list[ a ];
val2 = 0;
if ( isdefined( list[ b ] ) )
val2 = list[ b ];
if ( val1 > val2 )
return "1st";
if ( val1 < val2 )
return "2nd";
return "same";
}
is_later_in_alphabet( string1, string2 )
{
count = string1.size;
if ( count >= string2.size )
count = string2.size;
for ( i = 0; i < count; i++ )
{
val = alphabet_compare( string1[ i ], string2[ i ] );
if ( val == "1st" )
return true;
if ( val == "2nd" )
return false;
}
return string1.size > string2.size;
}
unflash_flag( seconds )
{
level endon( "player_flashed" );
wait( seconds );
flag_clear( "player_flashed" );
}
wait_for_sounddone_or_death( org )
{
self endon( "death" );
org waittill( "sounddone" );
}
sound_effect()
{
self effect_soundalias();
}
effect_soundalias()
{
// save off this info in case we delete the effect
origin = self.v[ "origin" ];
alias = self.v[ "soundalias" ];
self exploder_delay();
play_sound_in_space( alias, origin );
}
cannon_effect()
{
if( isdefined( self.v[ "repeat" ] ) )
{
for( i = 0;i < self.v[ "repeat" ];i ++ )
{
playfx( level._effect[ self.v[ "fxid" ] ], self.v[ "origin" ], self.v[ "forward" ], self.v[ "up" ] );
// exploder_playSound();
self exploder_delay();
}
return;
}
self exploder_delay();
// playfx( level._effect[ self.v[ "fxid" ] ], self.v[ "origin" ], self.v[ "forward" ], self.v[ "up" ] );
if ( isdefined( self.looper ) )
self.looper delete();
self.looper = spawnFx( getfx( self.v[ "fxid" ] ), self.v[ "origin" ], self.v[ "forward" ], self.v[ "up" ] );
triggerFx( self.looper );
exploder_playSound();
}
exploder_delay()
{
if( !isdefined( self.v[ "delay" ] ) )
self.v[ "delay" ] = 0;
min_delay = self.v[ "delay" ];
max_delay = self.v[ "delay" ] + 0.001;// cant randomfloatrange on the same #
if( isdefined( self.v[ "delay_min" ] ) )
min_delay = self.v[ "delay_min" ];
if( isdefined( self.v[ "delay_max" ] ) )
max_delay = self.v[ "delay_max" ];
if( min_delay > 0 )
wait( randomfloatrange( min_delay, max_delay ) );
}
exploder_earthquake()
{
self exploder_delay();
eq = level.earthquake[ self.v[ "earthquake" ] ];
earthquake( eq[ "magnitude" ], eq[ "duration" ], self.v[ "origin" ], eq[ "radius" ] );
}
exploder_rumble()
{
self exploder_delay();
level.player PlayRumbleonentity( self.v[ "rumble" ] );
}
exploder_playSound()
{
if( !isdefined( self.v[ "soundalias" ] ) || self.v[ "soundalias" ] == "nil" )
return;
play_sound_in_space( self.v[ "soundalias" ], self.v[ "origin" ] );
}
fire_effect()
{
forward = self.v[ "forward" ];
up = self.v[ "up" ];
org = undefined;
firefxSound = self.v[ "firefxsound" ];
origin = self.v[ "origin" ];
firefx = self.v[ "firefx" ];
ender = self.v[ "ender" ];
if( !isdefined( ender ) )
ender = "createfx_effectStopper";
timeout = self.v[ "firefxtimeout" ];
fireFxDelay = 0.5;
if( isdefined( self.v[ "firefxdelay" ] ) )
fireFxDelay = self.v[ "firefxdelay" ];
self exploder_delay();
if( isdefined( firefxSound ) )
level thread loop_fx_sound( firefxSound, origin, ender, timeout );
playfx( level._effect[ firefx ], self.v[ "origin" ], forward, up );
// loopfx( fxId, fxPos, waittime, fxPos2, fxStart, fxStop, timeout )
// maps\_fx::loopfx( firefx, origin, delay, org, undefined, ender, timeout );
}
init_vision_set( visionset )
{
level.lvl_visionset = visionset;
if ( !isdefined ( level.vision_cheat_enabled ) )
level.vision_cheat_enabled = false;
return level.vision_cheat_enabled;
}
array_waitlogic1( ent, msg, timeout )
{
self array_waitlogic2( ent, msg, timeout );
self._array_wait = false;
self notify( "_array_wait" );
}
array_waitlogic2( ent, msg, timeout )
{
ent endon( msg );
ent endon( "death" );
if( isdefined( timeout ) )
wait timeout;
else
ent waittill( msg );
}
exec_func( func, endons )
{
for ( i = 0; i < endons.size; i++ )
{
endons[ i ].caller endon( endons[ i ].ender );
}
if ( func.parms.size == 0 )
{
func.caller [[ func.func ]]();
}
else
if ( func.parms.size == 1 )
{
func.caller [[ func.func ]]( func.parms[ 0 ] );
}
else
if ( func.parms.size == 2 )
{
func.caller [[ func.func ]]( func.parms[ 0 ], func.parms[ 1 ] );
}
else
if ( func.parms.size == 3 )
{
func.caller [[ func.func ]]( func.parms[ 0 ], func.parms[ 1 ], func.parms[ 2 ] );
}
}
waittill_func_ends( func, endons )
{
self endon( "all_funcs_ended" );
exec_func( func, endons );
self.count--;
self notify( "func_ended" );
}