cod5-sdk/raw/maps/_zombiemode_weapons_sumpf.gsc

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2009-07-17 00:00:00 +00:00
#include maps\_utility;
#include common_scripts\utility;
#include maps\_zombiemode_utility;
init()
{
init_weapons();
init_weapon_upgrade();
init_weapon_cabinet();
treasure_chest_init();
level thread add_limited_tesla_gun();
level.box_moved = false;
}
add_zombie_weapon( weapon_name, hint, cost, weaponVO, variation_count, ammo_cost )
{
if( IsDefined( level.zombie_include_weapons ) && !IsDefined( level.zombie_include_weapons[weapon_name] ) )
{
return;
}
add_weapon_to_sound_array(weaponVO,variation_count);
// Check the table first
table = "mp/zombiemode.csv";
table_cost = TableLookUp( table, 0, weapon_name, 1 );
table_ammo_cost = TableLookUp( table, 0, weapon_name, 2 );
if( IsDefined( table_cost ) && table_cost != "" )
{
cost = round_up_to_ten( int( table_cost ) );
}
if( IsDefined( table_ammo_cost ) && table_ammo_cost != "" )
{
ammo_cost = round_up_to_ten( int( table_ammo_cost ) );
}
PrecacheItem( weapon_name );
PrecacheString( hint );
struct = SpawnStruct();
if( !IsDefined( level.zombie_weapons ) )
{
level.zombie_weapons = [];
}
struct.weapon_name = weapon_name;
struct.weapon_classname = "weapon_" + weapon_name;
struct.hint = hint;
struct.cost = cost;
struct.sound = weaponVO;
struct.variation_count = variation_count;
if( !IsDefined( ammo_cost ) )
{
ammo_cost = round_up_to_ten( int( cost * 0.5 ) );
}
struct.ammo_cost = ammo_cost;
level.zombie_weapons[weapon_name] = struct;
}
include_zombie_weapon( weapon_name )
{
if( !IsDefined( level.zombie_include_weapons ) )
{
level.zombie_include_weapons = [];
}
level.zombie_include_weapons[weapon_name] = true;
}
init_weapons()
{
// Zombify
PrecacheItem( "zombie_melee" );
// Pistols
add_zombie_weapon( "colt", &"ZOMBIE_WEAPON_COLT_50", 50, "vox_crappy", 8 );
add_zombie_weapon( "colt_dirty_harry", &"ZOMBIE_WEAPON_COLT_DH_100", 100, "vox_357", 5 );
add_zombie_weapon( "nambu", &"ZOMBIE_WEAPON_NAMBU_50", 50, "vox_crappy", 8 );
add_zombie_weapon( "sw_357", &"ZOMBIE_WEAPON_SW357_100", 100, "vox_357", 5 );
add_zombie_weapon( "tokarev", &"ZOMBIE_WEAPON_TOKAREV_50", 50, "vox_crappy", 8 );
add_zombie_weapon( "walther", &"ZOMBIE_WEAPON_WALTHER_50", 50, "vox_crappy", 8 );
add_zombie_weapon( "zombie_colt", &"ZOMBIE_WEAPON_ZOMBIECOLT_25", 25, "vox_crappy", 8 );
// Bolt Action
add_zombie_weapon( "kar98k", &"ZOMBIE_WEAPON_KAR98K_200", 200, "", 0);
add_zombie_weapon( "kar98k_bayonet", &"ZOMBIE_WEAPON_KAR98K_B_200", 200, "", 0);
add_zombie_weapon( "mosin_rifle", &"ZOMBIE_WEAPON_MOSIN_200", 200, "", 0);
add_zombie_weapon( "mosin_rifle_bayonet", &"ZOMBIE_WEAPON_MOSIN_B_200", 200, "", 0 );
add_zombie_weapon( "springfield", &"ZOMBIE_WEAPON_SPRINGFIELD_200", 200, "", 0 );
add_zombie_weapon( "springfield_bayonet", &"ZOMBIE_WEAPON_SPRINGFIELD_B_200", 200, "", 0 );
add_zombie_weapon( "zombie_type99_rifle", &"ZOMBIE_WEAPON_TYPE99_200", 200, "", 0 );
add_zombie_weapon( "type99_rifle_bayonet", &"ZOMBIE_WEAPON_TYPE99_B_200", 200, "", 0 );
// Semi Auto
add_zombie_weapon( "zombie_gewehr43", &"ZOMBIE_WEAPON_GEWEHR43_600", 600, "" , 0 );
add_zombie_weapon( "zombie_m1carbine", &"ZOMBIE_WEAPON_M1CARBINE_600", 600, "" , 0 );
add_zombie_weapon( "m1carbine_bayonet", &"ZOMBIE_WEAPON_M1CARBINE_B_600", 600, "" , 0 );
add_zombie_weapon( "zombie_m1garand", &"ZOMBIE_WEAPON_M1GARAND_600", 600, "" , 0 );
add_zombie_weapon( "m1garand_bayonet", &"ZOMBIE_WEAPON_M1GARAND_B_600", 600, "" , 0 );
add_zombie_weapon( "svt40", &"ZOMBIE_WEAPON_SVT40_600", 600, "" , 0 );
// Grenades
add_zombie_weapon( "fraggrenade", &"ZOMBIE_WEAPON_FRAGGRENADE_250", 250, "" , 0 );
add_zombie_weapon( "molotov", &"ZOMBIE_WEAPON_MOLOTOV_200", 200, "vox_crappy", 8 );
add_zombie_weapon( "molotov_zombie", &"ZOMBIE_WEAPON_MOLOTOV_200", 200, "vox_crappy", 8 );
add_zombie_weapon( "stick_grenade", &"ZOMBIE_WEAPON_STICKGRENADE_250", 250, "" , 0 );
add_zombie_weapon( "stielhandgranate", &"ZOMBIE_WEAPON_STIELHANDGRANATE_250", 250, "" , 0 );
add_zombie_weapon( "type97_frag", &"ZOMBIE_WEAPON_TYPE97FRAG_250", 250, "" , 0 );
// Scoped
add_zombie_weapon( "kar98k_scoped_zombie", &"ZOMBIE_WEAPON_KAR98K_S_750", 750, "vox_ppsh", 5);
add_zombie_weapon( "kar98k_scoped_bayonet_zombie", &"ZOMBIE_WEAPON_KAR98K_S_B_750", 750, "vox_ppsh", 5);
add_zombie_weapon( "mosin_rifle_scoped_zombie", &"ZOMBIE_WEAPON_MOSIN_S_750", 750, "vox_ppsh", 5);
add_zombie_weapon( "mosin_rifle_scoped_bayonet_zombie", &"ZOMBIE_WEAPON_MOSIN_S_B_750", 750, "vox_ppsh", 5);
//add_zombie_weapon( "ptrs41_zombie", &"ZOMBIE_WEAPON_PTRS41_750", 750, "vox_ppsh", 5);
add_zombie_weapon( "springfield_scoped_zombie", &"ZOMBIE_WEAPON_SPRINGFIELD_S_750", 750, "vox_ppsh", 5);
add_zombie_weapon( "springfield_scoped_bayonet_zombie", &"ZOMBIE_WEAPON_SPRINGFIELD_S_B_750", 750, "vox_ppsh", 5);
add_zombie_weapon( "type99_rifle_scoped_zombie", &"ZOMBIE_WEAPON_TYPE99_S_750", 750, "vox_ppsh", 5);
add_zombie_weapon( "type99_rifle_scoped_bayonet_zombie", &"ZOMBIE_WEAPON_TYPE99_S_B_750", 750, "vox_ppsh", 5);
// Full Auto
add_zombie_weapon( "zombie_mp40", &"ZOMBIE_WEAPON_MP40_1000", 1000, "vox_mp40", 2 );
add_zombie_weapon( "zombie_ppsh", &"ZOMBIE_WEAPON_PPSH_2000", 2000, "vox_ppsh", 5 );
add_zombie_weapon( "zombie_stg44", &"ZOMBIE_WEAPON_STG44_1200", 1200, "vox_mg", 9 );
add_zombie_weapon( "zombie_thompson", &"ZOMBIE_WEAPON_THOMPSON_1200", 1200, "", 0 );
add_zombie_weapon( "zombie_type100_smg", &"ZOMBIE_WEAPON_TYPE100_1000", 1000, "", 0 );
