cod5-sdk/raw/maps/_stinger.gsc

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2008-11-20 00:00:00 +00:00
#include maps\_utility;
#include common_scripts\utility;
init()
{
precacherumble ( "stinger_lock_rumble" );
ClearIRTarget();
thread StingerToggleLoop();
//thread TraceConstantTest();
level.player thread StingerFiredNotify();
}
ClearIRTarget()
{
level.player notify( "stinger_irt_cleartarget" );
level.player notify( "stop_lockon_sound" );
level.player notify( "stop_locked_sound" );
level.player.stingerlocksound = undefined;
level.player StopRumble( "stinger_lock_rumble" );
level.stingerLockStartTime = 0;
level.stingerLockStarted = false;
level.stingerLockFinalized = false;
level.stingerTarget = undefined;
level.player WeaponLockFree();
level.player WeaponLockTargetTooClose( false );
level.player WeaponLockNoClearance( false );
level.player StopLocalSound( "javelin_clu_lock" );
level.player StopLocalSound( "javelin_clu_aquiring_lock" );
}
StingerFiredNotify()
{
while ( true )
{
level.player waittill( "weapon_fired" );
weap = level.player getCurrentWeapon();
if ( weap != "stinger" )
continue;
level.player notify( "stinger_fired" );
}
}
StingerToggleLoop()
{
level.player endon ( "death" );
for (;;)
{
while( ! PlayerStingerAds() )
wait 0.05;
thread StingerIRTLoop();
while( PlayerStingerAds() )
wait 0.05;
level.player notify( "stinger_IRT_off" );
ClearIRTarget();
}
}
StingerIRTLoop()
{
level.player endon( "death" );
level.player endon( "stinger_IRT_off" );
LOCK_LENGTH = 2000;
for (;;)
{
wait 0.05;
//-------------------------
// Four possible states:
// No missile in the tube, so CLU will not search for targets.
// CLU has a lock.
// CLU is locking on to a target.
// CLU is searching for a target to begin locking on to.
//-------------------------
/*
clipAmmo = level.player GetCurrentWeaponClipAmmo();
if ( !clipAmmo )
{
ClearCLUTarget();
continue;
}
*/
if ( level.stingerLockFinalized )
{
if ( ! IsStillValidTarget( level.stingerTarget ) )
{
ClearIRTarget();
continue;
}
thread LoopLocalLockSound( "javelin_clu_lock", 0.75 );
SetTargetTooClose( level.stingerTarget );
SetNoClearance();
//print3D( level.javelinTarget.origin, "* LOCKED!", (.2, 1, .3), 1, 5 );
continue;
}
if ( level.stingerLockStarted )
{
if ( ! IsStillValidTarget( level.stingerTarget ) )
{
ClearIRTarget();
continue;
}
//print3D( level.javelinTarget.origin, "* locking...!", (.2, 1, .3), 1, 5 );
timePassed = getTime() - level.stingerLockStartTime;
if ( timePassed < LOCK_LENGTH )
continue;
assert( isdefined( level.stingerTarget ) );
level.player notify( "stop_lockon_sound" );
level.stingerLockFinalized = true;
level.player WeaponLockFinalize( level.stingerTarget );
SetTargetTooClose( level.stingerTarget );
SetNoClearance();
continue;
}
bestTarget = GetBestStingerTarget();
if ( !isDefined( bestTarget ) )
continue;
level.stingerTarget = bestTarget;
level.stingerLockStartTime = getTime();
level.stingerLockStarted = true;
// most likely I don't need this for the stinger.
