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