// Shotguns
add_zombie_weapon( "zombie_doublebarrel", &"ZOMBIE_WEAPON_DOUBLEBARREL_1200", 1200, "vox_shotgun", 6);
add_zombie_weapon( "zombie_doublebarrel_sawed", &"ZOMBIE_WEAPON_DOUBLEBARREL_SAWED_1200", 1200, "vox_shotgun", 6);
add_zombie_weapon( "zombie_shotgun", &"ZOMBIE_WEAPON_SHOTGUN_1500", 1500, "vox_shotgun", 6);
// Heavy Machineguns
add_zombie_weapon( "zombie_30cal", &"ZOMBIE_WEAPON_30CAL_3000", 3000, "vox_mg", 9 );
add_zombie_weapon( "zombie_bar", &"ZOMBIE_WEAPON_BAR_1800", 1800, "vox_bar", 5 );
add_zombie_weapon( "dp28", &"ZOMBIE_WEAPON_DP28_2250", 2250, "vox_mg" , 9 );
add_zombie_weapon( "zombie_fg42", &"ZOMBIE_WEAPON_FG42_1500", 1500, "vox_mg" , 9 );
add_zombie_weapon( "fg42_scoped", &"ZOMBIE_WEAPON_FG42_S_1500", 1500, "vox_mg" , 9 );
add_zombie_weapon( "zombie_mg42", &"ZOMBIE_WEAPON_MG42_3000", 3000, "vox_mg" , 9 );
add_zombie_weapon( "type99_lmg", &"ZOMBIE_WEAPON_TYPE99_LMG_1750", 1750, "vox_mg" , 9 );
// Grenade Launcher
add_zombie_weapon( "m1garand_gl_zombie", &"ZOMBIE_WEAPON_M1GARAND_GL_1500", 1500, "", 0 );
add_zombie_weapon( "mosin_launcher_zombie", &"ZOMBIE_WEAPON_MOSIN_GL_1200", 1200, "", 0 );
// Bipods
add_zombie_weapon( "30cal_bipod", &"ZOMBIE_WEAPON_30CAL_BIPOD_3500", 3500, "vox_mg", 5 );
add_zombie_weapon( "bar_bipod", &"ZOMBIE_WEAPON_BAR_BIPOD_2500", 2500, "vox_bar", 5 );
add_zombie_weapon( "dp28_bipod", &"ZOMBIE_WEAPON_DP28_BIPOD_2500", 2500, "vox_mg", 5 );
add_zombie_weapon( "fg42_bipod", &"ZOMBIE_WEAPON_FG42_BIPOD_2000", 2000, "vox_mg", 5 );
add_zombie_weapon( "mg42_bipod", &"ZOMBIE_WEAPON_MG42_BIPOD_3250", 3250, "vox_mg", 5 );
add_zombie_weapon( "type99_lmg_bipod", &"ZOMBIE_WEAPON_TYPE99_LMG_BIPOD_2250", 2250, "vox_mg", 5 );
// Rocket Launchers
add_zombie_weapon( "bazooka", &"ZOMBIE_WEAPON_BAZOOKA_2000", 2000, "", 0 );
add_zombie_weapon( "panzerschrek_zombie", &"ZOMBIE_WEAPON_PANZERSCHREK_2000", 2000, "vox_panzer", 5 );
// Flamethrower
add_zombie_weapon( "m2_flamethrower_zombie", &"ZOMBIE_WEAPON_M2_FLAMETHROWER_3000", 3000, "vox_flame", 7);
// Special
add_zombie_weapon( "mortar_round", &"ZOMBIE_WEAPON_MORTARROUND_2000", 2000, "" );
add_zombie_weapon( "satchel_charge", &"ZOMBIE_WEAPON_SATCHEL_2000", 2000, "" );
add_zombie_weapon( "ray_gun", &"ZOMBIE_WEAPON_RAYGUN_10000", 10000, "vox_raygun", 6 );
add_zombie_weapon( "tesla_gun", &"ZOMBIE_BUY_TESLA", 10, "vox_tesla", 5 );
if(level.script != "nazi_zombie_prototype")
{
Precachemodel("zombie_teddybear");
}
// ONLY 1 OF THE BELOW SHOULD BE ALLOWED
add_limited_weapon( "m2_flamethrower_zombie", 1 );
add_limited_weapon( "tesla_gun", 1);
}
//remove this function and whenever it's call for production. this is only for testing purpose.
add_limited_tesla_gun()
{
weapon_spawns = GetEntArray( "weapon_upgrade", "targetname" );
for( i = 0; i < weapon_spawns.size; i++ )
{
hint_string = weapon_spawns[i].zombie_weapon_upgrade;
if(hint_string == "tesla_gun")
{
weapon_spawns[i] waittill("trigger");
weapon_spawns[i] trigger_off();
break;
}
}
}
add_limited_weapon( weapon_name, amount )
{
if( !IsDefined( level.limited_weapons ) )
{
level.limited_weapons = [];
}
level.limited_weapons[weapon_name] = amount;
}
// For buying weapon upgrades in the environment
init_weapon_upgrade()
{
weapon_spawns = [];
weapon_spawns = GetEntArray( "weapon_upgrade", "targetname" );
for( i = 0; i < weapon_spawns.size; i++ )
{
hint_string = get_weapon_hint( weapon_spawns[i].zombie_weapon_upgrade );
weapon_spawns[i] SetHintString( hint_string );
weapon_spawns[i] setCursorHint( "HINT_NOICON" );
weapon_spawns[i] UseTriggerRequireLookAt();
weapon_spawns[i] thread weapon_spawn_think();
model = getent( weapon_spawns[i].target, "targetname" );
model hide();
}
}
// weapon cabinets which open on use
init_weapon_cabinet()
{
// the triggers which are targeted at doors
weapon_cabs = GetEntArray( "weapon_cabinet_use", "targetname" );
for( i = 0; i < weapon_cabs.size; i++ )
{
weapon_cabs[i] SetHintString( &"ZOMBIE_CABINET_OPEN_1500" );
weapon_cabs[i] setCursorHint( "HINT_NOICON" );
weapon_cabs[i] UseTriggerRequireLookAt();
}
array_thread( weapon_cabs, ::weapon_cabinet_think );
}
// returns the trigger hint string for the given weapon
get_weapon_hint( weapon_name )
{
AssertEx( IsDefined( level.zombie_weapons[weapon_name] ), weapon_name + " was not included or is not part of the zombie weapon list." );
return level.zombie_weapons[weapon_name].hint;
}
get_weapon_cost( weapon_name )
{
AssertEx( IsDefined( level.zombie_weapons[weapon_name] ), weapon_name + " was not included or is not part of the zombie weapon list." );
return level.zombie_weapons[weapon_name].cost;
}
get_ammo_cost( weapon_name )
{
AssertEx( IsDefined( level.zombie_weapons[weapon_name] ), weapon_name + " was not included or is not part of the zombie weapon list." );
return level.zombie_weapons[weapon_name].ammo_cost;
}
// for the random weapon chest
treasure_chest_init()
{
flag_init("moving_chest_enabled");
flag_init("moving_chest_now");
level.chests = GetEntArray( "treasure_chest_use", "targetname" );
if (level.chests.size > 1)
{
flag_set("moving_chest_enabled");
while ( 1 )
{
level.chests = array_randomize(level.chests);
if ( !IsDefined( level.chests[0].script_noteworthy ) || ( level.chests[0].script_noteworthy != "start_chest" ) )
{
break;
}
}
level.chest_index = 0;
while(level.chest_index < level.chests.size)
{
if(level.chests[level.chest_index].script_noteworthy == "start_chest")
{
break;
}
level.chest_index++;
}
//init time chest accessed amount.
