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|
untyped
global function GoblinDropship_Init
#if MP
global function GetZiplineDropshipSpawns
#endif //MP
global function RunDropshipDropoff
global function DropshipFindDropNodes
global function AnaylsisFuncDropshipFindDropNodes
global function AddTurret
global function SetDropTableSpawnFuncs
const LINEGEN_DEBUG = 0
global const bool FLIGHT_PATH_DEBUG = false
const LINEGEN_TIME = 600.0
const OPTIMAL_ZIPNODE_DIST_SQRD = 16384 //128 sqrd
// 4096 64 sqrd
// 65536 256 sqrd
struct
{
array<entity> ziplineDropshipSpawns
table < var, var > dropshipSound = {
[ TEAM_IMC ] = {
[ DROPSHIP_STRAFE ] = "Goblin_IMC_TroopDeploy_Flyin",
[ DROPSHIP_VERTICAL ] = "Goblin_Dropship_Flyer_Attack_Vertical_Succesful",
[ DROPSHIP_FLYER_ATTACK_ANIM_VERTICAL ] = "Goblin_Flyer_Dropshipattack_Vertical",
[ DROPSHIP_FLYER_ATTACK_ANIM ] = "Goblin_Flyer_Dropshipattack"
},
[ TEAM_MILITIA ] = {
[ DROPSHIP_STRAFE ] = "Crow_MCOR_TroopDeploy_Flyin",
[ DROPSHIP_VERTICAL ] = "Crow_Dropship_Flyer_Attack_Vertical_Succesful",
[ DROPSHIP_FLYER_ATTACK_ANIM_VERTICAL ] = "Crow_Flyer_Dropshipattack_Vertical",
[ DROPSHIP_FLYER_ATTACK_ANIM ] = "Crow_Flyer_Dropshipattack"
}
}
} file
function GoblinDropship_Init()
{
RegisterSignal( "OnDropoff" )
RegisterSignal( "embark" )
RegisterSignal( "WarpedIn" )
PrecacheImpactEffectTable( "dropship_dust" )
AddCallback_EntitiesDidLoad( EntitiesDidLoad )
}
void function EntitiesDidLoad()
{
//Generate a list of valid zipline dropship drop off points.
#if MP
BuildZiplineDropshipSpawnPoints()
#endif //MP
}
#if MP
void function BuildZiplineDropshipSpawnPoints()
{
array<entity> spawnPoints = SpawnPoints_GetDropPod()
file.ziplineDropshipSpawns = []
foreach ( entity spawnPoint in spawnPoints )
{
if ( !DropshipCanZiplineDropAtSpawnPoint( spawnPoint ) )
continue
file.ziplineDropshipSpawns.append( spawnPoint )
}
//Assert( file.dropshipSpawns.len() > 0, "No valid zipline dropship spawns exist in this map." )
}
//Function returns an array of level droppod spawns that have been pretested to ensure they have the space for zipline deployments.
