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untyped
global function ParticleWall_Init
global function CreateTurretParticleWall
global function CreateParticleWallFromOwner
global function CreateShieldWithSettings
global function DrainHealthOverTime
global function CreateAmpedWallFromOwner
global function CreateParticleWallForOwnerFromDirection
global const SHIELD_WALL_COL_MODEL = $"models/fx/xo_shield_wall.mdl"
global const SHIELD_WALL_FX = $"P_xo_shield_wall"
global const TURRET_SHIELD_WALL_COL_MODEL = $"models/fx/turret_shield_wall.mdl"
global const TURRET_SHIELD_WALL_FX = $"P_turret_shield_wall"
global const AMPED_WALL_FX = $"P_xo_amped_wall"
#if MP
global const SHIELD_WALL_HEALTH = 2000
global const TURRET_SHIELD_WALL_HEALTH = 3500//1750
#else
global const SHIELD_WALL_HEALTH = 1750
global const TURRET_SHIELD_WALL_HEALTH = 1750
#endif
global const PAS_TONE_WALL_HEALTH = 3000
global const PAS_TONE_WALL_DURATION_MULTIPLIER = 1.5
global const SHIELD_WALL_DURATION = 8.0
global const SHIELD_WALL_RADIUS = 180
global const SHIELD_WALL_FOV = 120
global const SHIELD_WALL_WIDTH = 156.0 // SHIELD_WALL_RADIUS * cos( SHIELD_WALL_FOV/2 )
global function UpdateShieldWallColorForFrac
global function PlayEffectOnVortexSphere
global function SetVortexSphereShieldWallCPoint
global function SetShieldWallCPoint
global function StopShieldWallFX
global function StopShieldWallFXOverTime
global function SetShieldWallCPointOrigin
function ParticleWall_Init()
{
PrecacheParticleSystem( SHIELD_WALL_FX )
PrecacheModel( SHIELD_WALL_COL_MODEL )
PrecacheParticleSystem( TURRET_SHIELD_WALL_FX )
PrecacheModel( TURRET_SHIELD_WALL_COL_MODEL )
PrecacheParticleSystem( AMPED_WALL_FX )
}
void function CreateParticleWallFromOwner( entity weaponOwner, float duration, WeaponPrimaryAttackParams attackParams )
{
vector dir = GetParticleWallAttackAnglesFromOwner( weaponOwner, attackParams )
CreateParticleWallForOwnerFromDirection( weaponOwner, duration, dir )
}
vector function GetParticleWallAttackAnglesFromOwner( entity weaponOwner, WeaponPrimaryAttackParams attackParams )
{
if ( weaponOwner.IsNPC() )
return attackParams.dir
vector angles = weaponOwner.CameraAngles()
angles.x = 0
return AnglesToForward( angles )
}
void function CreateParticleWallForOwnerFromDirection( entity weaponOwner, float duration, vector dir )
{
Assert( IsServer() )
entity titanSoul = weaponOwner.GetTitanSoul()
// JFS the weapon owner should always have a soul, at least on the server
if ( !IsValid( titanSoul ) )
return
vector origin = weaponOwner.GetOrigin()
vector safeSpot = origin
vector angles = VectorToAngles( dir )
if ( weaponOwner.IsNPC() )
{
// spawn in front of npc a bit
origin += dir * 100
}
float endTime = Time() + duration
titanSoul.SetDefensivePlacement( endTime, SHIELD_WALL_WIDTH, 0, true, safeSpot, dir )
Assert( weaponOwner.IsTitan() )
Assert( titanSoul )
int health
if ( SoulHasPassive( titanSoul, ePassives.PAS_TONE_WALL ) )
{
health = PAS_TONE_WALL_HEALTH
duration *= PAS_TONE_WALL_DURATION_MULTIPLIER
}
else
{
health = SHIELD_WALL_HEALTH
}
entity vortexSphere = CreateShieldWithSettings( origin + < 0, 0, -64 >, angles, SHIELD_WALL_RADIUS, SHIELD_WALL_RADIUS * 2, SHIELD_WALL_FOV, duration, health, SHIELD_WALL_FX )
thread DrainHealthOverTime( vortexSphere, vortexSphere.e.shieldWallFX, duration )
entity groundEntity = weaponOwner.GetGroundEntity()
if ( groundEntity != null && groundEntity.HasPusherRootParent() )
vortexSphere.SetParent( groundEntity, "", true, 0 )
}
entity function CreateTurretParticleWall( vector origin, vector angles, float duration )
{
Assert( IsServer() )
entity vortexSphere = CreateTurretShieldWithSettings( origin + < 0, 0, -64 >, angles, SHIELD_WALL_RADIUS, int( SHIELD_WALL_RADIUS * 1.65 ), 270, duration, TURRET_SHIELD_WALL_HEALTH, TURRET_SHIELD_WALL_FX )
thread DrainHealthOverTime( vortexSphere, vortexSphere.e.shieldWallFX, duration )
return vortexSphere
}
entity function CreateShieldWithSettings( vector origin, vector angles, int radius, int height, int fov, float duration, int health, asset effectName )
{
entity vortexSphere = CreateEntity( "vortex_sphere" )
vortexSphere.kv.spawnflags = SF_ABSORB_BULLETS | SF_BLOCK_OWNER_WEAPON | SF_BLOCK_NPC_WEAPON_LOF | SF_ABSORB_CYLINDER
vortexSphere.kv.enabled = 0
vortexSphere.kv.radius = radius
vortexSphere.kv.height = height
vortexSphere.kv.bullet_fov = fov
vortexSphere.kv.physics_pull_strength = 25
vortexSphere.kv.physics_side_dampening = 6
vortexSphere.kv.physics_fov = 360
vortexSphere.kv.physics_max_mass = 2
vortexSphere.kv.physics_max_size = 6
vortexSphere.SetAngles( angles ) // viewvec?
