4008 lines
97 KiB
Text
4008 lines
97 KiB
Text
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#include maps\_utility;
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#include common_scripts\utility;
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/#
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mainDebug()
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{
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// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
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if( getdebugdvar( "replay_debug" ) == "1" )
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println("File: _debug.gsc. Function: mainDebug()\n");
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level.animsound_hudlimit = 14;
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thread lastSightPosWatch();
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if( level.script != "background" )
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thread camera();
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if( getdebugdvar( "debug_corner" ) == "" )
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setdvar( "debug_corner", "off" );
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else
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if( getdebugdvar( "debug_corner" ) == "on" )
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debug_corner();
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if( getdvar( "chain" ) == "1" )
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thread debugchains();
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if( getdebugdvar("debug_bayonet") == "" )
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{
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setdvar( "debug_bayonet", "0" );
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}
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thread debug_bayonet();
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thread debugDvars();
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precacheShader( "white" );
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thread debugColorFriendlies();
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thread watchMinimap();
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if( getdvar( "level_transition_test" ) != "off" )
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thread complete_me();
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if(getdvar("level_completeall") != "off")
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maps\_endmission::force_all_complete();
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if( getdvar("level_clear_all") != "off" )
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maps\_endmission::clearall();
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// SRS 3/19/08: engagement distance debug dvar toggle watcher
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thread engagement_distance_debug_toggle();
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// thread playerNode();
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// thread colordebug();
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// thread debuggoalpos();
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// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
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if( getdebugdvar( "replay_debug" ) == "1" )
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println("File: _debug.gsc. Function: mainDebug() - COMPLETE\n");
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}
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#/
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debugchains()
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{
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nodes = getallnodes();
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fnodenum = 0;
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fnodes = [];
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for( i=0;i<nodes.size;i++ )
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{
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if(( !( nodes[ i ].spawnflags & 2 ) ) &&
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(
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(( isdefined( nodes[ i ].target ) ) &&(( getnodearray( nodes[ i ].target, "targetname" ) ).size > 0 ) ) ||
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(( isdefined( nodes[ i ].targetname ) ) &&(( getnodearray( nodes[ i ].targetname, "target" ) ).size > 0 ) )
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)
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)
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{
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fnodes[ fnodenum ] = nodes[ i ];
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fnodenum++;
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}
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}
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count = 0;
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while( 1 )
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{
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if( getdvar( "chain" ) == "1" )
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{
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for( i=0;i<fnodes.size;i++ )
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{
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// SCRIPTER_MOD
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// JesseS (3/20/2007): removed level.player, added players[0]
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players = get_players();
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if (distance (players[0] getorigin(), fnodes[i].origin) < 1500)
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{
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print3d( fnodes[ i ].origin, "yo", ( 0.2, 0.8, 0.5 ), 0.45 );
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/*
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count++;
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if( count > 25 )
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{
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count = 0;
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maps\_spawner::waitframe();
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}
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*/
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}
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}
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friends = getaiarray( "allies" );
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for( i=0;i<friends.size;i++ )
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{
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node = friends[ i ] animscripts\utility::GetClaimedNode();
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if( isdefined( node ) )
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line( friends[ i ].origin +( 0, 0, 35 ), node.origin, ( 0.2, 0.5, 0.8 ), 0.5 );
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}
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}
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maps\_spawner::waitframe();
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}
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}
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debug_enemyPos( num )
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{
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ai = getaiarray();
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for( i=0;i<ai.size;i++ )
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{
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if( ai[ i ] getentitynumber() != num )
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continue;
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ai[ i ] thread debug_enemyPosProc();
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break;
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}
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}
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debug_stopEnemyPos( num )
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{
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ai = getaiarray();
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for( i=0;i<ai.size;i++ )
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{
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if( ai[ i ] getentitynumber() != num )
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continue;
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ai[ i ] notify( "stop_drawing_enemy_pos" );
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break;
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}
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}
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debug_enemyPosProc()
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{
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self endon( "death" );
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self endon( "stop_drawing_enemy_pos" );
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for( ;; )
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{
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wait( 0.05 );
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if( isalive( self.enemy ) )
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line( self.origin +( 0, 0, 70 ), self.enemy.origin +( 0, 0, 70 ), ( 0.8, 0.2, 0.0 ), 0.5 );
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if( !self animscripts\utility::hasEnemySightPos() )
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continue;
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pos = animscripts\utility::getEnemySightPos();
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line( self.origin +( 0, 0, 70 ), pos, ( 0.9, 0.5, 0.3 ), 0.5 );
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}
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}
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debug_enemyPosReplay()
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{
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ai = getaiarray();
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guy = undefined;
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for( i=0;i<ai.size;i++ )
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{
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// if( ai[ i ] getentitynumber() != num )
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// continue;
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guy = ai[ i ];
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if( !isalive( guy ) )
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continue;
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if( isdefined( guy.lastEnemySightPos ) )
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line( guy.origin +( 0, 0, 65 ), guy.lastEnemySightPos, ( 1, 0, 1 ), 0.5 );
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if( guy.goodShootPosValid )
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{
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if( guy.team == "axis" )
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color =( 1, 0, 0 );
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else
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color =( 0, 0, 1 );
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// nodeOffset = guy GetEye();
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nodeOffset = guy.origin +( 0, 0, 54 );
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if( isdefined( guy.node ) )
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{
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if( guy.node.type == "Cover Left" )
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{
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cornerNode = true;
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nodeOffset = anglestoright( guy.node.angles );
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nodeOffset = vectorScale( nodeOffset, -32 );
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nodeOffset =( nodeOffset[ 0 ] , nodeOffset[ 1 ], 64 );
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nodeOffset = guy.node.origin + nodeOffset;
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}
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else
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if( guy.node.type == "Cover Right" )
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{
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cornerNode = true;
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nodeOffset = anglestoright( guy.node.angles );
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nodeOffset = vectorScale( nodeOffset, 32 );
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nodeOffset =( nodeOffset[ 0 ] , nodeOffset[ 1 ], 64 );
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nodeOffset = guy.node.origin + nodeOffset;
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}
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}
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draw_arrow( nodeOffset, guy.goodShootPos, color );
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}
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// break;
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}
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if( 1 ) return;
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if( !isalive( guy ) )
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return;
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if( isalive( guy.enemy ) )
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line( guy.origin +( 0, 0, 70 ), guy.enemy.origin +( 0, 0, 70 ), ( 0.6, 0.2, 0.2 ), 0.5 );
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if( isdefined( guy.lastEnemySightPos ) )
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line( guy.origin +( 0, 0, 65 ), guy.lastEnemySightPos, ( 0, 0, 1 ), 0.5 );
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if( isalive( guy.goodEnemy ) )
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line( guy.origin +( 0, 0, 50 ), guy.goodEnemy.origin, ( 1, 0, 0 ), 0.5 );
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if( !guy animscripts\utility::hasEnemySightPos() )
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return;
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pos = guy animscripts\utility::getEnemySightPos();
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line( guy.origin +( 0, 0, 55 ), pos, ( 0.2, 0.2, 0.6 ), 0.5 );
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if( guy.goodShootPosValid )
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line( guy.origin +( 0, 0, 45 ), guy.goodShootPos, ( 0.2, 0.6, 0.2 ), 0.5 );
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}
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drawEntTag( num )
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{
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/#
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ai = getaiarray();
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for( i=0;i<ai.size;i++ )
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{
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if( ai[ i ] getentnum() != num )
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continue;
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ai[ i ] thread dragTagUntilDeath( getdebugdvar( "debug_tag" ) );
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}
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setdvar( "debug_enttag", "" );
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#/
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}
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drawTag( tag, opcolor )
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{
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org = self GetTagOrigin( tag );
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ang = self GetTagAngles( tag );
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drawArrow( org, ang, opcolor );
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}
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drawOrgForever( opcolor )
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{
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for( ;; )
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{
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drawArrow( self.origin, self.angles, opcolor );
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wait( 0.05 );
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}
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}
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drawArrowForever( org, ang )
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{
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for( ;; )
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{
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drawArrow( org, ang );
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wait( 0.05 );
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}
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}
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drawOriginForever()
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{
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for( ;; )
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{
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drawArrow( self.origin, self.angles );
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wait( 0.05 );
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}
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}
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drawArrow( org, ang, opcolor )
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{
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scale = 50;
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forward = anglestoforward( ang );
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forwardFar = vectorScale( forward, scale );
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forwardClose = vectorScale( forward, ( scale * 0.8 ) );
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right = anglestoright( ang );
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leftdraw = vectorScale( right, ( scale * -0.2 ) );
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rightdraw = vectorScale( right, ( scale * 0.2 ) );
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up = anglestoup( ang );
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right = vectorScale( right, scale );
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up = vectorScale( up, scale );
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red = ( 0.9, 0.2, 0.2 );
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green = ( 0.2, 0.9, 0.2 );
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blue = ( 0.2, 0.2, 0.9 );
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if ( isdefined( opcolor ) )
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{
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red = opcolor;
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green = opcolor;
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blue = opcolor;
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}
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line( org, org + forwardFar, red, 0.9 );
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line( org + forwardFar, org + forwardClose + rightdraw, red, 0.9 );
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line( org + forwardFar, org + forwardClose + leftdraw, red, 0.9 );
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line( org, org + right, blue, 0.9 );
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line( org, org + up, green, 0.9 );
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}
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drawPlayerViewForever()
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{
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for ( ;; )
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{
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drawArrow( level.player.origin, level.player getplayerangles(), (1,1,1) );
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wait( 0.05 );
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}
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}