array<entity> function GetZiplineDropshipSpawns()
{
return clone file.ziplineDropshipSpawns
}
#endif //MP
bool function AnaylsisFuncDropshipFindDropNodes( FlightPath flightPath, vector origin, float yaw )
{
return DropshipFindDropNodes( flightPath, origin, yaw, "both", false, IsLegalFlightPath ).len() != 0
}
// run from TryAnalysisAtOrigin
table<string,table<string,NodeFP> > function DropshipFindDropNodes( FlightPath flightPath, vector origin, float yaw, string side = "both", ignoreCollision = false, bool functionref( FlightPath, vector, vector, vector, bool = 0 ) legalFlightFunc = null, bool amortize = false )
{
// find nodes to deploy to
table<string,table<string,NodeFP> > foundNodes
vector angles = Vector( 0, yaw, 0 )
vector forward = AnglesToForward( angles )
vector right = AnglesToRight( angles )
Point start = GetWarpinPosition( flightPath.model, flightPath.anim, origin, angles )
if ( fabs( start.origin.x ) > MAX_WORLD_COORD )
return {}
if ( fabs( start.origin.y ) > MAX_WORLD_COORD )
return {}
if ( fabs( start.origin.z ) > MAX_WORLD_COORD )
return {}
if ( !ignoreCollision )
{
if ( !legalFlightFunc( flightPath, origin, forward, right, FLIGHT_PATH_DEBUG && !IsActiveNodeAnalysis() ) )
return {}
}
Point deployPoint = GetPreviewPoint( flightPath )
vector deployOrigin = GetOriginFromPoint( deployPoint, origin, forward, right )
vector deployAngles = GetAnglesFromPoint( deployPoint, angles )
float deployYaw = deployAngles.y
// flatten it
deployAngles.x = 0
deployAngles.z = 0
float pitch = 50
vector deployRightAngles = AnglesCompose( deployAngles, Vector( 0, -90, 0 ) )
deployRightAngles = AnglesCompose( deployRightAngles, Vector( pitch, 0, 0 ) )
vector deployLeftAngles = AnglesCompose( deployAngles, Vector( 0, 90, 0 ) )
deployLeftAngles = AnglesCompose( deployLeftAngles, Vector( pitch, 0, 0 ) )
table<int,NodeFP> nodeTable
bool foundRightNodes = false
bool foundLeftNodes = false
if ( side == "right" || side == "both" || side == "either" )
{
nodeTable = FindDropshipDeployNodes( deployOrigin, deployRightAngles, amortize )
if ( LINEGEN_DEBUG )
{
foreach( node in nodeTable )
DebugDrawLine( deployOrigin, node.origin, 200, 200, 200, true, 30.0 )
}
if ( nodeTable.len() )
{
if ( amortize )
WaitFrame()
foundRightNodes = FindBestDropshipNodesForSide( foundNodes, nodeTable, "right", flightPath, origin, forward, right, angles, deployOrigin, deployRightAngles, amortize )
}
if ( !foundRightNodes && side != "either" )
return {}
if ( amortize )
WaitFrame()
}
if ( side == "left" || side == "both" || side == "either" )
{
nodeTable = FindDropshipDeployNodes( deployOrigin, deployLeftAngles, amortize )
if ( nodeTable.len() )
{
if ( amortize )
WaitFrame()
foundLeftNodes = FindBestDropshipNodesForSide( foundNodes, nodeTable, "left", flightPath, origin, forward, right, angles, deployOrigin, deployLeftAngles, amortize )
}
if ( !foundLeftNodes && side != "either" )
return {}
}
if ( !foundRightNodes && !foundLeftNodes )
return {}
if ( LINEGEN_DEBUG || FLIGHT_PATH_DEBUG )
{
DrawArrow( origin, angles, 15.0, 250 )
float time = 500.0
foreach ( side, nodes in foundNodes )
{
//DebugDrawText( nodes.centerNode.origin + Vector(0,0,55), nodes.centerNode.fraction + "", true, time )
//DebugDrawText( nodes.centerNode.origin, "" + nodes.centerNode.dot, true, time )
