cod5-sdk/raw/codescripts/character.gsc

219 lines
4.9 KiB
Plaintext

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