cod5-sdk/raw/maps/_debug.gsc
2008-11-20 00:00:00 +00:00

4007 lines
97 KiB
Text

#include maps\_utility;
#include common_scripts\utility;
/#
mainDebug()
{
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
if( getdebugdvar( "replay_debug" ) == "1" )
println("File: _debug.gsc. Function: mainDebug()\n");
level.animsound_hudlimit = 14;
thread lastSightPosWatch();
if( level.script != "background" )
thread camera();
if( getdebugdvar( "debug_corner" ) == "" )
setdvar( "debug_corner", "off" );
else
if( getdebugdvar( "debug_corner" ) == "on" )
debug_corner();
if( getdvar( "chain" ) == "1" )
thread debugchains();
if( getdebugdvar("debug_bayonet") == "" )
{
setdvar( "debug_bayonet", "0" );
}
thread debug_bayonet();
thread debugDvars();
precacheShader( "white" );
thread debugColorFriendlies();
thread watchMinimap();
if( getdvar( "level_transition_test" ) != "off" )
thread complete_me();
if(getdvar("level_completeall") != "off")
maps\_endmission::force_all_complete();
if( getdvar("level_clear_all") != "off" )
maps\_endmission::clearall();
// SRS 3/19/08: engagement distance debug dvar toggle watcher
thread engagement_distance_debug_toggle();
// thread playerNode();
// thread colordebug();
// thread debuggoalpos();
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
if( getdebugdvar( "replay_debug" ) == "1" )
println("File: _debug.gsc. Function: mainDebug() - COMPLETE\n");
}
#/
debugchains()
{
nodes = getallnodes();
fnodenum = 0;
fnodes = [];
for( i=0;i<nodes.size;i++ )
{
if(( !( nodes[ i ].spawnflags & 2 ) ) &&
(
(( isdefined( nodes[ i ].target ) ) &&(( getnodearray( nodes[ i ].target, "targetname" ) ).size > 0 ) ) ||
(( isdefined( nodes[ i ].targetname ) ) &&(( getnodearray( nodes[ i ].targetname, "target" ) ).size > 0 ) )
)
)
{
fnodes[ fnodenum ] = nodes[ i ];
fnodenum++;
}
}
count = 0;
while( 1 )
{
if( getdvar( "chain" ) == "1" )
{
for( i=0;i<fnodes.size;i++ )
{
// SCRIPTER_MOD
// JesseS (3/20/2007): removed level.player, added players[0]
players = get_players();
if (distance (players[0] getorigin(), fnodes[i].origin) < 1500)
{
print3d( fnodes[ i ].origin, "yo", ( 0.2, 0.8, 0.5 ), 0.45 );
/*
count++;
if( count > 25 )
{
count = 0;
maps\_spawner::waitframe();
}
*/
}
}
friends = getaiarray( "allies" );
for( i=0;i<friends.size;i++ )
{
node = friends[ i ] animscripts\utility::GetClaimedNode();
if( isdefined( node ) )
line( friends[ i ].origin +( 0, 0, 35 ), node.origin, ( 0.2, 0.5, 0.8 ), 0.5 );
}
}
maps\_spawner::waitframe();
}
}
debug_enemyPos( num )
{
ai = getaiarray();
for( i=0;i<ai.size;i++ )
{
if( ai[ i ] getentitynumber() != num )
continue;
ai[ i ] thread debug_enemyPosProc();
break;
}
}
debug_stopEnemyPos( num )
{
ai = getaiarray();
for( i=0;i<ai.size;i++ )
{
if( ai[ i ] getentitynumber() != num )
continue;
ai[ i ] notify( "stop_drawing_enemy_pos" );
break;
}
}
debug_enemyPosProc()
{
self endon( "death" );
self endon( "stop_drawing_enemy_pos" );
for( ;; )
{
wait( 0.05 );
if( isalive( self.enemy ) )
line( self.origin +( 0, 0, 70 ), self.enemy.origin +( 0, 0, 70 ), ( 0.8, 0.2, 0.0 ), 0.5 );
if( !self animscripts\utility::hasEnemySightPos() )
continue;
pos = animscripts\utility::getEnemySightPos();
line( self.origin +( 0, 0, 70 ), pos, ( 0.9, 0.5, 0.3 ), 0.5 );
}
}
debug_enemyPosReplay()
{
ai = getaiarray();
guy = undefined;
for( i=0;i<ai.size;i++ )
{
// if( ai[ i ] getentitynumber() != num )
// continue;
guy = ai[ i ];
if( !isalive( guy ) )
continue;
if( isdefined( guy.lastEnemySightPos ) )
line( guy.origin +( 0, 0, 65 ), guy.lastEnemySightPos, ( 1, 0, 1 ), 0.5 );
if( guy.goodShootPosValid )
{
if( guy.team == "axis" )
color =( 1, 0, 0 );
else
color =( 0, 0, 1 );
// nodeOffset = guy GetEye();
nodeOffset = guy.origin +( 0, 0, 54 );
if( isdefined( guy.node ) )
{
if( guy.node.type == "Cover Left" )
{
cornerNode = true;
nodeOffset = anglestoright( guy.node.angles );
nodeOffset = vectorScale( nodeOffset, -32 );
nodeOffset =( nodeOffset[ 0 ] , nodeOffset[ 1 ], 64 );
nodeOffset = guy.node.origin + nodeOffset;
}
else
if( guy.node.type == "Cover Right" )
{
cornerNode = true;
nodeOffset = anglestoright( guy.node.angles );
nodeOffset = vectorScale( nodeOffset, 32 );
nodeOffset =( nodeOffset[ 0 ] , nodeOffset[ 1 ], 64 );
nodeOffset = guy.node.origin + nodeOffset;
}
}
draw_arrow( nodeOffset, guy.goodShootPos, color );
}
// break;
}
if( 1 ) return;
if( !isalive( guy ) )
return;
if( isalive( guy.enemy ) )
line( guy.origin +( 0, 0, 70 ), guy.enemy.origin +( 0, 0, 70 ), ( 0.6, 0.2, 0.2 ), 0.5 );
if( isdefined( guy.lastEnemySightPos ) )
line( guy.origin +( 0, 0, 65 ), guy.lastEnemySightPos, ( 0, 0, 1 ), 0.5 );
if( isalive( guy.goodEnemy ) )
line( guy.origin +( 0, 0, 50 ), guy.goodEnemy.origin, ( 1, 0, 0 ), 0.5 );
if( !guy animscripts\utility::hasEnemySightPos() )
return;
pos = guy animscripts\utility::getEnemySightPos();
line( guy.origin +( 0, 0, 55 ), pos, ( 0.2, 0.2, 0.6 ), 0.5 );
if( guy.goodShootPosValid )
line( guy.origin +( 0, 0, 45 ), guy.goodShootPos, ( 0.2, 0.6, 0.2 ), 0.5 );
}
drawEntTag( num )
{
/#
ai = getaiarray();
for( i=0;i<ai.size;i++ )
{
if( ai[ i ] getentnum() != num )
continue;
ai[ i ] thread dragTagUntilDeath( getdebugdvar( "debug_tag" ) );
}
setdvar( "debug_enttag", "" );
#/
}
drawTag( tag, opcolor )
{
org = self GetTagOrigin( tag );
ang = self GetTagAngles( tag );
drawArrow( org, ang, opcolor );
}
drawOrgForever( opcolor )
{
for( ;; )
{
drawArrow( self.origin, self.angles, opcolor );
wait( 0.05 );
}
}
drawArrowForever( org, ang )
{
for( ;; )
{
drawArrow( org, ang );
wait( 0.05 );
}
}
drawOriginForever()
{
for( ;; )
{
drawArrow( self.origin, self.angles );
wait( 0.05 );
}
}
drawArrow( org, ang, opcolor )
{
scale = 50;
forward = anglestoforward( ang );
forwardFar = vectorScale( forward, scale );
forwardClose = vectorScale( forward, ( scale * 0.8 ) );
right = anglestoright( ang );
leftdraw = vectorScale( right, ( scale * -0.2 ) );
rightdraw = vectorScale( right, ( scale * 0.2 ) );
up = anglestoup( ang );
right = vectorScale( right, scale );
up = vectorScale( up, scale );
red = ( 0.9, 0.2, 0.2 );
green = ( 0.2, 0.9, 0.2 );
blue = ( 0.2, 0.2, 0.9 );
if ( isdefined( opcolor ) )
{
red = opcolor;
green = opcolor;
blue = opcolor;
}
line( org, org + forwardFar, red, 0.9 );
line( org + forwardFar, org + forwardClose + rightdraw, red, 0.9 );
line( org + forwardFar, org + forwardClose + leftdraw, red, 0.9 );
line( org, org + right, blue, 0.9 );
line( org, org + up, green, 0.9 );
}
drawPlayerViewForever()
{
for ( ;; )
{
drawArrow( level.player.origin, level.player getplayerangles(), (1,1,1) );
wait( 0.05 );
}
}
drawTagForever( tag, opcolor )
{
self endon( "death" );
for( ;; )
{
drawTag( tag, opcolor );
wait( 0.05 );
}
}
dragTagUntilDeath( tag )
{
for( ;; )
{
if( !isdefined( self.origin ) )
break;
drawTag( tag );
wait( 0.05 );
}
}
viewTag( type, tag )
{
if( type == "ai" )
{
ai = getaiarray();
for( i=0;i<ai.size;i++ )
ai[ i ] drawTag( tag );
}
else
{
vehicle = getentarray( "script_vehicle", "classname" );
for( i=0;i<vehicle.size;i++ )
vehicle[ i ] drawTag( tag );
}
}
debug_corner()
{
// SCRIPTER_MOD
// JesseS (3/20/2007): removed level.player, added ignoreme for all players
players = get_players();
for(i=0; i < players.size; i++)
{
players[i].ignoreme = true;
}
nodes = getallnodes();
corners = [];
for( i=0;i<nodes.size;i++ )
{
if( nodes[ i ].type == "Cover Left" )
corners[ corners.size ] = nodes[ i ];
if( nodes[ i ].type == "Cover Right" )
corners[ corners.size ] = nodes[ i ];
}
ai = getaiarray();
for( i=0;i<ai.size;i++ )
ai[ i ] delete();
level.debugspawners = getspawnerarray();
level.activeNodes = [];
level.completedNodes = [];
for( i=0;i<level.debugspawners.size;i++ )
level.debugspawners[ i ].targetname = "blah";
covered = 0;
for( i=0;i<30;i++ )
{
if( i >= corners.size )
break;
corners[ i ] thread coverTest();
covered++;
}
if( corners.size <= 30 )
return;
for( ;; )
{
level waittill( "debug_next_corner" );
if( covered >= corners.size )
covered = 0;
corners[ covered ] thread coverTest();
covered++;
}
}
coverTest()
{
coverSetupAnim();
}
#using_animtree( "generic_human" );
coverSetupAnim()
{
spawn = undefined;
spawner = undefined;
for( ;; )
{
for( i=0;i<level.debugspawners.size;i++ )
{
wait( 0.05 );
spawner = level.debugspawners[ i ];
nearActive = false;
for( p=0;p<level.activeNodes.size;p++ )
{
if( distance( level.activeNodes[ p ].origin, self.origin ) > 250 )
continue;
nearActive = true;
break;
}
if( nearActive )
continue;
completed = false;
for( p=0;p<level.completedNodes.size;p++ )
{
if( level.completedNodes[ p ] != self )
continue;
completed = true;
break;
}
if( completed )
continue;
level.activeNodes[ level.activeNodes.size ] = self;
spawner.origin = self.origin;
spawner.angles = self.angles;
spawner.count = 1;
spawn = spawner stalingradspawn();
if( spawn_failed( spawn ) )
{
removeActiveSpawner( self );
continue;
}
break;
}
if( isalive( spawn ) )
break;
}
wait( 1 );
if( isalive( spawn ) )
{
spawn.ignoreme = true;
spawn.team = "neutral";
spawn setgoalpos( spawn.origin );
thread createLine( self.origin );
spawn thread debugorigin();
thread createLineConstantly( spawn );
spawn waittill( "death" );
}
removeActiveSpawner( self );
level.completedNodes[ level.completedNodes.size ] = self;
}
removeActiveSpawner( spawner )
{
newSpawners = [];
for( p=0;p<level.activeNodes.size;p++ )
{
if( level.activeNodes[ p ] == spawner )
continue;
newSpawners[ newSpawners.size ] = level.activeNodes[ p ];
}
level.activeNodes = newSpawners;
}
createLine( org )
{
for( ;; )
{
line( org +( 0, 0, 35 ), org, ( 0.2, 0.5, 0.8 ), 0.5 );
wait( 0.05 );
}
}
createLineConstantly( ent )
{
org = undefined;
while( isalive( ent ) )
{
org = ent.origin;
wait( 0.05 );
}
for( ;; )
{
line( org +( 0, 0, 35 ), org, ( 1.0, 0.2, 0.1 ), 0.5 );
wait( 0.05 );
}
}
debugMisstime()
{
self notify( "stopdebugmisstime" );
self endon( "stopdebugmisstime" );
self endon( "death" );
for( ;; )
{
if( self.a.misstime <= 0 )
print3d( self gettagorigin( "TAG_EYE" ) +( 0, 0, 15 ), "hit", ( 0.3, 1, 1 ), 1 );
else
print3d( self gettagorigin( "TAG_EYE" ) +( 0, 0, 15 ), self.a.misstime/20, ( 0.3, 1, 1 ), 1 );
wait( 0.05 );
}
}
debugMisstimeOff()
{
self notify( "stopdebugmisstime" );
}
setEmptyDvar( dvar, setting )
{
/#
if( getdebugdvar( dvar ) == "" )
setdvar( dvar, setting );
#/
}
debugJump( num )
{
/#
ai = getaiarray();
for( i=0;i<ai.size;i++ )
{
if( ai[ i ] getentnum() != num )
continue;
// SCRIPTER_MOD
// JesseS (3/20/2007): removed level.player, added players[0]
players = get_players();
line (players[0].origin, ai[i].origin, (0.2,0.3,1.0));
return;
}
#/
}
debugDvars()
{
/#
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
if( getdebugdvar( "replay_debug" ) == "1" )
println("File: _debug.gsc. Function: debugDvars()\n");
precachemodel("test_sphere_silver");
if( getdebugdvar( "debug_vehiclesittags" ) == "" )
setdvar( "debug_vehiclesittags", "off" );
if ( getDvar( "level_transition_test" ) == "" )
setDvar( "level_transition_test", "off" );
if ( getDvar( "level_completeall" ) == "" )
setDvar( "level_completeall", "off" );
if ( getDvar( "level_clear_all" ) == "" )
setDvar( "level_clear_all", "off" );
