cod5-sdk/raw/maps/_grenade_toss.gsc

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2008-11-20 00:00:00 +00:00
// MikeD (10/24/2007 6:57:36): Forces an AI to throw a grenade at a specific position
// MikeD: Use this until we get a animscripted method? Do we need to?
#using_animtree( "generic_human" );
force_grenade_toss( pos, grenade_weapon, explode_time, anime, throw_tag )
{
self endon( "death" );
og_grenadeweapon = undefined;
// Give him a the grenade
if( IsDefined( grenade_weapon ) )
{
og_grenadeweapon = self.grenadeWeapon;
self.grenadeWeapon = grenade_weapon;
}
self.grenadeammo++;
if( !IsDefined( explode_time ) )
{
explode_time = 4;
}
if( !IsDefined( throw_tag ) )
{
throw_tag = "tag_inhand";
}
// Point him towards the grenade point
angles = VectorToAngles( pos - self.origin );
self OrientMode( "face angle", angles[1] );
// Don't throw a grenade if the pos is too close
if( DistanceSquared( self.origin, pos ) < 200 * 200 )
{
/#
println( "^3Grenade position is too close!" );
#/
return false;
}
// Save the pos to throw the grenade at.
self.force_grenade_throw_tag = throw_tag;
self.force_grenade_pos = pos;
self.force_grenade_explod_time = explode_time;
if( !IsDefined( anime ) )
{
anime = "force_grenade_throw";
// If no animname on the AI already, create a temp one.
if( !IsDefined( self.animname ) )
{
self.animname = "force_grenader";
}
// If there isn't a anime setup with the attach/detach and animation, then create one.
if( !IsDefined( level.scr_anim[self.animname] ) || !IsDefined( level.scr_anim[self.animname][anime] ) )
{
switch( self.a.special )
{
case "cover_crouch":
case "none":
if (self.a.pose == "stand")
{
throw_anim = %stand_grenade_throw;
}
else // if (self.a.pose == "crouch")
{
throw_anim = %crouch_grenade_throw;
}
gun_hand = "left";
break;
default: // Do nothing - we don't have an appropriate throw animation.
throw_anim = %stand_grenade_throw;
gun_hand = "left";
break;
}
// Setup the _anim stuff.
level.scr_anim[self.animname][anime] = throw_anim;
maps\_anim::addNotetrack_attach( self.animname, "grenade_right", GetWeaponModel( self.grenadeweapon ), self.force_grenade_throw_tag, anime );
maps\_anim::addNotetrack_detach( self.animname, "fire", GetWeaponModel( self.grenadeweapon ), self.force_grenade_throw_tag, anime );
}
}
// SRS 7/17/2008: checks to see if the function exists, so it doesn't get set up multiple times if multiple guys with the
// same animname are doing force_grenade_toss throughout the level (default is that this will happen)
function = ::force_grenade_toss_internal;
if( !maps\_anim::notetrack_customfunction_exists( self.animname, "fire", function, anime ) )
{
maps\_anim::addNotetrack_customFunction( self.animname, "fire", function, anime );
}
if( !IsDefined( level.scr_sound[self.animname] ) || !IsDefined( level.scr_sound[self.animname][anime] ) )
{
self animscripts\battleChatter_ai::evaluateAttackEvent("grenade");
}
// Play the anim!
self maps\_anim::anim_single_solo( self, anime );
// Now reset anything that needs to be.
if( self.animname == "force_grenader" )
{
self.animname = undefined;
}
if( IsDefined( og_grenadeweapon ) )
{
self.grenadeWeapon = og_grenadeweapon;
}
self notify( "forced_grenade_thrown" );
return true;
}
force_grenade_toss_internal( guy )
{
guy MagicGrenade( guy GetTagOrigin( guy.force_grenade_throw_tag ), guy.force_grenade_pos, guy.force_grenade_explod_time );
guy.grenadeammo--;
guy.force_grenade_pos = undefined;
guy.force_grenade_explod_time = undefined;
guy.force_grenade_throw_tag = undefined;
}