vortexSphere.SetOrigin( origin )
vortexSphere.SetMaxHealth( health )
vortexSphere.SetHealth( health )
vortexSphere.SetTakeDamageType( DAMAGE_YES )
DispatchSpawn( vortexSphere )
vortexSphere.Fire( "Enable" )
vortexSphere.Fire( "Kill", "", duration )
// Shield wall fx control point
entity cpoint = CreateEntity( "info_placement_helper" )
SetTargetName( cpoint, UniqueString( "shield_wall_controlpoint" ) )
DispatchSpawn( cpoint )
// Shield wall fx
entity shieldWallFX = PlayFXWithControlPoint( effectName, origin, cpoint, -1, null, angles, C_PLAYFX_LOOP )
vortexSphere.e.shieldWallFX = shieldWallFX
shieldWallFX.SetParent( vortexSphere )
SetVortexSphereShieldWallCPoint( vortexSphere, cpoint )
StopShieldWallFXOverTime( vortexSphere, duration )
thread StopFXOnDestroy( vortexSphere, shieldWallFX, duration )
return vortexSphere
}
//Turret Shields do not block npc line of fire.
entity function CreateTurretShieldWithSettings( vector origin, vector angles, int radius, int height, int fov, float duration, int health, asset effectName )
{
entity vortexSphere = CreateEntity( "vortex_sphere" )
vortexSphere.kv.spawnflags = SF_ABSORB_BULLETS | SF_BLOCK_OWNER_WEAPON | SF_ABSORB_CYLINDER
vortexSphere.kv.enabled = 0
vortexSphere.kv.radius = radius
vortexSphere.kv.height = height
vortexSphere.kv.bullet_fov = fov
vortexSphere.kv.physics_pull_strength = 25
vortexSphere.kv.physics_side_dampening = 6
vortexSphere.kv.physics_fov = 360
vortexSphere.kv.physics_max_mass = 2
vortexSphere.kv.physics_max_size = 6
vortexSphere.SetAngles( angles ) // viewvec?