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drawTagForever( tag, opcolor )
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{
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self endon( "death" );
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for( ;; )
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{
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drawTag( tag, opcolor );
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wait( 0.05 );
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}
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}
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dragTagUntilDeath( tag )
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{
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for( ;; )
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{
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if( !isdefined( self.origin ) )
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break;
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drawTag( tag );
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wait( 0.05 );
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}
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}
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viewTag( type, tag )
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{
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if( type == "ai" )
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{
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ai = getaiarray();
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for( i=0;i<ai.size;i++ )
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ai[ i ] drawTag( tag );
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}
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else
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{
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vehicle = getentarray( "script_vehicle", "classname" );
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for( i=0;i<vehicle.size;i++ )
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vehicle[ i ] drawTag( tag );
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}
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}
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debug_corner()
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{
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// SCRIPTER_MOD
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// JesseS (3/20/2007): removed level.player, added ignoreme for all players
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players = get_players();
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for(i=0; i < players.size; i++)
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{
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players[i].ignoreme = true;
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}
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nodes = getallnodes();
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corners = [];
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for( i=0;i<nodes.size;i++ )
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{
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if( nodes[ i ].type == "Cover Left" )
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corners[ corners.size ] = nodes[ i ];
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if( nodes[ i ].type == "Cover Right" )
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corners[ corners.size ] = nodes[ i ];
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}
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ai = getaiarray();
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for( i=0;i<ai.size;i++ )
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ai[ i ] delete();
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level.debugspawners = getspawnerarray();
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level.activeNodes = [];
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level.completedNodes = [];
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for( i=0;i<level.debugspawners.size;i++ )
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level.debugspawners[ i ].targetname = "blah";
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covered = 0;
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for( i=0;i<30;i++ )
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{
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if( i >= corners.size )
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break;
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corners[ i ] thread coverTest();
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covered++;
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}
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if( corners.size <= 30 )
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return;
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for( ;; )
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{
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level waittill( "debug_next_corner" );
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if( covered >= corners.size )
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covered = 0;
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corners[ covered ] thread coverTest();
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covered++;
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}
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}
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coverTest()
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{
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coverSetupAnim();
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}
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#using_animtree( "generic_human" );
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coverSetupAnim()
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{
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spawn = undefined;
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spawner = undefined;
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for( ;; )
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{
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for( i=0;i<level.debugspawners.size;i++ )
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{
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wait( 0.05 );
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spawner = level.debugspawners[ i ];
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nearActive = false;
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for( p=0;p<level.activeNodes.size;p++ )
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{
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if( distance( level.activeNodes[ p ].origin, self.origin ) > 250 )
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continue;
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nearActive = true;
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break;
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}
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if( nearActive )
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continue;
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completed = false;
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for( p=0;p<level.completedNodes.size;p++ )
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{
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if( level.completedNodes[ p ] != self )
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continue;
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completed = true;
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break;
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}
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if( completed )
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continue;
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level.activeNodes[ level.activeNodes.size ] = self;
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spawner.origin = self.origin;
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spawner.angles = self.angles;
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spawner.count = 1;
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spawn = spawner stalingradspawn();
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if( spawn_failed( spawn ) )
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{
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removeActiveSpawner( self );
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continue;
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}
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break;
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}
|
||
|
if( isalive( spawn ) )
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
wait( 1 );
|
||
|
if( isalive( spawn ) )
|
||
|
{
|
||
|
spawn.ignoreme = true;
|
||
|
spawn.team = "neutral";
|
||
|
spawn setgoalpos( spawn.origin );
|
||
|
thread createLine( self.origin );
|
||
|
spawn thread debugorigin();
|
||
|
thread createLineConstantly( spawn );
|
||
|
spawn waittill( "death" );
|
||
|
}
|
||
|
removeActiveSpawner( self );
|
||
|
level.completedNodes[ level.completedNodes.size ] = self;
|
||
|
}
|
||
|
|
||
|
removeActiveSpawner( spawner )
|
||
|
{
|
||
|
newSpawners = [];
|
||
|
for( p=0;p<level.activeNodes.size;p++ )
|
||
|
{
|
||
|
if( level.activeNodes[ p ] == spawner )
|
||
|
continue;
|
||
|
newSpawners[ newSpawners.size ] = level.activeNodes[ p ];
|
||
|
}
|
||
|
level.activeNodes = newSpawners;
|
||
|
}
|
||
|
|
||
|
|
||
|
createLine( org )
|
||
|
{
|
||
|
for( ;; )
|
||
|
{
|
||
|
line( org +( 0, 0, 35 ), org, ( 0.2, 0.5, 0.8 ), 0.5 );
|
||
|
wait( 0.05 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
createLineConstantly( ent )
|
||
|
{
|
||
|
org = undefined;
|
||
|
while( isalive( ent ) )
|
||
|
{
|
||
|
org = ent.origin;
|
||
|
wait( 0.05 );
|
||
|
}
|
||
|
|
||
|
for( ;; )
|
||
|
{
|
||
|
line( org +( 0, 0, 35 ), org, ( 1.0, 0.2, 0.1 ), 0.5 );
|
||
|
wait( 0.05 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
debugMisstime()
|
||
|
{
|
||
|
self notify( "stopdebugmisstime" );
|
||
|
self endon( "stopdebugmisstime" );
|
||
|
self endon( "death" );
|
||
|
for( ;; )
|
||
|
{
|
||
|
if( self.a.misstime <= 0 )
|
||
|
print3d( self gettagorigin( "TAG_EYE" ) +( 0, 0, 15 ), "hit", ( 0.3, 1, 1 ), 1 );
|
||
|
else
|
||
|
print3d( self gettagorigin( "TAG_EYE" ) +( 0, 0, 15 ), self.a.misstime/20, ( 0.3, 1, 1 ), 1 );
|
||
|
wait( 0.05 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
debugMisstimeOff()
|
||
|
{
|
||
|
self notify( "stopdebugmisstime" );
|
||
|
}
|
||
|
|
||
|
setEmptyDvar( dvar, setting )
|
||
|
{
|
||
|
/#
|
||
|
if( getdebugdvar( dvar ) == "" )
|
||
|
setdvar( dvar, setting );
|
||
|
#/
|
||
|
}
|
||
|
|
||
|
debugJump( num )
|
||
|
{
|
||
|
/#
|
||
|
ai = getaiarray();
|
||
|
for( i=0;i<ai.size;i++ )
|
||
|
{
|
||
|
if( ai[ i ] getentnum() != num )
|
||
|
continue;
|
||
|
|
||
|
// SCRIPTER_MOD
|
||
|
// JesseS (3/20/2007): removed level.player, added players[0]
|
||
|
players = get_players();
|
||
|
line (players[0].origin, ai[i].origin, (0.2,0.3,1.0));
|
||
|
return;
|
||
|
}
|
||
|
#/
|
||
|
}
|
||
|
|
||
|
debugDvars()
|
||
|
{
|
||
|
/#
|
||
|
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
|
||
|
if( getdebugdvar( "replay_debug" ) == "1" )
|
||
|
println("File: _debug.gsc. Function: debugDvars()\n");
|
||
|
|
||
|
precachemodel("test_sphere_silver");
|
||
|
if( getdebugdvar( "debug_vehiclesittags" ) == "" )
|
||
|
setdvar( "debug_vehiclesittags", "off" );
|
||
|
|
||
|
if ( getDvar( "level_transition_test" ) == "" )
|
||
|
setDvar( "level_transition_test", "off" );
|
||
|
|
||
|
if ( getDvar( "level_completeall" ) == "" )
|
||
|
setDvar( "level_completeall", "off" );
|
||
|
|
||
|
if ( getDvar( "level_clear_all" ) == "" )
|
||
|
setDvar( "level_clear_all", "off" );
|
||
|
|
||
|
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
|
||
|
if( getdebugdvar( "replay_debug" ) == "1" )
|
||
|
println("File: _debug.gsc. Function: debugDvars() - WAIT FINISHED\n");
|
||
|
|
||
|
setEmptyDvar( "debug_accuracypreview", "off" );
|
||
|
|
||
|
if( getdebugdvar( "debug_lookangle" ) == "" )
|
||
|
setdvar( "debug_lookangle", "off" );
|
||
|
|
||
|
if( getdebugdvar( "debug_grenademiss" ) == "" )
|
||
|
setdvar( "debug_grenademiss", "off" );
|
||
|
|
||
|
if( getdebugdvar( "debug_enemypos" ) == "" )
|
||
|
setdvar( "debug_enemypos", "-1" );
|
||
|
|
||
|
if( getdebugdvar( "debug_dotshow" ) == "" )
|
||
|
setdvar( "debug_dotshow", "-1" );
|
||
|
|
||
|
if( getdebugdvar( "debug_stopenemypos" ) == "" )
|
||
|
setdvar( "debug_stopenemypos", "-1" );
|
||
|
|
||
|
if( getdebugdvar( "debug_replayenemypos" ) == "" )
|
||
|
setdvar( "debug_replayenemypos", "-1" );
|
||
|
|
||
|
if( getdebugdvar( "debug_tag" ) == "" )
|
||
|
setdvar( "debug_tag", "" );
|
||
|
|
||
|
if( getdebugdvar( "debug_arrivals" ) == "" )
|
||
|
setdvar( "debug_arrivals", "" );
|
||
|
|
||
|
if( getdebugdvar( "debug_chatlook" ) == "" )
|
||
|
setdvar( "debug_chatlook", "" );
|
||
|
|
||
|
if( getdebugdvar( "debug_vehicletag" ) == "" )
|
||
|
setdvar( "debug_vehicletag", "" );
|
||
|
|
||
|
|
||
|
if( getdebugdvar( "debug_colorfriendlies" ) == "" )
|
||
|
setdvar( "debug_colorfriendlies", "off" );
|
||
|
|
||
|
if( getdebugdvar( "debug_animreach" ) == "" )
|
||
|
setdvar( "debug_animreach", "off" );
|
||
|
|
||
|
if( getdebugdvar( "debug_hatmodel" ) == "" )
|
||
|
setdvar( "debug_hatmodel", "on" );
|
||
|
|
||
|
if( getdebugdvar( "debug_trace" ) == "" )
|
||
|
setdvar( "debug_trace", "off" );
|
||
|
|
||
|
level.debug_badpath = false;
|
||
|
if( getdebugdvar( "debug_badpath" ) == "" )
|
||
|
setdvar( "debug_badpath", "off" );
|
||
|
|
||
|
if( getdebugdvar( "anim_lastsightpos" ) == "" )
|
||
|
setdvar( "debug_lastsightpos", "off" );
|
||
|
|
||
|
if( getdebugdvar( "debug_dog_sound" ) == "" )
|
||
|
setdvar( "debug_dog_sound", "" );
|
||
|
|
||
|
if( getdvar( "debug_nuke" ) == "" )
|
||
|
setdvar( "debug_nuke", "off" );
|
||
|
|
||
|
if( getdebugdvar( "debug_deathents" ) == "on" )
|
||
|
setdvar( "debug_deathents", "off" );
|
||
|
|
||
|
if( getdvar( "debug_jump" ) == "" )
|
||
|
setdvar( "debug_jump", "" );
|
||
|
|
||
|
if( getdvar( "debug_hurt" ) == "" )
|
||
|
setdvar( "debug_hurt", "" );
|
||
|
|
||
|
if( getdebugdvar( "animsound" ) == "" )
|
||
|
setdvar( "animsound", "off" );
|
||
|
if( getdvar( "tag" ) == "" )
|
||
|
setdvar( "tag", "" );
|
||
|
|
||
|
for( i=1; i <= level.animsound_hudlimit; i++ )
|
||
|
{
|
||
|
if( getdvar( "tag" + i ) == "" )
|
||
|
setdvar( "tag" + i, "" );
|
||
|
}
|
||
|
|
||
|
if( getdebugdvar( "animsound_save" ) == "" )
|
||
|
setdvar( "animsound_save", "" );
|
||
|
|
||
|
if( getdvar( "debug_depth" ) == "" )
|
||
|
setdvar( "debug_depth", "" );
|
||
|
|
||
|
if( getdebugdvar( "debug_colornodes" ) == "" )
|
||
|
setdvar( "debug_colornodes", "" );
|
||
|
|
||
|
if( getdebugdvar( "debug_reflection" ) == "" )
|
||
|
setdvar( "debug_reflection", "0" );
|
||
|
|
||
|
// SCRIPTER_MOD: JesseS (3/18/2008): added dynamic guy spawning
|
||
|
if( getdebugdvar( "debug_dynamic_ai_spawning" ) == "" )
|
||
|
setdvar( "debug_dynamic_ai_spawning", "0" );
|
||
|
|
||
|
level.last_threat_debug = -23430;
|
||
|
if( getdebugdvar( "debug_threat" ) == "" )
|
||
|
setdvar( "debug_threat", "-1" );
|
||
|
|
||
|
waittillframeend; // for vars to get init'd elsewhere
|
||
|
|
||
|
red =( 1, 0, 0 );
|
||
|
blue =( 0, 0, 1 );
|
||
|
yellow =( 1, 1, 0 );
|
||
|
cyan =( 0, 1, 1 );
|
||
|
green =( 0, 1, 0 );
|
||
|
purple =( 1, 0, 1 );
|
||
|
orange =( 1, 0.5, 0 );
|
||
|
|
||
|
level.color_debug[ "r" ] = red;
|
||
|
level.color_debug[ "b" ] = blue;
|
||
|
level.color_debug[ "y" ] = yellow;
|
||
|
level.color_debug[ "c" ] = cyan;
|
||
|
level.color_debug[ "g" ] = green;
|
||
|
level.color_debug[ "p" ] = purple;
|
||
|
level.color_debug[ "o" ] = orange;
|
||
|
|
||
|
level.debug_reflection = 0;
|
||
|
|
||
|
|
||
|
if(getdvar("debug_character_count") == "")
|
||
|
setdvar("debug_character_count","off");
|
||
|
|
||
|
// thread hatmodel();
|
||
|
thread debug_character_count();
|
||
|
|
||
|
// MikeD (11/2/2007): Show's the player's position
|
||
|
level thread debug_show_viewpos();
|
||
|
|
||
|
noAnimscripts = getdvar( "debug_noanimscripts" ) == "on";
|
||
|
for( ;; )
|
||
|
{
|
||
|
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
|
||
|
if( getdebugdvar( "replay_debug" ) == "1" )
|
||
|
println("File: _debug.gsc. Function: debugDvars() - INNNER LOOP START\n");
|
||
|
|
||
|
if( getdebugdvar( "debug_jump" ) != "" )
|
||
|
debugJump( getdebugdvarint( "debug_jump" ) );
|
||
|
|
||
|
if( getdebugdvar( "debug_tag" ) != "" )
|
||
|
{
|
||
|
thread viewTag( "ai", getdebugdvar( "debug_tag" ) );
|
||
|
if( getdebugdvarInt( "debug_enttag" ) > 0 )
|
||
|
thread drawEntTag( getdebugdvarInt( "debug_enttag" ) );
|
||
|
}
|
||
|
|
||
|
if( getdebugdvar( "debug_vehicletag" ) != "" )
|
||
|
thread viewTag( "vehicle", getdebugdvar( "debug_vehicletag" ) );
|
||
|
|
||
|
if( getdebugdvar( "debug_colornodes" ) == "on" )
|
||
|
thread debug_colornodes();
|
||
|
|
||
|
if( getdebugdvar( "debug_vehiclesittags" ) != "off" )
|
||
|
thread debug_vehiclesittags();
|
||
|
|
||
|
if( getdebugdvar( "debug_replayenemypos" ) == "on" )
|
||
|
thread debug_enemyPosReplay();
|
||
|
|
||
|
thread debug_animSound();
|
||
|
|
||
|
if( getdvar( "tag" ) != "" )
|
||
|
thread debug_animSoundTagSelected();
|
||
|
|
||
|
for( i=1; i <= level.animsound_hudlimit; i++ )
|
||
|
{
|
||
|
if( getdvar( "tag" + i ) != "" )
|
||
|
thread debug_animSoundTag( i );
|
||
|
}
|
||
|
|
||
|
if( getdebugdvar( "animsound_save" ) != "" )
|
||
|
thread debug_animSoundSave();
|
||
|
|
||
|
if( getdvar( "debug_nuke" ) != "off" )
|
||
|
{
|
||
|
thread debug_nuke();
|
||
|
}
|
||
|
|
||
|
if( getdvar( "debug_misstime" ) == "on" )
|
||
|
{
|
||
|
setdvar( "debug_misstime", "start" );
|
||
|
array_thread( getaiarray(), ::debugMisstime );
|
||
|
}
|
||
|
else
|
||
|
if( getdvar( "debug_misstime" ) == "off" )
|
||
|
{
|
||
|
setdvar( "debug_misstime", "start" );
|
||
|
array_thread( getaiarray(), ::debugMisstimeOff );
|
||
|
}
|
||
|
|
||
|
if( getdvar( "debug_deathents" ) == "on" )
|
||
|
thread deathspawnerPreview();
|
||
|
|
||
|
if( getdvar( "debug_hurt" ) == "on" )
|
||
|
{
|
||
|
setdvar( "debug_hurt", "off" );
|
||
|
|
||
|
// SCRIPTER_MOD
|
||
|
// JesseS (3/20/2007): dodamage on all players instead of level.player
|
||
|
players = get_players();
|
||
|
for(i = 0; i < players.size; i++)
|
||
|
{
|
||
|
players[i] dodamage(50, (324234,3423423,2323));
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( getdvar( "debug_hurt" ) == "on" )
|
||
|
{
|
||
|
setdvar( "debug_hurt", "off" );
|
||
|
|
||
|
// SCRIPTER_MOD
|
||
|
// JesseS (3/20/2007): dodamage on all players instead of level.player
|
||
|
players = get_players();
|
||
|
for(i = 0; i < players.size; i++)
|
||
|
{
|
||
|
players[i] dodamage(50, (324234,3423423,2323));
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( getdvar( "debug_depth" ) == "on" )
|
||
|
{
|
||
|
thread fogcheck();
|
||
|
}
|
||
|
|
||
|
if( getdebugdvar( "debug_threat" ) != "-1" && getdebugdvar( "debug_threat" ) != "" )
|
||
|
{
|
||
|
debugThreat();
|
||
|
}
|
||
|
|
||
|
level.debug_badpath = getdebugdvar( "debug_badpath" ) == "on";
|
||
|
|
||
|
if( getdebugdvarint( "debug_enemypos" ) != -1 )
|
||
|
{
|
||
|
thread debug_enemypos( getdebugdvarint( "debug_enemypos" ) );
|
||
|
setdvar( "debug_enemypos", "-1" );
|
||
|
}
|
||
|
if( getdebugdvarint( "debug_stopenemypos" ) != -1 )
|
||
|
{
|
||
|
thread debug_stopenemypos( getdebugdvarint( "debug_stopenemypos" ) );
|
||
|
setdvar( "debug_stopenemypos", "-1" );
|
||
|
}
|
||
|
|
||
|
if( !noAnimscripts && getdvar( "debug_noanimscripts" ) == "on" )
|
||
|
{
|
||
|
anim.defaultException = animscripts\init::infiniteLoop;
|
||
|
noAnimscripts = true;
|
||
|
}
|
||
|
|
||
|
if( noAnimscripts && getdvar( "debug_noanimscripts" ) == "off" )
|
||
|
{
|
||
|
anim.defaultException = animscripts\init::empty;
|
||
|
anim notify( "new exceptions" );
|
||
|
noAnimscripts = false;
|
||
|
}
|
||
|
|
||
|
if( getdebugdvar( "debug_trace" ) == "on" )
|
||
|
{
|
||
|
if( !isdefined( level.traceStart ) )
|
||
|
{
|
||
|
thread showDebugTrace();
|
||
|
}
|
||
|
|
||
|
// SCRIPTER_MOD
|
||
|
// JesseS (3/20/2007): level.player replaced with players[0]
|
||
|
players = get_players();
|
||
|
|
||
|
level.traceStart = players[0] geteye();
|
||
|
setdvar( "debug_trace", "off" );
|
||
|
}
|
||
|
|
||
|
// SCRIPTER_MOD: JesseS (3/18/2008): Trying to add dynamic spawning in levels
|
||
|