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
if( getdebugdvar( "replay_debug" ) == "1" )
println("File: _debug.gsc. Function: debugDvars() - WAIT FINISHED\n");
setEmptyDvar( "debug_accuracypreview", "off" );
if( getdebugdvar( "debug_lookangle" ) == "" )
setdvar( "debug_lookangle", "off" );
if( getdebugdvar( "debug_grenademiss" ) == "" )
setdvar( "debug_grenademiss", "off" );
if( getdebugdvar( "debug_enemypos" ) == "" )
setdvar( "debug_enemypos", "-1" );
if( getdebugdvar( "debug_dotshow" ) == "" )
setdvar( "debug_dotshow", "-1" );
if( getdebugdvar( "debug_stopenemypos" ) == "" )
setdvar( "debug_stopenemypos", "-1" );
if( getdebugdvar( "debug_replayenemypos" ) == "" )
setdvar( "debug_replayenemypos", "-1" );
if( getdebugdvar( "debug_tag" ) == "" )
setdvar( "debug_tag", "" );
if( getdebugdvar( "debug_arrivals" ) == "" )
setdvar( "debug_arrivals", "" );
if( getdebugdvar( "debug_chatlook" ) == "" )
setdvar( "debug_chatlook", "" );
if( getdebugdvar( "debug_vehicletag" ) == "" )
setdvar( "debug_vehicletag", "" );
if( getdebugdvar( "debug_colorfriendlies" ) == "" )
setdvar( "debug_colorfriendlies", "off" );
if( getdebugdvar( "debug_animreach" ) == "" )
setdvar( "debug_animreach", "off" );
if( getdebugdvar( "debug_hatmodel" ) == "" )
setdvar( "debug_hatmodel", "on" );
if( getdebugdvar( "debug_trace" ) == "" )
setdvar( "debug_trace", "off" );
level.debug_badpath = false;
if( getdebugdvar( "debug_badpath" ) == "" )
setdvar( "debug_badpath", "off" );
if( getdebugdvar( "anim_lastsightpos" ) == "" )
setdvar( "debug_lastsightpos", "off" );
if( getdebugdvar( "debug_dog_sound" ) == "" )
setdvar( "debug_dog_sound", "" );
if( getdvar( "debug_nuke" ) == "" )
setdvar( "debug_nuke", "off" );
if( getdebugdvar( "debug_deathents" ) == "on" )
setdvar( "debug_deathents", "off" );
if( getdvar( "debug_jump" ) == "" )
setdvar( "debug_jump", "" );
if( getdvar( "debug_hurt" ) == "" )
setdvar( "debug_hurt", "" );
if( getdebugdvar( "animsound" ) == "" )
setdvar( "animsound", "off" );
if( getdvar( "tag" ) == "" )
setdvar( "tag", "" );
for( i=1; i <= level.animsound_hudlimit; i++ )
{
if( getdvar( "tag" + i ) == "" )
setdvar( "tag" + i, "" );
}
if( getdebugdvar( "animsound_save" ) == "" )
setdvar( "animsound_save", "" );
if( getdvar( "debug_depth" ) == "" )
setdvar( "debug_depth", "" );
if( getdebugdvar( "debug_colornodes" ) == "" )
setdvar( "debug_colornodes", "" );
if( getdebugdvar( "debug_reflection" ) == "" )
setdvar( "debug_reflection", "0" );
// SCRIPTER_MOD: JesseS (3/18/2008): added dynamic guy spawning
if( getdebugdvar( "debug_dynamic_ai_spawning" ) == "" )
setdvar( "debug_dynamic_ai_spawning", "0" );
level.last_threat_debug = -23430;
if( getdebugdvar( "debug_threat" ) == "" )
setdvar( "debug_threat", "-1" );
waittillframeend; // for vars to get init'd elsewhere
red =( 1, 0, 0 );
blue =( 0, 0, 1 );
yellow =( 1, 1, 0 );
cyan =( 0, 1, 1 );
green =( 0, 1, 0 );
purple =( 1, 0, 1 );
orange =( 1, 0.5, 0 );
level.color_debug[ "r" ] = red;
level.color_debug[ "b" ] = blue;
level.color_debug[ "y" ] = yellow;
level.color_debug[ "c" ] = cyan;
level.color_debug[ "g" ] = green;
level.color_debug[ "p" ] = purple;
level.color_debug[ "o" ] = orange;
level.debug_reflection = 0;
if(getdvar("debug_character_count") == "")
setdvar("debug_character_count","off");
// thread hatmodel();
thread debug_character_count();
// MikeD (11/2/2007): Show's the player's position
level thread debug_show_viewpos();
noAnimscripts = getdvar( "debug_noanimscripts" ) == "on";
for( ;; )
{
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
if( getdebugdvar( "replay_debug" ) == "1" )
println("File: _debug.gsc. Function: debugDvars() - INNNER LOOP START\n");
if( getdebugdvar( "debug_jump" ) != "" )
debugJump( getdebugdvarint( "debug_jump" ) );
if( getdebugdvar( "debug_tag" ) != "" )
{
thread viewTag( "ai", getdebugdvar( "debug_tag" ) );
if( getdebugdvarInt( "debug_enttag" ) > 0 )
thread drawEntTag( getdebugdvarInt( "debug_enttag" ) );
}
if( getdebugdvar( "debug_vehicletag" ) != "" )
thread viewTag( "vehicle", getdebugdvar( "debug_vehicletag" ) );
if( getdebugdvar( "debug_colornodes" ) == "on" )
thread debug_colornodes();
if( getdebugdvar( "debug_vehiclesittags" ) != "off" )
thread debug_vehiclesittags();
if( getdebugdvar( "debug_replayenemypos" ) == "on" )
thread debug_enemyPosReplay();
thread debug_animSound();
if( getdvar( "tag" ) != "" )
thread debug_animSoundTagSelected();
for( i=1; i <= level.animsound_hudlimit; i++ )
{
if( getdvar( "tag" + i ) != "" )
thread debug_animSoundTag( i );
}
if( getdebugdvar( "animsound_save" ) != "" )
thread debug_animSoundSave();
if( getdvar( "debug_nuke" ) != "off" )
{
thread debug_nuke();
}
if( getdvar( "debug_misstime" ) == "on" )
{
setdvar( "debug_misstime", "start" );
array_thread( getaiarray(), ::debugMisstime );
}
else
if( getdvar( "debug_misstime" ) == "off" )
{
setdvar( "debug_misstime", "start" );
array_thread( getaiarray(), ::debugMisstimeOff );
}
if( getdvar( "debug_deathents" ) == "on" )
thread deathspawnerPreview();
if( getdvar( "debug_hurt" ) == "on" )
{
setdvar( "debug_hurt", "off" );
// SCRIPTER_MOD
// JesseS (3/20/2007): dodamage on all players instead of level.player
players = get_players();
for(i = 0; i < players.size; i++)
{
players[i] dodamage(50, (324234,3423423,2323));
}
}
if( getdvar( "debug_hurt" ) == "on" )
{
setdvar( "debug_hurt", "off" );
// SCRIPTER_MOD
// JesseS (3/20/2007): dodamage on all players instead of level.player
players = get_players();
for(i = 0; i < players.size; i++)
{
players[i] dodamage(50, (324234,3423423,2323));
}
}
if( getdvar( "debug_depth" ) == "on" )
{
thread fogcheck();
}
if( getdebugdvar( "debug_threat" ) != "-1" && getdebugdvar( "debug_threat" ) != "" )
{
debugThreat();
}
level.debug_badpath = getdebugdvar( "debug_badpath" ) == "on";
if( getdebugdvarint( "debug_enemypos" ) != -1 )
{
thread debug_enemypos( getdebugdvarint( "debug_enemypos" ) );
setdvar( "debug_enemypos", "-1" );
}
if( getdebugdvarint( "debug_stopenemypos" ) != -1 )
{
thread debug_stopenemypos( getdebugdvarint( "debug_stopenemypos" ) );
setdvar( "debug_stopenemypos", "-1" );
}
if( !noAnimscripts && getdvar( "debug_noanimscripts" ) == "on" )
{
anim.defaultException = animscripts\init::infiniteLoop;
noAnimscripts = true;
}
if( noAnimscripts && getdvar( "debug_noanimscripts" ) == "off" )
{
anim.defaultException = animscripts\init::empty;
anim notify( "new exceptions" );
noAnimscripts = false;
}
if( getdebugdvar( "debug_trace" ) == "on" )
{
if( !isdefined( level.traceStart ) )
{
thread showDebugTrace();
}
// SCRIPTER_MOD
// JesseS (3/20/2007): level.player replaced with players[0]
players = get_players();
level.traceStart = players[0] geteye();
setdvar( "debug_trace", "off" );
}
// SCRIPTER_MOD: JesseS (3/18/2008): Trying to add dynamic spawning in levels
if( getdebugdvar( "debug_dynamic_ai_spawning" ) == "1" && (!isdefined( level.spawn_anywhere_active) || level.spawn_anywhere_active == false))
{
level.spawn_anywhere_active = true;
thread dynamic_ai_spawner();
}
else if (getdebugdvar( "debug_dynamic_ai_spawning" ) == "0")
{
level.spawn_anywhere_active = false;
level notify ("kill dynamic spawning");
}
debug_reflection();
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
if( getdebugdvar( "replay_debug" ) == "1" )
println("File: _debug.gsc. Function: debugDvars() - INNNER LOOP START WAIT 0.05\n");
wait( 0.05 );
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
if( getdebugdvar( "replay_debug" ) == "1" )
println("File: _debug.gsc. Function: debugDvars() - INNNER LOOP STOP WAIT 0.05\n");
if( getdebugdvar( "replay_debug" ) == "1" )
println("File: _debug.gsc. Function: debugDvars() - INNNER LOOP END\n");
}
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
if( getdebugdvar( "replay_debug" ) == "1" )
println("File: _debug.gsc. Function: debugDvars() - COMPLETE\n");
#/
}
remove_reflection_objects()
{
/#
if ( ( level.debug_reflection == 2 || level.debug_reflection == 3 ) && isdefined( level.debug_reflection_objects ) )
{
for( i = 0; i < level.debug_reflection_objects.size; i++ )
{
level.debug_reflection_objects[i] delete();
}
level.debug_reflection_objects = undefined;
}
if ( level.debug_reflection == 1 || level.debug_reflection == 3 )
{
level.debug_reflectionobject delete();
}
#/
}
create_reflection_objects()
{
/#
reflection_locs = GetReflectionLocs();
for ( i = 0; i < reflection_locs.size; i++ )
{
level.debug_reflection_objects[i] = spawn( "script_model", reflection_locs[i] );
level.debug_reflection_objects[i] setmodel( "test_sphere_silver" );
}
#/
}
create_reflection_object()
{
/#
players = get_players();
player = players[0];
level.debug_reflectionobject = spawn( "script_model", player geteye() +( vector_multiply( anglestoforward( player.angles ), 100 ) ) );
level.debug_reflectionobject setmodel( "test_sphere_silver" );
level.debug_reflectionobject.origin = player geteye() + ( vector_multiply ( anglestoforward ( player getplayerangles() ), 100) );
level.debug_reflectionobject linkto ( player );
thread debug_reflection_buttons();
#/
}
debug_reflection()
{
/#
if( ( getdebugdvar( "debug_reflection" ) == "2" && level.debug_reflection != 2 ) || ( getdebugdvar( "debug_reflection" ) == "3" && level.debug_reflection != 3 ) )
{
remove_reflection_objects();
if ( getdebugdvar( "debug_reflection" ) == "2" )
{
create_reflection_objects();
level.debug_reflection = 2;
}
else
{
create_reflection_objects();
create_reflection_object();
level.debug_reflection = 3;
}
}
else if( getdebugdvar( "debug_reflection" ) == "1" && level.debug_reflection != 1 )
{
remove_reflection_objects();
create_reflection_object();
level.debug_reflection = 1;
}
else if( getdebugdvar( "debug_reflection" ) == "0" && level.debug_reflection != 0 )
{
remove_reflection_objects();
level.debug_reflection = 0;
}
#/
}
debug_reflection_buttons()
{
/#
offset = 100;
lastoffset = offset;
offsetinc = 50;
while( getdebugdvar( "debug_reflection" ) == "1" || getdebugdvar( "debug_reflection" ) == "3" )
{
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
if( getdebugdvar( "replay_debug" ) == "1" )
println("File: _debug.gsc. Function: debug_reflection_buttons() - INNER LOOP START\n");
players = get_players();
if(players[0] buttonpressed ("BUTTON_X"))
{
offset+=offsetinc;
}
if(players[0] buttonpressed ("BUTTON_Y"))
{
offset-=offsetinc;
}
if( offset > 1000 )
{
offset = 1000;
}
if( offset < 64 )
{
offset = 64;
}
// if( offset!=lastoffset )
// {
level.debug_reflectionobject unlink();
level.debug_reflectionobject.origin = players[0] geteye() + ( vector_multiply ( anglestoforward ( players[0] getplayerangles() ), offset) );
lastoffset = offset;
// }
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
if( getdebugdvar( "replay_debug" ) == "1" )
println("File: _debug.gsc. Function: debug_reflection_buttons() - INNER LOOP END\n");
line( level.debug_reflectionobject.origin,
getreflectionorigin( level.debug_reflectionobject.origin ),
(1,0,0),
true,
1 );
wait .05;
level.debug_reflectionobject linkto (players[0]);
}
#/
}
showDebugTrace()
{
startOverride = undefined;
endOverride = undefined;