DebugDrawLine( nodes.centerNode.origin, nodes.centerNode.attachOrigin, 120, 255, 120, true, time )
DebugDrawCircle( nodes.centerNode.origin, Vector( 0,0,0 ), 15, 120, 255, 120, true, time )
//DebugDrawText( nodes.leftNode.origin + Vector(0,0,55), nodes.leftNode.fraction + "", true, time )
//DebugDrawText( nodes.leftNode.origin, "" + nodes.leftNode.dot, true, time )
DebugDrawLine( nodes.leftNode.origin, nodes.leftNode.attachOrigin, 255, 120, 120, true, time )
DebugDrawCircle( nodes.leftNode.origin, Vector( 0,0,0 ), 15, 255, 120, 120, true, time )
//DebugDrawText( nodes.rightNode.origin + Vector(0,0,55), nodes.rightNode.fraction + "", true, time )
//DebugDrawText( nodes.rightNode.origin, "" + nodes.rightNode.dot, true, time )
DebugDrawLine( nodes.rightNode.origin, nodes.rightNode.attachOrigin, 120, 120, 255, true, time )
DebugDrawCircle( nodes.rightNode.origin, Vector( 0,0,0 ), 15, 120, 120, 255, true, time )
//DebugDrawLine( nodes.rightNode.origin, nodes.centerNode.origin, 200, 200, 200, true, time )
//DebugDrawText( nodes.rightNode.origin + Vector(0,0,20), "dist: " + Distance( nodes.rightNode.origin, nodes.centerNode.origin ), true, time )
//DebugDrawLine( nodes.leftNode.origin, nodes.centerNode.origin, 200, 200, 200, true, time )
//DebugDrawText( nodes.leftNode.origin + Vector(0,0,20), "dist: " + Distance( nodes.leftNode.origin, nodes.centerNode.origin ), true, time )
//DebugDrawLine( origin, origin + deployForward * 200, 50, 255, 50, true, time )
// foreach ( node in nodes.rightNodes )
// {
// DebugDrawText( node.origin + Vector(0,0,25), "R", true, 15 )
// }
//
// foreach ( node in nodes.leftNodes )
// {
// DebugDrawText( node.origin + Vector(0,0,25), "L", true, 15 )
// }
}
// IsLegalFlightPath( flightPath, origin, forward, right, true )
}
return foundNodes
}
table<int,NodeFP> function FindDropshipDeployNodes( vector deployOrigin, vector deployAngles, bool amortize = false )
{
vector deployForward = AnglesToForward( deployAngles )
vector end = deployOrigin + deployForward * 3000
TraceResults result = TraceLine( deployOrigin, end, null, TRACE_MASK_NPCWORLDSTATIC )
if ( LINEGEN_DEBUG )
{
DebugDrawLine( deployOrigin, result.endPos, 255, 255, 255, true, LINEGEN_TIME )
DebugDrawText( result.endPos + Vector( 0,0,10 ), "test", true, LINEGEN_TIME )
DebugDrawCircle( result.endPos, Vector( 0,0,0 ), 35, 255, 255, 255, true, LINEGEN_TIME )
}
// no hit?
if ( result.fraction >= 1.0 )
return {}
int node = GetNearestNodeToPos( result.endPos )
if ( node == -1 )
return {}
if ( LINEGEN_DEBUG )
{
DebugDrawText( GetNodePos( node ) + Vector(0,0,10), "nearest node", true, 15.0 )
DebugDrawCircle( GetNodePos( node ), Vector( 0,0,0 ), 20, 60, 60, 255, true, LINEGEN_TIME )
}
array<vector> neighborPositions = NavMesh_GetNeighborPositions( GetNodePos( node ), HULL_HUMAN, 20 )
if ( amortize )
WaitFrame()
table<int,NodeFP> nodeTable = {}
int uniqueID = -2
foreach ( pos in neighborPositions )
{
NodeFP attachPoint
attachPoint.origin = pos
attachPoint.uniqueID = uniqueID
nodeTable[ uniqueID ] <- attachPoint
uniqueID--
}
return nodeTable
}
void function AddDirectionVec( array<NodeFP> nodeArray, vector origin )
{
// different direction vecs because we want a node to the left, center, and straight
foreach ( node, tab in nodeArray )