if( getdebugdvar( "debug_dynamic_ai_spawning" ) == "1" && (!isdefined( level.spawn_anywhere_active) || level.spawn_anywhere_active == false))
|
||
|
{
|
||
|
level.spawn_anywhere_active = true;
|
||
|
thread dynamic_ai_spawner();
|
||
|
}
|
||
|
else if (getdebugdvar( "debug_dynamic_ai_spawning" ) == "0")
|
||
|
{
|
||
|
level.spawn_anywhere_active = false;
|
||
|
level notify ("kill dynamic spawning");
|
||
|
}
|
||
|
|
||
|
debug_reflection();
|
||
|
|
||
|
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
|
||
|
if( getdebugdvar( "replay_debug" ) == "1" )
|
||
|
println("File: _debug.gsc. Function: debugDvars() - INNNER LOOP START WAIT 0.05\n");
|
||
|
|
||
|
wait( 0.05 );
|
||
|
|
||
|
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
|
||
|
if( getdebugdvar( "replay_debug" ) == "1" )
|
||
|
println("File: _debug.gsc. Function: debugDvars() - INNNER LOOP STOP WAIT 0.05\n");
|
||
|
|
||
|
if( getdebugdvar( "replay_debug" ) == "1" )
|
||
|
println("File: _debug.gsc. Function: debugDvars() - INNNER LOOP END\n");
|
||
|
}
|
||
|
|
||
|
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
|
||
|
if( getdebugdvar( "replay_debug" ) == "1" )
|
||
|
println("File: _debug.gsc. Function: debugDvars() - COMPLETE\n");
|
||
|
#/
|
||
|
}
|
||
|
|
||
|
remove_reflection_objects()
|
||
|
{
|
||
|
/#
|
||
|
if ( ( level.debug_reflection == 2 || level.debug_reflection == 3 ) && isdefined( level.debug_reflection_objects ) )
|
||
|
{
|
||
|
for( i = 0; i < level.debug_reflection_objects.size; i++ )
|
||
|
{
|
||
|
level.debug_reflection_objects[i] delete();
|
||
|
}
|
||
|
level.debug_reflection_objects = undefined;
|
||
|
}
|
||
|
|
||
|
if ( level.debug_reflection == 1 || level.debug_reflection == 3 )
|
||
|
{
|
||
|
level.debug_reflectionobject delete();
|
||
|
}
|
||
|
#/
|
||
|
}
|
||
|
|
||
|
create_reflection_objects()
|
||
|
{
|
||
|
/#
|
||
|
reflection_locs = GetReflectionLocs();
|
||
|
for ( i = 0; i < reflection_locs.size; i++ )
|
||
|
{
|
||
|
level.debug_reflection_objects[i] = spawn( "script_model", reflection_locs[i] );
|
||
|
level.debug_reflection_objects[i] setmodel( "test_sphere_silver" );
|
||
|
}
|
||
|
#/
|
||
|
}
|
||
|
|
||
|
create_reflection_object()
|
||
|
{
|
||
|
/#
|
||
|
players = get_players();
|
||
|
player = players[0];
|
||
|
level.debug_reflectionobject = spawn( "script_model", player geteye() +( vector_multiply( anglestoforward( player.angles ), 100 ) ) );
|
||
|
level.debug_reflectionobject setmodel( "test_sphere_silver" );
|
||
|
level.debug_reflectionobject.origin = player geteye() + ( vector_multiply ( anglestoforward ( player getplayerangles() ), 100) );
|
||
|
level.debug_reflectionobject linkto ( player );
|
||
|
thread debug_reflection_buttons();
|
||
|
#/
|
||
|
}
|
||
|
|
||
|
|
||
|
debug_reflection()
|
||
|
{
|
||
|
/#
|
||
|
if( ( getdebugdvar( "debug_reflection" ) == "2" && level.debug_reflection != 2 ) || ( getdebugdvar( "debug_reflection" ) == "3" && level.debug_reflection != 3 ) )
|
||
|
{
|
||
|
remove_reflection_objects();
|
||
|
if ( getdebugdvar( "debug_reflection" ) == "2" )
|
||
|
{
|
||
|
create_reflection_objects();
|
||
|
level.debug_reflection = 2;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
create_reflection_objects();
|
||
|
create_reflection_object();
|
||
|
level.debug_reflection = 3;
|
||
|
}
|
||
|
}
|
||
|
else if( getdebugdvar( "debug_reflection" ) == "1" && level.debug_reflection != 1 )
|
||
|
{
|
||
|
remove_reflection_objects();
|
||
|
create_reflection_object();
|
||
|
level.debug_reflection = 1;
|
||
|
}
|
||
|
else if( getdebugdvar( "debug_reflection" ) == "0" && level.debug_reflection != 0 )
|
||
|
{
|
||
|
remove_reflection_objects();
|
||
|
level.debug_reflection = 0;
|
||
|
}
|
||
|
#/
|
||
|
}
|
||
|
|
||
|
debug_reflection_buttons()
|
||
|
{
|
||
|
/#
|
||
|
offset = 100;
|
||
|
lastoffset = offset;
|
||
|
offsetinc = 50;
|
||
|
while( getdebugdvar( "debug_reflection" ) == "1" || getdebugdvar( "debug_reflection" ) == "3" )
|
||
|
{
|
||
|
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
|
||
|
if( getdebugdvar( "replay_debug" ) == "1" )
|
||
|
println("File: _debug.gsc. Function: debug_reflection_buttons() - INNER LOOP START\n");
|
||
|
|
||
|
players = get_players();
|
||
|
|
||
|
if(players[0] buttonpressed ("BUTTON_X"))
|
||
|
{
|
||
|
offset+=offsetinc;
|
||
|
}
|
||
|
if(players[0] buttonpressed ("BUTTON_Y"))
|
||
|
{
|
||
|
offset-=offsetinc;
|
||
|
}
|
||
|
if( offset > 1000 )
|
||
|
{
|
||
|
offset = 1000;
|
||
|
}
|
||
|
if( offset < 64 )
|
||
|
{
|
||
|
offset = 64;
|
||
|
}
|
||
|
// if( offset!=lastoffset )
|
||
|
// {
|
||
|
level.debug_reflectionobject unlink();
|
||
|
level.debug_reflectionobject.origin = players[0] geteye() + ( vector_multiply ( anglestoforward ( players[0] getplayerangles() ), offset) );
|
||
|
lastoffset = offset;
|
||
|
// }
|
||
|
|
||
|
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
|
||
|
if( getdebugdvar( "replay_debug" ) == "1" )
|
||
|
println("File: _debug.gsc. Function: debug_reflection_buttons() - INNER LOOP END\n");
|
||
|
|
||
|
line( level.debug_reflectionobject.origin,
|
||
|
getreflectionorigin( level.debug_reflectionobject.origin ),
|
||
|
(1,0,0),
|
||
|
true,
|
||
|
1 );
|
||
|
|
||
|
wait .05;
|
||
|
level.debug_reflectionobject linkto (players[0]);
|
||
|
}
|
||
|
#/
|
||
|
}
|
||
|
|
||
|
showDebugTrace()
|
||
|
{
|
||
|
startOverride = undefined;
|
||
|
endOverride = undefined;
|
||
|
startOverride =( 15.1859, -12.2822, 4.071 );
|
||
|
endOverride =( 947.2, -10918, 64.9514 );
|
||
|
|
||
|
assert( !isdefined( level.traceEnd ) );
|
||
|
for( ;; )
|
||
|
{
|
||
|
// SCRIPTER_MOD
|
||
|
// JesseS (3/20/2007): level.player changed to players[0]
|
||
|
players = get_players();
|
||
|
wait( 0.05 );
|
||
|
start = startOverride;
|
||
|
end = endOverride;
|
||
|
if( !isdefined( startOverride ) )
|
||
|
{
|
||
|
start = level.traceStart;
|
||
|
}
|
||
|
if( !isdefined( endOverride ) )
|
||
|
{
|
||
|
end = players[0] geteye();
|
||
|
}
|
||
|
|
||
|
trace = bulletTrace( start, end, false, undefined );
|
||
|
line( start, trace[ "position" ], ( 0.9, 0.5, 0.8 ), 0.5 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
hatmodel()
|
||
|
{
|
||
|
/#
|
||
|
for( ;; )
|
||
|
{
|
||
|
if( getdebugdvar( "debug_hatmodel" ) == "off" )
|
||
|
return;
|
||
|
noHat = [];
|
||
|
ai = getaiarray();
|
||
|
|
||
|
for( i=0;i<ai.size;i++ )
|
||
|
{
|
||
|
if( isdefined( ai[ i ].hatmodel ) )
|
||
|
continue;
|
||
|
|
||
|
alreadyKnown = false;
|
||
|
for( p=0;p<noHat.size;p++ )
|
||
|
{
|
||
|
if( noHat[ p ] != ai[ i ].classname )
|
||
|
continue;
|
||
|
alreadyKnown = true;
|
||
|
break;
|
||
|
}
|
||
|
if( !alreadyKnown )
|
||
|
noHat[ noHat.size ] = ai[ i ].classname;
|
||
|
}
|
||
|
|
||
|
if( noHat.size )
|
||
|
{
|
||
|
println( " " );
|
||
|
println( "The following AI have no Hatmodel, so helmets can not pop off on head-shot death:" );
|
||
|
for( i=0;i<noHat.size;i++ )
|
||
|
println( "Classname: ", noHat[ i ] );
|
||
|
println( "To disable hatModel spam, type debug_hatmodel off" );
|
||
|
}
|
||
|
wait( 15 );
|
||
|
}
|
||
|
#/
|
||
|
}
|
||
|
|
||
|
debug_character_count()
|
||
|
{
|
||
|
//drones
|
||
|
drones = NewDebugHudElem();
|
||
|
drones.alignX = "left";
|
||
|
drones.alignY = "middle";
|
||
|
drones.x = 620;
|
||
|
drones.y = 275;
|
||
|
drones.label = &"DEBUG_DRONES";
|
||
|
drones.alpha = 0;
|
||
|
drones.fontscale = 1.2;
|
||
|
|
||
|
//allies
|
||
|
allies = NewDebugHudElem();
|
||
|
allies.alignX = "left";
|
||
|
allies.alignY = "middle";
|
||
|
allies.x = 620;
|
||
|
allies.y = 290;
|
||
|
allies.label = &"DEBUG_ALLIES";
|
||
|
allies.alpha = 0;
|
||
|
allies.fontscale = 1.2;
|
||
|
|
||
|
//allies
|
||
|
axis = NewDebugHudElem();
|
||
|
axis.alignX = "left";
|
||
|
axis.alignY = "middle";
|
||
|
axis.x = 620;
|
||
|
axis.y = 305;
|
||
|
axis.label = &"DEBUG_AXIS";
|
||
|
axis.alpha = 0;
|
||
|
axis.fontscale = 1.2;
|
||
|
|
||
|
|
||
|
//vehicles
|
||
|
vehicles = NewDebugHudElem();
|
||
|
vehicles.alignX = "left";
|
||
|
vehicles.alignY = "middle";
|
||
|
vehicles.x = 620;
|
||
|
vehicles.y = 320;
|
||
|
vehicles.label = &"DEBUG_VEHICLES";
|
||
|
vehicles.alpha = 0;
|
||
|
vehicles.fontscale = 1.2;
|
||
|
|
||
|
//total
|
||
|
total = NewDebugHudElem();
|
||
|
total.alignX = "left";
|
||
|
total.alignY = "middle";
|
||
|
total.x = 620;
|
||
|
total.y = 335;
|
||
|
total.label = &"DEBUG_TOTAL";
|
||
|
total.alpha = 0;
|
||
|
total.fontscale = 1.2;
|
||
|
|
||
|
lastdvar = "off";
|
||
|
for( ;; )
|
||
|
{
|
||
|
dvar = getdvar( "debug_character_count" );
|
||
|
if( dvar == "off" )
|
||
|
{
|
||
|
if( dvar != lastdvar )
|
||
|
{
|
||
|
drones.alpha = 0;
|
||
|
allies.alpha = 0;
|
||
|
axis.alpha = 0;
|
||
|
vehicles.alpha = 0;
|
||
|
total.alpha = 0;
|
||
|
lastdvar = dvar;
|
||
|
}
|
||
|
wait .25;
|
||
|
continue;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if( dvar != lastdvar )
|
||
|
{
|
||
|
drones.alpha = 1;
|
||
|
allies.alpha = 1;
|
||
|
axis.alpha = 1;
|
||
|
vehicles.alpha = 1;
|
||
|
total.alpha = 1;
|
||
|
lastdvar = dvar;
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//drones
|
||
|
count_drones = getentarray( "drone", "targetname" ).size;
|
||
|
drones setValue( count_drones );
|
||
|
|
||
|
//allies
|
||
|
count_allies = getaiarray( "allies" ).size;
|
||
|
allies setValue( count_allies );
|
||
|
|
||
|
//axis
|
||
|
count_axis = getaiarray( "axis" ).size;
|
||
|
axis setValue( count_axis );
|
||
|
|
||
|
vehicles setValue( getentarray( "script_vehicle", "classname" ).size );
|
||
|
|
||
|
//total
|
||
|
total setValue( count_drones + count_allies + count_axis );
|
||
|
|
||
|
wait 0.25;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
debug_nuke()
|
||
|
{
|
||
|
// CODER_MOD - no more level.player
|
||
|
players = get_players();
|
||
|
player = players[0];
|
||
|
dvar = getdvar( "debug_nuke" );
|
||
|
if ( dvar == "on" )
|
||
|
{
|
||
|
ai = getaispeciesarray( "axis", "all" );
|
||
|
for( i=0;i<ai.size;i++ )
|
||
|
ai[ i ] dodamage( 300, ( 0, 0, 0 ), player );
|
||
|
}
|
||
|
else
|
||
|
if ( dvar == "ai" )
|
||
|
{
|
||
|
ai = getaiarray( "axis" );
|
||
|
for( i=0;i<ai.size;i++ )
|
||
|
ai[ i ] dodamage( 300, ( 0, 0, 0 ), player );
|
||
|
}
|
||
|
else
|
||
|
if ( dvar == "dogs" )
|
||
|
{
|
||
|
ai = getaispeciesarray( "axis", "dog" );
|
||
|
for( i=0;i<ai.size;i++ )
|
||
|
ai[ i ] dodamage( 300, ( 0, 0, 0 ), player );
|
||
|
}
|
||
|
setdvar( "debug_nuke", "off" );
|
||
|
}
|
||
|
|
||
|
debug_missTime()
|
||
|
{
|
||
|
|
||
|
}
|
||
|
|
||
|
camera()
|
||
|
{
|
||
|
wait( 0.05 );
|
||
|
cameras = getentarray( "camera", "targetname" );
|
||
|
for( i=0;i<cameras.size;i++ )
|
||
|
{
|
||
|
ent = getent( cameras[ i ].target, "targetname" );
|
||
|
cameras[ i ].origin2 = ent.origin;
|
||
|
cameras[ i ].angles = vectortoangles( ent.origin - cameras[ i ].origin );
|
||
|
}
|
||
|
for( ;; )
|
||
|
{
|
||
|
/#
|
||
|
if( getdebugdvar( "camera" ) != "on" )
|
||
|
{
|
||
|
if( getdebugdvar( "camera" ) != "off" )
|
||
|
setdvar( "camera", "off" );
|
||
|
wait( 1 );
|
||
|
continue;
|
||
|
}
|
||
|
#/
|
||
|
|
||
|
ai = getaiarray( "axis" );
|
||
|
if( !ai.size )
|
||
|
{
|
||
|
freePlayer();
|
||
|
wait( 0.5 );
|
||
|
continue;
|
||
|
}
|
||
|
cameraWithEnemy = [];
|
||
|
for( i=0;i<cameras.size;i++ )
|
||
|
{
|
||
|
for( p=0;p<ai.size;p++ )
|
||
|
{
|
||
|
if( distance( cameras[ i ].origin, ai[ p ].origin ) > 256 )
|
||
|
continue;
|
||
|
cameraWithEnemy[ cameraWithEnemy.size ] = cameras[ i ];
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
if( !cameraWithEnemy.size )
|
||
|
{
|
||
|
freePlayer();
|
||
|
wait( 0.5 );
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
cameraWithPlayer = [];
|
||
|
for( i=0;i<cameraWithEnemy.size;i++ )
|
||
|
{
|
||
|
camera = cameraWithEnemy[ i ];
|
||
|
|
||
|
start = camera.origin2;
|
||
|
end = camera.origin;
|
||
|
difference = vectorToAngles(( end[ 0 ], end[ 1 ], end[ 2 ] ) -( start[ 0 ], start[ 1 ], start[ 2 ] ) );
|
||
|
angles =( 0, difference[ 1 ], 0 );
|
||
|
forward = anglesToForward( angles );
|
||
|
|
||
|
// SCRIPTER_MOD
|
||
|
// JesseS (3/20/2007): level.player changed to players[0]
|
||
|
players = get_players();
|
||
|
difference = vectornormalize(end - players[0].origin);
|
||
|
dot = vectordot( forward, difference );
|
||
|
if( dot < 0.85 )
|
||
|
continue;
|
||
|
|
||
|
cameraWithPlayer[ cameraWithPlayer.size ] = camera;
|
||
|
}
|
||
|
|
||
|
if( !cameraWithPlayer.size )
|
||
|
{
|
||
|
freePlayer();
|
||
|
wait( 0.5 );
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// SCRIPTER_MOD
|
||
|
// JesseS (3/20/2007): level.player changed to players[0]
|
||
|
players = get_players();
|
||
|
dist = distance(players[0].origin, cameraWithPlayer[0].origin);
|
||
|
newcam = cameraWithPlayer[ 0 ];
|
||
|
for( i=1;i<cameraWithPlayer.size;i++ )
|
||
|
{
|
||
|
newdist = distance(players[0].origin, cameraWithPlayer[i].origin);
|
||
|
if( newdist > dist )
|
||
|
continue;
|
||
|
|
||
|
newcam = cameraWithPlayer[ i ];
|
||
|
dist = newdist;
|
||
|
}
|
||
|
|
||
|
setPlayerToCamera( newcam );
|
||
|
wait( 3 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
freePlayer()
|
||
|
{
|
||
|
setdvar( "cl_freemove", "0" );
|
||
|
}
|
||
|
|
||
|
setPlayerToCamera( camera )
|
||
|
{
|
||
|
setdvar( "cl_freemove", "2" );
|
||
|
setdebugangles( camera.angles );
|
||
|
setdebugorigin( camera.origin +( 0, 0, -60 ) );
|
||
|
}
|
||
|
/*
|
||
|
maps\_spawner::waitframe();
|
||
|
thread anglescheck();
|
||
|
|
||
|
if( !isdefined( level.camera ) )
|
||
|
return;
|
||
|
|
||
|
// wait( 1 );
|
||
|
mintime = 0;
|
||
|
linker = false;
|
||
|
while( getdvar( "camera" ) == "on" )
|
||
|
{
|
||
|
for( i=0;i<level.camera.size;i++ )
|
||
|
{
|
||
|
if( getdvar( "camera" ) != "on" )
|
||
|
break;
|
||
|
|
||
|
setdvar( "nextcamera", "on" );
|
||
|
setdvar( "lastcamera", "on" );
|
||
|
|
||
|
players = get_players();
|
||
|
players[0] setorigin (level.camera[i].origin);
|
||
|
players[0] linkto (level.camera[i]);
|
||
|
|
||
|
players[0] setplayerangles (level.camera[i].angles);
|
||
|
|
||
|
timer = gettime() + 10000;
|
||
|
if( timer < mintime )
|
||
|
timer = mintime;
|
||
|
|
||
|
oldorigin = players[0] getorigin();
|
||
|
while( gettime() < timer )
|
||
|
{
|
||
|
if( gettime() > timer - 8000 )
|
||
|
if ((gettime() > mintime) && (distance (players[0] getorigin(), oldorigin) > 128))
|
||
|
{
|
||
|
mintime = gettime() + 500000;
|
||
|
timer = mintime;
|
||
|
}
|
||
|
|
||
|
if( getdvar( "camera" ) != "on" )
|
||
|
break;
|
||
|
|
||
|
if( getdvar( "nextcamera" ) == "1" )
|
||
|
break;
|
||
|
|
||
|
if( getdvar( "lastcamera" ) == "1" )
|
||
|
{
|
||
|
i-=2;
|
||
|
if( i < 0 )
|
||
|
i+=level.camera.size;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
maps\_spawner::waitframe();
|
||
|
}
|
||
|
|
||
|
if(( getdvar( "nextcamera" ) == "1" ) ||( getdvar( "lastcamera" ) == "1" ) )
|
||
|
mintime = gettime() + 500000;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( linker )
|
||
|
players[0] unlink();
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
anglescheck()
|
||
|
{
|
||
|
while( 1 )
|
||
|
{
|
||
|
// SCRIPTER_MOD
|
||
|
// JesseS (3/20/2007): level.player changed to players[0]
|
||
|
players = get_players();
|
||
|
if( getdvar( "angles" ) == "1" )
|
||
|
{
|
||
|
println ("origin " + players[0] getorigin());
|
||
|
println ("angles " + players[0].angles);
|
||
|
setdvar( "angles", "0" );
|
||
|
}
|
||
|
wait( 1 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
dolly()
|
||
|
{
|
||
|
if( !isdefined( level.dollyTime ) )
|
||
|
level.dollyTime = 5;
|
||
|
setdvar( "dolly", "" );
|
||
|
thread dollyStart();
|
||
|
thread dollyEnd();
|
||
|
thread dollyGo();
|
||
|
}
|
||
|
|
||
|
dollyStart()
|
||
|
{
|
||
|
while( 1 )
|
||
|
{
|
||
|
// SCRIPTER_MOD
|
||
|
// JesseS (3/20/2007): level.player changed to players[0]
|
||
|
players = get_players();
|
||
|
if( getdvar( "dolly" ) == "start" )
|
||
|
{
|
||
|
level.dollystart = players[0].origin;
|
||
|
setdvar( "dolly", "" );
|
||
|
}
|
||
|
wait( 1 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
dollyEnd()
|
||
|
{
|
||
|
while( 1 )
|
||
|
{
|
||
|
if( getdvar( "dolly" ) == "end" )
|
||
|
{
|
||
|
// SCRIPTER_MOD
|
||
|
// JesseS (3/20/2007): level.player changed to players[0]
|
||
|
players = get_players();
|
||
|
level.dollyend = players[0].origin;
|
||
|
setdvar( "dolly", "" );
|
||
|
}
|
||
|
wait( 1 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
dollyGo()
|
||
|
{
|
||
|
while( 1 )
|
||
|
{
|
||
|
// SCRIPTER_MOD
|
||
|
// JesseS (3/20/2007): level.player changed to players[0]
|
||
|
players = get_players();
|
||
|
|
||
|
wait( 1 );
|
||
|
if( getdvar( "dolly" ) == "go" )
|
||
|
{
|
||
|
setdvar( "dolly", "" );
|
||
|
if( !isdefined( level.dollystart ) )
|
||
|
{
|
||
|
println( "NO Dolly Start!" );
|
||
|
continue;
|
||
|
}
|
||
|
if( !isdefined( level.dollyend ) )
|
||
|
{
|
||
|
println( "NO Dolly End!" );
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
org = spawn( "script_origin", ( 0, 0, 0 ) );
|
||
|
org.origin = level.dollystart;
|
||
|
players[0] setorigin (org.origin);
|
||
|
players[0] linkto (org);
|
||
|
|
||
|
org moveto( level.dollyend, level.dollyTime );
|
||
|
wait( level.dollyTime );
|
||
|
org delete();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
deathspawnerPreview()
|
||
|
{
|
||
|
waittillframeend;
|
||
|
for( i=0;i<50;i++ )
|
||
|
{
|
||
|
if( !isdefined( level.deathspawnerents[ i ] ) )
|
||
|
continue;
|
||
|
array = level.deathspawnerents[ i ];
|
||
|
for( p=0;p<array.size;p++ )
|
||
|
{
|
||
|
ent = array[ p ];
|
||
|
if( isdefined( ent.truecount ) )
|
||
|
print3d( ent.origin, i + ": " + ent.truecount, ( 0, 0.8, 0.6 ), 5 );
|
||
|
else
|
||
|
print3d( ent.origin, i + ": " + ".", ( 0, 0.8, 0.6 ), 5 );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
lastSightPosWatch()
|
||
|
{
|
||
|
/#
|
||
|
for( ;; )
|
||
|
{
|
||
|
wait( 0.05 );
|
||
|
|
||
|
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
|
||
|
if( getdebugdvar( "replay_debug" ) == "1" )
|
||
|
println("File: _debug.gsc. Function: lastSightPosWatch() - INNER LOOP START\n");
|
||
|
|
||
|
num = getdvarint( "lastsightpos" );
|
||
|
if( !num )
|
||
|
{
|
||
|
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
|
||
|
if( getdebugdvar( "replay_debug" ) == "1" )
|
||
|
println("File: _debug.gsc. Function: lastSightPosWatch() - INNER LOOP END EARLY 1\n");
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
guy = undefined;
|
||
|
ai = getaiarray();
|
||
|
for( i=0;i<ai.size;i++ )
|
||
|
{
|
||
|
if( ai[ i ] getentnum() != num )
|
||
|
continue;
|
||
|
|
||
|
guy = ai[ i ];
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if( !isalive( guy ) )
|
||
|
{
|
||
|
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
|
||
|
if( getdebugdvar( "replay_debug" ) == "1" )
|
||
|
println("File: _debug.gsc. Function: lastSightPosWatch() - INNER LOOP END EARLY 2\n");
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if( guy animscripts\utility::hasEnemySightPos() )
|
||
|
org = guy animscripts\utility::getEnemySightPos();
|
||
|
else
|
||
|
org = undefined;
|
||
|
|
||
|
|
||
|
for( ;; )
|
||
|
{
|
||
|
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
|
||
|
if( getdebugdvar( "replay_debug" ) == "1" )
|
||
|
println("File: _debug.gsc. Function: lastSightPosWatch() - INNER INNER LOOP START\n");
|
||
|
|
||
|
newnum = getdvarint( "lastsightpos" );
|
||
|
if( num != newnum )
|
||
|
break;
|
||
|
|
||
|
if(( isalive( guy ) ) &&( guy animscripts\utility::hasEnemySightPos() ) )
|
||
|
org = guy animscripts\utility::getEnemySightPos();
|
||
|
|
||
|
if( !isdefined( org ) )
|
||
|
{
|
||
|
wait( 0.05 );
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
range = 10;
|
||
|
color =( 0.2, 0.9, 0.8 );
|
||
|
line( org +( 0, 0, range ), org +( 0, 0, range * -1 ), color, 1.0 );
|
||
|
line( org +( range, 0, 0 ), org +( range * -1, 0, 0 ), color, 1.0 );
|
||
|
line( org +( 0, range, 0 ), org +( 0, range * -1, 0 ), color, 1.0 );
|
||
|
|
||
|
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
|
||
|
if( getdebugdvar( "replay_debug" ) == "1" )
|
||
|
println("File: _debug.gsc. Function: lastSightPosWatch() - INNER INNER LOOP END\n");
|
||
|
|
||
|
wait( 0.05 );
|
||
|
}
|
||
|
|
||
|
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
|
||
|
if( getdebugdvar( "replay_debug" ) == "1" )
|
||
|
println("File: _debug.gsc. Function: lastSightPosWatch() - INNER LOOP END\n");
|
||
|
}
|
||
|
#/
|
||
|
}
|
||
|
|
||
|
watchMinimap()
|
||
|
{
|
||
|
precacheItem( "defaultweapon" );
|
||
|
while( 1 )
|
||
|
{
|
||
|
updateMinimapSetting();
|
||
|
wait .25;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
updateMinimapSetting()
|
||
|
{
|
||
|
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
|
||
|
/#
|
||
|
if( getdebugdvar( "replay_debug" ) == "1" )
|
||
|
println("File: _debug.gsc. Function: updateMinimapSetting()\n");
|
||
|
#/
|
||
|
|
||
|
// use 0 for no required map aspect ratio.