startOverride =( 15.1859, -12.2822, 4.071 );
endOverride =( 947.2, -10918, 64.9514 );
assert( !isdefined( level.traceEnd ) );
for( ;; )
{
// SCRIPTER_MOD
// JesseS (3/20/2007): level.player changed to players[0]
players = get_players();
wait( 0.05 );
start = startOverride;
end = endOverride;
if( !isdefined( startOverride ) )
{
start = level.traceStart;
}
if( !isdefined( endOverride ) )
{
end = players[0] geteye();
}
trace = bulletTrace( start, end, false, undefined );
line( start, trace[ "position" ], ( 0.9, 0.5, 0.8 ), 0.5 );
}
}
hatmodel()
{
/#
for( ;; )
{
if( getdebugdvar( "debug_hatmodel" ) == "off" )
return;
noHat = [];
ai = getaiarray();
for( i=0;i<ai.size;i++ )
{
if( isdefined( ai[ i ].hatmodel ) )
continue;
alreadyKnown = false;
for( p=0;p<noHat.size;p++ )
{
if( noHat[ p ] != ai[ i ].classname )
continue;
alreadyKnown = true;
break;
}
if( !alreadyKnown )
noHat[ noHat.size ] = ai[ i ].classname;
}
if( noHat.size )
{
println( " " );
println( "The following AI have no Hatmodel, so helmets can not pop off on head-shot death:" );
for( i=0;i<noHat.size;i++ )
println( "Classname: ", noHat[ i ] );
println( "To disable hatModel spam, type debug_hatmodel off" );
}
wait( 15 );
}
#/
}
debug_character_count()
{
//drones
drones = NewDebugHudElem();
drones.alignX = "left";
drones.alignY = "middle";
drones.x = 620;
drones.y = 275;
drones.label = &"DEBUG_DRONES";
drones.alpha = 0;
drones.fontscale = 1.2;
//allies
allies = NewDebugHudElem();
allies.alignX = "left";
allies.alignY = "middle";
allies.x = 620;
allies.y = 290;
allies.label = &"DEBUG_ALLIES";
allies.alpha = 0;
allies.fontscale = 1.2;
//allies
axis = NewDebugHudElem();
axis.alignX = "left";
axis.alignY = "middle";
axis.x = 620;
axis.y = 305;
axis.label = &"DEBUG_AXIS";
axis.alpha = 0;
axis.fontscale = 1.2;
//vehicles
vehicles = NewDebugHudElem();
vehicles.alignX = "left";
vehicles.alignY = "middle";
vehicles.x = 620;
vehicles.y = 320;
vehicles.label = &"DEBUG_VEHICLES";
vehicles.alpha = 0;
vehicles.fontscale = 1.2;
//total
total = NewDebugHudElem();
total.alignX = "left";
total.alignY = "middle";
total.x = 620;
total.y = 335;
total.label = &"DEBUG_TOTAL";
total.alpha = 0;
total.fontscale = 1.2;
lastdvar = "off";
for( ;; )
{
dvar = getdvar( "debug_character_count" );
if( dvar == "off" )
{
if( dvar != lastdvar )
{
drones.alpha = 0;
allies.alpha = 0;
axis.alpha = 0;
vehicles.alpha = 0;
total.alpha = 0;
lastdvar = dvar;
}
wait .25;
continue;
}
else
{
if( dvar != lastdvar )
{
drones.alpha = 1;
allies.alpha = 1;
axis.alpha = 1;
vehicles.alpha = 1;
total.alpha = 1;
lastdvar = dvar;
}
}
//drones
count_drones = getentarray( "drone", "targetname" ).size;
drones setValue( count_drones );
//allies
count_allies = getaiarray( "allies" ).size;
allies setValue( count_allies );
//axis
count_axis = getaiarray( "axis" ).size;
axis setValue( count_axis );
vehicles setValue( getentarray( "script_vehicle", "classname" ).size );
//total
total setValue( count_drones + count_allies + count_axis );
wait 0.25;
}
}
debug_nuke()
{
// CODER_MOD - no more level.player
players = get_players();
player = players[0];
dvar = getdvar( "debug_nuke" );
if ( dvar == "on" )
{
ai = getaispeciesarray( "axis", "all" );
for( i=0;i<ai.size;i++ )
ai[ i ] dodamage( 300, ( 0, 0, 0 ), player );
}
else
if ( dvar == "ai" )
{
ai = getaiarray( "axis" );
for( i=0;i<ai.size;i++ )
ai[ i ] dodamage( 300, ( 0, 0, 0 ), player );
}
else
if ( dvar == "dogs" )
{
ai = getaispeciesarray( "axis", "dog" );
for( i=0;i<ai.size;i++ )
ai[ i ] dodamage( 300, ( 0, 0, 0 ), player );
}
setdvar( "debug_nuke", "off" );
}
debug_missTime()
{
}
camera()
{
wait( 0.05 );
cameras = getentarray( "camera", "targetname" );
for( i=0;i<cameras.size;i++ )
{
ent = getent( cameras[ i ].target, "targetname" );
cameras[ i ].origin2 = ent.origin;
cameras[ i ].angles = vectortoangles( ent.origin - cameras[ i ].origin );
}
for( ;; )
{
/#
if( getdebugdvar( "camera" ) != "on" )
{
if( getdebugdvar( "camera" ) != "off" )
setdvar( "camera", "off" );
wait( 1 );
continue;
}
#/
ai = getaiarray( "axis" );
if( !ai.size )
{
freePlayer();
wait( 0.5 );
continue;
}
cameraWithEnemy = [];
for( i=0;i<cameras.size;i++ )
{
for( p=0;p<ai.size;p++ )
{
if( distance( cameras[ i ].origin, ai[ p ].origin ) > 256 )
continue;
cameraWithEnemy[ cameraWithEnemy.size ] = cameras[ i ];
break;
}
}
if( !cameraWithEnemy.size )
{
freePlayer();
wait( 0.5 );
continue;
}
cameraWithPlayer = [];
for( i=0;i<cameraWithEnemy.size;i++ )
{
camera = cameraWithEnemy[ i ];
start = camera.origin2;
end = camera.origin;
difference = vectorToAngles(( end[ 0 ], end[ 1 ], end[ 2 ] ) -( start[ 0 ], start[ 1 ], start[ 2 ] ) );
angles =( 0, difference[ 1 ], 0 );
forward = anglesToForward( angles );
// SCRIPTER_MOD
// JesseS (3/20/2007): level.player changed to players[0]
players = get_players();
difference = vectornormalize(end - players[0].origin);
dot = vectordot( forward, difference );
if( dot < 0.85 )
continue;
cameraWithPlayer[ cameraWithPlayer.size ] = camera;
}
if( !cameraWithPlayer.size )
{
freePlayer();
wait( 0.5 );
continue;
}
// SCRIPTER_MOD
// JesseS (3/20/2007): level.player changed to players[0]
players = get_players();
dist = distance(players[0].origin, cameraWithPlayer[0].origin);
newcam = cameraWithPlayer[ 0 ];
for( i=1;i<cameraWithPlayer.size;i++ )
{
newdist = distance(players[0].origin, cameraWithPlayer[i].origin);
if( newdist > dist )
continue;
newcam = cameraWithPlayer[ i ];
dist = newdist;
}
setPlayerToCamera( newcam );
wait( 3 );
}
}
freePlayer()
{
setdvar( "cl_freemove", "0" );
}
setPlayerToCamera( camera )
{
setdvar( "cl_freemove", "2" );
setdebugangles( camera.angles );
setdebugorigin( camera.origin +( 0, 0, -60 ) );
}
/*
maps\_spawner::waitframe();
thread anglescheck();
if( !isdefined( level.camera ) )
return;
// wait( 1 );
mintime = 0;
linker = false;
while( getdvar( "camera" ) == "on" )
{
for( i=0;i<level.camera.size;i++ )
{
if( getdvar( "camera" ) != "on" )
break;
setdvar( "nextcamera", "on" );
setdvar( "lastcamera", "on" );
players = get_players();
players[0] setorigin (level.camera[i].origin);
players[0] linkto (level.camera[i]);
players[0] setplayerangles (level.camera[i].angles);
timer = gettime() + 10000;
if( timer < mintime )
timer = mintime;
oldorigin = players[0] getorigin();
while( gettime() < timer )
{
if( gettime() > timer - 8000 )
if ((gettime() > mintime) && (distance (players[0] getorigin(), oldorigin) > 128))
{
mintime = gettime() + 500000;
timer = mintime;
}
if( getdvar( "camera" ) != "on" )
break;
if( getdvar( "nextcamera" ) == "1" )
break;
if( getdvar( "lastcamera" ) == "1" )
{
i-=2;
if( i < 0 )
i+=level.camera.size;
break;
}
maps\_spawner::waitframe();
}
if(( getdvar( "nextcamera" ) == "1" ) ||( getdvar( "lastcamera" ) == "1" ) )
mintime = gettime() + 500000;
}
}
if( linker )
players[0] unlink();
}
*/
anglescheck()
{
while( 1 )
{
// SCRIPTER_MOD
// JesseS (3/20/2007): level.player changed to players[0]
players = get_players();
if( getdvar( "angles" ) == "1" )
{
println ("origin " + players[0] getorigin());
println ("angles " + players[0].angles);
setdvar( "angles", "0" );
}
wait( 1 );
}
}
dolly()
{
if( !isdefined( level.dollyTime ) )
level.dollyTime = 5;
setdvar( "dolly", "" );
thread dollyStart();
thread dollyEnd();
thread dollyGo();
}
dollyStart()
{
while( 1 )
{
// SCRIPTER_MOD
// JesseS (3/20/2007): level.player changed to players[0]
players = get_players();
if( getdvar( "dolly" ) == "start" )
{
level.dollystart = players[0].origin;
setdvar( "dolly", "" );
}
wait( 1 );
}
}
dollyEnd()
{
while( 1 )
{
if( getdvar( "dolly" ) == "end" )
{
// SCRIPTER_MOD
// JesseS (3/20/2007): level.player changed to players[0]
players = get_players();
level.dollyend = players[0].origin;
setdvar( "dolly", "" );
}
wait( 1 );
}
}
dollyGo()
{
while( 1 )
{
// SCRIPTER_MOD
// JesseS (3/20/2007): level.player changed to players[0]
players = get_players();
wait( 1 );
if( getdvar( "dolly" ) == "go" )
{
setdvar( "dolly", "" );
if( !isdefined( level.dollystart ) )
{
println( "NO Dolly Start!" );
continue;
}
if( !isdefined( level.dollyend ) )
{
println( "NO Dolly End!" );
continue;
}
org = spawn( "script_origin", ( 0, 0, 0 ) );
org.origin = level.dollystart;
players[0] setorigin (org.origin);
players[0] linkto (org);
org moveto( level.dollyend, level.dollyTime );
wait( level.dollyTime );
org delete();
}
}
}
deathspawnerPreview()
{
waittillframeend;
for( i=0;i<50;i++ )
{
if( !isdefined( level.deathspawnerents[ i ] ) )
continue;
array = level.deathspawnerents[ i ];
for( p=0;p<array.size;p++ )
{
ent = array[ p ];
if( isdefined( ent.truecount ) )
print3d( ent.origin, i + ": " + ent.truecount, ( 0, 0.8, 0.6 ), 5 );
else
print3d( ent.origin, i + ": " + ".", ( 0, 0.8, 0.6 ), 5 );
}
}
}
lastSightPosWatch()
{
/#
for( ;; )
{
wait( 0.05 );
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
if( getdebugdvar( "replay_debug" ) == "1" )
println("File: _debug.gsc. Function: lastSightPosWatch() - INNER LOOP START\n");
num = getdvarint( "lastsightpos" );
if( !num )
{
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
if( getdebugdvar( "replay_debug" ) == "1" )
println("File: _debug.gsc. Function: lastSightPosWatch() - INNER LOOP END EARLY 1\n");
continue;
}
guy = undefined;
ai = getaiarray();
for( i=0;i<ai.size;i++ )
{
if( ai[ i ] getentnum() != num )
continue;
guy = ai[ i ];
break;
}
if( !isalive( guy ) )
{
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
if( getdebugdvar( "replay_debug" ) == "1" )
println("File: _debug.gsc. Function: lastSightPosWatch() - INNER LOOP END EARLY 2\n");
continue;
}
if( guy animscripts\utility::hasEnemySightPos() )
org = guy animscripts\utility::getEnemySightPos();
else
org = undefined;
for( ;; )
{
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
if( getdebugdvar( "replay_debug" ) == "1" )
println("File: _debug.gsc. Function: lastSightPosWatch() - INNER INNER LOOP START\n");
newnum = getdvarint( "lastsightpos" );
if( num != newnum )
break;
if(( isalive( guy ) ) &&( guy animscripts\utility::hasEnemySightPos() ) )
org = guy animscripts\utility::getEnemySightPos();
if( !isdefined( org ) )
{
wait( 0.05 );
continue;
}
range = 10;
color =( 0.2, 0.9, 0.8 );
line( org +( 0, 0, range ), org +( 0, 0, range * -1 ), color, 1.0 );
line( org +( range, 0, 0 ), org +( range * -1, 0, 0 ), color, 1.0 );
line( org +( 0, range, 0 ), org +( 0, range * -1, 0 ), color, 1.0 );
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
if( getdebugdvar( "replay_debug" ) == "1" )
println("File: _debug.gsc. Function: lastSightPosWatch() - INNER INNER LOOP END\n");
wait( 0.05 );
}
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
if( getdebugdvar( "replay_debug" ) == "1" )
println("File: _debug.gsc. Function: lastSightPosWatch() - INNER LOOP END\n");
}
#/
}
watchMinimap()
{
precacheItem( "defaultweapon" );
while( 1 )
{
updateMinimapSetting();
wait .25;
}
}
updateMinimapSetting()
{
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
/#
if( getdebugdvar( "replay_debug" ) == "1" )
println("File: _debug.gsc. Function: updateMinimapSetting()\n");
#/
// use 0 for no required map aspect ratio.
