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path: root/Northstar.CustomServers/mod/scripts/vscripts/weapons/_at_turrets.gnut
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untyped

global function ATTurrets_Init
global function CreateATTurret
global function ATTurretSettings
//global function SetDriverOnTurret
global function PROTO_ATTurretsEnabled
global function PROTO_Simulate_Turret_Use

const USE_DEBOUNCE_TIME = 0.3
const FX_ANTI_TITAN_SHIELD_WALL = $"P_anti_titan_shield_3P"
const vector AT_TURRET_SHIELD_COLOR	= Vector( 115, 247, 255 )

void function ATTurrets_Init()
{
	AddSpawnCallbackEditorClass( "turret", "turret_pilot_at", ATTurretSettings )
	RegisterSignal( "ClearDriver" )
	RegisterSignal( "DismebarkATTurret" )
}

void function CreateATTurret( vector origin, vector angles )
{
	entity turret = CreateEntity( "turret" )
	turret.kv.editorclass = "turret_pilot_at"
	turret.kv.settings = "PROTO_at_turret"
	turret.kv.teamnumber = 0
	turret.SetValueForModelKey( $"models/weapons/sentry_turret/sentry_turret.mdl" )
	turret.kv.origin = origin
	turret.kv.angles = angles
	DispatchSpawn( turret )
	ATTurretSettings( turret )
}

void function ATTurretSettings( entity turret )
{
	if ( PROTO_ATTurretsEnabled() )
	{
		turret.SetUsable()
		turret.SetUsableByGroup( "pilot" )
		turret.SetUsePrompts( "Hold %use% to use AT-Turret", "Press %use% to use AT-Turret" )
		//AddCallback_OnUseEntity( turret, SetDriverOnTurret )
		AddCallback_OnUseEntity( turret, PROTO_Simulate_Turret_Use )

		local attachmentID = turret.LookupAttachment( "muzzle_flash" )
		local origin = turret.GetAttachmentOrigin( attachmentID )
		local angles = turret.GetAttachmentAngles( attachmentID )

		entity cpoint = CreateEntity( "info_placement_helper" )
		SetTargetName( cpoint, UniqueString( "shield_wall_controlpoint" ) )
		DispatchSpawn( cpoint )

		turret.e.shieldWallFX = CreateEntity( "info_particle_system" )
		entity shieldWallFX = turret.e.shieldWallFX
		shieldWallFX.SetValueForEffectNameKey( FX_ANTI_TITAN_SHIELD_WALL )
		shieldWallFX.kv.start_active = 1
		SetShieldWallCPoint( shieldWallFX, cpoint )
		shieldWallFX.SetOwner( turret )
		shieldWallFX.kv.VisibilityFlags = (ENTITY_VISIBLE_TO_FRIENDLY | ENTITY_VISIBLE_TO_ENEMY) // not owner only
		shieldWallFX.kv.cpoint1 = cpoint.GetTargetName()
		shieldWallFX.SetStopType( "destroyImmediately" )
		shieldWallFX.SetOrigin( origin )
		shieldWallFX.SetAngles( angles - Vector(0,0,90) )
		shieldWallFX.SetParent( turret, "muzzle_flash", true, 0.0 )
		DispatchSpawn( shieldWallFX )
		SetShieldWallCPointOrigin( shieldWallFX, AT_TURRET_SHIELD_COLOR )
	}
	else
	{
		turret.DisableDraw()
		turret.NotSolid()
	}
}

bool function PROTO_ATTurretsEnabled()
{
	return ( GetCurrentPlaylistVarInt( "at_turrets_enabled", 0 ) == 1 )
}

/*/////////////////////////////////////////////////////////////////
						WEAPON PROTOTYPE
///////////////////////////////////////////////////////////////////*/

function PROTO_Simulate_Turret_Use( turret, player )
{
	expect entity( turret )
	expect entity( player )

	if ( Time() < player.p.PROTO_UseDebounceEndTime )
		return

	PROTO_ActivateTurret( turret, player )
}

const array<int> TURRET_CANCEL_BUTTONS =
[
	IN_USE,
	IN_DUCK,
	IN_DUCKTOGGLE,
	IN_WEAPON_CYCLE,
	IN_MELEE,
	IN_OFFHAND0,
	IN_OFFHAND1,
	IN_OFFHAND2,
	IN_OFFHAND3,
	IN_OFFHAND4,
	IN_JUMP
]

void function PROTO_ActivateTurret( entity turret, entity player )
{
	if ( turret.GetOwner() == player )
	{
		player.Signal( "DismebarkATTurret" )
	}
	else
	{
		if ( turret.GetOwner() == null )
		{
			turret.DisableDraw()
			turret.NotSolid()
			SetShieldWallCPointOrigin( turret.e.shieldWallFX, < 0, 0, 0 > )
			turret.SetOwner( player )
			player.p.PROTO_UseDebounceEndTime = Time() + USE_DEBOUNCE_TIME
			foreach( int button in TURRET_CANCEL_BUTTONS )
				AddButtonPressedPlayerInputCallback( player, button, PROTO_DisembarkATTurret )
			AddEntityCallback_OnDamaged( player, PlayerDamagedWhileOnTurret )
			thread MonitorPilot( turret, player )
		}
		else
		{
			SendHudMessage( player, "Turret in use.", -1, 0.4, 255, 255, 0, 255, 0.0, 0.5, 0.0 )
		}
	}
}

