544 lines
No EOL
12 KiB
Text
544 lines
No EOL
12 KiB
Text
// contains script functions for implementation of collectible host options used in XBox Live Private Matches
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#include common_scripts\utility;
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#include maps\_utility;
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collectibles_checkpoint_restore()
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{
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if( !isDefined( level.host_options_dvar ) || !isDefined( level.host_options_enabled_dvar ) )
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{
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return;
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}
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host_options = GetDvarInt( level.host_options_dvar );
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host_options_enabled = GetDvarInt( level.host_options_enabled_dvar );
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if ( host_options == 0 || host_options_enabled == 0 )
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return;
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if ( ( host_options & (1 << maps\_collectibles::collectible_get_unlock_value( "collectible_berserker" )) ) != 0 )
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{
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players = get_players();
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for( i = 0; i < players.size; i++)
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{
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players[i] notify( "berserker_end" );
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setClientSysState("levelNotify", "berzerk_audio_off", players[i]);
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if( IsDefined( self.weaponInventory ) )
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{
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has_rocketBarrage = self berserker_player_has_rocketbarrage();
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self TakeAllWeapons();
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if( true == has_rocketBarrage )
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{
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self GiveWeapon( "rocket_barrage" );
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}
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if( IsDefined( self.weaponInventory ) )
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{
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players[i] berserker_giveback_player_weapons();
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}
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}
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players[i] AllowSprint( true );
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players[i] SetMoveSpeedScale( 1.0 );
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players[i] DisableInvulnerability();
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players[i] thread berserker_main();
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}
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}
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}
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vampire_main()
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{
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self endon( "disconnect" );
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self endon( "death" );
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self endon( "vampire_end" );
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self player_flag_init( "vampire_damage" );
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if ( level.script == "ber3" )
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{
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wait( 45 );
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}
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else
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{
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wait( 30 );
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}
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self.maxhealth = Int( self.maxhealth * 1.5 );
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self.vampire_degen_rate = 6;
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self thread vampire_regen_damage();
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self thread vampire_regen_kill();
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for ( ;; )
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{
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wait( 1 );
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/#
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if ( GetDvarInt( "scr_health_debug" ) == 2 )
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{
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iprintln( "----\n" );
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iprintln( "Health: " + self.health + "\n" );
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iprintln( "Max Health: " + self.maxhealth + "\n" );
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}
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#/
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// last stand
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if ( self maps\_laststand::player_is_in_laststand() )
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continue;
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lowhealth = self.maxhealth * .10;
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if ( self.health <= lowhealth )
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continue;
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sav = self.maxhealth;
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self.health -= self.vampire_degen_rate;
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self.maxhealth = sav;
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self player_flag_set( "vampire_damage" );
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}
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}
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vampire_regen_health( health )
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{
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sav = self.maxhealth;
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if ( ( self.health + health ) > self.maxhealth )
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self.health = self.maxhealth;
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else
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self.health = self.health + health;
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self.maxhealth = sav;
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}
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vampire_regen_damage()
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{
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self endon( "disconnect" );
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self endon( "death" );
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self endon( "vampire_end" );
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for ( ;; )
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{
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self waittill( "vampire_health_regen", damage );
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// last stand
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if ( self maps\_laststand::player_is_in_laststand() )
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continue;
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regen = Int( damage / 3 );
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if ( regen < 1 )
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regen = 1;
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vampire_regen_health( regen );
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}
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}
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vampire_regen_kill()
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{
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self endon( "disconnect" );
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self endon( "death" );
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self endon( "vampire_end" );
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for ( ;; )
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{
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self waittill( "vampire_kill" );
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// last stand
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if ( self maps\_laststand::player_is_in_laststand() )
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continue;
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vampire_regen_health( 10 );
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}
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}
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berserker_main( cheat )
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{
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self endon( "disconnect" );
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self endon( "death" );
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self endon( "berserker_end" );
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if ( !IsDefined( cheat ) )
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cheat = false;
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// restore the fov
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self SetClientDvar( "cg_fov", 65 );
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self VisionSetBerserker( 0, 0 );
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self SetClientDvar( "cg_gun_x", "0" );
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self.berserker_kill_streak = 0;
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// CODER_MOD: TommyK (8/5/08)
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self.collectibles_berserker_mode_on = false;
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if ( !maps\_collectibles::has_collectible( "collectible_sticksstones" ) )
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{
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self DisableBerserker();
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}
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for ( ;; )
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{
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// wait for kill streak