requiredMapAspectRatio = getdvarfloat( "scr_requiredMapAspectRatio" );
if( !isdefined( level.minimapheight ) ) {
setdvar( "scr_minimap_height", "0" );
level.minimapheight = 0;
}
minimapheight = getdvarfloat( "scr_minimap_height" );
if( minimapheight != level.minimapheight )
{
if( isdefined( level.minimaporigin ) ) {
level.minimapplayer unlink();
level.minimaporigin delete();
level notify( "end_draw_map_bounds" );
}
if( minimapheight > 0 )
{
level.minimapheight = minimapheight;
// SCRIPTER_MOD
// JesseS (3/20/2007): level.player changed to players[0]
players = get_players();
player = players[0];
corners = getentarray( "minimap_corner", "targetname" );
if( corners.size == 2 )
{
viewpos =( corners[ 0 ].origin + corners[ 1 ].origin );
viewpos =( viewpos[ 0 ]*.5, viewpos[ 1 ]*.5, viewpos[ 2 ]*.5 );
maxcorner =( corners[ 0 ].origin[ 0 ], corners[ 0 ].origin[ 1 ], viewpos[ 2 ] );
mincorner =( corners[ 0 ].origin[ 0 ], corners[ 0 ].origin[ 1 ], viewpos[ 2 ] );
if( corners[ 1 ].origin[ 0 ] > corners[ 0 ].origin[ 0 ] )
maxcorner =( corners[ 1 ].origin[ 0 ], maxcorner[ 1 ], maxcorner[ 2 ] );
else
mincorner =( corners[ 1 ].origin[ 0 ], mincorner[ 1 ], mincorner[ 2 ] );
if( corners[ 1 ].origin[ 1 ] > corners[ 0 ].origin[ 1 ] )
maxcorner =( maxcorner[ 0 ], corners[ 1 ].origin[ 1 ], maxcorner[ 2 ] );
else
mincorner =( mincorner[ 0 ], corners[ 1 ].origin[ 1 ], mincorner[ 2 ] );
viewpostocorner = maxcorner - viewpos;
viewpos =( viewpos[ 0 ], viewpos[ 1 ], viewpos[ 2 ] + minimapheight );
origin = spawn( "script_origin", player.origin );
northvector =( cos( getnorthyaw() ), sin( getnorthyaw() ), 0 );
eastvector =( northvector[ 1 ], 0 - northvector[ 0 ], 0 );
disttotop = vectordot( northvector, viewpostocorner );
if( disttotop < 0 )
disttotop = 0 - disttotop;
disttoside = vectordot( eastvector, viewpostocorner );
if( disttoside < 0 )
disttoside = 0 - disttoside;
// extend map bounds to meet the required aspect ratio
if( requiredMapAspectRatio > 0 )
{
mapAspectRatio = disttoside / disttotop;
if( mapAspectRatio < requiredMapAspectRatio )
{
incr = requiredMapAspectRatio / mapAspectRatio;
disttoside *= incr;
addvec = vecscale( eastvector, vectordot( eastvector, maxcorner - viewpos ) *( incr - 1 ) );
mincorner -= addvec;
maxcorner += addvec;
}
else
{
incr = mapAspectRatio / requiredMapAspectRatio;
disttotop *= incr;
addvec = vecscale( northvector, vectordot( northvector, maxcorner - viewpos ) *( incr - 1 ) );
mincorner -= addvec;
maxcorner += addvec;
}
}
if( level.console )
{
aspectratioguess = 16.0/9.0;
// .8 would be .75 but it needs to be bigger because of safe area
angleside = 2 * atan( disttoside * .8 / minimapheight );
angletop = 2 * atan( disttotop * aspectratioguess * .8 / minimapheight );
}
else
{
aspectratioguess = 4.0/3.0;
// multiply by 1.05 to give some margin to work with
angleside = 2 * atan( disttoside * 1.05 / minimapheight );
angletop = 2 * atan( disttotop * aspectratioguess * 1.05 / minimapheight );
}
if( angleside > angletop )
angle = angleside;
else
angle = angletop;
znear = minimapheight - 1000;
if( znear < 16 ) znear = 16;
if( znear > 10000 ) znear = 10000;
player playerlinktoabsolute( origin );
origin.origin = viewpos +( 0, 0, -62 );
origin.angles =( 90, getnorthyaw(), 0 );
// because some guns can mess up the field of view, require default weapon
player GiveWeapon( "defaultweapon" );
setsaveddvar( "cg_fov", angle );
// Internal Dvar set: cg_drawgun - Internal Dvars cannot be changed by script. Use 'setsaveddvar' to alter SAVED internal dvars
// setsaveddvar can only be called on dvars with the SAVED flag set
// Error: "cg_drawgun" is not a valid dvar to set using setclientdvar
level.minimapplayer = player;
level.minimaporigin = origin;
thread drawMiniMapBounds( viewpos, mincorner, maxcorner );
}
else
println( "^1Error: There are not exactly 2 \"minimap_corner\" entities in the level." );
}
}
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
/#
if( getdebugdvar( "replay_debug" ) == "1" )
println("File: _debug.gsc. Function: updateMinimapSetting() - COMPLETE\n");
#/
}
getchains()
{
chainarray = [];
chainarray = getentarray( "minimap_line", "script_noteworthy" );
array = [];
for( i=0;i<chainarray.size;i++ )
{
array[ i ] = chainarray[ i ] getchain();
}
return array;
}
getchain()
{
array = [];
ent = self;
while( isdefined( ent ) )
{
array[ array.size ] = ent;
if( !isdefined( ent ) || !isdefined( ent.target ) )
break;
ent = getent( ent.target, "targetname" );
if( isdefined( ent ) && ent == array[ 0 ] )
{
array[ array.size ] = ent;
break;
}
}
originarray = [];
for( i=0;i<array.size;i++ )
originarray[ i ] = array[ i ].origin;
return originarray;
}
vecscale( vec, scalar )
{
return( vec[ 0 ]*scalar, vec[ 1 ]*scalar, vec[ 2 ]*scalar );
}
drawMiniMapBounds( viewpos, mincorner, maxcorner )
{
level notify( "end_draw_map_bounds" );
level endon( "end_draw_map_bounds" );
viewheight =( viewpos[ 2 ] - maxcorner[ 2 ] );
diaglen = length( mincorner - maxcorner );
mincorneroffset =( mincorner - viewpos );
mincorneroffset = vectornormalize(( mincorneroffset[ 0 ], mincorneroffset[ 1 ], 0 ) );
mincorner = mincorner + vecscale( mincorneroffset, diaglen * 1/800*0 );
maxcorneroffset =( maxcorner - viewpos );
maxcorneroffset = vectornormalize(( maxcorneroffset[ 0 ], maxcorneroffset[ 1 ], 0 ) );
maxcorner = maxcorner + vecscale( maxcorneroffset, diaglen * 1/800*0 );
north =( cos( getnorthyaw() ), sin( getnorthyaw() ), 0 );
diagonal = maxcorner - mincorner;
side = vecscale( north, vectordot( diagonal, north ) );
sidenorth = vecscale( north, abs( vectordot( diagonal, north ) ) );
corner0 = mincorner;
corner1 = mincorner + side;
corner2 = maxcorner;
corner3 = maxcorner - side;
toppos = vecscale( mincorner + maxcorner, .5 ) + vecscale( sidenorth, .51 );
textscale = diaglen * .003;
chains = getchains();
while( 1 )
{
line( corner0, corner1 );
line( corner1, corner2 );
line( corner2, corner3 );
line( corner3, corner0 );
array_levelthread( chains, maps\_utility::plot_points );
print3d( toppos, "This Side Up", ( 1, 1, 1 ), 1, textscale );
wait .05;
}
}
debug_vehiclesittags()
{
vehicles = getentarray( "script_vehicle", "classname" );
type = "none";
/# type = getdebugdvar( "debug_vehiclesittags" );#/
for( i=0;i<vehicles.size;i++ )
{
// if( !isdefined( level.vehicle_aianims[ vehicles[ i ].vehicletype ] ) || vehicles[ i ].vehicletype != type )
if( !isdefined( level.vehicle_aianims[ vehicles[ i ].vehicletype ] ) )
continue;
anims = level.vehicle_aianims[ vehicles[ i ].vehicletype ];
for( j=0;j<anims.size;j++ )
{
// SCRIPTER_MOD
// JesseS (3/20/2007): level.player changed to players[0]
players = get_players();
if( isdefined( anims[ j ].sittag ) )
{
vehicles[ i ] thread drawtag( anims[ j ].sittag );
org = vehicles[ i ] gettagorigin( anims[ j ].sittag );
if(players[0] islookingatorigin(org))
print3d( org+( 0, 0, 16 ), anims[ j ].sittag, ( 1, 1, 1 ), 1, 1 );
}
}
}
}
islookingatorigin( origin )
{
normalvec = vectorNormalize( origin-self getShootAtPos() );
veccomp = vectorNormalize(( origin-( 0, 0, 24 ) )-self getShootAtPos() );
insidedot = vectordot( normalvec, veccomp );
anglevec = anglestoforward( self getplayerangles() );
vectordot = vectordot( anglevec, normalvec );
if( vectordot > insidedot )
return true;
else
return false;
}
debug_colornodes()
{
wait( 0.05 );
ai = getaiarray();
array = [];
array[ "axis" ] = [];
array[ "allies" ] = [];
array[ "neutral" ] = [];
for( i=0; i<ai.size; i++ )
{
guy = ai[ i ];
if( !isdefined( guy.currentColorCode ) )
continue;
array[ guy.team ][ guy.currentColorCode ] = true;
color =( 1, 1, 1 );
if( isdefined( guy.script_forceColor ) )
color = level.color_debug[ guy.script_forceColor ];
print3d( guy.origin +( 0, 0, 50 ), guy.currentColorCode, color, 1, 1 );
// axis dont do forcecolor behavior, they do follow the leader for force color
if( guy.team == "axis" )
continue;
guy try_to_draw_line_to_node();
}
draw_colorNodes( array, "allies" );
draw_colorNodes( array, "axis" );
}
draw_colorNodes( array, team )
{
keys = getArrayKeys( array[ team ] );
for( i=0; i<keys.size; i++ )
{
color =( 1, 1, 1 );
// use the first letter of the key as the color
color = level.color_debug[ getsubstr( keys[ i ], 0, 1 ) ];
if( isdefined( level.colorNodes_debug_array[ team ][ keys[ i ] ] ) )
{
teamArray = level.colorNodes_debug_array[ team ][ keys[ i ] ];
for( p=0; p < teamArray.size; p++ )
{
print3d( teamArray[ p ].origin, "N-" + keys[ i ], color, 1, 1 );
}
}
}
}
get_team_substr()
{
if( self.team == "allies" )
{
if( !isdefined( self.node.script_color_allies ) )
return;
return self.node.script_color_allies;
}
if( self.team == "axis" )
{
if( !isdefined( self.node.script_color_axis ) )
return;
return self.node.script_color_axis;
}
}
try_to_draw_line_to_node()
{
if( !isdefined( self.node ) )
return;
if( !isdefined( self.script_forceColor ) )
return;
substr = get_team_substr();
if( !isdefined( substr ) )
return;
if( !issubstr( substr, self.script_forceColor ) )
return;
line( self.origin +( 0, 0, 64 ), self.node.origin, level.color_debug[ self.script_forceColor ] );
}
fogcheck()
{
if( getdvar( "depth_close" ) == "" )
setdvar( "depth_close", "0" );
if( getdvar( "depth_far" ) == "" )
setdvar( "depth_far", "1500" );
close = getdvarint( "depth_close" );
far = getdvarint( "depth_far" );
setexpfog( close, far, 1, 1, 1, 0 );
}
debugThreat()
{
// if( gettime() > level.last_threat_debug + 1000 )
{
level.last_threat_debug = gettime();
thread debugThreatCalc();
}
}
debugThreatCalc()
{
// debug the threatbias from entities towards the specified ent
/#
ai = getaiarray();
entnum = getdebugdvarint( "debug_threat" );
entity = undefined;
// SCRIPTER_MOD
// JesseS (3/20/2007): level.player changed to players[0]
// TODO: This one should be checked for co-op more closely
players = get_players();
if( entnum == 0 )
{
entity = players[0];
}
else
{
for( i=0; i < ai.size; i++ )
{
if( entnum != ai[ i ] getentnum() )
continue;
entity = ai[ i ];
break;
}
}
if( !isalive( entity ) )
return;
entityGroup = entity getthreatbiasgroup();
array_thread( ai, ::displayThreat, entity, entityGroup );
players[0] thread displayThreat( entity, entityGroup );
#/
}
displayThreat( entity, entityGroup )
{
self endon( "death" );
if( self.team == entity.team )
{
return;
}
selfthreat = 0;
selfthreat+= self.threatBias;
threat = 0;
threat+= entity.threatBias;
myGroup = undefined;
if( isdefined( entityGroup ) )
{
myGroup = self getthreatbiasgroup();
if( isdefined( myGroup ) )
{
threat += getthreatbias( entityGroup, myGroup );
selfThreat += getthreatbias( myGroup, entityGroup );
}
}
if( entity.ignoreme || threat < -900000 )
{
threat = "Ignore";
}
if( self.ignoreme || selfthreat < -900000 )
{
selfthreat = "Ignore";
}
// SCRIPTER_MOD
// JesseS (3/20/2007): level.player changed to players[0]
// TODO: This one should be checked for co-op more closely
players = get_players();
timer = 1*20;
col =( 1, 0.5, 0.2 );
col2 =( 0.2, 0.5, 1 );
pacifist = self != players[0] && self.pacifist;
for( i=0; i <= timer; i++ )
{
print3d( self.origin +( 0, 0, 65 ), "Him to Me:", col, 3 );
print3d( self.origin +( 0, 0, 50 ), threat, col, 5 );
if( isdefined( entityGroup ) )
{
print3d( self.origin +( 0, 0, 35 ), entityGroup, col, 2 );
}
print3d( self.origin +( 0, 0, 15 ), "Me to Him:", col2, 3 );
print3d( self.origin +( 0, 0, 0 ), selfThreat, col2, 5 );
if( isdefined( mygroup ) )
{
print3d( self.origin +( 0, 0, -15 ), mygroup, col2, 2 );
}
if( pacifist )
{
print3d( self.origin +( 0, 0, 25 ), "( Pacifist )", col2, 5 );
}
wait( 0.05 );
}
}
debugColorFriendlies()
{
level.debug_color_friendlies = [];
level.debug_color_huds = [];
for( ;; )
{
level waittill( "updated_color_friendlies" );
draw_color_friendlies();
}
}
draw_color_friendlies()
{
