935 lines
23 KiB
Text
935 lines
23 KiB
Text
#include maps\_utility;
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#include maps\_hud_util;
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init()
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{
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PrecacheItem( "syrette" );
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PrecacheItem( "colt_dirty_harry" );
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precachestring( &"GAME_BUTTON_TO_REVIVE_PLAYER" );
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precachestring( &"GAME_PLAYER_NEEDS_TO_BE_REVIVED" );
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precachestring( &"GAME_PLAYER_IS_REVIVING_YOU" );
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precachestring( &"GAME_REVIVING" );
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if( !IsDefined( level.laststandpistol ) )
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{
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level.laststandpistol = "colt";
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PrecacheItem( level.laststandpistol );
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}
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//CODER_MOD: TOMMYK 07/13/2008 - Revive text
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if( !arcadeMode() )
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{
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level thread revive_hud_think();
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}
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level.primaryProgressBarX = 0;
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level.primaryProgressBarY = 110;
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level.primaryProgressBarHeight = 4;
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level.primaryProgressBarWidth = 120;
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if ( IsSplitScreen() )
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{
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level.primaryProgressBarY = 280;
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}
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if( GetDvar( "revive_trigger_radius" ) == "" )
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{
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SetDvar( "revive_trigger_radius", "40" );
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}
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}
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player_is_in_laststand()
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{
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return ( IsDefined( self.revivetrigger ) );
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}
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player_num_in_laststand()
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{
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num = 0;
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players = get_players();
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for ( i = 0; i < players.size; i++ )
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{
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if ( players[i] player_is_in_laststand() )
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num++;
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}
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return num;
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}
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player_all_players_in_laststand()
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{
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return ( player_num_in_laststand() == get_players().size );
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}
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player_any_player_in_laststand()
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{
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return ( player_num_in_laststand() > 0 );
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}
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PlayerLastStand( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration )
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{
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if( sMeansOfDeath == "MOD_CRUSH" ) // if getting run over by a tank then kill the guy even if in laststand
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{
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if( self player_is_in_laststand() )
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{
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self mission_failed_during_laststand( self );
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}
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return;
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}
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if( self player_is_in_laststand() )
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{
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return;
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}
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//CODER_MOD: TOMMYK 06/26/2008 - For coop scoreboards
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self.downs++;
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//stat tracking
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self.stats["downs"] = self.downs;
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dvarName = "player" + self GetEntityNumber() + "downs";
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setdvar( dvarName, self.downs );
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//PI CHANGE: player shouldn't be able to jump while in last stand mode (only was a problem in water) - specifically disallow this
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if (IsDefined(level.script) && level.script == "nazi_zombie_sumpf")
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self AllowJump(false);
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//END PI CHANGE
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if( IsDefined( level.playerlaststand_func ) )
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{
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[[level.playerlaststand_func]]();
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}
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//CODER_MOD: Jay (6/18/2008): callback to challenge system
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maps\_challenges_coop::doMissionCallback( "playerDied", self );
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if ( !laststand_allowed( sWeapon, sMeansOfDeath, sHitLoc ) )
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{
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self mission_failed_during_laststand( self );
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return;
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}
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// check for all players being in last stand
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if ( player_all_players_in_laststand() )
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{
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self mission_failed_during_laststand( self );
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return;
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}
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// vision set
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self VisionSetLastStand( "laststand", 1 );
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self.health = 1;
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self thread maps\_arcademode::arcadeMode_player_laststand();
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// revive trigger
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self revive_trigger_spawn();
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// laststand weapons
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self laststand_take_player_weapons();
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self laststand_give_pistol();
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self thread laststand_give_grenade();