{
vector vec
vec = tab.origin - origin
vec.Norm()
tab.vec = vec
}
}
void function AddDirectionVecFromDir( array<NodeFP> nodeArray, vector origin, vector dir )
{
// different direction vecs because we want a node to the left, center, and straight
foreach ( node, tab in nodeArray )
{
vector vec
vec = ( tab.origin + dir * 50 ) - origin
vec.Norm()
tab.vec = vec
}
}
bool function FindBestDropshipNodesForSide( table<string,table<string,NodeFP> > foundNodes, table<int,NodeFP> nodeTable, string side, FlightPath flightPath, vector origin, vector forward, vector right, vector angles, vector deployOrigin, vector deployAngles, bool amortize )
{
vector deployForward = AnglesToForward( deployAngles )
vector deployRight = AnglesToRight( deployAngles )
float RatioForLeftRight = 0.2
vector RightDeployForward = ( ( deployForward * ( 1.0 - RatioForLeftRight ) ) + ( deployRight * RatioForLeftRight * -1 ) )
RightDeployForward.Norm()
vector LeftDeployForward = ( ( deployForward * ( 1.0 - RatioForLeftRight ) ) + ( deployRight * RatioForLeftRight ) )
LeftDeployForward.Norm()
if ( amortize )
WaitFrame()
foundNodes[ side ] <- {}
array<AttachPoint> attachPoints = GetAttachPoints( flightPath, side )
array<NodeFP> centerNodes = GetNodeArrayFromTable( nodeTable )
AddDirectionVec( centerNodes, deployOrigin )
NodeFP centerNode = GetBestDropshipNode( attachPoints[2], centerNodes, origin, deployForward, forward, right, angles, NullNodeFP )
if ( centerNode == NullNodeFP )
return false
delete nodeTable[ centerNode.uniqueID ]
if ( amortize )
WaitFrame()
array<NodeFP> leftNodes = GetCulledNodes( nodeTable, deployRight * -1 )
AddDirectionVecFromDir( leftNodes, deployOrigin, deployRight * -1 )
NodeFP leftNode = GetBestDropshipNode( attachPoints[1], leftNodes, origin, RightDeployForward, forward, right, angles, centerNode )
if ( leftNode == NullNodeFP )
return false
delete nodeTable[ leftNode.uniqueID ]
if ( amortize )
WaitFrame()
array<NodeFP> rightNodes = GetCulledNodes( nodeTable, deployRight )
AddDirectionVecFromDir( rightNodes, deployOrigin, deployRight )
NodeFP rightNode = GetBestDropshipNode( attachPoints[0], rightNodes, origin, LeftDeployForward, forward, right, angles, centerNode )
if ( rightNode == NullNodeFP )
return false
table<string,NodeFP> Table
Table.centerNode <- centerNode
Table.leftNode <- leftNode
Table.rightNode <- rightNode
//Table.rightNodes <- rightNodes // for debug
//Table.leftNodes <- leftNodes // for debug
foundNodes[ side ] = Table
return true
}
array<NodeFP> function GetNodeArrayFromTable( table<int,NodeFP> nodeTable )
{
array<NodeFP> Array
foreach ( Table in nodeTable )
{
Array.append( Table )
}
return Array
}
array<NodeFP> function GetCulledNodes( table<int,NodeFP> nodeTable, vector right )
{
table<int,NodeFP> leftNodes
// get the nodes on the left
foreach ( nod, tab in nodeTable )
{
float dot = DotProduct( tab.vec, right )
if ( dot >= 0.0 )
{
leftNodes[ nod ] <- tab
}
}
return GetNodeArrayFromTable( leftNodes )
}
NodeFP function GetBestDropshipNode( AttachPoint attachPoint, array<NodeFP> nodeArray, vector origin, vector deployForward, vector forward, vector right, vector angles, NodeFP centerNode, bool showdebug = false )
{
foreach ( node in nodeArray )
{
node.dot = DotProduct( node.vec, deployForward )
