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-rw-r--r--Northstar.CustomServers/scripts/vscripts/_script_movers.gnut1783
1 files changed, 0 insertions, 1783 deletions
diff --git a/Northstar.CustomServers/scripts/vscripts/_script_movers.gnut b/Northstar.CustomServers/scripts/vscripts/_script_movers.gnut
deleted file mode 100644
index ca7b839b8..000000000
--- a/Northstar.CustomServers/scripts/vscripts/_script_movers.gnut
+++ /dev/null
@@ -1,1783 +0,0 @@
-untyped
-
-global function ScriptMovers_Init
-global function ScriptedSwitchDeactivate
-global function ScriptToyChangeStatusLights
-global function SetSwitchUseFunc
-global function ScriptedRotatorRotate
-global function CodeCallback_PreBuildAINFile
-
-const FX_BARREL_EXPLOSION = $"P_spectre_suicide"
-const FX_GENERATOR_EXPLOSION = $"xo_exp_death"
-const FX_CONSOLE_EXPLOSION = $"xo_exp_death"
-const FX_PANEL_EXPLOSION = $"P_drone_exp_md"
-const FX_BARREL_FIRE_SMOKE = $"P_fire_small_FULL"
-const FX_GENERATOR_FIRE_SMOKE = $"P_fire_med_FULL"
-const FX_CONSOLE_FIRE_SMOKE = $"P_fire_med_FULL"
-const FX_PANEL_FIRE_SMOKE = $"P_fire_small_FULL"
-
-const SOUND_BARREL_EXPLODE = "corporate_spectre_death_explode"
-const SOUND_GENERATOR_EXPLODE = "Goblin_Dropship_Explode"
-const SOUND_PANEL_EXPLODE = "AngelCity_Scr_DroneExplodes"
-const SOUND_CONSOLE_EXPLODE = "corporate_spectre_death_explode"
-
-const FAN_PUSH_RAMP_TIME = 0.8
-const FAN_DEFAULT_PUSH_ACCEL = 25000 // units/sec^2
-const FAN_PUSH_ANTI_GRAVITY = 1000 // units/sec^2
-const FAN_PUSH_DECAY_SIDE_VELOCITY = false
-const FAN_DEBUG = false
-
-struct
-{
- table switchCallbacks
- //array<entity> entsInWindTunnel
-} file
-
-void function ScriptMovers_Init()
-{
- AddSpawnCallbackEditorClass( "prop_dynamic", "script_door", ScriptedDoorInit )
- AddSpawnCallbackEditorClass( "prop_dynamic", "script_switch", ScriptedSwitchInit )
- AddSpawnCallbackEditorClass( "script_mover_lightweight", "script_rotator", ScriptedRotatorThink )
- AddSpawnCallbackEditorClass( "script_mover_lightweight", "script_seesaw", SeeSawThink )
- AddSpawnCallbackEditorClass( "prop_dynamic", "shootable_clasp", ClaspInit )
-
- AddSpawnCallback_ScriptName( "FanPusher", FanPusherThink )
-
- PrecacheParticleSystem( FX_BARREL_EXPLOSION )
- PrecacheParticleSystem( FX_GENERATOR_EXPLOSION )
- PrecacheParticleSystem( FX_PANEL_EXPLOSION )
- PrecacheParticleSystem( FX_BARREL_FIRE_SMOKE )
- PrecacheParticleSystem( FX_GENERATOR_FIRE_SMOKE )
- PrecacheParticleSystem( FX_PANEL_FIRE_SMOKE )
- PrecacheParticleSystem( FX_CONSOLE_EXPLOSION )
- PrecacheParticleSystem( FX_CONSOLE_FIRE_SMOKE )
-
- AddSpawnCallback( "script_mover", MoverInit )
- AddSpawnCallback( "script_mover_lightweight", MoverInit )
-
- RegisterSignal( "OpenDoor" )
- RegisterSignal( "CloseDoor" )
- RegisterSignal( "OnDeactivate")
- RegisterSignal( "OnActivate")
- RegisterSignal( "StopRotating" )
-}
-
-void function FlagControlsDoor( entity door, string flag )
-{
- EndSignal( door, "OnDestroy" )
- while ( true )
- {
- WaitSignal( level, flag )
- if ( Flag( flag ) )
- Signal( door, "OpenDoor" )
- else
- Signal( door, "CloseDoor" )
- }
-}
-
-void function TriggerControlsDoor( entity door, entity trigger )
-{
- EndSignal( door, "OpenDoor" )
- EndSignal( door, "OnDestroy" )
- EndSignal( trigger, "OnDestroy" )
-
- WaitSignal( trigger, "OnTrigger" )
-
- Signal( door, "OpenDoor" )
-}
-
-void function MotionActivatedDoor( entity door )
-{
- bool doorOpen = false
- if ( door.HasKey( "startOpen" ) )
- doorOpen = (door.kv.startOpen == "1")
-
- EndSignal( door, "OnDestroy" )
-
- while ( true )
- {
- if ( doorOpen )
- {
- while ( ArrayEntityWithinDistance( GetPlayerArray(), door.GetOrigin(), 300 ) )
- wait 0.2
- Signal( door, "CloseDoor" )
- }
- else
- {
- while ( !ArrayEntityWithinDistance( GetPlayerArray(), door.GetOrigin(), 200 ) )
- wait 0.2
- Signal( door, "OpenDoor" )
- }
- doorOpen = !doorOpen
- wait 1
- }
-}
-
-void function CodeCallback_PreBuildAINFile()
-{
- array<entity> doors = GetEntArrayByClass_Expensive( "prop_dynamic" )
-
- foreach ( entity door in doors )
- {
- if ( GetEditorClass( door ) != "script_door" )
- continue
-
- door.SetBoneFollowersSolid( false )
- array<entity> linkedEnts = door.GetLinkEntArray()
- foreach ( entity ent in linkedEnts )
- {
- if ( ent.GetClassName() == "func_brush" )
- {
- ent.NotSolid()
- break
- }
- }
- }
-}
-
-
-void function ScriptedDoorInit( entity door )
-{
- #if DEV
- array validModels = [
- $"models/door/door_imc_interior_03_128_animated.mdl",
- $"models/door/pod_door_Hangar_IMC_01_animated.mdl",
- $"models/door/door_512x512x16_elevatorstyle01_animated.mdl",
- $"models/door/door_256x256x8_elevatorstyle01_animated.mdl",
- $"models/door/door_128x104x8_rolldownstyle01_animated.mdl",
- $"models/door/door_256x256x8_rolldownstyle01_animated.mdl",
- $"models/door/door_256_02_beacon_metal_door_animated.mdl",
- $"models/door/door_beacon_core_animated.mdl",
- $"models/door/door_128x104x8_elevatorstyle01_animated.mdl"
- $"models/door/door_marvin_animated.mdl"
- ]
- Assert( validModels.contains( door.GetModelName() ), "Door model at " + door.GetOrigin() + " is invalid: " + door.GetModelName() )
- #endif
-
- EndSignal( door, "OnDestroy" )
- door.SetBlocksLOS( true )
-
- bool doorOpen = false
- if ( door.HasKey( "startOpen" ) )
- doorOpen = (door.kv.startOpen == "1")
- bool initializing = true
-
- if ( door.HasKey( "script_flag" ) )
- {
- string flag = expect string( door.kv.script_flag )
- FlagInit( flag )
- if ( doorOpen )
- FlagSet( flag )
- thread FlagControlsDoor( door, flag )
- }
-
- string flagToggle
- if ( door.HasKey( "scr_flagToggle" ) )
- {
- flagToggle = expect string( door.kv.scr_flagToggle )
- FlagInit( flagToggle )
- }
-
- if ( door.HasKey( "motionActivated" ) && door.kv.motionActivated == "1" )
- thread MotionActivatedDoor( door )
-
- // The door can link to a func_brush that is the collision of the door. The collision will be enabled/disabled based on the door state
- entity clipBrush
- array<entity> linkedEnts = door.GetLinkEntArray()
- foreach ( entity ent in linkedEnts )
- {
- if ( ent.GetClassName() == "func_brush" )
- {
- clipBrush = ent
- break
- }
- }
- if ( IsValid( clipBrush ) )
- {
- clipBrush.Hide()
- clipBrush.NotSolid()
- WaitFrame()
- }
-
- // A trigger_multiple can link to the door, causing the door to open. It will only open the door once.
