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author | BobTheBob <32057864+BobTheBob9@users.noreply.github.com> | 2021-06-22 14:30:49 +0100 |
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committer | BobTheBob <32057864+BobTheBob9@users.noreply.github.com> | 2021-06-22 14:30:49 +0100 |
commit | 207facbc402f5639cbcd31f079214351ef605cf2 (patch) | |
tree | 4710b2a88dd64f3dfea1609d31a5de9141640951 /Northstar.CustomServers/scripts/vscripts/pilot/_zipline.gnut | |
parent | c2d438568df6d98cf731807e30eaa7da31e5ea52 (diff) | |
download | NorthstarMods-207facbc402f5639cbcd31f079214351ef605cf2.tar.gz NorthstarMods-207facbc402f5639cbcd31f079214351ef605cf2.zip |
initial commit after moving to new repo
Diffstat (limited to 'Northstar.CustomServers/scripts/vscripts/pilot/_zipline.gnut')
-rw-r--r-- | Northstar.CustomServers/scripts/vscripts/pilot/_zipline.gnut | 838 |
1 files changed, 838 insertions, 0 deletions
diff --git a/Northstar.CustomServers/scripts/vscripts/pilot/_zipline.gnut b/Northstar.CustomServers/scripts/vscripts/pilot/_zipline.gnut new file mode 100644 index 00000000..a129c479 --- /dev/null +++ b/Northstar.CustomServers/scripts/vscripts/pilot/_zipline.gnut @@ -0,0 +1,838 @@ +untyped + +global function Zipline_Init + +global function GuyZiplinesToGround +global function GetZiplineSpawns +global function GetHookOriginFromNode +global function ZiplineInit + +global function CodeCallback_ZiplineMount +global function CodeCallback_ZiplineStart +global function CodeCallback_ZiplineMove +global function CodeCallback_ZiplineStop + +global function AddCallback_ZiplineStart +global function AddCallback_ZiplineStop + +global function TrackMoverDirection +global function CreateRopeEntities +global function SpawnZiplineEntities +global function GetZiplineLandingAnims +global function AnimDoneStuckInSolidFailSafe + +struct { + array<string> zipLineLandingAnimations = [ + "pt_zipline_dismount_standF", + "pt_zipline_dismount_crouchF", + "pt_zipline_dismount_crouch180", + "pt_zipline_dismount_breakright", + "pt_zipline_land" + "pt_zipline_land" + "pt_zipline_land" + "pt_zipline_land" + "pt_zipline_land" + "pt_zipline_land" + ] + + array<string> zipLinePlayerLandingAnimations = [ + "pt_zipline_dismount_standF" + ] + + array<string> zipLineReadyAnimations = [ + "pt_zipline_ready_idleA", + "pt_zipline_ready_idleB" + ] +} file + +//typedef EntitiesDidLoadCallbackType void functionref(entity) +array<void functionref(entity,entity)> _ZiplineStartCallbacks +array<void functionref(entity)> _ZiplineStopCallbacks + +function Zipline_Init() +{ + if ( reloadingScripts ) + return + + RegisterSignal( "deploy" ) + RegisterSignal( "stop_deploy" ) + RegisterSignal( "npc_deployed" ) + + VehicleDropshipNew_Init() + + level.MIN_ZIPLINE_LAND_DIST_SQRD <- 128 * 128 + level.MIN_ZIPLINE_HOOK_DIST_SQRD <- 256 * 256 + level._info_spawnpoint_dropships <- {} + AddSpawnCallback( "info_spawnpoint_dropship", AddToSpawnpointDropships ) + + PrecacheParticleSystem( $"hmn_mcorps_jump_jet_wallrun_full" ) + PrecacheParticleSystem( $"hmn_imc_jump_jet_wallrun_full" ) + PrecacheParticleSystem( $"P_Zipline_hld_1" ) + +} + +void function AddToSpawnpointDropships( entity self ) +{ + level._info_spawnpoint_dropships[ self ] <- self +} + +function GetZiplineSpawns() +{ + local targets = [] + foreach ( ent in clone level._info_spawnpoint_dropships ) + { + if ( IsValid( ent ) ) + { + targets.append( ent ) + continue + } + + delete level._info_spawnpoint_dropships[ ent ] + } + + return targets +} + + +function GuyZiplinesToGround( guy, Table ) +{ + expect entity( guy ) + + OnThreadEnd( + function() : ( guy ) + { + if ( IsValid( guy ) ) + guy.SetEfficientMode( false ) + } + ) + + local ship = Table.ship + local dropPos = GetDropPos( Table ) + + // ship didn't find a drop spot + if ( dropPos == null ) + WaitForever() + + //DebugDrawLine( guy.GetOrigin(), dropPos, 255, 0, 0, true, 8.0 ) + + local attachOrigin = ship.GetAttachmentOrigin( Table.attachIndex ) + local nodeOrigin = dropPos + local hookOrigin = GetHookOriginFromNode( guy.GetOrigin(), nodeOrigin, attachOrigin ) + + // couldn't find a place to hook it? This needs to be tested on precompile + if ( !hookOrigin ) + { + printt( "WARNING! Bad zipline dropship position!" ) + WaitForever() + } + + Table.hookOrigin <- hookOrigin + + // Track the movement of the script mover that moves the guy to the ground + local e = {} + + waitthread GuyRidesZiplineToGround( guy, Table, e, dropPos ) + + //DebugDrawLine( guy.GetOrigin(), dropPos, 255, 0, 135, true, 5.0 ) + + if ( !( "forward" in Table ) ) + { + // the sequence ended before the guy reached the ground + local start = guy.GetOrigin() + // this needs functionification + local end = Table.hookOrigin + Vector( 0,0,-80 ) + TraceResults result = TraceLine( start, end, guy ) + local angles = guy.GetAngles() + Table.forward <- AnglesToForward( angles ) + Table.origin <- result.endPos + } + + // the guy detaches and falls to the ground + string landingAnim = file.zipLineLandingAnimations.getrandom() + //DrawArrow( guy.GetOrigin(), guy.GetAngles(), 5.0, 80 ) + + if ( !guy.IsInterruptable() ) + return + + guy.Anim_ScriptedPlay( landingAnim ) + guy.Anim_EnablePlanting() + + ShowName( guy ) + + local vec = e.currentOrigin - e.oldOrigin + + guy.SetVelocity( vec * 15 ) + + thread AnimDoneStuckInSolidFailSafe( guy ) +} + +function AnimDoneStuckInSolidFailSafe( entity guy ) +{ + guy.EndSignal( "OnDeath" ) + guy.WaitSignal( "OnAnimationDone" ) + + if ( EntityInSolid( guy ) ) + { + vector ornull clampedPos + clampedPos = NavMesh_ClampPointForAIWithExtents( guy.GetOrigin(), guy, < 400, 400, 400 > ) + + if ( clampedPos != null ) + { + guy.SetOrigin( expect vector( clampedPos ) ) + printt( guy + " was in solid, teleported" ) + } + } +} + +function TrackMoverDirection( mover, e ) +{ + mover.EndSignal( "OnDestroy" ) + // track the way the mover movers, so we can do the + // correct velocity on the falling guy + local origin = mover.GetOrigin() + e.oldOrigin <- origin + e.currentOrigin <- origin + + for ( ;; ) + { + WaitFrame() + e.oldOrigin = e.currentOrigin + e.currentOrigin = mover.GetOrigin() + } +} + +function GuyRidesZiplineToGround( entity guy, zipline, e, dropPos ) +{ + entity mover = CreateOwnedScriptMover( guy ) + mover.EndSignal( "OnDestroy" ) + + thread TrackMoverDirection( mover, e ) + + OnThreadEnd( + function() : ( mover, zipline, guy ) + { + thread ZiplineRetracts( zipline ) + + if ( IsValid( guy ) ) + { + guy.ClearParent() + StopSoundOnEntity( guy, "3p_zipline_loop" ) + EmitSoundOnEntity( guy, "3p_zipline_detach" ) + } + + if ( IsValid( mover ) ) + mover.Kill_Deprecated_UseDestroyInstead() + } + ) + + + local rideDist = Distance( guy.GetOrigin(), zipline.hookOrigin ) + + // how long it takes the zipline to travel 1000 units + zipline.pinTime <- Graph( rideDist, 0, 1000, 0, 0.4 ) + + // how long it takes the zipline to retract, + zipline.retractTime <- Graph( rideDist, 