vortexSphere.SetOrigin( origin )
vortexSphere.SetMaxHealth( health )
vortexSphere.SetHealth( health )
vortexSphere.SetTakeDamageType( DAMAGE_YES )
DispatchSpawn( vortexSphere )
vortexSphere.Fire( "Enable" )
vortexSphere.Fire( "Kill", "", duration )
// Shield wall fx control point
entity cpoint = CreateEntity( "info_placement_helper" )
SetTargetName( cpoint, UniqueString( "shield_wall_controlpoint" ) )
DispatchSpawn( cpoint )
// Shield wall fx
entity shieldWallFX = PlayFXWithControlPoint( effectName, origin, cpoint, -1, null, angles, C_PLAYFX_LOOP )
vortexSphere.e.shieldWallFX = shieldWallFX
shieldWallFX.SetParent( vortexSphere )
SetVortexSphereShieldWallCPoint( vortexSphere, cpoint )
StopShieldWallFXOverTime( vortexSphere, duration )
thread StopFXOnDestroy( vortexSphere, shieldWallFX, duration )
return vortexSphere
}
function StopFXOnDestroy( entity vortexSphere, entity shieldWallFX, float duration )
{
vortexSphere.EndSignal( "OnDestroy" )
shieldWallFX.EndSignal( "OnDestroy" )
OnThreadEnd(
function() : ( vortexSphere )
{
StopShieldWallFX( vortexSphere )
}
)
wait duration * 1.5
}
void function CreateAmpedWallFromOwner( entity weaponOwner, float duration, WeaponPrimaryAttackParams attackParams )
{
Assert( IsNewThread(), "Must be threaded off" )
Assert( IsServer() )
entity titanSoul = weaponOwner.GetTitanSoul()
// JFS the weapon owner should always have a soul, at least on the server
if ( !IsValid( titanSoul ) )
return
Assert( weaponOwner.IsTitan() )
vector dir = GetParticleWallAttackAnglesFromOwner( weaponOwner, attackParams )
vector origin = weaponOwner.GetOrigin()
vector safeSpot = origin
vector angles = VectorToAngles( dir )
vector forward = AnglesToForward( angles )
angles = AnglesCompose( angles, <0,180,0> )
if ( weaponOwner.IsNPC() )
{
// spawn in front of npc a bit
origin += dir * 100
}
origin += dir * 500
origin += Vector(0,0,-64)
float endTime = Time() + duration
titanSoul.SetDefensivePlacement( endTime, SHIELD_WALL_WIDTH, 0, true, safeSpot, dir )
entity vortexSphere = CreateShieldWithSettings( origin, angles, SHIELD_WALL_RADIUS, SHIELD_WALL_RADIUS * 2, SHIELD_WALL_FOV, duration, SHIELD_WALL_HEALTH, AMPED_WALL_FX )
vortexSphere.EndSignal( "OnDestroy" )
entity shieldWallFX = vortexSphere.e.shieldWallFX
shieldWallFX.EndSignal( "OnDestroy" )
SetTargetName( vortexSphere, PROTO_AMPED_WALL ) // so projectiles pass through
SetShieldWallCPointOrigin( shieldWallFX, < BURN_CARD_WEAPON_HUD_COLOR[0], BURN_CARD_WEAPON_HUD_COLOR[1], BURN_CARD_WEAPON_HUD_COLOR[2] > )
float tickRate = 0.1
float dps = vortexSphere.GetMaxHealth() / duration
float dmgAmount = dps * tickRate
EmitSoundOnEntity( vortexSphere, "ShieldWall_Loop" )
float endSoundTime = endTime - 3.0 // so magic
thread PlayDelayedVortexEndSound( endSoundTime, vortexSphere )
bool playedEndSound = false
vector vortexOrigin = vortexSphere.GetOrigin()
entity mover = CreateScriptMover()
int weaponOwnerTeam = weaponOwner.GetTeam();
OnThreadEnd(
function() : ( vortexSphere, vortexOrigin, endTime, mover, weaponOwnerTeam )
{
if ( IsValid( vortexSphere ) )
{
StopSoundOnEntity( vortexSphere, "ShieldWall_Loop" )
StopSoundOnEntity( vortexSphere, "ShieldWall_End" )
}
if ( IsValid( mover ) )
mover.Destroy()
if ( endTime - Time() >= 1.0 )
EmitSoundAtPosition( weaponOwnerTeam, vortexOrigin, "ShieldWall_Destroyed" )
}
)
int rampOuts = 3
float rampOutTime = 0.75
float rampOutFinalFade = 1.0
float finalFadeExtraBuffer = 0.45
wait duration - ( rampOutTime * rampOuts + rampOutFinalFade + finalFadeExtraBuffer )
EmitSoundOnEntity( vortexSphere, "ShieldWall_End" )
entity cpoint = GetShieldWallFXCPoint( shieldWallFX )
vector cpointOrigin = cpoint.GetOrigin()
mover.SetOrigin( cpointOrigin )
cpoint.SetParent( mover )
float rampTime1 = rampOutTime * 0.75
float rampTime2 = rampOutTime - rampTime1
for ( int i = 0; i < rampOuts; i++ )
{
mover.NonPhysicsMoveTo( <100,0,0>, rampTime1, rampTime1, 0.0 )
wait rampTime1