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if ( cheat == false )
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{
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self waittill( "berserker_kill_streak" );
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assert( self.berserker_kill_streak <= 3 );
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assert( self.berserker_kill_streak > 0 );
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// kick off the timer
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if ( self.berserker_kill_streak == 1 )
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{
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self thread berserker_kill_timer();
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}
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if ( self.berserker_kill_streak < 3 )
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continue;
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}
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time = 0;
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while( time < 5 && (self getcurrentweapon() == "mortar_round" || self getcurrentweapon() == "satchel_charge_new" || IsDefined(self.disableBerserker) ) )
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{
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time += 0.1;
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wait 0.1;
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}
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if( time >= 5 )
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{
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self.berserker_kill_streak = 0;
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continue;
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}
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// set berserker mode
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self EnableBerserker();
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// CODER_MOD: TommyK (8/5/08)
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self.collectibles_berserker_mode_on = true;
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// run think
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self berserker_think();
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// unset berserker mode
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if ( !maps\_collectibles::has_collectible( "collectible_sticksstones" ) )
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{
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self DisableBerserker();
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}
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// CODER_MOD: TommyK (8/5/08)
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self.collectibles_berserker_mode_on = false;
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wait( 2 );
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self AllowSprint( true );
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self SetMoveSpeedScale( 1.0 );
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// reset kill streak
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self.berserker_kill_streak = 0;
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if ( cheat == true )
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{
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UnsetCollectible( "collectible_berserker" );
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self notify( "berserker_end" );
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}
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}
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}
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berserker_kill_timer()
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{
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self endon( "disconnect" );
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self endon( "berserker_end" );
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wait( 5 );
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self.berserker_kill_streak = 0;
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}
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berserker_death()
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{
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self waittill( "death", attacker );
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if( !IsDefined( self ) )
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return;// deleted
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if( self.team != "axis" )
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return;
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if( !IsDefined( attacker ) )
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return;
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if( !IsPlayer( attacker ) )
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return;
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if( attacker maps\_laststand::player_is_in_laststand() )
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return;
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// sanity
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if ( !maps\_collectibles::has_collectible( "collectible_berserker" ) )
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return;
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attacker.berserker_kill_streak++;
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attacker notify( "berserker_kill_streak" );
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}
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berserker_think()
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{
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self endon( "disconnect" );
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self endon( "death" );
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self AllowSprint( false );
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self SetMoveSpeedScale( 0.75 );
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self EnableInvulnerability();
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self berserker_take_player_weapons();
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self thread berserker_lerp_fov_overtime( 0.5, 85 );
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setClientSysState("levelNotify", "berzerk_audio_on", self);
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self VisionSetBerserker( 1, 0.2 );
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wait( 0.2 );
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self VisionSetBerserker( 2, 0.6 );
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pistol = "colt";
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if( IsDefined( level.laststandpistol ) )
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pistol = level.laststandpistol;
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self GiveWeapon( pistol );
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self SwitchToWeapon( pistol );
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self SetClientDvar( "cg_gun_x", "-7" );
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wait( 15 );
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// see if the rocket_barrage was given to the player when they were in berserker mode,
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// if so, when you remove the weapons, make sure to give it back
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has_rocketBarrage = self berserker_player_has_rocketbarrage();
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self TakeAllWeapons();
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if( true == has_rocketBarrage )
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{
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self GiveWeapon( "rocket_barrage" );
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}
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setClientSysState("levelNotify", "berzerk_audio_off", self);
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self VisionSetBerserker( 1, 0.2 );
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wait( 0.2 );
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self VisionSetBerserker( 0, 0 );
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self thread berserker_lerp_fov_overtime( 0.5, 65 );
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self berserker_giveback_player_weapons();
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self SetClientDvar( "cg_gun_x", "0" );
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self DisableInvulnerability();
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}
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berserker_player_has_rocketbarrage()
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{
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if( "rocket_barrage" == self GetCurrentWeapon() )
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{
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return true;
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}
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weaponInventory = self GetWeaponsList();
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for( i = 0; i < weaponInventory.size; i++ )
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{
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if( "rocket_barrage" == weaponInventory[i] )
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{
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return true;
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}
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}
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return false;
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}
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berserker_lerp_fov_overtime( time, destfov )
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{
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basefov = getdvarfloat( "cg_fov" );
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incs = int( time/.05 );
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incfov = ( destfov - basefov ) / incs ;
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currentfov = basefov;
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for ( i = 0; i < incs; i++ )
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{
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currentfov += incfov;
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self setClientDvar( "cg_fov", currentfov );
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wait .05;
