diff options
-rw-r--r-- | Northstar.Custom/mod/scripts/vscripts/rodeo/_rodeo_titan.gnut | 26 |
1 files changed, 13 insertions, 13 deletions
diff --git a/Northstar.Custom/mod/scripts/vscripts/rodeo/_rodeo_titan.gnut b/Northstar.Custom/mod/scripts/vscripts/rodeo/_rodeo_titan.gnut index 788b6dbe..ad433ae2 100644 --- a/Northstar.Custom/mod/scripts/vscripts/rodeo/_rodeo_titan.gnut +++ b/Northstar.Custom/mod/scripts/vscripts/rodeo/_rodeo_titan.gnut @@ -835,7 +835,7 @@ void function TryBatteryStyleRodeo( entity rodeoPilot, entity rodeoTitan, entity #endif bool classicRodeo = MP && GetCurrentPlaylistVarInt( "classic_rodeo", 0 ) == 1 - + if ( ShouldThrowGrenadeInHatch( rodeoPilot ) ) { if ( !classicRodeo ) @@ -845,12 +845,12 @@ void function TryBatteryStyleRodeo( entity rodeoPilot, entity rodeoTitan, entity { waitthread PlayerRemovesBatteryPack( rodeoPilot, rodeoTitan, titanSoul, rodeoPackage ) //This ends rodeo at the end of the sequence } - + #if MP if ( classicRodeo ) - { + { RodeoBatteryRemoval_ShowBattery( rodeoPilot ) // hide battery, will be shown at the end of a battery removal rodeo - + //This is default R1 style rodeo, with the panel ripped and ready to be shot at FirstPersonSequenceStruct sequence sequence.attachment = "hijack" @@ -861,19 +861,19 @@ void function TryBatteryStyleRodeo( entity rodeoPilot, entity rodeoTitan, entity RodeoPilotPullsOutWeapon( rodeoPilot, rodeoTitan, rodeoTitanType ) entity weakpointHitbox = CreateClassicRodeoWeakpoint( rodeoPilot, rodeoTitan ) - + OnThreadEnd( function() : ( weakpointHitbox ) { if ( IsValid( weakpointHitbox ) ) weakpointHitbox.Destroy() }) - - while ( true ) + + while ( true ) { // the point of no return stuff breaks jumping if you pulled a battery, so do this manually, sucks but whatever if ( rodeoPilot.IsInputCommandHeld( IN_JUMP ) ) ThrowRiderOff( rodeoPilot, rodeoTitan, CalculateDirectionToThrowOffBatteryThief( rodeoPilot, rodeoTitan ) ) //This signals RodeoOver - + WaitFrame() } } @@ -1691,17 +1691,17 @@ void function Rodeo_DropAllBatteries( entity player ) if ( !PlayerHasBattery( player ) ) return - while ( GetPlayerBatteryCount( player ) > 1 ) + float batteryCount = float( GetPlayerBatteryCount( player ) - 1 ) // Floats instead of ints since we need decimal values for the math + for ( float i = 1.0; GetPlayerBatteryCount( player ) > 1; i += 1.0 ) { entity newBattery = Rodeo_CreateBatteryPack() newBattery.s.touchEnabledTime = Time() + 0.3 - //look into using the players bounds for placement, instead of hardcoded numbers - array<vector> offsets = [<0,0,0>, <30,0,0>, <0,30,0>, <0,-30,0> ] - newBattery.SetOrigin( player.GetWorldSpaceCenter() + offsets[ GetPlayerBatteryCount( player ) ] ) //Temp fix, should change the origin + vector direction = AnglesToForward( <0, i/batteryCount * 360.0, 0> ) + newBattery.SetOrigin( player.GetWorldSpaceCenter() + direction * 30 ) newBattery.SetAngles( <0, 0, 0 > ) vector baseVelocity = player.GetVelocity() baseVelocity.z = 0 - newBattery.SetVelocity( baseVelocity + AnglesToForward( <0, RandomInt( 360.0 ), 0 > ) * 100 + <0,0,1> ) + newBattery.SetVelocity( baseVelocity + direction * 100 + <0, 0, 1> ) Rodeo_TakeBatteryAwayFromPilot( player ) } |