level endon( "updated_color_friendlies" );
keys = getarraykeys( level.debug_color_friendlies );
colored_friendlies = [];
colors = [];
colors[ colors.size ] = "r";
colors[ colors.size ] = "o";
colors[ colors.size ] = "y";
colors[ colors.size ] = "g";
colors[ colors.size ] = "c";
colors[ colors.size ] = "b";
colors[ colors.size ] = "p";
rgb = get_script_palette();
for( i=0; i < colors.size; i++ )
{
colored_friendlies[ colors[ i ] ] = 0;
}
for( i=0; i < keys.size; i++ )
{
color = level.debug_color_friendlies[ keys[ i ] ];
colored_friendlies[ color ]++;
}
for( i=0; i < level.debug_color_huds.size; i++ )
{
level.debug_color_huds[ i ] destroy();
}
level.debug_color_huds = [];
/#
if( getdebugdvar( "debug_colorfriendlies" ) != "on" )
return;
#/
x = 15;
y = 365;
offset_x = 25;
offset_y = 25;
for( i=0; i < colors.size; i++ )
{
if( colored_friendlies[ colors[ i ] ] <= 0 )
continue;
for( p=0; p < colored_friendlies[ colors[ i ] ]; p++ )
{
overlay = newHudElem();
overlay.x = x + 25*p;
overlay.y = y;
overlay setshader( "white", 16, 16 );
overlay.alignX = "left";
overlay.alignY = "bottom";
overlay.alpha = 1;
overlay.color = rgb[ colors[ i ] ];
level.debug_color_huds[ level.debug_color_huds.size ] = overlay;
}
y += offset_y;
}
}
playerNode()
{
for( ;; )
{
players = get_players();
if( isdefined( players[0].node ) )
print3d( players[0].node.origin +( 0, 0, 25 ), "P-Node", ( 0.3, 1, 1 ), 1 );
wait( 0.05 );
}
}
drawUsers()
{
if( isalive( self.color_user ) )
{
line( self.origin +( 0, 0, 35 ), self.color_user.origin +( 0, 0, 35 ), ( 1, 1, 1 ), 1.0 );
print3d( self.origin +( 0, 0, -25 ), "in-use", ( 1, 1, 1 ), 1, 1 );
}
}
debuggoalpos()
{
for( ;; )
{
ai = getaiarray();
array_thread( ai, ::view_goal_pos );
wait( 0.05 );
}
}
view_goal_pos()
{
if( !isdefined( self.goalpos ) )
return;
line( self.origin +( 0, 0, 35 ), self.goalpos +( 0, 0, 35 ), ( 1, 1, 1 ), 1.0 );
}
colordebug()
{
wait( 0.5 );
col = [];
col[ col.size ] = "r";
col[ col.size ] = "g";
col[ col.size ] = "b";
col[ col.size ] = "y";
col[ col.size ] = "o";
col[ col.size ] = "p";
col[ col.size ] = "c";
for( ;; )
{
for( i=0; i < col.size; i++ )
{
color = level.currentColorForced[ "allies" ][ col[ i ] ];
if( isdefined( color ) )
draw_colored_nodes( color );
}
wait( 0.05 );
}
}
draw_colored_nodes( color )
{
nodes = level.arrays_of_colorCoded_nodes[ "allies" ][ color ];
array_thread( nodes, ::drawUsers );
}
init_animSounds()
{
level.animSounds = [];
level.animSound_aliases = [];
waittillframeend; // now we know _load has run and the level.scr_notetracks have been defined
waittillframeend; // wait one extra frameend because _audio.gso files waittillframeend and we have to start after them
animnames = getarraykeys( level.scr_notetrack );
for( i=0; i < animnames.size; i++ )
{
init_notetracks_for_animname( animnames[ i ] );
}
animnames = getarraykeys( level.scr_animSound );
for( i=0; i < animnames.size; i++ )
{
init_animSounds_for_animname( animnames[ i ] );
}
}
init_notetracks_for_animname( animname )
{
// copy all the scr_notetracks into animsound_aliases so they show up properly
notetracks = getarraykeys( level.scr_notetrack[ animname ] );
for( i=0; i < notetracks.size; i++ )
{
soundalias = level.scr_notetrack[ animname ][ i ][ "sound" ];
if( !isdefined( soundalias ) )
continue;
anime = level.scr_notetrack[ animname ][ i ][ "anime" ];
notetrack = level.scr_notetrack[ animname ][ i ][ "notetrack" ];
level.animSound_aliases[ animname ][ anime ][ notetrack ][ "soundalias" ] = soundalias;
if( isdefined( level.scr_notetrack[ animname ][ i ][ "created_by_animSound" ] ) )
{
level.animSound_aliases[ animname ][ anime ][ notetrack ][ "created_by_animSound" ] = true;
}
}
}
init_animSounds_for_animname( animname )
{
// copy all the scr_animSounds into animsound_aliases so they show up properly
animes = getarraykeys( level.scr_animSound[ animname ] );
for( i=0; i < animes.size; i++ )
{
anime = animes[ i ];
soundalias = level.scr_animSound[ animname ][ anime ];
level.animSound_aliases[ animname ][ anime ][ "#" + anime ][ "soundalias" ] = soundalias;
level.animSound_aliases[ animname ][ anime ][ "#" + anime ][ "created_by_animSound" ] = true;
}
}
add_hud_line( x, y, msg )
{
hudelm = newHudElem();
hudelm.alignX = "left";
hudelm.alignY = "middle";
hudelm.x = x;
hudelm.y = y;
hudelm.alpha = 1;
hudelm.fontScale = 1;
hudelm.label = msg;
level.animsound_hud_extralines[ level.animsound_hud_extralines.size ] = hudelm;
return hudelm;
}
debug_animSound()
{
/#
enabled = getdebugdvar( "animsound" ) == "on";
if( !isdefined( level.animsound_hud ) )
{
if( !enabled )
return;
// init the related variables
level.animsound_selected = 0;
level.animsound_input = "none";
level.animsound_hud = [];
level.animsound_hud_timer = [];
level.animsound_hud_alias = [];
level.animsound_hud_extralines = [];
level.animsound_locked = false;
level.animsound_locked_pressed = false;
level.animsound_hud_animname = add_hud_line( -30, 180, "Actor: " );
level.animsound_hud_anime = add_hud_line( 100, 180, "Anim: " );
add_hud_line( 10, 190, "Notetrack or label" );
add_hud_line( -30, 190, "Elapsed" );
add_hud_line( -30, 160, "Del: Delete selected soundalias" );
add_hud_line( -30, 150, "F12: Lock selection" );
add_hud_line( -30, 140, "Add a soundalias with /tag alias or /tag# alias" );
level.animsound_hud_locked = add_hud_line( -30, 170, "*LOCKED*" );
level.animsound_hud_locked.alpha = 0;
for( i=0; i < level.animsound_hudlimit; i++ )
{
hudelm = newHudElem();
hudelm.alignX = "left";
hudelm.alignY = "middle";
hudelm.x = 10;
hudelm.y = 200 + i*10;
hudelm.alpha = 1;
hudelm.fontScale = 1;
hudelm.label = "";
level.animsound_hud[ level.animsound_hud.size ] = hudelm;
hudelm = newHudElem();
hudelm.alignX = "right";
hudelm.alignY = "middle";
hudelm.x = -10;
hudelm.y = 200 + i*10;
hudelm.alpha = 1;
hudelm.fontScale = 1;
hudelm.label = "";
level.animsound_hud_timer[ level.animsound_hud_timer.size ] = hudelm;
hudelm = newHudElem();
hudelm.alignX = "right";
hudelm.alignY = "middle";
hudelm.x = 210;
hudelm.y = 200 + i*10;
hudelm.alpha = 1;
hudelm.fontScale = 1;
hudelm.label = "";
level.animsound_hud_alias[ level.animsound_hud_alias.size ] = hudelm;
}
// selected is yellow
level.animsound_hud[ 0 ].color =( 1, 1, 0 );
level.animsound_hud_timer[ 0 ].color =( 1, 1, 0 );
}
else
if( !enabled )
{
// animsound got turned off so delete the hud stuff
for( i=0; i < level.animsound_hudlimit; i++ )
{
level.animsound_hud[ i ] destroy();
level.animsound_hud_timer[ i ] destroy();
level.animsound_hud_alias[ i ] destroy();
}
for( i=0; i < level.animsound_hud_extralines.size; i++ )
{
level.animsound_hud_extralines[ i ] destroy();
}
level.animsound_hud = undefined;
level.animsound_hud_timer = undefined;
level.animsound_hud_alias = undefined;
level.animsound_hud_extralines = undefined;
level.animSounds = undefined;
return;
}
if( !isdefined( level.animsound_tagged ) )
level.animsound_locked = false;
if( level.animsound_locked )
level.animsound_hud_locked.alpha = 1;
else
level.animsound_hud_locked.alpha = 0;
if( !isdefined( level.animSounds ) )
init_animSounds();
/*
if( !isdefined( level.anim_sound_was_opened ) )
{
thread test_animsound_file();
}
*/
level.animSounds_thisframe = [];
level.animSounds = remove_undefined_from_array( level.animSounds );
array_thread( level.animSounds, ::display_animSound );
players = get_players();
if( level.animsound_locked )
{
for( i=0; i < level.animSounds_thisframe.size; i++ )
{
animSound = level.animSounds_thisframe[ i ];
animSound.animsound_color =( 0.5, 0.5, 0.5 );
}
}
else if ( players.size > 0 )
{
dot = 0.85;
forward = anglestoforward( players[0] getplayerangles() );
for( i=0; i < level.animSounds_thisframe.size; i++ )
{
animSound = level.animSounds_thisframe[ i ];
animSound.animsound_color =( 0.25, 1.0, 0.5 );
difference = vectornormalize(( animSound.origin +( 0, 0, 40 ) ) -( players[0].origin +( 0, 0, 55 ) ) );
newdot = vectordot( forward, difference );
if( newdot < dot )
continue;
dot = newdot;
level.animsound_tagged = animSound;
}
}
if( isdefined( level.animsound_tagged ) )
{
level.animsound_tagged.animsound_color =( 1.0, 1.0, 0.0 );
}
is_tagged = isdefined( level.animsound_tagged );
for( i=0; i < level.animSounds_thisframe.size; i++ )
{
animSound = level.animSounds_thisframe[ i ];
scale = 1;
/*
soundalias = get_alias_from_stored( animSound );
scale = 0.9;
if( is_tagged && level.animsound_tagged == animSound )
scale = 1;
if( isdefined( soundalias ) )
{
if( is_from_animsound( animSound.animname, animSound.anime, animSound.notetrack ) )
{
print3d( animSound.origin, animSound.notetrack + " " + soundalias, animSound.color, 1, scale );
}
else
{
// put in a * so they know its unchangeable
print3d( animSound.origin, animSound.notetrack + " *" + soundalias, animSound.color, 1, scale );
}
}
else
{
print3d( animSound.origin, animSound.notetrack, animSound.color, 1, scale );
}
*/
msg = "*";
if( level.animsound_locked )
msg = "*LOCK";
print3d( animSound.origin +( 0, 0, 40 ), msg + animSound.animsounds.size, animSound.animsound_color, 1, scale );
}
if( is_tagged )
{
draw_animsounds_in_hud();
}
#/
}
draw_animsounds_in_hud()
{
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
/#
if( getdebugdvar( "replay_debug" ) == "1" )
println("File: _debug.gsc. Function: draw_animsounds_in_hud()\n");
#/
guy = level.animsound_tagged;
animsounds = guy.animSounds;
animname = "generic";
if ( isdefined( guy.animname ) )
animname = guy.animname;
level.animsound_hud_animname.label = "Actor: " + animname;
players = get_players();
if( players[0] buttonPressed( "f12" ) )
{
if( !level.animsound_locked_pressed )
{
level.animsound_locked = !level.animsound_locked;
level.animsound_locked_pressed = true;
}
}
else
{
level.animsound_locked_pressed = false;
}
if( players[0] buttonPressed( "UPARROW" ) )
{
if( level.animsound_input != "up" )
{
level.animsound_selected--;
}
level.animsound_input = "up";
}
else
if( players[0] buttonPressed( "DOWNARROW" ) )
{
if( level.animsound_input != "down" )
{
level.animsound_selected++;
}
level.animsound_input = "down";
}
else
level.animsound_input = "none";
// clear out the hudelems
for( i=0; i < level.animsound_hudlimit; i++ )
{
hudelm = level.animsound_hud[ i ];
hudelm.label = "";
hudelm.color =( 1, 1, 1 );
hudelm = level.animsound_hud_timer[ i ];
hudelm.label = "";
hudelm.color =( 1, 1, 1 );
hudelm = level.animsound_hud_alias[ i ];
hudelm.label = "";
hudelm.color =( 1, 1, 1 );
}
// get the highest existing animsound on the guy
keys = getarraykeys( animsounds );
highest = -1;
for( i=0; i < keys.size; i++ )
{
if( keys[ i ] > highest )
highest = keys[ i ];
}
if( highest == -1 )
return;
if( level.animsound_selected > highest )
level.animsound_selected = highest;
if( level.animsound_selected < 0 )
level.animsound_selected = 0;
// make sure the selected one exists
for( ;; )
{
if( isdefined( animsounds[ level.animsound_selected ] ) )
break;
level.animsound_selected--;
if( level.animsound_selected < 0 )
level.animsound_selected = highest;
}
level.animsound_hud_anime.label = "Anim: " + animsounds[ level.animsound_selected ].anime;
level.animsound_hud[ level.animsound_selected ].color =( 1, 1, 0 );
level.animsound_hud_timer[ level.animsound_selected ].color =( 1, 1, 0 );
level.animsound_hud_alias[ level.animsound_selected ].color =( 1, 1, 0 );
time = gettime();
for( i=0; i < keys.size; i++ )
{
key = keys[ i ];
animsound = animsounds[ key ];
hudelm = level.animsound_hud[ key ];
soundalias = get_alias_from_stored( animSound );
hudelm.label =( key + 1 ) + ". " + animsound.notetrack;
hudelm = level.animsound_hud_timer[ key ];
hudelm.label = int(( time -( animsound.end_time - 60000 ) ) * 0.001 );
if( isdefined( soundalias ) )
{
hudelm = level.animsound_hud_alias[ key ];