|
||
|
requiredMapAspectRatio = getdvarfloat( "scr_requiredMapAspectRatio" );
|
||
|
|
||
|
if( !isdefined( level.minimapheight ) ) {
|
||
|
setdvar( "scr_minimap_height", "0" );
|
||
|
level.minimapheight = 0;
|
||
|
}
|
||
|
minimapheight = getdvarfloat( "scr_minimap_height" );
|
||
|
if( minimapheight != level.minimapheight )
|
||
|
{
|
||
|
if( isdefined( level.minimaporigin ) ) {
|
||
|
level.minimapplayer unlink();
|
||
|
level.minimaporigin delete();
|
||
|
level notify( "end_draw_map_bounds" );
|
||
|
}
|
||
|
|
||
|
if( minimapheight > 0 )
|
||
|
{
|
||
|
level.minimapheight = minimapheight;
|
||
|
|
||
|
// SCRIPTER_MOD
|
||
|
// JesseS (3/20/2007): level.player changed to players[0]
|
||
|
players = get_players();
|
||
|
player = players[0];
|
||
|
|
||
|
corners = getentarray( "minimap_corner", "targetname" );
|
||
|
if( corners.size == 2 )
|
||
|
{
|
||
|
viewpos =( corners[ 0 ].origin + corners[ 1 ].origin );
|
||
|
viewpos =( viewpos[ 0 ]*.5, viewpos[ 1 ]*.5, viewpos[ 2 ]*.5 );
|
||
|
|
||
|
maxcorner =( corners[ 0 ].origin[ 0 ], corners[ 0 ].origin[ 1 ], viewpos[ 2 ] );
|
||
|
mincorner =( corners[ 0 ].origin[ 0 ], corners[ 0 ].origin[ 1 ], viewpos[ 2 ] );
|
||
|
if( corners[ 1 ].origin[ 0 ] > corners[ 0 ].origin[ 0 ] )
|
||
|
maxcorner =( corners[ 1 ].origin[ 0 ], maxcorner[ 1 ], maxcorner[ 2 ] );
|
||
|
else
|
||
|
mincorner =( corners[ 1 ].origin[ 0 ], mincorner[ 1 ], mincorner[ 2 ] );
|
||
|
if( corners[ 1 ].origin[ 1 ] > corners[ 0 ].origin[ 1 ] )
|
||
|
maxcorner =( maxcorner[ 0 ], corners[ 1 ].origin[ 1 ], maxcorner[ 2 ] );
|
||
|
else
|
||
|
mincorner =( mincorner[ 0 ], corners[ 1 ].origin[ 1 ], mincorner[ 2 ] );
|
||
|
|
||
|
viewpostocorner = maxcorner - viewpos;
|
||
|
viewpos =( viewpos[ 0 ], viewpos[ 1 ], viewpos[ 2 ] + minimapheight );
|
||
|
|
||
|
origin = spawn( "script_origin", player.origin );
|
||
|
|
||
|
northvector =( cos( getnorthyaw() ), sin( getnorthyaw() ), 0 );
|
||
|
eastvector =( northvector[ 1 ], 0 - northvector[ 0 ], 0 );
|
||
|
disttotop = vectordot( northvector, viewpostocorner );
|
||
|
if( disttotop < 0 )
|
||
|
disttotop = 0 - disttotop;
|
||
|
disttoside = vectordot( eastvector, viewpostocorner );
|
||
|
if( disttoside < 0 )
|
||
|
disttoside = 0 - disttoside;
|
||
|
|
||
|
// extend map bounds to meet the required aspect ratio
|
||
|
if( requiredMapAspectRatio > 0 )
|
||
|
{
|
||
|
mapAspectRatio = disttoside / disttotop;
|
||
|
if( mapAspectRatio < requiredMapAspectRatio )
|
||
|
{
|
||
|
incr = requiredMapAspectRatio / mapAspectRatio;
|
||
|
disttoside *= incr;
|
||
|
addvec = vecscale( eastvector, vectordot( eastvector, maxcorner - viewpos ) *( incr - 1 ) );
|
||
|
mincorner -= addvec;
|
||
|
maxcorner += addvec;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
incr = mapAspectRatio / requiredMapAspectRatio;
|
||
|
disttotop *= incr;
|
||
|
addvec = vecscale( northvector, vectordot( northvector, maxcorner - viewpos ) *( incr - 1 ) );
|
||
|
mincorner -= addvec;
|
||
|
maxcorner += addvec;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( level.console )
|
||
|
{
|
||
|
aspectratioguess = 16.0/9.0;
|
||
|
// .8 would be .75 but it needs to be bigger because of safe area
|
||
|
angleside = 2 * atan( disttoside * .8 / minimapheight );
|
||
|
angletop = 2 * atan( disttotop * aspectratioguess * .8 / minimapheight );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
aspectratioguess = 4.0/3.0;
|
||
|
// multiply by 1.05 to give some margin to work with
|
||
|
angleside = 2 * atan( disttoside * 1.05 / minimapheight );
|
||
|
angletop = 2 * atan( disttotop * aspectratioguess * 1.05 / minimapheight );
|
||
|
}
|
||
|
if( angleside > angletop )
|
||
|
angle = angleside;
|
||
|
else
|
||
|
angle = angletop;
|
||
|
|
||
|
znear = minimapheight - 1000;
|
||
|
if( znear < 16 ) znear = 16;
|
||
|
if( znear > 10000 ) znear = 10000;
|
||
|
|
||
|
player playerlinktoabsolute( origin );
|
||
|
origin.origin = viewpos +( 0, 0, -62 );
|
||
|
origin.angles =( 90, getnorthyaw(), 0 );
|
||
|
|
||
|
// because some guns can mess up the field of view, require default weapon
|
||
|
player GiveWeapon( "defaultweapon" );
|
||
|
setsaveddvar( "cg_fov", angle );
|
||
|
|
||
|
// Internal Dvar set: cg_drawgun - Internal Dvars cannot be changed by script. Use 'setsaveddvar' to alter SAVED internal dvars
|
||
|
// setsaveddvar can only be called on dvars with the SAVED flag set
|
||
|
// Error: "cg_drawgun" is not a valid dvar to set using setclientdvar
|
||
|
|
||
|
level.minimapplayer = player;
|
||
|
level.minimaporigin = origin;
|
||
|
|
||
|
thread drawMiniMapBounds( viewpos, mincorner, maxcorner );
|
||
|
}
|
||
|
else
|
||
|
println( "^1Error: There are not exactly 2 \"minimap_corner\" entities in the level." );
|
||
|
}
|
||
|
}
|
||
|
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
|
||
|
/#
|
||
|
if( getdebugdvar( "replay_debug" ) == "1" )
|
||
|
println("File: _debug.gsc. Function: updateMinimapSetting() - COMPLETE\n");
|
||
|
#/
|
||
|
}
|
||
|
|
||
|
getchains()
|
||
|
{
|
||
|
chainarray = [];
|
||
|
chainarray = getentarray( "minimap_line", "script_noteworthy" );
|
||
|
array = [];
|
||
|
for( i=0;i<chainarray.size;i++ )
|
||
|
{
|
||
|
array[ i ] = chainarray[ i ] getchain();
|
||
|
}
|
||
|
return array;
|
||
|
}
|
||
|
|
||
|
getchain()
|
||
|
{
|
||
|
array = [];
|
||
|
ent = self;
|
||
|
while( isdefined( ent ) )
|
||
|
{
|
||
|
array[ array.size ] = ent;
|
||
|
if( !isdefined( ent ) || !isdefined( ent.target ) )
|
||
|
break;
|
||
|
ent = getent( ent.target, "targetname" );
|
||
|
if( isdefined( ent ) && ent == array[ 0 ] )
|
||
|
{
|
||
|
array[ array.size ] = ent;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
originarray = [];
|
||
|
for( i=0;i<array.size;i++ )
|
||
|
originarray[ i ] = array[ i ].origin;
|
||
|
return originarray;
|
||
|
|
||
|
}
|
||
|
|
||
|
vecscale( vec, scalar )
|
||
|
{
|
||
|
return( vec[ 0 ]*scalar, vec[ 1 ]*scalar, vec[ 2 ]*scalar );
|
||
|
}
|
||
|
drawMiniMapBounds( viewpos, mincorner, maxcorner )
|
||
|
{
|
||
|
level notify( "end_draw_map_bounds" );
|
||
|
level endon( "end_draw_map_bounds" );
|
||
|
|
||
|
viewheight =( viewpos[ 2 ] - maxcorner[ 2 ] );
|
||
|
|
||
|
diaglen = length( mincorner - maxcorner );
|
||
|
|
||
|
mincorneroffset =( mincorner - viewpos );
|
||
|
mincorneroffset = vectornormalize(( mincorneroffset[ 0 ], mincorneroffset[ 1 ], 0 ) );
|
||
|
mincorner = mincorner + vecscale( mincorneroffset, diaglen * 1/800*0 );
|
||
|
maxcorneroffset =( maxcorner - viewpos );
|
||
|
maxcorneroffset = vectornormalize(( maxcorneroffset[ 0 ], maxcorneroffset[ 1 ], 0 ) );
|
||
|
maxcorner = maxcorner + vecscale( maxcorneroffset, diaglen * 1/800*0 );
|
||
|
|
||
|
north =( cos( getnorthyaw() ), sin( getnorthyaw() ), 0 );
|
||
|
|
||
|
diagonal = maxcorner - mincorner;
|
||
|
side = vecscale( north, vectordot( diagonal, north ) );
|
||
|
sidenorth = vecscale( north, abs( vectordot( diagonal, north ) ) );
|
||
|
|
||
|
corner0 = mincorner;
|
||
|
corner1 = mincorner + side;
|
||
|
corner2 = maxcorner;
|
||
|
corner3 = maxcorner - side;
|
||
|
|
||
|
toppos = vecscale( mincorner + maxcorner, .5 ) + vecscale( sidenorth, .51 );
|
||
|
textscale = diaglen * .003;
|
||
|
chains = getchains();
|
||
|
|
||
|
|
||
|
while( 1 )
|
||
|
{
|
||
|
line( corner0, corner1 );
|
||
|
line( corner1, corner2 );
|
||
|
line( corner2, corner3 );
|
||
|
line( corner3, corner0 );
|
||
|
|
||
|
array_levelthread( chains, maps\_utility::plot_points );
|
||
|
|
||
|
print3d( toppos, "This Side Up", ( 1, 1, 1 ), 1, textscale );
|
||
|
|
||
|
wait .05;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
debug_vehiclesittags()
|
||
|
{
|
||
|
vehicles = getentarray( "script_vehicle", "classname" );
|
||
|
type = "none";
|
||
|
/# type = getdebugdvar( "debug_vehiclesittags" );#/
|
||
|
for( i=0;i<vehicles.size;i++ )
|
||
|
{
|
||
|
// if( !isdefined( level.vehicle_aianims[ vehicles[ i ].vehicletype ] ) || vehicles[ i ].vehicletype != type )
|
||
|
if( !isdefined( level.vehicle_aianims[ vehicles[ i ].vehicletype ] ) )
|
||
|
continue;
|
||
|
|
||
|
anims = level.vehicle_aianims[ vehicles[ i ].vehicletype ];
|
||
|
for( j=0;j<anims.size;j++ )
|
||
|
{
|
||
|
// SCRIPTER_MOD
|
||
|
// JesseS (3/20/2007): level.player changed to players[0]
|
||
|
players = get_players();
|
||
|
|
||
|
if( isdefined( anims[ j ].sittag ) )
|
||
|
{
|
||
|
vehicles[ i ] thread drawtag( anims[ j ].sittag );
|
||
|
org = vehicles[ i ] gettagorigin( anims[ j ].sittag );
|
||
|
if(players[0] islookingatorigin(org))
|
||
|
print3d( org+( 0, 0, 16 ), anims[ j ].sittag, ( 1, 1, 1 ), 1, 1 );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
islookingatorigin( origin )
|
||
|
{
|
||
|
normalvec = vectorNormalize( origin-self getShootAtPos() );
|
||
|
veccomp = vectorNormalize(( origin-( 0, 0, 24 ) )-self getShootAtPos() );
|
||
|
insidedot = vectordot( normalvec, veccomp );
|
||
|
|
||
|
anglevec = anglestoforward( self getplayerangles() );
|
||
|
vectordot = vectordot( anglevec, normalvec );
|
||
|
if( vectordot > insidedot )
|
||
|
return true;
|
||
|
else
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
debug_colornodes()
|
||
|
{
|
||
|
wait( 0.05 );
|
||
|
ai = getaiarray();
|
||
|
|
||
|
array = [];
|
||
|
array[ "axis" ] = [];
|
||
|
array[ "allies" ] = [];
|
||
|
array[ "neutral" ] = [];
|
||
|
for( i=0; i<ai.size; i++ )
|
||
|
{
|
||
|
guy = ai[ i ];
|
||
|
|
||
|
if( !isdefined( guy.currentColorCode ) )
|
||
|
continue;
|
||
|
|
||
|
array[ guy.team ][ guy.currentColorCode ] = true;
|
||
|
|
||
|
color =( 1, 1, 1 );
|
||
|
if( isdefined( guy.script_forceColor ) )
|
||
|
color = level.color_debug[ guy.script_forceColor ];
|
||
|
|
||
|
print3d( guy.origin +( 0, 0, 50 ), guy.currentColorCode, color, 1, 1 );
|
||
|
|
||
|
// axis dont do forcecolor behavior, they do follow the leader for force color
|
||
|
if( guy.team == "axis" )
|
||
|
continue;
|
||
|
|
||
|
guy try_to_draw_line_to_node();
|
||
|
}
|
||
|
|
||
|
draw_colorNodes( array, "allies" );
|
||
|
draw_colorNodes( array, "axis" );
|
||
|
}
|
||
|
|
||
|
draw_colorNodes( array, team )
|
||
|
{
|
||
|
keys = getArrayKeys( array[ team ] );
|
||
|
for( i=0; i<keys.size; i++ )
|
||
|
{
|
||
|
color =( 1, 1, 1 );
|
||
|
// use the first letter of the key as the color
|
||
|
color = level.color_debug[ getsubstr( keys[ i ], 0, 1 ) ];
|
||
|
|
||
|
if( isdefined( level.colorNodes_debug_array[ team ][ keys[ i ] ] ) )
|
||
|
{
|
||
|
teamArray = level.colorNodes_debug_array[ team ][ keys[ i ] ];
|
||
|
for( p=0; p < teamArray.size; p++ )
|
||
|
{
|
||
|
print3d( teamArray[ p ].origin, "N-" + keys[ i ], color, 1, 1 );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
get_team_substr()
|
||
|
{
|
||
|
if( self.team == "allies" )
|
||
|
{
|
||
|
if( !isdefined( self.node.script_color_allies ) )
|
||
|
return;
|
||
|
|
||
|
return self.node.script_color_allies;
|
||
|
}
|
||
|
|
||
|
if( self.team == "axis" )
|
||
|
{
|
||
|
if( !isdefined( self.node.script_color_axis ) )
|
||
|
return;
|
||
|
|
||
|
return self.node.script_color_axis;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
try_to_draw_line_to_node()
|
||
|
{
|
||
|
if( !isdefined( self.node ) )
|
||
|
return;
|
||
|
|
||
|
if( !isdefined( self.script_forceColor ) )
|
||
|
return;
|
||
|
|
||
|
substr = get_team_substr();
|
||
|
if( !isdefined( substr ) )
|
||
|
return;
|
||
|
|
||
|
if( !issubstr( substr, self.script_forceColor ) )
|
||
|
return;
|
||
|
|
||
|
line( self.origin +( 0, 0, 64 ), self.node.origin, level.color_debug[ self.script_forceColor ] );
|
||
|
}
|
||
|
|
||
|
fogcheck()
|
||
|
{
|
||
|
if( getdvar( "depth_close" ) == "" )
|
||
|
setdvar( "depth_close", "0" );
|
||
|
|
||
|
if( getdvar( "depth_far" ) == "" )
|
||
|
setdvar( "depth_far", "1500" );
|
||
|
|
||
|
close = getdvarint( "depth_close" );
|
||
|
far = getdvarint( "depth_far" );
|
||
|
setexpfog( close, far, 1, 1, 1, 0 );
|
||
|
}
|
||
|
|
||
|
debugThreat()
|
||
|
{
|
||
|
// if( gettime() > level.last_threat_debug + 1000 )
|
||
|
{
|
||
|
level.last_threat_debug = gettime();
|
||
|
thread debugThreatCalc();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
debugThreatCalc()
|
||
|
{
|
||
|
// debug the threatbias from entities towards the specified ent
|
||
|
/#
|
||
|
ai = getaiarray();
|
||
|
entnum = getdebugdvarint( "debug_threat" );
|
||
|
entity = undefined;
|
||
|
|
||
|
// SCRIPTER_MOD
|
||
|
// JesseS (3/20/2007): level.player changed to players[0]
|
||
|
// TODO: This one should be checked for co-op more closely
|
||
|
players = get_players();
|
||
|
|
||
|
if( entnum == 0 )
|
||
|
{
|
||
|
entity = players[0];
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
for( i=0; i < ai.size; i++ )
|
||
|
{
|
||
|
if( entnum != ai[ i ] getentnum() )
|
||
|
continue;
|
||
|
entity = ai[ i ];
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( !isalive( entity ) )
|
||
|
return;
|
||
|
|
||
|
entityGroup = entity getthreatbiasgroup();
|
||
|
array_thread( ai, ::displayThreat, entity, entityGroup );
|
||
|
players[0] thread displayThreat( entity, entityGroup );
|
||
|
#/
|
||
|
}
|
||
|
|
||
|
displayThreat( entity, entityGroup )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
if( self.team == entity.team )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
selfthreat = 0;
|
||
|
selfthreat+= self.threatBias;
|
||
|
|
||
|
threat = 0;
|
||
|
threat+= entity.threatBias;
|
||
|
myGroup = undefined;
|
||
|
|
||
|
if( isdefined( entityGroup ) )
|
||
|
{
|
||
|
myGroup = self getthreatbiasgroup();
|
||
|
if( isdefined( myGroup ) )
|
||
|
{
|
||
|
threat += getthreatbias( entityGroup, myGroup );
|
||
|
selfThreat += getthreatbias( myGroup, entityGroup );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( entity.ignoreme || threat < -900000 )
|
||
|
{
|
||
|
threat = "Ignore";
|
||
|
}
|
||
|
|
||
|
if( self.ignoreme || selfthreat < -900000 )
|
||
|
{
|
||
|
selfthreat = "Ignore";
|
||
|
}
|
||
|
|
||
|
// SCRIPTER_MOD
|
||
|
// JesseS (3/20/2007): level.player changed to players[0]
|
||
|
// TODO: This one should be checked for co-op more closely
|
||
|
players = get_players();
|
||
|
|
||
|
timer = 1*20;
|
||
|
col =( 1, 0.5, 0.2 );
|
||
|
col2 =( 0.2, 0.5, 1 );
|
||
|
pacifist = self != players[0] && self.pacifist;
|
||
|
|
||
|
for( i=0; i <= timer; i++ )
|
||
|
{
|
||
|
print3d( self.origin +( 0, 0, 65 ), "Him to Me:", col, 3 );
|
||
|
print3d( self.origin +( 0, 0, 50 ), threat, col, 5 );
|
||
|
if( isdefined( entityGroup ) )
|
||
|
{
|
||
|
print3d( self.origin +( 0, 0, 35 ), entityGroup, col, 2 );
|
||
|
}
|
||
|
|
||
|
print3d( self.origin +( 0, 0, 15 ), "Me to Him:", col2, 3 );
|
||
|
print3d( self.origin +( 0, 0, 0 ), selfThreat, col2, 5 );
|
||
|
if( isdefined( mygroup ) )
|
||
|
{
|
||
|
print3d( self.origin +( 0, 0, -15 ), mygroup, col2, 2 );
|
||
|
}
|
||
|
|
||
|
if( pacifist )
|
||
|
{
|
||
|
print3d( self.origin +( 0, 0, 25 ), "( Pacifist )", col2, 5 );
|
||
|
}
|
||
|
|
||
|
wait( 0.05 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
debugColorFriendlies()
|
||
|
{
|
||
|
level.debug_color_friendlies = [];
|
||
|
level.debug_color_huds = [];
|
||
|
|
||
|
for( ;; )
|
||
|
{
|
||
|
level waittill( "updated_color_friendlies" );
|
||
|
draw_color_friendlies();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
draw_color_friendlies()
|
||
|
{
|
||
|
level endon( "updated_color_friendlies" );
|
||
