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global function StimShared_Init
global function StimPlayer
global function EndlessStimBegin
global function EndlessStimEnd


global int COCKPIT_STIM_FX
global int PILOT_STIM_HLD_FX

global const float STIM_EFFECT_SEVERITY = 0.4	// assuming 'movement_speedboost_extraScale' is 2.0

void function StimShared_Init()
{
	COCKPIT_STIM_FX = PrecacheParticleSystem( $"P_heal" )
	PILOT_STIM_HLD_FX = PrecacheParticleSystem( $"P_pilot_stim_hld" )

	#if CLIENT
	StatusEffect_RegisterEnabledCallback( eStatusEffect.stim_visual_effect, StimVisualsEnabled )
	StatusEffect_RegisterDisabledCallback( eStatusEffect.stim_visual_effect, StimVisualsDisabled )
	#endif

	RegisterSignal( "EndStim" )
	RegisterSignal( "StopEndlessStim" )
}

void function EndlessStimBegin( entity player, float effectSeverity )
{
	StimPlayer_Internal( player, USE_TIME_INFINITE, effectSeverity )
}
void function EndlessStimEnd( entity player )
{
	player.Signal( "StopEndlessStim" )
}

void function StimPlayer( entity player, float duration, float severity = STIM_EFFECT_SEVERITY )
{
	StimPlayer_Internal( player, duration, severity )
}

void function StimPlayer_Internal( entity player, float duration, float effectSeverity )
{
	int endlessStatusEffectHandle = 0
	if ( duration == USE_TIME_INFINITE )
	{
		endlessStatusEffectHandle = StatusEffect_AddEndless( player, eStatusEffect.speed_boost, effectSeverity )
	}
	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 )
	}

#if SERVER
	thread StimThink( player, duration, endlessStatusEffectHandle )
#else
	entity cockpit = player.GetCockpit()
	if ( !IsValid( cockpit ) )
		return

	HealthHUD_ClearFX( player )
#endif
}

#if SERVER
void function StimThink( entity player, float duration, int endlessStatusEffectHandle )
{
	player.EndSignal( "OnDeath" )
	player.EndSignal( "OnChangedPlayerClass" )
	if ( endlessStatusEffectHandle != 0 )
		player.EndSignal( "StopEndlessStim" )

	EmitSoundOnEntityOnlyToPlayer( player, player, "pilot_stimpack_loop_1P" )
	EmitSoundOnEntityExceptToPlayer( player, player, "pilot_stimpack_loop_3P" )

	int attachmentIndex = player.LookupAttachment( "CHESTFOCUS" )

	entity stimFX = StartParticleEffectOnEntity_ReturnEntity( player, PILOT_STIM_HLD_FX, FX_PATTACH_POINT_FOLLOW, attachmentIndex )
	stimFX.SetOwner( player )
	stimFX.kv.VisibilityFlags = (ENTITY_VISIBLE_TO_FRIENDLY | ENTITY_VISIBLE_TO_ENEMY) // not owner only

	//thread StimSlowmoAim( player, duration )

	OnThreadEnd(
		function() : ( player, stimFX, endlessStatusEffectHandle )
		{
			if ( !IsValid( player ) )
				return

			if ( IsValid( stimFX ) )
				EffectStop( stimFX )

			StopSoundOnEntity( player, "pilot_stimpack_loop_1P" )
			StopSoundOnEntity( player, "pilot_stimpack_loop_3P" )

			if ( endlessStatusEffectHandle != 0 )
				StatusEffect_Stop( player, endlessStatusEffectHandle )

			player.Signal( "EndStim" )
		}
	)

	if ( duration == USE_TIME_INFINITE )
		WaitForever()

	wait duration - 2.0

	EmitSoundOnEntityOnlyToPlayer( player, player, "pilot_stimpack_deactivate_1P" )
	EmitSoundOnEntityExceptToPlayer( player, player, "pilot_stimpack_deactivate_3P" )

	wait 2.0
}

#else // #if SERVER
void function StimVisualsEnabled( entity ent, int statusEffect, bool actuallyChanged )
{
	if ( ent != GetLocalViewPlayer() )
		return

	entity player = ent

	entity cockpit = player.GetCockpit()
	if ( !IsValid( cockpit ) )
		return

	int fxHandle = StartParticleEffectOnEntity( cockpit, COCKPIT_STIM_FX, FX_PATTACH_ABSORIGIN_FOLLOW, -1 )
	thread StimScreenFXThink( player, fxHandle, cockpit )
}

void function StimVisualsDisabled( entity ent, int statusEffect, bool actuallyChanged )
{
	if ( ent != GetLocalViewPlayer() )
		return

	ent.Signal( "EndStim" )
}

void function StimScreenFXThink( entity player, int fxHandle, entity cockpit )
{
	player.EndSignal( "EndStim" )
	player.EndSignal( "OnDeath" )
	cockpit.EndSignal( "OnDestroy" )

	OnThreadEnd(
		function() : ( fxHandle )
		{
			if ( !EffectDoesExist( fxHandle ) )
				return

			EffectStop( fxHandle, false, true )
		}
	)

	for ( ;; )
	{
		float velocityX = Length( player.GetVelocity() )

		if ( !EffectDoesExist( fxHandle ) )
			break

		velocityX = GraphCapped( velocityX, 0.0, 360, 5, 200 )
		EffectSetControlPointVector( fxHandle, 1, Vector( velocityX, 999, 0 ) )
		WaitFrame()
	}
}

#endif // #else // #if SERVER