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

661 lines
No EOL
14 KiB
Text

#include common_scripts\utility;
#include maps\_utility;
#include maps\_hud_util;
init()
{
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
/#
if( getdebugdvar( "replay_debug" ) == "1" )
println("File: _cheat.gsc. Function: init()\n");
#/
precachestring( &"SCRIPT_PLATFORM_CHEAT_USETOSLOWMO" );
precacheShellshock( "chaplincheat" );
// MikeD (12/17/2007): We're not going to do the "gibbing tires" I think we're going to try to do real gibs.
// precachemodel ( "com_junktire" );
level.vision_cheat_enabled = false;
level.tire_explosion = false;
level.cheatStates= [];
level.cheatFuncs = [];
level.cheatDvars = [];
level.cheatBobAmpOriginal = GetDvar( "bg_bobAmplitudeStanding" );
level.cheatShowSlowMoHint = 0;
if ( !isdefined( level._effect ) )
level._effect = [];
level._effect["grain_test"] = loadfx ("misc/grain_test");
flag_init("has_cheated");
// MikeD (12/17/2007): Moved to player_init()
// level.player thread specialFeaturesMenu();
level.visionSets["bw"] = false;
level.visionSets["invert"] = false;
level.visionSets["contrast"] = false;
level.visionSets["chaplin"] = false;
level thread death_monitor();
flag_init( "disable_slowmo_cheat" );
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
/#
if( getdebugdvar( "replay_debug" ) == "1" )
println("File: _cheat.gsc. Function: init() - COMPLETE\n");
#/
}
// MikeD (12/17/2007): player_init, called when the player spawns in.
player_init()
{
self thread specialFeaturesMenu();
// MikeD (12/17/2007): Only the host can change the slowmo...
players = get_players();
if( self == players[0] )
{
self slowmo_system_init();
}
}
death_monitor()
{
setDvars_based_on_varibles(); // do one on the first frame of the map too.
while ( 1 )
{
if ( issaverecentlyloaded() )
setDvars_based_on_varibles();
wait .1;
}
}
setDvars_based_on_varibles()
{
for ( index = 0; index < level.cheatDvars.size; index++ )
setDvar( level.cheatDvars[ index ], level.cheatStates[ level.cheatDvars[ index ] ] );
// nate - setting this here. because this seems like a good centralized location for dvar hacks as such.
// credits dvar needs to be one for the menu to work.
// preston - split credits dvar into load and active
// currently the pause menu and the credits scripts set the dvars to 0 when ending any credits level.
// setting them here didn't seem to help anymore
// nate- re-adding. credits active is 1 on levels where it shouldn't be. needed for my hackout of subtitles on credits levels.
if( !isdefined( level.credits_active ) || !level.credits_active )
{
setdvar( "credits_active", "0" ); // determines menu options during credits
setdvar( "credits_load", "0" ); // determines which version of ac130 loads
}
}
addCheat( toggleDvar, cheatFunc )
{
setDvar( toggleDvar, 0 );
level.cheatStates[toggleDvar] = getDvarInt( toggleDvar );
level.cheatFuncs[toggleDvar] = cheatFunc;
if ( level.cheatStates[toggleDvar] )
[[cheatFunc]]( level.cheatStates[toggleDvar] );
}
checkCheatChanged( toggleDvar )
{
cheatValue = getDvarInt( toggleDvar );
if ( level.cheatStates[toggleDvar] == cheatValue )
return;
if( cheatValue )
flag_set("has_cheated");
level.cheatStates[toggleDvar] = cheatValue;
[[level.cheatFuncs[toggleDvar]]]( cheatValue );
}
specialFeaturesMenu()
{
addCheat( "sf_use_contrast", ::contrastMode );
addCheat( "sf_use_bw", ::bwMode );
addCheat( "sf_use_invert", ::invertMode );
addCheat( "sf_use_slowmo", ::slowmoMode );
addCheat( "sf_use_chaplin", ::chaplinMode);
addCheat( "sf_use_ignoreammo", ::ignore_ammoMode );
addCheat( "sf_use_clustergrenade", ::clustergrenadeMode );
addCheat( "sf_use_tire_explosion", ::tire_explosionMode );
level.cheatDvars = getArrayKeys( level.cheatStates );
for ( ;; )
{
for ( index = 0; index < level.cheatDvars.size; index++ )
checkCheatChanged( level.cheatDvars[index] );
wait 0.5;
}
}
tire_explosionMode( cheatValue )
{
if ( cheatValue )
level.tire_explosion = true;
else
level.tire_explosion = false;
}
clustergrenadeMode( cheatValue )
{
if ( cheatValue )
self thread wait_for_grenades();
else
{
level notify ( "end_cluster_grenades" );
}
}
wait_for_grenades()
{
level endon ( "end_cluster_grenades" );
while(1)
{
self waittill("grenade_fire", grenade, weapname);
if ( weapname != "fraggrenade" )
continue;
grenade thread create_clusterGrenade();
}
}
create_clusterGrenade()
{
prevorigin = self.origin;
while(1)
{
if ( !isdefined( self ) )
break;
prevorigin = self.origin;
wait .1;
}
prevorigin += (0,0,5);
numSecondaries = 8;
// need an actor to throw a magic grenade.