if ( showdebug )
{
DebugDrawText( node.origin, "dot: " + node.dot, true, 15.0 )
int green = 0
int red = 255
if ( node.dot > 0.9 )
{
float frac = ( 1.0 - node.dot ) / 0.1
frac = 1.0 - frac
green = int( frac * 255 )
red -= green
}
DebugDrawLine( node.origin, node.origin + ( node.vec * -1000 ), red, green, 0, true, 15.0 )
DebugDrawCircle( node.origin, Vector( 0,0,0 ), 25, red, green, 0, true, 15.0 )
}
}
if ( !nodeArray.len() )
return NullNodeFP
vector attachOrigin = GetOriginFromAttachPoint( attachPoint, origin, forward, right )
vector attachAngles = GetAnglesFromAttachPoint( attachPoint, angles )
vector attachForward = AnglesToForward( attachAngles )
vector attachRight = AnglesToRight( attachAngles )
FlightPath offsetAnalysis = GetAnalysisForModel( TEAM_IMC_GRUNT_MODEL, ZIPLINE_IDLE_ANIM )
Point offsetPoint = GetPreviewPoint( offsetAnalysis )
vector offsetOrigin = GetOriginFromPoint( offsetPoint, attachOrigin, attachForward, attachRight )
// DebugDrawLine( offsetOrigin, attachOrigin, 255, 255, 0, true, 15 )
nodeArray.sort( SortHighestDot )
vector mins = GetBoundsMin( HULL_HUMAN )
vector maxs = GetBoundsMax( HULL_HUMAN )
array<NodeFP> passedNodes
for ( int i = 0; i < nodeArray.len(); i++ )
{
NodeFP node = nodeArray[i]
// beyond the allowed dot
if ( node.dot < 0.3 )
return NullNodeFP
// trace to see if the ai could drop to the node from here
TraceResults result = TraceHull( offsetOrigin, node.origin, mins, maxs, null, TRACE_MASK_NPCWORLDSTATIC, TRACE_COLLISION_GROUP_NONE )
if ( result.fraction < 1.0 )
continue //return
// trace to insure that there will be a good place to hook the zipline
if ( !GetHookOriginFromNode( offsetOrigin, node.origin, attachOrigin ) )
continue
node.fraction = result.fraction
node.attachOrigin = offsetOrigin
node.attachName = attachPoint.name
if ( centerNode != NullNodeFP )
{
//test for distance, not too close, not too far
local distSqr = DistanceSqr( centerNode.origin, node.origin )
node.rating = fabs( OPTIMAL_ZIPNODE_DIST_SQRD - distSqr )
passedNodes.append( node )
continue
}
return node
}
if ( centerNode != NullNodeFP && passedNodes.len() )
{
passedNodes.sort( SortLowestRating )
return passedNodes[ 0 ]
}
return NullNodeFP
}
int function SortHighestDot( NodeFP a, NodeFP b )
{
if ( a.dot > b.dot )
return -1
if ( a.dot < b.dot )
return 1
return 0
}
int function SortLowestRating( NodeFP a, NodeFP b )
{
if ( a.rating > b.rating )
return 1
if ( a.rating < b.rating )
return -1
return 0
}
void function SetDropTableSpawnFuncs( CallinData drop, entity functionref( int, vector, vector ) spawnFunc, int count )
{
array<entity functionref( int, vector, vector )> spawnFuncArray
//spawnFuncArray.resize( count, spawnFunc )
for ( int i = 0; i < count; i++ )
{
spawnFuncArray.append( spawnFunc )
}
drop.npcSpawnFuncs = spawnFuncArray
}
asset function GetTeamDropshipModel( int team, bool hero = false )
{
if ( hero )
{
if ( team == TEAM_IMC )
return GetFlightPathModel( "fp_dropship_hero_model" )
else
return GetFlightPathModel( "fp_crow_hero_model" )
}
else
{
if ( team == TEAM_IMC )
return GetFlightPathModel( "fp_dropship_model" )
else
return GetFlightPathModel( "fp_crow_model" )
}
unreachable
}
//This function tests to see if the given spawn point has enough clearance for a dropship to deploy zipline grunts.
