81 lines
1.9 KiB
Text
81 lines
1.9 KiB
Text
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main()
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{
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minefields = getentarray ("minefield", "targetname");
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if (minefields.size > 0)
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{
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level._effect["mine_explosion"] = loadfx ("explosions/grenadeExp_dirt");
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}
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for (i=0;i<minefields.size;i++)
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{
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minefields[i] thread minefield_think();
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}
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}
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minefield_think()
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{
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while (1)
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{
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self waittill ("trigger",other);
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if(isSentient(other))
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other thread minefield_kill(self);
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}
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}
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minefield_kill(trigger)
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{
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if(isDefined(self.minefield))
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return;
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self.minefield = true;
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self playsound ("minefield_click");
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wait(.5);
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wait(randomFloat(.2));
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if (!(isdefined(self)))
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return;
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if(self istouching(trigger))
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{
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// SCRIPTER_MOD
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// JesseS (3/14/2007): Changed from check against level.player to classname player.
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if (isplayer(self))
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{
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level notify ("mine death");
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self playsound ("explo_mine");
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}
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else
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level thread maps\_utility::play_sound_in_space("explo_mine",self.origin);
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origin = self getorigin();
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range = 300;
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maxdamage = 2000;
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mindamage = 50;
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playfx ( level._effect["mine_explosion"], origin);
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playsoundatposition("mortar_dirt", origin);
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// SCRIPTER_MOD
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// JesseS (3/14/2007): changed level.player to self, they've assumed only the player can activate a minefield
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self enableHealthShield( false );
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radiusDamage(origin, range, maxdamage, mindamage);
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// SCRIPTER_MOD
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// JesseS (3/14/2007): changed level.player to self, they've assumed only the player can activate a minefield
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self enableHealthShield( true );
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// SCRIPTER_MOD
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// JesseS (3/14/2007): Changed from check against level.player to classname player.
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// SCRIPTER_MOD
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// JesseS (3/14/2007): Took this out because we dont want to end the game if one player dies.
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//if(isplayer(self))
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//{
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//setdvar("ui_deadquote", "@MINEFIELDS_MINEDIED");
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//maps\_utility::missionFailedWrapper();
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//}
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}
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self.minefield = undefined;
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}
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