aiarray = getaiarray();
if ( aiarray.size == 0 )
return; // too bad
// prefer a friendly AI
ai = undefined;
for ( i = 0; i < aiarray.size; i++ )
{
if ( aiarray[i].team == "allies" )
{
ai = aiarray[i];
break;
}
}
if ( !isdefined( ai ) )
ai = aiarray[0];
oldweapon = ai.grenadeweapon;
ai.grenadeweapon = "fraggrenade";
for ( i = 0; i < numSecondaries; i++ )
{
velocity = getClusterGrenadeVelocity();
timer = 1.5 + i / 6 + randomfloat(0.1);
ai magicGrenadeManual( prevorigin, velocity, timer );
}
ai.grenadeweapon = oldweapon;
}
getClusterGrenadeVelocity()
{
yaw = randomFloat( 360 );
pitch = randomFloatRange( 65, 85 );
amntz = sin( pitch );
cospitch = cos( pitch );
amntx = cos( yaw ) * cospitch;
amnty = sin( yaw ) * cospitch;
speed = randomFloatRange( 400, 600); // play with these values
velocity = (amntx, amnty, amntz) * speed;
return velocity;
}
ignore_ammoMode( cheatValue )
{
if ( level.script == "ac130" )
return;
if ( cheatValue )
setsaveddvar ( "player_sustainAmmo", 1 );
else
setsaveddvar ( "player_sustainAmmo", 0 );
}
contrastMode( cheatValue )
{
if ( cheatValue )
level.visionSets["contrast"] = true;
else
level.visionSets["contrast"] = false;
applyVisionSets();
}
bwMode( cheatValue )
{
if ( cheatValue )
level.visionSets["bw"] = true;
else
level.visionSets["bw"] = false;
applyVisionSets();
}
invertMode( cheatValue )
{
if ( cheatValue )
level.visionSets["invert"] = true;
else
level.visionSets["invert"] = false;
applyVisionSets();
}
applyVisionSets()
{
// no vision type cheats in ac130
if ( level.script == "ac130" )
return;
visionSet = "";
if ( level.visionSets["bw"] )
visionSet = visionSet + "_bw";
if ( level.visionSets["invert"] )
visionSet = visionSet + "_invert";
if ( level.visionSets["contrast"] )
visionSet = visionSet + "_contrast";
if ( level.visionSets["chaplin"] )
{
level.vision_cheat_enabled = true;
visionSetNaked( "sepia", 0.5 );
}
else if ( visionSet != "" )
{
level.vision_cheat_enabled = true;
visionSetNaked( "cheat" + visionSet, 1.0 );
}
else
{
level.vision_cheat_enabled = false;
visionSetNaked( level.lvl_visionset, 3.0 );
}
}
slowmo_system_init()
{
if( !IsDefined( level.slowmo ) )
{
level.slowmo = spawnstruct();
slowmo_system_defaults();
level.slowmo.speed_current = level.slowmo.speed_norm;
level.slowmo.lerp_interval = .05;//server frame
level.slowmo.lerping = 0;
}
}
slowmo_system_defaults()
{
level.slowmo.lerp_time_in = 0.0;
level.slowmo.lerp_time_out = .25;
level.slowmo.speed_slow = 0.4;
