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global function DropPodFireteam_Init
global function InitFireteamDropPod
global function ActivateFireteamDropPod
global function DropPodActiveThink
global function CreateDropPodDoor
const DP_ARM_MODEL = $"models/vehicle/droppod_fireteam/droppod_fireteam_arm.mdl"
const DP_DOOR_MODEL = $"models/vehicle/droppod_fireteam/droppod_fireteam_door.mdl"
global enum eDropPodFlag
{
DISSOLVE_AFTER_DISEMBARKS = (1<<0)
}
struct DroppodStruct
{
entity door
bool openDoor = false
int numGuys = 0
int flags = 0
}
struct
{
table<entity, DroppodStruct> droppodTable
}
file
void function DropPodFireteam_Init()
{
RegisterSignal( "OpenDoor" )
PrecacheModel( DP_DOOR_MODEL )
PrecacheModel( DP_ARM_MODEL )
}
void function InitFireteamDropPod( entity pod, int flags = 0 )
{
pod.NotSolid()
DroppodStruct droppodData
droppodData.flags = flags
droppodData.door = CreateDropPodDoor( pod )
file.droppodTable[ pod ] <- droppodData
pod.Anim_Play( "idle" )
}
void function ActivateFireteamDropPod( entity pod, array<entity> guys )
{
DroppodStruct droppodData = file.droppodTable[ pod ]
droppodData.openDoor = true
pod.Signal( "OpenDoor" )
if ( guys.len() >= 1 )
{
SetAnim( guys[0], "drop_pod_exit_anim", "pt_dp_exit_a" )
SetAnim( guys[0], "drop_pod_idle_anim", "pt_dp_idle_a" )
}
if ( guys.len() >= 2 )
{
SetAnim( guys[1], "drop_pod_exit_anim", "pt_dp_exit_b" )
SetAnim( guys[1], "drop_pod_idle_anim", "pt_dp_idle_b" )
}
if ( guys.len() >= 3 )
{
SetAnim( guys[2], "drop_pod_exit_anim", "pt_dp_exit_c" )
SetAnim( guys[2], "drop_pod_idle_anim", "pt_dp_idle_c" )
}
if ( guys.len() >= 4 )
{
SetAnim( guys[3], "drop_pod_exit_anim", "pt_dp_exit_d" )
SetAnim( guys[3], "drop_pod_idle_anim", "pt_dp_idle_d" )
}
foreach ( guy in guys )
{
if ( IsAlive( guy ) )
{
guy.MakeVisible()
entity weapon = guy.GetActiveWeapon()
if ( IsValid( weapon ) )
weapon.MakeVisible()
thread GuyHangsInPod( guy, pod )
}
}
thread DropPodActiveThink( pod )
}
void function DropPodActiveThink( entity pod )
{
DroppodStruct droppodData = file.droppodTable[ pod ]
OnThreadEnd(
function() : ( pod )
{
DroppodStruct droppodData = file.droppodTable[pod]
if ( droppodData.flags & eDropPodFlag.DISSOLVE_AFTER_DISEMBARKS )
CleanupFireteamPod( pod )
else
delaythread( 10 ) CleanupFireteamPod( pod )
}
)
pod.EndSignal( "OnDestroy" )
if ( DropPodDoorInGround( pod ) )
droppodData.door.Destroy()
else
DropPodOpenDoor( pod, droppodData.door )
while ( droppodData.numGuys )
WaitFrame()
}
bool function DropPodDoorInGround( entity pod )
{
string attachment = "hatch"
int attachIndex = pod.LookupAttachment( attachment )
vector end = pod.GetAttachmentOrigin( attachIndex )
string originAttachment = "origin"
int originAttachIndex = pod.LookupAttachment( originAttachment )
vector start = pod.GetAttachmentOrigin( originAttachIndex )
TraceResults result = TraceLine( start, end, pod, TRACE_MASK_SOLID, TRACE_COLLISION_GROUP_NONE )
return result.fraction < 1.0
}
void function CleanupFireteamPod( entity pod )
{
DroppodStruct droppodData = file.droppodTable[ pod ]
if ( !IsValid( pod ) )
return
if ( IsValid( droppodData.door ) )
droppodData.door.Dissolve( ENTITY_DISSOLVE_CORE, Vector( 0, 0, 0 ), 500 )
EmitSoundAtPosition( TEAM_UNASSIGNED, pod.GetOrigin(), "droppod_dissolve" )
delete file.droppodTable[ pod ]
pod.NotSolid()
foreach( ent in pod.e.attachedEnts )
{
ent.NotSolid()
}
pod.Dissolve( ENTITY_DISSOLVE_CORE, Vector( 0, 0, 0 ), 500 )
}
entity function CreateDropPodDoor( entity pod )
{
string attachment = "hatch"
int attachIndex = pod.LookupAttachment( attachment )
vector origin = pod.GetAttachmentOrigin( attachIndex )
vector angles = pod.GetAttachmentAngles( attachIndex )
entity prop_physics = CreateEntity( "prop_physics" )
SetTargetName( prop_physics, "door" + UniqueString() )
prop_physics.SetValueForModelKey( DP_DOOR_MODEL )
// Start Asleep
// Debris - Don't collide with the player or other debris
// Generate output on +USE
prop_physics.kv.spawnflags = 261 // non solid for now
prop_physics.kv.fadedist = -1
prop_physics.kv.physdamagescale = 0.1
prop_physics.kv.inertiaScale = 1.0
prop_physics.kv.renderamt = 0
prop_physics.kv.rendercolor = "255 255 255"
DispatchSpawn( prop_physics )
prop_physics.SetOrigin( origin )
prop_physics.SetAngles( angles )
prop_physics.SetParent( pod, "HATCH", false )
prop_physics.MarkAsNonMovingAttachment()
return prop_physics
}
void function DropPodOpenDoor( entity pod, entity door )
{
door.ClearParent()
door.SetVelocity( door.GetForwardVector() * 500 )
EmitSoundOnEntity( pod, "droppod_door_open" )
}
void function GuyHangsInPod( entity guy, entity pod )
{
DroppodStruct droppodData = file.droppodTable[ pod ]
guy.EndSignal( "OnDeath" )
guy.EndSignal( "OnDestroy" )
OnThreadEnd(
function() : ( droppodData )
{
droppodData.numGuys--
}
)
droppodData.numGuys++
string idleAnim
string exitAnim
if ( !droppodData.openDoor )
{
guy.SetEfficientMode( true )
guy.SetParent( pod, "ATTACH", false )
idleAnim = expect string( GetAnim( guy, "drop_pod_idle_anim" ) )
if ( guy.LookupSequence( idleAnim ) != -1 )
guy.Anim_ScriptedPlay( idleAnim )
pod.WaitSignal( "OpenDoor" )
//wait POST_TURRET_DELAY
guy.SetEfficientMode( false )
}
guy.SetParent( pod, "ATTACH", false )
exitAnim = expect string ( GetAnim( guy, "drop_pod_exit_anim" ) )
bool exitAnimExists = guy.LookupSequence( exitAnim ) != -1
if ( exitAnimExists )
guy.Anim_ScriptedPlay( exitAnim )
guy.ClearParent()
if ( exitAnimExists )
WaittillAnimDone( guy )
guy.Signal( "npc_deployed" )
}
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