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// AI
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self.ignoreme = true;
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// bleed out timer
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self thread laststand_bleedout( GetDvarFloat( "player_lastStandBleedoutTime" ) );
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self notify( "player_downed" );
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}
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laststand_allowed( sWeapon, sMeansOfDeath, sHitLoc )
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{
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//MOD TK, loads of stuff will now send u into laststand
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if ( sMeansOfDeath != "MOD_PISTOL_BULLET"
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&& sMeansOfDeath != "MOD_RIFLE_BULLET"
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&& sMeansOfDeath != "MOD_HEAD_SHOT"
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&& sMeansOfDeath != "MOD_MELEE"
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&& sMeansOfDeath != "MOD_BAYONET"
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&& sMeansOfDeath != "MOD_GRENADE"
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&& sMeansOfDeath != "MOD_GRENADE_SPLASH"
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&& sMeansOfDeath != "MOD_PROJECTILE"
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&& sMeansOfDeath != "MOD_PROJECTILE_SPLASH"
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&& sMeansOfDeath != "MOD_EXPLOSIVE"
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&& sMeansOfDeath != "MOD_BURNED")
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{
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return false;
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}
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if( level.laststandpistol == "none" )
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{
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return false;
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}
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return true;
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}
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// self = a player
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laststand_take_player_weapons()
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{
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self.weaponInventory = self GetWeaponsList();
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self.lastActiveWeapon = self GetCurrentWeapon();
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self.laststandpistol = undefined;
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//ASSERTEX( self.lastActiveWeapon != "none", "Last active weapon is 'none,' an unexpected result." );
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self.weaponAmmo = [];
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for( i = 0; i < self.weaponInventory.size; i++ )
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{
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weapon = self.weaponInventory[i];
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if ( WeaponClass( weapon ) == "pistol" && !IsDefined( self.laststandpistol ) )
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{
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self.laststandpistol = weapon;
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}
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switch( weapon )
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{
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// this player was killed while reviving another player
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case "syrette":
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// player was killed drinking perks-a-cola
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case "zombie_perk_bottle_doubletap":
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case "zombie_perk_bottle_revive":
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case "zombie_perk_bottle_jugg":
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case "zombie_perk_bottle_sleight":
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case "zombie_bowie_flourish":
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case "zombie_knuckle_crack":
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self.lastActiveWeapon = "none";
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continue;
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}
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self.weaponAmmo[weapon]["clip"] = self GetWeaponAmmoClip( weapon );
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self.weaponAmmo[weapon]["stock"] = self GetWeaponAmmoStock( weapon );
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}
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self TakeAllWeapons();
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if ( !IsDefined( self.laststandpistol ) )
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{
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self.laststandpistol = level.laststandpistol;
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}
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if ( maps\_collectibles::has_collectible( "collectible_dirtyharry" ) )
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{
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self.laststandpistol = "colt_dirty_harry";
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}
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}
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// self = a player
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laststand_giveback_player_weapons()
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{
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ASSERTEX( IsDefined( self.weaponInventory ), "player.weaponInventory is not defined - did you run laststand_take_player_weapons() first?" );
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self TakeAllWeapons();
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for( i = 0; i < self.weaponInventory.size; i++ )
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{
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weapon = self.weaponInventory[i];
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switch( weapon )
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{
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// this player was killed while reviving another player
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case "syrette":
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// player was killed drinking perks-a-cola
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case "zombie_perk_bottle_doubletap":
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case "zombie_perk_bottle_revive":
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case "zombie_perk_bottle_jugg":
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case "zombie_perk_bottle_sleight":
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case "zombie_bowie_flourish":
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case "zombie_knuckle_crack":
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continue;
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}
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self GiveWeapon( weapon );
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self SetWeaponAmmoClip( weapon, self.weaponAmmo[weapon]["clip"] );
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if ( WeaponType( weapon ) != "grenade" )
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self SetWeaponAmmoStock( weapon, self.weaponAmmo[weapon]["stock"] );
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}
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// if we can't figure out what the last active weapon was, try to switch a primary weapon
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//CHRIS_P: - don't try to give the player back the mortar_round weapon ( this is if the player killed himself with a mortar round)
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if( self.lastActiveWeapon != "none" && self.lastActiveWeapon != "mortar_round" && self.lastActiveWeapon != "mine_bouncing_betty" )