mover.NonPhysicsMoveTo( cpointOrigin, rampTime2, 0.0, rampTime2 )
wait rampTime2
}
mover.NonPhysicsMoveTo( <0,0,0>, rampOutFinalFade, 0.0, 0.0 )
wait rampOutFinalFade + finalFadeExtraBuffer
}
void function PlayDelayedVortexEndSound( float delay, entity vortexSphere )
{
vortexSphere.EndSignal( "OnDestroy" )
wait delay
EmitSoundOnEntity( vortexSphere, "ShieldWall_End" )
}
function DrainHealthOverTime( entity vortexSphere, entity shieldWallFX, float duration )
{
vortexSphere.EndSignal( "OnDestroy" )
shieldWallFX.EndSignal( "OnDestroy" )
float startTime = Time()
float endTime = startTime + duration
float tickRate = 0.1
float dps = vortexSphere.GetMaxHealth() / duration
float dmgAmount = dps * tickRate
EmitSoundOnEntity( vortexSphere, "ShieldWall_Loop" )
float endSoundTime = endTime - 3.0
bool playedEndSound = false
vector vortexOrigin = vortexSphere.GetOrigin()
OnThreadEnd(
function() : ( vortexSphere, vortexOrigin, endTime )
{
if ( endTime - Time() < 1.0 )
return
int teamNum = TEAM_UNASSIGNED
if ( IsValid( vortexSphere ) )
{
StopSoundOnEntity( vortexSphere, "ShieldWall_Loop" )
StopSoundOnEntity( vortexSphere, "ShieldWall_End" )
teamNum = vortexSphere.GetTeam()
}
EmitSoundAtPosition( teamNum, vortexOrigin, "ShieldWall_Destroyed" )
}
)
while ( Time() < endTime )
{
if ( Time() > endSoundTime && !playedEndSound )
{
EmitSoundOnEntity( vortexSphere, "ShieldWall_End" )
playedEndSound = true
}
//vortexSphere.SetHealth( vortexSphere.GetHealth() - dmgAmount )
UpdateShieldWallColorForFrac( shieldWallFX, GetHealthFrac( vortexSphere ) )
wait tickRate
}
StopSoundOnEntity( vortexSphere, "ShieldWall_Loop" )
}
function UpdateShieldWallColorForFrac( entity shieldWallFX, float colorFrac )
{
vector color = GetShieldTriLerpColor( 1 - colorFrac )
if ( IsValid( shieldWallFX ) )
SetShieldWallCPointOrigin( shieldWallFX, color )
}
////////////////////////////////////////////////////////////////////////////////////////////////
//
// All functions that care about to-be-deprecated cpoint are below here:
//
////////////////////////////////////////////////////////////////////////////////////////////////
void function PlayEffectOnVortexSphere( int fx, vector origin, vector angles, entity vortexSphere )
{
if ( !IsValid( vortexSphere ) )
return
if ( !IsValid( vortexSphere.e.shieldWallFX ) )
return
entity cpoint = vortexSphere.e.shieldWallFX.e.cpoint
if ( !IsValid( cpoint ) )
return
StartParticleEffectInWorldWithControlPoint( fx, origin, angles, cpoint.GetOrigin() )
}
void function SetVortexSphereShieldWallCPoint( entity vortexSphere, entity cpoint )
{
Assert( IsValid( vortexSphere ) )
Assert( IsValid( vortexSphere.e.shieldWallFX ) )
SetShieldWallCPoint( vortexSphere.e.shieldWallFX, cpoint )
}
void function SetShieldWallCPoint( entity shieldWallFX, entity cpoint )
{
Assert( IsValid( shieldWallFX ) )
Assert( IsValid( cpoint ) )
shieldWallFX.e.cpoint = cpoint
}
void function StopShieldWallFX( entity vortexSphere )
{
entity shieldWallFX = vortexSphere.e.shieldWallFX
vortexSphere.e.shieldWallFX = null
if ( !IsValid( shieldWallFX ) )
return
shieldWallFX.Fire( "StopPlayEndCap" )
shieldWallFX.Fire( "Kill", "", 1.0 )
if ( IsValid( shieldWallFX.e.cpoint ) )
shieldWallFX.e.cpoint.Fire( "Kill", "", 1.0 )
EffectStop( shieldWallFX )
}
void function StopShieldWallFXOverTime( entity vortexSphere, float duration )
{
entity shieldWallFX = vortexSphere.e.shieldWallFX
shieldWallFX.Fire( "StopPlayEndCap", "", duration )
shieldWallFX.Fire( "Kill", "", duration )
shieldWallFX.e.cpoint.Fire( "Kill", "", duration )
}
void function SetShieldWallCPointOrigin( entity shieldWallFX, vector AT_TURRET_SHIELD_COLOR )
{
Assert( IsValid( shieldWallFX ) )
if ( !IsValid( shieldWallFX.e.cpoint ) )
return
shieldWallFX.e.cpoint.SetOrigin( AT_TURRET_SHIELD_COLOR )
}
entity function GetShieldWallFXCPoint( entity shieldWallFX )
{
Assert( IsValid( shieldWallFX.e.cpoint ) )
return shieldWallFX.e.cpoint
}
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