- entity trigger
- array<entity> linkParents = door.GetLinkParentArray()
- foreach ( entity ent in linkParents )
- {
- if ( ent.GetClassName() == "trigger_multiple" )
- {
- trigger = ent
- break
- }
- }
- if ( IsValid( trigger ) )
- thread TriggerControlsDoor( door, trigger )
-
- while ( IsValid( door ) )
- {
- // UPDATE THE DOOR STATE
- if ( doorOpen )
- door.Anim_Play("open")
- else if ( !initializing )
- door.Anim_Play("close")
-
- if ( IsValid( clipBrush ) )
- {
- ToggleNPCPathsForEntity( clipBrush, doorOpen )
- if ( doorOpen )
- {
- clipBrush.Hide()
- clipBrush.NotSolid()
- }
- else
- {
- clipBrush.Show()
- clipBrush.Solid()
- }
- }
- else
- {
- // door must be setup with expensive bone_follower collision for this to work
- ToggleNPCPathsForEntity( door, doorOpen )
- }
-
- if ( flagToggle != "" )
- {
- if ( doorOpen )
- FlagSet( flagToggle )
- else
- FlagClear( flagToggle )
- }
- initializing = false
-
- // WAIT FOR STATE CHANGE
- if ( doorOpen )
- WaitSignal( door, "CloseDoor" )
- else
- WaitSignal( door, "OpenDoor" )
-
- CreateShakeRumbleOnly( door.GetOrigin(), 15, 150, 1 )
-
- doorOpen = !doorOpen
- }
-}
-
-
-void function ScriptedSwitchInit( entity button )
-{
- #if DEV
- array< asset > validModels = [
- $"models/domestic/light_switch_touchscreen.mdl",
- $"models/props/pressure_plates/pressure_plate_titan_industrial_01.mdl",
- $"models/domestic/elevator_switch_01.mdl",
- $"models/beacon/crane_room_monitor_console.mdl",
- $"models/props/global_access_panel_button/global_access_panel_button_wall.mdl",
- $"models/props/global_access_panel_button/global_access_panel_button_console.mdl"
- ]
- Assert( validModels.contains( button.GetModelName() ) )
- #endif
-
- bool usesSkins
- int activeSkinID
- int inactiveSkinID
-
- switch( button.GetModelName() )
- {
- case $"models/props/global_access_panel_button/global_access_panel_button_wall.mdl":
- case $"models/props/global_access_panel_button/global_access_panel_button_console.mdl":
- usesSkins = true
- activeSkinID = 0
- inactiveSkinID = 1
- break
- case $"models/beacon/crane_room_monitor_console.mdl":
- usesSkins = true
- activeSkinID = 1
- inactiveSkinID = 2
- break
- default:
- usesSkins = false
- break
- }
-
- int contextId = 0
- button.Highlight_SetFunctions( contextId, 0, true, HIGHLIGHT_OUTLINE_INTERACT_BUTTON, 1, 0, false )
- button.Highlight_SetParam( contextId, 0, HIGHLIGHT_COLOR_INTERACT )
- button.Highlight_SetCurrentContext( contextId )
-
- EndSignal( button, "OnDestroy" )
- EndSignal( button, "OnDeactivate" )
-
- OnThreadEnd(
- function() : ( button )
- {
- // If we haven't destroyed the button, it must be inactive
- if ( IsValid( button ) )
- {
- //ScriptToyChangeStatusLights( button, $"runway_light_red" )
- Entity_StopFXArray( button )
- button.UnsetUsable()
- button.Highlight_HideInside( 1.0 )
- button.Highlight_HideOutline( 1.0 )
- }
- }
- )
-
- bool buttonActivated = false
- bool buttonIsSingleUse = false
- bool initialized = false
- bool buttonIsUsable = false
- float multiUseDelay = 0.2
-
- bool isPressurePlate = button.GetModelName() == $"models/props/pressure_plates/pressure_plate_titan_industrial_01.mdl"
-
- if ( isPressurePlate )
- button.kv.solid = 0 //hack until we can figure out why collision on this model kills titans when embarked
-
- if ( button.HasKey( "singleUse" ) )
- buttonIsSingleUse = (button.kv.singleUse == "1" )
-
- if ( button.HasKey( "usable" ) )
- buttonIsUsable = (button.kv.usable == "1" )
-
- if ( button.HasKey( "multiUseDelay" ) )
- {
- multiUseDelay = float(button.kv.multiUseDelay)
- if ( multiUseDelay > 0.0 )
- Assert( !buttonIsSingleUse, "script_switch at " + button.GetOrigin() + "has multiUseDelay set and is single use" )
- }
-
- string flagToggle
- if ( button.HasKey( "scr_flagToggle" ) )
- {
- flagToggle = expect string( button.kv.scr_flagToggle )
- FlagInit( flagToggle )
- }
-
- string flagRequired
- if ( button.HasKey( "scr_flagRequired" ) )
- {
- flagRequired = expect string( button.kv.scr_flagRequired )
- FlagInit( flagRequired )
- }
-
- string hintString_hold = "#HOLD_TO_USE_GENERIC"
- if ( button.HasKey( "hintString_hold" ) && button.kv.hintString_hold != "" )
- hintString_hold = string( button.kv.hintString_hold )
- string hintString_press = "#PRESS_TO_USE_GENERIC"
- if ( button.HasKey( "hintString_press" ) && button.kv.hintString_press != "" )
- hintString_press = string( button.kv.hintString_press )
-
- entity trigger = GetLinkedTrigger( button )
-
- //need a trigger for pressure plate unless it's just for show
- if ( ( isPressurePlate ) && ( buttonIsUsable ) )
- Assert( IsValid( trigger ), "script_switch pressure plate at " + button.GetOrigin() + " needs to link to a trigger_multiple" )
-
- if ( isPressurePlate && buttonIsUsable )
- {
- Assert( IsValid( trigger ), "pressure plate switch at " + button.GetOrigin() + " requires a triggerTarget to activate" )
- Assert( trigger.GetClassName() == "trigger_multiple", "pressure plate switch at " + button.GetOrigin() + " requires a trigger_multiple to activate" )
- Assert( trigger.kv.spawnflags == "3", "Trigger for pressure plate at " + button.GetOrigin() + " needs spawnflags set to 3" )
- }
-
- if ( !isPressurePlate )
- {
- button.SetUsable()
- button.SetUsableByGroup( "pilot" )
- button.SetUsePrompts( hintString_hold, hintString_press )
- button.Highlight_ShowInside( 1.0 )
- button.Highlight_ShowOutline( 1.0 )
- }
-
- var player //hack: have to use "var" when waiting on a usable signal or trigger
- bool buttonUsedOnce = false
-
- while ( IsValid( button ) )
- {
- //-------------------------
- // UPDATE EFFECTS
- //-------------------------
-
- if ( buttonActivated )
- {
- //ScriptToyChangeStatusLights( button, $"runway_light_red" )
- Entity_StopFXArray( button )
- if ( usesSkins )
- button.SetSkin( inactiveSkinID )
- }
- else
- {
- ScriptToyChangeStatusLights( button, $"runway_light_green" )
- if ( usesSkins )
- button.SetSkin( activeSkinID )
- }
-
- if ( !buttonIsUsable )
- break //exit loop if we just want the pretty lights, but no player usability
-
- if ( buttonIsSingleUse && buttonUsedOnce )
- break //exit loop if this is a single use button
-
- if ( isPressurePlate )
- {
- //-------------------------
- // WAIT FOR STATE CHANGE (PRESSURE PLATE)