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{
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self SwitchToWeapon( self.lastActiveWeapon );
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}
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else
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{
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primaryWeapons = self GetWeaponsListPrimaries();
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if( IsDefined( primaryWeapons ) && primaryWeapons.size > 0 )
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{
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self SwitchToWeapon( primaryWeapons[0] );
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}
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}
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}
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laststand_clean_up_on_disconnect( playerBeingRevived, reviverGun )
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{
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reviveTrigger = playerBeingRevived.revivetrigger;
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playerBeingRevived waittill("disconnect");
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if( isdefined( reviveTrigger ) )
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{
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reviveTrigger delete();
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}
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if( isdefined( self.reviveProgressBar ) )
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{
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self.reviveProgressBar destroyElem();
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}
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if( isdefined( self.reviveTextHud ) )
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{
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self.reviveTextHud destroy();
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}
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self revive_give_back_weapons( reviverGun );
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}
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laststand_give_pistol()
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{
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assert( IsDefined( self.laststandpistol ) );
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assert( self.laststandpistol != "none" );
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//assert( WeaponClass( self.laststandpistol ) == "pistol" );
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if( GetDvar( "zombiemode" ) == "1" || IsSubStr( level.script, "nazi_zombie_" ) ) // CODER_MOD (Austin 5/4/08): zombiemode loadout setup
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{
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self GiveWeapon( self.laststandpistol );
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ammoclip = WeaponClipSize( self.laststandpistol );
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if (self.laststandpistol == "ray_gun")
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{
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self SetWeaponAmmoClip( self.laststandpistol, ammoclip );
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self SetWeaponAmmoStock( self.laststandpistol, 0 );
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}
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else
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{
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self SetWeaponAmmoStock( self.laststandpistol, ammoclip * 2 );
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}
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self SwitchToWeapon( self.laststandpistol );
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}
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else
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{
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self GiveWeapon( self.laststandpistol );
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self GiveMaxAmmo( self.laststandpistol );
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self SwitchToWeapon( self.laststandpistol );
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}
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}
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laststand_give_grenade()
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{
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self endon ("player_revived");
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self endon ("disconnect");
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while( self isThrowingGrenade() )
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{
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wait( 0.05 );
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}
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// needed to throw back grenades while in last stand
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if( level.campaign == "russian" )
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{
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grenade_choice = "stick_grenade";
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}
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// MM (7/8/9) - give the player german grenades because that's the only kind we're using
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else if( GetDvar( "zombiemode" ) == "1" || IsSubStr( level.script, "nazi_zombie_" ) )
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{
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grenade_choice = "stielhandgranate";
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}
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else
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{
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grenade_choice = "fraggrenade";
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}
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self GiveWeapon( grenade_choice );
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self SetWeaponAmmoClip( grenade_choice, 0 );
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self SwitchToOffhand( grenade_choice );
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}
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laststand_bleedout( delay )
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{
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self endon ("player_revived");
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self endon ("disconnect");
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//self PlayLoopSound("heart_beat",delay); // happens on client now DSL
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// Notify client that we're in last stand.
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setClientSysState("lsm", "1", self);
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self.bleedout_time = delay;
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while ( self.bleedout_time > Int( delay * 0.5 ) )
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{
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self.bleedout_time -= 1;
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wait( 1 );
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}
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self VisionSetLastStand( "death", delay * 0.5 );
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while ( self.bleedout_time > 0 )
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{
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self.bleedout_time -= 1;
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wait( 1 );
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}
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//CODER_MOD: TOMMYK 07/13/2008
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while( self.revivetrigger.beingRevived == 1 )
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{
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wait( 0.1 );
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}
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setClientSysState("lsm", "0", self); // Notify client last stand ended.