// level.player WeaponLockStart( bestTarget );
thread LoopLocalSeekSound( "javelin_clu_aquiring_lock", 0.6 );
}
}
GetBestStingerTarget()
{
targetsAll = target_getArray();
targetsValid = [];
for ( idx = 0; idx < targetsAll.size; idx++ )
{
if ( InsideStingerReticleNoLock( targetsAll[idx] ) )
targetsValid[targetsValid.size] = targetsAll[idx];
}
if ( targetsValid.size == 0 )
return undefined;
chosenEnt = targetsValid[0];
if ( targetsValid.size > 1 )
{
//TODO: find the closest
}
return chosenEnt;
}
InsideStingerReticleNoLock( target )
{
// todo: sight trace dont' work well
// if ( !sighttracepassed(level.player geteye(), target.origin, true, target) )
// return false;
return target_isincircle( target, level.player, 65, 60 );
}
InsideStingerReticleLocked( target )
{
// todo: sight trace dont' work well
// if ( !sighttracepassed(level.player geteye(), target.origin, true, target) )
// return false;
return target_isincircle( target, level.player, 65, 75 );
}
IsStillValidTarget( ent )
{
if ( ! isDefined( ent ) )
return false;
if ( ! target_isTarget( ent ) )
return false;
if ( ! InsideStingerReticleLocked( ent ) )
return false;
return true;
}
PlayerStingerAds()
{
weap = level.player getCurrentWeapon();
if ( weap != "stinger" )
return false;
if ( level.player playerads() == 1.0 )
return true;
return false;
}
SetNoClearance()
{
ORIGINOFFSET_UP = 60;
ORIGINOFFSET_RIGHT = 10;
DISTANCE = 400;
COLOR_PASSED = (0,1,0);
COLOR_FAILED = (1,0,0);
checks = [];
checks[0] = ( 0, 0, 80 );
checks[1] = ( -40, 0, 120 );
checks[2] = ( 40, 0, 120 );
checks[3] = ( -40, 0, 40 );
checks[4] = ( 40, 0, 40 );
if ( GetDVar( "missileDebugDraw" ) == "1" )
debug = true;
else
debug = false;
playerAngles = level.player GetPlayerAngles();
forward = AnglesToForward( playerAngles );
right = AnglesToRight( playerAngles );
up = AnglesToUp( playerAngles );
origin = level.player.origin + (0,0,ORIGINOFFSET_UP) + right * ORIGINOFFSET_RIGHT;
obstructed = false;
for( idx = 0; idx < checks.size; idx++ )
{
endpoint = origin + forward * DISTANCE + up * checks[idx][2] + right * checks[idx][0];
trace = BulletTrace( origin, endpoint, false, undefined );
if ( trace["fraction"] < 1 )
{
obstructed = true;
if ( debug )
line( origin, trace["position"], COLOR_FAILED, 1 );
else
break;
}
else
{
if ( debug )
line( origin, trace["position"], COLOR_PASSED, 1 );
}
}
level.player WeaponLockNoClearance( obstructed );
level.player.noclearance = obstructed;
}
SetTargetTooClose( ent )
{
MINIMUM_STI_DISTANCE = 1000;
if ( ! isDefined( ent ) )
return false;
dist = Distance2D( level.player.origin, ent.origin );
//PrintLn( "Jav Distance: ", dist );
if ( dist < MINIMUM_STI_DISTANCE )
{
level.targettoclose = true;
level.player WeaponLockTargetTooClose( true );
}
else
{
level.targettoclose = false;
level.player WeaponLockTargetTooClose( false );
}
}
LoopLocalSeekSound( alias, interval )
{
level.player endon ( "stop_lockon_sound" );
for (;;)
{
level.player playLocalSound( alias );
level.player PlayRumbleOnEntity( "stinger_lock_rumble" );
wait interval;
}
}
LoopLocalLockSound( alias, interval )
{
level.player endon ( "stop_locked_sound" );
if ( isdefined( level.player.stingerlocksound ) )
return;
level.player.stingerlocksound = true;
for (;;)
{
level.player playLocalSound( alias );
level.player PlayRumbleOnEntity( "stinger_lock_rumble" );
wait interval/3;
level.player PlayRumbleOnEntity( "stinger_lock_rumble" );
wait interval/3;
level.player PlayRumbleOnEntity( "stinger_lock_rumble" );
wait interval/3;
level.player StopRumble( "stinger_lock_rumble" );
}
level.player.stingerlocksound = undefined;
}