hudelm.label = soundalias;
if( !is_from_animsound( animSound.animname, animSound.anime, animSound.notetrack ) )
{
hudelm.color =( 0.7, 0.7, 0.7 );
}
}
}
players = get_players();
if( players[0] buttonPressed( "del" ) )
{
// delete a sound on a guy
animsound = animsounds[ level.animsound_selected ];
soundalias = get_alias_from_stored( animsound );
if( !isdefined( soundalias ) )
return;
if( !is_from_animsound( animSound.animname, animSound.anime, animSound.notetrack ) )
return;
level.animSound_aliases[ animSound.animname ][ animSound.anime ][ animSound.notetrack ] = undefined;
debug_animSoundSave();
}
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
/#
if( getdebugdvar( "replay_debug" ) == "1" )
println("File: _debug.gsc. Function: draw_animsounds_in_hud() - COMPLETE\n");
#/
}
get_alias_from_stored( animSound )
{
if( !isdefined( level.animSound_aliases[ animSound.animname ] ) )
return;
if( !isdefined( level.animSound_aliases[ animSound.animname ][ animSound.anime ] ) )
return;
if( !isdefined( level.animSound_aliases[ animSound.animname ][ animSound.anime ][ animSound.notetrack ] ) )
return;
return level.animSound_aliases[ animSound.animname ][ animSound.anime ][ animSound.notetrack ][ "soundalias" ];
}
is_from_animsound( animname, anime, notetrack )
{
return isdefined( level.animSound_aliases[ animname ][ anime ][ notetrack ][ "created_by_animSound" ] );
}
/*
test_animsound_file()
{
level.anim_sound_was_opened = true;
/#
filename = "createfx/" + level.script + "_audio.gsc";
for( ;; )
{
warning = newHudElem();
warning.alignX = "left";
warning.alignY = "middle";
warning.x = 10;
warning.y = 150;
warning.alpha = 0;
warning.fontScale = 2;
warning.label = filename + " is not open for edit, so you can not save your work. ";
for( ;; )
{
file = openfile( filename, "write" );
if( file != -1 )
break;
wait( 5 );
}
warning destroy();
break;
}
closefile( file );
#/
}
*/
display_animSound()
{
players = get_players();
if( distance( players[0].origin, self.origin ) > 1500 )
return;
level.animSounds_thisframe[ level.animSounds_thisframe.size ] = self;
/*
timer = gettime();
keys = getarraykeys( self.animSounds );
for( i=0; i < keys.size; i++ )
{
key = keys[ i ];
animSound = self.animSounds[ key ];
if( !isdefined( animSound ) )
continue;
if( timer > animSound.end_time )
{
self.animSounds[ key ] = undefined;
continue;
}
animSound.origin = self.origin +( 0, 0, 50 + 10 * key );
level.animSounds_thisframe[ level.animSounds_thisframe.size ] = animSound;
}
*/
}
debug_animSoundTag( tagnum )
{
/#
tag = getdvar( "tag" + tagnum );
if( tag == "" )
{
iprintlnbold( "Enter the soundalias with /tag# aliasname" );
return;
}
tag_sound( tag, tagnum - 1 );
setdvar( "tag" + tagnum, "" );
#/
}
debug_animSoundTagSelected()
{
/#
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
if( getdebugdvar( "replay_debug" ) == "1" )
println("File: _debug.gsc. Function: debug_animSoundTagSelected()\n");
tag = getdvar( "tag" );
if( tag == "" )
{
iprintlnbold( "Enter the soundalias with /tag aliasname" );
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
if( getdebugdvar( "replay_debug" ) == "1" )
println("File: _debug.gsc. Function: debug_animSoundTagSelected() - COMPLETE EARLY\n");
return;
}
tag_sound( tag, level.animsound_selected );
setdvar( "tag", "" );
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
if( getdebugdvar( "replay_debug" ) == "1" )
println("File: _debug.gsc. Function: debug_animSoundTagSelected() - COMPLETE\n");
#/
}
tag_sound( tag, tagnum )
{
if( !isdefined( level.animsound_tagged ) )
return;
if( !isdefined( level.animsound_tagged.animsounds[ tagnum ] ) )
return;
animSound = level.animsound_tagged.animsounds[ tagnum ];
// store the alias to the array of aliases
soundalias = get_alias_from_stored( animSound );
if( !isdefined( soundalias ) || is_from_animsound( animSound.animname, animSound.anime, animSound.notetrack ) )
{
level.animSound_aliases[ animSound.animname ][ animSound.anime ][ animSound.notetrack ][ "soundalias" ] = tag;
level.animSound_aliases[ animSound.animname ][ animSound.anime ][ animSound.notetrack ][ "created_by_animSound" ] = true;
debug_animSoundSave();
}
}
debug_animSoundSave()
{
/*
tab = " ";
filename = "createfx/"+level.script+"_fx.gsc";
file = openfile( filename, "write" );
assertex( file != -1, "File not writeable( maybe you should check it out ): " + filename );
cfxprintln( file, "//_createfx generated. Do not touch!!" );
cfxprintln( file, "main()" );
cfxprintln( file, "{" );
*/
/#
filename = "createfx/" + level.script + "_audio.gsc";
file = openfile( filename, "write" );
if( file == -1 )
{
iprintlnbold( "Couldn't write to " + filename + ", make sure it is open for edit." );
return;
}
iprintlnbold( "Saved to " + filename );
print_aliases_to_file( file );
saved = closefile( file );
setdvar( "animsound_save", "" );
#/
}
print_aliases_to_file( file )
{
tab = " ";
fprintln( file, "#include maps\\_anim;" );
fprintln( file, "main()" );
fprintln( file, "{" );
fprintln( file, tab + "// Autogenerated by AnimSounds. Threaded off so that it can be placed before _load( has to create level.scr_notetrack first )." );
fprintln( file, tab + "thread init_animsounds();" );
fprintln( file, "}" );
fprintln( file, "" );
fprintln( file, "init_animsounds()" );
fprintln( file, "{" );
fprintln( file, tab + "waittillframeend;" );
animnames = getarraykeys( level.animSound_aliases );
for( i=0; i < animnames.size; i++ )
{
animes = getarraykeys( level.animSound_aliases[ animnames[ i ] ] );
for( p=0; p < animes.size; p++ )
{
anime = animes[ p ];
notetracks = getarraykeys( level.animSound_aliases[ animnames[ i ] ][ anime ] );
for( z=0; z < notetracks.size; z++ )
{
notetrack = notetracks[ z ];
if( !is_from_animsound( animnames[ i ], anime, notetrack ) )
continue;
alias = level.animSound_aliases[ animnames[ i ] ][ anime ][ notetrack ][ "soundalias" ];
if( notetrack == "#" + anime )
{
// this isn't really a notetrack, its from the _anim call.
fprintln( file, tab + "addOnStart_animSound( " + tostr( animnames[ i ] ) + ", " + tostr( anime ) + ", " + tostr( alias ) + " ); " );
}
else
{
// this is attached to a notetrack
fprintln( file, tab + "addNotetrack_animSound( " + tostr( animnames[ i ] ) + ", " + tostr( anime ) + ", " + tostr( notetrack ) + ", " + tostr( alias ) + " ); " );
}
println( "^1Saved alias ^4" + alias + "^1 to notetrack ^4" + notetrack );
}
}
}
fprintln( file, "}" );
}
tostr( str )
{
newstr = "\"";
for( i=0; i < str.size; i++ )
{
if( str[ i ] == "\"" )
{
newstr += "\\";
newstr += "\"";
continue;
}
newstr += str[ i ];
}
newstr += "\"";
return newstr;
}
linedraw( start, end, color, timer )
{
if ( !isdefined( color ) )
color = (1,1,1);
if ( isdefined( timer ) )
{
timer *= 20;
for ( i = 0; i < timer; i++ )
{
line( start, end, color );
wait( 0.05 );
}
}
else
{
for ( ;; )
{
line( start, end, color );
wait( 0.05 );
}
}
}
print3ddraw( org, text, color )
{
for ( ;; )
{
print3d( org, text, color );
wait( 0.05 );
}
}
complete_me()
{
if( getdvar("credits_active") == "1" )
{
wait 7;
setdvar( "credits_active", "0" );
maps\_endmission::credits_end();
return;
}
wait 7;
nextmission();
}
debug_bayonet()
{
/*
x = 0;
y = 20;
menu_name = "bayonet_menu";
menu_bkg = new_hud( menu_name, undefined, x, y, 1 );
menu_bkg SetShader( "white", 220, 100 );
menu_bkg.alignX = "left";
menu_bkg.alignY = "top";
menu_bkg.sort = 10;
menu_bkg.alpha = 0.6;
menu_bkg.color = ( 0.0, 0.0, 0.5 );
menu[0] = new_hud( menu_name, "Weapon Name:", x + 5, y + 10, 1 );
menu[1] = new_hud( menu_name, "Bayonet Weapon:", x + 5, y + 20, 1 );
menu[2] = new_hud( menu_name, "Melee Time:", x + 5, y + 30, 1 );
menu[3] = new_hud( menu_name, "Melee Anim:", x + 5, y + 40, 1 );
menu[4] = new_hud( menu_name, "Charge Time:", x + 5, y + 50, 1 );
menu[5] = new_hud( menu_name, "Charge Anim:", x + 5, y + 60, 1 );
menu[6] = new_hud( menu_name, "Bayonet Damage:", x + 5, y + 70, 1 );
menu[7] = new_hud( menu_name, "Melee Range", x + 5, y + 80, 1 );
menu[8] = new_hud( menu_name, "Aim Assist Range:", x + 5, y + 90, 1 );
thread debug_bayonet_think( menu_name, menu_bkg, menu, x, y );
*/
}
debug_bayonet_think( menu_name, menu_bkg, menu, x, y )
{
x_offset = 90;
// enum
menu_weapon_name = menu.size;
menu_bayonet_weapon = menu.size + 1;
menu_bayonet_melee_time = menu.size + 2;
menu_bayonet_melee_anim = menu.size + 3;
menu_bayonet_charge_time = menu.size + 4;
menu_bayonet_charge_anim = menu.size + 5;
menu_bayonet_damage = menu.size + 6;
menu_bayonet_range = menu.size + 7;
menu_bayonet_aim_range = menu.size + 8;
menu[menu_weapon_name] = new_hud( menu_name, "", x + x_offset, y + 10, 1 );
menu[menu_bayonet_weapon] = new_hud( menu_name, "", x + x_offset, y + 20, 1 );
menu[menu_bayonet_melee_time] = new_hud( menu_name, "", x + x_offset, y + 30, 1 );
menu[menu_bayonet_melee_anim] = new_hud( menu_name, "", x + x_offset, y + 40, 1 );
menu[menu_bayonet_charge_time] = new_hud( menu_name, "", x + x_offset, y + 50, 1 );
menu[menu_bayonet_charge_anim] = new_hud( menu_name, "", x + x_offset, y + 60, 1 );
menu[menu_bayonet_damage] = new_hud( menu_name, "", x + x_offset, y + 70, 1 );
menu[menu_bayonet_range] = new_hud( menu_name, "", x + x_offset, y + 80, 1 );
menu[menu_bayonet_aim_range] = new_hud( menu_name, "", x + x_offset, y + 90, 1 );
while( true )
{
if( getdvar("debug_bayonet") == "0" )
{
menu_bkg.alpha = 0;
for( i = 0; i < menu.size; i++ )
menu[i].alpha = 0;
}
else
{
player = get_players()[0];
if( IsDefined( player ) )
{
// weapon name
weapon = player GetCurrentWeapon();
menu[menu_weapon_name] setText( weapon );
// bayonet weapon
info_array = weaponbayonetinfo( weapon );
if ( info_array.size > 0 )
{
menu[menu_bayonet_weapon] setText( "true" );
menu[menu_bayonet_melee_time] setText( info_array[0] + " ms" );
menu[menu_bayonet_melee_anim] setText( info_array[1] );
menu[menu_bayonet_charge_time] setText( info_array[2] + " ms" );
menu[menu_bayonet_charge_anim] setText( info_array[3] );
menu[menu_bayonet_damage] setText( info_array[4] );
menu[menu_bayonet_range] setText( info_array[5] );
menu[menu_bayonet_aim_range] setText( info_array[6] );
}
else
{
menu[menu_bayonet_weapon] setText( "false" );
for( i = menu_bayonet_melee_time; i < menu.size; i++ )
menu[i] setText( "" );
}
menu_bkg.alpha = 0.6;
for( i = 0; i < menu.size; i++ )
menu[i].alpha = 1;
}
}
wait( 1 );
}
}
new_hud( hud_name, msg, x, y, scale )
{
if( !IsDefined( level.hud_array ) )
{
level.hud_array = [];
}
if( !IsDefined( level.hud_array[hud_name] ) )
{
level.hud_array[hud_name] = [];
}
hud = maps\_createmenu::set_hudelem( msg, x, y, scale );
level.hud_array[hud_name][level.hud_array[hud_name].size] = hud;
return hud;
}
debug_show_viewpos()
{
wait_for_first_player();
hud_title = NewDebugHudElem();
hud_title.x = 10;
hud_title.y = 300;
hud_title.alpha = 0;
hud_title.alignX = "left";
hud_title.fontscale = 1.2;
hud_title SetText( &"DEBUG_POSITION" );
x_pos = hud_title.x + 50;
hud_x = NewDebugHudElem();
hud_x.x = x_pos;
hud_x.y = 300;
hud_x.alpha = 0;
hud_x.alignX = "left";
hud_x.fontscale = 1.2;
hud_x SetValue( 0 );
hud_y = NewDebugHudElem();
hud_y.x = 10;
hud_y.y = 300;
hud_y.alpha = 0;
hud_y.alignX = "left";
hud_y.fontscale = 1.2;
hud_y SetValue( 0 );
hud_z = NewDebugHudElem();
hud_z.x = 10;
hud_z.y = 300;
hud_z.alpha = 0;
hud_z.alignX = "left";
hud_z.fontscale = 1.2;
hud_z SetValue( 0 );
SetDvar( "debug_show_viewpos", "0" );
players = get_players();
while( 1 )
{
if( GetDvarInt( "debug_show_viewpos" ) > 0 )
{
hud_title.alpha = 1;
hud_x.alpha = 1;
hud_y.alpha = 1;
hud_z.alpha = 1;
x = players[0].origin[0];
y = players[0].origin[1];
z = players[0].origin[2];
spacing1 = ( ( 2 + number_before_decimal( x ) ) * 8 ) + 10;
spacing2 = ( ( 2 + number_before_decimal( y ) ) * 8 ) + 10;
