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-rw-r--r--Northstar.Custom/mod/scripts/vscripts/weapons/toolgun/sh_toolgun_tool_explode.nut30
-rw-r--r--Northstar.Custom/mod/scripts/vscripts/weapons/toolgun/sh_toolgun_tool_throw.nut24
-rw-r--r--Northstar.Custom/mod/scripts/vscripts/weapons/toolgun/sh_toolgun_tools.gnut196
3 files changed, 0 insertions, 250 deletions
diff --git a/Northstar.Custom/mod/scripts/vscripts/weapons/toolgun/sh_toolgun_tool_explode.nut b/Northstar.Custom/mod/scripts/vscripts/weapons/toolgun/sh_toolgun_tool_explode.nut
deleted file mode 100644
index 512c538c..00000000
--- a/Northstar.Custom/mod/scripts/vscripts/weapons/toolgun/sh_toolgun_tool_explode.nut
+++ /dev/null
@@ -1,30 +0,0 @@
-global function ToolgunToolCreateExplosion_Init
-
-void function ToolgunToolCreateExplosion_Init()
-{
- AddCallback_OnToolgunToolsInit( CreateToolgunToolCreateExplosion )
-}
-
-void function CreateToolgunToolCreateExplosion()
-{
- ToolgunTool createExplosionTool
- createExplosionTool.toolName = "Create explosion"
- createExplosionTool.toolDescription = "Creates an explosion"
-
- createExplosionTool.onFired = ToolgunToolCreateExplosion_Fire
-
- RegisterTool( createExplosionTool )
-}
-
-void function ToolgunToolCreateExplosion_Fire( entity player, entity weapon, WeaponPrimaryAttackParams attackParams )
-{
- #if SERVER
- int dist = 55555 // should hit edge of map at all times ideally
- vector forward = AnglesToForward( player.EyeAngles() )
-
- // raycast to explosion position
- TraceResults trace = TraceLine( player.EyePosition(), player.EyePosition() + ( dist * forward ), null, TRACE_MASK_NPCSOLID )
- // make explosion
- Explosion( trace.endPos, player, player, 90, 90, 100, 100, 0, trace.endPos, 5000, damageTypes.explosive, eDamageSourceId.burn, "exp_small" )
- #endif
-} \ No newline at end of file
diff --git a/Northstar.Custom/mod/scripts/vscripts/weapons/toolgun/sh_toolgun_tool_throw.nut b/Northstar.Custom/mod/scripts/vscripts/weapons/toolgun/sh_toolgun_tool_throw.nut
deleted file mode 100644
index d6975c6d..00000000
--- a/Northstar.Custom/mod/scripts/vscripts/weapons/toolgun/sh_toolgun_tool_throw.nut
+++ /dev/null
@@ -1,24 +0,0 @@
-global function ToolgunToolThrowEntity_Init
-
-void function ToolgunToolThrowEntity_Init()
-{
- AddCallback_OnToolgunToolsInit( CreateToolgunToolThrow )
-}
-
-void function CreateToolgunToolThrow()
-{
- ToolgunTool throwTool
- throwTool.toolName = "Throw entity"
- throwTool.toolDescription = "Spawns and throws the currently selected entity type"
-
- throwTool.onFired = ToolgunToolThrow_OnFired
-
- RegisterTool( throwTool )
-}
-
-void function ToolgunToolThrow_OnFired( entity player, entity weapon, WeaponPrimaryAttackParams attackParams )
-{
- #if SERVER
- ClientCommand( player, "ent_throw npc_frag_drone" )
- #endif
-} \ No newline at end of file
diff --git a/Northstar.Custom/mod/scripts/vscripts/weapons/toolgun/sh_toolgun_tools.gnut b/Northstar.Custom/mod/scripts/vscripts/weapons/toolgun/sh_toolgun_tools.gnut
deleted file mode 100644
index 4d7e9d89..00000000
--- a/Northstar.Custom/mod/scripts/vscripts/weapons/toolgun/sh_toolgun_tools.gnut
+++ /dev/null
@@ -1,196 +0,0 @@
-untyped
-global function ToolgunTools_Init
-global function AddCallback_OnToolgunToolsInit
-
-global function RegisterTool
-global function CallToolOnEquipped
-global function CallToolOnUnequipped
