untyped global function CloakerThink global function CloakerShouldCloakGuy global function CloakerCloaksGuy global function CloakerDeCloaksGuy function CloakerThink( entity cloaker, float radius, array ents = [ "any" ], vector offset = Vector(0,0,0), var shouldCloakGuyFunc = null, float waitTime = 0.25 ) { OnThreadEnd( function() : ( cloaker ) { local cloakList = clone cloaker.s.cloakList foreach ( entity guy, value in cloakList ) { if ( !IsAlive( guy ) ) continue CloakerDeCloaksGuy( guy ) } } ) cloaker.s.cloakList <- {} cloaker.s.decloakList <- {} while( 1 ) { vector origin = cloaker.GetOrigin() + offset array guys foreach ( entType in ents ) { switch ( entType ) { case "player": case "players": guys.extend( GetPlayerArrayEx( "any", cloaker.GetTeam(), TEAM_ANY, origin, radius ) ) break; default: guys.extend( GetNPCArrayEx( entType, cloaker.GetTeam(), TEAM_ANY, origin, radius ) ) break } } int index = 0 float startTime = Time() table cloakList = expect table( cloaker.s.cloakList ) cloaker.s.decloakList = clone cloakList foreach ( guy in guys ) { //only do 5 distanceSqr / cansee checks per frame if ( index++ > 5 ) { wait 0.1 index = 0 origin = cloaker.GetOrigin() + offset } bool shouldCloakGuy = CloakerShouldCloakGuy( cloaker, guy ) if ( shouldCloakGuy ) shouldCloakGuy = expect bool( shouldCloakGuyFunc( cloaker, guy ) ) if ( shouldCloakGuy ) { if ( guy in cloaker.s.decloakList ) delete cloaker.s.decloakList[ guy ] if ( IsCloaked( guy ) ) continue cloakList[ guy ] <- true CloakerCloaksGuy( guy ) } } foreach ( entity guy, value in cloaker.s.decloakList ) { // any guys still in the decloakList shouldn't be decloaked ... if alive. Assert( guy in cloakList ) delete cloakList[ guy ] if ( IsAlive( guy ) ) CloakerDeCloaksGuy( guy ) } float endTime = Time() float elapsedTime = endTime - startTime if ( elapsedTime < waitTime ) wait waitTime - elapsedTime } } void function CloakerCloaksGuy( guy ) { if( guy.IsNPC() ) guy.SetCanCloak(true) // if you don't want to cloak specific targets, it should be handled by shouldCloakGuyFunc in CloakerThink guy.SetCloakDuration( 2.0, -1, 0 ) EmitSoundOnEntity( guy, CLOAKED_DRONE_CLOAK_START_SFX ) EmitSoundOnEntity( guy, CLOAKED_DRONE_CLOAK_LOOP_SFX ) guy.Minimap_Hide( TEAM_IMC, null ) guy.Minimap_Hide( TEAM_MILITIA, null ) } void function CloakerDeCloaksGuy( guy ) { guy.SetCloakDuration( 0, 0, 1.5 ) StopSoundOnEntity( guy, CLOAKED_DRONE_CLOAK_LOOP_SFX ) guy.Minimap_AlwaysShow( TEAM_IMC, null ) guy.Minimap_AlwaysShow( TEAM_MILITIA, null ) if( guy.IsNPC() ) guy.SetCanCloak(false) } bool function CloakerShouldCloakGuy( entity cloaker, entity guy ) { if ( !IsAlive( guy ) ) return false return true }