- //-------------------------
-
- if ( buttonActivated )
- waitthread PressurePlateWaitSignal( trigger, "OnEndTouchAll" )
- else
- waitthread PressurePlateWaitSignal( trigger, "OnTrigger" )
- }
- else
- {
- if ( flagRequired != "" && !Flag( flagRequired ) )
- {
- if ( !isPressurePlate )
- {
- if ( button.HasKey( "disabledHintString" ) )
- button.SetUsePrompts( button.kv.disabledHintString, button.kv.disabledHintString )
- else
- button.UnsetUsable()
- }
-
- //ScriptToyChangeStatusLights( button, $"runway_light_red" )
- Entity_StopFXArray( button )
- if ( usesSkins )
- button.SetSkin( inactiveSkinID )
- FlagWait( flagRequired )
- ScriptToyChangeStatusLights( button, $"runway_light_green" )
- if ( usesSkins )
- button.SetSkin( activeSkinID )
- button.SetUsePrompts( hintString_hold , hintString_press )
- button.SetUsable()
- }
-
- //-------------------------
- // WAIT FOR STATE CHANGE (SIMPLE PUSH BUTTON)
- //-------------------------
-
- if ( buttonActivated )
- {
- wait multiUseDelay
- }
- else
- {
- player = button.WaitSignal( "OnPlayerUse" ).player
- if ( !IsValid( player ) )
- continue
- if ( !player.IsPlayer() )
- continue
- }
- }
-
- //--------------------------------------
- // Player activated, switch button state
- //--------------------------------------
-
- buttonUsedOnce = true
- buttonActivated = !buttonActivated
-
- EmitSoundOnEntity( button, "Switch_Activate" )
-
- button.Signal( "OnActivate" )
-
- if ( !isPressurePlate && buttonActivated )
- {
- button.UnsetUsable() //make the button unusable right after clicking so player doesn't double hit it
- button.Highlight_HideInside( 1.0 )
- button.Highlight_HideOutline( 1.0 )
-
- // Run callbacks
- if ( button in file.switchCallbacks )
- {
- foreach( table callbackTable in file.switchCallbacks[ button ] )
- {
- if ( callbackTable.useEnt == null )
- callbackTable.useFunc( button, player )
- else
- callbackTable.useFunc( button, player, callbackTable.useEnt )
- }
- }
- }
-
- //------------
- // SET FLAGS
- //------------
-
- // Button activated (green)
- if ( flagToggle != "" && buttonActivated )
- {
- FlagSet( flagToggle )
- }
-
- if ( buttonActivated )
- SpawnSpawnersLinkedToButton( button, expect entity( player ) )
-
- //else if ( buttonActivated && isPressurePlate )
- // wait 1.5 //wait a bit before re-enabling the usability
-
- // Button deactivated (red)
- if ( flagToggle != "" && !buttonActivated )
- FlagClear( flagToggle )
-
- if ( !buttonActivated )
- {
- button.SetUsable()
- button.Highlight_ShowInside( 1.0 )
- button.Highlight_ShowOutline( 1.0 )
- }
- }
-
- if ( ( isPressurePlate ) && ( IsValid( trigger ) ) )
- trigger.Destroy()
- else
- {
- button.UnsetUsable()
- button.Highlight_HideInside( 1.0 )
- button.Highlight_HideOutline( 1.0 )
- }
-}
-
-void function SpawnSpawnersLinkedToButton( entity button, entity activator )
-{
- foreach ( entity linkedEnt in button.GetLinkEntArray() )
- {
- if ( IsStalkerRack( linkedEnt ) )
- {
- thread SpawnFromStalkerRack( linkedEnt, activator )
- }
- else if ( IsSpawner( linkedEnt ) )
- {
- entity spawned = linkedEnt.SpawnEntity()
- DispatchSpawn( spawned )
- }
- else
- {
- Signal( linkedEnt, "OpenDoor" )
- }
- }
-}
-
-void function ScriptedSwitchDeactivate( entity button )
-{
- Assert( IsValid( button ) )
- button.Signal( "OnDeactivate" )
-}
-
-void function ScriptToyChangeStatusLights( entity button, asset fxName )
-{
- //--------------------------
- // Kill any previous effects
- //--------------------------
- Entity_StopFXArray( button )
-
- //--------------------------
- // Start new effects at tags
- //--------------------------
- array<entity> newFxLights
- array<string> fxTags
- entity newFx
- int index = 0
- string tagName
-
- while (true)
- {
- tagName = "light" + index
- local id = button.LookupAttachment( tagName )
- if ( id == 0 )
- break
-
- newFx = PlayLoopFXOnEntity( fxName, button, tagName )
- newFxLights.append( newFx )
-
- index++
- }
-
- button.e.fxArray = newFxLights
-}
-
-void function PressurePlateWaitSignal( entity trigger, string waitSignal )
-{
- //waitSignal is either "OnTrigger" or "OnEndTouchAll"
-
- trigger.EndSignal( "OnDestroy" )
- var result //hack. Result info from triggers
-
- while ( IsValid( trigger ) )
- {
- result = trigger.WaitSignal( waitSignal )
-
- if ( !IsValid( result.activator ) )
- continue
- if ( !result.activator.IsTitan() )
- continue
- if ( ( result.activator.IsPlayer() ) || ( IsPetTitan( result.activator ) ) )
- break
- }
-}
-
-void function ScriptedRotatorThink( entity rotator )
-{
- rotator.Hide()
-
- if ( rotator.HasKey( "use_local_rotation" ) && rotator.kv.use_local_rotation == "1" )
- rotator.NonPhysicsSetRotateModeLocal( true )
-
- EndSignal( rotator, "OnDestroy" )
-
- vector baseAngles = rotator.GetAngles()
-
- // Linked entities get parented
- array<entity> linkedEnts = rotator.GetLinkEntArray()
- foreach ( entity ent in linkedEnts )
- {
- ent.SetParent( rotator, "", true )
- }
-
- if ( rotator.HasKey( "player_collides" ) && rotator.kv.player_collides == "1" )
- rotator.SetPusher( true )
-
- if ( rotator.HasKey( "change_navmesh" ) && rotator.kv.change_navmesh == "1" )
- rotator.ChangeNPCPathsOnMove( true )
-
- // script will custom rotate this one
- if ( rotator.HasKey( "scripted_rotator" ) && expect string( rotator.kv.scripted_rotator ) == "true" )
- return
-
- if ( rotator.HasKey( "script_flag" ) )
- {
- string flag = expect string( rotator.kv.script_flag )
- FlagInit( flag )
- while ( true )
- {
- bool returnToBaseAngle = false
- if ( rotator.HasKey( "flag_clear_resets" ) )
- returnToBaseAngle = rotator.kv.flag_clear_resets == "1"
-
- FlagWait( flag )
- thread ScriptedRotatorRotate( baseAngles, rotator )
- FlagWaitClear( flag )
- Signal( rotator, "StopRotating" )
-
- // Return when the flag is cleared
- if ( returnToBaseAngle )
- {
- if ( !IsValid( rotator ) )
- return
-
- float rotateTime = 1.0
- if ( rotator.HasKey( "rotate_to_time" ) )
- rotateTime = float( rotator.kv.rotate_to_time )
- float easeTime = 0.0
- if ( rotator.HasKey( "rotate_to_ease" ) && rotator.kv.rotate_to_ease == "1" )
- easeTime = rotateTime * 0.33
-
- rotator.NonPhysicsRotateTo( baseAngles, rotateTime, easeTime, easeTime )
- }
- }
- }
- else
- {