-global function CallToolOnFired
-global function CallToolOnAds
-global function CallToolOnUnAds
-
-#if SERVER
-global function SetToolgunAmmoCount
-global function SetToolgunProscreen
-#endif // #if SERVER
-
-global struct ToolgunTool
-{
- string toolName = ""
- string toolDescription = ""
-
- void functionref( entity, entity ) onEquipped
- void functionref( entity, entity ) onUnequipped
- void functionref( entity, entity, WeaponPrimaryAttackParams ) onFired
- void functionref( entity, entity ) onAds
- void functionref( entity, entity ) onUnAds
-}
-
-struct ToolgunPlayerSettings
-{
- int selectedToolIndex
- int ammoCount
- int proscreenNumber
-}
-
-// doing preprocessor defs inside the struct seemed to cause compiler errors so we define them separately
-#if CLIENT
-struct {
- array<void functionref()> onToolgunToolsInitCallbacks
-
- array<ToolgunTool> tools
- ToolgunPlayerSettings clientPlayerSettings
-} file
-#endif // #if CLIENT
-
-#if SERVER
-struct {
- array<void functionref()> onToolgunToolsInitCallbacks
-
- array<ToolgunTool> tools
- // serverside playersettings
- table<int, ToolgunPlayerSettings> playerSettings
-} file
-#endif // #if SERVER
-
-void function AddCallback_OnToolgunToolsInit( void functionref() callback )
-{
- file.onToolgunToolsInitCallbacks.append( callback )
-}
-
-void function ToolgunTools_Init()
-{
- //#if SERVER
- //AddCallback_OnClientConnecting( InitialiseToolgunSettings )
- //AddCallback_OnClientDisconnected( DestroyToolgunSettings )
- //#endif // #if SERVER
- //
- //// need this threaded so we can wait a frame
- //thread ToolgunTools_InitThreaded()
-}
-
-void function ToolgunTools_InitThreaded()
-{
- // wait a frame for tools to all init and add their callbacks
- WaitFrame()
-
- // call callbacks
- foreach ( void functionref() callback in file.onToolgunToolsInitCallbacks )
- callback()
-}
-
-void function RegisterTool( ToolgunTool toolStruct )
-{
- file.tools.append( toolStruct )
-}
-
-void function CallToolOnEquipped( entity player, entity weapon )
-{
- #if CLIENT
- if ( file.tools[ file.clientPlayerSettings.selectedToolIndex ].onEquipped != null )
- file.tools[ file.clientPlayerSettings.selectedToolIndex ].onEquipped( player, weapon )
- #endif // #if CLIENT
-
- #if SERVER
- // set ammo and proscreen numbers when equipped
- weapon.SetProScreenIntValForIndex( PRO_SCREEN_INT_LIFETIME_KILLS, file.playerSettings[ player.GetPlayerIndex() ].proscreenNumber )
- weapon.SetWeaponPrimaryClipCount( file.playerSettings[ player.GetPlayerIndex() ].ammoCount )
-
- if ( file.tools[ file.playerSettings[ player.GetPlayerIndex() ].selectedToolIndex ].onEquipped != null )
- file.tools[ file.playerSettings[ player.GetPlayerIndex() ].selectedToolIndex ].onEquipped( player, weapon )
- #endif // #if SERVER
-}
-
-void function CallToolOnUnequipped( entity player, entity weapon )
-{
- #if CLIENT
- if ( file.tools[ file.clientPlayerSettings.selectedToolIndex ].onUnequipped != null )
- file.tools[ file.clientPlayerSettings.selectedToolIndex ].onUnequipped( player, weapon )
- #endif // #if CLIENT
-
- #if SERVER
- if ( file.tools[ file.playerSettings[ player.GetPlayerIndex() ].selectedToolIndex ].onUnequipped != null )
- file.tools[ file.playerSettings[ player.GetPlayerIndex() ].selectedToolIndex ].onUnequipped( player, weapon )
- #endif // #if SERVER
-}
-
