/* SOUNDS helicopter_world_edge_warning helicopter_world_edge_failure alarm_cobra_altitude,,cobra/alarm_altitude.wav,0.99,0.99,na,,,360,6000,local,,,,,cobrapilot pilotcobra alarm_cobra_caution,,cobra/alarm_caution.wav,0.99,0.99,na,,,360,6000,local,,,,,cobrapilot pilotcobra alarm_cobra_pullup,,cobra/alarm_pullup.wav,0.99,0.99,na,,,360,6000,local,,,,,cobrapilot pilotcobra alarm_cobra_warning,,cobra/alarm_warning.wav,0.99,0.99,na,,,360,6000,local,,,,,cobrapilot pilotcobra weap_rearming,,cobra/weap_rearming.wav,0.99,0.99,wpnplyr,,,360,6000,auto,,,,,cobrapilot pilotcobra */ #include maps\_utility; #include maps\_helicopter_globals; #include common_scripts\utility; init() { /******************************************************/ /* DVARS */ /******************************************************/ // dvar to give player's cobra unlimited ammo // 0 - regular // 1 - unlimited if ( getdvar( "cobrapilot_unlimited_ammo") == "" ) setdvar( "cobrapilot_unlimited_ammo", "0" ); // dvar to toggle the mode at which ammo reloading points operate // 0 - player manually hovers above the point and ammo and health is regened // 1 - players controls are taken away and sequence is started if ( getdvar( "cobrapilot_farp_mode") == "" ) setdvar( "cobrapilot_farp_mode", "0" ); // dvar to set how the edge of the world acts // 0 - nothing happens, player can fly out of bounds without penalty // 1 - control is taken away and helicopter is automatically flown in bounds // 2 - warning message pops up and player must fly in bounds within the time limit if ( getdvar( "cobrapilot_edge_of_world_type") == "" ) setdvar( "cobrapilot_edge_of_world_type", "2" ); // turn on/off the gunner in your chopper // 0 - off // 1 - on if ( getdvar( "cobrapilot_gunner_enabled") == "" ) setdvar( "cobrapilot_gunner_enabled", "1" ); // turn on/off the wingman // 0 - off // 1 - on if ( getdvar( "cobrapilot_wingman_enabled") == "" ) setdvar( "cobrapilot_wingman_enabled", "1" ); // difficulty dvar // easy, medium, hard, insane setdvar( "cobrapilot_difficulty", "" ); // dvar to turn on debug info ( prints, lines, etc ) if ( getdvar( "cobrapilot_debug") == "" ) setdvar( "cobrapilot_debug", "0" ); /******************************************************/ /******************************************************/ /******************************************************/ /******************************************************/ /* SETUP WEAPON TAGS */ /******************************************************/ level.cobra_weapon_tags = []; level.cobra_weapon_tags["cobra_20mm"][0] = "tag_flash"; level.cobra_weapon_tags["cobra_FFAR"][0] = "tag_store_r_2"; level.cobra_weapon_tags["cobra_Hellfire"][0] = "tag_store_l_1_a"; level.cobra_weapon_tags["cobra_Hellfire"][1] = "tag_store_l_1_b"; level.cobra_weapon_tags["cobra_Hellfire"][2] = "tag_store_l_1_c"; level.cobra_weapon_tags["cobra_Hellfire"][3] = "tag_store_l_1_d"; level.cobra_weapon_tags["cobra_Hellfire"][4] = "tag_store_r_1_a"; level.cobra_weapon_tags["cobra_Hellfire"][5] = "tag_store_r_1_b"; level.cobra_weapon_tags["cobra_Hellfire"][6] = "tag_store_r_1_c"; level.cobra_weapon_tags["cobra_Hellfire"][7] = "tag_store_r_1_d"; level.cobra_weapon_tags["cobra_Hellfire"][8] = "tag_store_l_2_a"; level.cobra_weapon_tags["cobra_Hellfire"][9] = "tag_store_l_2_b"; level.cobra_weapon_tags["cobra_Hellfire"][10] = "tag_store_l_2_c"; level.cobra_weapon_tags["cobra_Hellfire"][11] = "tag_store_l_2_d"; level.cobra_weapon_tags["cobra_Sidewinder"][0] = "tag_store_l_wing"; level.cobra_weapon_tags["cobra_Sidewinder"][1] = "tag_store_r_wing"; level.cobra_missile_models = []; level.cobra_missile_models["cobra_Hellfire"] = "projectile_hellfire_missile"; level.cobra_missile_models["cobra_Sidewinder"] = "projectile_sidewinder_missile"; /******************************************************/ /******************************************************/ /******************************************************/ /******************************************************/ /* SETUP WEAPONS */ /******************************************************/ // 20mm Chain Gun weapon = weaponsSystems_Create_Weapon(); weapon.v["weapon"] = "cobra_20mm"; weapon.v["realWeaponName"] = &"COBRAPILOT_20MM"; weapon.v["weaponNameLocationX"] = 573; weapon.v["weaponNameLocationY"] = 149; weapon.v["equipButton"] = "BUTTON_A"; weapon.v["equipShader"] = "cobra_controls_a"; weapon.v["singleShot"] = false; weapon.v["targetType"] = "dummy"; weapon.v["maxAmmo"] = 750; weapon.v["ammoPickupIncrement"] = 50; weapon.v["tags"] = level.cobra_weapon_tags["cobra_20mm"]; weaponsSystems_Add_Weapon( weapon ); // Unguided Rockets weapon = weaponsSystems_Create_Weapon(); weapon.v["weapon"] = "cobra_FFAR"; weapon.v["realWeaponName"] = &"COBRAPILOT_FFAR"; weapon.v["weaponNameLocationX"] = 573; weapon.v["weaponNameLocationY"] = 167; weapon.v["equipButton"] = "BUTTON_B"; weapon.v["equipShader"] = "cobra_controls_b"; weapon.v["singleShot"] = false; weapon.v["targetType"] = "dummy"; weapon.v["maxAmmo"] = 38; weapon.v["ammoPickupIncrement"] = 4; weapon.v["tags"] = level.cobra_weapon_tags["cobra_FFAR"]; weaponsSystems_Add_Weapon( weapon ); // Hellfire weapon = weaponsSystems_Create_Weapon(); weapon.v["weapon"] = "cobra_Hellfire"; weapon.v["realWeaponName"] = &"COBRAPILOT_HELLFIRE"; weapon.v["weaponNameLocationX"] = 573; weapon.v["weaponNameLocationY"] = 185; weapon.v["equipButton"] = "BUTTON_X"; weapon.v["equipShader"] = "cobra_controls_x"; weapon.v["hudShader"] = "veh_hud_hellfire"; weapon.v["hudShader_size_x"] = 200; weapon.v["hudShader_size_y"] = 200; weapon.v["singleShot"] = true; weapon.v["targetType"] = "ground"; weapon.v["lockonTime"] = 1500; weapon.v["maxAmmo"] = 8; weapon.v["ammoPickupIncrement"] = 1; weapon.v["tags"] = level.cobra_weapon_tags["cobra_Hellfire"]; weaponsSystems_Add_Weapon( weapon ); // Sidewinder weapon = weaponsSystems_Create_Weapon(); weapon.v["weapon"] = "cobra_Sidewinder"; weapon.v["realWeaponName"] = &"COBRAPILOT_SIDEWINDER"; weapon.v["sound_armed_loop"] = "weap_aim9_growl4"; weapon.v["weaponNameLocationX"] = 573; weapon.v["weaponNameLocationY"] = 203; weapon.v["equipButton"] = "BUTTON_Y"; weapon.v["equipShader"] = "cobra_controls_y"; weapon.v["hudShader"] = "veh_hud_sidewinder"; weapon.v["hudShader_size_x"] = 200; weapon.v["hudShader_size_y"] = 200; weapon.v["singleShot"] = true; weapon.v["targetType"] = "air"; weapon.v["lockonTime"] = 3000; weapon.v["maxAmmo"] = 2; weapon.v["ammoPickupIncrement"] = 1; weapon.v["ammoPickupDelay_Min"] = 1.0; weapon.v["ammoPickupDelay_Max"] = 2.0; weapon.v["tags"] = level.cobra_weapon_tags["cobra_Sidewinder"]; weaponsSystems_Add_Weapon( weapon ); /******************************************************/ /******************************************************/ /******************************************************/ precacheString( &"COBRAPILOT_EDGE_OF_WORLD_WARNING" ); precacheString( &"COBRAPILOT_EDGE_OF_WORLD_FAIL" ); precacheString( &"COBRAPILOT_NO_AMMO" ); precacheString( &"COBRAPILOT_OBJECTIVE_AMMO_RELOAD_POINT" ); level.vehicleSpawnCallbackThread = ::vehicle_Spawn_Callback_Thread; level.cobraHealth = []; level.cobraHealth["easy"] = 9000; level.cobraHealth["medium"] = 6000; level.cobraHealth["hard"] = 3000; level.cobraHealth["insane"] = 1500; level.flareButton1 = "BUTTON_LSHLDR"; level.flareButton2 = "BUTTON_RSHLDR"; level.stats = []; level.stats["enemies_killed"] = 0; level.stats["damage_taken"] = 0; level.stats["cobra_20mm"] = 0; level.stats["cobra_FFAR"] = 0; level.stats["cobra_Hellfire"] = 0; level.stats["cobra_Sidewinder"] = 0; level.stats["flares_used"] = 0; level.cosine = []; level.cosine["45"] = cos(45); level.cosine["55"] = cos(55); level.GunnerTargetRange = 16000; level.GunnerTargetFOV = level.cosine["55"]; level.GunnerWeapon = "cobra_20mm_copilot"; level.GunnerWeaponPlayerEquiv = "cobra_20mm"; precacheItem( level.GunnerWeapon ); level.flare_fx = []; level.flare_fx["cobra"] = loadfx( "misc/flares_cobra" ); level.flare_fx["cobra_player"] = loadfx( "misc/flares_cobra" ); level.flare_fx["hind"] = loadfx( "misc/flares_cobra" ); level.player_death_fx = loadfx( "explosions/cobrapilot_vehicle_explosion" ); precacheShader( "compass_waypoint_farp" ); // precache gunner character precacheModel( "body_complete_sp_cobra_pilot_desert_zack" ); // precache materials used for missile hint indicators level.missileHintIndicator_Missile = "veh_hud_missile"; level.missileHintIndicator_Missile_Flash = "veh_hud_missile_flash"; level.missileHintIndicator_Missile_Offscreen = "veh_hud_missile_offscreen"; level.missileHintIndicator_Arrow = []; level.missileHintIndicator_Arrow["left"] = "veh_hud_missile_arrow_left"; level.missileHintIndicator_Arrow["right"] = "veh_hud_missile_arrow_right"; level.missileHintIndicator_Arrow["forward"] = "veh_hud_missile_arrow_forward"; level.missileHintIndicator_Arrow["back"] = "veh_hud_missile_arrow_back"; precacheShader( level.missileHintIndicator_Missile ); precacheShader( level.missileHintIndicator_Missile_Flash ); precacheShader( level.missileHintIndicator_Missile_Offscreen ); precacheShader( level.missileHintIndicator_Arrow["left"] ); precacheShader( level.missileHintIndicator_Arrow["right"] ); precacheShader( level.missileHintIndicator_Arrow["forward"] ); precacheShader( level.missileHintIndicator_Arrow["back"] ); setup_player_cobra(); if ( getdvar( "cobrapilot_edge_of_world_type") == "1" ) array_thread( getentarray( "border_outer", "targetname" ), ::borderwall_method1 ); else if ( getdvar( "cobrapilot_edge_of_world_type") == "2" ) thread edge_Of_World(); level.playervehicle thread globalThink(); thread weaponsSystems(); thread ammo_Reload_Station(); thread incommingMissile_Think(); if ( getdvar( "cobrapilot_gunner_enabled") == "1" ) thread gunner_spawn(); thread debug_thread(); } setup_player_cobra() { level.playervehicle = getent("cobra","targetname"); level.playervehicle.script_targetoffset_z = -100; thread setPlayerCobraHealth(); level.playervehicle setjitterparams( (3,3,3), 0.5, 1.5 ); level.currentWeapon = 0; flag_init( "gunner_use_turret" ); if ( level.cobraWeapon[level.currentWeapon].v["weapon"] != level.GunnerWeaponPlayerEquiv ) flag_set( "gunner_use_turret" ); if ( ( isdefined( level.cobraWeapon ) ) && ( level.cobraWeapon.size > 0 ) ) level.playervehicle setVehWeapon( level.cobraWeapon[level.currentWeapon].v["weapon"] ); level.playervehicle notify( "nodeath_thread" ); level.playervehicle notify( "no_regen_health" ); level.playervehicle notify( "stop_turret_shoot" ); level.playervehicle notify( "stop_friendlyfire_shield" ); level.playervehicle notify( "stop_vehicle_wait" ); } difficultySettingSelectedWait() { level.cobrapilot_difficulty = getdvar( "cobrapilot_difficulty" ); for (;;) { wait 0.05; level.cobrapilot_difficulty = getdvar( "cobrapilot_difficulty" ); if ( !isdefined( level.cobrapilot_difficulty ) ) continue; if ( level.cobrapilot_difficulty == "" ) continue; return; } } setPlayerCobraHealth() { precacheShader( "cobra_health" ); difficultySettingSelectedWait(); level.cobrapilot_difficulty = getdvar( "cobrapilot_difficulty" ); assert( isdefined( level.cobraHealth[ level.cobrapilot_difficulty ] ) ); level.playervehicle_starting_health = level.cobraHealth[ level.cobrapilot_difficulty ]; level.playervehicle_healthWarning_value = 1000; level.playervehicle_healthRegenIncrement = int( level.playervehicle_starting_health / 6 ); level.playervehicle_healthRegenRate = 1.0; level.playervehicle_healthLeakIncrement = 30; level.playervehicle_healthLeakRate = 1.0; level.playervehicle.health = level.playervehicle_starting_health; level.playervehicle.currenthealth = level.playervehicle_starting_health; level.playervehicle.maxhealth = level.playervehicle_starting_health; health_indicator_create(); thread health_indicator_damageWait(); thread health_think(); } vehicle_Spawn_Callback_Thread( vehicle ) { vehicle thread globalThink(); if ( !isdefined( vehicle.script_cobratarget ) ) return; if ( vehicle.script_cobratarget != 1 ) return; assert( isdefined( vehicle.script_targettype ) ); if ( !isdefined( vehicle.script_targetoffset_z ) ) vehicle.script_targetoffset_z = 0; offset = ( 0, 0, vehicle.script_targetoffset_z ); cobraTarget_Add( vehicle, vehicle.script_targettype, offset ); } weaponsSystems_Create_Weapon() { ent = spawnStruct(); ent.v = []; /* weapon: name of weapon defined in asset manager realWeaponName: real name of weapon used for hud/info, should be a localized string name sound_armed: sound to play when this weapon becomes equipped sound_armed_loop (optional): sound to loop while this weapon is armed weaponNameLocationX / weaponNameLocationY: x and y coordinate for realWeaponName text on the HUD equipButton: button pressed to equip this weapon equipShader: shader to use when this weapon is equipped hudShader (optional): shader to use for the HUD when this vehicle is equiped hudShader_size_x (optional) / hudShader_size_y (optional): size of the hudShader singleShot: if true, player must release the fire button before firing another shot if false, holding the fire button fires multiple shots sequentially targetType: dummy - no targeting, just straight projectiles ground - targets ground targets only air - targets air targets only lockonTime (optional): number of milliseconds required for lockon to engage shader_target: shader targets use that are valid, but not locked shader_target_offscreen: shader valid targets use when they are offscreen shader_lock: shader targets use when they are fully locked on shader_locking: when a target is being locked (but isn't fully locked yet) it flashes this shader until full lock is reached shader_invalid: shader targets use that the current weapon system can't target shader_invalid_offscreen: shader invalid targets use when they are offscreen maxAmmo: maxinum number of rounds the helicopter can hold ammoPickupIncrement: number of rounds picked up each time the helicopter picks up ammo ammoPickupDelay_Min / ammoPickupDelay_Max: min and max random wait time between weapon pickups tags: array of tags on the helicopter where projectiles originate from */ // set some defaults ent.v["weapon"] = undefined; ent.v["realWeaponName"] = undefined; ent.v["sound_armed"] = "cobra_weapon_change"; ent.v["sound_armed_loop"] = undefined; ent.v["weaponNameLocationX"] = undefined; ent.v["weaponNameLocationY"] = undefined; ent.v["equipButton"] = undefined; ent.v["equipShader"] = undefined; ent.v["hudShader"] = undefined; ent.v["hudShader_size_x"] = undefined; ent.v["hudShader_size_y"] = undefined; ent.v["singleShot"] = false; ent.v["targetType"] = undefined; ent.v["lockonTime"] = undefined; ent.v["shader_target"] = "veh_hud_target"; ent.v["shader_target_offscreen"] = "veh_hud_target_offscreen"; ent.v["shader_lock"] = "veh_hud_target_lock"; ent.v["shader_locking"] = "veh_hud_target_locking"; ent.v["shader_invalid"] = "veh_hud_target_invalid"; ent.v["shader_invalid_offscreen"] = "veh_hud_target_invalid_offscreen"; ent.v["maxAmmo"] = undefined; ent.v["ammoPickupIncrement"] = undefined; ent.v["ammoPickupDelay_Min"] = 0.5; ent.v["ammoPickupDelay_Max"] = 1.2; ent.v["tags"] = undefined; return ent; } weaponsSystems_Add_Weapon( weapon ) { if ( !isdefined( level.cobraWeapon ) ) level.cobraWeapon = []; assert( isdefined( level.cobraWeapon ) ); assert( isdefined( weapon.v["weapon"] ) ); assert( isdefined( weapon.v["realWeaponName"] ) ); assert( isdefined( weapon.v["sound_armed"] ) ); assert( isdefined( weapon.v["weaponNameLocationX"] ) ); assert( isdefined( weapon.v["weaponNameLocationY"] ) ); assert( isdefined( weapon.v["equipButton"] ) ); assert( isdefined( weapon.v["equipShader"] ) ); assert( isdefined( weapon.v["singleShot"] ) ); assert( isdefined( weapon.v["targetType"] ) ); assert( isdefined( weapon.v["shader_target"] ) ); assert( isdefined( weapon.v["shader_target_offscreen"] ) ); assert( isdefined( weapon.v["shader_lock"] ) ); assert( isdefined( weapon.v["shader_locking"] ) ); assert( isdefined( weapon.v["shader_invalid"] ) ); assert( isdefined( weapon.v["shader_invalid_offscreen"] ) ); assert( isdefined( weapon.v["maxAmmo"] ) ); assert( isdefined( weapon.v["ammoPickupIncrement"] ) ); assert( isdefined( weapon.v["ammoPickupDelay_Min"] ) ); assert( isdefined( weapon.v["ammoPickupDelay_Max"] ) ); assert( isdefined( weapon.v["tags"] ) ); assert( weapon.v["tags"].size > 0 ); index = level.cobraWeapon.size; level.cobraWeapon[index] = weapon; level.cobraWeapon[index].v["currentAmmo"] = level.cobraWeapon[index].v["maxAmmo"]; level.cobraWeapon[index].v["nextTag"] = 0; //precache the weapons localized string name precacheString( level.cobraWeapon[index].v["realWeaponName"] ); //precache the weapon precacheItem( level.cobraWeapon[index].v["weapon"] ); //precache the shaders if ( isdefined( level.cobraWeapon[index].v["hudShader"] ) ) precacheShader( level.cobraWeapon[index].v["hudShader"] ); precacheShader( level.cobraWeapon[index].v["equipShader"] ); precacheShader( level.cobraWeapon[index].v["shader_target"] ); precacheShader( level.cobraWeapon[index].v["shader_target_offscreen"] ); precacheShader( level.cobraWeapon[index].v["shader_lock"] ); precacheShader( level.cobraWeapon[index].v["shader_locking"] ); precacheShader( level.cobraWeapon[index].v["shader_invalid"] ); precacheShader( level.cobraWeapon[index].v["shader_invalid_offscreen"] ); // create the HUD weapon name level.cobraWeapon[index].v["weaponNameHUD"] = newHudElem(); level.cobraWeapon[index].v["weaponNameHUD"].x = level.cobraWeapon[index].v["weaponNameLocationX"]; level.cobraWeapon[index].v["weaponNameHUD"].y = level.cobraWeapon[index].v["weaponNameLocationY"]; level.cobraWeapon[index].v["weaponNameHUD"].alignX = "left"; level.cobraWeapon[index].v["weaponNameHUD"].alignY = "middle"; level.cobraWeapon[index].v["weaponNameHUD"].horzAlign = "left"; level.cobraWeapon[index].v["weaponNameHUD"].vertAlign = "middle"; level.cobraWeapon[index].v["weaponNameHUD"].foreground = true; level.cobraWeapon[index].v["weaponNameHUD"].fontscale = 1.0; level.cobraWeapon[index].v["weaponNameHUD"].color = ( 0, 1, 0 ); level.cobraWeapon[index].v["weaponNameHUD"] setText ( level.cobraWeapon[index].v["realWeaponName"] ); // create the HUD ammo counter if ( getdvar( "cobrapilot_unlimited_ammo") == "0" ) { level.cobraWeapon[index].v["ammoCounter"] = newHudElem(); level.cobraWeapon[index].v["ammoCounter"].x = level.cobraWeapon[index].v["weaponNameLocationX"] + 160; level.cobraWeapon[index].v["ammoCounter"].y = level.cobraWeapon[index].v["weaponNameLocationY"]; level.cobraWeapon[index].v["ammoCounter"].alignX = "center"; level.cobraWeapon[index].v["ammoCounter"].alignY = "middle"; level.cobraWeapon[index].v["ammoCounter"].horzAlign = "left"; level.cobraWeapon[index].v["ammoCounter"].vertAlign = "middle"; level.cobraWeapon[index].v["ammoCounter"].foreground = true; level.cobraWeapon[index].v["ammoCounter"].fontscale = 1.0; level.cobraWeapon[index].v["ammoCounter"].color = ( 0, 1, 0 ); level.cobraWeapon[index].v["ammoCounter"] setValue ( level.cobraWeapon[index].v["currentAmmo"] ); } } weaponsSystems() { if ( !isdefined( level.cobraWeapon ) ) return; if ( level.cobraWeapon.size == 0 ) return; level endon ( "cobra_death" ); difficultySettingSelectedWait(); thread weaponsSystems_HUD(); thread weaponsSystems_Fire_Missile(); thread weaponsSystems_zoom(); for (;;) { for( i = 0 ; i < level.cobraWeapon.size ; i++ ) { if( level.player buttonPressed( level.cobraWeapon[i].v["equipButton"] ) ) { // stop the equip loop sound of the old weapon if it was playing one weaponSystems_EquipLoopSound_Stop(); // activate the weapon if ( level.currentWeapon == i ) { weaponsSystems_buttonRelease_Wait( level.cobraWeapon[level.currentWeapon].v["equipButton"] ); continue; } level.currentWeapon = i; if ( level.cobraWeapon[level.currentWeapon].v["weapon"] == level.GunnerWeaponPlayerEquiv ) { flag_clear( "gunner_use_turret" ); level.playervehicle notify( "gunner_stop_firing" ); level.playervehicle clearTurretTarget(); } else flag_set( "gunner_use_turret" ); level.playervehicle setVehWeapon( level.cobraWeapon[level.currentWeapon].v["weapon"] ); level notify ( "weapon_armed" ); // stop any lockon sounds that might have started if ( ( isdefined( level.cobraTarget ) ) && ( level.cobraTarget.size > 0 ) ) { for( i = 0 ; i < level.cobraTarget.size ; i++ ) thread cobraTarget_holdWait_missileLock_Sound_Stop( level.cobraTarget[i] ); } // play weapon equip sound and if the weapon has an armed loop sound play it now level.player playLocalSound( level.cobraWeapon[level.currentWeapon].v["sound_armed"] ); thread weaponSystems_EquipLoopSound_Start(); cobraTarget_unlockAllTargets(); cobraTarget_UpdateShaders_All(); weaponsSystems_buttonRelease_Wait( level.cobraWeapon[level.currentWeapon].v["equipButton"] ); } } wait 0.05; } } weaponSystems_EquipLoopSound_Start() { if ( !isdefined( level.cobraWeapon[level.currentWeapon].v["sound_armed_loop"] ) ) return; if ( isdefined( level.weaponEquipLoopSoundPlaying ) ) return; level.weaponEquipLoopSoundPlaying = true; level.player thread playLoopSoundForSeeking( level.cobraWeapon[level.currentWeapon].v["sound_armed_loop"] ); } weaponSystems_EquipLoopSound_Stop() { level.weaponEquipLoopSoundPlaying = undefined; if ( !isdefined( level.cobraWeapon[level.currentWeapon].v["sound_armed_loop"] ) ) return; level.player notify ( "stop sound" + level.cobraWeapon[level.currentWeapon].v["sound_armed_loop"] ); } weaponsSystems_buttonRelease_Wait( button ) { level endon ( "cobra_death" ); prof_begin( "cobrapilot_weapons_systems" ); while ( level.player buttonPressed( button ) ) wait 0.05; prof_end( "cobrapilot_weapons_systems" ); } weaponsSystems_HUD() { if ( !isdefined( level.cobraWeapon ) ) return; if ( level.cobraWeapon.size == 0 ) return; // weapon selection display controller_layout_size_x = 300; controller_layout_size_y = 75; level.controller_layout = newHudElem(); level.controller_layout.x = 25; level.controller_layout.y = 10; level.controller_layout.alignX = "right"; level.controller_layout.alignY = "bottom"; level.controller_layout.horzAlign = "right"; level.controller_layout.vertAlign = "bottom"; level.controller_layout.foreground = true; // weapon HUD level.weapon_hud = newHudElem(); level.weapon_hud.x = 0; level.weapon_hud.y = 0; level.weapon_hud.alignX = "center"; level.weapon_hud.alignY = "middle"; level.weapon_hud.horzAlign = "center"; level.weapon_hud.vertAlign = "middle"; level.weapon_hud.foreground = true; level.weapon_hud.alpha = 0; level endon ( "cobra_death" ); for (;;) { prof_begin( "cobrapilot_weapons_systems" ); assert( isdefined ( level.currentWeapon ) ); // weapon selection display assert( isdefined( level.cobraWeapon[level.currentWeapon].v["equipShader"] ) ); level.controller_layout setshader ( level.cobraWeapon[level.currentWeapon].v["equipShader"], controller_layout_size_x, controller_layout_size_y ); // weapon HUD if ( isdefined( level.cobraWeapon[level.currentWeapon].v["hudShader"] ) ) { assert( isdefined( level.cobraWeapon[level.currentWeapon].v["hudShader_size_x"] ) ); assert( isdefined( level.cobraWeapon[level.currentWeapon].v["hudShader_size_y"] ) ); level.weapon_hud setshader ( level.cobraWeapon[level.currentWeapon].v["hudShader"], level.cobraWeapon[level.currentWeapon].v["hudShader_size_x"], level.cobraWeapon[level.currentWeapon].v["hudShader_size_y"] ); level.weapon_hud.alpha = 1; } else level.weapon_hud.alpha = 0; prof_end( "cobrapilot_weapons_systems" ); level waittill ( "weapon_armed" ); } } weaponsSystems_Fire_Missile() { level.playervehicle endon ( "death" ); level endon ( "cobra_death" ); for (;;) { // code notify that the trigger was pulled level.playervehicle waittill ( "turret_fire" ); // make sure the player has ammo if ( getdvar( "cobrapilot_unlimited_ammo") != "1" ) { if ( level.cobraWeapon[level.currentWeapon].v["currentAmmo"] <= 0 ) { thread weaponsSystems_noAmmo_Warning(); continue; } } // fire the weapon from the next tag to be used // if there are targets that are locked, fire the missile at those targets missileTarget = weaponsSystems_Get_Missile_Target(); eMissile = undefined; if ( isdefined ( missileTarget ) ) { eMissile = level.playervehicle fireWeapon( level.cobraWeapon[level.currentWeapon].v["tags"][level.cobraWeapon[level.currentWeapon].v["nextTag"]], missileTarget.targetEntity ); missileTarget.targetEntity notify ( "incomming_missile", eMissile ); if ( !isdefined( missileTarget.targetEntity.incomming_Missiles ) ) missileTarget.targetEntity.incomming_Missiles = []; missileTarget.targetEntity.incomming_Missiles = array_add( missileTarget.targetEntity.incomming_Missiles, eMissile ); thread missile_deathWait( eMissile, missileTarget.targetEntity ); } else eMissile = level.playervehicle fireWeapon( level.cobraWeapon[level.currentWeapon].v["tags"][level.cobraWeapon[level.currentWeapon].v["nextTag"]] ); //iprintlnbold( level.cobraWeapon[level.currentWeapon].v["tags"][level.cobraWeapon[level.currentWeapon].v["nextTag"]] ); assert( isdefined( eMissile ) ); assert( isdefined( level.stats[ level.cobraWeapon[ level.currentWeapon ].v[ "weapon" ] ] ) ); level.stats[ level.cobraWeapon[ level.currentWeapon ].v[ "weapon" ] ]++; if ( isdefined( level.playervehicle.hasAttachedWeapons ) ) { if ( ( isdefined( level.cobra_missile_models ) ) && ( isdefined( level.cobra_missile_models[ level.cobraWeapon[level.currentWeapon].v["weapon"] ] ) ) ) { modelname = level.cobra_missile_models[ level.cobraWeapon[level.currentWeapon].v["weapon"] ]; tagname = level.cobraWeapon[level.currentWeapon].v["tags"][level.cobraWeapon[level.currentWeapon].v["nextTag"]]; level.playervehicle weaponsSystems_Detach_Weapon( modelname, tagname ); } } // update what the next tag should be - some weapons only use one tag so it will remain the same level.cobraWeapon[level.currentWeapon].v["nextTag"]++; if ( level.cobraWeapon[level.currentWeapon].v["nextTag"] >= level.cobraWeapon[level.currentWeapon].v["tags"].size ) level.cobraWeapon[level.currentWeapon].v["nextTag"] = 0; // take away ammo and update the ammo counter on the hud if ( getdvar( "cobrapilot_unlimited_ammo") == "0" ) { level.cobraWeapon[level.currentWeapon].v["currentAmmo"]--; level.cobraWeapon[level.currentWeapon].v["ammoCounter"] setValue ( level.cobraWeapon[level.currentWeapon].v["currentAmmo"] ); } // some weapons require player to release the fire button before a second shot is fired if ( level.cobraWeapon[level.currentWeapon].v["singleShot"] ) weaponsSystems_buttonRelease_Wait( "BUTTON_RTRIG" ); } } weaponsSystems_Detach_Weapon( modelname, tagname ) { if ( getdvar( "cobrapilot_unlimited_ammo") == "1" ) return; // build list of all attached models attachedModelCount = self getattachsize(); attachedModels = []; for ( i = 0 ; i < attachedModelCount ; i++ ) attachedModels[ i ] = self getattachmodelname( i ); // check to see if this model is attached to this model // if it is, see if it's on the matching