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if (isdefined(level.is_zombie_level ) && level.is_zombie_level)
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{
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self [[level.player_becomes_zombie]]();
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}
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else
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{
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self.ignoreme = false;
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self mission_failed_during_laststand( self );
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}
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}
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// spawns the trigger used for the player to get revived
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revive_trigger_spawn()
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{
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radius = GetDvarInt( "revive_trigger_radius" );
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self.revivetrigger = spawn( "trigger_radius", self.origin, 0, radius, radius );
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self.revivetrigger setHintString( "" ); // only show the hint string if the triggerer is facing me
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self.revivetrigger setCursorHint( "HINT_NOICON" );
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self.revivetrigger EnableLinkTo();
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self.revivetrigger LinkTo( self );
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//CODER_MOD: TOMMYK 07/13/2008 - Revive text
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self.revivetrigger.beingRevived = 0;
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self.revivetrigger.createtime = gettime();
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if ( maps\_collectibles::has_collectible( "collectible_morphine" ) )
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{
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self maps\_collectibles_game::morphine_think();
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}
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else
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{
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self thread revive_trigger_think();
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}
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//self.revivetrigger thread revive_debug();
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}
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revive_debug()
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{
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for ( ;; )
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{
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self waittill( "trigger", player );
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if ( !player player_is_in_laststand() )
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iprintln( "revive triggered!" );
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wait( 0.05 );
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}
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}
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// logic for the revive trigger
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revive_trigger_think()
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{
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self endon ( "disconnect" );
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self endon ( "zombified" );
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while ( 1 )
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{
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wait ( 0.1 );
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//assert( DistanceSquared( self.origin, self.revivetrigger.origin ) <= 25 );
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//drawcylinder( self.revivetrigger.origin, 32, 32 );
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players = get_players();
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self.revivetrigger setHintString( "" );
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for ( i = 0; i < players.size; i++ )
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{
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//PI CHANGES - revive should work in deep water for nazi_zombie_sumpf
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is_sumpf = 0;
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d = 0;
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if (IsDefined(level.script) && level.script == "nazi_zombie_sumpf")
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{
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is_sumpf = 1;
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d = self depthinwater();