-void function CallToolOnFired( entity player, entity weapon, WeaponPrimaryAttackParams attackParams )
-{
- #if CLIENT
- if ( file.tools[ file.clientPlayerSettings.selectedToolIndex ].onFired != null )
- file.tools[ file.clientPlayerSettings.selectedToolIndex ].onFired( player, weapon, attackParams )
- #endif // #if CLIENT
-
- #if SERVER
- // ammocount needs to be +1 because we lose 1 ammo immediately after this function is run
- weapon.SetWeaponPrimaryClipCount( file.playerSettings[ player.GetPlayerIndex() ].ammoCount + 1 )
-
- if ( file.tools[ file.playerSettings[ player.GetPlayerIndex() ].selectedToolIndex ].onFired != null )
- file.tools[ file.playerSettings[ player.GetPlayerIndex() ].selectedToolIndex ].onFired( player, weapon, attackParams )
- #endif // #if SERVER
-}
-
-void function CallToolOnAds( entity player, entity weapon )
-{
- #if CLIENT
- if ( file.tools[ file.clientPlayerSettings.selectedToolIndex ].onAds != null )
- file.tools[ file.clientPlayerSettings.selectedToolIndex ].onAds( player, weapon )
- #endif // #if CLIENT
-
- #if SERVER
- if ( file.tools[ file.playerSettings[ player.GetPlayerIndex() ].selectedToolIndex ].onUnequipped != null )
- file.tools[ file.playerSettings[ player.GetPlayerIndex() ].selectedToolIndex ].onUnequipped( player, weapon )
- #endif // #if SERVER
-}
-
-void function CallToolOnUnAds( entity player, entity weapon )
-{
- #if CLIENT
- if ( file.tools[ file.clientPlayerSettings.selectedToolIndex ].onUnAds != null )
- file.tools[ file.clientPlayerSettings.selectedToolIndex ].onUnAds( player, weapon )
- #endif // #if CLIENT
-
- #if SERVER
- if ( file.tools[ file.playerSettings[ player.GetPlayerIndex() ].selectedToolIndex ].onUnequipped != null )
- file.tools[ file.playerSettings[ player.GetPlayerIndex() ].selectedToolIndex ].onUnequipped( player, weapon )
- #endif // #if SERVER
-}
-
-#if SERVER
-void function InitialiseToolgunSettings( entity player )
-{
- print( "initialising toolgun settings for player " + player )
-
- ToolgunPlayerSettings playerSettings
- playerSettings.selectedToolIndex = 0
-
- file.playerSettings[ player.GetPlayerIndex() ] <- playerSettings
-}
-
-void function DestroyToolgunSettings( entity player )
-{
- delete file.playerSettings[ player.GetPlayerIndex() ]
-}
-
-void function SetToolgunAmmoCount( entity player, int ammoCount )
-{
- entity currentWeapon = player.GetActiveWeapon()
- if ( ammoCount > currentWeapon.GetWeaponPrimaryClipCountMax() ) // setting clipcount to over max clipcount crashes so we need to prevent that
- return
-
- ToolgunPlayerSettings playerSettings = file.playerSettings[ player.GetPlayerIndex() ]
- playerSettings.ammoCount = ammoCount
-
- if ( currentWeapon.GetWeaponClassName() == "mp_weapon_toolgun" ) // set ammocount immediately if we've got toolgun equipped already
- currentWeapon.SetWeaponPrimaryClipCount( ammoCount )
-}
-
-void function SetToolgunProscreen( entity player, int proscreenNumber )
-{
- ToolgunPlayerSettings playerSettings = file.playerSettings[ player.GetPlayerIndex() ]
- playerSettings.proscreenNumber = proscreenNumber
-
- if ( player.GetActiveWeapon().GetWeaponClassName() == "mp_weapon_toolgun" ) // set proscreen number immediately if we've got toolgun equipped already
- player.GetActiveWeapon().SetProScreenIntValForIndex( PRO_SCREEN_INT_LIFETIME_KILLS, proscreenNumber )
-}
-#endif // #if SERVER \ No newline at end of file