tagname qAttached = false; for( i = 0 ; i < attachedModels.size ; i++ ) { if ( attachedModels[i] != modelname ) continue; sName = self getattachtagname( i ); if ( tolower( tagname ) != tolower( sName ) ) continue; qAttached = true; break; } if ( qAttached ) self detach( modelname , tagname ); else println( "FAILED TO DETACH MODEL: " + modelname + " from tag: " + tagname ); } weaponsSystems_Attach_Weapon( weapon ) { if ( getdvar( "cobrapilot_unlimited_ammo") == "1" ) return; // build list of all attached models attachedModelCount = self getattachsize(); //attachedModels = []; //for ( i = 0 ; i < attachedModelCount ; i++ ) // attachedModels[ i ] = self getattachmodelname( i ); // find an open tag that this model could get attached to if ( !isdefined( level.cobra_missile_models[ weapon ] ) ) return; missileModel = level.cobra_missile_models[ weapon ]; attachToTag = undefined; for( i = 0 ; i < level.cobra_weapon_tags[ weapon ].size ; i++ ) { tag = level.cobra_weapon_tags[ weapon ][ i ]; // check if a model is already attached to this tag if ( weaponsSystems_Model_Attached_To_Tag( tag ) ) continue; attachToTag = tag; break; } if ( isdefined( attachToTag ) ) self attach( missileModel, attachToTag ); //else //println( "FAILED TO ATTACH MODEL: " + missileModel ); } weaponsSystems_Model_Attached_To_Tag( tagname ) { // find if a model is attached to this tag attachedModelCount = self getattachsize(); for( i = 0 ; i < attachedModelCount ; i++ ) { if ( self getattachtagname( i ) == tagname ) return true; } return false; } weaponsSystems_Get_Missile_Target() { level endon ( "cobra_death" ); missileTarget = undefined; if ( !isdefined( level.cobraTarget ) ) return missileTarget; if ( !isdefined( level.cobraTarget.size ) ) return missileTarget; prof_begin( "cobrapilot_weapons_systems" ); // find the missile with the lowest .locked time for( i = 0 ; i < level.cobraTarget.size ; i++ ) { if ( !isdefined( level.cobraTarget[i].locked ) ) continue; if ( !isdefined( missileTarget ) ) missileTarget = level.cobraTarget[i]; if ( level.cobraTarget[i].locked < missileTarget.locked ) missileTarget = level.cobraTarget[i]; } prof_end( "cobrapilot_weapons_systems" ); if ( isdefined( missileTarget ) ) missileTarget.locked = getTime(); return missileTarget; } weaponsSystems_noAmmo_Warning() { level notify ( "noammo_warning" ); level endon ( "noammo_warning" ); if ( isdefined( level.noammo_warning ) ) level.noammo_warning destroy(); level.noammo_warning = newHudElem(); level.noammo_warning.x = 0; level.noammo_warning.y = 40; level.noammo_warning.alignX = "center"; level.noammo_warning.alignY = "middle"; level.noammo_warning.horzAlign = "center"; level.noammo_warning.vertAlign = "middle"; level.noammo_warning.foreground = true; level.noammo_warning setText( &"COBRAPILOT_NO_AMMO" ); level.noammo_warning.fontscale = 1.5; level.player playLocalSound( "cobra_no_ammo" ); level.noammo_warning.alpha = 1; wait 0.5; level.noammo_warning fadeOverTime( 1.0 ); level.noammo_warning.alpha = 0; wait 1.0; level.noammo_warning destroy(); } weaponsSystems_zoom() { level endon ( "cobra_death" ); level.player endon ( "death" ); wait 0.05; level.playervehicle_fov_start = 65; level.playervehicle_fov_zoom = 35; setsaveddvar( "cg_fov", level.playervehicle_fov_start ); for (;;) { while( !level.player buttonPressed( "BUTTON_LSTICK" ) ) wait 0.05; setsaveddvar( "cg_fov", level.playervehicle_fov_zoom ); while( level.player buttonPressed( "BUTTON_LSTICK" ) ) wait 0.05; setsaveddvar( "cg_fov", level.playervehicle_fov_start ); } } cobraTarget_Add( targetEntity, targetType, targetOffset ) { // adds a new entity target to the targets array assert( isdefined( targetEntity ) ); assert( isdefined( targetType ) ); assert( targetType == "air" || targetType == "ground" || targetType == "dummy" ); prof_begin( "cobrapilot_weapons_systems" ); if ( !isdefined( targetOffset ) ) targetOffset = (0,0,0); if ( !isdefined( level.cobraTarget ) ) level.cobraTarget = []; index = level.cobraTarget.size; level.cobraTarget[index] = spawnstruct(); level.cobraTarget[index].targetEntity = targetEntity; level.cobraTarget[index].targetType = targetType; level.cobraTarget[index].targetOffset = targetOffset; target_set( level.cobraTarget[index].targetEntity, level.cobraTarget[index].targetOffset ); level.cobraTarget[index].targetEntity.target_initilized = true; thread cobraTarget_Death( level.cobraTarget[index] ); level notify ( "targets_updated" ); prof_end( "cobrapilot_weapons_systems" ); cobraTarget_UpdateShaders_All(); thread cobraTarget_check_missileLock_All(); } cobraTarget_Death( targetStruct ) { targetStruct.targetEntity waittill ( "death" ); cobraTarget_holdWait_missileLock_Sound_Stop( targetStruct ); // if the sidewinder weapon was targeting this target, clear the target reticle if ( isdefined( targetStruct.sideWinder_targeted ) ) cobraTarget_Sidewinder_ReticleLockOn_Stop( targetStruct ); level.stats["enemies_killed"]++; cobraTarget_Remove( targetStruct ); } cobraTarget_Remove( targetStruct ) { prof_begin( "cobrapilot_weapons_systems" ); // previously used when passing in the entity and not the struct containing the entity /* // locate this target in level.cobraTarget array and remove that index from the array for( i = 0 ; i < level.cobraTarget.size ; i++ ) { if ( level.cobraTarget[i].targetEntity != targetEntity ) continue; target_remove( level.cobraTarget[i].targetEntity ); level.cobraTarget = array_remove( level.cobraTarget, level.cobraTarget[i] ); break; } */ target_remove( targetStruct.targetEntity ); level.cobraTarget = array_remove( level.cobraTarget, targetStruct ); level notify ( "targets_updated" ); prof_end( "cobrapilot_weapons_systems" ); } cobraTarget_UpdateShaders_All() { // updates shaders for all targets in the targets array // if ground missiles are armed ground targets show "target" shader and air targets show "invalid" shader // if air missiles are armed air targets show "target" shader and ground targets show "invalid" shader // if dummy missiles are armed all targets show "target" shader if ( !isdefined( level.cobraTarget ) ) return; if ( !isdefined( level.cobraTarget.size ) ) return; if ( !isdefined( level.cobraWeapon ) ) return; if ( level.cobraWeapon.size == 0 ) return; prof_begin( "cobrapilot_weapons_systems" ); for( i = 0 ; i < level.cobraTarget.size ; i++ ) { // if the target type matches the weapon type (ie weapon type is "ground" and target type is also "ground") // then make this target have a valid target shader // if the weapon type is "dummy" then all targets are valid // otherwise give it the invalid target shader if ( level.cobraWeapon[level.currentWeapon].v["targetType"] == "dummy" ) cobraTarget_UpdateShader( level.cobraTarget[i], "target" ); else if ( level.cobraTarget[i].targetType == level.cobraWeapon[level.currentWeapon].v["targetType"] ) cobraTarget_UpdateShader( level.cobraTarget[i], "target" ); else cobraTarget_UpdateShader( level.cobraTarget[i], "invalid" ); } prof_end( "cobrapilot_weapons_systems" ); } cobraTarget_UpdateShader( targetStruct, shader ) { assert( isdefined( targetStruct ) ); assert( isdefined( targetStruct.targetEntity ) ); assert( isdefined( shader ) ); assertEx( isdefined( targetStruct.targetEntity.target_initilized ), "Script is trying to do setShader on a target that hasm't run target_set. This is supposed to be impossible" ); switch( shader ) { case "target": target_setShader( targetStruct.targetEntity, level.cobraWeapon[level.currentWeapon].v["shader_target"] ); target_setOffscreenShader( targetStruct.targetEntity, level.cobraWeapon[level.currentWeapon].v["shader_target_offscreen"] ); break; case "lock": target_setShader( targetStruct.targetEntity, level.cobraWeapon[level.currentWeapon].v["shader_lock"] ); target_setOffscreenShader( targetStruct.targetEntity, level.cobraWeapon[level.currentWeapon].v["shader_target_offscreen"] ); break; case "locking": target_setShader( targetStruct.targetEntity, level.cobraWeapon[level.currentWeapon].v["shader_locking"] ); target_setOffscreenShader( targetStruct.targetEntity, level.cobraWeapon[level.currentWeapon].v["shader_target_offscreen"] ); break; case "invalid": target_setShader( targetStruct.targetEntity, level.cobraWeapon[level.currentWeapon].v["shader_invalid"] ); target_setOffscreenShader( targetStruct.targetEntity, level.cobraWeapon[level.currentWeapon].v["shader_invalid_offscreen"] ); break; default: assertMsg ("shader must be target, lock, locking, or invalid"); break; } } cobraTarget_unlockAllTargets() { if ( !isdefined( level.cobraTarget ) ) return; if ( !isdefined( level.cobraTarget.size ) ) return; prof_begin( "cobrapilot_weapons_systems" ); for( i = 0 ; i < level.cobraTarget.size ; i++ ) { cobraTarget_Sidewinder_ReticleLockOn_Stop( level.cobraTarget[i] ); level.cobraTarget[i].sideWinder_targeted = undefined; level.cobraTarget[i].locking = undefined; level.cobraTarget[i].locked = undefined; } prof_end( "cobrapilot_weapons_systems" ); } cobraTarget_check_missileLock_All() { if ( !isdefined( level.cobraWeapon ) ) return; if ( level.cobraWeapon.size == 0 ) return; level notify ( "checking for missile locks" ); level endon ( "checking for missile locks" ); level endon ( "cobra_death" ); for (;;) { prof_begin( "cobrapilot_weapons_systems" ); assert( isdefined( level.cobraTarget ) ); if ( !isdefined( level.cobraTarget.size ) ) { level waittill ( "targets_updated" ); continue; } if ( !isdefined( level.cobraTarget.size ) ) continue; if ( level.cobraWeapon[level.currentWeapon].v["targetType"] == "ground" ) { boxHalfWidth = ( level.cobraWeapon[level.currentWeapon].v["hudShader_size_x"] / 2 ) - 25; boxHalfHeight = ( level.cobraWeapon[level.currentWeapon].v["hudShader_size_y"] / 2 ) - 25; // logic for hellfire missile lockons for( i = 0 ; i < level.cobraTarget.size ; i++ ) { if ( level.cobraTarget[i].targetType != level.cobraWeapon[level.currentWeapon].v["targetType"] ) { prof_end( "cobrapilot_weapons_systems" ); continue; } cobraTarget_check_missileLock_Ground( level.cobraTarget[i], boxHalfWidth, boxHalfHeight ); } } else if ( level.cobraWeapon[level.currentWeapon].v["targetType"] == "air" ) { circleRadius = ( level.cobraWeapon[level.currentWeapon].v["hudShader_size_x"] / 2 ) - 10; for( i = 0 ; i < level.cobraTarget.size ; i++ ) { if ( level.cobraTarget[i].targetType != level.cobraWeapon[level.currentWeapon].v["targetType"] ) { prof_end( "cobrapilot_weapons_systems" ); continue; } cobraTarget_check_missileLock_Air( level.cobraTarget[i], circleRadius ); } } else { prof_end( "cobrapilot_weapons_systems" ); level waittill ( "weapon_armed" ); } prof_end( "cobrapilot_weapons_systems" ); wait 0.05; } } cobraTarget_isLockingOn( targetStruct, boxHalfWidth, boxHalfHeight, circleRadius ) { assert( isdefined( targetStruct ) ); assert( isdefined( targetStruct.targetEntity ) ); if ( isdefined( boxHalfWidth ) ) assert( isdefined( boxHalfHeight ) ); if ( ( !isdefined( boxHalfWidth ) ) && ( !isdefined( boxHalfHeight ) ) ) assert( isdefined( circleRadius ) ); inReticle = false; sightTrace = false; prof_begin( "cobrapilot_weapons_systems" ); inReticle = target_isinrect( targetStruct.targetEntity, level.player, int(getdvar( "cg_fov" )), boxHalfWidth, boxHalfHeight ); if ( inReticle ) sightTrace = sighttracepassed( level.player getEye(), targetStruct.targetEntity.origin + targetStruct.targetOffset + (0,0,100), false, undefined ); prof_end( "cobrapilot_weapons_systems" ); if ( inReticle && sightTrace ) return true; return false; } cobraTarget_check_missileLock_Ground( targetStruct, boxHalfWidth, boxHalfHeight ) { level endon ( "weapon_armed" ); assert( isdefined( targetStruct ) ); assert( isdefined( targetStruct.targetEntity ) ); assert( isdefined( boxHalfWidth ) ); assert( isdefined( boxHalfHeight ) ); if ( cobraTarget_isLockingOn( targetStruct, boxHalfWidth, boxHalfHeight ) ) thread cobraTarget_holdWait_missileLock_Ground( targetStruct, boxHalfWidth, boxHalfHeight ); else cobraTarget_UpdateShader( targetStruct, "target" ); } cobraTarget_holdWait_missileLock_Ground( targetStruct, boxHalfWidth, boxHalfHeight ) { level endon ( "weapon_armed" ); level endon ( "cobra_death" ); assert( isdefined( targetStruct ) ); assert( isdefined( targetStruct.targetEntity ) ); assert( isdefined( boxHalfWidth ) ); assert( isdefined( boxHalfHeight ) ); targetStruct.targetEntity endon ( "death" ); if ( isdefined( targetStruct.locking ) ) return; if ( isdefined( targetStruct.locked ) ) return; targetStruct.locking = getTime(); lockStartTime = getTime(); prof_begin( "cobrapilot_weapons_systems" ); thread cobraTarget_holdWait_missileLock_Sound_Start( targetStruct, "weap_hellfire_seeking" ); while( cobraTarget_isLockingOn( targetStruct, boxHalfWidth, boxHalfHeight ) ) { cobraTarget_UpdateShader( targetStruct, "locking" ); wait 0.4; cobraTarget_UpdateShader( targetStruct, "target" ); wait 0.4; currentTime = getTime(); elapsedTime = currentTime - lockStartTime; if ( elapsedTime > level.cobraWeapon[level.currentWeapon].v["lockonTime"] ) { thread cobraTarget_holdLock_missileLock_Ground( targetStruct, boxHalfWidth, boxHalfHeight ); prof_end( "cobrapilot_weapons_systems" ); return; } } thread cobraTarget_holdWait_missileLock_Sound_Stop( targetStruct ); prof_end( "cobrapilot_weapons_systems" ); targetStruct.locking = undefined; } cobraTarget_holdLock_missileLock_Ground( targetStruct, boxHalfWidth, boxHalfHeight ) { level endon ( "weapon_armed" ); level endon ( "cobra_death" ); assert( isdefined( targetStruct ) ); assert( isdefined( targetStruct.targetEntity ) ); assert( isdefined( boxHalfWidth ) ); assert( isdefined( boxHalfHeight ) ); targetStruct.targetEntity endon ( "death" ); cobraTarget_UpdateShader( targetStruct, "lock" ); prof_begin( "cobrapilot_weapons_systems" ); targetStruct.locked = targetStruct.locking; targetStruct.locking = undefined; thread cobraTarget_holdWait_missileLock_Sound_Stop( targetStruct ); level.player playLocalSound( "weap_hellfire_lock" ); while( cobraTarget_isLockingOn( targetStruct, boxHalfWidth, boxHalfHeight ) ) wait 0.05; targetStruct.locked = undefined; prof_end( "cobrapilot_weapons_systems" ); } cobraTarget_holdWait_missileLock_Sound_Start( targetStruct, alias ) { level endon ( "cobra_death" ); level endon ( "stop_cobra_hellfire_locking_sound" ); assert( isdefined( targetStruct ) ); assert( isdefined( alias ) ); if ( isdefined( targetStruct.locking_sound_playing ) ) return; targetStruct.locking_sound_playing = alias; targetStruct thread playLoopSoundForSeeking( alias ); } cobraTarget_holdWait_missileLock_Sound_Stop( targetStruct ) { assert( isdefined( targetStruct ) ); if ( !isdefined( targetStruct.locking_sound_playing ) ) return; targetStruct notify ( "stop sound" + targetStruct.locking_sound_playing ); targetStruct.locking_sound_playing = undefined; } cobraTarget_check_missileLock_Air( targetStruct, circleRadius ) { level endon ( "weapon_armed" ); assert( isdefined( targetStruct ) ); assert( isdefined( targetStruct.targetEntity ) ); assert( isdefined( circleRadius ) ); if ( cobraTarget_Sidewinder_Has_Target() ) return; if ( target_isincircle( targetStruct.targetEntity, level.player, int(getdvar( "cg_fov" )), circleRadius ) ) { targetStruct.sideWinder_targeted = true; thread cobraTarget_holdWait_missileLock_Air( targetStruct, circleRadius ); return; } cobraTarget_UpdateShader( targetStruct, "target" ); } cobraTarget_holdWait_missileLock_Air( targetStruct, circleRadius ) { level endon ( "weapon_armed" ); level endon ( "cobra_death" ); assert( isdefined( targetStruct ) ); assert( isdefined( targetStruct.targetEntity ) ); assert( isdefined( targetStruct.sideWinder_targeted ) ); assert( isdefined( circleRadius ) ); targetStruct.targetEntity endon ( "death" ); if ( isdefined( targetStruct.locking ) ) return; if ( isdefined( targetStruct.locked ) ) return; targetStruct.locking = getTime(); lockStartTime = getTime(); prof_begin( "cobrapilot_weapons_systems" ); thread cobraTarget_Sidewinder_ReticleLockOn_Start( targetStruct ); while( target_isincircle( targetStruct.targetEntity, level.player, int(getdvar( "cg_fov" )), circleRadius ) ) { cobraTarget_UpdateShader( targetStruct, "locking" ); wait 0.4; cobraTarget_UpdateShader( targetStruct, "target" ); wait 0.4; currentTime = getTime(); elapsedTime = currentTime - lockStartTime; if ( elapsedTime > level.cobraWeapon[level.currentWeapon].v["lockonTime"] ) { thread cobraTarget_holdLock_missileLock_Air( targetStruct, circleRadius ); prof_end( "cobrapilot_weapons_systems" ); return; } } prof_end( "cobrapilot_weapons_systems" ); cobraTarget_Sidewinder_ReticleLockOn_Stop( targetStruct ); targetStruct.locking = undefined; } cobraTarget_holdLock_missileLock_Air( targetStruct, circleRadius ) { level endon ( "weapon_armed" ); level endon ( "cobra_death" ); assert( isdefined( targetStruct ) ); assert( isdefined( targetStruct.targetEntity ) ); assert( isdefined( circleRadius ) ); targetStruct.targetEntity endon ( "death" ); cobraTarget_UpdateShader( targetStruct, "lock" ); targetStruct.targetEntity notify ( "missile_lock", level.playervehicle ); prof_begin( "cobrapilot_weapons_systems" ); targetStruct.locked = targetStruct.locking; targetStruct.locking = undefined; thread cobraTarget_holdWait_missileLock_Sound_Stop( targetStruct ); thread cobraTarget_holdWait_missileLock_Sound_Start( targetStruct, "weap_aim9_lock" ); while( target_isincircle( targetStruct.targetEntity, level.player, int(getdvar( "cg_fov" )), circleRadius ) ) wait 0.05; cobraTarget_Sidewinder_ReticleLockOn_Stop( targetStruct ); targetStruct.locked = undefined; cobraTarget_UpdateShader( targetStruct, "target" ); prof_end( "cobrapilot_weapons_systems" ); } cobraTarget_Sidewinder_Has_Target() { for( i = 0 ; i < level.cobraTarget.size ; i++ ) { if ( isdefined( level.cobraTarget[i].sideWinder_targeted ) ) return true; } return false; } cobraTarget_Sidewinder_ReticleLockOn_Start( targetStruct ) { targetStruct endon ( "Sidewinder_ReticleLockOn_Stop" ); assert( isdefined( targetStruct ) ); assert( isdefined( targetStruct.targetEntity ) ); targetStruct.targetEntity endon ( "death" ); weaponSystems_EquipLoopSound_Stop(); segmentLength = ( level.cobraWeapon[level.currentWeapon].v["lockonTime"] / 3 ); lockOnTime = ( level.cobraWeapon[level.currentWeapon].v["lockonTime"] / 1000 ); target_startreticlelockon( targetStruct.targetEntity, lockOnTime ); lockonAliasList = []; lockonAliasList[0] = "weap_aim9_growl1"; lockonAliasList[1] = "weap_aim9_growl2"; lockonAliasList[2] = "weap_aim9_growl3"; for( i = 0 ; i < lockonAliasList.size ; i++ ) { thread cobraTarget_holdWait_missileLock_Sound_Stop( targetStruct ); thread cobraTarget_holdWait_missileLock_Sound_Start( targetStruct, lockonAliasList[i] ); lastPhaseTime = getTime(); while ( ( getTime() - lastPhaseTime ) < segmentLength ) wait 0.05; } } cobraTarget_Sidewinder_ReticleLockOn_Stop( targetStruct ) { target_clearreticlelockon(); assert( isdefined( targetStruct ) ); targetStruct.targetEntity notify ( "missile_lock_ended", level.playervehicle ); targetStruct notify ( "Sidewinder_ReticleLockOn_Stop" ); targetStruct.sideWinder_targeted = undefined; thread cobraTarget_holdWait_missileLock_Sound_Stop( targetStruct ); thread weaponSystems_EquipLoopSound_Start(); } health_indicator_create() { // red screen overlay level.cobra_health_overlay = newHudElem(); level.cobra_health_overlay.x = 0; level.cobra_health_overlay.y = 0; level.cobra_health_overlay setshader ("overlay_low_health", 640, 480); level.cobra_health_overlay.alignX = "left"; level.cobra_health_overlay.alignY = "top"; level.cobra_health_overlay.horzAlign = "fullscreen"; level.cobra_health_overlay.vertAlign = "fullscreen"; level.cobra_health_overlay.alpha = 0; // color changing health icon level.cobra_health_icon = newHudElem(); level.cobra_health_icon.x = -10; level.cobra_health_icon.y = -65; level.cobra_health_icon.alignX = "right"; level.cobra_health_icon.alignY = "bottom"; level.cobra_health_icon.horzAlign = "right"; level.cobra_health_icon.vertAlign = "bottom"; level.cobra_health_icon.foreground = true; level.cobra_health_icon setshader ( "cobra_health", 128, 48 ); level.cobra_health_icon.alpha = 1; level.cobra_health_icon.color = (0,1,0); } health_indicator_damageWait() { level endon ( "cobra_death" ); for (;;) { level.playervehicle waittill ( "damage" ); // flash the red overlay on the screen thread health_indicator_redScreenFlash( level.cobra_health_overlay ); newColor = health_indicator_getColor(); level.cobra_health_icon.color = ( newColor[0], newColor[1], newColor[2] ); } } health_indicator_getColor() { color = ( 1, 0, 0 ); //define what colors to use color_severe = []; color_severe[0] = 1.0; color_severe[1] = 0.0; color_severe[2] = 0.0; color_moderate = []; color_moderate[0] = 1.0; color_moderate[1] = 0.5; color_moderate[2] = 0.0; color_repaired = []; color_repaired[0] = 0.0; color_repaired[1] = 1.0; color_repaired[2] = 0.0; //default color SetValue = []; SetValue[0] = color_severe[0]; SetValue[1] = color_severe[1]; SetValue[2] = color_severe[2]; //define where the non blend points are severe = 0; moderate = (level.playervehicle_starting_health / 2); repaired = level.playervehicle_starting_health; iPercentage = undefined; difference = undefined; increment = undefined; value = level.playervehicle.health; if ( ( value > severe ) && ( value <= moderate ) ) { iPercentage = int( value * ( 100 / moderate ) ); for ( colorIndex = 0 ; colorIndex < SetValue.size ; colorIndex++ ) { difference = ( color_moderate[colorIndex] - color_severe[colorIndex] ); increment = ( difference / 100 ); SetValue[colorIndex] = color_severe[colorIndex] + ( increment * iPercentage ); } } else if ( ( value > moderate ) && ( value <= repaired ) ) { iPercentage = int( ( value - moderate ) * ( 100 / ( repaired - moderate ) ) ); for ( colorIndex = 0 ; colorIndex < SetValue.size ; colorIndex++ ) { difference = ( color_repaired[colorIndex] - color_moderate[colorIndex] ); increment = ( difference / 100 ); SetValue[colorIndex] = color_moderate[colorIndex] + ( increment * iPercentage ); } } return SetValue; } health_warningSound_Start() { level endon ( "cobra_death" ); if ( isdefined( level.lowhealth_warning_playing ) ) return; level.lowhealth_warning_playing = true; level.player thread play_loop_sound_on_entity( "alarm_cobra_death_imminent" ); } health_warningSound_Stop() { level.player notify ( "stop sound" + "alarm_cobra_death_imminent" ); level.lowhealth_warning_playing = undefined; } health_leak() { level endon ( "cobra_death" ); level.playervehicle endon ( "stop_health_leak" ); for (;;) { if ( level.playervehicle.health - level.playervehicle_healthLeakIncrement <= 0 ) { thread cobra_death(); return; } level.playervehicle.health -= level.playervehicle_healthLeakIncrement; level.stats["damage_taken"] += level.playervehicle_healthLeakIncrement; level.playervehicle notify ( "damage" ); wait level.playervehicle_healthLeakRate; } } health_indicator_redScreenFlash( overlay ) { level notify ( "redScreenFlash" ); level endon ( "redScreenFlash" ); overlay fadeOverTime( 0.1 ); overlay.alpha = 1; wait 0.2; overlay fadeOverTime( 0.5 ); overlay.alpha = 0; } health_removeHudElems() { level waittill ( "cobra_death" ); // remove hud elements when player dies level.controller_layout destroy(); level.weapon_hud destroy(); } health_Regen_Station() { level endon ( "cobra_death" ); for (;;) { level waittill ( "health_regen" ); if ( level.playervehicle.health >= level.playervehicle_starting_health ) continue; // add health level.playervehicle.health += level.playervehicle_healthRegenIncrement; if ( level.playervehicle.health > level.playervehicle_starting_health ) level.playervehicle.health = level.playervehicle_starting_health; if ( level.playervehicle.health > level.playervehicle_healthWarning_value ) { thread health_warningSound_Stop(); level.playervehicle notify ( "stop_health_leak" ); } newColor = health_indicator_getColor(); level.cobra_health_icon.color = ( newColor[0], newColor[1], newColor[2] ); level.player playLocalSound( "cobra_health_pickup" ); wait level.playervehicle_healthRegenRate; } } health_think() { thread health_removeHudElems(); fatalImpactRate = 1500; thread health_Regen_Station(); for (;;) { level.playervehicle waittill( "veh_collision", velocity, collisionNormal ); prof_begin( "cobrapilot_health_system" ); /* Impending Collision Notify self waittill( "veh_predictedcollision", velocity, collisionNormal ); (use dvar g_helicopterLookaheadTime to specify how far ahead to check for impending collisions) */ impactVelocity = vectordot( velocity, collisionNormal ); slideVelocity = length( velocity - ( vectorscale( collisionNormal, impactVelocity ) ) ); impactVelocity = abs( impactVelocity ); // reduce damage from slide velocity slideVelocity = ( slideVelocity / 2 ); impactAmount = impactVelocity; if ( slideVelocity > impactVelocity ) impactAmount = slideVelocity; //cap the impact rate to not exceed fatalImpactRate since it wont mater at that point anyways if ( impactAmount > fatalImpactRate ) impactAmount = fatalImpactRate; damage = int( impactAmount * ( level.playervehicle_starting_health / fatalImpactRate ) ); if ( damage <= 200 ) { prof_end( "cobrapilot_health_system" ); continue; } directionOfImpact = vectorscale( collisionNormal, -1 ); directionOfImpact = level.playervehicle.origin + directionOfImpact; prof_end( "cobrapilot_health_system" ); level.stats["damage_taken"] += damage; bDeath = false; if ( ( level.playervehicle.health - damage ) <= 0 ) bDeath = true; else { level.player playLocalSound( "helicopter_collide" ); level.playervehicle.health -= damage; if ( level.playervehicle.health <= level.playervehicle_healthWarning_value ) { thread health_warningSound_Start(); thread health_leak(); } level.playervehicle joltbody( directionOfImpact, ( damage / 1900 ) ); } level.playervehicle notify ( "damage" ); if ( bDeath ) { cobra_death(); return; } wait 0.25; } } cobra_death() { level.player playLocalSound( "helicopter_crash" ); level.playervehicle.health = 1; level.playervehicle useby(level.player); level.playervehicle hide(); level.player enablehealthshield( false ); level notify ( "cobra_death" ); fxOrigin = level.player.origin; playfx( level.player_death_fx, fxOrigin ); level.player DoDamage ( level.player.health + 500, level.player.origin ); level.player enablehealthshield( true ); } incommingMissile_Think() { level endon ( "cobra_death" ); thread missileIndicator_MissileFlashNotifies(); for (;;) { level.playervehicle waittill ( "incomming_missile", eMissile ); assert( isdefined( eMissile ) ); thread missileIndicator( eMissile ); thread incommingMissile_Missile_Death( eMissile ); thread incommingMissile_Sound_Start(); } } incommingMissile_Missile_Death( eMissile ) { level endon ( "cobra_death" ); eMissile waittill ( "death" ); incommingMissile_Sound_Stop(); } incommingMissile_Sound_Start() { if ( !isdefined( level.missile_launched_warning_playing ) ) level.missile_launched_warning_playing = 0; level.missile_launched_warning_playing++; if ( level.missile_launched_warning_playing > 1 ) return; level.player thread play_loop_sound_on_entity( "alarm_cobra_enemy_launch" ); } incommingMissile_Sound_Stop() { level.missile_launched_warning_playing--; if ( level.missile_launched_warning_playing > 0 ) return; level.player notify ( "stop sound" + "alarm_cobra_enemy_launch" ); } ammo_Reload_Station() { if ( !isdefined( level.cobraWeapon ) ) return; if ( level.cobraWeapon.size == 0 ) return; level endon ( "cobra_death" ); array_thread( getentarray( "ammo_reload", "targetname" ), ::ammo_Reload_Station_Notify, "ammo_reload" ); if ( getdvar( "cobrapilot_unlimited_ammo") == "1" ) return; for (;;) { regenPoint = undefined; level waittill ( "ammo_reload", regenPoint, trigger ); if ( getdvar( "cobrapilot_farp_mode") == "0" ) { for( i = 0 ; i < level.cobraWeapon.size ; i++ ) thread ammo_Reload_Station_Add_Ammo( level.cobraWeapon[i] ); wait 0.05; } else if ( getdvar( "cobrapilot_farp_mode") == "1" ) { thread ammo_Reload_Station_AutoLand_HintPrint( regenPoint, trigger ); ammo_Reload_Station_Cinematic_Reload( regenPoint, trigger ); } } } ammo_Reload_Station_Cinematic_Reload( regenPoint, trigger ) { assert( isdefined( regenPoint ) ); hoverPoint = regenPoint + ( 0, 0, 300 ); level.player freezeControls( true ); level.playervehicle setspeed( 30, 5 ); level.playervehicle setVehGoalPos( hoverPoint, 1 ); level.playervehicle waittill ( "goal" ); level.player unlink(); level.playervehicle useby( level.player ); level.player takeAllWeapons(); viewingEnt = undefined; viewingEnt = trigger ammo_Reload_Station_Get_Viewing_Ent(); assert( isdefined( viewingEnt ) ); assert( viewingEnt.classname == "script_model" ); assert( viewingEnt.model == "tag_origin" ); level.player playerlinktodelta( viewingEnt, "tag_origin", 1.0 ); wait 0.05; level.player setPlayerAngles( vectorToAngles( ( level.playervehicle.origin - ( 0, 0, 56 ) ) - viewingEnt.origin ) ); wait 5; level.player linkto(level.playervehicle ); //level.playervehicle makevehicleusable(); level.playervehicle useby( level.player ); //level.playervehicle makevehicleunusable(); level.playervehicle returnplayercontrol(); level.player freezeControls( false ); } ammo_Reload_Station_Get_Viewing_Ent() { viewingEnt = undefined; ents = getentarray( "ammo_viewpoint", "targetname" ); viewingEnt = getClosest( self.origin, ents ); assert( isdefined( viewingEnt ) ); return viewingEnt; } ammo_Reload_Station_AutoLand_HintPrint( hoverPoint, trigger ) { if ( isdefined( level.playervehicle.farp_autoland_print_on ) ) return; level.playervehicle.farp_autoland_print_on = true; // create print //iprintlnbold( "in" ); while( level.playervehicle isTouching( trigger ) ) wait 0.05; // remove print //iprintlnbold( "out" ); level.playervehicle.farp_autoland_print_on = undefined; } ammo_Reload_Station_Notify( notifyString ) { assert( isdefined( notifyString ) ); level endon ( "cobra_death" ); farpicon = newHudElem(); farpicon setShader( "compass_waypoint_farp", 6, 6 ); farpicon.x = self.origin[ 0 ]; farpicon.y = self.origin[ 1 ]; farpicon.z = self.origin[ 2 ]; farpicon.alpha = .75; farpicon setwaypoint( true ); trig = undefined; if ( getdvar( "cobrapilot_farp_mode") == "1" ) { trig = spawn( "trigger_radius", self.origin, 16, 1500, 1000 ); } for(;;) { vehicle = undefined; if ( getdvar( "cobrapilot_farp_mode") == "0" ) self waittill ( "trigger", vehicle ); else if ( getdvar( "cobrapilot_farp_mode") == "1" ) { assert( isdefined( trig ) ); trig waittill ( "trigger", vehicle ); } if ( !isdefined( vehicle ) ) continue; if ( vehicle != level.playervehicle ) continue; regenPoint = self.origin; if ( isdefined( self.target ) ) { ent = getent( self.target, "targetname" ); if ( isdefined( ent ) ) regenPoint = ent.origin; } if ( isdefined( trig ) ) level notify( notifyString, regenPoint, trig ); else level notify( notifyString, regenPoint, self ); level notify( "health_regen" ); if ( getdvar( "cobrapilot_farp_mode") == "1" ) { while( vehicle isTouching( trig ) ) wait 0.05; } } } ammo_Reload_Station_Add_Ammo( weapon ) { level endon ( "cobra_death" ); if ( isdefined( weapon.reloading ) ) return; weapon.reloading = true; wait randomFloatRange( weapon.v["ammoPickupDelay_Min"], weapon.v["ammoPickupDelay_Max"] ); if ( weapon.v["currentAmmo"] >= weapon.v["maxAmmo"] ) { weapon.reloading = undefined; return; } // add ammo and update the ammo counter on the hud weapon.v["currentAmmo"] += weapon.v["ammoPickupIncrement"]; if ( weapon.v["currentAmmo"] > weapon.v["maxAmmo"] ) weapon.v["currentAmmo"] = weapon.v["maxAmmo"]; // attach missiles back onto the chopper since they were detached when fired for ( i = 0 ; i < weapon.v["ammoPickupIncrement"] ; i++ ) level.playervehicle weaponsSystems_Attach_Weapon( weapon.v["weapon"] ); level.player playLocalSound( "cobra_ammo_reload" ); weapon.v["ammoCounter"] setValue ( weapon.v["currentAmmo"] ); weapon.reloading = undefined; } borderwall_method1() { // When the player hits the border wall triggers the helicopter controls are taken over and the chopper // is turned around and flown back into the map boundaries level endon ( "cobra_death" ); target = getent( self.target, "targetname" ); for(;;) { self waittill ( "trigger", vehicle ); if ( vehicle != level.playervehicle ) continue; normalvec = vectornormalize( target.origin - level.playervehicle.origin ); movetospot = level.playervehicle.origin + vector_multiply( normalvec, 2000 ); movetospot = ( movetospot[0], movetospot[1], level.playervehicle.origin[2] ); level.playervehicle setspeed( 60, 25 ); level.playervehicle setvehgoalpos( movetospot, 0 ); level.playervehicle waittill ( "goal" ); level.playervehicle returnplayercontrol(); } } edge_Of_World() { // When the player leaves the playable area a warning is printed on the screen. // The player must re-enter the playable area within a time limit or else the //mission is failed level endon ( "cobra_death" ); array_thread( getentarray( "border_inner", "targetname" ), ::edge_Of_World_Notify, "border_inner" ); array_thread( getentarray( "border_outer", "targetname" ), ::edge_Of_World_Notify, "border_outer" ); for (;;) { level waittill( "border_outer" ); level notify( "player_out_of_bounds" ); thread edge_Of_World_Warning(); level waittill( "border_inner" ); level notify( "player_in_bounds" ); if ( isdefined( level.edge_of_world_warning ) ) level.edge_of_world_warning destroy(); if ( isdefined( level.edge_of_world_timer ) ) level.edge_of_world_timer destroy(); } } edge_Of_World_Notify( notifyString ) { assert( isdefined( notifyString ) ); level endon ( "cobra_death" ); for(;;) { self waittill ( "trigger", vehicle ); if ( vehicle != level.playervehicle ) continue; level notify( notifyString ); } } edge_Of_World_Warning() { level notify( "edge_Of_World_Warning" ); level endon( "edge_Of_World_Warning" ); level endon ( "player_in_bounds" ); // max number of seconds player is allowed out of bounds // when this time is exceeded the mission is failed outOfBoundsMaxTime = 15; if ( !isdefined( level.edge_of_world_warning ) ) { level.edge_of_world_warning = newHudElem(); level.edge_of_world_warning.x = 0; level.edge_of_world_warning.y = 0; level.edge_of_world_warning.alignX = "center"; level.edge_of_world_warning.alignY = "middle"; level.edge_of_world_warning.horzAlign = "center"; level.edge_of_world_warning.vertAlign = "middle"; level.edge_of_world_warning.foreground = true; level.edge_of_world_warning setText( &"COBRAPILOT_EDGE_OF_WORLD_WARNING" ); level.edge_of_world_warning.fontscale = 2; level.edge_of_world_warning.color = ( 1, 0, 0 ); } if ( !isdefined( level.edge_of_world_timer ) ) { level.edge_of_world_timer = newHudElem(); level.edge_of_world_timer.x = 0; level.edge_of_world_timer.y = 20; level.edge_of_world_timer.alignX = "center"; level.edge_of_world_timer.alignY = "middle"; level.edge_of_world_timer.horzAlign = "center"; level.edge_of_world_timer.vertAlign = "middle"; level.edge_of_world_timer.foreground = true; level.edge_of_world_timer.fontscale = 2; level.edge_of_world_timer.color = ( 1, 0, 0 ); } level.edge_of_world_timer setTimer( outOfBoundsMaxTime ); level.edge_of_world_warning.alpha = 1; outOfBoundsTime = getTime(); wait 0.25; while( getTime() - outOfBoundsTime < outOfBoundsMaxTime * 1000 ) { wait 0.6; level.edge_of_world_warning fadeOverTime( 0.2 ); level.edge_of_world_warning.alpha = 0; level.edge_of_world_timer fadeOverTime( 0.2 ); level.edge_of_world_timer.alpha = 0; wait 0.2; level.edge_of_world_warning fadeOverTime( 0.2 ); level.edge_of_world_warning.alpha = 1; level.edge_of_world_timer fadeOverTime( 0.2 ); level.edge_of_world_timer.alpha = 1; wait 0.2; } edge_Of_World_Fail(); } edge_Of_World_Fail() { setdvar( "ui_deadquote", "@COBRAPILOT_EDGE_OF_WORLD_FAIL" ); maps\_utility::missionFailedWrapper(); } playLoopSoundForSeeking( alias ) { org = spawn( "script_origin" , ( 