if(level.script != "nazi_zombie_prototype")
{
level.chest_accessed = 0;
}
if(level.script == "nazi_zombie_sumpf")
{
level.pandora_light = Spawn( "script_model", (-4200, 0, 0));
level.pandora_light.angles = (-90, 0, 0);
//temp_fx_origin rotateto((-90, (box_origin.angles[1] * -1), 0), 0.05);
level.pandora_light SetModel( "tag_origin" );
playfxontag(level._effect["lght_marker"], level.pandora_light, "tag_origin");
}
for (i = 0; i < level.chests.size; i++)
{
if (!IsDefined(level.chests[i].script_noteworthy) || (level.chests[i].script_noteworthy != "start_chest"))
{
level.chests[i] hide_chest();
}
else
{
level.chest_index = i;
//PI CHANGE - altered to allow for more than one piece of rubble
rubble = getentarray(level.chests[i].script_noteworthy + "_rubble", "script_noteworthy");
if ( IsDefined( rubble ) )
{
for (x = 0; x < rubble.size; x++)
{
rubble[x] hide();
}
//END PI CHANGE
}
else
{
println( "^3Warning: No rubble found for magic box" );
}
}
}
}
array_thread( level.chests, ::treasure_chest_think );
}
set_treasure_chest_cost( cost )
{
level.zombie_treasure_chest_cost = cost;
}
hide_chest()
{
pieces = self get_chest_pieces();
for(i=0;i<pieces.size;i++)
{
pieces[i] disable_trigger();
pieces[i] hide();
}
}
get_chest_pieces()
{
// self = trigger
lid = GetEnt(self.target, "targetname");
org = GetEnt(lid.target, "targetname");
box = GetEnt(org.target, "targetname");
pieces = [];
pieces[pieces.size] = self;
pieces[pieces.size] = lid;
pieces[pieces.size] = org;
pieces[pieces.size] = box;
return pieces;
}
play_crazi_sound()
{
self playlocalsound("laugh_child");
}
show_magic_box()
{
pieces = self get_chest_pieces();
for(i=0;i<pieces.size;i++)
{
pieces[i] enable_trigger();
}
// PI_CHANGE_BEGIN - JMA - we want to play another effect on swamp
anchor = GetEnt(self.target, "targetname");
anchorTarget = GetEnt(anchor.target, "targetname");
level.pandora_light.angles = (-90, anchorTarget.angles[1] + 180, 0);
if(isDefined(level.script) && level.script != "nazi_zombie_sumpf")
{
playfx( level._effect["poltergeist"],pieces[0].origin);
}
else
{
level.pandora_light moveto(anchorTarget.origin, 0.05);
wait(1);
playfxontag(level._effect["lght_marker_flare"], level.pandora_light, "tag_origin");
}
// PI_CHANGE_END
playsoundatposition( "box_poof", pieces[0].origin );
wait(.5);
for(i=0;i<pieces.size;i++)
{
if( pieces[i].classname != "trigger_use" )
{
pieces[i] show();
}
}
pieces[0] playsound ( "box_poof_land" );
pieces[0] playsound( "couch_slam" );
}
treasure_chest_think()
{
cost = 950;
if( IsDefined( level.zombie_treasure_chest_cost ) )
{
cost = level.zombie_treasure_chest_cost;
}
else
{
cost = self.zombie_cost;
}
self set_hint_string( self, "default_treasure_chest_" + cost );
self setCursorHint( "HINT_NOICON" );
// waittill someuses uses this
user = undefined;
while( 1 )
{
self waittill( "trigger", user );
if( user in_revive_trigger() )
{
wait( 0.1 );
continue;
}
if( IsDefined( user.is_drinking ) )
{
wait( 0.1 );
continue;
}
// make sure the user is a player, and that they can afford it
if( is_player_valid( user ) && user.score >= cost )
{
user maps\_zombiemode_score::minus_to_player_score( cost );
break;
}
else if ( user.score < cost )
{
user thread maps\_zombiemode_perks::play_no_money_perk_dialog();
continue;
}
wait 0.05;
}
// trigger_use->script_brushmodel lid->script_origin in radiant
lid = getent( self.target, "targetname" );
weapon_spawn_org = getent( lid.target, "targetname" );
//open the lid
lid thread treasure_chest_lid_open();
// SRS 9/3/2008: added to help other functions know if we timed out on grabbing the item
self.timedOut = false;
// mario kart style weapon spawning
weapon_spawn_org thread treasure_chest_weapon_spawn( self, user );
// the glowfx
weapon_spawn_org thread treasure_chest_glowfx();
// take away usability until model is done randomizing
self disable_trigger();
weapon_spawn_org waittill( "randomization_done" );
if (flag("moving_chest_now"))
{
user thread treasure_chest_move_vo();
self treasure_chest_move(lid);
}
else
{
// Let the player grab the weapon and re-enable the box //
self.grab_weapon_hint = true;
level thread treasure_chest_user_hint( self, user );
self sethintstring( &"ZOMBIE_TRADE_WEAPONS" );
self setCursorHint( "HINT_NOICON" );
self setvisibletoplayer( user );
self enable_trigger();
self thread treasure_chest_timeout();
// make sure the guy that spent the money gets the item
// SRS 9/3/2008: ...or item goes back into the box if we time out
while( 1 )
{
self waittill( "trigger", grabber );
if( grabber == user || grabber == level )
{
if( grabber == user && is_player_valid( user ) && user GetCurrentWeapon() != "mine_bouncing_betty" && !IsDefined( user.is_drinking ) )
{
self notify( "user_grabbed_weapon" );
user thread treasure_chest_give_weapon( weapon_spawn_org.weapon_string );
break;
}
else if( grabber == level )
{
// it timed out
self.timedOut = true;
break;
}
}
wait 0.05;
}
self.grab_weapon_hint = false;
weapon_spawn_org notify( "weapon_grabbed" );
//increase counter of amount of time weapon grabbed.
if(level.script != "nazi_zombie_prototype")
{
level.chest_accessed += 1;
// PI_CHANGE_BEGIN
// JMA - we only update counters when it's available
if( isDefined(level.script) && level.script == "nazi_zombie_sumpf" && level.box_moved == true && isDefined(level.pulls_since_last_ray_gun) )
{
level.pulls_since_last_ray_gun += 1;
}
if( isDefined(level.script) && level.script == "nazi_zombie_sumpf" && isDefined(level.pulls_since_last_tesla_gun) )
{
level.pulls_since_last_tesla_gun += 1;
}
// PI_CHANGE_END
}
self disable_trigger();
// spend cash here...