bool function DropshipCanZiplineDropAtSpawnPoint( entity spawnPoint )
{
CallinData drop
drop.origin = spawnPoint.GetOrigin()
drop.yaw = spawnPoint.GetAngles().y
drop.dist = 768
SetCallinStyle( drop, eDropStyle.ZIPLINE_NPC )
int style = drop.style
bool validSpawn = false
array<string> anims = GetRandomDropshipDropoffAnims()
string animation
FlightPath flightPath
foreach ( anim in anims )
{
animation = anim
flightPath = GetAnalysisForModel( DROPSHIP_MODEL, anim )
if ( style == eDropStyle.NONE )
{
if ( !drop.yawSet )
{
style = eDropStyle.NEAREST
}
else
{
style = eDropStyle.NEAREST_YAW
}
}
validSpawn = TestSpawnPointForStyle( flightPath, drop )
if ( validSpawn )
return true
}
return false
}
function RunDropshipDropoff( CallinData Table )
{
vector origin = Table.origin
float yaw = Table.yaw
int team = Table.team
entity owner = Table.owner
string squadname = Table.squadname
string side = Table.side
array<entity functionref( int, vector, vector )> npcSpawnFuncs = Table.npcSpawnFuncs
int style = Table.style
int health = 7800
if ( Table.dropshipHealth != 0 )
health = Table.dropshipHealth
Table.success = false
if ( Flag( "DisableDropships" ) )
return
if ( team == 0 )
{
if ( owner )
team = owner.GetTeam()
else
team = 0
}
SpawnPointFP spawnPoint
array<string> anims = GetRandomDropshipDropoffAnims()
// Override anim, level scripter takes responsibility for it working in this location or not
if ( Table.anim != "" )
{
anims.clear()
anims.append( Table.anim )
}
string animation
FlightPath flightPath
bool wasPlayerOwned = IsValid( owner ) && IsValidPlayer( owner )
foreach ( anim in anims )
{
animation = anim
flightPath = GetAnalysisForModel( DROPSHIP_MODEL, anim )
if ( style == eDropStyle.NONE )
{
if ( !Table.yawSet )
{
style = eDropStyle.NEAREST
}
else
{
style = eDropStyle.NEAREST_YAW
}
}
spawnPoint = GetSpawnPointForStyle( flightPath, Table )
if ( spawnPoint.valid )
break
}
if ( !spawnPoint.valid )
{
printt( "Couldn't find good spawn location for dropship" )
return
}
Table.success = true
entity ref = CreateScriptRef()
if ( Table.forcedPosition )
{
ref.SetOrigin( Table.origin )
ref.SetAngles( Vector( 0, Table.yaw, 0 ) )
}
else
{
ref.SetOrigin( spawnPoint.origin )
ref.SetAngles( spawnPoint.angles )
}
// used for when flyers attack dropships
if ( "nextDropshipAttackedByFlyers" in level && level.nextDropshipAttackedByFlyers )
animation = FlyersAttackDropship( ref, animation )
Assert( IsNewThread(), "Must be threaded off" )
DropTable dropTable
if ( Table.dropTable.valid )
{
dropTable = Table.dropTable
}
else
{
bool ignoreCollision = true // = style == eDropStyle.FORCED
thread FindDropshipZiplineNodes( dropTable, flightPath, ref.GetOrigin(), ref.GetAngles(), side, ignoreCollision, true )
}
asset model = GetTeamDropshipModel( team )
waitthread WarpinEffect( model, animation, ref.GetOrigin(), ref.GetAngles() )
entity dropship = CreateDropship( team, ref.GetOrigin(), ref.GetAngles() )
SetSpawnOption_SquadName( dropship, squadname )
dropship.kv.solid = SOLID_VPHYSICS
DispatchSpawn( dropship )
Table.dropship = dropship
//dropship.SetPusher( true )
dropship.SetHealth( health )