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}
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if ( players[i] can_revive( self ) ||
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(is_sumpf == 1 && d > 20))
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//END PI CHANGES
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{
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// TODO: This will turn on the trigger hint for every player within
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// the radius once one of them faces the revivee, even if the others
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// are facing away. Either we have to display the hints manually here
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// (making sure to prioritize against any other hints from nearby objects),
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// or we need a new combined radius+lookat trigger type.
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self.revivetrigger setHintString( &"GAME_BUTTON_TO_REVIVE_PLAYER" );
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break;
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}
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}
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for ( i = 0; i < players.size; i++ )
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{
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reviver = players[i];
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if ( !reviver is_reviving( self ) )
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continue;
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// give the syrette
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gun = reviver GetCurrentWeapon();
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assert( IsDefined( gun ) );
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//assert( gun != "none" );
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if ( gun == "syrette" )
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continue;
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reviver GiveWeapon( "syrette" );
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reviver SwitchToWeapon( "syrette" );
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reviver DisableWeaponCycling();
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reviver DisableOffhandWeapons();
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reviver SetWeaponAmmoStock( "syrette", 1 );
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//CODER_MOD: TOMMY K
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revive_success = reviver revive_do_revive( self, gun );
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reviver revive_give_back_weapons( gun );
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//PI CHANGE: player couldn't jump - allow this again now that they are revived
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if (IsDefined(level.script) && level.script == "nazi_zombie_sumpf")
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self AllowJump(true);
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//END PI CHANGE
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if ( revive_success )
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{
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self thread revive_success( reviver );
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return;
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}
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}
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}
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}
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revive_give_back_weapons( gun )
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{
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// take the syrette
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self TakeWeapon( "syrette" );
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self EnableWeaponCycling();
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self EnableOffhandWeapons();
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if ( gun != "none" && gun != "mine_bouncing_betty" )
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{
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self SwitchToWeapon( gun );
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}
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else
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{
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// try to switch to first primary weapon
|
|
primaryWeapons = self GetWeaponsListPrimaries();
|
|
if( IsDefined( primaryWeapons ) && primaryWeapons.size > 0 )
|
|
{
|
|
self SwitchToWeapon( primaryWeapons[0] );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
can_revive( revivee )
|
|
{
|
|
if ( !isAlive( self ) )
|
|
return false;
|
|
|
|
if ( self player_is_in_laststand() )
|
|
return false;
|
|
|
|
if( !isDefined( revivee.revivetrigger ) )