// give weapon here...
lid thread treasure_chest_lid_close( self.timedOut );
//Chris_P
//magic box dissapears and moves to a new spot after a predetermined number of uses
wait 3;
self enable_trigger();
self setvisibletoall();
}
flag_clear("moving_chest_now");
self thread treasure_chest_think();
}
treasure_chest_move_vo()
{
self endon("disconnect");
index = maps\_zombiemode_weapons::get_player_index(self);
sound = undefined;
if(!isdefined (level.player_is_speaking))
{
level.player_is_speaking = 0;
}
variation_count = 5;
sound = "plr_" + index + "_vox_box_move" + "_" + randomintrange(0, variation_count);
//This keeps multiple voice overs from playing on the same player (both killstreaks and headshots).
if (level.player_is_speaking != 1 && isDefined(sound))
{
level.player_is_speaking = 1;
self playsound(sound, "sound_done");
self waittill("sound_done");
level.player_is_speaking = 0;
}
}
treasure_chest_move(lid)
{
level waittill("weapon_fly_away_start");
players = get_players();
array_thread(players, ::play_crazi_sound);
level waittill("weapon_fly_away_end");
lid thread treasure_chest_lid_close(false);
self setvisibletoall();
fake_pieces = [];
pieces = self get_chest_pieces();
for(i=0;i<pieces.size;i++)
{
if(pieces[i].classname == "script_model")
{
fake_pieces[fake_pieces.size] = spawn("script_model",pieces[i].origin);
fake_pieces[fake_pieces.size - 1].angles = pieces[i].angles;
fake_pieces[fake_pieces.size - 1] setmodel(pieces[i].model);
pieces[i] disable_trigger();
pieces[i] hide();
}
else
{
pieces[i] disable_trigger();
pieces[i] hide();
}
}
anchor = spawn("script_origin",fake_pieces[0].origin);
soundpoint = spawn("script_origin", anchor.origin);
playfx( level._effect["poltergeist"],anchor.origin);
anchor playsound("box_move");
for(i=0;i<fake_pieces.size;i++)
{
fake_pieces[i] linkto(anchor);
}
playsoundatposition ("whoosh", soundpoint.origin );
playsoundatposition ("ann_vox_magicbox", soundpoint.origin );
anchor moveto(anchor.origin + (0,0,50),5);
//anchor rotateyaw(360 * 10,5,5);
if(level.chests[level.chest_index].script_noteworthy == "magic_box_south" || level.chests[level.chest_index].script_noteworthy == "magic_box_bathroom" || level.chests[level.chest_index].script_noteworthy == "magic_box_hallway")
{
anchor Vibrate( (50, 0, 0), 10, 0.5, 5 );
}
else if(level.script != "nazi_zombie_sumpf")
{
anchor Vibrate( (0, 50, 0), 10, 0.5, 5 );
}
else
{
//Get the normal of the box using the positional data of the box and lid
direction = pieces[3].origin - pieces[1].origin;
direction = (direction[1], direction[0], 0);
if(direction[1] < 0 || (direction[0] > 0 && direction[1] > 0))
{
direction = (direction[0], direction[1] * -1, 0);
}
else if(direction[0] < 0)
{
direction = (direction[0] * -1, direction[1], 0);
}
anchor Vibrate( direction, 10, 0.5, 5);
}
//anchor thread rotateroll_box();
anchor waittill("movedone");
//players = get_players();
//array_thread(players, ::play_crazi_sound);
//wait(3.9);
playfx(level._effect["poltergeist"], anchor.origin);
//TUEY - Play the 'disappear' sound
playsoundatposition ("box_poof", soundpoint.origin);
for(i=0;i<fake_pieces.size;i++)
{
fake_pieces[i] delete();
}
//gzheng-Show the rubble
//PI CHANGE - allow for more than one object of rubble per box
rubble = getentarray(self.script_noteworthy + "_rubble", "script_noteworthy");
if ( IsDefined( rubble ) )
{
for (i = 0; i < rubble.size; i++)
{
rubble[i] show();
}
}
else
{
println( "^3Warning: No rubble found for magic box" );
}
wait(0.1);
anchor delete();
soundpoint delete();
old_chest_index = level.chest_index;
wait(5);
//chest moving logic
//PI CHANGE - for sumpf, this doesn't work because chest_index is always incremented twice (here and line 724) - while this would work with an odd number of chests,
// with an even number it skips half of the chest locations in the map
if (level.script != "nazi_zombie_sumpf")
//END PI CHANGE
{
level.chest_index++;
if (level.chest_index >= level.chests.size)
{
level.chest_index = 0;
}
}
//PI CHANGE - commented out because the only way this could be true is if the array size of chests was 1, in which case the chest wouldn't be moving anyway
//while(level.chests[level.chest_index].origin == level.chests[old_chest_index].origin)
//{
// level.chest_index++;
//}
//END PI CHANGE
level.verify_chest = false;
//wait(3);
//make sure level is asylum, factory, or sumpf and make magic box only appear in location player have open, it's off by default
//also make sure box doesn't respawn in old location.
//PI WJB: removed check on "magic_box_explore_only" dvar because it is only ever used here and when it is set in _zombiemode.gsc line 446
// where it is declared and set to 0, causing this while loop to never happen because the check was to see if it was equal to 1
while(level.verify_chest == false && (level.script == "nazi_zombie_asylum" || level.script == "nazi_zombie_factory" || level.script == "nazi_zombie_sumpf"))
{
level.chest_index++;
if (level.chest_index >= level.chests.size)
{
//PI CHANGE - this way the chests won't move in the same order the second time around
if (level.script == "nazi_zombie_sumpf")
{
temp_chest_name = level.chests[level.chest_index - 1].script_noteworthy;
level.chest_index = 0;
level.chests = array_randomize(level.chests);
//in case it happens to randomize in such a way that the chest_index now points to the same location
// JMA - want to avoid an infinite loop, so we use an if statement
if (temp_chest_name == level.chests[level.chest_index].script_noteworthy)
{
level.chest_index++;
}
}
else
{
level.chest_index = 0;
}
//END PI CHANGE
}
verify_chest_is_open();
wait(0.01);
while(level.script != "nazi_zombie_sumpf" && level.script != "nazi_zombie_factory" && level.chests[level.chest_index].origin == level.chests[old_chest_index].origin)
{
level.chest_index++;
}
}
level.chests[level.chest_index] show_magic_box();
//turn off magic box light.
level notify("magic_box_light_switch");
//PI CHANGE - altered to allow for more than one object of rubble per box
rubble = getentarray(level.chests[level.chest_index].script_noteworthy + "_rubble", "script_noteworthy");
if ( IsDefined( rubble ) )
{
for (i = 0; i < rubble.size; i++)
{
rubble[i] hide();
}
}
//END PI CHANGE
else
{
println( "^3Warning: No rubble found for magic box" );
}
}
rotateroll_box()
{
angles = 40;
angles2 = 0;
//self endon("movedone");
while(isdefined(self))
{
self RotateRoll(angles + angles2, 0.5);
wait(0.7);
angles2 = 40;
self RotateRoll(angles * -2, 0.5);
wait(0.7);
}
}
//verify if that magic box is open to players or not.