- thread ScriptedRotatorRotate( baseAngles, rotator )
- }
-}
-
-vector function GetRotationVector( entity rotator )
-{
- string axis
- if ( rotator.HasKey( "rotation_axis" ) )
- axis = expect string( rotator.kv.rotation_axis )
-
- vector angles = rotator.GetAngles()
- switch ( axis )
- {
- case "pitch":
- return AnglesToRight( angles )
-
- case "yaw":
- return AnglesToUp( angles )
-
- case "roll":
- default:
- return AnglesToForward( angles )
-
- }
-
- unreachable
-}
-
-void function ScriptedRotatorRotate( vector baseAngles, entity rotator )
-{
- Signal( rotator, "StopRotating" )
- EndSignal( rotator, "OnDestroy" )
- EndSignal( rotator, "StopRotating" )
-
- OnThreadEnd(
- function() : ( rotator )
- {
- if ( IsValid( rotator ) )
- rotator.NonPhysicsRotate( Vector( 0, 0, 0), 0 )
- }
- )
-
- if ( rotator.HasKey( "start_delay" ) )
- {
- float delay = float( rotator.kv.start_delay )
- if ( delay > 0 )
- wait delay
- }
-
- if ( rotator.kv.rotate_forever_speed != "0" )
- {
- // Rotate forever
- float speed = float( rotator.kv.rotate_forever_speed )
- Assert( speed != 0.0 )
-
- vector rotateVec = GetRotationVector( rotator )
- rotator.NonPhysicsRotate( rotateVec, speed )
- WaitForever()
- }
- else
- {
- // Rotate specified amount
- Assert( rotator.HasKey( "rotate_to_degrees" ) )
- Assert( rotator.HasKey( "rotate_to_time" ) )
-
- string soundEffect = ""
- if ( rotator.HasKey( "script_sound" ) )
- soundEffect = string( rotator.kv.script_sound )
-
- float rotateTime = float( rotator.kv.rotate_to_time )
- if ( rotateTime > 0.0 )
- {
- vector rotateAngles = AnglesCompose( baseAngles, Vector( 0.0, 0.0, float( rotator.kv.rotate_to_degrees ) ) )
-
- float easeTime = 0.0
- if ( rotator.HasKey( "rotate_to_ease" ) && rotator.kv.rotate_to_ease == "1" )
- easeTime = rotateTime * 0.33
-
- while ( true )
- {
- // Rotate to the goal angle
- rotator.NonPhysicsRotateTo( rotateAngles, rotateTime, easeTime, easeTime )
- if ( soundEffect != "" )
- EmitSoundOnEntity( rotator, soundEffect )
- wait rotateTime
-
- // Rotate back to base angle if specified
- if ( !rotator.HasKey( "rotate_to_return_delay" ) || rotator.kv.rotate_to_return_delay == "-1" )
- return
- Assert( float( rotator.kv.rotate_to_return_delay ) >= 0.0 )
- wait float( rotator.kv.rotate_to_return_delay )
- rotator.NonPhysicsRotateTo( baseAngles, rotateTime, easeTime, easeTime )
- if ( soundEffect != "" )
- EmitSoundOnEntity( rotator, soundEffect )
- wait rotateTime
-
- // Wait a delay and repeat the rotation if specified
- if ( !rotator.HasKey( "rotate_to_loop_time" ) || rotator.kv.rotate_to_loop_time == "-1" )
- return
- Assert( float( rotator.kv.rotate_to_loop_time ) >= 0.0 )
- wait float( rotator.kv.rotate_to_loop_time )
- }
- }
- }
-}
-
-void function MoverInit( entity mover )
-{
- if ( !mover.HasKey( "leveledplaced" ) || mover.kv.leveledplaced != "1" )
- return
-
- // Linked entities get parented
- if ( mover.HasKey( "parent_linked_ents" ) && mover.kv.parent_linked_ents == "1" )
- {
- array<entity> linkedEnts = mover.GetLinkEntArray()
- foreach( entity ent in linkedEnts )
- {
- if ( GetEditorClass( ent ) != "script_mover_path" )
- ent.SetParent( mover, "", true )
- }
- }
-
- if ( mover.HasKey( "player_collides" ) && mover.kv.player_collides == "1" )
- mover.SetPusher( true )
-
- if ( mover.HasKey( "change_navmesh" ) && mover.kv.change_navmesh == "1" )
- mover.ChangeNPCPathsOnMove( true )
-
- thread MoverThink( mover )
-}
-
-void function MoverThink( entity mover )
-{
- EndSignal( mover, "OnDestroy" )
-
- if ( mover.GetModelName() == $"models/dev/editor_ref.mdl" )
- mover.Hide()
-
- array<entity> pathNodes = GetNextMoverPathNodes( mover )
-
- // Go down the path gathering the nodes and init any flags
- foreach( entity node in pathNodes )
- InitMoverNodeFlagsAndErrorCheck( node )
-
- Assert( mover.HasKey( "path_speed") && float( mover.kv.path_speed ) >= 0.0, "script_mover doesnt have a valid path speed" )
- float pathSpeed = float( mover.kv.path_speed )
- bool easeIn
- bool easeOut
-
- string startFlag = ""
- if ( mover.HasKey( "script_flag" ) && mover.kv.script_flag != "" )
- {
- startFlag = mover.GetValueForKey( "script_flag" )
- FlagInit( startFlag )
- }
-
- if ( mover.HasKey( "dangerous_area_radius" ) )
- mover.AllowNPCGroundEnt( false )
-
- if ( pathNodes.len() == 0 )
- return
-
- if ( startFlag != "" )
- FlagWait( startFlag )
-
- if ( mover.HasKey( "start_delay" ) && float( mover.kv.start_delay ) > 0.0 )
- wait float( mover.kv.start_delay )
-
- entity pathNode = pathNodes.getrandom()
- entity lastNode
-
- easeOut = pathNode.HasKey( "ease_from_node" ) && pathNode.GetValueForKey( "ease_from_node" ) == "1"
-
- bool isMoving = false
-
- while( IsValid( pathNode ) )
- {
- bool teleport = false
- if ( pathNode.HasKey( "teleport_to_node" ) )
- teleport = pathNode.GetValueForKey( "teleport_to_node" ) == "1"
-
- bool perfectRotation = false
- if ( IsValid( lastNode ) && lastNode.HasKey( "perfect_circular_rotation" ) )
- perfectRotation = lastNode.GetValueForKey( "perfect_circular_rotation" ) == "1"
-
- float rotationTime = 0.0
- if ( IsValid( lastNode ) && lastNode.HasKey( "circular_rotation_time" ) )
- rotationTime = float( lastNode.GetValueForKey( "circular_rotation_time" ) )
-
- float dist = Distance( pathNode.GetOrigin(), mover.GetOrigin() )
-
- if ( !isMoving )
- MoverPath_StartSound( mover, pathNode )
-
- if ( dist > 0.0 && !teleport )
- {
- easeIn = pathNode.HasKey( "ease_to_node" ) && pathNode.GetValueForKey( "ease_to_node" ) == "1"
- float moveTime = dist / pathSpeed
- float easeLeaving = easeOut ? moveTime * 0.5 : 0.0
- float easeArriving = easeIn ? moveTime * 0.5 : 0.0
- float angleChange = IsValid( lastNode ) ? MoverPath_GetAngleChange( lastNode, pathNode ) : 0.0
-
- if ( perfectRotation && angleChange != 0 )
- {
- string rotationSoundEvent = ""
- if ( mover.HasKey( "sound_circular_rotation" ) )
- rotationSoundEvent = mover.GetValueForKey( "sound_circular_rotation" )
- if ( rotationSoundEvent != "" )
- EmitSoundOnEntity( mover, rotationSoundEvent )
-
- vector turnAnchorPos = MoverPath_GetAngleAnchor( lastNode, pathNode )
-
- // Create a new mover because as far as I know I can't get all the children of the mover and clearparent and reparent.
