cod5-sdk/raw/maps/_minefields.gsc

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2008-11-20 00:00:00 +00:00
main()
{
minefields = getentarray ("minefield", "targetname");
if (minefields.size > 0)
{
level._effect["mine_explosion"] = loadfx ("explosions/grenadeExp_dirt");
}
for (i=0;i<minefields.size;i++)
{
minefields[i] thread minefield_think();
}
}
minefield_think()
{
while (1)
{
self waittill ("trigger",other);
if(isSentient(other))
other thread minefield_kill(self);
}
}
minefield_kill(trigger)
{
if(isDefined(self.minefield))
return;
self.minefield = true;
self playsound ("minefield_click");
wait(.5);
wait(randomFloat(.2));
if (!(isdefined(self)))
return;
if(self istouching(trigger))
{
// SCRIPTER_MOD
// JesseS (3/14/2007): Changed from check against level.player to classname player.
if (isplayer(self))
{
level notify ("mine death");
self playsound ("explo_mine");
}
else
level thread maps\_utility::play_sound_in_space("explo_mine",self.origin);
origin = self getorigin();
range = 300;
maxdamage = 2000;
mindamage = 50;
playfx ( level._effect["mine_explosion"], origin);
playsoundatposition("mortar_dirt", origin);
// SCRIPTER_MOD
// JesseS (3/14/2007): changed level.player to self, they've assumed only the player can activate a minefield
self enableHealthShield( false );
radiusDamage(origin, range, maxdamage, mindamage);
// SCRIPTER_MOD
// JesseS (3/14/2007): changed level.player to self, they've assumed only the player can activate a minefield
self enableHealthShield( true );
// SCRIPTER_MOD
// JesseS (3/14/2007): Changed from check against level.player to classname player.
// SCRIPTER_MOD
// JesseS (3/14/2007): Took this out because we dont want to end the game if one player dies.
//if(isplayer(self))
//{
//setdvar("ui_deadquote", "@MINEFIELDS_MINEDIED");
//maps\_utility::missionFailedWrapper();
//}
}
self.minefield = undefined;
}