verify_chest_is_open()
{
//for(i = 0; i < 5; i++)
//PI CHANGE - altered so that there can be more than 5 valid chest locations
for (i = 0; i < level.open_chest_location.size; i++)
{
if(isdefined(level.open_chest_location[i]))
{
if(level.open_chest_location[i] == level.chests[level.chest_index].script_noteworthy)
{
level.verify_chest = true;
return;
}
}
}
level.verify_chest = false;
}
treasure_chest_user_hint( trigger, user )
{
dist = 128 * 128;
while( 1 )
{
if( !IsDefined( trigger ) )
{
break;
}
if( trigger.grab_weapon_hint )
{
break;
}
players = get_players();
for( i = 0; i < players.size; i++ )
{
if( players[i] == user )
{
continue;
}
if( DistanceSquared( players[i].origin, trigger.origin ) < dist )
{
players[i].ignoreTriggers = true;
}
}
wait( 0.1 );
}
}
treasure_chest_timeout()
{
self endon( "user_grabbed_weapon" );
wait( 12 );
self notify( "trigger", level );
}
treasure_chest_lid_open()
{
openRoll = 105;
openTime = 0.5;
self RotateRoll( 105, openTime, ( openTime * 0.5 ) );
play_sound_at_pos( "open_chest", self.origin );
play_sound_at_pos( "music_chest", self.origin );
}
treasure_chest_lid_close( timedOut )
{
closeRoll = -105;
closeTime = 0.5;
self RotateRoll( closeRoll, closeTime, ( closeTime * 0.5 ) );
play_sound_at_pos( "close_chest", self.origin );
}
treasure_chest_ChooseRandomWeapon( player )
{
keys = GetArrayKeys( level.zombie_weapons );
// Filter out any weapons the player already has
filtered = [];
for( i = 0; i < keys.size; i++ )
{
if( player HasWeapon( keys[i] ) )
{
continue;
}
//chrisP - make sure the chest doesn't give the player a bouncing betty
if(keys[i] == "mine_bouncing_betty")
{
continue;
}
// PI_CHANGE_BEGIN
if( isDefined(level.script) && level.script == "nazi_zombie_sumpf")
{
//make sure box moves once before allowing ray gun to be accessed.
if( level.box_moved == false )
{
if( keys[i] == "ray_gun" )
{
continue;
}
}
}
// PI_CHANGE_END
if( !IsDefined( keys[i] ) )
continue;
filtered[filtered.size] = keys[i];
}
// PI_CHANGE_BEGIN - adjusting the percentages of the ray gun and tesla gun showing up
if( isDefined(level.script) && level.script == "nazi_zombie_sumpf" )
{
if( level.box_moved == true )
{
if( !(player HasWeapon( "ray_gun" )) )
{
// increase the percentage of ray gun
if( isDefined( level.pulls_since_last_ray_gun ) )
{
// after 12 pulls the ray gun percentage increases to 15%
if( level.pulls_since_last_ray_gun > 11 )
{
// calculate the number of times we have to add it to the array to get the desired percent
number_to_add = .15 * filtered.size;
for(i=1; i<number_to_add; i++)
{
filtered[filtered.size] = "ray_gun";
}
}
// after 8 pulls the Ray Gun percentage increases to 10%
else if( level.pulls_since_last_ray_gun > 7 )
{
// calculate the number of times we have to add it to the array to get the desired percent
number_to_add = .1 * filtered.size;
for(i=1; i<number_to_add; i++)
{
filtered[filtered.size] = "ray_gun";
}
}
}
}
}
// increase the percentage of tesla gun
if( isDefined( level.pulls_since_last_tesla_gun ) )
{
// player has dropped the tesla for another weapon, so we set all future polls to 20%
if( isDefined(level.player_drops_tesla_gun) && level.player_drops_tesla_gun == true )
{
// calculate the number of times we have to add it to the array to get the desired percent
number_to_add = .2 * filtered.size;
for(i=1; i<number_to_add; i++)
{
filtered[filtered.size] = "tesla_gun";
}
}
// player has not seen tesla gun in late rounds
if( !isDefined(level.player_seen_tesla_gun) || level.player_seen_tesla_gun == false )
{
// after round 10 the Tesla gun percentage increases to 20%
if( level.round_number > 10 )
{
// calculate the number of times we have to add it to the array to get the desired percent
number_to_add = .2 * filtered.size;
for(i=1; i<number_to_add; i++)
{
filtered[filtered.size] = "tesla_gun";
}
}
// after round 5 the Tesla gun percentage increases to 15%
else if( level.round_number > 5 )
{
// calculate the number of times we have to add it to the array to get the desired percent
number_to_add = .15 * filtered.size;
for(i=1; i<number_to_add; i++)
{
filtered[filtered.size] = "tesla_gun";
}
}
}
}
}
// PI_CHANGE_END
// Filter out the limited weapons
if( IsDefined( level.limited_weapons ) )
{
keys2 = GetArrayKeys( level.limited_weapons );
players = get_players();
for( q = 0; q < keys2.size; q++ )
{
count = 0;
for( i = 0; i < players.size; i++ )
{
if( players[i] HasWeapon( keys2[q] ) )
{
count++;
}
// check for last stand weapons that might not be on the player at the time
if (players[i] maps\_laststand::player_is_in_laststand())
{
for( m = 0; m < players[i].weaponInventory.size; m++ )
{
if (players[i].weaponInventory[m] == keys2[q])
{
count++;
}
}
}
}
if( count == level.limited_weapons[keys2[q]] )
{
filtered = array_remove( filtered, keys2[q] );
}
}
}
return filtered[RandomInt( filtered.size )];
}
treasure_chest_weapon_spawn( chest, player )
{
assert(IsDefined(player));
// spawn the model
model = spawn( "script_model", self.origin );
model.angles = self.angles +( 0, 90, 0 );
floatHeight = 40;
//move it up
model moveto( model.origin +( 0, 0, floatHeight ), 3, 2, 0.9 );
// rotation would go here
// make with the mario kart
modelname = undefined;
rand = undefined;
for( i = 0; i < 40; i++ )
{
if( i < 20 )
{
wait( 0.05 );
}
else if( i < 30 )
{
wait( 0.1 );
}
else if( i < 35 )
{
wait( 0.2 );
}
else if( i < 38 )
{
wait( 0.3 );
}
rand = treasure_chest_ChooseRandomWeapon( player );
/#
if( maps\_zombiemode_tesla::tesla_gun_exists() )
{
if ( i == 39 && GetDvar( "scr_spawn_tesla" ) != "" )
{
SetDvar( "scr_spawn_tesla", "" );
rand = "tesla_gun";
}
}
#/
modelname = GetWeaponModel( rand );
model setmodel( modelname );
}
self.weapon_string = rand; // here's where the org get it's weapon type for the give function
// random change of getting the joker that moves the box
random = Randomint(100);
//increase the chance of joker appearing from 0-100 based on amount of the time chest has been opened.
if(level.script != "nazi_zombie_prototype" && getdvar("magic_chest_movable") == "1")
{
if(level.chest_accessed < 4)
{
// PI_CHANGE_BEGIN - JMA - RandomInt(100) can return a number between 0-99. If it's zero and chance_of_joker is zero
// we can possibly have a teddy bear one after another.