|
keys = getarraykeys( level.debug_color_friendlies );
|
||
|
|
||
|
colored_friendlies = [];
|
||
|
colors = [];
|
||
|
colors[ colors.size ] = "r";
|
||
|
colors[ colors.size ] = "o";
|
||
|
colors[ colors.size ] = "y";
|
||
|
colors[ colors.size ] = "g";
|
||
|
colors[ colors.size ] = "c";
|
||
|
colors[ colors.size ] = "b";
|
||
|
colors[ colors.size ] = "p";
|
||
|
|
||
|
rgb = get_script_palette();
|
||
|
|
||
|
|
||
|
for( i=0; i < colors.size; i++ )
|
||
|
{
|
||
|
colored_friendlies[ colors[ i ] ] = 0;
|
||
|
}
|
||
|
|
||
|
for( i=0; i < keys.size; i++ )
|
||
|
{
|
||
|
color = level.debug_color_friendlies[ keys[ i ] ];
|
||
|
colored_friendlies[ color ]++;
|
||
|
}
|
||
|
|
||
|
for( i=0; i < level.debug_color_huds.size; i++ )
|
||
|
{
|
||
|
level.debug_color_huds[ i ] destroy();
|
||
|
}
|
||
|
level.debug_color_huds = [];
|
||
|
|
||
|
/#
|
||
|
if( getdebugdvar( "debug_colorfriendlies" ) != "on" )
|
||
|
return;
|
||
|
#/
|
||
|
|
||
|
x = 15;
|
||
|
y = 365;
|
||
|
offset_x = 25;
|
||
|
offset_y = 25;
|
||
|
for( i=0; i < colors.size; i++ )
|
||
|
{
|
||
|
if( colored_friendlies[ colors[ i ] ] <= 0 )
|
||
|
continue;
|
||
|
for( p=0; p < colored_friendlies[ colors[ i ] ]; p++ )
|
||
|
{
|
||
|
overlay = newHudElem();
|
||
|
overlay.x = x + 25*p;
|
||
|
overlay.y = y;
|
||
|
overlay setshader( "white", 16, 16 );
|
||
|
overlay.alignX = "left";
|
||
|
overlay.alignY = "bottom";
|
||
|
overlay.alpha = 1;
|
||
|
overlay.color = rgb[ colors[ i ] ];
|
||
|
level.debug_color_huds[ level.debug_color_huds.size ] = overlay;
|
||
|
}
|
||
|
|
||
|
y += offset_y;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
playerNode()
|
||
|
{
|
||
|
for( ;; )
|
||
|
{
|
||
|
players = get_players();
|
||
|
if( isdefined( players[0].node ) )
|
||
|
print3d( players[0].node.origin +( 0, 0, 25 ), "P-Node", ( 0.3, 1, 1 ), 1 );
|
||
|
|
||
|
wait( 0.05 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
drawUsers()
|
||
|
{
|
||
|
if( isalive( self.color_user ) )
|
||
|
{
|
||
|
line( self.origin +( 0, 0, 35 ), self.color_user.origin +( 0, 0, 35 ), ( 1, 1, 1 ), 1.0 );
|
||
|
|
||
|
print3d( self.origin +( 0, 0, -25 ), "in-use", ( 1, 1, 1 ), 1, 1 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
debuggoalpos()
|
||
|
{
|
||
|
for( ;; )
|
||
|
{
|
||
|
ai = getaiarray();
|
||
|
array_thread( ai, ::view_goal_pos );
|
||
|
wait( 0.05 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
view_goal_pos()
|
||
|
{
|
||
|
if( !isdefined( self.goalpos ) )
|
||
|
return;
|
||
|
|
||
|
line( self.origin +( 0, 0, 35 ), self.goalpos +( 0, 0, 35 ), ( 1, 1, 1 ), 1.0 );
|
||
|
}
|
||
|
|
||
|
colordebug()
|
||
|
{
|
||
|
wait( 0.5 );
|
||
|
col = [];
|
||
|
col[ col.size ] = "r";
|
||
|
col[ col.size ] = "g";
|
||
|
col[ col.size ] = "b";
|
||
|
col[ col.size ] = "y";
|
||
|
col[ col.size ] = "o";
|
||
|
col[ col.size ] = "p";
|
||
|
col[ col.size ] = "c";
|
||
|
|
||
|
for( ;; )
|
||
|
{
|
||
|
for( i=0; i < col.size; i++ )
|
||
|
{
|
||
|
color = level.currentColorForced[ "allies" ][ col[ i ] ];
|
||
|
if( isdefined( color ) )
|
||
|
draw_colored_nodes( color );
|
||
|
}
|
||
|
wait( 0.05 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
draw_colored_nodes( color )
|
||
|
{
|
||
|
nodes = level.arrays_of_colorCoded_nodes[ "allies" ][ color ];
|
||
|
array_thread( nodes, ::drawUsers );
|
||
|
}
|
||
|
|
||
|
init_animSounds()
|
||
|
{
|
||
|
level.animSounds = [];
|
||
|
level.animSound_aliases = [];
|
||
|
waittillframeend; // now we know _load has run and the level.scr_notetracks have been defined
|
||
|
waittillframeend; // wait one extra frameend because _audio.gso files waittillframeend and we have to start after them
|
||
|
|
||
|
animnames = getarraykeys( level.scr_notetrack );
|
||
|
for( i=0; i < animnames.size; i++ )
|
||
|
{
|
||
|
init_notetracks_for_animname( animnames[ i ] );
|
||
|
}
|
||
|
|
||
|
animnames = getarraykeys( level.scr_animSound );
|
||
|
for( i=0; i < animnames.size; i++ )
|
||
|
{
|
||
|
init_animSounds_for_animname( animnames[ i ] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
init_notetracks_for_animname( animname )
|
||
|
{
|
||
|
// copy all the scr_notetracks into animsound_aliases so they show up properly
|
||
|
notetracks = getarraykeys( level.scr_notetrack[ animname ] );
|
||
|
|
||
|
for( i=0; i < notetracks.size; i++ )
|
||
|
{
|
||
|
soundalias = level.scr_notetrack[ animname ][ i ][ "sound" ];
|
||
|
if( !isdefined( soundalias ) )
|
||
|
continue;
|
||
|
|
||
|
anime = level.scr_notetrack[ animname ][ i ][ "anime" ];
|
||
|
notetrack = level.scr_notetrack[ animname ][ i ][ "notetrack" ];
|
||
|
level.animSound_aliases[ animname ][ anime ][ notetrack ][ "soundalias" ] = soundalias;
|
||
|
if( isdefined( level.scr_notetrack[ animname ][ i ][ "created_by_animSound" ] ) )
|
||
|
{
|
||
|
level.animSound_aliases[ animname ][ anime ][ notetrack ][ "created_by_animSound" ] = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
init_animSounds_for_animname( animname )
|
||
|
{
|
||
|
// copy all the scr_animSounds into animsound_aliases so they show up properly
|
||
|
animes = getarraykeys( level.scr_animSound[ animname ] );
|
||
|
|
||
|
for( i=0; i < animes.size; i++ )
|
||
|
{
|
||
|
anime = animes[ i ];
|
||
|
soundalias = level.scr_animSound[ animname ][ anime ];
|
||
|
level.animSound_aliases[ animname ][ anime ][ "#" + anime ][ "soundalias" ] = soundalias;
|
||
|
level.animSound_aliases[ animname ][ anime ][ "#" + anime ][ "created_by_animSound" ] = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
add_hud_line( x, y, msg )
|
||
|
{
|
||
|
hudelm = newHudElem();
|
||
|
hudelm.alignX = "left";
|
||
|
hudelm.alignY = "middle";
|
||
|
hudelm.x = x;
|
||
|
hudelm.y = y;
|
||
|
hudelm.alpha = 1;
|
||
|
hudelm.fontScale = 1;
|
||
|
hudelm.label = msg;
|
||
|
level.animsound_hud_extralines[ level.animsound_hud_extralines.size ] = hudelm;
|
||
|
return hudelm;
|
||
|
}
|
||
|
|
||
|
debug_animSound()
|
||
|
{
|
||
|
/#
|
||
|
enabled = getdebugdvar( "animsound" ) == "on";
|
||
|
if( !isdefined( level.animsound_hud ) )
|
||
|
{
|
||
|
if( !enabled )
|
||
|
return;
|
||
|
|
||
|
// init the related variables
|
||
|
level.animsound_selected = 0;
|
||
|
level.animsound_input = "none";
|
||
|
level.animsound_hud = [];
|
||
|
level.animsound_hud_timer = [];
|
||
|
level.animsound_hud_alias = [];
|
||
|
level.animsound_hud_extralines = [];
|
||
|
|
||
|
level.animsound_locked = false;
|
||
|
level.animsound_locked_pressed = false;
|
||
|
|
||
|
level.animsound_hud_animname = add_hud_line( -30, 180, "Actor: " );
|
||
|
level.animsound_hud_anime = add_hud_line( 100, 180, "Anim: " );
|
||
|
|
||
|
add_hud_line( 10, 190, "Notetrack or label" );
|
||
|
add_hud_line( -30, 190, "Elapsed" );
|
||
|
add_hud_line( -30, 160, "Del: Delete selected soundalias" );
|
||
|
add_hud_line( -30, 150, "F12: Lock selection" );
|
||
|
add_hud_line( -30, 140, "Add a soundalias with /tag alias or /tag# alias" );
|
||
|
|
||
|
level.animsound_hud_locked = add_hud_line( -30, 170, "*LOCKED*" );
|
||
|
level.animsound_hud_locked.alpha = 0;
|
||
|
|
||
|
for( i=0; i < level.animsound_hudlimit; i++ )
|
||
|
{
|
||
|
hudelm = newHudElem();
|
||
|
hudelm.alignX = "left";
|
||
|
hudelm.alignY = "middle";
|
||
|
hudelm.x = 10;
|
||
|
hudelm.y = 200 + i*10;
|
||
|
hudelm.alpha = 1;
|
||
|
hudelm.fontScale = 1;
|
||
|
hudelm.label = "";
|
||
|
level.animsound_hud[ level.animsound_hud.size ] = hudelm;
|
||
|
|
||
|
hudelm = newHudElem();
|
||
|
hudelm.alignX = "right";
|
||
|
hudelm.alignY = "middle";
|
||
|
hudelm.x = -10;
|
||
|
hudelm.y = 200 + i*10;
|
||
|
hudelm.alpha = 1;
|
||
|
hudelm.fontScale = 1;
|
||
|
hudelm.label = "";
|
||
|
level.animsound_hud_timer[ level.animsound_hud_timer.size ] = hudelm;
|
||
|
|
||
|
hudelm = newHudElem();
|
||
|
hudelm.alignX = "right";
|
||
|
hudelm.alignY = "middle";
|
||
|
hudelm.x = 210;
|
||
|
hudelm.y = 200 + i*10;
|
||
|
hudelm.alpha = 1;
|
||
|
hudelm.fontScale = 1;
|
||
|
hudelm.label = "";
|
||
|
level.animsound_hud_alias[ level.animsound_hud_alias.size ] = hudelm;
|
||
|
}
|
||
|
|
||
|
// selected is yellow
|
||
|
level.animsound_hud[ 0 ].color =( 1, 1, 0 );
|
||
|
level.animsound_hud_timer[ 0 ].color =( 1, 1, 0 );
|
||
|
}
|
||
|
else
|
||
|
if( !enabled )
|
||
|
{
|
||
|
// animsound got turned off so delete the hud stuff
|
||
|
for( i=0; i < level.animsound_hudlimit; i++ )
|
||
|
{
|
||
|
level.animsound_hud[ i ] destroy();
|
||
|
level.animsound_hud_timer[ i ] destroy();
|
||
|
level.animsound_hud_alias[ i ] destroy();
|
||
|
}
|
||
|
|
||
|
for( i=0; i < level.animsound_hud_extralines.size; i++ )
|
||
|
{
|
||
|
level.animsound_hud_extralines[ i ] destroy();
|
||
|
}
|
||
|
|
||
|
level.animsound_hud = undefined;
|
||
|
level.animsound_hud_timer = undefined;
|
||
|
level.animsound_hud_alias = undefined;
|
||
|
level.animsound_hud_extralines = undefined;
|
||
|
level.animSounds = undefined;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if( !isdefined( level.animsound_tagged ) )
|
||
|
level.animsound_locked = false;
|
||
|
|
||
|
if( level.animsound_locked )
|
||
|
level.animsound_hud_locked.alpha = 1;
|
||
|
else
|
||
|
level.animsound_hud_locked.alpha = 0;
|
||
|
|
||
|
if( !isdefined( level.animSounds ) )
|
||
|
init_animSounds();
|
||
|
|
||
|
/*
|
||
|
if( !isdefined( level.anim_sound_was_opened ) )
|
||
|
{
|
||
|
thread test_animsound_file();
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
level.animSounds_thisframe = [];
|
||
|
level.animSounds = remove_undefined_from_array( level.animSounds );
|
||
|
array_thread( level.animSounds, ::display_animSound );
|
||
|
|
||
|
players = get_players();
|
||
|
|
||
|
if( level.animsound_locked )
|
||
|
{
|
||
|
for( i=0; i < level.animSounds_thisframe.size; i++ )
|
||
|
{
|
||
|
animSound = level.animSounds_thisframe[ i ];
|
||
|
animSound.animsound_color =( 0.5, 0.5, 0.5 );
|
||
|
}
|
||
|
}
|
||
|
else if ( players.size > 0 )
|
||
|
{
|
||
|
dot = 0.85;
|
||
|
|
||
|
forward = anglestoforward( players[0] getplayerangles() );
|
||
|
for( i=0; i < level.animSounds_thisframe.size; i++ )
|
||
|
{
|
||
|
animSound = level.animSounds_thisframe[ i ];
|
||
|
animSound.animsound_color =( 0.25, 1.0, 0.5 );
|
||
|
|
||
|
difference = vectornormalize(( animSound.origin +( 0, 0, 40 ) ) -( players[0].origin +( 0, 0, 55 ) ) );
|
||
|
newdot = vectordot( forward, difference );
|
||
|
if( newdot < dot )
|
||
|
continue;
|
||
|
|
||
|
dot = newdot;
|
||
|
level.animsound_tagged = animSound;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( isdefined( level.animsound_tagged ) )
|
||
|
{
|
||
|
level.animsound_tagged.animsound_color =( 1.0, 1.0, 0.0 );
|
||
|
}
|
||
|
|
||
|
is_tagged = isdefined( level.animsound_tagged );
|
||
|
for( i=0; i < level.animSounds_thisframe.size; i++ )
|
||
|
{
|
||
|
animSound = level.animSounds_thisframe[ i ];
|
||
|
scale = 1;
|
||
|
/*
|
||
|
soundalias = get_alias_from_stored( animSound );
|
||
|
scale = 0.9;
|
||
|
|
||
|
if( is_tagged && level.animsound_tagged == animSound )
|
||
|
scale = 1;
|
||
|
|
||
|
if( isdefined( soundalias ) )
|
||
|
{
|
||
|
if( is_from_animsound( animSound.animname, animSound.anime, animSound.notetrack ) )
|
||
|
{
|
||
|
print3d( animSound.origin, animSound.notetrack + " " + soundalias, animSound.color, 1, scale );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// put in a * so they know its unchangeable
|
||
|
print3d( animSound.origin, animSound.notetrack + " *" + soundalias, animSound.color, 1, scale );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
print3d( animSound.origin, animSound.notetrack, animSound.color, 1, scale );
|
||
|
}
|
||
|
*/
|
||
|
msg = "*";
|
||
|
if( level.animsound_locked )
|
||
|
msg = "*LOCK";
|
||
|
print3d( animSound.origin +( 0, 0, 40 ), msg + animSound.animsounds.size, animSound.animsound_color, 1, scale );
|
||
|
}
|
||
|
|
||
|
if( is_tagged )
|
||
|
{
|
||
|
draw_animsounds_in_hud();
|
||
|
}
|
||
|
#/
|
||
|
}
|
||
|
|
||
|
draw_animsounds_in_hud()
|
||
|
{
|
||
|
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
|
||
|
/#
|
||
|
if( getdebugdvar( "replay_debug" ) == "1" )
|
||
|
println("File: _debug.gsc. Function: draw_animsounds_in_hud()\n");
|
||
|
#/
|
||
|
|
||
|
guy = level.animsound_tagged;
|
||
|
animsounds = guy.animSounds;
|
||
|
|
||
|
animname = "generic";
|
||
|
if ( isdefined( guy.animname ) )
|
||
|
animname = guy.animname;
|
||
|
level.animsound_hud_animname.label = "Actor: " + animname;
|
||
|
|
||
|
players = get_players();
|
||
|
if( players[0] buttonPressed( "f12" ) )
|
||
|
{
|
||
|
if( !level.animsound_locked_pressed )
|
||
|
{
|
||
|
level.animsound_locked = !level.animsound_locked;
|
||
|
level.animsound_locked_pressed = true;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
level.animsound_locked_pressed = false;
|
||
|
}
|
||
|
|
||
|
if( players[0] buttonPressed( "UPARROW" ) )
|
||
|
{
|
||
|
if( level.animsound_input != "up" )
|
||
|
{
|
||
|
level.animsound_selected--;
|
||
|
}
|
||
|
|
||
|
level.animsound_input = "up";
|
||
|
}
|
||
|
else
|
||
|
if( players[0] buttonPressed( "DOWNARROW" ) )
|
||
|
{
|
||
|
if( level.animsound_input != "down" )
|
||
|
{
|
||
|
level.animsound_selected++;
|
||
|
}
|
||
|
|
||
|
level.animsound_input = "down";
|
||
|
}
|
||
|
else
|
||
|
level.animsound_input = "none";
|
||
|
|
||
|
// clear out the hudelems
|
||
|
for( i=0; i < level.animsound_hudlimit; i++ )
|
||
|
{
|
||
|
hudelm = level.animsound_hud[ i ];
|
||
|
hudelm.label = "";
|
||
|
hudelm.color =( 1, 1, 1 );
|
||
|
hudelm = level.animsound_hud_timer[ i ];
|
||
|
hudelm.label = "";
|
||
|
hudelm.color =( 1, 1, 1 );
|
||
|
hudelm = level.animsound_hud_alias[ i ];
|
||
|
hudelm.label = "";
|
||
|
hudelm.color =( 1, 1, 1 );
|
||
|
}
|
||
|
|
||
|
// get the highest existing animsound on the guy
|
||
|
keys = getarraykeys( animsounds );
|
||
|
highest = -1;
|
||
|
for( i=0; i < keys.size; i++ )
|
||
|
{
|
||
|
if( keys[ i ] > highest )
|
||
|
highest = keys[ i ];
|
||
|
}
|
||
|
if( highest == -1 )
|
||
|
return;
|
||
|
|
||
|
if( level.animsound_selected > highest )
|
||
|
level.animsound_selected = highest;
|
||
|
if( level.animsound_selected < 0 )
|
||
|
level.animsound_selected = 0;
|
||
|
|
||
|
// make sure the selected one exists
|
||
|
for( ;; )
|
||
|
{
|
||
|
if( isdefined( animsounds[ level.animsound_selected ] ) )
|
||
|
break;
|
||
|
|
||
|
level.animsound_selected--;
|
||
|
if( level.animsound_selected < 0 )
|
||
|
level.animsound_selected = highest;
|
||
|
}
|
||
|
|
||
|
level.animsound_hud_anime.label = "Anim: " + animsounds[ level.animsound_selected ].anime;
|
||
|
|
||
|
level.animsound_hud[ level.animsound_selected ].color =( 1, 1, 0 );
|
||
|
level.animsound_hud_timer[ level.animsound_selected ].color =( 1, 1, 0 );
|
||
|
level.animsound_hud_alias[ level.animsound_selected ].color =( 1, 1, 0 );
|
||
|
|
||
|
time = gettime();
|
||
|
for( i=0; i < keys.size; i++ )
|
||
|
{
|
||
|
key = keys[ i ];
|
||
|
animsound = animsounds[ key ];
|
||
|
hudelm = level.animsound_hud[ key ];
|
||
|
soundalias = get_alias_from_stored( animSound );
|
||
|
hudelm.label =( key + 1 ) + ". " + animsound.notetrack;
|
||
|
|
||
|
hudelm = level.animsound_hud_timer[ key ];
|
||
|
hudelm.label = int(( time -( animsound.end_time - 60000 ) ) * 0.001 );
|
||
|
|
||
|
if( isdefined( soundalias ) )
|
||
|
{
|
||
|
hudelm = level.animsound_hud_alias[ key ];
|
||
