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untyped
global function PowerUps_Init
void function PowerUps_Init()
{
SH_PowerUp_Init()
AddCallback_EntitiesDidLoad( EntitesDidLoad )
}
void function EntitesDidLoad()
{
array<entity> scriptRefs = GetEntArrayByClass_Expensive( "script_ref" )
foreach ( entity ref in scriptRefs )
if ( ref.HasKey( "powerUpType" ) )
{
PowerUp powerup = GetPowerUpFromItemRef( expect string( ref.kv.powerUpType ) )
// CreatePickup is defined in mp/_pickups.gnut
// mp/_pickups.gnut is a sp-only script
// it's literally in the mp folder
// respawn PLEASE
//CreatePickup( ref, powerup.model, bool function( entity player ) { powerup.destroyFunc( player ); return true } )
if ( powerup.spawnFunc() )
{
CreatePropDynamic( powerup.baseModel, ref.GetOrigin(), ref.GetAngles(), 2 )
thread PowerUpThink( ref, powerup )
}
}
AddCallback_OnTouchHealthKit( "item_powerup", OnPowerUpCollected )
}
entity function CreatePowerUp( entity spawnpoint, PowerUp powerup )
{
entity powerupEnt = CreateEntity( "item_powerup" )
powerupEnt.SetValueForModelKey( powerup.model )
powerupEnt.kv.fadedist = 10000
powerupEnt.kv.gravity = 0.000001 // really hacky, but gravity 0.0 is considered the same as 1.0, and i'm not sure how to enable/disable gravity on entities in script
DispatchSpawn( powerupEnt )
powerupEnt.SetModel( powerup.model )
powerupEnt.SetOrigin( spawnpoint.GetOrigin() + powerup.modelOffset )
powerupEnt.SetAngles( spawnpoint.GetAngles() + powerup.modelAngles )
powerupEnt.s.powerUpType <- powerup.itemRef
return powerupEnt
}
void function PowerUpThink( entity spawnpoint, PowerUp powerup )
{
svGlobal.levelEnt.EndSignal( "RoundEnd" ) // should reset on round end
entity powerupEnt
while ( true )
{
powerupEnt = CreatePowerUp( spawnpoint, powerup )
OnThreadEnd( function() : ( powerupEnt, spawnpoint, powerup )
{
// should be called on round end
print( "resetting powerup..." )
if ( IsValid( powerupEnt ) )
powerupEnt.Destroy()
// recursively spawn new powerup
thread PowerUpThink( spawnpoint, powerup )
}
)
// handle the glow here so we can destroy it
PickupGlow glow = CreatePickupGlow( powerupEnt, powerup.glowColor.x.tointeger(), powerup.glowColor.y.tointeger(), powerup.glowColor.z.tointeger() )
glow.glowFX.SetOrigin( spawnpoint.GetOrigin() ) // want the glow to be parented to the powerup, but have the position of the spawnpoint
powerupEnt.WaitSignal( "OnDestroy" )
wait powerup.respawnDelay
}
}
bool function OnPowerUpCollected( entity player, entity healthpack )
{
PowerUp powerup = GetPowerUpFromItemRef( expect string( healthpack.s.powerUpType ) )
if ( player.IsTitan() == powerup.titanPickup )
{
// hack because i couldn't figure out any other way to do this without modifying sh_powerup
// ensure we don't kill the powerup if it's a battery the player can't pickup
if ( ( powerup.index == ePowerUps.titanTimeReduction || powerup.index == ePowerUps.LTS_TitanTimeReduction ) && PlayerHasBattery( player ) )
return false
powerup.destroyFunc( player )
return true // destroys the powerup
}
return false // keeps powerup alive
}
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