|
|
return false;
|
|
|
|
if ( !self IsTouching( revivee.revivetrigger ) )
|
|
return false;
|
|
|
|
//PI CHANGE: can revive in deep water in sumpf
|
|
if (IsDefined(level.script) && level.script == "nazi_zombie_sumpf" && (revivee depthinwater() > 10))
|
|
return true;
|
|
//END PI CHANGE
|
|
|
|
if ( !self is_facing( revivee ) )
|
|
return false;
|
|
|
|
if( !SightTracePassed( self.origin + ( 0, 0, 50 ), revivee.origin + ( 0, 0, 30 ), false, undefined ) )
|
|
return false;
|
|
|
|
//chrisp - fix issue where guys can sometimes revive thru a wall
|
|
if(!bullettracepassed(self.origin + (0,0,50), revivee.origin + ( 0, 0, 30 ), false, undefined) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// SRS 9/2/2008: in zombie mode, disallow revive if potential reviver is a zombie
|
|
if( IsDefined( level.is_zombie_level ) && level.is_zombie_level )
|
|
{
|
|
if( IsDefined( self.is_zombie ) && self.is_zombie )
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
//if the level is nazi_zombie_asylum and playeris drinking, disable the trigger
|
|
if(level.script == "nazi_zombie_asylum" && isdefined(self.is_drinking))
|
|
return false;
|
|
|
|
if(level.script == "nazi_zombie_sumpf" && isdefined(self.is_drinking))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
is_reviving( revivee )
|
|
{
|
|
return ( can_revive( revivee ) && self UseButtonPressed() );
|
|
}
|
|
|
|
is_facing( facee )
|
|
{
|
|
orientation = self getPlayerAngles();
|
|
forwardVec = anglesToForward( orientation );
|
|
forwardVec2D = ( forwardVec[0], forwardVec[1], 0 );
|
|
unitForwardVec2D = VectorNormalize( forwardVec2D );
|
|
toFaceeVec = facee.origin - self.origin;
|
|
toFaceeVec2D = ( toFaceeVec[0], toFaceeVec[1], 0 );
|
|
unitToFaceeVec2D = VectorNormalize( toFaceeVec2D );
|
|
|
|
dotProduct = VectorDot( unitForwardVec2D, unitToFaceeVec2D );
|
|
return ( dotProduct > 0.9 ); // reviver is facing within a ~52-degree cone of the player
|
|
}
|
|
|
|
// self = reviver
|
|
revive_do_revive( playerBeingRevived, reviverGun )
|
|
{
|
|
assert( self is_reviving( playerBeingRevived ) );
|
|
// reviveTime used to be set from a Dvar, but this can no longer be tunable:
|
|
// it has to match the length of the third-person revive animations for
|
|
// co-op gameplay to run smoothly.
|
|
reviveTime = 3;
|
|
|
|
if ( self HasPerk( "specialty_quickrevive" ) )
|
|
{
|
|
reviveTime = reviveTime / 2;
|
|
}
|
|
|
|
timer = 0;
|
|
revived = false;
|
|
|
|
//CODER_MOD: TOMMYK 07/13/2008
|
|
playerBeingRevived.revivetrigger.beingRevived = 1;
|
|
playerBeingRevived.revive_hud setText( &"GAME_PLAYER_IS_REVIVING_YOU", self );
|
|
playerBeingRevived revive_hud_show_n_fade( 3.0 );
|
|
|
|
playerBeingRevived.revivetrigger setHintString( "" );
|
|
|
|
playerBeingRevived startrevive( self );
|
|
|
|
if( !isdefined(self.reviveProgressBar) )
|
|
self.reviveProgressBar = self createPrimaryProgressBar();
|
|
|
|
if( !isdefined(self.reviveTextHud) )
|
|
self.reviveTextHud = newclientHudElem( self );
|
|
|
|
self thread laststand_clean_up_on_disconnect( playerBeingRevived, reviverGun );
|
|
|
|
self.reviveProgressBar updateBar( 0.01, 1 / reviveTime );
|
|
|
|
self.reviveTextHud.alignX = "center";
|
|
self.reviveTextHud.alignY = "middle";
|
|
self.reviveTextHud.horzAlign = "center";
|
|
self.reviveTextHud.vertAlign = "bottom";
|
|
self.reviveTextHud.y = -148;
|
|
if ( IsSplitScreen() )
|
|
self.reviveTextHud.y = -107;
|
|
self.reviveTextHud.foreground = true;
|
|
self.reviveTextHud.font = "default";
|
|
self.reviveTextHud.fontScale = 1.8;
|
|
self.reviveTextHud.alpha = 1;
|
|
self.reviveTextHud.color = ( 1.0, 1.0, 1.0 );
|
|
self.reviveTextHud setText( &"GAME_REVIVING" );
|
|
|
|
//chrisp - zombiemode addition for reviving vo
|
|
// cut , but leave the script just in case
|
|
//self thread say_reviving_vo();
|
|
|
|
while( self is_reviving( playerBeingRevived ) )
|
|
{
|
|
wait( 0.05 );
|
|
timer += 0.05;
|
|
|
|
if ( self player_is_in_laststand() )
|
|
break;
|
|
|
|
if( timer >= reviveTime)
|
|
{
|
|
revived = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if( isdefined( self.reviveProgressBar ) )
|
|
{
|
|
self.reviveProgressBar destroyElem();
|
|
}
|
|
|
|
if( isdefined( self.reviveTextHud ) )
|
|
{
|
|
self.reviveTextHud destroy();
|
|
}
|
|
|
|
if ( !revived )
|
|
{
|
|
playerBeingRevived stoprevive( self );
|
|
}
|
|
|
|
//CODER_MOD: TOMMYK 07/13/2008
|
|
playerBeingRevived.revivetrigger setHintString( &"GAME_BUTTON_TO_REVIVE_PLAYER" );
|
|
playerBeingRevived.revivetrigger.beingRevived = 0;
|
|
|
|
return revived;
|
|
}
|
|
|
|
|
|
say_reviving_vo()
|
|
{
|
|
if( GetDvar( "zombiemode" ) == "1" || IsSubStr( level.script, "nazi_zombie_" ) ) // CODER_MOD (Austin 5/4/08): zombiemode loadout setup
|
|
{
|
|
|
|
players = get_players();
|
|
for(i=0; i<players.size; i++)
|
|
{
|
|
if (players[i] == self)
|
|
{
|
|
self playsound("plr_" + i + "_vox_reviving" + "_" + randomintrange(0, 2));
|
|
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
say_revived_vo()
|
|
{
|
|
