218 lines
4.9 KiB
Text
218 lines
4.9 KiB
Text
setModelFromArray(a)
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{
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self setModel(a[randomint(a.size)]);
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}
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precacheModelArray(a)
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{
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for (i = 0; i < a.size; i++)
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precacheModel(a[i]);
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}
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useOptionalModels()
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{
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return getdvarint("g_useGear");
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}
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randomElement(a)
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{
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return a[randomint(a.size)];
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}
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attachFromArray(a)
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{
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self attach(randomElement(a), "", true);
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}
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new()
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{
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self detachAll();
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oldGunHand = self.anim_gunHand;
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if (!isdefined(oldGunHand))
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return;
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self.anim_gunHand = "none";
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self [[anim.PutGunInHand]](oldGunHand);
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}
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save()
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{
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info["gunHand"] = self.anim_gunHand;
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info["gunInHand"] = self.anim_gunInHand;
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info["model"] = self.model;
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info["hatModel"] = self.hatModel;
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info["gearModel"] = self.gearModel;
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if (isdefined (self.name))
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{
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info["name"] = self.name;
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println ("Save: Guy has name ", self.name);
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}
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else
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println ("save: Guy had no name!");
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attachSize = self getAttachSize();
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for (i = 0; i < attachSize; i++)
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{
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info["attach"][i]["model"] = self getAttachModelName(i);
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info["attach"][i]["tag"] = self getAttachTagName(i);
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}
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return info;
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}
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load(info)
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{
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self detachAll();
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self.anim_gunHand = info["gunHand"];
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self.anim_gunInHand = info["gunInHand"];
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self setModel(info["model"]);
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self.hatModel = info["hatModel"];
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self.gearModel = info["gearModel"];
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if (isdefined (info["name"]))
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{
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self.name = info["name"];
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println ("Load: Guy has name ", self.name);
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}
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else
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println ("Load: Guy had no name!");
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attachInfo = info["attach"];
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attachSize = attachInfo.size;
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for (i = 0; i < attachSize; i++)
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self attach(attachInfo[i]["model"], attachInfo[i]["tag"]);
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}
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precache(info)
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{
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if (isdefined (info["name"]))
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println ("Precache: Guy has name ", info["name"]);
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else
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println ("Precache: Guy had no name!");
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precacheModel(info["model"]);
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attachInfo = info["attach"];
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attachSize = attachInfo.size;
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for (i = 0; i < attachSize; i++)
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precacheModel(attachInfo[i]["model"]);
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}
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/*
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sample save/precache/load usage (precache is only required if there are any waits in the level script before load):
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save:
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info = foley codescripts\character::save();
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game["foley"] = info;
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changelevel("burnville", 0, true);
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precache:
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codescripts\character::precache(game["foley"]);
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load:
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foley codescripts\character::load(game["foley"]);
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*/
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get_random_character( amount )
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{
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self_info = strtok( self.classname, "_" );
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if ( self_info.size <= 2 )
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{
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// some custom guy that doesn't use standard naming convention
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return randomint( amount );
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}
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group = "auto"; // by default the type is an auto-selected character
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index = undefined;
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prefix = self_info[ 2 ]; // merc, marine, etc
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// the designer can overwrite the character
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if ( isdefined( self.script_char_index ) )
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{
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index = self.script_char_index;
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}
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// the designer can hint that this guy is a member of a group of like - spawned guys, so he should use a different index
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if ( isdefined( self.script_char_group ) )
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{
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type = "grouped";
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group = "group_" + self.script_char_group;
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}
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if ( !isdefined( level.character_index_cache ) )
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{
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// separately store script grouped guys and auto guys so that they dont influence each other
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level.character_index_cache = [];
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}
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if ( !isdefined( level.character_index_cache[ prefix ] ) )
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{
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// separately store script grouped guys and auto guys so that they dont influence each other
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level.character_index_cache[ prefix ] = [];
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}
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if ( !isdefined( level.character_index_cache[ prefix ][ group ] ) )
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{
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initialize_character_group( prefix, group, amount );
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}
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if ( !isdefined( index ) )
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{
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index = get_least_used_index( prefix, group );
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if ( !isdefined( index ) )
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{
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// fail safe
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index = randomint( 5000 );
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}
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}
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while ( index >= amount )
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{
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index -= amount;
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}
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level.character_index_cache[ prefix ][ group ][ index ]++;
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return index;
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}
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get_least_used_index( prefix, group )
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{
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lowest_indices = [];
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lowest_use = level.character_index_cache[ prefix ][ group ][ 0 ];
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lowest_indices[ 0 ] = 0;
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for ( i = 1; i < level.character_index_cache[ prefix ][ group ].size; i++ )
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{
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if ( level.character_index_cache[ prefix ][ group ][ i ] > lowest_use )
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{
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continue;
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}
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if ( level.character_index_cache[ prefix ][ group ][ i ] < lowest_use )
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{
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// if its the new lowest, start over on the array
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lowest_indices = [];
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lowest_use = level.character_index_cache[ prefix ][ group ][ i ];
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}
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// the equal amounts end up in the array
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lowest_indices[ lowest_indices.size ] = i;
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}
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assertex( lowest_indices.size, "Tried to spawn a character but the lowest indices didn't exist" );
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return random( lowest_indices );
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}
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initialize_character_group( prefix, group, amount )
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{
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for ( i = 0; i < amount; i++ )
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{
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level.character_index_cache[ prefix ][ group ][ i ] = 0;
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}
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}
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random( array )
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{
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return array [ randomint( array.size ) ];
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}
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