|
hudelm.label = soundalias;
|
||
|
if( !is_from_animsound( animSound.animname, animSound.anime, animSound.notetrack ) )
|
||
|
{
|
||
|
hudelm.color =( 0.7, 0.7, 0.7 );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
players = get_players();
|
||
|
if( players[0] buttonPressed( "del" ) )
|
||
|
{
|
||
|
// delete a sound on a guy
|
||
|
animsound = animsounds[ level.animsound_selected ];
|
||
|
soundalias = get_alias_from_stored( animsound );
|
||
|
if( !isdefined( soundalias ) )
|
||
|
return;
|
||
|
|
||
|
if( !is_from_animsound( animSound.animname, animSound.anime, animSound.notetrack ) )
|
||
|
return;
|
||
|
|
||
|
level.animSound_aliases[ animSound.animname ][ animSound.anime ][ animSound.notetrack ] = undefined;
|
||
|
debug_animSoundSave();
|
||
|
}
|
||
|
|
||
|
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
|
||
|
/#
|
||
|
if( getdebugdvar( "replay_debug" ) == "1" )
|
||
|
println("File: _debug.gsc. Function: draw_animsounds_in_hud() - COMPLETE\n");
|
||
|
#/
|
||
|
}
|
||
|
|
||
|
get_alias_from_stored( animSound )
|
||
|
{
|
||
|
if( !isdefined( level.animSound_aliases[ animSound.animname ] ) )
|
||
|
return;
|
||
|
|
||
|
if( !isdefined( level.animSound_aliases[ animSound.animname ][ animSound.anime ] ) )
|
||
|
return;
|
||
|
|
||
|
if( !isdefined( level.animSound_aliases[ animSound.animname ][ animSound.anime ][ animSound.notetrack ] ) )
|
||
|
return;
|
||
|
return level.animSound_aliases[ animSound.animname ][ animSound.anime ][ animSound.notetrack ][ "soundalias" ];
|
||
|
}
|
||
|
|
||
|
is_from_animsound( animname, anime, notetrack )
|
||
|
{
|
||
|
return isdefined( level.animSound_aliases[ animname ][ anime ][ notetrack ][ "created_by_animSound" ] );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
test_animsound_file()
|
||
|
{
|
||
|
level.anim_sound_was_opened = true;
|
||
|
|
||
|
/#
|
||
|
filename = "createfx/" + level.script + "_audio.gsc";
|
||
|
for( ;; )
|
||
|
{
|
||
|
warning = newHudElem();
|
||
|
warning.alignX = "left";
|
||
|
warning.alignY = "middle";
|
||
|
warning.x = 10;
|
||
|
warning.y = 150;
|
||
|
warning.alpha = 0;
|
||
|
warning.fontScale = 2;
|
||
|
warning.label = filename + " is not open for edit, so you can not save your work. ";
|
||
|
|
||
|
for( ;; )
|
||
|
{
|
||
|
file = openfile( filename, "write" );
|
||
|
if( file != -1 )
|
||
|
break;
|
||
|
wait( 5 );
|
||
|
}
|
||
|
|
||
|
warning destroy();
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
closefile( file );
|
||
|
#/
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
display_animSound()
|
||
|
{
|
||
|
players = get_players();
|
||
|
if( distance( players[0].origin, self.origin ) > 1500 )
|
||
|
return;
|
||
|
|
||
|
level.animSounds_thisframe[ level.animSounds_thisframe.size ] = self;
|
||
|
|
||
|
/*
|
||
|
timer = gettime();
|
||
|
keys = getarraykeys( self.animSounds );
|
||
|
for( i=0; i < keys.size; i++ )
|
||
|
{
|
||
|
key = keys[ i ];
|
||
|
animSound = self.animSounds[ key ];
|
||
|
if( !isdefined( animSound ) )
|
||
|
continue;
|
||
|
|
||
|
if( timer > animSound.end_time )
|
||
|
{
|
||
|
self.animSounds[ key ] = undefined;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
animSound.origin = self.origin +( 0, 0, 50 + 10 * key );
|
||
|
level.animSounds_thisframe[ level.animSounds_thisframe.size ] = animSound;
|
||
|
}
|
||
|
*/
|
||
|
}
|
||
|
|
||
|
debug_animSoundTag( tagnum )
|
||
|
{
|
||
|
/#
|
||
|
tag = getdvar( "tag" + tagnum );
|
||
|
if( tag == "" )
|
||
|
{
|
||
|
iprintlnbold( "Enter the soundalias with /tag# aliasname" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
tag_sound( tag, tagnum - 1 );
|
||
|
|
||
|
setdvar( "tag" + tagnum, "" );
|
||
|
#/
|
||
|
}
|
||
|
|
||
|
debug_animSoundTagSelected()
|
||
|
{
|
||
|
/#
|
||
|
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
|
||
|
if( getdebugdvar( "replay_debug" ) == "1" )
|
||
|
println("File: _debug.gsc. Function: debug_animSoundTagSelected()\n");
|
||
|
|
||
|
tag = getdvar( "tag" );
|
||
|
if( tag == "" )
|
||
|
{
|
||
|
iprintlnbold( "Enter the soundalias with /tag aliasname" );
|
||
|
|
||
|
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
|
||
|
if( getdebugdvar( "replay_debug" ) == "1" )
|
||
|
println("File: _debug.gsc. Function: debug_animSoundTagSelected() - COMPLETE EARLY\n");
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
tag_sound( tag, level.animsound_selected );
|
||
|
|
||
|
setdvar( "tag", "" );
|
||
|
|
||
|
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
|
||
|
if( getdebugdvar( "replay_debug" ) == "1" )
|
||
|
println("File: _debug.gsc. Function: debug_animSoundTagSelected() - COMPLETE\n");
|
||
|
#/
|
||
|
}
|
||
|
|
||
|
tag_sound( tag, tagnum )
|
||
|
{
|
||
|
if( !isdefined( level.animsound_tagged ) )
|
||
|
return;
|
||
|
if( !isdefined( level.animsound_tagged.animsounds[ tagnum ] ) )
|
||
|
return;
|
||
|
|
||
|
animSound = level.animsound_tagged.animsounds[ tagnum ];
|
||
|
// store the alias to the array of aliases
|
||
|
soundalias = get_alias_from_stored( animSound );
|
||
|
if( !isdefined( soundalias ) || is_from_animsound( animSound.animname, animSound.anime, animSound.notetrack ) )
|
||
|
{
|
||
|
level.animSound_aliases[ animSound.animname ][ animSound.anime ][ animSound.notetrack ][ "soundalias" ] = tag;
|
||
|
level.animSound_aliases[ animSound.animname ][ animSound.anime ][ animSound.notetrack ][ "created_by_animSound" ] = true;
|
||
|
debug_animSoundSave();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
debug_animSoundSave()
|
||
|
{
|
||
|
/*
|
||
|
tab = " ";
|
||
|
filename = "createfx/"+level.script+"_fx.gsc";
|
||
|
file = openfile( filename, "write" );
|
||
|
assertex( file != -1, "File not writeable( maybe you should check it out ): " + filename );
|
||
|
cfxprintln( file, "//_createfx generated. Do not touch!!" );
|
||
|
cfxprintln( file, "main()" );
|
||
|
cfxprintln( file, "{" );
|
||
|
*/
|
||
|
|
||
|
/#
|
||
|
filename = "createfx/" + level.script + "_audio.gsc";
|
||
|
file = openfile( filename, "write" );
|
||
|
if( file == -1 )
|
||
|
{
|
||
|
iprintlnbold( "Couldn't write to " + filename + ", make sure it is open for edit." );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
iprintlnbold( "Saved to " + filename );
|
||
|
print_aliases_to_file( file );
|
||
|
saved = closefile( file );
|
||
|
setdvar( "animsound_save", "" );
|
||
|
#/
|
||
|
}
|
||
|
|
||
|
print_aliases_to_file( file )
|
||
|
{
|
||
|
tab = " ";
|
||
|
fprintln( file, "#include maps\\_anim;" );
|
||
|
fprintln( file, "main()" );
|
||
|
fprintln( file, "{" );
|
||
|
fprintln( file, tab + "// Autogenerated by AnimSounds. Threaded off so that it can be placed before _load( has to create level.scr_notetrack first )." );
|
||
|
fprintln( file, tab + "thread init_animsounds();" );
|
||
|
fprintln( file, "}" );
|
||
|
fprintln( file, "" );
|
||
|
fprintln( file, "init_animsounds()" );
|
||
|
fprintln( file, "{" );
|
||
|
fprintln( file, tab + "waittillframeend;" );
|
||
|
|
||
|
animnames = getarraykeys( level.animSound_aliases );
|
||
|
for( i=0; i < animnames.size; i++ )
|
||
|
{
|
||
|
animes = getarraykeys( level.animSound_aliases[ animnames[ i ] ] );
|
||
|
for( p=0; p < animes.size; p++ )
|
||
|
{
|
||
|
anime = animes[ p ];
|
||
|
notetracks = getarraykeys( level.animSound_aliases[ animnames[ i ] ][ anime ] );
|
||
|
for( z=0; z < notetracks.size; z++ )
|
||
|
{
|
||
|
notetrack = notetracks[ z ];
|
||
|
if( !is_from_animsound( animnames[ i ], anime, notetrack ) )
|
||
|
continue;
|
||
|
|
||
|
alias = level.animSound_aliases[ animnames[ i ] ][ anime ][ notetrack ][ "soundalias" ];
|
||
|
|
||
|
if( notetrack == "#" + anime )
|
||
|
{
|
||
|
// this isn't really a notetrack, its from the _anim call.
|
||
|
fprintln( file, tab + "addOnStart_animSound( " + tostr( animnames[ i ] ) + ", " + tostr( anime ) + ", " + tostr( alias ) + " ); " );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// this is attached to a notetrack
|
||
|
fprintln( file, tab + "addNotetrack_animSound( " + tostr( animnames[ i ] ) + ", " + tostr( anime ) + ", " + tostr( notetrack ) + ", " + tostr( alias ) + " ); " );
|
||
|
}
|
||
|
println( "^1Saved alias ^4" + alias + "^1 to notetrack ^4" + notetrack );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
fprintln( file, "}" );
|
||
|
}
|
||
|
|
||
|
tostr( str )
|
||
|
{
|
||
|
newstr = "\"";
|
||
|
for( i=0; i < str.size; i++ )
|
||
|
{
|
||
|
if( str[ i ] == "\"" )
|
||
|
{
|
||
|
newstr += "\\";
|
||
|
newstr += "\"";
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
newstr += str[ i ];
|
||
|
}
|
||
|
newstr += "\"";
|
||
|
return newstr;
|
||
|
}
|
||
|
linedraw( start, end, color, timer )
|
||
|
{
|
||
|
if ( !isdefined( color ) )
|
||
|
color = (1,1,1);
|
||
|
|
||
|
if ( isdefined( timer ) )
|
||
|
{
|
||
|
timer *= 20;
|
||
|
for ( i = 0; i < timer; i++ )
|
||
|
{
|
||
|
line( start, end, color );
|
||
|
wait( 0.05 );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
for ( ;; )
|
||
|
{
|
||
|
line( start, end, color );
|
||
|
wait( 0.05 );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
print3ddraw( org, text, color )
|
||
|
{
|
||
|
for ( ;; )
|
||
|
{
|
||
|
print3d( org, text, color );
|
||
|
wait( 0.05 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
complete_me()
|
||
|
{
|
||
|
if( getdvar("credits_active") == "1" )
|
||
|
{
|
||
|
wait 7;
|
||
|
setdvar( "credits_active", "0" );
|
||
|
maps\_endmission::credits_end();
|
||
|
return;
|
||
|
}
|
||
|
wait 7;
|
||
|
nextmission();
|
||
|
}
|
||
|
|
||
|
|
||
|
debug_bayonet()
|
||
|
{
|
||
|
/*
|
||
|
x = 0;
|
||
|
y = 20;
|
||
|
menu_name = "bayonet_menu";
|
||
|
|
||
|
menu_bkg = new_hud( menu_name, undefined, x, y, 1 );
|
||
|
menu_bkg SetShader( "white", 220, 100 );
|
||
|
menu_bkg.alignX = "left";
|
||
|
menu_bkg.alignY = "top";
|
||
|
menu_bkg.sort = 10;
|
||
|
menu_bkg.alpha = 0.6;
|
||
|
menu_bkg.color = ( 0.0, 0.0, 0.5 );
|
||
|
|
||
|
menu[0] = new_hud( menu_name, "Weapon Name:", x + 5, y + 10, 1 );
|
||
|
menu[1] = new_hud( menu_name, "Bayonet Weapon:", x + 5, y + 20, 1 );
|
||
|
menu[2] = new_hud( menu_name, "Melee Time:", x + 5, y + 30, 1 );
|
||
|
menu[3] = new_hud( menu_name, "Melee Anim:", x + 5, y + 40, 1 );
|
||
|
menu[4] = new_hud( menu_name, "Charge Time:", x + 5, y + 50, 1 );
|
||
|
menu[5] = new_hud( menu_name, "Charge Anim:", x + 5, y + 60, 1 );
|
||
|
menu[6] = new_hud( menu_name, "Bayonet Damage:", x + 5, y + 70, 1 );
|
||
|
menu[7] = new_hud( menu_name, "Melee Range", x + 5, y + 80, 1 );
|
||
|
menu[8] = new_hud( menu_name, "Aim Assist Range:", x + 5, y + 90, 1 );
|
||
|
|
||
|
thread debug_bayonet_think( menu_name, menu_bkg, menu, x, y );
|
||
|
*/
|
||
|
}
|
||
|
|
||
|
debug_bayonet_think( menu_name, menu_bkg, menu, x, y )
|
||
|
{
|
||
|
x_offset = 90;
|
||
|
|
||
|
// enum
|
||
|
menu_weapon_name = menu.size;
|
||
|
menu_bayonet_weapon = menu.size + 1;
|
||
|
menu_bayonet_melee_time = menu.size + 2;
|
||
|
menu_bayonet_melee_anim = menu.size + 3;
|
||
|
menu_bayonet_charge_time = menu.size + 4;
|
||
|
menu_bayonet_charge_anim = menu.size + 5;
|
||
|
menu_bayonet_damage = menu.size + 6;
|
||
|
menu_bayonet_range = menu.size + 7;
|
||
|
menu_bayonet_aim_range = menu.size + 8;
|
||
|
|
||
|
menu[menu_weapon_name] = new_hud( menu_name, "", x + x_offset, y + 10, 1 );
|
||
|
menu[menu_bayonet_weapon] = new_hud( menu_name, "", x + x_offset, y + 20, 1 );
|
||
|
menu[menu_bayonet_melee_time] = new_hud( menu_name, "", x + x_offset, y + 30, 1 );
|
||
|
menu[menu_bayonet_melee_anim] = new_hud( menu_name, "", x + x_offset, y + 40, 1 );
|
||
|
menu[menu_bayonet_charge_time] = new_hud( menu_name, "", x + x_offset, y + 50, 1 );
|
||
|
menu[menu_bayonet_charge_anim] = new_hud( menu_name, "", x + x_offset, y + 60, 1 );
|
||
|
menu[menu_bayonet_damage] = new_hud( menu_name, "", x + x_offset, y + 70, 1 );
|
||
|
menu[menu_bayonet_range] = new_hud( menu_name, "", x + x_offset, y + 80, 1 );
|
||
|
menu[menu_bayonet_aim_range] = new_hud( menu_name, "", x + x_offset, y + 90, 1 );
|
||
|
|
||
|
while( true )
|
||
|
{
|
||
|
if( getdvar("debug_bayonet") == "0" )
|
||
|
{
|
||
|
menu_bkg.alpha = 0;
|
||
|
|
||
|
for( i = 0; i < menu.size; i++ )
|
||
|
menu[i].alpha = 0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
player = get_players()[0];
|
||
|
|
||
|
if( IsDefined( player ) )
|
||
|
{
|
||
|
// weapon name
|
||
|
weapon = player GetCurrentWeapon();
|
||
|
menu[menu_weapon_name] setText( weapon );
|
||
|
|
||
|
// bayonet weapon
|
||
|
info_array = weaponbayonetinfo( weapon );
|
||
|
|
||
|
if ( info_array.size > 0 )
|
||
|
{
|
||
|
menu[menu_bayonet_weapon] setText( "true" );
|
||
|
menu[menu_bayonet_melee_time] setText( info_array[0] + " ms" );
|
||
|
menu[menu_bayonet_melee_anim] setText( info_array[1] );
|
||
|
menu[menu_bayonet_charge_time] setText( info_array[2] + " ms" );
|
||
|
menu[menu_bayonet_charge_anim] setText( info_array[3] );
|
||
|
menu[menu_bayonet_damage] setText( info_array[4] );
|
||
|
menu[menu_bayonet_range] setText( info_array[5] );
|
||
|
menu[menu_bayonet_aim_range] setText( info_array[6] );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
menu[menu_bayonet_weapon] setText( "false" );
|
||
|
|
||
|
for( i = menu_bayonet_melee_time; i < menu.size; i++ )
|
||
|
menu[i] setText( "" );
|
||
|
}
|
||
|
|
||
|
menu_bkg.alpha = 0.6;
|
||
|
|
||
|
for( i = 0; i < menu.size; i++ )
|
||
|
menu[i].alpha = 1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
wait( 1 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
new_hud( hud_name, msg, x, y, scale )
|
||
|
{
|
||
|
if( !IsDefined( level.hud_array ) )
|
||
|
{
|
||
|
level.hud_array = [];
|
||
|
}
|
||
|
|
||
|
if( !IsDefined( level.hud_array[hud_name] ) )
|
||
|
{
|
||
|
level.hud_array[hud_name] = [];
|
||
|
}
|
||
|
|
||
|
hud = maps\_createmenu::set_hudelem( msg, x, y, scale );
|
||
|
level.hud_array[hud_name][level.hud_array[hud_name].size] = hud;
|
||
|
return hud;
|
||
|
}
|
||
|
|
||
|
debug_show_viewpos()
|
||
|
{
|
||
|
wait_for_first_player();
|
||
|
|
||
|
hud_title = NewDebugHudElem();
|
||
|
hud_title.x = 10;
|
||
|
hud_title.y = 300;
|
||
|
hud_title.alpha = 0;
|
||
|
hud_title.alignX = "left";
|
||
|
hud_title.fontscale = 1.2;
|
||
|
hud_title SetText( &"DEBUG_POSITION" );
|
||
|
|
||
|
x_pos = hud_title.x + 50;
|
||
|
|
||
|
hud_x = NewDebugHudElem();
|
||
|
hud_x.x = x_pos;
|
||
|
hud_x.y = 300;
|
||
|
hud_x.alpha = 0;
|
||
|
hud_x.alignX = "left";
|
||
|
hud_x.fontscale = 1.2;
|
||
|
hud_x SetValue( 0 );
|
||
|
|
||
|
hud_y = NewDebugHudElem();
|
||
|
hud_y.x = 10;
|
||
|
hud_y.y = 300;
|
||
|
hud_y.alpha = 0;
|
||
|
hud_y.alignX = "left";
|
||
|
hud_y.fontscale = 1.2;
|
||
|
hud_y SetValue( 0 );
|
||
|
|
||
|
hud_z = NewDebugHudElem();
|
||
|
hud_z.x = 10;
|
||
|
hud_z.y = 300;
|
||
|
hud_z.alpha = 0;
|
||
|
hud_z.alignX = "left";
|
||
|
hud_z.fontscale = 1.2;
|
||
|
hud_z SetValue( 0 );
|
||
|
|
||
|
SetDvar( "debug_show_viewpos", "0" );
|
||
|
|
||
|
players = get_players();
|
||
|
while( 1 )
|
||
|
{
|
||
|
if( GetDvarInt( "debug_show_viewpos" ) > 0 )
|
||
|
{
|
||
|
hud_title.alpha = 1;
|
||
|
hud_x.alpha = 1;
|
||
|
hud_y.alpha = 1;
|
||
|
hud_z.alpha = 1;
|
||
|
|
||
|
x = players[0].origin[0];
|
||
|
y = players[0].origin[1];
|
||
|
z = players[0].origin[2];
|
||
|
|
||
|
spacing1 = ( ( 2 + number_before_decimal( x ) ) * 8 ) + 10;
|
||
|
spacing2 = ( ( 2 + number_before_decimal( y ) ) * 8 ) + 10;