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}
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//fix up the little bit of rounding error. not that it matters much .002, heh
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self setClientDvar( "cg_fov", destfov );
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}
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// self = a player
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berserker_take_player_weapons()
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{
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self.weaponInventory = self GetWeaponsList();
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self.lastActiveWeapon = self GetCurrentWeapon();
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//ASSERTEX( self.lastActiveWeapon != "none", "Last active weapon is 'none,' an unexpected result." );
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self.weaponAmmo = [];
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for( i = 0; i < self.weaponInventory.size; i++ )
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{
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weapon = self.weaponInventory[i];
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self.weaponAmmo[weapon]["clip"] = self GetWeaponAmmoClip( weapon );
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self.weaponAmmo[weapon]["stock"] = self GetWeaponAmmoStock( weapon );
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}
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self TakeAllWeapons();
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}
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// self = a player
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berserker_giveback_player_weapons()
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{
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ASSERTEX( IsDefined( self.weaponInventory ), "player.weaponInventory is not defined - did you run take_player_weapons() first?" );
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for( i = 0; i < self.weaponInventory.size; i++ )
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{
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weapon = self.weaponInventory[i];
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self GiveWeapon( weapon );
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self SetWeaponAmmoClip( weapon, self.weaponAmmo[weapon]["clip"] );
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self SetWeaponAmmoStock( weapon, self.weaponAmmo[weapon]["stock"] );
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}
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// if we can't figure out what the last active weapon was, try to switch a primary weapon
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if( self.lastActiveWeapon != "none" )
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{
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self SwitchToWeapon( self.lastActiveWeapon );
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}
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else
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{
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primaryWeapons = self GetWeaponsListPrimaries();
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if( IsDefined( primaryWeapons ) && primaryWeapons.size > 0 )
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{
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self SwitchToWeapon( primaryWeapons[0] );
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}
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}
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self.weaponInventory = undefined;
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}
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sticksstones_main()
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{
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self endon( "disconnect" );
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self endon( "death" );
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self endon( "sticksstones_end" );
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if ( level.script == "see1" )
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{
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wait( 30 );
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}
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else
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{
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wait( 5 );
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}
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//self.maxhealth = self.maxhealth * 2;
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self.health = self.maxhealth;
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for ( ;; )
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{
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if ( self GetCurrentWeapon() == "rocket_barrage" || self GetCurrentWeapon() == "air_support" || self GetCurrentWeapon() == "satchel_charge_new" )
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{
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}
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// for ber3b only. If the player has russian flag in hand he should keep holding it
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else if ( self GetCurrentWeapon() == "russian_flag" )
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{
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}
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else if ( !self maps\_laststand::player_is_in_laststand() )
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{
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// take weapons except the rocket_barrage
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weaponInventory = self GetWeaponsList();
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for( i = 0; i < weaponInventory.size; i++ )
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{
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if ( weaponInventory[i] != "rocket_barrage" && weaponInventory[i] != "air_support" && weaponInventory[i] != "satchel_charge_new" )
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self TakeWeapon( weaponInventory[i] );
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}
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pistol = "colt";
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if( IsDefined( level.laststandpistol ) )
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pistol = level.laststandpistol;
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self GiveWeapon( pistol );
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self SwitchToWeapon( pistol );
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offhand = "fraggrenade";
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self GiveWeapon( offhand );
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self SetWeaponAmmoClip( offhand, 4 );
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self SwitchToOffhand( offhand );
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self EnableBerserker();
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}
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else
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{
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self DisableBerserker();
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}
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self waittill_any( "weapon_change", "player_revived", "player_downed" );
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}
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}
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zombie_health_regen()
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{
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self endon( "death" );
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for ( ;; )
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{
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wait( 1 );
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if ( self.health < self.maxhealth )
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{
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sav = self.maxhealth;
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self.health += 25;
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self.maxhealth = sav;
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}
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}
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}
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morphine_think()
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{
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assert( IsDefined( self ) );
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assert( IsPlayer( self ) );
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assert( self maps\_laststand::player_is_in_laststand() );
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self thread morphine_shot_think();
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self thread morphine_revive_think();
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}
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morphine_shot_think()
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{
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self endon( "disconnect" );
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self endon( "player_revived" );
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while( 1 )
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{
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self waittill( "morphine_shot", attacker );
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self.bleedout_time += 1;
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}
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}
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morphine_revive_think()
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{
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self endon( "disconnect" );
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self endon( "player_revived" );
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while( 1 )
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{
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self waittill( "morphine_revive", attacker );
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self maps\_laststand::revive_force_revive( attacker );
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}
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} |