- entity curveMover = CreateScriptMover( turnAnchorPos, lastNode.GetAngles() )
- curveMover.SetPusher( mover.GetPusher() )
- mover.SetParent( curveMover, "", true )
-
- // Find the circumference of the turn so we can calculate the rotation time based on the distance traveled around the bend
- float c = 2 * PI * Length(turnAnchorPos - lastNode.GetOrigin())
- float frac = fabs(angleChange) / 360.0
- moveTime = (c * frac) / pathSpeed
-
- isMoving = true
- curveMover.NonPhysicsRotateTo( pathNode.GetAngles(), moveTime, 0.0, 0.0 )
-
- wait moveTime - 0.01
-
- mover.ClearParent()
- curveMover.Destroy()
-
- if ( rotationSoundEvent != "" )
- StopSoundOnEntity( mover, rotationSoundEvent )
- }
- else
- {
- // Linear move/rotate
- isMoving = true
- if ( mover.HasKey( "dangerous_area_radius" ) )
- thread CreateMoverDangrousAreas( mover, mover.GetOrigin(), pathNode.GetOrigin(), float( mover.GetValueForKey( "dangerous_area_radius" ) ), moveTime )
- mover.NonPhysicsMoveTo( pathNode.GetOrigin(), moveTime, easeLeaving, easeArriving )
- mover.NonPhysicsRotateTo( pathNode.GetAngles(), moveTime, easeLeaving, easeArriving )
- wait moveTime - 0.01
- }
- }
- else if ( dist == 0.0 && !teleport && rotationTime > 0.0 )
- {
- // Rotation in place
- string rotationSoundEvent = ""
- if ( mover.HasKey( "sound_rotation" ) )
- rotationSoundEvent = mover.GetValueForKey( "sound_rotation" )
- if ( rotationSoundEvent != "" )
- EmitSoundOnEntity( mover, rotationSoundEvent )
-
- isMoving = false
- MoverPath_StopMoveSound( mover )
- MoverPath_StopSound( mover, pathNode )
- float easeIn = easeOut ? rotationTime * 0.5 : 0.0
- float easeOut = easeIn ? rotationTime * 0.5 : 0.0
- mover.NonPhysicsRotateTo( pathNode.GetAngles(), rotationTime, easeIn, easeOut )
- wait rotationTime - 0.01
-
- if ( rotationSoundEvent != "" )
- StopSoundOnEntity( mover, rotationSoundEvent )
- }
- else
- {
- mover.SetOrigin( pathNode.GetOrigin() )
- mover.SetAngles( pathNode.GetAngles() )
- }
-
- easeOut = pathNode.HasKey( "ease_from_node" ) && pathNode.GetValueForKey( "ease_from_node" ) == "1"
-
- if ( pathNode.HasKey( "scr_flag_set" ) )
- FlagSet( pathNode.GetValueForKey( "scr_flag_set" ) )
-
- if ( pathNode.HasKey( "scr_flag_clear" ) )
- FlagClear( pathNode.GetValueForKey( "scr_flag_clear" ) )
-
- if ( pathNode.HasKey( "scr_flag_wait" ) )
- {
- string flag = pathNode.GetValueForKey( "scr_flag_wait" )
- if ( !Flag( flag ) )
- {
- isMoving = false
- MoverPath_StopMoveSound( mover )
- MoverPath_StopSound( mover, pathNode )
- FlagWait( flag )
- }
- }
-
- if ( pathNode.HasKey( "scr_flag_wait_clear" ) )
- {
- string flag = pathNode.GetValueForKey( "scr_flag_wait_clear" )
- if ( Flag( flag ) )
- {
- isMoving = false
- MoverPath_StopMoveSound( mover )
- MoverPath_StopSound( mover, pathNode )
- FlagWaitClear( flag )
- }
- }
-
- if ( pathNode.HasKey( "path_wait" ) )
- {
- float time = float( pathNode.GetValueForKey( "path_wait" ) )
- if ( time > 0.0 )
- {
- isMoving = false
- MoverPath_StopMoveSound( mover )
- MoverPath_StopSound( mover, pathNode )
- wait time
- }
- }
-
- pathNodes = GetNextMoverPathNodes( pathNode )
- if ( pathNodes.len() == 0 )
- {
- MoverPath_StopMoveSound( mover )
- MoverPath_StopSound( mover, pathNode )
- break
- }
-
- // Update speed based on the node
- if ( pathNode.HasKey( "path_speed" ) )
- pathSpeed = float( pathNode.GetValueForKey( "path_speed" ) )
-
- lastNode = pathNode
- pathNode = pathNodes.getrandom()
- }
-}
-
-void function CreateMoverDangrousAreas( entity mover, vector start, vector end, float radius, float duration )
-{
- float d = Distance( start, end )
- float spacing = radius * 1.5
- int numDangerousSpots = int( ceil( d / spacing ) )
- vector direction = Normalize( end - start )
- vector pos
-
- for ( int i = 0 ; i < numDangerousSpots ; i++ )
- {
- pos = start + ( direction * spacing * i )
- thread CreateMoverDangrousAreaUntilMoverPasses( mover, start, end, pos, radius, duration )
- }
-}
-
-void function CreateMoverDangrousAreaUntilMoverPasses( entity mover, vector start, vector end, vector pos, float radius, float maxDuration )
-{
- // Create entity to link it to (lifetime)
- entity lifetimeEnt = CreateScriptRef( pos )
-
- // Create the dangerous area
- AI_CreateDangerousArea_Static( lifetimeEnt, null, radius, TEAM_INVALID, true, true, pos )
-
- // Wait for mover to go past the dangerous area, or timeout
- float endTime = Time() + maxDuration
- while( Time() <= endTime )
- {
- if ( DotProduct( end - start, pos - mover.GetOrigin() ) < 0 )
- break
- WaitFrame()
- }
-
- lifetimeEnt.Destroy()
-}
-
-void function MoverPath_StopMoveSound( entity mover )
-{
- // Stops any move sounds playing on the mover
-
- // Stop playing a sound on the mover if one is specified & it is set to do so
- if ( mover.HasKey( "sound_move" ) && mover.kv.sound_move != "" )
- {
- // "sound_move" sound continues to play after moving unless this is checked"
- if ( mover.HasKey( "stop_sound_move_on_stop" ) && mover.GetValueForKey( "stop_sound_move_on_stop" ) == "1" )
- StopSoundOnEntity( mover, string( mover.kv.sound_move ) )
- }
-}
-
-void function MoverPath_StopSound( entity mover, entity node )
-{
- // Play sound on the node if one is specified
- if ( node.HasKey( "sound_stop_move" ) && node.kv.sound_stop_move != "" )
- EmitSoundAtPosition( TEAM_UNASSIGNED, node.GetOrigin(), string( node.kv.sound_stop_move ) )
-
- // Play sound on the mover if one is specified
- if ( mover.HasKey( "sound_stop_move" ) && mover.kv.sound_stop_move != "" )
- EmitSoundOnEntity( mover, string( mover.kv.sound_stop_move ) )
-}
-
-void function MoverPath_StartSound( entity mover, entity node )
-{
- // Play sound on the node if one is specified
- if ( node.HasKey( "sound_start_move" ) && node.kv.sound_start_move != "" )
- EmitSoundAtPosition( TEAM_UNASSIGNED, node.GetOrigin(), string( node.kv.sound_start_move ) )
-
- // Play sound on mover if one is specified
- if ( mover.HasKey( "sound_move" ) && mover.kv.sound_move != "" )
- EmitSoundOnEntity( mover, string( mover.kv.sound_move ) )
-}
-
-float function MoverPath_GetAngleChange( entity node1, entity node2 )
-{
- vector vec1 = node1.GetForwardVector()
- vector vec2 = node2.GetForwardVector()
- float angle = acos( DotProduct( vec1, vec2 ) ) * 180 / PI
- return angle
-}
-
-vector function MoverPath_GetAngleAnchor( entity node1, entity node2 )
-{
- vector node1Origin = node1.GetOrigin()
- vector node2Origin = node2.GetOrigin()
- vector node1Angles = node1.GetAngles()
- vector node2Angles = node2.GetAngles()
- vector node1SideVec
- vector node2SideVec
-
- if ( node1Origin.z != node2Origin.z )
- {
- // vertical turn
- node1SideVec = AnglesToUp( node1Angles )
- node2SideVec = AnglesToUp( node2Angles )
- }
- else
- {
- // horizontal turn
- node1SideVec = AnglesToRight( node1Angles )
- node2SideVec = AnglesToRight( node2Angles )
- }
-
- float angleChange = MoverPath_GetAngleChange( node1, node2 )
- Assert( angleChange != 0 )
- if ( angleChange > 0 )
- {
- node1SideVec *= -1
- node2SideVec *= -1
- }
- float d = Distance( node1Origin, node2Origin )
- vector intersect = GetClosestPointToLineSegments( node1Origin, node1Origin + node1SideVec * d, node2Origin, node2Origin + node2SideVec * d )
-
- //DebugDrawLine( intersect, node1Origin, 255, 255, 0, true, 5.0 )
