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global function PlayerLeeching_Init
global function LeechSurroundingSpectres
global function CodeCallback_LeechStart
global function LeechPropagate
global function ReleaseLeechOverflow
global function IsBeingLeeched
// 384 ~ 32 feet
// 256 ~ 21.3 feet
// 192 ~ 16 feet
// 128 ~ 10.6 feet
const float SPECTRE_LEECH_SURROUNDING_RANGE = 384.0
#if MP
const int GLOBAL_LEECH_LIMIT = 100 // per team
const int MAX_LEECHABLE = 100 // per player
const bool PROPAGATE_ON_LEECH = true
#elseif SP
const int GLOBAL_LEECH_LIMIT = 8
const int MAX_LEECHABLE = 4
const bool PROPAGATE_ON_LEECH = false
#endif
void function PlayerLeeching_Init()
{
#if SERVER
PrecacheModel( DATA_KNIFE_MODEL )
#endif
}
void function PlayerStopLeeching( entity player, entity target )
{
Assert( target != null )
Assert( player.p.leechTarget == target )
StopLeechingProgress( player.p.leechTarget )
player.p.leechTarget = null
}
void function CodeCallback_LeechStart( entity player, entity target )
{
thread LeechStartThread( player, target )
}
void function LeechStartThread( entity player, entity target )
{
if ( !IsAlive( target ) )
return
if ( !IsAlive( player ) )
return
LeechActionInfo action = FindLeechAction( player, target )
if ( !action.isValid )
return
/*
if ( player.ContextAction_IsActive()
|| player.ContextAction_IsActive()
|| target.ContextAction_IsActive() )
{
return
}
*/
player.EndSignal( "ScriptAnimStop" )
player.EndSignal( "OnDeath" )
target.EndSignal( "OnDestroy" )
target.EndSignal( "OnDeath" )
target.EndSignal( "ScriptAnimStop" )
StartLeechingProgress( target, player )
LeechData e
e.playerStartOrg = player.GetOrigin()
e.targetStartPos = target.GetOrigin()
OnThreadEnd
(
function() : ( e, player, target )
{
if ( IsValid( player ) )
{
player.SetSyncedEntity( null )
if ( player.ContextAction_IsLeeching() )
player.Event_LeechEnd()
// reset to start position in case animation moves us at all
//player.SetOrigin( e.playerStartOrg )
player.Anim_Stop()
player.UnforceStand()
// done with first person anims
ClearPlayerAnimViewEntity( player )
DeployAndEnableWeapons( player )
}
if ( IsValid( target ) )
{
if ( !e.success )
{
if ( IsValid( player ) )
{
TryLeechAbortCallback( target, player ) //Make "failed leech" sounds play here after exiting leech animation
}
}
#if MP
target.SetUsable()
#endif
target.SetNoTarget( false )
target.SetNoTargetSmartAmmo( false )
target.Anim_Stop()
target.ClearParent()
if ( IsAlive( target ) )
{
// Note that e.targetStartPos is not guarranteed to be a safe spot since we can have moving geo in the game now
PutEntityInSafeSpot( target, null, null, target.GetOrigin(), target.GetOrigin() )
}
if ( target.ContextAction_IsLeeching() )
target.Event_LeechEnd()
}
foreach ( knife in e.knives )
{
if ( IsValid( knife ) )
{
knife.Destroy()
}
}
if ( IsValid( player ) && player.p.leechTarget )
{
PlayerStopLeeching( player, player.p.leechTarget )
}
if ( IsValid( e.ref ) )
{
if ( IsValid( player ) )
player.ClearParent()
if ( IsValid( target ) )
target.ClearParent()
//printt( "kill the ref" )
if ( IsValid( e.ref ) && !e.ref.IsPlayer() )
e.ref.Destroy()
}
}
)
Assert( player.p.leechTarget == null )
player.p.leechTarget = target
player.Event_LeechStart()
target.Event_LeechStart()
player.ForceStand()
HolsterAndDisableWeapons( player )
float leechTime = svGlobal.defaultPilotLeechTime
if ( PlayerHasPassive( player, ePassives.PAS_FAST_HACK ) )
leechTime *= 0.85
e.leechTime = leechTime
#if MP
target.UnsetUsable()
#endif
target.SetNoTarget( true )
target.SetNoTargetSmartAmmo( true )
if ( IsSpectre( target ) )
TellSquadmatesSpectreIsGettingLeeched( target, player )
waitthread PlayerLeechTargetAnimation( player, target, action, e )
e.leechStartTime = Time()
Remote_CallFunction_Replay( player, "ServerCallback_DataKnifeStartLeech", e.leechTime )
waitthread WaittillFinishedLeeching( player, target, e )
if ( e.success )
{
thread DataKnifeSuccessSounds( player )
DoLeech( target, player )
PlayerStopLeeching( player, target )
// this will kill a random leeched ent from within the team, exluding the current target. When it's not done elsewhere
if ( !WIFI_HACK_OVERFLOW_DIES )
ReleaseLeechOverflow( player, target )
//this is called when the player leeches - not when the system is leeching other spectres
if ( PROPAGATE_ON_LEECH && IsSpectre( target ) )
LeechSurroundingSpectres( target.GetOrigin(), player )
}
else
{
DataKnifeCanceledSounds( player )
Remote_CallFunction_Replay( player, "ServerCallback_DataKnifeCancelLeech" )
PlayerStopLeeching( player, player.p.leechTarget )