hud_y.x = x_pos + spacing1;
hud_z.x = x_pos + spacing1 + spacing2;
hud_x SetValue( round_to( x, 100 ) );
hud_y SetValue( round_to( y, 100 ) );
hud_z SetValue( round_to( z, 100 ) );
}
else
{
hud_title.alpha = 0;
hud_x.alpha = 0;
hud_y.alpha = 0;
hud_z.alpha = 0;
}
wait( 0.5 );
}
}
number_before_decimal( num )
{
abs_num = abs( num );
count = 0;
while( 1 )
{
abs_num *= 0.1; // Really doing num / 10
count += 1;
if( abs_num < 1 )
{
return count;
}
}
}
round_to( val, num )
{
return Int( val * num ) / num;
}
// MikeD (3/11/2008): New feature to show where you are at in the level during a playthrough
set_event_printname( text, focus )
{
/#
level thread set_event_printname_thread( text, focus );
#/
}
clear_event_printname()
{
/#
if( GetDvarInt( "loc_warnings" ) > 0 )
{
return;
}
level notify( "stop_event_name_thread" );
if( IsDefined( level.event_hudelem ) )
{
level.event_hudelem Destroy();
}
#/
}
set_event_printname_thread( text, focus )
{
/#
level notify( "stop_event_name_thread" );
level endon( "stop_event_name_thread" );
// We don't localize these, so don't get out! :P
if( GetDvarInt( "loc_warnings" ) > 0 )
{
return;
}
if( !isDefined( focus ) )
{
focus = false;
}
suffix = "";
if( focus )
{
suffix = " [Focus Event]";
}
SetDvar( "cg_zoneName", text );
text = "Event: " + text + suffix;
if( !IsDefined( level.event_hudelem ) )
{
hud = NewHudElem();
hud.horzAlign = "center";
hud.alignX = "center";
hud.alignY = "top";
hud.foreground = 1;
hud.fontScale = 1.5;
hud.sort = 50;
hud.alpha = 1;
hud.y = 15;
level.event_hudelem = hud;
}
if( focus )
{
level.event_hudelem.color = ( 1, 1, 0 );
}
else
{
level.event_hudelem.color = ( 1, 1, 1 );
}
if( GetDvar( "debug_draw_event" ) == "" )
{
SetDvar( "debug_draw_event", "1" );
}
level.event_hudelem SetText( text );
enabled = true;
while( 1 )
{
toggle = false;
if( GetDvarInt( "debug_draw_event" ) < 1 )
{
toggle = true;
enabled = false;
}
else if( GetDvarInt( "debug_draw_event" ) > 0 )
{
toggle = true;
enabled = true;
}
if( toggle && enabled )
{
level.event_hudelem.alpha = 1;
}
else if( toggle )
{
level.event_hudelem.alpha = 0;
}
wait( 0.5 );
}
#/
}
// -- SRS 3/19/08: engagement distance debug. only works for P1 --
get_playerone()
{
return get_players()[0];
}
// this controls the engagement distance debug stuff with a dvar
engagement_distance_debug_toggle()
{
/#
level endon( "kill_engage_dist_debug_toggle_watcher" );
lastState = GetDebugDvarInt( "debug_engage_dists" );
while( 1 )
{
currentState = GetDebugDvarInt( "debug_engage_dists" );
if( dvar_turned_on( currentState ) && !dvar_turned_on( lastState ) )
{
// turn it on
weapon_engage_dists_init();
thread debug_realtime_engage_dist();
thread debug_ai_engage_dist();
lastState = currentState;
}
else if( !dvar_turned_on( currentState ) && dvar_turned_on( lastState ) )
{
// send notify to turn off threads
level notify( "kill_all_engage_dist_debug" );
lastState = currentState;
}
wait( 0.3 );
}
#/
}
dvar_turned_on( val )
{
if( val <= 0 )
{
return false;
}
else
{
return true;
}
}
engagement_distance_debug_init()
{
// set up debug stuff
level.debug_xPos = -50;
level.debug_yPos = 250;
level.debug_yInc = 18;
level.debug_fontScale = 1.5;
level.white = ( 1, 1, 1 );
level.green = ( 0, 1, 0 );
level.yellow = ( 1, 1, 0 );
level.red = ( 1, 0, 0 );
level.realtimeEngageDist = NewHudElem();
level.realtimeEngageDist.alignX = "left";
level.realtimeEngageDist.fontScale = level.debug_fontScale;
level.realtimeEngageDist.x = level.debug_xPos;
level.realtimeEngageDist.y = level.debug_yPos;
level.realtimeEngageDist.color = level.white;
level.realtimeEngageDist SetText( "Current Engagement Distance: " );
xPos = level.debug_xPos + 207;
level.realtimeEngageDist_value = NewHudElem();
level.realtimeEngageDist_value.alignX = "left";
level.realtimeEngageDist_value.fontScale = level.debug_fontScale;
level.realtimeEngageDist_value.x = xPos;
level.realtimeEngageDist_value.y = level.debug_yPos;
level.realtimeEngageDist_value.color = level.white;
level.realtimeEngageDist_value SetValue( 0 );
xPos += 37;
level.realtimeEngageDist_middle = NewHudElem();
level.realtimeEngageDist_middle.alignX = "left";
level.realtimeEngageDist_middle.fontScale = level.debug_fontScale;
level.realtimeEngageDist_middle.x = xPos;
level.realtimeEngageDist_middle.y = level.debug_yPos;
level.realtimeEngageDist_middle.color = level.white;
level.realtimeEngageDist_middle SetText( " units, SHORT/LONG by " );
xPos += 105;
level.realtimeEngageDist_offvalue = NewHudElem();
level.realtimeEngageDist_offvalue.alignX = "left";
level.realtimeEngageDist_offvalue.fontScale = level.debug_fontScale;
level.realtimeEngageDist_offvalue.x = xPos;
level.realtimeEngageDist_offvalue.y = level.debug_yPos;
level.realtimeEngageDist_offvalue.color = level.white;
level.realtimeEngageDist_offvalue SetValue( 0 );
hudObjArray = [];
hudObjArray[0] = level.realtimeEngageDist;
hudObjArray[1] = level.realtimeEngageDist_value;
hudObjArray[2] = level.realtimeEngageDist_middle;
hudObjArray[3] = level.realtimeEngageDist_offvalue;
return hudObjArray;
}
engage_dist_debug_hud_destroy( hudArray, killNotify )
{
level waittill( killNotify );
for( i = 0; i < hudArray.size; i++ )
{
hudArray[i] Destroy();
}
}
weapon_engage_dists_init()
{
level.engageDists = [];
// first pass ok
genericPistol = spawnstruct();
genericPistol.engageDistMin = 125;
genericPistol.engageDistOptimal = 225;
genericPistol.engageDistMulligan = 50; // range around the optimal value that is still optimal
genericPistol.engageDistMax = 400;
// first pass ok
shotty = spawnstruct();
shotty.engageDistMin = 50;
shotty.engageDistOptimal = 200;
shotty.engageDistMulligan = 75;
shotty.engageDistMax = 350;
// first pass ok
genericSMG = spawnstruct();
genericSMG.engageDistMin = 100;
genericSMG.engageDistOptimal = 275;
genericSMG.engageDistMulligan = 100;
genericSMG.engageDistMax = 500;
// first pass NEED TEST
genericLMG = spawnstruct();
genericLMG.engageDistMin = 325;
genericLMG.engageDistOptimal = 550;
genericLMG.engageDistMulligan = 150;
genericLMG.engageDistMax = 850;
// first pass ok
genericRifleSA = spawnstruct();
genericRifleSA.engageDistMin = 325;
genericRifleSA.engageDistOptimal = 550;
genericRifleSA.engageDistMulligan = 150;
genericRifleSA.engageDistMax = 850;
// first pass ok
genericRifleBolt = spawnstruct();
genericRifleBolt.engageDistMin = 350;
genericRifleBolt.engageDistOptimal = 600;
genericRifleBolt.engageDistMulligan = 150;
genericRifleBolt.engageDistMax = 900;
// first pass NEED TEST
genericHMG = spawnstruct();
genericHMG.engageDistMin = 390;
genericHMG.engageDistOptimal = 600;
genericHMG.engageDistMulligan = 100;
genericHMG.engageDistMax = 900;
// first pass ok
genericSniper = spawnstruct();
genericSniper.engageDistMin = 950;
genericSniper.engageDistOptimal = 1700;
genericSniper.engageDistMulligan = 300;
genericSniper.engageDistMax = 3000;
// Pistols
engage_dists_add( "colt", genericPistol );
engage_dists_add( "sw_357", genericPistol );
engage_dists_add( "nambu", genericPistol );
engage_dists_add( "tokarev", genericPistol );
engage_dists_add( "walther", genericPistol );
// SMGs
engage_dists_add( "thompson", genericSMG );
engage_dists_add( "type100_smg", genericSMG );
engage_dists_add( "ppsh", genericSMG );
engage_dists_add( "mp40", genericSMG );
engage_dists_add( "stg44", genericSMG );
engage_dists_add( "sten", genericSMG );
engage_dists_add( "sten_silenced", genericSMG );
// shotgun
engage_dists_add( "shotgun", shotty );
// LMGs
engage_dists_add( "bar", genericLMG );
engage_dists_add( "bar_bipod", genericLMG );
engage_dists_add( "type99_lmg", genericLMG );
engage_dists_add( "type99_lmg_bipod", genericLMG );
engage_dists_add( "dp28", genericLMG );
engage_dists_add( "dp28_bipod", genericLMG );
engage_dists_add( "fg42", genericLMG );
engage_dists_add( "fg42_bipod", genericLMG );
engage_dists_add( "bren", genericLMG );
engage_dists_add( "bren_bipod", genericLMG );
// Rifles (semiautomatic)
engage_dists_add( "m1garand", genericRifleSA );
engage_dists_add( "m1garand_bayonet", genericRifleSA );
engage_dists_add( "m1carbine", genericRifleSA );
engage_dists_add( "m1carbine_bayonet", genericRifleSA );
engage_dists_add( "svt40", genericRifleSA );
engage_dists_add( "gewehr43", genericRifleSA );
// Rifles (bolt-action)
engage_dists_add( "springfield", genericRifleBolt );
engage_dists_add( "springfield_bayonet", genericRifleBolt );
engage_dists_add( "type99_rifle", genericRifleBolt );
engage_dists_add( "type99_rifle_bayonet", genericRifleBolt );
engage_dists_add( "mosin_rifle", genericRifleBolt );
engage_dists_add( "mosin_rifle_bayonet", genericRifleBolt );
engage_dists_add( "kar98k", genericRifleBolt );
engage_dists_add( "kar98k_bayonet", genericRifleBolt );
engage_dists_add( "lee_enfield", genericRifleBolt );
engage_dists_add( "lee_enfield_bayonet", genericRifleBolt );
// HMGs
engage_dists_add( "30cal", genericHMG );
engage_dists_add( "30cal_bipod", genericHMG );
engage_dists_add( "mg42", genericHMG );
engage_dists_add( "mg42_bipod", genericHMG );
// Sniper Rifles
engage_dists_add( "springfield_scoped", genericSniper );
engage_dists_add( "type99_rifle_scoped", genericSniper );
engage_dists_add( "mosin_rifle_scoped", genericSniper );
engage_dists_add( "kar98k_scoped", genericSniper );
engage_dists_add( "fg42_scoped", genericSniper );
engage_dists_add( "lee_enfield_scoped", genericSniper );
// start waiting for weapon changes
level thread engage_dists_watcher();
}
engage_dists_add( weapontypeStr, values )
{
level.engageDists[weapontypeStr] = values;
}
// returns a script_struct, or undefined, if the lookup failed
get_engage_dists( weapontypeStr )
{
if( IsDefined( level.engageDists[weapontypeStr] ) )
{
return level.engageDists[weapontypeStr];
}
else
{
return undefined;
}
}
// checks currently equipped weapon to make sure that engagement distance values are correct
engage_dists_watcher()
{
level endon( "kill_all_engage_dist_debug" );
level endon( "kill_engage_dists_watcher" );
while( 1 )
{
player = get_playerone();
playerWeapon = player GetCurrentWeapon();
if( !IsDefined( player.lastweapon ) )
{
player.lastweapon = playerWeapon;
}
else
{
if( player.lastweapon == playerWeapon )
{
wait( 0.05 );
continue;
}
}
values = get_engage_dists( playerWeapon );
if( IsDefined( values ) )
{
level.weaponEngageDistValues = values;
}
else
{
level.weaponEngageDistValues = undefined;
}
player.lastweapon = playerWeapon;
wait( 0.05 );
}
}
debug_realtime_engage_dist()
{
level endon( "kill_all_engage_dist_debug" );
level endon( "kill_realtime_engagement_distance_debug" );
hudObjArray = engagement_distance_debug_init();
level thread engage_dist_debug_hud_destroy( hudObjArray, "kill_all_engage_dist_debug" );
level.debugRTEngageDistColor = level.green;
player = get_playerone();
while( 1 )
{
lastTracePos = ( 0, 0, 0 );
// Trace to where the player is looking
direction = player GetPlayerAngles();
direction_vec = AnglesToForward( direction );
eye = player GetEye();
trace = BulletTrace( eye, eye + vector_multiply( direction_vec, 10000 ), true, player );
tracePoint = trace["position"];
traceNormal = trace["normal"];
traceDist = int( Distance( eye, tracePoint ) ); // just need an int, thanks
if( tracePoint != lastTracePos )
{
lastTracePos = tracePoint;
if( !IsDefined( level.weaponEngageDistValues ) )
{
hudobj_changecolor( hudObjArray, level.white );
hudObjArray engagedist_hud_changetext( "nodata", tracedist );
}
else
{
// for convenience
engageDistMin = level.weaponEngageDistValues.engageDistMin;
engageDistOptimal = level.weaponEngageDistValues.engageDistOptimal;
engageDistMulligan = level.weaponEngageDistValues.engageDistMulligan;
engageDistMax = level.weaponEngageDistValues.engageDistMax;
// if inside our engagement distance range...