- //DebugDrawLine( intersect, node2Origin, 0, 255, 255, true, 5.0 )
- //DebugDrawLine( node1Origin, node1Origin + node1SideVec * 250, 100, 100, 100, true, 5.0 )
- //DebugDrawLine( node2Origin, node2Origin + node2SideVec * 250, 100, 100, 100, true, 5.0 )
- //DebugDrawLine( intersect, intersect - <0,0,128>, 100, 0, 0, true, 5.0 )
- //DebugDrawText( intersect, angleChange.tostring(), true, 5.0 )
-
- return intersect
-}
-
-array<entity> function GetNextMoverPathNodes( entity node, bool errorChecking = false )
-{
- array<entity> nodes
- array<entity> linkedEnts = node.GetLinkEntArray()
- foreach( entity ent in linkedEnts )
- {
- if ( GetEditorClass( ent ) == "script_mover_path" )
- {
- if ( !errorChecking && ent.HasKey( "switchtrack_flag" ) && !Flag( ent.GetValueForKey( "switchtrack_flag" ) ) )
- continue
- nodes.append( ent )
- }
- }
- return nodes
-}
-
-void function InitMoverNodeFlagsAndErrorCheck( entity node )
-{
- if ( node.e.moverPathPrecached )
- return
-
- if ( node.HasKey( "path_speed" ) )
- Assert( float( node.kv.path_speed ) > 0.0, "Node path_speed at " + node.GetOrigin() + " must be greater than 0." )
-
- if ( node.HasKey( "path_wait" ) )
- Assert( float( node.kv.path_wait ) >= 0.0, "Node path_wait at " + node.GetOrigin() + " must be greater than 0." )
-
- if ( node.HasKey( "teleport_to_node" ) && node.kv.teleport_to_node == "1" )
- {
- if ( node.HasKey( "ease_to_node" ) )
- Assert( node.kv.ease_to_node == "0", "Node at " + node.GetOrigin() + " cant have both teleport_to_node and ease_to_node checked." )
- }
-
- if ( node.HasKey( "scr_flag_set" ) )
- FlagInit( node.GetValueForKey( "scr_flag_set" ) )
- if ( node.HasKey( "scr_flag_clear" ) )
- FlagInit( node.GetValueForKey( "scr_flag_clear" ) )
- if ( node.HasKey( "scr_flag_wait" ) )
- FlagInit( node.GetValueForKey( "scr_flag_wait" ) )
- if ( node.HasKey( "switchtrack_flag" ) )
- FlagInit( node.GetValueForKey( "switchtrack_flag" ), true )
-
- node.e.moverPathPrecached = true
-
- array<entity> pathNodes = GetNextMoverPathNodes( node, true )
- foreach( entity node in pathNodes )
- InitMoverNodeFlagsAndErrorCheck( node )
-}
-
-entity function GetLinkedTrigger( entity ent )
-{
- array<entity> linkedEnts = ent.GetLinkEntArray()
- foreach ( entity ent in linkedEnts )
- {
- if ( ent.GetClassName() == "trigger_multiple" )
- return ent
- }
- return null
-}
-
-struct SeeSawThinkStruct // struct that is internal to seeSaw think logic
-{
- float speed
- bool touching
- bool wasTouched
- vector startAngles
- float oldSpeed
- bool playerIgnore
- float maxSpeed = 10
- float acceleration = 0.425
-}
-
-void function SeeSawThink( entity seeSaw )
-{
- seeSaw.Hide()
-
- seeSaw.EndSignal( "OnDestroy" )
-// seeSaw.NonPhysicsSetRotateModeLocal( true )
- seeSaw.SetPusher( true )
-
- array<entity> parents = seeSaw.GetLinkParentArray()
- array<entity> brushes
- foreach ( ent in parents )
- {
- if ( ent.GetClassName() == "func_brush" )
- brushes.append( ent )
- }
-
- float minz = 0
- float maxz = 0
- foreach ( brush in brushes )
- {
- vector mins = brush.GetBoundingMins()
- vector maxs = brush.GetBoundingMaxs()
-
- if ( mins.z < minz )
- minz = mins.z
-
- if ( maxs.z > maxz )
- maxz = maxs.z
- }
-
- float height = fabs( minz ) + maxz
-
- entity trigger = seeSaw.GetLinkEnt()
- trigger.EndSignal( "OnDestroy" )
-
- SeeSawThinkStruct e
- e.startAngles = seeSaw.GetAngles()
-
- if ( seeSaw.HasKey( "script_start_moving" ) && int( seeSaw.kv.script_start_moving ) > 0 )
- {
- e.wasTouched = true
- e.speed = 8
- }
-
- thread SeeSawSpeedThink( seeSaw, e )
-
- if ( seeSaw.HasKey( "script_player_ignore" ) && int( seeSaw.kv.script_player_ignore ) > 0 )
- {
- e.playerIgnore = true
- }
- else
- {
- thread SeeSawTriggerThink( seeSaw, trigger, height, e )
- }
-
-
-}
-
-void function SeeSawTriggerThink( entity seeSaw, entity trigger, float height, SeeSawThinkStruct e )
-{
- for ( ;; )
- {
- e.touching = false
- table results = trigger.WaitSignal( "OnTrigger" )
- entity player = expect entity( results.activator )
- if ( !IsAlive( player ) )
- continue
-
- while ( trigger.IsTouching( player ) )
- {
- PlayerNearSeeSaw( player, seeSaw, height, e )
- WaitFrame()
- }
- }
-}
-
-float ornull function SeeSawPitchLimitOverride()
-{
-// return 60.0
- return null
-}
-
-void function SeeSawSpeedThink( entity seeSaw, SeeSawThinkStruct e )
-{
- seeSaw.EndSignal( "OnDestroy" )
- float pitchLimit = 50 // 70.75
-
- if ( seeSaw.HasKey( "script_pitch_limit" ) )
- pitchLimit = float( seeSaw.kv.script_pitch_limit )
-
- vector angles = seeSaw.GetAngles()
- vector forward = AnglesToRight( angles ) * -1
- vector rotateDir = forward // < -1,0,0 >
-
- for ( ;; )
- {
- WaitFrame()
- SeeSawSpeedThink_internal( seeSaw, e, rotateDir, pitchLimit )
- }
-}
-
-void function SeeSawSpeedThink_internal( entity seeSaw, SeeSawThinkStruct e, vector rotateDir, float pitchLimit )
-{
- float ornull pitchLimitOverride = SeeSawPitchLimitOverride()
- if ( pitchLimitOverride != null )
- {
- pitchLimit = expect float( pitchLimitOverride )
- }
- vector localAngles = seeSaw.GetLocalAngles()
-
- if ( ( !e.touching && e.wasTouched ) || e.playerIgnore )
- {
- vector startForward = AnglesToForward( e.startAngles )
- vector startUp = AnglesToUp( e.startAngles )
- vector seeSawForward = AnglesToForward( seeSaw.GetAngles() )
-
-// if ( ge(106)==seeSaw)
-// {
-// printt( "dot is " + DotProduct( startForward, seeSawForward ) + " speed " + e.speed )
-// }
- //printt( "Dot " + DotProduct( startForward, seeSawForward ) )
- //printt( "Dot " +
- //printt( DotProduct( startUp, seeSawForward ) )
-
-
- // return to normal
- //printt( "start angles " + e.startAngles + " current angles " + seeSaw.GetAngles() )
-
- if ( fabs( DotProduct( startForward, seeSawForward ) ) < 0.75 )
- {
- if ( DotProduct( startUp, seeSawForward ) > 0 )
- {
- if ( e.speed < e.maxSpeed )
- e.speed += e.acceleration
- }
- else
- {
- if ( e.speed > -e.maxSpeed )
- e.speed -= e.acceleration
- }
- }
-
- //DebugDrawText( seeSaw.GetOrigin(), "" + e.speed, true, 1 )
- //DebugDrawLine( seeSaw.GetOrigin(), GetPlayerArray()[0].GetOrigin(), 255, 0, 0, true, 0.2 )
- }
-
-// if ( ge(117) == seeSaw )
-// return
- if ( e.speed < 0 )
- {
- if ( localAngles.x < -pitchLimit )
- {
- seeSaw.NonPhysicsRotate( rotateDir, 0 )
- e.speed = 0
- return
- }
- }
- else
- {
- if ( localAngles.x > pitchLimit )
- {
- seeSaw.NonPhysicsRotate( rotateDir, 0 )
- e.speed = 0
- return
- }
- }
-
- if ( e.oldSpeed != e.speed || pitchLimitOverride != null )
- {
- seeSaw.NonPhysicsRotate( rotateDir, e.speed )
- e.oldSpeed = e.speed
- }
-}
-
-void function PlayerNearSeeSaw( entity player, entity seeSaw, float height, SeeSawThinkStruct e )
-{
- vector playerOrigin = player.GetOrigin()
- vector seeSawOrigin = seeSaw.GetOrigin()
- //DebugDrawLine( playerOrigin, seeSawOrigin, 255, 0, 0, true, 0.2 )
- vector originDif = playerOrigin - seeSawOrigin
- vector difNormal = Normalize( originDif )
- vector seeSawAngles = seeSaw.GetAngles()
- vector seeSawUp = AnglesToUp( seeSawAngles )
- bool onTop = DotProduct( difNormal, seeSawUp ) > 0
-
- // may need to do something special for hands holding on
- if ( !onTop )
- {
- e.touching = false
- return
- }
-
- float amountAbove = DotProduct( originDif, seeSawUp )
- amountAbove -= height
- amountAbove += 2.5 // player is in the ground?
