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untyped
global function InitTurretBatteryPort // only for fw turrets!
void function InitTurretBatteryPort( entity batteryPort )
{
batteryPort.s.beingUsed <- false // bool
batteryPort.s.hackAvaliable <- true // bool, for controlling hacking avaliablity
// SetUsableByGroup() updates is done in TurretStateWatcher()
batteryPort.SetUsableByGroup( "pilot" ) // show hind to any pilots
batteryPort.SetUsePrompts( "#RODEO_APPLY_BATTERY_HINT", "#RODEO_APPLY_BATTERY_HINT" ) // don't know what to use
AddCallback_OnUseEntity( batteryPort, OnUseTurretBatteryPort )
}
function OnUseTurretBatteryPort( entBeingUse, user )
{
expect entity( entBeingUse )
expect entity( user )
//print( "try to use batteryPort" )
thread TryUseTurretBatteryPort( user, entBeingUse )
}
void function TryUseTurretBatteryPort( entity player, entity batteryPort )
{
if( batteryPort.s.beingUsed ) // already being using
return
player.EndSignal( "OnDeath" )
player.EndSignal( "OnDestroy" )
player.EndSignal( "ScriptAnimStop" ) // so you can jump off animation
AddButtonPressedPlayerInputCallback( player, IN_JUMP, ForceStopUseBatteryPort )
OnThreadEnd(
function():( player )
{
RemoveButtonPressedPlayerInputCallback( player, IN_JUMP, ForceStopUseBatteryPort )
}
)
var BatteryPortUsable = batteryPort.s.isUsable
if( expect bool( BatteryPortUsable( batteryPort, player ) ) )
{
// friendly try to apply one, or enemy try to hack this turret
waitthread PlayerApplesBatteryPackToPort( player, batteryPort )
}
}
void function ForceStopUseBatteryPort( entity player )
{
player.Signal( "ScriptAnimStop" )
}
void function PlayerApplesBatteryPackToPort( entity player, entity batteryPort )
{
table result = {}
result.success <- false
batteryPort.s.beingUsed = true
BatteryPortSequenceStruct dataStruct = DisableCloakBeforeBatteryPortSequence( player )
// these are from _rodeo_titan.gnut
entity battery = GetBatteryOnBack( player )
battery.Hide() //Hide it because the animation has a battery model already
Battery_StopFX( battery )
entity tempBattery3p
tempBattery3p = CreatePropDynamic( RODEO_BATTERY_MODEL_FOR_RODEO_ANIMS )
tempBattery3p.SetParent( player, "R_HAND", false, 0.0 )
tempBattery3p.RemoveFromSpatialPartition()
entity tempBattery1p
tempBattery1p = CreatePropDynamic( RODEO_BATTERY_MODEL_FOR_RODEO_ANIMS )
tempBattery1p.SetParent( player.GetFirstPersonProxy(), "R_HAND", false, 0.0 )
tempBattery1p.RemoveFromSpatialPartition()
player.p.rodeoAnimTempProps.append( tempBattery3p )
player.p.rodeoAnimTempProps.append( tempBattery1p )
OnThreadEnd(
function() : ( battery, batteryPort, player, result, dataStruct )
{
if ( IsValid( battery ) ) // animation interrupted, otherwise the battery will be destroyed
{
battery.Show()
Battery_StartFX( battery )
}
if ( IsValid( batteryPort ) )
{
batteryPort.s.beingUsed = false
batteryPort.Anim_Stop()
}
if ( IsValid( player ) )
{
// restore control
DeployAndEnableWeapons( player )
//ViewConeFree( player ) // no need to lock viewcone
// clean up
ClearBatteryAnimTempProps( player )
PutEntityInSafeSpot( player, player, null, player.GetOrigin() + <0, 0, 32>, player.GetOrigin() )
CleanUpBatterySequenceForPlayer( player )
RestoreCloakAfterBatteryPortSequence( player, dataStruct )
}
}
)
FirstPersonSequenceStruct sequence
sequence.attachment = "REF" // only ref the batteryPort has
sequence.thirdPersonAnim = "pt_mp_battery_port_insert" //"pt_rodeo_ride_r_return_battery"
sequence.firstPersonAnim = "ptpov_mp_battery_port_insert" //"ptpov_rodeo_ride_r_return_battery"
// player stats
HolsterAndDisableWeapons( player )
//ViewConeZero( player ) // no need to lock viewcone
batteryPort.Anim_Play( "bp_mp_battery_port_insert" )
thread WaitForActivateBattery( player, battery, batteryPort )
waitthread FirstPersonSequence( sequence, player, batteryPort )
}
void function WaitForActivateBattery( entity player, entity battery, entity batteryPort )
{
player.EndSignal( "OnDeath" )
player.EndSignal( "OnDestroy" )
player.EndSignal( "ScriptAnimStop" ) // so you can jump off animation
battery.EndSignal( "OnDestroy" )
player.WaitSignal( "BatteryActivate" ) // this is registered in _gamemode_fw.nut!
ApplyBatteryToBatteryPort( player, batteryPort )
}
void function ApplyBatteryToBatteryPort( entity player, entity batteryPort )
{
if ( player.GetPlayerNetInt( "batteryCount" ) <= 0 ) // player actually not carrying a battery
return
entity battery = Rodeo_TakeBatteryAwayFromPilot( player )
if ( !IsValid( battery ) )
return
// player can apply battery
// disable hacking
batteryPort.s.hackAvaliable = false // can't be hacked again until completely killed
var useBatteryPort = batteryPort.s.useBattery
useBatteryPort( batteryPort, player )
// all things done, destroy this batt
battery.Destroy()
}
// for disabling cloak
struct BatteryPortSequenceStruct
{
bool wasCloaked = false
float cloakEndTime = 0.0
}
BatteryPortSequenceStruct function DisableCloakBeforeBatteryPortSequence( entity player )
{
BatteryPortSequenceStruct dataStruct
if ( !IsCloaked( player ) )
return dataStruct // empty struct!
dataStruct.wasCloaked = true
dataStruct.cloakEndTime = player.GetCloakEndTime()
DisableCloak( player, 0.0 )
return dataStruct
}
bool function RestoreCloakAfterBatteryPortSequence( entity player, BatteryPortSequenceStruct dataStruct )
{
if ( !IsAlive( player ) )
return false
if ( !dataStruct.wasCloaked )
return false
if ( dataStruct.cloakEndTime <= 0.0 )
return false
float remainingCloakDuration = max( 0.0, dataStruct.cloakEndTime - Time() )
if ( remainingCloakDuration <= CLOAK_FADE_IN ) //Has to be greater than 1.0 fade in duration, otherwise will cloak forever
return false
EnableCloak( player, remainingCloakDuration, CLOAK_FADE_IN )
return true
}
void function CleanUpBatterySequenceForPlayer( entity player )
{
ClearPlayerAnimViewEntity( player )
player.AnimViewEntity_SetLerpOutTime( 0.4 ) // blend out the clear anim view entity
player.ClearParent()
player.Anim_Stop()
}
void function ClearBatteryAnimTempProps( entity player )
{
foreach( tempProp in player.p.rodeoAnimTempProps )
{
if ( IsValid( tempProp ) )
tempProp.Destroy()
}
player.p.rodeoAnimTempProps.clear()
}
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