|
||
|
|
||
|
hud_y.x = x_pos + spacing1;
|
||
|
hud_z.x = x_pos + spacing1 + spacing2;
|
||
|
|
||
|
hud_x SetValue( round_to( x, 100 ) );
|
||
|
hud_y SetValue( round_to( y, 100 ) );
|
||
|
hud_z SetValue( round_to( z, 100 ) );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
hud_title.alpha = 0;
|
||
|
hud_x.alpha = 0;
|
||
|
hud_y.alpha = 0;
|
||
|
hud_z.alpha = 0;
|
||
|
}
|
||
|
|
||
|
wait( 0.5 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
number_before_decimal( num )
|
||
|
{
|
||
|
abs_num = abs( num );
|
||
|
count = 0;
|
||
|
while( 1 )
|
||
|
{
|
||
|
abs_num *= 0.1; // Really doing num / 10
|
||
|
count += 1;
|
||
|
|
||
|
if( abs_num < 1 )
|
||
|
{
|
||
|
return count;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
round_to( val, num )
|
||
|
{
|
||
|
return Int( val * num ) / num;
|
||
|
}
|
||
|
|
||
|
// MikeD (3/11/2008): New feature to show where you are at in the level during a playthrough
|
||
|
set_event_printname( text, focus )
|
||
|
{
|
||
|
/#
|
||
|
level thread set_event_printname_thread( text, focus );
|
||
|
#/
|
||
|
}
|
||
|
|
||
|
clear_event_printname()
|
||
|
{
|
||
|
/#
|
||
|
if( GetDvarInt( "loc_warnings" ) > 0 )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
level notify( "stop_event_name_thread" );
|
||
|
|
||
|
if( IsDefined( level.event_hudelem ) )
|
||
|
{
|
||
|
level.event_hudelem Destroy();
|
||
|
}
|
||
|
#/
|
||
|
}
|
||
|
|
||
|
set_event_printname_thread( text, focus )
|
||
|
{
|
||
|
/#
|
||
|
level notify( "stop_event_name_thread" );
|
||
|
level endon( "stop_event_name_thread" );
|
||
|
|
||
|
// We don't localize these, so don't get out! :P
|
||
|
if( GetDvarInt( "loc_warnings" ) > 0 )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if( !isDefined( focus ) )
|
||
|
{
|
||
|
focus = false;
|
||
|
}
|
||
|
|
||
|
suffix = "";
|
||
|
if( focus )
|
||
|
{
|
||
|
suffix = " [Focus Event]";
|
||
|
}
|
||
|
|
||
|
SetDvar( "cg_zoneName", text );
|
||
|
text = "Event: " + text + suffix;
|
||
|
|
||
|
if( !IsDefined( level.event_hudelem ) )
|
||
|
{
|
||
|
hud = NewHudElem();
|
||
|
hud.horzAlign = "center";
|
||
|
hud.alignX = "center";
|
||
|
hud.alignY = "top";
|
||
|
hud.foreground = 1;
|
||
|
hud.fontScale = 1.5;
|
||
|
hud.sort = 50;
|
||
|
hud.alpha = 1;
|
||
|
hud.y = 15;
|
||
|
|
||
|
level.event_hudelem = hud;
|
||
|
}
|
||
|
|
||
|
if( focus )
|
||
|
{
|
||
|
level.event_hudelem.color = ( 1, 1, 0 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
level.event_hudelem.color = ( 1, 1, 1 );
|
||
|
}
|
||
|
|
||
|
if( GetDvar( "debug_draw_event" ) == "" )
|
||
|
{
|
||
|
SetDvar( "debug_draw_event", "1" );
|
||
|
}
|
||
|
|
||
|
level.event_hudelem SetText( text );
|
||
|
|
||
|
enabled = true;
|
||
|
while( 1 )
|
||
|
{
|
||
|
toggle = false;
|
||
|
|
||
|
if( GetDvarInt( "debug_draw_event" ) < 1 )
|
||
|
{
|
||
|
toggle = true;
|
||
|
enabled = false;
|
||
|
}
|
||
|
else if( GetDvarInt( "debug_draw_event" ) > 0 )
|
||
|
{
|
||
|
toggle = true;
|
||
|
enabled = true;
|
||
|
}
|
||
|
|
||
|
if( toggle && enabled )
|
||
|
{
|
||
|
level.event_hudelem.alpha = 1;
|
||
|
}
|
||
|
else if( toggle )
|
||
|
{
|
||
|
level.event_hudelem.alpha = 0;
|
||
|
}
|
||
|
|
||
|
wait( 0.5 );
|
||
|
}
|
||
|
#/
|
||
|
}
|
||
|
|
||
|
// -- SRS 3/19/08: engagement distance debug. only works for P1 --
|
||
|
|
||
|
get_playerone()
|
||
|
{
|
||
|
return get_players()[0];
|
||
|
}
|
||
|
|
||
|
// this controls the engagement distance debug stuff with a dvar
|
||
|
engagement_distance_debug_toggle()
|
||
|
{
|
||
|
/#
|
||
|
level endon( "kill_engage_dist_debug_toggle_watcher" );
|
||
|
|
||
|
lastState = GetDebugDvarInt( "debug_engage_dists" );
|
||
|
|
||
|
while( 1 )
|
||
|
{
|
||
|
currentState = GetDebugDvarInt( "debug_engage_dists" );
|
||
|
|
||
|
if( dvar_turned_on( currentState ) && !dvar_turned_on( lastState ) )
|
||
|
{
|
||
|
// turn it on
|
||
|
weapon_engage_dists_init();
|
||
|
thread debug_realtime_engage_dist();
|
||
|
thread debug_ai_engage_dist();
|
||
|
|
||
|
lastState = currentState;
|
||
|
}
|
||
|
else if( !dvar_turned_on( currentState ) && dvar_turned_on( lastState ) )
|
||
|
{
|
||
|
// send notify to turn off threads
|
||
|
level notify( "kill_all_engage_dist_debug" );
|
||
|
|
||
|
lastState = currentState;
|
||
|
}
|
||
|
|
||
|
wait( 0.3 );
|
||
|
}
|
||
|
#/
|
||
|
}
|
||
|
|
||
|
dvar_turned_on( val )
|
||
|
{
|
||
|
if( val <= 0 )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
engagement_distance_debug_init()
|
||
|
{
|
||
|
// set up debug stuff
|
||
|
level.debug_xPos = -50;
|
||
|
level.debug_yPos = 250;
|
||
|
level.debug_yInc = 18;
|
||
|
|
||
|
level.debug_fontScale = 1.5;
|
||
|
|
||
|
level.white = ( 1, 1, 1 );
|
||
|
level.green = ( 0, 1, 0 );
|
||
|
level.yellow = ( 1, 1, 0 );
|
||
|
level.red = ( 1, 0, 0 );
|
||
|
|
||
|
level.realtimeEngageDist = NewHudElem();
|
||
|
level.realtimeEngageDist.alignX = "left";
|
||
|
level.realtimeEngageDist.fontScale = level.debug_fontScale;
|
||
|
level.realtimeEngageDist.x = level.debug_xPos;
|
||
|
level.realtimeEngageDist.y = level.debug_yPos;
|
||
|
level.realtimeEngageDist.color = level.white;
|
||
|
level.realtimeEngageDist SetText( "Current Engagement Distance: " );
|
||
|
|
||
|
xPos = level.debug_xPos + 207;
|
||
|
|
||
|
level.realtimeEngageDist_value = NewHudElem();
|
||
|
level.realtimeEngageDist_value.alignX = "left";
|
||
|
level.realtimeEngageDist_value.fontScale = level.debug_fontScale;
|
||
|
level.realtimeEngageDist_value.x = xPos;
|
||
|
level.realtimeEngageDist_value.y = level.debug_yPos;
|
||
|
level.realtimeEngageDist_value.color = level.white;
|
||
|
level.realtimeEngageDist_value SetValue( 0 );
|
||
|
|
||
|
xPos += 37;
|
||
|
|
||
|
level.realtimeEngageDist_middle = NewHudElem();
|
||
|
level.realtimeEngageDist_middle.alignX = "left";
|
||
|
level.realtimeEngageDist_middle.fontScale = level.debug_fontScale;
|
||
|
level.realtimeEngageDist_middle.x = xPos;
|
||
|
level.realtimeEngageDist_middle.y = level.debug_yPos;
|
||
|
level.realtimeEngageDist_middle.color = level.white;
|
||
|
level.realtimeEngageDist_middle SetText( " units, SHORT/LONG by " );
|
||
|
|
||
|
xPos += 105;
|
||
|
|
||
|
level.realtimeEngageDist_offvalue = NewHudElem();
|
||
|
level.realtimeEngageDist_offvalue.alignX = "left";
|
||
|
level.realtimeEngageDist_offvalue.fontScale = level.debug_fontScale;
|
||
|
level.realtimeEngageDist_offvalue.x = xPos;
|
||
|
level.realtimeEngageDist_offvalue.y = level.debug_yPos;
|
||
|
level.realtimeEngageDist_offvalue.color = level.white;
|
||
|
level.realtimeEngageDist_offvalue SetValue( 0 );
|
||
|
|
||
|
hudObjArray = [];
|
||
|
hudObjArray[0] = level.realtimeEngageDist;
|
||
|
hudObjArray[1] = level.realtimeEngageDist_value;
|
||
|
hudObjArray[2] = level.realtimeEngageDist_middle;
|
||
|
hudObjArray[3] = level.realtimeEngageDist_offvalue;
|
||
|
|
||
|
return hudObjArray;
|
||
|
}
|
||
|
|
||
|
engage_dist_debug_hud_destroy( hudArray, killNotify )
|
||
|
{
|
||
|
level waittill( killNotify );
|
||
|
|
||
|
for( i = 0; i < hudArray.size; i++ )
|
||
|
{
|
||
|
hudArray[i] Destroy();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
weapon_engage_dists_init()
|
||
|
{
|
||
|
level.engageDists = [];
|
||
|
|
||
|
// first pass ok
|
||
|
genericPistol = spawnstruct();
|
||
|
genericPistol.engageDistMin = 125;
|
||
|
genericPistol.engageDistOptimal = 225;
|
||
|
genericPistol.engageDistMulligan = 50; // range around the optimal value that is still optimal
|
||
|
genericPistol.engageDistMax = 400;
|
||
|
|
||
|
// first pass ok
|
||
|
shotty = spawnstruct();
|
||
|
shotty.engageDistMin = 50;
|
||
|
shotty.engageDistOptimal = 200;
|
||
|
shotty.engageDistMulligan = 75;
|
||
|
shotty.engageDistMax = 350;
|
||
|
|
||
|
// first pass ok
|
||
|
genericSMG = spawnstruct();
|
||
|
genericSMG.engageDistMin = 100;
|
||
|
genericSMG.engageDistOptimal = 275;
|
||
|
genericSMG.engageDistMulligan = 100;
|
||
|
genericSMG.engageDistMax = 500;
|
||
|
|
||
|
// first pass NEED TEST
|
||
|
genericLMG = spawnstruct();
|
||
|
genericLMG.engageDistMin = 325;
|
||
|
genericLMG.engageDistOptimal = 550;
|
||
|
genericLMG.engageDistMulligan = 150;
|
||
|
genericLMG.engageDistMax = 850;
|
||
|
|
||
|
// first pass ok
|
||
|
genericRifleSA = spawnstruct();
|
||
|
genericRifleSA.engageDistMin = 325;
|
||
|
genericRifleSA.engageDistOptimal = 550;
|
||
|
genericRifleSA.engageDistMulligan = 150;
|
||
|
genericRifleSA.engageDistMax = 850;
|
||
|
|
||
|
// first pass ok
|
||
|
genericRifleBolt = spawnstruct();
|
||
|
genericRifleBolt.engageDistMin = 350;
|
||
|
genericRifleBolt.engageDistOptimal = 600;
|
||
|
genericRifleBolt.engageDistMulligan = 150;
|
||
|
genericRifleBolt.engageDistMax = 900;
|
||
|
|
||
|
// first pass NEED TEST
|
||
|
genericHMG = spawnstruct();
|
||
|
genericHMG.engageDistMin = 390;
|
||
|
genericHMG.engageDistOptimal = 600;
|
||
|
genericHMG.engageDistMulligan = 100;
|
||
|
genericHMG.engageDistMax = 900;
|
||
|
|
||
|
// first pass ok
|
||
|
genericSniper = spawnstruct();
|
||
|
genericSniper.engageDistMin = 950;
|
||
|
genericSniper.engageDistOptimal = 1700;
|
||
|
genericSniper.engageDistMulligan = 300;
|
||
|
genericSniper.engageDistMax = 3000;
|
||
|
|
||
|
// Pistols
|
||
|
engage_dists_add( "colt", genericPistol );
|
||
|
engage_dists_add( "sw_357", genericPistol );
|
||
|
engage_dists_add( "nambu", genericPistol );
|
||
|
engage_dists_add( "tokarev", genericPistol );
|
||
|
engage_dists_add( "walther", genericPistol );
|
||
|
|
||
|
// SMGs
|
||
|
engage_dists_add( "thompson", genericSMG );
|
||
|
engage_dists_add( "type100_smg", genericSMG );
|
||
|
engage_dists_add( "ppsh", genericSMG );
|
||
|
engage_dists_add( "mp40", genericSMG );
|
||
|
engage_dists_add( "stg44", genericSMG );
|
||
|
engage_dists_add( "sten", genericSMG );
|
||
|
engage_dists_add( "sten_silenced", genericSMG );
|
||
|
|
||
|
// shotgun
|
||
|
engage_dists_add( "shotgun", shotty );
|
||
|
|
||
|
// LMGs
|
||
|
engage_dists_add( "bar", genericLMG );
|
||
|
engage_dists_add( "bar_bipod", genericLMG );
|
||
|
engage_dists_add( "type99_lmg", genericLMG );
|
||
|
engage_dists_add( "type99_lmg_bipod", genericLMG );
|
||
|
engage_dists_add( "dp28", genericLMG );
|
||
|
engage_dists_add( "dp28_bipod", genericLMG );
|
||
|
engage_dists_add( "fg42", genericLMG );
|
||
|
engage_dists_add( "fg42_bipod", genericLMG );
|
||
|
engage_dists_add( "bren", genericLMG );
|
||
|
engage_dists_add( "bren_bipod", genericLMG );
|
||
|
|
||
|
// Rifles (semiautomatic)
|
||
|
engage_dists_add( "m1garand", genericRifleSA );
|
||
|
engage_dists_add( "m1garand_bayonet", genericRifleSA );
|
||
|
engage_dists_add( "m1carbine", genericRifleSA );
|
||
|
engage_dists_add( "m1carbine_bayonet", genericRifleSA );
|
||
|
engage_dists_add( "svt40", genericRifleSA );
|
||
|
engage_dists_add( "gewehr43", genericRifleSA );
|
||
|
|
||
|
// Rifles (bolt-action)
|
||
|
engage_dists_add( "springfield", genericRifleBolt );
|
||
|
engage_dists_add( "springfield_bayonet", genericRifleBolt );
|
||
|
engage_dists_add( "type99_rifle", genericRifleBolt );
|
||
|
engage_dists_add( "type99_rifle_bayonet", genericRifleBolt );
|
||
|
engage_dists_add( "mosin_rifle", genericRifleBolt );
|
||
|
engage_dists_add( "mosin_rifle_bayonet", genericRifleBolt );
|
||
|
engage_dists_add( "kar98k", genericRifleBolt );
|
||
|
engage_dists_add( "kar98k_bayonet", genericRifleBolt );
|
||
|
engage_dists_add( "lee_enfield", genericRifleBolt );
|
||
|
engage_dists_add( "lee_enfield_bayonet", genericRifleBolt );
|
||
|
|
||
|
// HMGs
|
||
|
engage_dists_add( "30cal", genericHMG );
|
||
|
engage_dists_add( "30cal_bipod", genericHMG );
|
||
|
engage_dists_add( "mg42", genericHMG );
|
||
|
engage_dists_add( "mg42_bipod", genericHMG );
|
||
|
|
||
|
// Sniper Rifles
|
||
|
engage_dists_add( "springfield_scoped", genericSniper );
|
||
|
engage_dists_add( "type99_rifle_scoped", genericSniper );
|
||
|
engage_dists_add( "mosin_rifle_scoped", genericSniper );
|
||
|
engage_dists_add( "kar98k_scoped", genericSniper );
|
||
|
engage_dists_add( "fg42_scoped", genericSniper );
|
||
|
engage_dists_add( "lee_enfield_scoped", genericSniper );
|
||
|
|
||
|
// start waiting for weapon changes
|
||
|
level thread engage_dists_watcher();
|
||
|
}
|
||
|
|
||
|
engage_dists_add( weapontypeStr, values )
|
||
|
{
|
||
|
level.engageDists[weapontypeStr] = values;
|
||
|
}
|
||
|
|
||
|
// returns a script_struct, or undefined, if the lookup failed
|
||
|
get_engage_dists( weapontypeStr )
|
||
|
{
|
||
|
if( IsDefined( level.engageDists[weapontypeStr] ) )
|
||
|
{
|
||
|
return level.engageDists[weapontypeStr];
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return undefined;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// checks currently equipped weapon to make sure that engagement distance values are correct
|
||
|
engage_dists_watcher()
|
||
|
{
|
||
|
level endon( "kill_all_engage_dist_debug" );
|
||
|
level endon( "kill_engage_dists_watcher" );
|
||
|
|
||
|
while( 1 )
|
||
|
{
|
||
|
player = get_playerone();
|
||
|
playerWeapon = player GetCurrentWeapon();
|
||
|
|
||
|
if( !IsDefined( player.lastweapon ) )
|
||
|
{
|
||
|
player.lastweapon = playerWeapon;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if( player.lastweapon == playerWeapon )
|
||
|
{
|
||
|
wait( 0.05 );
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
values = get_engage_dists( playerWeapon );
|
||
|
|
||
|
if( IsDefined( values ) )
|
||
|
{
|
||
|
level.weaponEngageDistValues = values;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
level.weaponEngageDistValues = undefined;
|
||
|
}
|
||
|
|
||
|
player.lastweapon = playerWeapon;
|
||
|
|
||
|
wait( 0.05 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
debug_realtime_engage_dist()
|
||
|
{
|
||
|
level endon( "kill_all_engage_dist_debug" );
|
||
|
level endon( "kill_realtime_engagement_distance_debug" );
|
||
|
|
||
|
hudObjArray = engagement_distance_debug_init();
|
||
|
level thread engage_dist_debug_hud_destroy( hudObjArray, "kill_all_engage_dist_debug" );
|
||
|
|
||
|
level.debugRTEngageDistColor = level.green;
|
||
|
|
||
|
player = get_playerone();
|
||
|
|
||
|
while( 1 )
|
||
|
{
|
||
|
lastTracePos = ( 0, 0, 0 );
|
||
|
|
||
|
// Trace to where the player is looking
|
||
|
direction = player GetPlayerAngles();
|
||
|
direction_vec = AnglesToForward( direction );
|
||
|
eye = player GetEye();
|
||
|
|
||
|
trace = BulletTrace( eye, eye + vector_multiply( direction_vec, 10000 ), true, player );
|
||
|
tracePoint = trace["position"];
|
||
|
traceNormal = trace["normal"];
|
||
|
traceDist = int( Distance( eye, tracePoint ) ); // just need an int, thanks
|
||
|
|
||
|
if( tracePoint != lastTracePos )
|
||
|
{
|
||
|
lastTracePos = tracePoint;
|
||
|
|
||
|
if( !IsDefined( level.weaponEngageDistValues ) )
|
||
|
{
|
||
|
hudobj_changecolor( hudObjArray, level.white );
|
||
|
hudObjArray engagedist_hud_changetext( "nodata", tracedist );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// for convenience
|
||
|
engageDistMin = level.weaponEngageDistValues.engageDistMin;
|
||
|
engageDistOptimal = level.weaponEngageDistValues.engageDistOptimal;
|
||
|
engageDistMulligan = level.weaponEngageDistValues.engageDistMulligan;
|
||
|
engageDistMax = level.weaponEngageDistValues.engageDistMax;
|
||
|
|
||
|
// if inside our engagement distance range...