chance_of_joker = -1;
// PI_CHANGE_END
}
else
{
chance_of_joker = level.chest_accessed + 20;
// PI_CHANGE_BEGIN - JMA
if( isDefined(level.script) && level.script == "nazi_zombie_sumpf" )
{
// make sure teddy bear appears on the 8th pull if it hasn't moved from the attic
if( (!isDefined(level.magic_box_first_move) || level.magic_box_first_move == false ) && level.chest_accessed >= 8)
{
chance_of_joker = 100;
}
// pulls 4 thru 8, there is a 15% chance of getting the teddy bear
// NOTE: this happens in all cases
if( level.chest_accessed >= 4 && level.chest_accessed < 8 )
{
if( random < 15 )
{
chance_of_joker = 100;
}
else
{
chance_of_joker = -1;
}
}
// after the first magic box move the teddy bear percentages changes
if( isDefined(level.magic_box_first_move) && level.magic_box_first_move == true )
{
// between pulls 8 thru 12, the teddy bear percent is 30%
if( level.chest_accessed >= 8 && level.chest_accessed < 13 )
{
if( random < 30 )
{
chance_of_joker = 100;
}
else
{
chance_of_joker = -1;
}
}
// after 12th pull, the teddy bear percent is 50%
if( level.chest_accessed >= 13 )
{
if( random < 50 )
{
chance_of_joker = 100;
}
else
{
chance_of_joker = -1;
}
}
}
}
// PI_CHANGE_END
}
if (random <= chance_of_joker)
{
model SetModel("zombie_teddybear");
// model rotateto(level.chests[level.chest_index].angles, 0.01);
//wait(1);
model.angles = self.angles;
wait 1;
flag_set("moving_chest_now");
level.chest_accessed = 0;
player maps\_zombiemode_score::add_to_player_score( 950 );
//allow power weapon to be accessed.
level.box_moved = true;
}
}
self notify( "randomization_done" );
if (flag("moving_chest_now"))
{
wait .5; // we need a wait here before this notify
level notify("weapon_fly_away_start");
wait 2;
model MoveZ(500, 4, 3);
model waittill("movedone");
model delete();
self notify( "box_moving" );
level notify("weapon_fly_away_end");
}
else
{
//turn off power weapon, since player just got one
if( rand == "tesla_gun" || rand == "ray_gun" )
{
// PI_CHANGE_BEGIN - JMA - reset the counters for tesla gun and ray gun pulls
if( isDefined( level.script ) && level.script == "nazi_zombie_sumpf" )
{
if( rand == "ray_gun" )
{
level.box_moved = false;
level.pulls_since_last_ray_gun = 0;
}
if( rand == "tesla_gun" )
{
level.pulls_since_last_tesla_gun = 0;
level.player_seen_tesla_gun = true;
}
}
else
{
level.box_moved = false;
}
// PI_CHANGE_END
}
model thread timer_til_despawn(floatHeight);
self waittill( "weapon_grabbed" );
if( !chest.timedOut )
{
model Delete();
}
}
}
timer_til_despawn(floatHeight)
{
// SRS 9/3/2008: if we timed out, move the weapon back into the box instead of deleting it
putBackTime = 12;
self MoveTo( self.origin - ( 0, 0, floatHeight ), putBackTime, ( putBackTime * 0.5 ) );
wait( putBackTime );
if(isdefined(self))
{
self Delete();
}
}
treasure_chest_glowfx()
{
fxObj = spawn( "script_model", self.origin +( 0, 0, 0 ) );
fxobj setmodel( "tag_origin" );
fxobj.angles = self.angles +( 90, 0, 0 );
playfxontag( level._effect["chest_light"], fxObj, "tag_origin" );
self waittill_any( "weapon_grabbed", "box_moving" );
fxobj delete();
}
// self is the player string comes from the randomization function
treasure_chest_give_weapon( weapon_string )
{
primaryWeapons = self GetWeaponsListPrimaries();
current_weapon = undefined;
// This should never be true for the first time.
if( primaryWeapons.size >= 2 ) // he has two weapons
{
current_weapon = self getCurrentWeapon(); // get hiss current weapon
if ( current_weapon == "mine_bouncing_betty" )
{
current_weapon = undefined;
}
if( isdefined( current_weapon ) )
{
if( !( weapon_string == "fraggrenade" || weapon_string == "stielhandgranate" || weapon_string == "molotov" ) )
{
// PI_CHANGE_BEGIN
// JMA - player dropped the tesla gun
if( isDefined(level.script) && level.script == "nazi_zombie_sumpf" )
{
if( current_weapon == "tesla_gun" )
{
level.player_drops_tesla_gun = true;
}
}
// PI_CHANGE_END
self TakeWeapon( current_weapon );
}
}
}
if( IsDefined( primaryWeapons ) && !isDefined( current_weapon ) )
{
for( i = 0; i < primaryWeapons.size; i++ )
{
if( primaryWeapons[i] == "zombie_colt" )
{
continue;
}
if( weapon_string != "fraggrenade" && weapon_string != "stielhandgranate" && weapon_string != "molotov" )
{
// PI_CHANGE_BEGIN
// JMA - player dropped the tesla gun
if( isDefined(level.script) && level.script == "nazi_zombie_sumpf" )
{
if( primaryWeapons[i] == "tesla_gun" )
{
level.player_drops_tesla_gun = true;
}
}
// PI_CHANGE_END
self TakeWeapon( primaryWeapons[i] );
}
}
}
self play_sound_on_ent( "purchase" );
self GiveWeapon( weapon_string, 0 );
self GiveMaxAmmo( weapon_string );
self SwitchToWeapon( weapon_string );
play_weapon_vo(weapon_string);
// self playsound (level.zombie_weapons[weapon_string].sound);
}
weapon_cabinet_think()
{
weapons = getentarray( "cabinet_weapon", "targetname" );
doors = getentarray( self.target, "targetname" );
for( i = 0; i < doors.size; i++ )
{
doors[i] NotSolid();
}
self.has_been_used_once = false;
while( 1 )
{
self waittill( "trigger", player );
if( player in_revive_trigger() )
{
wait( 0.1 );
continue;
}
if( player GetCurrentWeapon() == "mine_bouncing_betty" )
{
wait(0.1);
continue;
}
cost = 1500;
if( self.has_been_used_once )
{
cost = get_weapon_cost( self.zombie_weapon_upgrade );
}
else
{
if( IsDefined( self.zombie_cost ) )
{
cost = self.zombie_cost;
}
}
ammo_cost = get_ammo_cost( self.zombie_weapon_upgrade );
if( !is_player_valid( player ) )
{
player thread ignore_triggers( 0.5 );
continue;
}
if( self.has_been_used_once )
{
player_has_weapon = false;
weapons = player GetWeaponsList();
if( IsDefined( weapons ) )
{
for( i = 0; i < weapons.size; i++ )
{
if( weapons[i] == self.zombie_weapon_upgrade )
{
player_has_weapon = true;
}
}
}
if( !player_has_weapon )
{
if( player.score >= cost )
{
self play_sound_on_ent( "purchase" );
player maps\_zombiemode_score::minus_to_player_score( cost );
player weapon_give( self.zombie_weapon_upgrade );
}
else // not enough money
{
play_sound_on_ent( "no_purchase" );
player thread maps\_zombiemode_perks::play_no_money_perk_dialog();
}
}
else if ( player.score >= ammo_cost )
{
ammo_given = player ammo_give( self.zombie_weapon_upgrade );
if( ammo_given )
{
self play_sound_on_ent( "purchase" );
player maps\_zombiemode_score::minus_to_player_score( ammo_cost ); // this give him ammo to early
}
}
else // not enough money
{
play_sound_on_ent( "no_purchase" );
player thread maps\_zombiemode_perks::play_no_money_perk_dialog();
}
}