}
waitthread PlayerExitLeechingAnim( player, target, action, e )
}
void function TellSquadmatesSpectreIsGettingLeeched( entity spectre, entity player )
{
string squadName = expect string( spectre.kv.squadname )
if ( squadName == "" )
return
array<entity> squad = GetNPCArrayBySquad( squadName )
squad.removebyvalue( spectre )
foreach ( squadMate in squad )
{
//printt( "Setting enemy of " + squadMate + " to player: " + player )
squadMate.SetEnemyLKP( player, player.GetOrigin() )
}
}
void function ReleaseLeechOverflow( entity player, entity lastLeeched )
{
array<entity> teamLeechedEnts = GetTeamLeechedEnts( player.GetTeam() )
array<entity> leechedEnts = GetLeechedEnts( player )
int globalOverflow = GLOBAL_LEECH_LIMIT - teamLeechedEnts.len()
int playerOverflow = MAX_LEECHABLE - leechedEnts.len()
int overflow = minint( globalOverflow, playerOverflow )
if ( overflow >= 0 )
return
overflow = abs( overflow )
teamLeechedEnts.randomize()
foreach ( ent in teamLeechedEnts )
{
if ( lastLeeched == ent )
continue
entity owner = ent.GetBossPlayer()
Assert( owner.IsPlayer() )
// I think it's better to kill the overflow then have it become an enemy again.
ent.Die()
delete owner.p.leechedEnts[ ent ]
overflow--
if ( overflow == 0 )
break
}
Assert( overflow == 0 )
}
int function GetMaxNumberOfLeechedEnts( entity player )
{
int teamLeechedCount = GetTeamLeechedEnts( player.GetTeam() ).len()
int leechedEntsCount = GetLeechedEnts( player ).len()
int teamLimit = maxint( 0, GLOBAL_LEECH_LIMIT - teamLeechedCount )
int maxSize = maxint( 0, MAX_LEECHABLE - leechedEntsCount )
maxSize = minint( teamLimit, maxSize )
return maxSize
}
void function LeechSurroundingSpectres( vector origin, entity player )
{
array<entity> enemySpectreArray = GetNPCArrayEx( "npc_spectre", TEAM_ANY, player.GetTeam(), player.GetOrigin(), SPECTRE_LEECH_SURROUNDING_RANGE )
if ( !enemySpectreArray.len() )
return
// don't resize the array if we should kill the overflow instead
if ( !WIFI_HACK_OVERFLOW_DIES )
{
int maxSize = GetMaxNumberOfLeechedEnts( player )
int newSize = minint( enemySpectreArray.len(), maxSize )
enemySpectreArray.resize( newSize, null )
}
foreach ( spectre in enemySpectreArray )
{
thread LeechPropagate( spectre, player )
}
if ( enemySpectreArray.len() )
{
if ( PlayerHasPassive( player, ePassives.PAS_WIFI_SPECTRE ) )
{
EmitSoundOnEntity( player, "BurnCard_WiFiVirus_TurnSpectre" )
printt( "play BurnCard_WiFiVirus_TurnSpectre" )
}
}
}
void function LeechPropagate( entity spectre, entity player )
{
if ( spectre.ContextAction_IsActive() )
return
if ( !spectre.IsInterruptable() )
return
if ( spectre.GetParent() )
return
if ( !Leech_IsLeechable( spectre ) )
return
player.EndSignal( "OnDestroy" )
spectre.EndSignal( "OnDestroy" )
spectre.EndSignal( "OnDeath" )
spectre.Event_LeechStart()
AddAnimEvent( spectre, "leech_switchteam", DoLeechAnimEvent, player )
OnThreadEnd(
function() : ( spectre )
{
if ( IsValid( spectre ) )
{
DeleteAnimEvent( spectre, "leech_switchteam" )
if ( spectre.ContextAction_IsLeeching() )
spectre.Event_LeechEnd()
}
}
)
spectre.Anim_Stop()
waitthread PlayAnim( spectre, "sp_reboot" )
spectre.SetVelocity( Vector(0,0,0) )
}
void function WaittillFinishedLeeching( entity player, entity target, LeechData e )
{
player.EndSignal( "OnDeath" )
player.EndSignal( "ScriptAnimStop" )
target.EndSignal( "OnDeath" )
if ( !player.UseButtonPressed() )
return
float waitTime = e.leechTime
float timePassed = Time() - e.leechStartTime
waitTime -= timePassed
if ( waitTime > 0 )
{
float startTime = Time()
while ( Time() < startTime + waitTime && player.UseButtonPressed() )
{
WaitFrame()
}
}
if ( player.UseButtonPressed() )
e.success = true
}
/////////////////////////////////////////////////////////////
bool function IsLeechTargetUsedAsAnimNode( entity target )
{
return target.AISetting_LeechAnimTag() != ""
}
/////////////////////////////////////////////////////////////
void function PlayerLeechTargetAnimation( entity player, entity target, LeechActionInfo action, LeechData e )
{
Assert( action.isValid )
vector targetStartOrg = target.GetOrigin()
vector targetStartAng = target.GetAngles()
vector initialPlayerPosition = player.GetOrigin()
vector initialTargetPosition = target.GetOrigin()
vector endOrigin = target.GetOrigin()
vector startOrigin = player.GetOrigin()
vector refVec = endOrigin - startOrigin
string animTag
FirstPersonSequenceStruct playerSequence
//---------------------------------------------------------
// Leech anims played on the leech target, or at player position?