level.slowmo.speed_norm = 1.0;
}
slowmo_check_system()
{
/#
if( !isdefined( level.slowmo ) )
{
assertMsg( "level.slowmo has not been initiliazed...you shoud not call a slowmo function within the first frame" );
return false;
}
#/
return true;
}
slowmo_hintprint()
{
if ( level.cheatShowSlowMoHint != 0 )
{
level.cheatShowSlowMoHint = 0;
return;
}
if ( !level.console )
return;
level.cheatShowSlowMoHint = 1;
myTextSize = 1.6;
// background
myHintBack = createIcon( "black", 650, 30 );
myHintBack.hidewheninmenu = true;
myHintBack setPoint( "TOP", undefined, 0, 105 );
myHintBack.alpha = .2;
myHintBack.sort = 0;
// string
myHintString = createFontString( "objective", myTextSize );
myHintString.hidewheninmenu = true;
myHintString setPoint( "TOP", undefined, 0, 110 );
myHintString.sort = 0.5;
myHintString setText( &"SCRIPT_PLATFORM_CHEAT_USETOSLOWMO" );
for ( cycles = 0; cycles < 100; cycles++ )
{
if ( level.cheatShowSlowMoHint != 1 )
break;
if ( isDefined( level.hintElem ) )
break;
wait 0.1;
}
level.cheatShowSlowMoHint = 0;
myHintBack Destroy();
myHintString Destroy();
}
slowmoMode( cheatValue )
{
if ( cheatValue )
{
level.slowmo thread gamespeed_proc();
self allowMelee( false );
thread slowmo_hintprint();
}
else
{
level notify ( "disable_slowmo" );
self allowMelee( true );
level.slowmo thread gamespeed_reset();
level.cheatShowSlowMoHint = 0;
}
}
gamespeed_proc()
{
level endon ( "disable_slowmo" );
self thread gamespeed_reset_on_death();
while(1)
{
// _cheat_player_press_slowmo
self waittill( "action_notify_melee" );
level.cheatShowSlowMoHint = 0;
if( !flag( "disable_slowmo_cheat" ) )
{
if( self.speed_current < level.slowmo.speed_norm )
self thread gamespeed_reset();
else
self thread gamespeed_slowmo();
}
waittillframeend;
}
}
gamespeed_reset_on_death()
{
level notify( "gamespeed_reset_on_death" );
level endon( "gamespeed_reset_on_death" );
self waittill( "death" );
self thread gamespeed_reset();
}
gamespeed_set( speed, refspeed, lerp_time )
{
self notify("gamespeed_set");
self endon("gamespeed_set");
//we're going to calculate the time to lerp to the new speed
//if we dont define a time then we want to know how long it should
//take from our current speed to lerp to the default normal or slowmo
//this way if the player wants to come out of slowmo before he's finishing
//going in, it only takes a fraction of time to come out instead taking
//the same ammount as if he was all the way into slow mo.