else if( player.score >= cost ) // First time the player opens the cabinet
{
self.has_been_used_once = true;
self play_sound_on_ent( "purchase" );
self SetHintString( &"ZOMBIE_WEAPONCOSTAMMO", cost, ammo_cost );
// self SetHintString( get_weapon_hint( self.zombie_weapon_upgrade ) );
self setCursorHint( "HINT_NOICON" );
player maps\_zombiemode_score::minus_to_player_score( self.zombie_cost );
doors = getentarray( self.target, "targetname" );
for( i = 0; i < doors.size; i++ )
{
if( doors[i].model == "dest_test_cabinet_ldoor_dmg0" )
{
doors[i] thread weapon_cabinet_door_open( "left" );
}
else if( doors[i].model == "dest_test_cabinet_rdoor_dmg0" )
{
doors[i] thread weapon_cabinet_door_open( "right" );
}
}
player_has_weapon = false;
weapons = player GetWeaponsList();
if( IsDefined( weapons ) )
{
for( i = 0; i < weapons.size; i++ )
{
if( weapons[i] == self.zombie_weapon_upgrade )
{
player_has_weapon = true;
}
}
}
if( !player_has_weapon )
{
player weapon_give( self.zombie_weapon_upgrade );
}
else
{
player ammo_give( self.zombie_weapon_upgrade );
}
}
else // not enough money
{
play_sound_on_ent( "no_purchase" );
player thread maps\_zombiemode_perks::play_no_money_perk_dialog();
}
}
}
weapon_cabinet_door_open( left_or_right )
{
if( left_or_right == "left" )
{
self rotateyaw( 120, 0.3, 0.2, 0.1 );
}
else if( left_or_right == "right" )
{
self rotateyaw( -120, 0.3, 0.2, 0.1 );
}
}
weapon_spawn_think()
{
cost = get_weapon_cost( self.zombie_weapon_upgrade );
ammo_cost = get_ammo_cost( self.zombie_weapon_upgrade );
is_grenade = (WeaponType( self.zombie_weapon_upgrade ) == "grenade");
if(is_grenade)
{
ammo_cost = cost;
}
self.first_time_triggered = false;
for( ;; )
{
self waittill( "trigger", player );
// if not first time and they have the weapon give ammo
if( !is_player_valid( player ) )
{
player thread ignore_triggers( 0.5 );
continue;
}
if( player in_revive_trigger() )
{
wait( 0.1 );
continue;
}
if(isdefined(player.is_drinking))
{
wait(0.1);
continue;
}
if( player GetCurrentWeapon() == "mine_bouncing_betty" )
{
wait(0.1);
continue;
}
player_has_weapon = false;
weapons = player GetWeaponsList();
if( IsDefined( weapons ) )
{
for( i = 0; i < weapons.size; i++ )
{
if( weapons[i] == self.zombie_weapon_upgrade )
{
player_has_weapon = true;
}
}
}
if( !player_has_weapon )
{
// else make the weapon show and give it
if( player.score >= cost )
{
if( self.first_time_triggered == false )
{
model = getent( self.target, "targetname" );
// model show();
model thread weapon_show( player );
self.first_time_triggered = true;
if(!is_grenade)
{
self SetHintString( &"ZOMBIE_WEAPONCOSTAMMO", cost, ammo_cost );
}
}
player maps\_zombiemode_score::minus_to_player_score( cost );
player weapon_give( self.zombie_weapon_upgrade );
}
else
{
play_sound_on_ent( "no_purchase" );
player thread maps\nazi_zombie_sumpf_blockers::play_no_money_purchase_dialog();
}
}
else
{
// if the player does have this then give him ammo.
if( player.score >= ammo_cost )
{
if( self.first_time_triggered == false )
{
model = getent( self.target, "targetname" );
// model show();
model thread weapon_show( player );
self.first_time_triggered = true;
if(!is_grenade)
{
self SetHintString( &"ZOMBIE_WEAPONCOSTAMMO", cost, ammo_cost );
}
}
ammo_given = player ammo_give( self.zombie_weapon_upgrade );
if( ammo_given )
{
if(is_grenade)
{
player maps\_zombiemode_score::minus_to_player_score( cost ); // this give him ammo to early
}
else
{
player maps\_zombiemode_score::minus_to_player_score( ammo_cost ); // this give him ammo to early
}
}
}
else
{
play_sound_on_ent( "no_purchase" );
}
}
}
}
weapon_show( player )
{
player_angles = VectorToAngles( player.origin - self.origin );
player_yaw = player_angles[1];
weapon_yaw = self.angles[1];
yaw_diff = AngleClamp180( player_yaw - weapon_yaw );
if( yaw_diff > 0 )
{
yaw = weapon_yaw - 90;
}
else
{
yaw = weapon_yaw + 90;
}
self.og_origin = self.origin;
self.origin = self.origin +( AnglesToForward( ( 0, yaw, 0 ) ) * 8 );
wait( 0.05 );
self Show();
play_sound_at_pos( "weapon_show", self.origin, self );
time = 1;
self MoveTo( self.og_origin, time );
}
weapon_give( weapon )
{
primaryWeapons = self GetWeaponsListPrimaries();
current_weapon = undefined;
// This should never be true for the first time.
if( primaryWeapons.size >= 2 ) // he has two weapons
{
current_weapon = self getCurrentWeapon(); // get his current weapon
if ( current_weapon == "mine_bouncing_betty" )
{
current_weapon = undefined;
}
if( isdefined( current_weapon ) )
{
if( !( weapon == "fraggrenade" || weapon == "stielhandgranate" || weapon == "molotov" ) )
{
self TakeWeapon( current_weapon );
}
}
}
if( IsDefined( primaryWeapons ) && !isDefined( current_weapon ) )
{
for( i = 0; i < primaryWeapons.size; i++ )
{
if( primaryWeapons[i] == "zombie_colt" )
{
continue;
}
if( weapon != "fraggrenade" && weapon != "stielhandgranate" && weapon != "molotov" )
{
self TakeWeapon( primaryWeapons[i] );
}
}
}
self play_sound_on_ent( "purchase" );
self GiveWeapon( weapon, 0 );
self GiveMaxAmmo( weapon );
self SwitchToWeapon( weapon );
play_weapon_vo(weapon);
}
play_weapon_vo(weapon)
{
index = get_player_index(self);
if(!IsDefined (level.zombie_weapons[weapon].sound))
{
return;
}
// iprintlnbold (index);
if( level.zombie_weapons[weapon].sound != "")
{
weap = level.zombie_weapons[weapon].sound;
// iprintlnbold("Play_Weap_VO_" + weap);
switch(weap)
{
case "vox_crappy":
if (level.vox_crappy_available.size < 1 )
{
level.vox_crappy_available = level.vox_crappy;
}
sound_to_play = random(level.vox_crappy_available);
level.vox_crappy_available = array_remove(level.vox_crappy_available,sound_to_play);
break;
case "vox_mg":
if (level.vox_mg_available.size < 1 )
{
level.vox_mg_available = level.vox_mg;
}
sound_to_play = random(level.vox_mg_available);
level.vox_mg_available = array_remove(level.vox_mg_available,sound_to_play);
break;
case "vox_shotgun":
if (level.vox_shotgun_available.size < 1 )
{
level.vox_shotgun_available = level.vox_shotgun;
}
sound_to_play = random(level.vox_shotgun_available);
level.vox_shotgun_available = array_remove(level.vox_shotgun_available,sound_to_play);
break;
case "vox_357":
if (level.vox_357_available.size < 1 )
{
level.vox_357_available = level.vox_357;
}
sound_to_play = random(level.vox_357_available);
level.vox_357_available = array_remove(level.vox_357_available,sound_to_play);
break;
case "vox_bar":
if (level.vox_bar_available.size < 1 )
{
level.vox_bar_available = level.vox_bar;
}