//---------------------------------------------------------
if ( IsLeechTargetUsedAsAnimNode( target ) )
{
e.ref = CreateLeechingScriptMoverBetweenEnts( player, target )
animTag = target.AISetting_LeechAnimTag()
Assert( animTag != "" )
e.ref.SetOrigin( target.GetOrigin() )
e.ref.SetParent( target, animTag )
}
else
{
e.ref = player
e.ref.SetOrigin( e.playerStartOrg )
playerSequence.playerPushable = true
}
e.ref.EndSignal( "OnDestroy" )
//-----------------------------------------------------------------
// Player FirstPersonSequence for the leeching
//-----------------------------------------------------------------
playerSequence.blendTime = 0.25
playerSequence.attachment = "ref"
//-----------------------------------------------------------------
// Only create FirstPersonSequence for leech target if anims exist
//-----------------------------------------------------------------
bool haveTargetSequence = false
FirstPersonSequenceStruct targetSequence
if ( action.targetAnimation3pStart != "" )
{
targetSequence = clone playerSequence
haveTargetSequence = true
}
playerSequence.thirdPersonAnim = action.playerAnimation3pStart
playerSequence.thirdPersonAnimIdle = action.playerAnimation3pIdle
playerSequence.firstPersonAnim = action.playerAnimation1pStart
playerSequence.firstPersonAnimIdle = action.playerAnimation1pIdle
entity viewmodel = player.GetFirstPersonProxy()
if ( !HasAnimEvent( viewmodel, "PlaySound_DataKnife_Hack_Spectre_Pt1" ) )
AddAnimEvent( viewmodel, "PlaySound_DataKnife_Hack_Spectre_Pt1", PlaySound_DataKnife_Hack_Spectre_Pt1 )
if ( !HasAnimEvent( viewmodel, "PlaySound_DataKnife_Hack_Spectre_Pt2" ) )
AddAnimEvent( viewmodel, "PlaySound_DataKnife_Hack_Spectre_Pt2", PlaySound_DataKnife_Hack_Spectre_Pt2 )
if ( !HasAnimEvent( viewmodel, "PlaySound_DataKnife_Hack_Spectre_Pt3" ) )
AddAnimEvent( viewmodel, "PlaySound_DataKnife_Hack_Spectre_Pt3", PlaySound_DataKnife_Hack_Spectre_Pt3 )
if ( !HasAnimEvent( viewmodel, "PlaySound_Spectre_Servo_Heavy_Short" ) )
AddAnimEvent( viewmodel, "PlaySound_Spectre_Servo_Heavy_Short", PlaySound_Spectre_Servo_Heavy_Short )
if ( !HasAnimEvent( viewmodel, "PlaySound_DataKnife_Hack_Spectre_ArmorRattle" ) )
AddAnimEvent( viewmodel, "PlaySound_DataKnife_Hack_Spectre_ArmorRattle", PlaySound_DataKnife_Hack_Spectre_ArmorRattle )
if ( haveTargetSequence )
{
targetSequence.thirdPersonAnim = action.targetAnimation3pStart
targetSequence.thirdPersonAnimIdle = action.targetAnimation3pIdle
}
playerSequence.noParent = true
//-----------------------------------
// Data knife
//-----------------------------------
asset model = DATA_KNIFE_MODEL
string knifeTag = GetTagForDataknife( target )
entity thirdPersonKnife = CreatePropDynamic( model )
SetTargetName( thirdPersonKnife, "thirdPersonKnife" )
thirdPersonKnife.SetParent( player, knifeTag, false, 0.0 )
e.knives.append( thirdPersonKnife )
SetForceDrawWhileParented( target, true )
//------------------------------------------------------------------------------
// Play leech anim sequence for player, but only for target if leech anims exist
//-------------------------------------------------------------------------------
player.SetSyncedEntity( target )
entity ref = e.ref
if ( haveTargetSequence )
thread Animate_PlayerLeechTarget( targetSequence, target, ref )
waitthread FirstPersonSequence( playerSequence, player, null )
}
//Basically copy pasted from CreateMeleeScriptMoverBetweenEnts
entity function CreateLeechingScriptMoverBetweenEnts( entity attacker, entity target )
{
vector endOrigin = target.GetOrigin()
vector startOrigin = attacker.GetOrigin()
vector refVec = endOrigin - startOrigin
vector refAng = VectorToAngles( refVec )
float pitch = refAng.x
if ( pitch > 180 )
pitch -= 360
if ( fabs( pitch ) > 35 ) //If pitch is too much, use angles from target
refAng = target.GetAngles() // Leech does it from behind target, so use target's angles.