0, 0, 0 ) ); org endon( "death" ); thread delete_on_death( org ); org.origin = level.player.origin; org.angles = level.player.angles; org linkto( level.player ); org playloopsound( alias ); self waittill( "stop sound" + alias ); org stoploopsound( alias ); org delete(); } #using_animtree( "vehicles" ); gunner_spawn() { gunner = spawn( "script_model", level.playervehicle getTagOrigin( "tag_gunner" ) ); gunner.angles = level.playervehicle getTagAngles( "tag_gunner" ); gunner linkto( level.playervehicle, "tag_gunner" ); gunner setModel( "body_complete_sp_cobra_pilot_desert_zack" ); gunner useAnimTree( #animtree ); thread gunner_think( gunner ); } gunner_think( gunner ) { level.playervehicle endon( "death" ); level.player endon( "death" ); gunner thread gunner_lookAtTarget(); for (;;) { if ( !flag( "gunner_use_turret" ) ) { level waittill( "gunner_use_turret" ); wait randomfloatrange( 0.5, 1.2 ); continue; } eTarget = level.playervehicle getEnemyTarget( level.GunnerTargetRange, level.GunnerTargetFOV, true, true ); if ( isdefined( eTarget ) ) { gunner thread gunner_lookAtTarget( eTarget ); level.playervehicle thread shootEnemyTarget_Bullets( eTarget ); } else if ( getdvar( "cobrapilot_debug") == "1" ) { iprintln( "no valid targets" ); gunner thread gunner_lookAtTarget(); } wait 2; } } gunner_lookAtTarget( eTarget ) { level.playervehicle endon( "death" ); level.player endon( "death" ); self notify( "stop_looking_at_target" ); self endon( "stop_looking_at_target" ); if ( isdefined( eTarget ) ) eTarget endon( "death" ); for (;;) { if ( isdefined( self.lookingAtTarget ) && isdefined( eTarget ) ) blendTime = 0.1; else blendTime = 1.0; self.lookingAtTarget = true; blendAmount = self gunner_getBlendNumber( eTarget ); self setanim( %cobra_copilot_idle_l, blendAmount[0], blendTime ); self setanim( %cobra_copilot_idle, blendAmount[1], blendTime ); self setanim( %cobra_copilot_idle_r, blendAmount[2], blendTime ); if ( !isdefined( eTarget ) ) { self.lookingAtTarget = undefined; return; } wait blendTime; } } gunner_getBlendNumber( eTarget ) { blendAmount = []; blendAmount[0] = 0.0; // left blendAmount[1] = 1.0; // forward blendAmount[2] = 0.0; // right if ( !isdefined( eTarget ) ) return blendAmount; //prof_begin( "cobrapilot_ai" ); forward = anglesToForward( level.playervehicle.angles ); right = anglesToRight( level.playervehicle.angles ); t = ( eTarget.origin - level.playervehicle.origin ); s = vectorDot( t, right ); f = vectorDot( t, forward ); assert( f != 0 ); value = ( s / f ); if ( value < 0 ) { // turn head to the left value = abs( value ); if ( value > 1.0 ) value = 1.0; blendAmount[0] = value; // left blendAmount[1] = 1 - value; // forward blendAmount[2] = 0.0; // right } else if ( value > 0 ) { // turn head to the right value = abs( value ); if ( value > 1.0 ) value = 1.0; blendAmount[0] = 0.0; // left blendAmount[1] = 1 - value; // forward blendAmount[2] = value; // right } //prof_end( "cobrapilot_ai" ); return blendAmount; } missileIndicator( eMissile ) { missileIndicator = spawnstruct(); missileIndicator.eMissile = eMissile; target_set( missileIndicator.eMissile ); target_setShader( missileIndicator.eMissile, level.missileHintIndicator_Missile ); target_setOffscreenShader( missileIndicator.eMissile, level.missileHintIndicator_Missile_Offscreen ); // LEFT arrow missileIndicator.arrowLeft = newHudElem(); missileIndicator.arrowLeft.x = -160; missileIndicator.arrowLeft.y = 0; missileIndicator.arrowLeft.alignX = "center"; missileIndicator.arrowLeft.alignY = "middle"; missileIndicator.arrowLeft.horzAlign = "center"; missileIndicator.arrowLeft.vertAlign = "middle"; missileIndicator.arrowLeft.foreground = true; missileIndicator.arrowLeft.alpha = 0; missileIndicator.arrowLeft setshader ( level.missileHintIndicator_Arrow["left"], 80, 160 ); // RIGHT arrow missileIndicator.arrowRight = newHudElem(); missileIndicator.arrowRight.x = 160; missileIndicator.arrowRight.y = 0; missileIndicator.arrowRight.alignX = "center"; missileIndicator.arrowRight.alignY = "middle"; missileIndicator.arrowRight.horzAlign = "center"; missileIndicator.arrowRight.vertAlign = "middle"; missileIndicator.arrowRight.foreground = true; missileIndicator.arrowRight.alpha = 0; missileIndicator.arrowRight setshader ( level.missileHintIndicator_Arrow["right"], 80, 160 ); // FORWARD arrow missileIndicator.arrowForward = newHudElem(); missileIndicator.arrowForward.x = 0; missileIndicator.arrowForward.y = -160; missileIndicator.arrowForward.alignX = "center"; missileIndicator.arrowForward.alignY = "middle"; missileIndicator.arrowForward.horzAlign = "center"; missileIndicator.arrowForward.vertAlign = "middle"; missileIndicator.arrowForward.foreground = true; missileIndicator.arrowForward.alpha = 0; missileIndicator.arrowForward setshader( level.missileHintIndicator_Arrow["forward"], 160, 80 ); // BACK arrow missileIndicator.arrowBack = newHudElem(); missileIndicator.arrowBack.x = 0; missileIndicator.arrowBack.y = 160; missileIndicator.arrowBack.alignX = "center"; missileIndicator.arrowBack.alignY = "middle"; missileIndicator.arrowBack.horzAlign = "center"; missileIndicator.arrowBack.vertAlign = "middle"; missileIndicator.arrowBack.foreground = true; missileIndicator.arrowBack.alpha = 0; missileIndicator.arrowBack setshader( level.missileHintIndicator_Arrow["back"], 160, 80 ); thread missileIndicator_MissileDeath( missileIndicator ); thread missileIndicator_MissileFlash( missileIndicator ); // find where the missile is relative to the player so it can draw the appropriate arrows eMissile endon( "death" ); level.player endon( "death" ); level.playervehicle endon( "death" ); for (;;) { // uses level.player angles instead of the cobra's angles so that it works when the player is in freelook level waittill( "incomming_missile_blink_on" ); prof_begin( "cobrapilot_weapons_systems" ); forwardvec = anglestoforward( level.player.angles ); backvec = vectorScale( forwardvec, -1 ); rightvec = anglestoright( level.player.angles ); leftvec = vectorScale( rightVec, -1 ); vecToMissile = vectorNormalize( missileIndicator.eMissile.origin - ( level.player getOrigin() ) ); // forward arrow missileIndicator.arrowForward.alpha = 0; vecdot = vectordot( forwardvec, vecToMissile ); if ( vecdot > level.cosine["45"] ) missileIndicator.arrowForward.alpha = 1; // back arrow missileIndicator.arrowBack.alpha = 0; vecdot = vectordot( backvec, vecToMissile ); if ( vecdot > level.cosine["45"] ) missileIndicator.arrowBack.alpha = 1; // left arrow missileIndicator.arrowLeft.alpha = 0; vecdot = vectordot( leftvec, vecToMissile ); if ( vecdot > level.cosine["45"] ) missileIndicator.arrowLeft.alpha = 1; // right arrow missileIndicator.arrowRight.alpha = 0; vecdot = vectordot( rightvec, vecToMissile ); if ( vecdot > level.cosine["45"] ) missileIndicator.arrowRight.alpha = 1; prof_end( "cobrapilot_weapons_systems" ); level waittill( "incomming_missile_blink_off" ); missileIndicator.arrowForward.alpha = 0; missileIndicator.arrowBack.alpha = 0; missileIndicator.arrowLeft.alpha = 0; missileIndicator.arrowRight.alpha = 0; } } missileIndicator_MissileFlash( missileIndicator ) { level.playervehicle endon( "death" ); assert( isdefined( missileIndicator.eMissile ) ); missileIndicator.eMissile endon( "death" ); for(;;) { level waittill( "incomming_missile_blink_off" ); target_setShader( missileIndicator.eMissile, level.missileHintIndicator_Missile_Flash ); target_setOffscreenShader( missileIndicator.eMissile, level.missileHintIndicator_Missile_Flash ); level waittill( "incomming_missile_blink_on" ); target_setShader( missileIndicator.eMissile, level.missileHintIndicator_Missile ); target_setOffscreenShader( missileIndicator.eMissile, level.missileHintIndicator_Missile_Offscreen ); } } missileIndicator_MissileDeath( missileIndicator ) { level.playervehicle endon( "death" ); assert( isdefined( missileIndicator.eMissile ) ); missileIndicator.eMissile waittill( "death" ); if ( isdefined( missileIndicator.arrowLeft ) ) missileIndicator.arrowLeft destroy(); if ( isdefined( missileIndicator.arrowRight ) ) missileIndicator.arrowRight destroy(); if ( isdefined( missileIndicator.arrowForward ) ) missileIndicator.arrowForward destroy(); if ( isdefined( missileIndicator.arrowBack ) ) missileIndicator.arrowBack destroy(); } missileIndicator_MissileFlashNotifies() { level.playervehicle endon( "death" ); level.player endon( "death" ); for(;;) { wait 0.2; level notify( "incomming_missile_blink_off" ); wait 0.1; level notify( "incomming_missile_blink_on" ); } } debug_thread() { /* wait 1; debugMissile = spawn( "script_origin", ( 0, 0, 1000 ) ); thread missileIndicator( debugMissile ); */ /* wait 5; for( i = 0 ; i < level.cobraTarget.size ; i++ ) level.cobraTarget[i].targetEntity notify( "death" ); */ /* for (;;) { wait 4; level.playervehicle notify ( "turret_fire" ); } */ /* for(;;) { level.player notify( "menuresponse", undefined, "undefined" ); wait 0.1; } */ }