default_range = ( speed - refspeed );
actual_range = ( speed - self.speed_current );
actual_rangebytime = actual_range * lerp_time;
if( !default_range )
return;
time = ( actual_rangebytime / default_range );
interval = self.lerp_interval; // serverframe
cycles = int( time / interval );
if(!cycles)
cycles = 1;
increment = ( actual_range / cycles );
self.lerping = time;
while(cycles)
{
self.speed_current += increment;
settimescale( self.speed_current );
//println( self.speed_current );
cycles--;
self.lerping -= interval;
wait interval;
}
self.speed_current = speed;
settimescale( self.speed_current );
//println( self.speed_current );
self.lerping = 0;
}
gamespeed_slowmo()
{
gamespeed_set( self.speed_slow, self.speed_norm, self.lerp_time_in );
}
gamespeed_reset()
{
gamespeed_set( self.speed_norm, self.speed_slow, self.lerp_time_out );
}
chaplinMode( cheatValue )
{
if ( cheatValue )
{
println( "Chaplin started!" );
SetSavedDvar( "chaplincheat", "1" );
level.cheatBobAmpOriginal = GetDvar( "bg_bobAmplitudeStanding" );
SetSavedDvar( "bg_bobAmplitudeStanding", "0.02 0.014" );
MusicStop( 0, true );
level.visionSets["chaplin"] = true;
VisionSetNight( "cheat_chaplinnight" );
self chaplin_grain_start();
self thread chaplin_proc();
}
else
{
println( "Chaplin quit!" );
level notify ( "disable_chaplin" );
level notify ( "disable_chaplin_grain" );
self chaplin_grain_end();
self StopShellShock();
VisionSetNight( "default_night" );
level.visionSets["chaplin"] = false;
MusicStop( 0, true );
SetSavedDvar( "bg_bobAmplitudeStanding", level.cheatBobAmpOriginal );
SetSavedDvar( "chaplincheat", "0" );
if( !flag( "disable_slowmo_cheat" ) )
SetTimeScale( 1.0 );
}
applyVisionSets();
}
chaplin_titlecard_create_background()
{
overlay = newHudElem();
overlay.x = 0;
overlay.y = 0;
overlay setshader ( "black", 640, 480);
overlay.alignX = "left";
overlay.alignY = "top";
overlay.horzAlign = "fullscreen";
overlay.vertAlign = "fullscreen";
overlay.alpha = 1;
overlay.foreground = true;
overlay.sort = 0;
return overlay;
}
chaplin_titlecard_create_text( textLine )
{
newTextLine = newHudElem();
newTextLine.x = 0;
newTextLine.y = -40;
newTextLine.alignX = "center";
newTextLine.alignY = "middle";
newTextLine.horzAlign = "center";
newTextLine.vertAlign = "middle";
newTextLine.foreground = true;
newTextLine setText( textLine );
newTextLine.fontscale = 3;
newTextLine.alpha = 1;
newTextLine.sort = 1;
//newTextLine.font = "objective";
newTextLine.color = (0.976, 0.796, 0.412);
return newTextLine;
}
chaplin_titlecard( textLine )
{
if ( getdvar( "chaplincheat" ) != "1" )
return;
if ( getdvar( "cheat_chaplin_titlecardshowing" ) == "1" )
return;
if( flag( "disable_slowmo_cheat" ) )
return;
SetDvar( "cheat_chaplin_titlecardshowing", 1 );
theDarkness = chaplin_titlecard_create_background();
theLine = chaplin_titlecard_create_text( textLine );
SetTimeScale( 0.05 );
wait 0.15;
SetTimeScale( 1 );
theDarkness Destroy();
theLine Destroy();
SetDvar( "cheat_chaplin_titlecardshowing", 0 );
}
chaplin_proc()
{
level endon ( "disable_chaplin" );
while( 1 )
{
self Shellshock( "chaplincheat", 60, true );
MusicPlay( "cheat_chaplin_music", 0, true );
wait 0.5;
if( !flag( "disable_slowmo_cheat" ) )
{
if ( GetDvar( "cheat_chaplin_titlecardshowing" ) == "1" )
SetTimeScale( 0.05 );
else
SetTimeScale( 1.7 );
}
}
}
chaplin_grain_start()
{
self.cheatGrainLooper = spawn("script_model", self geteye() );
self.cheatGrainLooper setmodel("tag_origin");
self.cheatGrainLooper hide();
PlayFXOnTag( level._effect["grain_test"], self.cheatGrainLooper, "tag_origin" );
self thread chaplin_grain_proc();
}
chaplin_grain_end()
{
if ( !IsDefined( self.cheatGrainLooper ) )
return;
self.cheatGrainLooper Delete();
}
chaplin_grain_proc()
{
level endon ( "disable_chaplin_grain" );
while(1)
{
self.cheatGrainLooper.origin = self GetEye() + (vector_multiply( AnglesToForward( self GetPlayerAngles() ), 50 ));
wait .01;
}
}
is_cheating()
{
for ( i = 0; i < level.cheatDvars.size; i++ )
if(level.cheatStates[ level.cheatDvars[i] ] )
return true;
return false;
}