-
-// if ( ge(117) == seeSaw )
-// {
-// printt( "amountAbove " + amountAbove )
-// }
-
- if ( amountAbove < 0 || amountAbove > 15 )
- {
- e.touching = false
- return
- }
-
-
-
- vector seeSawForward = AnglesToForward( seeSawAngles )
- float amountForward = DotProduct( originDif, seeSawForward )
- e.speed += Graph( amountForward, 0, 1000, 0, 2 )
- float maxSpeed = 10
- e.speed = min( maxSpeed, e.speed )
- e.speed = max( -maxSpeed, e.speed )
- e.touching = true
- e.wasTouched = true
-}
-
-void function ClaspInit(entity clasp)
-{
- //printt( "" )
- //printt( "INIT SHOOTABLE CLASP" )
- //printt( "" )
-
- if ( clasp.HasKey( "scr_flag_set" ) )
- FlagInit( clasp.GetValueForKey( "scr_flag_set" ) )
-
- AddEntityCallback_OnDamaged( clasp, OnClaspDamaged )
-
-}
-
-void function OnClaspDamaged( entity clasp, var damageInfo)
-{
- //printt( "CLASP HAS TAKEN DAMAGE" )
-
- //if the attacker is not valid
- entity attacker = DamageInfo_GetAttacker( damageInfo )
- if ( !IsValid( attacker ) || !attacker.IsPlayer() )
- return
-
- if ( clasp.HasKey( "scr_flag_set") )
- {
- //printt( clasp )
- //printt( clasp.GetEncodedEHandle() )
- //printt( clasp.GetTargetName() )
- //printt( clasp.GetValueForKey( "scr_flag_set" ) )
- FlagSet( clasp.GetValueForKey( "scr_flag_set" ) )
- }
-
- //printt( "" )
- //printt( "DESTROYING CLASP" )
- //printt( "" )
-
- //Destroy the clasp
- clasp.Destroy()
-}
-
-function SetSwitchUseFunc( button, func, ent = null )
-{
- local Table = InitControlPanelUseFuncTable()
- Table.useFunc <- func
- Table.useEnt <- ent
-
- if ( !( button in file.switchCallbacks ) )
- file.switchCallbacks[ button ] <- []
- file.switchCallbacks[ button ].append( Table )
-}
-
-
-void function FanPusherThink( entity fanPusher )
-{
- float fanPushDist = 3000
-
- if ( fanPusher.HasKey( "height" ) )
- fanPushDist = float( fanPusher.kv.height )
-
- if ( fanPusher.HasKey( "script_gravityscale" ) && fanPusher.kv.script_gravityscale != "" )
- {
- fanPushDist *= string( fanPusher.kv.script_gravityscale ).tofloat()
- }
- else
- {
- float gravityScale = expect float( GetPlayerSettingsFieldForClassName( DEFAULT_PILOT_SETTINGS, "gravityscale" ) )
- fanPushDist *= gravityScale // adjusted for new gravity scale
- }
-
- float radius = float( fanPusher.kv.script_radius )
- vector forward = AnglesToForward( fanPusher.GetAngles() )
- vector cylinderBottom = fanPusher.GetOrigin()
- vector cylinderTop = cylinderBottom + ( forward * fanPushDist )
-
- if ( FAN_DEBUG )
- DebugDrawCylinder( fanPusher.GetOrigin(), fanPusher.GetAngles(), radius, fanPushDist, 100, 0, 0, true, 120.0 )
-
- string flag = ""
- if ( fanPusher.HasKey( "script_flag" ) )
- {
- flag = string( fanPusher.kv.script_flag )
- FlagInit( flag )
- }
-
- bool lifterFan = DotProduct( forward, <0,0,1> ) >= 0.98
- float pushAccel = FAN_DEFAULT_PUSH_ACCEL
- if ( fanPusher.HasKey( "strength" ) )
- pushAccel = float( fanPusher.kv.strength )
-
- array<entity> fanPushables
- table<entity,float> startTimes
- table<entity,float> startHeights
-
- // Play fan sound on entity instead of at position because some occluder bug with miles. Easiest fix for late in game. Next project fan pusher shoudln't be info_target that you can't play sounds on
- entity fanSoundEntity = CreateScriptMover( fanPusher.GetOrigin() )
- fanSoundEntity.DisableHibernation()
-
- // Delay to fix code bug where audio wont play at map load
- wait 0.2
-
- FanOnSoundEffects( fanPusher, radius, fanSoundEntity )
-
- while( true )
- {
- if ( flag != "" && !Flag( flag ) )
- {
- foreach( entity ent, float time in startTimes )
- ent.e.inWindTunnel = false
-
- startTimes.clear()
- startHeights.clear()
-
- FanOffSoundEffects( fanPusher, radius, fanSoundEntity )
- FlagWait( flag )
- FanOnSoundEffects( fanPusher, radius, fanSoundEntity )
- }
-
- fanPushables.clear()
- fanPushables.extend( GetPlayerArray() )
- fanPushables.extend( GetNPCArray() )
- fanPushables.extend( GetProjectileArrayEx( "any", TEAM_ANY, TEAM_ANY, cylinderBottom, fanPushDist ) )
- fanPushables.extend( GetEntArrayByClass_Expensive( "prop_physics" ) )
-
- foreach( entity ent in fanPushables )
- {
- array<vector> testPosArray = [ ent.GetWorldSpaceCenter(), ent.EyePosition() + <0,0,16>, ent.GetOrigin() - <0,0,16> ]
- bool isInFanCylinder = false
- vector testPos = ent.GetWorldSpaceCenter()
- if ( ent.e.windPushEnabled )
- {
- foreach( vector pos in testPosArray )
- {
- if ( !PointInCylinder( cylinderBottom, cylinderTop, radius, pos ) )
- continue
- isInFanCylinder = true
- break
- }
- }
-
- if ( isInFanCylinder )
- {
- if ( ent.IsPlayer() && ent.IsNoclipping() )
- continue
-
- if ( !( ent in startTimes ) )
- {
- ent.e.inWindTunnel = true
- ent.e.windTunnelDirection = forward
- if ( ent.IsPlayer() )
- thread PlayerInWindTunnel( ent )
- else
- ent.SetOrigin( ent.GetOrigin() + <0,0,48> )
- startTimes[ ent ] <- Time()
- }
- float startTime = startTimes[ ent ]
- ent.e.windTunnelStartTime = startTime
-
- float startHeight
- if ( lifterFan )
- {
- if ( !( ent in startHeights ) )
- startHeights[ ent ] <- ent.GetOrigin().z
- startHeight = startHeights[ ent ]
- }
-
- // Figure out what force should be based on proximity to fan
- vector pointAlongTunnel = GetClosestPointOnLineSegment( cylinderBottom, cylinderTop, testPos )
- float distanceFromFanAlongTunnel = Distance( pointAlongTunnel, cylinderBottom )
-
- float fanStrength = GetFanStrengthWithGeoBlockage( ent, testPos, cylinderBottom, cylinderTop, forward )
- if ( ent.IsPlayer() )
- ent.SetPlayerNetFloatOverTime( "FanRumbleStrength", fanStrength, 0.0 )
-
- if ( lifterFan )
