diff options
Diffstat (limited to 'Northstar.Custom/mod/scripts/vscripts/weapons')
-rw-r--r-- | Northstar.Custom/mod/scripts/vscripts/weapons/sh_stim.gnut | 61 |
1 files changed, 42 insertions, 19 deletions
diff --git a/Northstar.Custom/mod/scripts/vscripts/weapons/sh_stim.gnut b/Northstar.Custom/mod/scripts/vscripts/weapons/sh_stim.gnut index 50e030ee..fd819626 100644 --- a/Northstar.Custom/mod/scripts/vscripts/weapons/sh_stim.gnut +++ b/Northstar.Custom/mod/scripts/vscripts/weapons/sh_stim.gnut @@ -40,20 +40,23 @@ void function StimPlayer( entity player, float duration, float severity = STIM_E void function StimPlayer_Internal( entity player, float duration, float effectSeverity ) { - int endlessStatusEffectHandle = 0 + // Handles for tracking status effects + int statusEffectHandle_SpeedBoost = 0 + int statusEffectHandle_StimVFX = 0 if ( duration == USE_TIME_INFINITE ) { - endlessStatusEffectHandle = StatusEffect_AddEndless( player, eStatusEffect.speed_boost, effectSeverity ) + statusEffectHandle_SpeedBoost = StatusEffect_AddEndless( player, eStatusEffect.speed_boost, effectSeverity ) + statusEffectHandle_StimVFX = StatusEffect_AddEndless( player, eStatusEffect.stim_visual_effect, 1.0 ) } else { - StatusEffect_AddTimed( player, eStatusEffect.speed_boost, effectSeverity, duration + 0.5, 0.25 ) // sound is slightly off - StatusEffect_AddTimed( player, eStatusEffect.stim_visual_effect, 1.0, duration, duration ) + statusEffectHandle_SpeedBoost = StatusEffect_AddTimed( player, eStatusEffect.speed_boost, effectSeverity, duration + 0.5, 0.25 ) // sound is slightly off + statusEffectHandle_StimVFX = StatusEffect_AddTimed( player, eStatusEffect.stim_visual_effect, 1.0, duration, duration ) } #if SERVER - thread StimThink( player, duration, endlessStatusEffectHandle ) -#else + thread StimThink( player, duration, statusEffectHandle_SpeedBoost, statusEffectHandle_StimVFX ) +#else // CLIENT entity cockpit = player.GetCockpit() if ( !IsValid( cockpit ) ) return @@ -63,15 +66,25 @@ void function StimPlayer_Internal( entity player, float duration, float effectSe } #if SERVER -void function StimThink( entity player, float duration, int endlessStatusEffectHandle ) +void function StimThink( entity player, float duration, int statusEffectHandle_SpeedBoost, int statusEffectHandle_StimVFX ) { player.EndSignal( "OnDeath" ) player.EndSignal( "OnChangedPlayerClass" ) - if ( endlessStatusEffectHandle != 0 ) - player.EndSignal( "StopEndlessStim" ) + player.EndSignal( "player_embarks_titan" ) // Prevent transferring active Stim ability to Titan. - EmitSoundOnEntityOnlyToPlayer( player, player, "pilot_stimpack_loop_1P" ) - EmitSoundOnEntityExceptToPlayer( player, player, "pilot_stimpack_loop_3P" ) + if ( duration == USE_TIME_INFINITE ) + { + player.EndSignal( "StopEndlessStim" ) + // TF|2 stim loop sounds don't actually loop, use TF|1 loop sound. + // TF|1 sound is very quiet, is there a way to boost its volume (it has 300% volume in TF|1), except playing 3 sounds at once? + // BUG: It still stops playing sometimes for whatever reason ( Too many sounds? ) + EmitSoundOnEntity( player, "Pilot_Stimpack_Loop" ) + } + else + { + EmitSoundOnEntityOnlyToPlayer( player, player, "pilot_stimpack_loop_1P" ) + EmitSoundOnEntityExceptToPlayer( player, player, "pilot_stimpack_loop_3P" ) + } int attachmentIndex = player.LookupAttachment( "CHESTFOCUS" ) @@ -82,7 +95,7 @@ void function StimThink( entity player, float duration, int endlessStatusEffectH //thread StimSlowmoAim( player, duration ) OnThreadEnd( - function() : ( player, stimFX, endlessStatusEffectHandle ) + function() : ( player, duration, stimFX, statusEffectHandle_SpeedBoost, statusEffectHandle_StimVFX ) { if ( !IsValid( player ) ) return @@ -90,11 +103,21 @@ void function StimThink( entity player, float duration, int endlessStatusEffectH if ( IsValid( stimFX ) ) EffectStop( stimFX ) - StopSoundOnEntity( player, "pilot_stimpack_loop_1P" ) - StopSoundOnEntity( player, "pilot_stimpack_loop_3P" ) - - if ( endlessStatusEffectHandle != 0 ) - StatusEffect_Stop( player, endlessStatusEffectHandle ) + if ( duration == USE_TIME_INFINITE ) + { + StopSoundOnEntity( player, "Pilot_Stimpack_Loop" ) + } + else + { + StopSoundOnEntity( player, "pilot_stimpack_loop_1P" ) + StopSoundOnEntity( player, "pilot_stimpack_loop_3P" ) + } + + if ( statusEffectHandle_SpeedBoost != 0 ) + StatusEffect_Stop( player, statusEffectHandle_SpeedBoost ) + + if ( statusEffectHandle_StimVFX != 0 ) + StatusEffect_Stop( player, statusEffectHandle_StimVFX ) player.Signal( "EndStim" ) } @@ -111,7 +134,7 @@ void function StimThink( entity player, float duration, int endlessStatusEffectH wait 2.0 } -#else // #if SERVER +#else // CLIENT void function StimVisualsEnabled( entity ent, int statusEffect, bool actuallyChanged ) { if ( ent != GetLocalViewPlayer() ) @@ -164,4 +187,4 @@ void function StimScreenFXThink( entity player, int fxHandle, entity cockpit ) } } -#endif // #else // #if SERVER +#endif
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