dropship.SetMaxHealth( health )
Table.dropship = dropship
dropship.EndSignal( "OnDeath" )
dropship.Signal( "WarpedIn" )
ref.Signal( "WarpedIn" )
Signal( Table, "WarpedIn" )
AddDropshipDropTable( dropship, dropTable ) // this is where the ai will drop to
if ( IsValid( owner ) )
{
dropship.SetCanCloak( false )
dropship.SetOwner( owner )
if ( owner.IsPlayer() )
dropship.SetBossPlayer( owner )
}
local dropshipSound = GetTeamDropshipSound( team, animation )
if ( Table.customSnd != "" )
dropshipSound = Table.customSnd
OnThreadEnd(
function() : ( dropship, ref, Table, dropshipSound )
{
ref.Destroy()
if ( IsValid( dropship ) )
StopSoundOnEntity( dropship, dropshipSound )
if ( IsAlive( dropship ) )
{
dropship.Destroy()
}
Signal( Table, "OnDropoff", { guys = null } )
}
)
array<entity> guys
if ( !wasPlayerOwned || IsValidPlayer( owner ) )
{
guys = CreateNPCSForDropship( dropship, Table.npcSpawnFuncs, side )
foreach ( guy in guys )
{
if ( IsAlive( guy ) )
{
if ( IsValidPlayer( owner ) )
{
NPCFollowsPlayer( guy, owner )
}
}
}
}
//thread DropshipMissiles( dropship )
dropship.Hide()
EmitSoundOnEntity( dropship, dropshipSound ) //HACK: Note that the anims can play sounds too! For R3 just make it consistent so it's all played in script or all played in anims
thread ShowDropship( dropship )
thread PlayAnimTeleport( dropship, animation, ref, 0 )
ArrayRemoveDead( guys )
Signal( Table, "OnDropoff", { guys = guys } )
WaittillAnimDone( dropship )
wait 2.0
}
void function FindDropshipZiplineNodes( DropTable dropTable, FlightPath flightPath, vector origin, vector angles, string side = "both", bool ignoreCollision = false, bool amortize = false )
{
dropTable.nodes = DropshipFindDropNodes( flightPath, origin, angles.y, side, ignoreCollision, IsLegalFlightPath_OverTime, amortize )
dropTable.valid = true
}
function ShowDropship( dropship )
{
dropship.EndSignal( "OnDestroy" )
wait 0.16
dropship.Show()
}
entity function AddTurret( entity dropship, int team, string turretWeapon, string attachment, int health = 700 )
{
entity turret = CreateEntity( "npc_turret_sentry" )
turret.kv.TurretRange = 1500
turret.kv.AccuracyMultiplier = 1.0
turret.kv.FieldOfView = 0.4
turret.kv.FieldOfViewAlert = 0.4
SetSpawnOption_Weapon( turret, turretWeapon )
turret.SetOrigin( Vector(0,0,0) )
turret.SetTitle( "#NPC_DROPSHIP" )
turret.s.skipTurretFX <- true
DispatchSpawn( turret )
SetTargetName( turret, "DropshipTurret" )
turret.SetHealth( health)
turret.SetMaxHealth( health )
turret.Hide()
//turret.Show()
entity weapon = turret.GetActiveWeapon()
weapon.Hide()
SetTeam( turret, team )
turret.SetParent( dropship, attachment, false )
turret.EnableTurret()
turret.SetOwner( dropship.GetOwner() )
turret.SetAimAssistAllowed( false )
entity bossPlayer = dropship.GetBossPlayer()
if ( IsValidPlayer( bossPlayer ) )
turret.SetBossPlayer( dropship.GetBossPlayer() )
HideName( turret )
return turret
}
function GetTeamDropshipSound( team, animation )
{
Assert( team in file.dropshipSound )
Assert( animation in file.dropshipSound[ team ] )
return file.dropshipSound[ team ][ animation ]
}
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