|
||
|
if( ( traceDist >= engageDistMin ) && ( traceDist <= engageDistMax ) )
|
||
|
{
|
||
|
// if in the optimal range...
|
||
|
if( ( traceDist >= ( engageDistOptimal - engageDistMulligan ) )
|
||
|
&& ( traceDist <= ( engageDistOptimal + engageDistMulligan ) ) )
|
||
|
{
|
||
|
hudObjArray engagedist_hud_changetext( "optimal", tracedist );
|
||
|
hudobj_changecolor( hudObjArray, level.green );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
hudObjArray engagedist_hud_changetext( "ok", tracedist );
|
||
|
hudobj_changecolor( hudObjArray, level.yellow );
|
||
|
}
|
||
|
}
|
||
|
else if( traceDist < engageDistMin )
|
||
|
{
|
||
|
hudobj_changecolor( hudObjArray, level.red );
|
||
|
hudObjArray engagedist_hud_changetext( "short", tracedist );
|
||
|
}
|
||
|
else if( traceDist > engageDistMax )
|
||
|
{
|
||
|
hudobj_changecolor( hudObjArray, level.red );
|
||
|
hudObjArray engagedist_hud_changetext( "long", tracedist );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// draw our trace spot
|
||
|
// plot_circle_fortime(radius1,radius2,time,color,origin,normal)
|
||
|
thread plot_circle_fortime( 1, 5, 0.05, level.debugRTEngageDistColor, tracePoint, traceNormal );
|
||
|
thread plot_circle_fortime( 1, 1, 0.05, level.debugRTEngageDistColor, tracePoint, traceNormal );
|
||
|
|
||
|
wait( 0.05 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
hudobj_changecolor( hudObjArray, newcolor )
|
||
|
{
|
||
|
for( i = 0; i < hudObjArray.size; i++ )
|
||
|
{
|
||
|
hudObj = hudObjArray[i];
|
||
|
|
||
|
if( hudObj.color != newcolor )
|
||
|
{
|
||
|
hudObj.color = newcolor;
|
||
|
level.debugRTEngageDistColor = newcolor;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// self = an array of hud objects
|
||
|
engagedist_hud_changetext( engageDistType, units )
|
||
|
{
|
||
|
if( !IsDefined( level.lastDistType ) )
|
||
|
{
|
||
|
level.lastDistType = "none";
|
||
|
}
|
||
|
|
||
|
if( engageDistType == "optimal" )
|
||
|
{
|
||
|
self[1] SetValue( units );
|
||
|
self[2] SetText( "units: OPTIMAL!" );
|
||
|
self[3].alpha = 0;
|
||
|
}
|
||
|
else if( engageDistType == "ok" )
|
||
|
{
|
||
|
self[1] SetValue( units );
|
||
|
self[2] SetText( "units: OK!" );
|
||
|
self[3].alpha = 0;
|
||
|
}
|
||
|
else if( engageDistType == "short" )
|
||
|
{
|
||
|
amountUnder = level.weaponEngageDistValues.engageDistMin - units;
|
||
|
self[1] SetValue( units );
|
||
|
self[3] SetValue( amountUnder );
|
||
|
self[3].alpha = 1;
|
||
|
|
||
|
if( level.lastDistType != engageDistType )
|
||
|
{
|
||
|
self[2] SetText( "units: SHORT by " );
|
||
|
}
|
||
|
}
|
||
|
else if( engageDistType == "long" )
|
||
|
{
|
||
|
amountOver = units - level.weaponEngageDistValues.engageDistMax;
|
||
|
self[1] SetValue( units );
|
||
|
self[3] SetValue( amountOver );
|
||
|
self[3].alpha = 1;
|
||
|
|
||
|
if( level.lastDistType != engageDistType )
|
||
|
{
|
||
|
self[2] SetText( "units: LONG by " );
|
||
|
}
|
||
|
}
|
||
|
else if( engageDistType == "nodata" )
|
||
|
{
|
||
|
self[1] SetValue( units );
|
||
|
self[2] SetText( " units: (NO CURRENT WEAPON VALUES)" );
|
||
|
self[3].alpha = 0;
|
||
|
}
|
||
|
|
||
|
level.lastDistType = engageDistType;
|
||
|
}
|
||
|
|
||
|
// draws print3ds above enemy AI heads to show contact distances
|
||
|
debug_ai_engage_dist()
|
||
|
{
|
||
|
level endon( "kill_all_engage_dist_debug" );
|
||
|
level endon( "kill_ai_engagement_distance_debug" );
|
||
|
|
||
|
player = get_playerone();
|
||
|
|
||
|
while( 1 )
|
||
|
{
|
||
|
axis = GetAIArray( "axis" );
|
||
|
|
||
|
if( IsDefined( axis ) && axis.size > 0 )
|
||
|
{
|
||
|
playerEye = player GetEye();
|
||
|
|
||
|
for( i = 0; i < axis.size; i++ )
|
||
|
{
|
||
|
ai = axis[i];
|
||
|
aiEye = ai GetEye();
|
||
|
|
||
|
if( SightTracePassed( playerEye, aiEye, false, player ) )
|
||
|
{
|
||
|
dist = Distance( playerEye, aiEye );
|
||
|
|
||
|
drawColor = level.white;
|
||
|
drawString = "-";
|
||
|
|
||
|
if( !IsDefined( level.weaponEngageDistValues ) )
|
||
|
{
|
||
|
drawColor = level.white;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// for convenience
|
||
|
engageDistMin = level.weaponEngageDistValues.engageDistMin;
|
||
|
engageDistOptimal = level.weaponEngageDistValues.engageDistOptimal;
|
||
|
engageDistMulligan = level.weaponEngageDistValues.engageDistMulligan;
|
||
|
engageDistMax = level.weaponEngageDistValues.engageDistMax;
|
||
|
|
||
|
// if inside our engagement distance range...
|
||
|
if( ( dist >= engageDistMin ) && ( dist <= engageDistMax ) )
|
||
|
{
|
||
|
// if in the optimal range...
|
||
|
if( ( dist >= ( engageDistOptimal - engageDistMulligan ) )
|
||
|
&& ( dist <= ( engageDistOptimal + engageDistMulligan ) ) )
|
||
|
{
|
||
|
drawColor = level.green;
|
||
|
drawString = "RAD";
|
||
|
}
|
||
|
// else it's just ok
|
||
|
else
|
||
|
{
|
||
|
drawColor = level.yellow;
|
||
|
drawString = "MEH";
|
||
|
}
|
||
|
}
|
||
|
else if( dist < engageDistMin )
|
||
|
{
|
||
|
drawColor = level.red;
|
||
|
drawString = "BAD";
|
||
|
}
|
||
|
else if( dist > engageDistMax )
|
||
|
{
|
||
|
drawColor = level.red;
|
||
|
drawString = "BAD";
|
||
|
}
|
||
|
}
|
||
|
|
||
|
scale = dist / 525;
|
||
|
Print3d( ai.origin + ( 0, 0, 67 ), drawString, drawColor, 1, scale );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
wait( 0.05 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// draws a circle in script
|
||
|
plot_circle_fortime(radius1,radius2,time,color,origin,normal)
|
||
|
{
|
||
|
if(!isdefined(color))
|
||
|
color = (0,1,0);
|
||
|
hangtime = .05;
|
||
|
circleres = 6;
|
||
|
hemires = circleres/2;
|
||
|
circleinc = 360/circleres;
|
||
|
circleres++;
|
||
|
plotpoints = [];
|
||
|
|
||
|
rad = 0.00;
|
||
|
timer = gettime()+(time*1000);
|
||
|
radius = radius1;
|
||
|
|
||
|
while(gettime()<timer)
|
||
|
{
|
||
|
// radius = radius1+((radius2-radius1)*(1-((timer-gettime())/(time*1000))));
|
||
|
radius = radius2;
|
||
|
angletoplayer = vectortoangles(normal);
|
||
|
for(i=0;i<circleres;i++)
|
||
|
{
|
||
|
plotpoints[plotpoints.size] = origin+vector_multiply(anglestoforward((angletoplayer+(rad,90,0))),radius);
|
||
|
rad+=circleinc;
|
||
|
}
|
||
|
maps\_utility::plot_points(plotpoints,color[0],color[1],color[2],hangtime);
|
||
|
plotpoints = [];
|
||
|
wait hangtime;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// -- end engagement distance debug --
|
||
|
|
||
|
// -- dynamic AI spawning --
|
||
|
// This allows guys to be spawned in whereever. Need an enemy spawner in the map,
|
||
|
// or a specially designated spawner.
|
||
|
dynamic_ai_spawner()
|
||
|
{
|
||
|
if (!isdefined(level.debug_dynamic_ai_spawner))
|
||
|
{
|
||
|
dynamic_ai_spawner_init();
|
||
|
level.debug_dynamic_ai_spawner = true;
|
||
|
}
|
||
|
|
||
|
get_players()[0] thread spawn_guy_placement(level.enemy_spawner);
|
||
|
|
||
|
// Cleanup hudelems, dummy models, etc.
|
||
|
level waittill ("kill dynamic spawning");
|
||
|
|
||
|
if (isdefined(level.dynamic_spawn_hud))
|
||
|
{
|
||
|
level.dynamic_spawn_hud destroy();
|
||
|
}
|
||
|
|
||
|
if (isdefined(level.dynamic_spawn_dummy_model))
|
||
|
{
|
||
|
level.dynamic_spawn_dummy_model delete();
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
dynamic_ai_spawner_init()
|
||
|
{
|
||
|
level.enemy_spawner = dynamic_ai_spawner_create_enemy_spawner();
|
||
|
if (!isdefined(level.enemy_spawner))
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
// We want to create a spawner here eventually, but grabbing one in the map will
|
||
|
// do for now.
|
||
|
dynamic_ai_spawner_create_enemy_spawner()
|
||
|
{
|
||
|
spawners = getspawnerarray();
|
||
|
|
||
|
for (i = 0; i < spawners.size; i++)
|
||
|
{
|
||
|
if (isdefined(spawners[i].targetname) && issubstr(spawners[i].targetname, "debug_spawner"))
|
||
|
{
|
||
|
enemy_spawner = spawners[i];
|
||
|
enemy_spawner.script_forcespawn = 1;
|
||
|
return enemy_spawner;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// if we made it through, find any enemy spawner and use him
|
||
|
for (i = 0; i < spawners.size; i++)
|
||
|
{
|
||
|
if (issubstr(spawners[i].classname, "jap") || issubstr(spawners[i].classname, "ger"))
|
||
|
{
|
||
|
enemy_spawner = spawners[i];
|
||
|
enemy_spawner.script_forcespawn = 1; // we want to make sure he will spawn in
|
||
|
return enemy_spawner;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Where to spawn the AI
|
||
|
spawn_guy_placement(spawner)
|
||
|
{
|
||
|
level endon ("kill dynamic spawning");
|
||
|
|
||
|
if (!isdefined(spawner))
|
||
|
{
|
||
|
assertEX( isDefined ( spawner ) , "No spawners in the level!");
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
level.dynamic_spawn_hud = NewClientHudElem(get_players()[0]);
|
||
|
level.dynamic_spawn_hud.alignX = "right";
|
||
|
level.dynamic_spawn_hud.x = 110;
|
||
|
level.dynamic_spawn_hud.y = 225;
|
||
|
level.dynamic_spawn_hud.fontscale = 2;
|
||
|
|
||
|
level.dynamic_spawn_hud settext("Press X to spawn AI");
|
||
|
|
||
|
level.dynamic_spawn_dummy_model = spawn("script_model",(0,0,0));
|
||
|
level.dynamic_spawn_dummy_model setmodel("defaultactor");
|
||
|
|
||
|
wait 0.1;
|
||
|
|
||
|
for (;;)
|
||
|
{
|
||
|
// Trace to where the player is looking
|
||
|
direction = self getPlayerAngles();
|
||
|
direction_vec = anglesToForward( direction );
|
||
|
eye = self getEye();
|
||
|
|
||
|
// offset 2 units on the Z to fix the bug where it would drop through the ground sometimes
|
||
|
trace = bullettrace( eye, eye + vector_multiply( direction_vec , 8000 ), 0, undefined );
|
||
|
|
||
|
dist = distance (eye, trace["position"]);
|
||
|
position = eye + vector_multiply( direction_vec , (dist - 64) );
|
||
|
|
||
|
// debug
|
||
|
//thread draw_line_for_time( eye - (1,1,1), position, 1, 0, 0, 0.05 );
|
||
|
|
||
|
spawner.origin = position;
|
||
|
spawner.angles = self.angles+ (0,180,0);
|
||
|
|
||
|
level.dynamic_spawn_dummy_model.origin = position;
|
||
|
level.dynamic_spawn_dummy_model.angles = self.angles+ (0,180,0);
|
||
|
|
||
|
self spawn_anywhere(spawner);
|
||
|
|
||
|
wait (0.05);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
spawn_anywhere(spawner)
|
||
|
{
|
||
|
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
|
||
|
/#
|
||
|
if( getdebugdvar( "replay_debug" ) == "1" )
|
||
|
println("File: _debug.gsc. Function: spawn_anywhere()\n");
|
||
|
#/
|
||
|
|
||
|
level endon ("kill dynamic spawning");
|
||
|
|
||
|
if(self UseButtonPressed())
|
||
|
{
|
||
|
spawn = spawner spawn_ai();
|
||
|
|
||
|
if ( spawn_failed( spawn ) )
|
||
|
{
|
||
|
assertex( 0, "spawn failed from spawn anywhere guy" );
|
||
|
return;
|
||
|
}
|
||
|
wait 0.4;
|
||
|
}
|
||
|
spawner.count = 50;
|
||
|
|
||
|
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
|
||
|
/#
|
||
|
if( getdebugdvar( "replay_debug" ) == "1" )
|
||
|
println("File: _debug.gsc. Function: spawn_anywhere() - COMPLETE\n");
|
||
|
#/
|
||
|
}
|
||
|
// -- end dynamic AI spawning --
|