0, 1000, 0, 0.5 ) + + // how long it takes the rider to ride 1000 units + float rideTime = Graph( rideDist, 0, 1000, 0, 2.5 ) + + + // orient the script_mover in the direction its going + local angles = guy.GetAngles() + local forward = AnglesToForward( angles ) + local right = AnglesToRight( angles ) + + CreateRopeEntities( zipline ) + + local zipAttachOrigin = zipline.ship.GetAttachmentOrigin( zipline.attachIndex ) + zipline.end.SetOrigin( zipAttachOrigin ) + + zipline.start.SetParent( zipline.ship, zipline.shipAttach ) + zipline.mid.SetParent( zipline.ship, zipline.shipAttach ) + + // now that the origin is set we can spawn the zipline, otherwise we + // see the zipline lerp in + SpawnZiplineEntities( zipline ) + + + // the zipline shoots out + ZiplineMover( expect entity( zipline.end ), zipline.hookOrigin, zipline.pinTime ) + + EmitSoundAtPosition( TEAM_UNASSIGNED, zipAttachOrigin, "dropship_zipline_zipfire" ) + delaythread( zipline.pinTime ) ZiplineMoveCleanup( zipline ) + +// wait zipline.pinTime * 0.37 + wait zipline.pinTime + EmitSoundAtPosition( TEAM_UNASSIGNED, zipline.hookOrigin, "dropship_zipline_impact" ) + + zipline.mid.SetParent( mover, "ref", false ) + thread MoverMovesToGround( zipline, mover, rideTime ) + + if ( !IsAlive( guy ) || !guy.IsInterruptable() ) + return + + guy.SetParent( mover, "ref", false, 0.0 ) + + EmitSoundOnEntity( guy, "3p_zipline_attach" ) + waitthread PlayAnim( guy, "pt_zipline_ready2slide", mover ) + EmitSoundOnEntity( guy, "3p_zipline_loop" ) + + if ( !IsAlive( guy ) || !guy.IsInterruptable() || guy.GetParent() != mover ) + return + + // Anim_PlayWithRefPoint requires that the guy be parented to the ref point. + thread PlayAnim( guy, ZIPLINE_IDLE_ANIM, mover, "ref" ) + + //thread ZiplineAutoClipsToGeo( zipline, mover ) + + //wait 0.4 // some time to clear the lip + + local nodeOrigin = dropPos + //DebugDrawLine( guy.GetOrigin(), nodeOrigin, 200, 255, 50, true, 8.0 ) + + rideDist = Distance( guy.GetOrigin(), nodeOrigin ) + rideDist -= 100 // for animation at end + if ( rideDist < 0 ) + rideDist = 0 + rideTime = Graph( rideDist, 0, 100, 0, 0.15 ) +/* + printt( "ride time " + rideTime ) + local endTime = Time() + rideTime + for ( ;; ) + { + if ( Time() >= endTime ) + return + + DebugDrawLine( guy.GetOrigin(), nodeOrigin, 255, 0, 0, true, 0.15 ) + DebugDrawText( nodeOrigin, ( endTime - Time() ) + "", true, 0.15 ) + WaitFrame() + } +*/ + wait rideTime + + thread ZiplineStuckFailsafe( guy, nodeOrigin ) +} + +function ZiplineStuckFailsafe( guy, nodeOrigin ) +{ + TimeOut( 15.0 ) + + guy.EndSignal( "OnDeath" ) + + guy.WaitSignal( "OnFailedToPath" ) + + guy.SetOrigin( nodeOrigin ) + printt( "Warning: AI Path failsafe at " + nodeOrigin ) +} + +function ZiplineMoveCleanup( zipline ) +{ + // work around for moveto bug + if ( IsValid( zipline.end ) ) + { + zipline.end.SetOrigin( zipline.hookOrigin ) + } +} + +function MoverMovesToGround( zipline, mover, timeTotal ) +{ + // this handles the start point moving. + mover.EndSignal( "OnDestroy" ) + zipline.ship.EndSignal( "OnDestroy" ) + + local origin = zipline.ship.GetAttachmentOrigin( zipline.attachIndex ) + local angles = zipline.ship.GetAttachmentAngles( zipline.attachIndex ) + mover.SetOrigin( origin ) + mover.SetAngles( angles ) + + local start = zipline.start.GetOrigin() + local end = zipline.hookOrigin + Vector( 0,0,-180 ) + + local blendTime = 0.5 + if ( timeTotal <= blendTime ) + blendTime = 0 + + angles = VectorToAngles( end - start ) + angles.x = 0 + angles.z = 0 + + mover.MoveTo( end, timeTotal, blendTime, 0 ) + mover.RotateTo( angles, 0.2 ) +} + + +function WaitUntilZiplinerNearsGround( guy, zipline ) +{ + local start, end, frac + local angles = guy.GetAngles() + local forward = AnglesToForward( angles ) + + local zipAngles, zipForward, dropDist + + if ( guy.IsNPC() ) + dropDist = 150 + else + dropDist = 10 //much closer for player + + local mins = guy.GetBoundingMins() + local maxs = guy.GetBoundingMaxs() + + TraceResults result + + for ( ;; ) + { + start = guy.GetOrigin() + end = start + Vector(0,0,-dropDist) + end += forward * dropDist +// TraceResults result = TraceLine( start, end, guy ) + result = TraceHull( start, end, mins, maxs, guy, TRACE_MASK_NPCSOLID_BRUSHONLY, TRACE_COLLISION_GROUP_NONE ) + //DebugDrawLine( start, end, 255, 0, 0, true, 0.2 ) + + if ( result.fraction < 1.0 ) + break + + start = guy.GetOrigin() + end = zipline.hookOrigin + Vector( 0,0,-80 ) + + zipForward = ( end - start ) + zipForward.Norm() + zipForward *= 250 + + end = start + zipForward + //DebugDrawLine( start, end, 255, 0, 0, true, 0.1 ) + +// result = TraceLine( start, end, guy ) + //DebugDrawLine( start, end, 255, 150, 0, true, 0.2 ) + result = TraceHull( start, end, mins, maxs, guy, TRACE_MASK_NPCSOLID_BRUSHONLY, TRACE_COLLISION_GROUP_NONE ) + + if ( result.fraction < 1.0 ) + break + + WaitFrame() + } + + zipline.origin <- result.endPos + zipline.forward <- forward +} + + +function ZiplineRetracts( zipline ) +{ + if ( !IsValid( zipline.start ) ) + return + if ( !IsValid( zipline.mid ) ) + return + if ( !IsValid( zipline.end ) ) + return + + OnThreadEnd( + function() : ( zipline ) + { + if ( IsValid( zipline.start ) ) + zipline.start.Kill_Deprecated_UseDestroyInstead() + + if ( IsValid( zipline.mid ) ) + zipline.mid.Kill_Deprecated_UseDestroyInstead() + + // is the only one that's not parented and only gets deleted here + zipline.end.Kill_Deprecated_UseDestroyInstead() + } + ) + + // IsValid check succeeds, even if a delete brought us here. + // IsValid should've failed. + if ( !IsAlive( expect entity( zipline.ship ) ) ) + return + + zipline.ship.EndSignal( "OnDestroy" ) + + zipline.start.EndSignal( "OnDestroy" ) + zipline.mid.EndSignal( "OnDestroy" ) + zipline.end.EndSignal( "OnDestroy" ) + + local start, end, mid + local startDist + local endDist + local totalDist + local progress + local newMidPoint + local midRetractProgress + + local startTime = Time() + local endTime = startTime + 0.3 + + zipline.mid.ClearParent() + + start = zipline.start.GetOrigin() + end = zipline.end.GetOrigin() + mid = zipline.mid.GetOrigin() + + startDist = Distance( mid, start ) + endDist = Distance( mid, end ) + totalDist = startDist + endDist + + if ( totalDist <= 0 ) + return + + progress = startDist / totalDist +// newMidPoint = end * progress + start * ( 1 - progress ) +// +// // how far from the midpoint we are, vertically +// local mid_z_offset = newMidPoint.z - mid.z +// local addOffset + + for ( ;; ) + { + start = zipline.start.GetOrigin() + end = zipline.end.GetOrigin() + + newMidPoint = end * progress + start * ( 1 - progress ) + + midRetractProgress = GraphCapped( Time(), startTime, endTime, 0, 1 ) + if ( midRetractProgress >= 1.0 ) + break + + newMidPoint = mid * ( 1 - midRetractProgress ) + newMidPoint * midRetractProgress + //addOffset = mid_z_offset * ( 1 - midRetractProgress ) + //newMidPoint.z -= addOffset + //DebugDrawLine( zipline.mid.GetOrigin(), newMidPoint, 255, 0, 0, true, 0.2 ) + + if ( !IsValid( zipline.mid ) ) + { + printt( "Invalid zipline mid! Impossible!" ) + } + else + { + zipline.mid.SetOrigin( newMidPoint ) + } + + +// startDist = Distance( mid, start ) +// endDist = Distance( mid, end ) +// totalDist = startDist + endDist +// progress = startDist / totalDist + WaitFrame() + } + +// DebugDrawLine( zipline.start.GetOrigin(), zipline.mid.GetOrigin(), 255, 100, 50, true, 5.0 ) +// DebugDrawLine( zipline.end.GetOrigin(), zipline.mid.GetOrigin(), 60, 100, 244, true, 5.0 ) + local moveTime = 0.4 + ZiplineMover( expect entity( zipline.start ), zipline.end.GetOrigin(), moveTime ) + ZiplineMover( expect entity( zipline.mid ), zipline.end.GetOrigin(), moveTime ) + + wait moveTime +/* + startTime = Time() + endTime = startTime + zipline.retractTime + end = zipline.end.GetOrigin() + + if ( !IsValid( zipline.mid ) ) + return + mid = zipline.mid.GetOrigin() + + local org + + for ( ;; ) + { + start = zipline.start.GetOrigin() + + progress = Graph( Time(), startTime, endTime ) + if ( progress >= 1.0 ) + break + + org = end * ( 1 - progress ) + start * progress + zipline.end.SetOrigin( org ) + + org = mid * ( 1 - progress ) + start * progress + + if ( !IsValid( zipline.mid ) ) + return + zipline.mid.SetOrigin( org ) + + WaitFrame() + } +*/ +} + +function CreateRopeEntities( Table ) +{ + local subdivisions = 8 // 25 + local slack = 100 // 25 + string midpointName = UniqueString( "rope_midpoint" ) + string endpointName = UniqueString( "rope_endpoint" ) + + entity rope_start = CreateEntity( "move_rope" ) + rope_start.kv.NextKey = midpointName + rope_start.kv.MoveSpeed = 64 + rope_start.kv.Slack = slack + rope_start.kv.Subdiv = subdivisions + rope_start.kv.Width = "2" + rope_start.kv.TextureScale = "1" + rope_start.kv.RopeMaterial = "cable/cable.vmt" + rope_start.kv.PositionInterpolator = 2 + + entity rope_mid = CreateEntity( "keyframe_rope" ) + SetTargetName( rope_mid, midpointName ) + rope_mid.kv.NextKey = endpointName + rope_mid.kv.MoveSpeed = 64 + rope_mid.kv.Slack = slack + rope_mid.kv.Subdiv = subdivisions + rope_mid.kv.Width = "2" + rope_mid.kv.TextureScale = "1" + rope_mid.kv.RopeMaterial = "cable/cable.vmt" + + entity rope_end = CreateEntity( "keyframe_rope" ) + SetTargetName( rope_end, endpointName ) + rope_end.kv.MoveSpeed = 64 + rope_end.kv.Slack = slack + rope_end.kv.Subdiv = subdivisions + rope_end.kv.Width = "2" + rope_end.kv.TextureScale = "1" + rope_end.kv.RopeMaterial = "cable/cable.vmt" + + Table.start <- rope_start + Table.mid <- rope_mid + Table.end <- rope_end + + return Table +} + +function SpawnZiplineEntities( Table ) +{ + // after origins are set + DispatchSpawn( Table.start ) + DispatchSpawn( Table.mid ) + DispatchSpawn( Table.end ) + return Table +} + +function GetDropPos( zipline ) +{ + entity ship = expect entity( zipline.ship ) + if ( !HasDropshipDropTable( ship ) ) + return null + + DropTable dropTable = GetDropshipDropTable( ship ) + + foreach ( side, nodeTables in dropTable.nodes ) + { + foreach ( nodeTable in nodeTables ) + { + if ( nodeTable.attachName == zipline.shipAttach ) + return nodeTable.origin + } + } + + return null +} + +function GetHookOriginFromNode( origin, nodeOrigin, attachOrigin ) +{ + // need to use the slope of guy to node to get the slope for the zipline, then launch it from the attachment origin + local dropVec = nodeOrigin - origin + local dropDist = Length( dropVec ) + dropVec.Norm() + +// DrawArrow( nodeOrigin, Vector(0,0,0), 5, 100 ) + local attachEnd = attachOrigin + dropVec * ( dropDist + 1500 ) // some buffer + TraceResults zipTrace = TraceLine( attachOrigin, attachEnd, null, TRACE_MASK_NPCWORLDSTATIC ) + +// DebugDrawLine( attachOrigin, zipTrace.endPos, 0, 255, 0, true, 5.0 ) +// DebugDrawLine( zipTrace.endPos, attachEnd, 255, 0, 0, true, 5.0 ) + + // zipline didn't connect with anything + if ( zipTrace.fraction == 1.0 ) + { +// DebugDrawLine( attachOrigin, attachEnd, 255, 255, 0, true, 5.0 ) + return null + } + + if ( Distance( zipTrace.endPos, attachOrigin ) < 300 ) + return null + + return zipTrace.endPos +} + +function ZiplineInit( entity player ) +{ + player.s.ziplineEffects <- [] +} + +function CreateZiplineJetEffects( entity player ) +{ + asset jumpJetEffectFriendlyName = $"hmn_imc_jump_jet_wallrun_full" + asset jumpJetEffectEnemyName = $"hmn_mcorps_jump_jet_wallrun_full" + int playerTeam = player.GetTeam() + + //HACK! + //Create 2 sets of jump jet effects, 1 visible to friendly, 1 visible to enemy + //Doing this for a myriad of reasons on the server as opposed to on the client like the rest + //of the jump jet effects. Since ziplining isn't all that common an action it should be fine + + //create left jump jetfriendly + entity leftJumpJetFriendly = CreateEntity( "info_particle_system" ) + leftJumpJetFriendly.kv.start_active = 1 + leftJumpJetFriendly.kv.VisibilityFlags = ENTITY_VISIBLE_TO_FRIENDLY + leftJumpJetFriendly.SetValueForEffectNameKey( jumpJetEffectFriendlyName ) + SetTargetName( leftJumpJetFriendly, UniqueString() ) + leftJumpJetFriendly.SetParent( player, "vent_left_back", false, 0 ) + SetTeam( leftJumpJetFriendly, playerTeam ) + leftJumpJetFriendly.SetOwner( player) + DispatchSpawn( leftJumpJetFriendly ) + + //now create right jump jet for friendly + entity rightJumpJetFriendly = CreateEntity( "info_particle_system" ) + rightJumpJetFriendly.kv.start_active = 1 + rightJumpJetFriendly.kv.VisibilityFlags = ENTITY_VISIBLE_TO_FRIENDLY + rightJumpJetFriendly.SetValueForEffectNameKey( jumpJetEffectFriendlyName ) + SetTargetName( rightJumpJetFriendly, UniqueString() ) + rightJumpJetFriendly.SetParent( player, "vent_right_back", false, 0 ) + SetTeam( rightJumpJetFriendly, playerTeam ) + rightJumpJetFriendly.SetOwner( player) + DispatchSpawn( rightJumpJetFriendly ) + + //create left jump jet for enemy + entity leftJumpJetEnemy = CreateEntity( "info_particle_system" ) + leftJumpJetEnemy.kv.start_active = 1 + leftJumpJetEnemy.kv.VisibilityFlags = ENTITY_VISIBLE_TO_ENEMY + leftJumpJetEnemy.SetValueForEffectNameKey( jumpJetEffectEnemyName ) + SetTargetName( leftJumpJetEnemy, UniqueString() ) + leftJumpJetEnemy.SetParent( player, "vent_left_back", false, 0 ) + SetTeam( leftJumpJetEnemy, playerTeam ) + leftJumpJetEnemy.SetOwner( player) + DispatchSpawn( leftJumpJetEnemy ) + + //now create right jump jet for enemy + entity rightJumpJetEnemy = CreateEntity( "info_particle_system" ) + rightJumpJetEnemy.kv.start_active = 1 + rightJumpJetEnemy.kv.VisibilityFlags = ENTITY_VISIBLE_TO_ENEMY + rightJumpJetEnemy.SetValueForEffectNameKey( jumpJetEffectEnemyName ) + SetTargetName( rightJumpJetEnemy, UniqueString() ) + rightJumpJetEnemy.SetParent( player, "vent_right_back", false, 0 ) + SetTeam( rightJumpJetEnemy, playerTeam ) + rightJumpJetEnemy.SetOwner( player) + DispatchSpawn( rightJumpJetEnemy ) + + //sparks from the hand + entity handSparks = CreateEntity( "info_particle_system" ) + handSparks.kv.start_active = 1 + handSparks.kv.VisibilityFlags = ENTITY_VISIBLE_TO_FRIENDLY | ENTITY_VISIBLE_TO_ENEMY + handSparks.SetValueForEffectNameKey( $"P_Zipline_hld_1" ) + SetTargetName( handSparks, UniqueString() ) + handSparks.SetParent( player, "L_HAND", false, 0 ) + handSparks.SetOwner( player) + DispatchSpawn( handSparks ) + + //Do it again for greater intensity! + entity handSparks2 = CreateEntity( "info_particle_system" ) + handSparks2.kv.start_active = 1 + handSparks2.kv.VisibilityFlags = ENTITY_VISIBLE_TO_FRIENDLY | ENTITY_VISIBLE_TO_ENEMY + handSparks2.SetValueForEffectNameKey( $"P_Zipline_hld_1" ) + SetTargetName( handSparks2, UniqueString() ) + handSparks2.SetParent( player, "L_HAND", false, 0 ) + handSparks2.SetOwner( player) + DispatchSpawn( handSparks2 ) + + player.s.ziplineEffects.append( leftJumpJetFriendly ) + player.s.ziplineEffects.append( rightJumpJetFriendly ) + player.s.ziplineEffects.append( leftJumpJetEnemy ) + player.s.ziplineEffects.append( rightJumpJetEnemy ) + + player.s.ziplineEffects.append( handSparks ) + player.s.ziplineEffects.append( handSparks2 ) +} + +void function CodeCallback_ZiplineMount( entity player, entity zipline ) +{ + // printl( "Mounting zipline") + #if SERVER + EmitDifferentSoundsOnEntityForPlayerAndWorld( "player_zipline_attach", "3p_zipline_attach", player, player ) + #endif + +} + +void function CodeCallback_ZiplineStart( entity player, entity zipline ) +{ + #if SERVER + CreateZiplineJetEffects( player ) + EmitDifferentSoundsOnEntityForPlayerAndWorld( "player_zipline_loop", "3p_zipline_loop", player, player ) + foreach ( callback in _ZiplineStartCallbacks ) + thread callback( player, zipline ) + #endif +} + +void function CodeCallback_ZiplineMove( entity player, entity zipline ) +{ + #if SERVER + if ( player.IsPhaseShifted() ) + { + foreach( effect in player.s.ziplineEffects ) + { + IsValid( effect ) + effect.Destroy() + } + player.s.ziplineEffects.clear() + } + else if ( player.s.ziplineEffects.len() <= 0 ) + { + CreateZiplineJetEffects( player ); + } + #endif +} + +void function CodeCallback_ZiplineStop( entity player ) +{ + #if SERVER + foreach( effect in player.s.ziplineEffects ) + { + IsValid( effect ) + effect.Destroy() + } + player.s.ziplineEffects.clear() + + StopSoundOnEntity( player, "player_zipline_loop" ) + StopSoundOnEntity( player, "3p_zipline_loop" ) + + EmitDifferentSoundsOnEntityForPlayerAndWorld( "player_zipline_detach", "3p_zipline_detach", player, player ) + + foreach ( callback in _ZiplineStopCallbacks ) + thread callback( player ) + #endif +} + +void function AddCallback_ZiplineStart( void functionref(entity,entity) callback ) +{ + _ZiplineStartCallbacks.append( callback ) +} + +void function AddCallback_ZiplineStop( void functionref(entity) callback ) +{ + _ZiplineStopCallbacks.append( callback ) +} + +function ZiplineMover( entity ent, end, timeTotal, blendIn = 0, blendOut = 0 ) +{ + Assert( !IsThreadTop(), "This should not be waitthreaded off, it creates timing issues." ) + entity mover = CreateOwnedScriptMover( ent ) + ent.SetParent( mover ) + + OnThreadEnd( + function() : ( ent, mover ) + { + if ( IsValid( mover ) ) + mover.Destroy() + } + ) + + mover.MoveTo( end, timeTotal, blendIn, blendOut ) + wait timeTotal + + if ( IsValid( ent ) ) + ent.ClearParent() +} + +array<string> function GetZiplineLandingAnims() +{ + return file.zipLineLandingAnimations +}
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