void function PlayerDamagedWhileOnTurret( entity player, var damageInfo )
{
	if ( Time() < player.p.PROTO_UseDebounceEndTime )
		return

	player.Signal( "DismebarkATTurret" )
}

function MonitorPilot( entity turret, entity player )
{
	player.EndSignal( "OnDestroy" )
	player.EndSignal( "DismebarkATTurret")
	turret.EndSignal( "OnDestroy" )

	player.ForceStand()
	entity playerMover = CreateOwnedScriptMover( player )
	player.SetParent( playerMover, "ref", true )
	vector forward = turret.GetForwardVector()
	vector basePos = turret.GetOrigin() + forward * -25
	vector startOrigin = player.GetOrigin()
	float moveTime = 0.1
	playerMover.NonPhysicsMoveTo( basePos, moveTime, 0.0, 0.0 )
	playerMover.NonPhysicsRotateTo( turret.GetAngles(), moveTime, 0, 0 )
	player.FreezeControlsOnServer()

	StorePilotWeapons( player )

	OnThreadEnd(
	function() : ( turret, player, playerMover, startOrigin )
		{
		 	if ( IsValid( player ) )
		 	{
				player.ClearParent()
				player.UnforceStand()
				ClearPlayerAnimViewEntity( player )
				player.UnfreezeControlsOnServer()
				RetrievePilotWeapons( player )
				ViewConeZeroInstant( player )
				foreach( int button in TURRET_CANCEL_BUTTONS )
					RemoveButtonPressedPlayerInputCallback( player, button, PROTO_DisembarkATTurret )
				RemoveEntityCallback_OnDamaged( player, PlayerDamagedWhileOnTurret )
				player.p.PROTO_UseDebounceEndTime = Time() + USE_DEBOUNCE_TIME
				PutEntityInSafeSpot( player, turret, null, startOrigin, player.GetOrigin() )
		 	}

		 	if ( IsValid( turret ) )
		 	{
		 		turret.EnableDraw()
		 		turret.Solid()
				SetShieldWallCPointOrigin( turret.e.shieldWallFX, AT_TURRET_SHIELD_COLOR )
		 		turret.SetOwner( null )
		 	}

		 	playerMover.Destroy()
		}
	)

	wait moveTime

	player.PlayerCone_SetSpecific( forward )
	ViewConeZeroInstant( player )

	// PROTO: Supporting ability to pick different turret weapons for turrets in LevelEd and the legacy Defender prototype turret
	// We need a predator cannon style turret in SP.
	if ( IsMultiplayer() )
	{
		//player.GiveWeapon( "mp_weapon_smr", [ "PROTO_at_turret" ] )
		//player.SetActiveWeaponByName( "mp_weapon_smr" )
		
		// modded code: smr's at turret mod does exist in release tf2
		player.GiveWeapon( "mp_weapon_defender", [ "PROTO_at_turret" ] )
		player.SetActiveWeaponByName( "mp_weapon_defender" )
	}
	else if ( turret.HasKey( "weaponsettings" ) )
	{
		// See if we have any special turret mods on this weapon
		array<string> turretMods = []
		array<string> mods = GetWeaponMods_Global( turret.kv.weaponsettings )
		foreach ( mod in mods )
		{
			if ( mod.find( "PROTO_at_turret" ) == 0 )
				turretMods.append( "PROTO_at_turret" )
		}

		player.GiveWeapon( turret.kv.weaponsettings, turretMods )
		player.SetActiveWeaponByName( turret.kv.weaponsettings )
	}

	wait 0.1

	player.UnfreezeControlsOnServer()

	ViewConeLockedForward( player )

 	player.WaitSignal( "OnDeath" )
}

void function PROTO_DisembarkATTurret( entity player )
{
	if ( Time() < player.p.PROTO_UseDebounceEndTime )
		return

	player.Signal( "DismebarkATTurret" )
}

/*/////////////////////////////////////////////////////////////////
					TURRET ENTITY PROTOTYPE
///////////////////////////////////////////////////////////////////*/
//
//function SetDriverOnTurret( turret, player )
//{
//	if ( turret.GetOwner() == player )
//	{
//		turret.SetOwner( null )
//		turret.ClearDriver()
//		player.Signal( "ClearDriver" )
//	}
//	else
//	{
//		entity oldOwner = expect entity( turret.GetOwner() )
//		if ( oldOwner != null )
//		{
//			oldOwner.Signal( "ClearDriver" )
//			turret.ClearDriver()
//		}
//		turret.SetOwner( player )
//		turret.SetDriver( player )
//		thread ClearDriverOnDeath( turret, player )
//	}
//	//turret.SetUsePrompts( "DEACTIVATE", "DEACTIVATE" )
//	//turret.SetOwner( player )
//	//turret.SetBossPlayer( player )
//	//turret.SetUsableByGroup( "owner pilot" )
//}
//
//function ClearDriverOnDeath( turret, player )
//{
//	player.EndSignal( "ClearDriver" )
//	player.EndSignal( "OnDestroy" )
//	turret.EndSignal( "OnDestroy" )
//
// 	player.WaitSignal( "OnDeath" )
//
// 	if ( IsValid( turret ) )
// 		turret.ClearDriver()
//}
////TODO: Handle death and handle deactivate.
//
//