sound_to_play = random(level.vox_bar_available);
level.vox_bar_available = array_remove(level.vox_bar_available,sound_to_play);
break;
case "vox_flame":
if (level.vox_flame_available.size < 1 )
{
level.vox_flame_available = level.vox_flame;
}
sound_to_play = random(level.vox_flame_available);
level.vox_flame_available = array_remove(level.vox_flame_available,sound_to_play);
break;
case "vox_raygun":
if (level.vox_raygun_available.size < 1 )
{
level.vox_raygun_available = level.vox_raygun;
}
sound_to_play = random(level.vox_raygun_available);
level.vox_raygun_available = array_remove(level.vox_raygun_available,sound_to_play);
break;
case "vox_tesla":
if (level.vox_tesla_available.size < 1 )
{
level.vox_tesla_available = level.vox_tesla;
}
sound_to_play = random(level.vox_tesla_available);
level.vox_tesla_available = array_remove(level.vox_tesla_available,sound_to_play);
break;
case "vox_sticky":
if (level.vox_sticky_available.size < 1 )
{
level.vox_sticky_available = level.vox_sticky;
}
sound_to_play = random(level.vox_sticky_available);
level.vox_sticky_available = array_remove(level.vox_sticky_available,sound_to_play);
break;
case "vox_ppsh":
if (level.vox_ppsh_available.size < 1 )
{
level.vox_ppsh_available = level.vox_ppsh;
}
sound_to_play = random(level.vox_ppsh_available);
level.vox_ppsh_available = array_remove(level.vox_ppsh_available,sound_to_play);
break;
case "vox_mp40":
if (level.vox_mp40_available.size < 1 )
{
level.vox_mp40_available = level.vox_mp40;
}
sound_to_play = random(level.vox_mp40_available);
level.vox_mp40_available = array_remove(level.vox_mp40_available,sound_to_play);
break;
default:
sound_var = randomintrange(0, level.zombie_weapons[weapon].variation_count);
sound_to_play = level.zombie_weapons[weapon].sound + "_" + sound_var;
}
plr = "plr_" + index + "_";
//self playsound ("plr_" + index + "_" + sound_to_play);
//iprintlnbold (sound_to_play);
self maps\_zombiemode_spawner::do_player_playdialog(plr, sound_to_play, 0.05);
}
}
do_player_weap_dialog(player_index, sound_to_play, waittime)
{
if(!IsDefined (level.player_is_speaking))
{
level.player_is_speaking = 0;
}
if(level.player_is_speaking != 1)
{
level.player_is_speaking = 1;
self playsound(player_index + sound_to_play, "sound_done" + sound_to_play);
self waittill("sound_done" + sound_to_play);
wait(waittime);
level.player_is_speaking = 0;
}
}
get_player_index(player)
{
assert( IsPlayer( player ) );
assert( IsDefined( player.entity_num ) );
/#
// used for testing to switch player's VO in-game from devgui
if( player.entity_num == 0 && GetDVar( "zombie_player_vo_overwrite" ) != "" )
{
new_vo_index = GetDVarInt( "zombie_player_vo_overwrite" );
return new_vo_index;
}
#/
return player.entity_num;
}
ammo_give( weapon )
{
// We assume before calling this function we already checked to see if the player has this weapon...
// Should we give ammo to the player
give_ammo = false;
// Check to see if ammo belongs to a primary weapon
if( weapon != "fraggrenade" && weapon != "stielhandgranate" && weapon != "molotov" )
{
if( isdefined( weapon ) )
{
// get the max allowed ammo on the current weapon
stockMax = WeaponMaxAmmo( weapon );
// Get the current weapon clip count
clipCount = self GetWeaponAmmoClip( weapon );
// compare it with the ammo player actually has, if more or equal just dont give the ammo, else do
if( ( self getammocount( weapon ) - clipcount ) >= stockMax )
{
give_ammo = false;
}
else
{
give_ammo = true; // give the ammo to the player
}
}
}
else
{
// Ammo belongs to secondary weapon
if( self hasweapon( weapon ) )
{
// Check if the player has less than max stock, if no give ammo
if( self getammocount( weapon ) < WeaponMaxAmmo( weapon ) )
{
// give the ammo to the player
give_ammo = true;
}
}
}
if( give_ammo )
{
self playsound( "cha_ching" );
self GivemaxAmmo( weapon );
return true;
}
if( !give_ammo )
{
return false;
}
}
add_weapon_to_sound_array(vo,num)
{
if(!isDefined(vo))
{
return;
}
player = getplayers();
for(i=0;i<player.size;i++)
{
index = maps\_zombiemode_weapons::get_player_index(player);
player_index = "plr_" + index + "_";
num = maps\_zombiemode_spawner::get_number_variants(player_index + vo);
}
// iprintlnbold(vo);
switch(vo)
{
case "vox_crappy":
if(!isDefined(level.vox_crappy))
{
level.vox_crappy = [];
for(i=0;i<num;i++)
{
level.vox_crappy[level.vox_crappy.size] = "vox_crappy_" + i;
}
}
level.vox_crappy_available = level.vox_crappy;
break;
case "vox_mg":
if(!isDefined(level.vox_mg))
{
level.vox_mg = [];
for(i=0;i<num;i++)
{
level.vox_mg[level.vox_mg.size] = "vox_mg_" + i;
}
}
level.vox_mg_available = level.vox_mg;
break;
case "vox_shotgun":
if(!isDefined(level.vox_shotgun))
{
level.vox_shotgun = [];
for(i=0;i<num;i++)
{
level.vox_shotgun[level.vox_shotgun.size] = "vox_shotgun_" + i;
}
}
level.vox_shotgun_available = level.vox_shotgun;
break;
case "vox_357":
if(!isDefined(level.vox_357))
{
level.vox_357 = [];
for(i=0;i<num;i++)
{
level.vox_357[level.vox_357.size] = "vox_357_" + i;
}
}
level.vox_357_available = level.vox_357;
break;
case "vox_bar":
if(!isDefined(level.vox_bar))
{
level.vox_bar = [];
for(i=0;i<num;i++)
{
level.vox_bar[level.vox_bar.size] = "vox_bar_" + i;
}
}
level.vox_bar_available = level.vox_bar;
break;
case "vox_flame":
if(!isDefined(level.vox_flame))
{
level.vox_flame = [];
for(i=0;i<num;i++)
{
level.vox_flame[level.vox_flame.size] = "vox_flame_" + i;
}
}
level.vox_flame_available = level.vox_flame;
break;
case "vox_raygun":
if(!isDefined(level.vox_raygun))
{
level.vox_raygun = [];
for(i=0;i<num;i++)
{
level.vox_raygun[level.vox_raygun.size] = "vox_raygun_" + i;
}
}
level.vox_raygun_available = level.vox_raygun;
break;
case "vox_tesla":
if(!isDefined(level.vox_tesla))
{
level.vox_tesla = [];
for(i=0;i<num;i++)
{
level.vox_tesla[level.vox_tesla.size] = "vox_tesla_" + i;
}
}
level.vox_tesla_available = level.vox_tesla;
break;
case "vox_sticky":
if(!isDefined(level.vox_sticky))
{
level.vox_sticky = [];
for(i=0;i<num;i++)
{
level.vox_sticky[level.vox_sticky.size] = "vox_sticky_" + i;
}
}
level.vox_sticky_available = level.vox_sticky;
break;
case "vox_ppsh":
if(!isDefined(level.vox_ppsh))
{
level.vox_ppsh = [];
for(i=0;i<num;i++)
{
level.vox_ppsh[level.vox_ppsh.size] = "vox_ppsh_" + i;
}
}
level.vox_ppsh_available = level.vox_ppsh;
break;
case "vox_mp40":
if(!isDefined(level.vox_mp40))
{
level.vox_mp40 = [];
for(i=0;i<num;i++)
{
level.vox_mp40[level.vox_mp40.size] = "vox_mp40_" + i;
}
}
level.vox_mp40_available = level.vox_mp40;
break;
}
}