if( ( traceDist >= engageDistMin ) && ( traceDist <= engageDistMax ) )
{
// if in the optimal range...
if( ( traceDist >= ( engageDistOptimal - engageDistMulligan ) )
&& ( traceDist <= ( engageDistOptimal + engageDistMulligan ) ) )
{
hudObjArray engagedist_hud_changetext( "optimal", tracedist );
hudobj_changecolor( hudObjArray, level.green );
}
else
{
hudObjArray engagedist_hud_changetext( "ok", tracedist );
hudobj_changecolor( hudObjArray, level.yellow );
}
}
else if( traceDist < engageDistMin )
{
hudobj_changecolor( hudObjArray, level.red );
hudObjArray engagedist_hud_changetext( "short", tracedist );
}
else if( traceDist > engageDistMax )
{
hudobj_changecolor( hudObjArray, level.red );
hudObjArray engagedist_hud_changetext( "long", tracedist );
}
}
}
// draw our trace spot
// plot_circle_fortime(radius1,radius2,time,color,origin,normal)
thread plot_circle_fortime( 1, 5, 0.05, level.debugRTEngageDistColor, tracePoint, traceNormal );
thread plot_circle_fortime( 1, 1, 0.05, level.debugRTEngageDistColor, tracePoint, traceNormal );
wait( 0.05 );
}
}
hudobj_changecolor( hudObjArray, newcolor )
{
for( i = 0; i < hudObjArray.size; i++ )
{
hudObj = hudObjArray[i];
if( hudObj.color != newcolor )
{
hudObj.color = newcolor;
level.debugRTEngageDistColor = newcolor;
}
}
}
// self = an array of hud objects
engagedist_hud_changetext( engageDistType, units )
{
if( !IsDefined( level.lastDistType ) )
{
level.lastDistType = "none";
}
if( engageDistType == "optimal" )
{
self[1] SetValue( units );
self[2] SetText( "units: OPTIMAL!" );
self[3].alpha = 0;
}
else if( engageDistType == "ok" )
{
self[1] SetValue( units );
self[2] SetText( "units: OK!" );
self[3].alpha = 0;
}
else if( engageDistType == "short" )
{
amountUnder = level.weaponEngageDistValues.engageDistMin - units;
self[1] SetValue( units );
self[3] SetValue( amountUnder );
self[3].alpha = 1;
if( level.lastDistType != engageDistType )
{
self[2] SetText( "units: SHORT by " );
}
}
else if( engageDistType == "long" )
{
amountOver = units - level.weaponEngageDistValues.engageDistMax;
self[1] SetValue( units );
self[3] SetValue( amountOver );
self[3].alpha = 1;
if( level.lastDistType != engageDistType )
{
self[2] SetText( "units: LONG by " );
}
}
else if( engageDistType == "nodata" )
{
self[1] SetValue( units );
self[2] SetText( " units: (NO CURRENT WEAPON VALUES)" );
self[3].alpha = 0;
}
level.lastDistType = engageDistType;
}
// draws print3ds above enemy AI heads to show contact distances
debug_ai_engage_dist()
{
level endon( "kill_all_engage_dist_debug" );
level endon( "kill_ai_engagement_distance_debug" );
player = get_playerone();
while( 1 )
{
axis = GetAIArray( "axis" );
if( IsDefined( axis ) && axis.size > 0 )
{
playerEye = player GetEye();
for( i = 0; i < axis.size; i++ )
{
ai = axis[i];
aiEye = ai GetEye();
if( SightTracePassed( playerEye, aiEye, false, player ) )
{
dist = Distance( playerEye, aiEye );
drawColor = level.white;
drawString = "-";
if( !IsDefined( level.weaponEngageDistValues ) )
{
drawColor = level.white;
}
else
{
// for convenience
engageDistMin = level.weaponEngageDistValues.engageDistMin;
engageDistOptimal = level.weaponEngageDistValues.engageDistOptimal;
engageDistMulligan = level.weaponEngageDistValues.engageDistMulligan;
engageDistMax = level.weaponEngageDistValues.engageDistMax;
// if inside our engagement distance range...
if( ( dist >= engageDistMin ) && ( dist <= engageDistMax ) )
{
// if in the optimal range...
if( ( dist >= ( engageDistOptimal - engageDistMulligan ) )
&& ( dist <= ( engageDistOptimal + engageDistMulligan ) ) )
{
drawColor = level.green;
drawString = "RAD";
}
// else it's just ok
else
{
drawColor = level.yellow;
drawString = "MEH";
}
}
else if( dist < engageDistMin )
{
drawColor = level.red;
drawString = "BAD";
}
else if( dist > engageDistMax )
{
drawColor = level.red;
drawString = "BAD";
}
}
scale = dist / 525;
Print3d( ai.origin + ( 0, 0, 67 ), drawString, drawColor, 1, scale );
}
}
}
wait( 0.05 );
}
}
// draws a circle in script
plot_circle_fortime(radius1,radius2,time,color,origin,normal)
{
if(!isdefined(color))
color = (0,1,0);
hangtime = .05;
circleres = 6;
hemires = circleres/2;
circleinc = 360/circleres;
circleres++;
plotpoints = [];
rad = 0.00;
timer = gettime()+(time*1000);
radius = radius1;
while(gettime()<timer)
{
// radius = radius1+((radius2-radius1)*(1-((timer-gettime())/(time*1000))));
radius = radius2;
angletoplayer = vectortoangles(normal);
for(i=0;i<circleres;i++)
{
plotpoints[plotpoints.size] = origin+vector_multiply(anglestoforward((angletoplayer+(rad,90,0))),radius);
rad+=circleinc;
}
maps\_utility::plot_points(plotpoints,color[0],color[1],color[2],hangtime);
plotpoints = [];
wait hangtime;
}
}
// -- end engagement distance debug --
// -- dynamic AI spawning --
// This allows guys to be spawned in whereever. Need an enemy spawner in the map,
// or a specially designated spawner.
dynamic_ai_spawner()
{
if (!isdefined(level.debug_dynamic_ai_spawner))
{
dynamic_ai_spawner_init();
level.debug_dynamic_ai_spawner = true;
}
get_players()[0] thread spawn_guy_placement(level.enemy_spawner);
// Cleanup hudelems, dummy models, etc.
level waittill ("kill dynamic spawning");
if (isdefined(level.dynamic_spawn_hud))
{
level.dynamic_spawn_hud destroy();
}
if (isdefined(level.dynamic_spawn_dummy_model))
{
level.dynamic_spawn_dummy_model delete();
}
}
dynamic_ai_spawner_init()
{
level.enemy_spawner = dynamic_ai_spawner_create_enemy_spawner();
if (!isdefined(level.enemy_spawner))
{
return;
}
}
// We want to create a spawner here eventually, but grabbing one in the map will
// do for now.
dynamic_ai_spawner_create_enemy_spawner()
{
spawners = getspawnerarray();
for (i = 0; i < spawners.size; i++)
{
if (isdefined(spawners[i].targetname) && issubstr(spawners[i].targetname, "debug_spawner"))
{
enemy_spawner = spawners[i];
enemy_spawner.script_forcespawn = 1;
return enemy_spawner;
}
}
// if we made it through, find any enemy spawner and use him
for (i = 0; i < spawners.size; i++)
{
if (issubstr(spawners[i].classname, "jap") || issubstr(spawners[i].classname, "ger"))
{
enemy_spawner = spawners[i];
enemy_spawner.script_forcespawn = 1; // we want to make sure he will spawn in
return enemy_spawner;
}
}
}
// Where to spawn the AI
spawn_guy_placement(spawner)
{
level endon ("kill dynamic spawning");
if (!isdefined(spawner))
{
assertEX( isDefined ( spawner ) , "No spawners in the level!");
return;
}
level.dynamic_spawn_hud = NewClientHudElem(get_players()[0]);
level.dynamic_spawn_hud.alignX = "right";
level.dynamic_spawn_hud.x = 110;
level.dynamic_spawn_hud.y = 225;
level.dynamic_spawn_hud.fontscale = 2;
level.dynamic_spawn_hud settext("Press X to spawn AI");
level.dynamic_spawn_dummy_model = spawn("script_model",(0,0,0));
level.dynamic_spawn_dummy_model setmodel("defaultactor");
wait 0.1;
for (;;)
{
// Trace to where the player is looking
direction = self getPlayerAngles();
direction_vec = anglesToForward( direction );
eye = self getEye();
// offset 2 units on the Z to fix the bug where it would drop through the ground sometimes
trace = bullettrace( eye, eye + vector_multiply( direction_vec , 8000 ), 0, undefined );
dist = distance (eye, trace["position"]);
position = eye + vector_multiply( direction_vec , (dist - 64) );
// debug
//thread draw_line_for_time( eye - (1,1,1), position, 1, 0, 0, 0.05 );
spawner.origin = position;
spawner.angles = self.angles+ (0,180,0);
level.dynamic_spawn_dummy_model.origin = position;
level.dynamic_spawn_dummy_model.angles = self.angles+ (0,180,0);
self spawn_anywhere(spawner);
wait (0.05);
}
}
spawn_anywhere(spawner)
{
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
/#
if( getdebugdvar( "replay_debug" ) == "1" )
println("File: _debug.gsc. Function: spawn_anywhere()\n");
#/
level endon ("kill dynamic spawning");
if(self UseButtonPressed())
{
spawn = spawner spawn_ai();
if ( spawn_failed( spawn ) )
{
assertex( 0, "spawn failed from spawn anywhere guy" );
return;
}
wait 0.4;
}
spawner.count = 50;
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
/#
if( getdebugdvar( "replay_debug" ) == "1" )
println("File: _debug.gsc. Function: spawn_anywhere() - COMPLETE\n");
#/
}
// -- end dynamic AI spawning --