vector refPos = endOrigin - refVec * 0.5
entity ref = CreateOwnedScriptMover( attacker )
ref.SetOrigin( refPos )
ref.SetAngles( refAng )
return ref
}
void function Animate_PlayerLeechTarget( FirstPersonSequenceStruct targetSequence, entity target, entity ref )
{
ref.EndSignal( "OnDestroy" )
target.EndSignal( "OnDestroy" )
waitthread FirstPersonSequence( targetSequence, target, ref )
}
void function PlayerExitLeechingAnim( entity player, entity target, LeechActionInfo action, LeechData e )
{
FirstPersonSequenceStruct playerSequence
playerSequence.blendTime = 0.3
playerSequence.attachment = "ref"
playerSequence.teleport = false
playerSequence.noParent = true
playerSequence.playerPushable = true
//--------------------------------------
// Target animates only if he has anims
//---------------------------------------
bool hasTargetSequence = false
FirstPersonSequenceStruct targetSequence
if ( action.targetAnimation3pEnd != "" )
{
targetSequence = clone playerSequence
hasTargetSequence = true
}
playerSequence.thirdPersonAnim = action.playerAnimation3pEnd
playerSequence.firstPersonAnim = action.playerAnimation1pEnd
playerSequence.snapPlayerFeetToEyes = false
entity ref = e.ref
if ( hasTargetSequence )
{
targetSequence.thirdPersonAnim = action.targetAnimation3pEnd
thread FirstPersonSequence( targetSequence, target, ref )
}
waitthread FirstPersonSequence( playerSequence, player, null )
//-------------------------------------------------------------
// Detach from rodeo if applicable (drones, superspectres, etc)
//-------------------------------------------------------------
if ( Rodeo_IsAttached( player ) )
player.Signal( "RodeoOver" )
}
bool function IsBeingLeeched( entity npc )
{
return npc.ai.leechInProgress
}
void function PlaySound_DataKnife_Hack_Spectre_Pt1( entity playerFirstPersonProxy )
{
entity player = playerFirstPersonProxy.GetOwner()
if ( !IsValid( player ) )
return
EmitSoundOnEntityOnlyToPlayer( player, player, "DataKnife_Hack_Spectre_Pt1" )
}
void function PlaySound_DataKnife_Hack_Spectre_Pt2( entity playerFirstPersonProxy )
{
entity player = playerFirstPersonProxy.GetOwner()
if ( !IsValid( player ) )
return
EmitSoundOnEntityOnlyToPlayer( player, player, "DataKnife_Hack_Spectre_Pt2" )
}
void function PlaySound_DataKnife_Hack_Spectre_Pt3( entity playerFirstPersonProxy )
{
entity player = playerFirstPersonProxy.GetOwner()
if ( !IsValid( player ) )
return
EmitSoundOnEntityOnlyToPlayer( player, player, "DataKnife_Hack_Spectre_Pt3" )
}
void function PlaySound_Spectre_Servo_Heavy_Short( entity playerFirstPersonProxy )
{
entity player = playerFirstPersonProxy.GetOwner()
if ( !IsValid( player ) )
return
EmitSoundOnEntityOnlyToPlayer( player, player, "Spectre.Servo.Heavy.Short" )
}
void function PlaySound_DataKnife_Hack_Spectre_ArmorRattle( entity playerFirstPersonProxy )
{
entity player = playerFirstPersonProxy.GetOwner()
if ( !IsValid( player ) )
return
EmitSoundOnEntityOnlyToPlayer( player, player, "DataKnife_Hack_Spectre_ArmorRattle" )
}
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