if( GetDvar( "zombiemode" ) == "1" || IsSubStr( level.script, "nazi_zombie_" ) ) // CODER_MOD (Austin 5/4/08): zombiemode loadout setup
|
|
{
|
|
players = get_players();
|
|
for(i=0; i<players.size; i++)
|
|
{
|
|
if (players[i] == self)
|
|
{
|
|
self playsound("plr_" + i + "_vox_revived" + "_" + randomintrange(0, 2));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
revive_success( reviver )
|
|
{
|
|
self notify ( "player_revived", reviver );
|
|
self reviveplayer();
|
|
|
|
//CODER_MOD: TOMMYK 06/26/2008 - For coop scoreboards
|
|
reviver.revives++;
|
|
//stat tracking
|
|
reviver.stats["revives"] = reviver.revives;
|
|
|
|
// CODER MOD: TOMMY K - 07/30/08
|
|
reviver thread maps\_arcademode::arcadeMode_player_revive();
|
|
|
|
//CODER_MOD: Jay (6/17/2008): callback to revive challenge
|
|
if( isdefined( level.missionCallbacks ) )
|
|
{
|
|
maps\_challenges_coop::doMissionCallback( "playerRevived", reviver );
|
|
}
|
|
|
|
setClientSysState("lsm", "0", self); // Notify client last stand ended.
|
|
|
|
self.revivetrigger delete();
|
|
self.revivetrigger = undefined;
|
|
|
|
self laststand_giveback_player_weapons();
|
|
|
|
self.ignoreme = false;
|
|
|
|
self thread say_revived_vo();
|
|
|
|
}
|
|
|
|
|
|
revive_force_revive( reviver )
|
|
{
|
|
assert( IsDefined( self ) );
|
|
assert( IsPlayer( self ) );
|
|
assert( self player_is_in_laststand() );
|
|
|
|
self thread revive_success( reviver );
|
|
}
|
|
|
|
// the text that tells players that others are in need of a revive
|
|
revive_hud_create()
|
|
{
|
|
self.revive_hud = newclientHudElem( self );
|
|
self.revive_hud.alignX = "center";
|
|
self.revive_hud.alignY = "middle";
|
|
self.revive_hud.horzAlign = "center";
|
|
self.revive_hud.vertAlign = "bottom";
|
|
self.revive_hud.y = -50;
|
|
self.revive_hud.foreground = true;
|
|
self.revive_hud.font = "default";
|
|
self.revive_hud.fontScale = 1.5;
|
|
self.revive_hud.alpha = 0;
|
|
self.revive_hud.color = ( 1.0, 1.0, 1.0 );
|
|
self.revive_hud setText( "" );
|
|
|
|
if( GetDvar( "zombiemode" ) == "1" )
|
|
{
|
|
self.revive_hud.y = -80;
|
|
}
|
|
}
|
|
|
|
//CODER_MOD: TOMMYK 07/13/2008
|
|
revive_hud_think()
|
|
{
|
|
self endon ( "disconnect" );
|
|
|
|
while ( 1 )
|
|
{
|
|
wait( 0.1 );
|
|
|
|
if ( !player_any_player_in_laststand() )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
players = get_players();
|
|
playerToRevive = undefined;
|
|
|
|
for( i = 0; i < players.size; i++ )
|
|
{
|
|
if( !players[i] player_is_in_laststand() || !isDefined( players[i].revivetrigger.createtime ) )
|
|
continue;
|
|
|
|
if( !isDefined(playerToRevive) || playerToRevive.revivetrigger.createtime > players[i].revivetrigger.createtime )
|
|
{
|
|
playerToRevive = players[i];
|
|
}
|
|
}
|
|
|
|
if( isDefined( playerToRevive ) )
|
|
{
|
|
for( i = 0; i < players.size; i++ )
|
|
{
|
|
if( players[i] player_is_in_laststand() )
|
|
continue;
|
|
|
|
players[i] thread fadeReviveMessageOver( playerToRevive, 3.0 );
|
|
}
|
|
|
|
playerToRevive.revivetrigger.createtime = undefined;
|
|
wait( 3.5 );
|
|
}
|
|
}
|
|
}
|
|
|
|
//CODER_MOD: TOMMYK 07/13/2008
|
|
fadeReviveMessageOver( playerToRevive, time )
|
|
{
|
|
revive_hud_show();
|
|
self.revive_hud setText( &"GAME_PLAYER_NEEDS_TO_BE_REVIVED", playerToRevive );
|
|
self.revive_hud fadeOverTime( time );
|
|
self.revive_hud.alpha = 0;
|
|
}
|
|
|
|
revive_hud_hide()
|
|
{
|
|
assert( IsDefined( self ) );
|
|
assert( IsDefined( self.revive_hud ) );
|
|
|
|
self.revive_hud.alpha = 0;
|
|
}
|
|
|
|
revive_hud_show()
|
|
{
|
|
assert( IsDefined( self ) );
|
|
assert( IsDefined( self.revive_hud ) );
|
|
|
|
self.revive_hud.alpha = 1;
|
|
}
|
|
|
|
//CODER_MOD: TOMMYK 07/13/2008
|
|
revive_hud_show_n_fade(time)
|
|
{
|
|
revive_hud_show();
|
|
|
|
self.revive_hud fadeOverTime( time );
|
|
self.revive_hud.alpha = 0;
|
|
}
|
|
|
|
drawcylinder(pos, rad, height)
|
|
{
|
|
currad = rad;
|
|
curheight = height;
|
|
|
|
for (r = 0; r < 20; r++)
|
|
{
|
|
theta = r / 20 * 360;
|
|
theta2 = (r + 1) / 20 * 360;
|
|
|
|
line(pos + (cos(theta) * currad, sin(theta) * currad, 0), pos + (cos(theta2) * currad, sin(theta2) * currad, 0));
|
|
line(pos + (cos(theta) * currad, sin(theta) * currad, curheight), pos + (cos(theta2) * currad, sin(theta2) * currad, curheight));
|
|
line(pos + (cos(theta) * currad, sin(theta) * currad, 0), pos + (cos(theta) * currad, sin(theta) * currad, curheight));
|
|
}
|
|
}
|
|
|
|
mission_failed_during_laststand( dead_player )
|
|
{
|
|
if( IsDefined( level.no_laststandmissionfail ) && level.no_laststandmissionfail )
|
|
{
|
|
return;
|
|
}
|
|
|
|
players = get_players();
|
|
for( i = 0; i < players.size; i++ )
|
|
{
|
|
if( isDefined( players[i] ) )
|
|
{
|
|
players[i] thread maps\_quotes::displayMissionFailed();
|
|
if( players[i] == self )
|
|
{
|
|
players[i] thread maps\_quotes::displayPlayerDead();
|
|
println( "Player #"+i+" is dead" );
|
|
}
|
|
else
|
|
{
|
|
players[i] thread maps\_quotes::displayTeammateDead( dead_player );
|
|
println( "Player #"+i+" is alive" );
|
|
}
|
|
}
|
|
}
|
|
missionfailed();
|
|
}
|