- fanStrength = GraphCapped( distanceFromFanAlongTunnel, 0.0, fanPushDist, 1.0, 0.0 )
-
- if ( ent.IsProjectile() )
- fanStrength *= 2.0
-
- if ( ent.GetModelName() == $"models/containers/barrel.mdl" )
- fanStrength = 0.0
-
- // Ramp up the push over time when first entering
- float ramp = GraphCapped( Time(), startTime, startTime + FAN_PUSH_RAMP_TIME, 0.0, 1.0 )
-
- float dt = 0.01666667 // old behavior
- vector velocity = ent.GetVelocity()
-
- // Apply push to the velocity
- velocity += forward * ( dt * pushAccel * fanStrength )
-
- // Decay other directional movement on the vector
- if ( FAN_PUSH_DECAY_SIDE_VELOCITY )
- {
- vector velInOtherDirs = velocity - forward * DotProduct( velocity, forward )
- float decayFrac = pow( ramp * fanStrength, dt )
- vector loseVelInOtherDirs = velInOtherDirs * (1 - decayFrac)
- velocity -= loseVelInOtherDirs
- }
-
- // Add some anti-gravity
- velocity.z += dt * FAN_PUSH_ANTI_GRAVITY * fanStrength
- ent.e.windTunnelStrength = fanStrength
-
- // Apply new force to ent
- ent.SetVelocity( velocity )
-
- // Hack for drones. You can't set velocity on them yet so I'm doing this for now to test the gameplay
- if ( ent.GetClassName() == "npc_drone" )
- {
- float zChange = dt * pushAccel * fanStrength * 1
- ent.SetOrigin( ent.GetOrigin() + < 0, 0, zChange > )
- }
- }
- else
- {
- if ( ent in startTimes )
- {
- ent.e.inWindTunnel = false
- delete startTimes[ ent ]
- }
-
- if ( lifterFan && ent in startHeights )
- {
- delete startHeights[ ent ]
- }
-
- if ( ent.IsPlayer() )
- ent.SetPlayerNetFloatOverTime( "FanRumbleStrength", 0.0, 1.0 )
- }
- }
- WaitFrame()
- }
-}
-
-void function PlayerInWindTunnel( entity player )
-{
- //int poseIndex = player.LookupPoseParameterIndex( "windfrac" )
-
- EndSignal( player, "OnDestroy" )
- OnThreadEnd(
- function() : ( player )
- {
- if ( FAN_DEBUG )
- printt( "OUT!" )
- if ( IsValid( player ) )
- {
- player.SetOneHandedWeaponUsageOff()
- FadeOutSoundOnEntity( player, "Beacon_WindBuffet_Player", 1.0 )
-
- player.kv.airSpeed = player.GetPlayerSettingsField( "airSpeed" )
- player.kv.airAcceleration = player.GetPlayerSettingsField( "airAcceleration" )
- }
- }
- )
-
- if ( FAN_DEBUG )
- printt( "IN!" )
-
- bool playingWindBuffet = false
-
- player.kv.airSpeed = 150
- player.kv.airAcceleration = 650
-
- while( player.e.inWindTunnel )
- {
- //player.GetViewModelEntity().SetPoseParameter( poseIndex, player.e.windTunnelStrength )
-
- if ( player.e.windTunnelStrength > 0 )
- {
- player.SetOneHandedWeaponUsageOn()
- if ( !playingWindBuffet )
- {
- EmitSoundOnEntityOnlyToPlayerWithFadeIn( player, player, "Beacon_WindBuffet_Player", 1.0 )
- playingWindBuffet = true
- }
- }
- else
- {
- player.SetOneHandedWeaponUsageOff()
- if ( playingWindBuffet )
- {
- FadeOutSoundOnEntity( player, "Beacon_WindBuffet_Player", 1.0 )
- playingWindBuffet = false
- }
- }
- WaitFrame()
- }
-}
-
-float function GetFanStrengthWithGeoBlockage( entity ent, vector testPos, vector cylinderBottom, vector cylinderTop, vector fanDirection )
-{
- vector pointAlongFan = GetClosestPointOnLineSegment( cylinderBottom, cylinderTop, testPos )
- vector vecFromFanCenter = testPos - pointAlongFan
- vector traceEnd = cylinderBottom + vecFromFanCenter
-
- // Trace from the entity towards the fan along the fan axis to see if we are getting blocked
- TraceResults result = TraceLine( testPos, traceEnd, ent, TRACE_MASK_NPCSOLID, TRACE_COLLISION_GROUP_NONE )
- if ( FAN_DEBUG )
- {
- DebugDrawLine( testPos, result.endPos, 255, 255, 0, true, 0.1 )
- DebugDrawLine( result.endPos, traceEnd, 255, 255, 255, true, 0.1 )
- //DebugDrawLine( <0,0,0>, result.endPos, 255, 0, 0, true, 0.1 )
- }
-
- float distFromCover = Distance( testPos, result.endPos )
- float strength = GraphCapped( distFromCover, 256, 1024, 0.0, 1.0 )
- if ( result.fraction == 1.0 )
- strength = 1.0
-
- //if ( FAN_DEBUG )
- //{
- // printt( "strength:", strength )
- // printt( "fraction:", result.fraction )
- // printt( "dist from fan:", Distance( testPos, cylinderBottom ) )
- // printt( "distFromCover:", distFromCover )
- //}
-
- Assert( strength >= 0.0 && strength <= 1.0 )
- return strength
-}
-
-void function FanOnSoundEffects( entity fanPusher, float radius, entity fanSoundEntity )
-{
- // Turn on sound
- if ( radius >= 350 )
- {
- EmitSoundOnEntity( fanSoundEntity, "Beacon_VerticalFanControl_On" )
- if ( fanPusher.HasKey( "fan_loop_sound" ) )
- EmitSoundOnEntity( fanSoundEntity, string( fanPusher.kv.fan_loop_sound ) )
-
- }
- else
- {
- EmitSoundOnEntity( fanSoundEntity, "Beacon_MediumBlueFan_On" )
- string loopAlias = fanPusher.HasKey( "fan_loop_sound" ) ? string( fanPusher.kv.fan_loop_sound ) : "Beacon_MediumBlueFan_Loop_01"
- EmitSoundOnEntity( fanSoundEntity, loopAlias )
- //DebugDrawText( fanPusher.GetOrigin(), loopAlias, true, 90.0 )
- }
-}
-
-void function FanOffSoundEffects( entity fanPusher, float radius, entity fanSoundEntity )
-{
- // Turn off sound
- if ( radius >= 350 )
- {
- string alias = "Beacon_VerticalFanControl_Off"
- if ( fanPusher.HasKey( "shutoff_sound" ) )
- alias = string( fanPusher.kv.shutoff_sound )
- EmitSoundOnEntity( fanSoundEntity, alias )
-
- if ( fanPusher.HasKey( "fan_loop_sound" ) )
- StopSoundOnEntity( fanSoundEntity, string( fanPusher.kv.fan_loop_sound ) )
- }
- else
- {
- EmitSoundOnEntity( fanSoundEntity, "Beacon_MediumBlueFan_Off" )
- string loopAlias = fanPusher.HasKey( "fan_loop_sound" ) ? string( fanPusher.kv.fan_loop_sound ) : "Beacon_MediumBlueFan_Loop_01"
- StopSoundOnEntity( fanSoundEntity, loopAlias )
- }
-} \ No newline at end of file