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global function Smokescreen_Init
global function Smokescreen
global function IsOriginTouchingSmokescreen
global function IsRayTouchingSmokescreen
#if DEV
const bool SMOKESCREEN_DEBUG = false
#endif
global struct SmokescreenStruct
{
vector origin
vector angles
bool fxUseWeaponOrProjectileAngles = false
float lifetime = 5.0
int ownerTeam = TEAM_ANY
asset smokescreenFX = FX_ELECTRIC_SMOKESCREEN
float fxXYRadius = 230.0 // single fx xy radius used to create nospawn area and block traces
float fxZRadius = 170.0 // single fx z radius used to create nospawn area and block traces
string deploySound1p = SFX_SMOKE_DEPLOY_1P
string deploySound3p = SFX_SMOKE_DEPLOY_3P
string stopSound1p = ""
string stopSound3p = ""
int damageSource = eDamageSourceId.mp_titanability_smoke
bool blockLOS = true
bool shouldHibernate = true
bool isElectric = true
entity attacker
entity inflictor
entity weaponOrProjectile
float damageDelay = 2.0
float damageInnerRadius = 320.0
float damageOuterRadius = 350.0
float dangerousAreaRadius = -1.0
int dpsPilot = 30
int dpsTitan = 2200
array<vector> fxOffsets
}
struct SmokescreenFXStruct
{
vector center // center of all fx positions
vector mins // approx mins of all fx relative to center
vector maxs // approx maxs of all fx relative to center
float radius // approx radius of all fx relative to center
array<vector> fxWorldPositions
int ownerTeam = TEAM_ANY
}
struct
{
array<SmokescreenFXStruct> allSmokescreenFX
table<entity, float> nextSmokeSoundTime
} file
void function Smokescreen_Init()
{
PrecacheParticleSystem( FX_ELECTRIC_SMOKESCREEN )
PrecacheParticleSystem( FX_ELECTRIC_SMOKESCREEN_BURN )
#if MP
PrecacheParticleSystem( FX_ELECTRIC_SMOKESCREEN_HEAL )
#endif
PrecacheParticleSystem( FX_GRENADE_SMOKESCREEN )
PrecacheSprite( $"sprites/physbeam.vmt" )
PrecacheSprite( $"sprites/glow01.vmt" )
#if SERVER
AddDamageCallbackSourceID( eDamageSourceId.mp_titanability_smoke, TitanElectricSmoke_DamagedPlayerOrNPC )
AddDamageCallbackSourceID( eDamageSourceId.mp_weapon_grenade_electric_smoke, GrenadeElectricSmoke_DamagedPlayerOrNPC )
#endif
}
void function Smokescreen( SmokescreenStruct smokescreen )
{
SmokescreenFXStruct fxInfo = Smokescreen_CalculateFXStruct( smokescreen )
file.allSmokescreenFX.append( fxInfo )
array<entity> thermiteBurns = GetActiveThermiteBurnsWithinRadius( fxInfo.center, fxInfo.radius )
foreach ( thermiteBurn in thermiteBurns )
{
entity owner = thermiteBurn.GetOwner()
if ( IsValid( owner ) && owner.GetTeam() != smokescreen.ownerTeam )
thermiteBurn.Destroy()
}
entity traceBlocker
if ( smokescreen.blockLOS )
traceBlocker = Smokescreen_CreateTraceBlockerVol( smokescreen, fxInfo )
#if DEV
if ( SMOKESCREEN_DEBUG )
DebugDrawCircle( fxInfo.center, <0,0,0>, fxInfo.radius + 240.0, 255, 255, 0, true, smokescreen.lifetime )
#endif
CreateNoSpawnArea( TEAM_ANY, TEAM_ANY, fxInfo.center, smokescreen.lifetime, fxInfo.radius + 240.0 )
if ( IsValid( smokescreen.attacker ) && smokescreen.attacker.IsPlayer() )
{
EmitSoundAtPositionExceptToPlayer( TEAM_ANY, fxInfo.center, smokescreen.attacker, smokescreen.deploySound3p )
EmitSoundAtPositionOnlyToPlayer( TEAM_ANY, fxInfo.center, smokescreen.attacker, smokescreen.deploySound1p)
}
else
{
EmitSoundAtPosition( TEAM_ANY, fxInfo.center, smokescreen.deploySound3p )
}
array<entity> fxEntities = SmokescreenFX( smokescreen, fxInfo )
if ( smokescreen.isElectric )
thread SmokescreenAffectsEntitiesInArea( smokescreen, fxInfo )
//thread CreateSmokeSightTrigger( fxInfo.center, smokescreen.ownerTeam, smokescreen.lifetime ) // disabling for now, this should use the calculated radius if reenabled
thread DestroySmokescreen( smokescreen, smokescreen.lifetime, fxInfo, traceBlocker, fxEntities )
}
SmokescreenFXStruct function Smokescreen_CalculateFXStruct( SmokescreenStruct smokescreen )
{
SmokescreenFXStruct fxInfo
foreach ( i, position in smokescreen.fxOffsets )
{
//mins
if ( i == 0 || position.x < fxInfo.mins.x )
fxInfo.mins = <position.x, fxInfo.mins.y, fxInfo.mins.z>
if ( i == 0 || position.y < fxInfo.mins.y )
fxInfo.mins = <fxInfo.mins.x, position.y, fxInfo.mins.z>
if ( i == 0 || position.z < fxInfo.mins.z )
fxInfo.mins = <fxInfo.mins.x, fxInfo.mins.y, position.z>
// maxs
if ( i == 0 || position.x > fxInfo.maxs.x )
fxInfo.maxs = <position.x, fxInfo.maxs.y, fxInfo.maxs.z>
if ( i == 0 || position.y > fxInfo.maxs.y )
fxInfo.maxs = <fxInfo.maxs.x, position.y, fxInfo.maxs.z>
if ( i == 0 || position.z > fxInfo.maxs.z )
fxInfo.maxs = <fxInfo.maxs.x, fxInfo.maxs.y, position.z>
}
vector offsetCenter = fxInfo.mins + ( fxInfo.maxs - fxInfo.mins ) * 0.5
float xyRadius = smokescreen.fxXYRadius * 0.7071
float zRadius = smokescreen.fxZRadius * 0.7071
fxInfo.mins = <fxInfo.mins.x - xyRadius, fxInfo.mins.y - xyRadius, fxInfo.mins.z - zRadius> - offsetCenter
fxInfo.maxs = <fxInfo.maxs.x + xyRadius, fxInfo.maxs.y + xyRadius, fxInfo.maxs.z + zRadius> - offsetCenter
float radiusSqr
float singleFXRadius = max( smokescreen.fxXYRadius, smokescreen.fxZRadius )
vector forward = AnglesToForward( smokescreen.angles )
vector right = AnglesToRight( smokescreen.angles )
vector up = AnglesToUp( smokescreen.angles )
foreach ( i, position in smokescreen.fxOffsets )
{
float distanceSqr = DistanceSqr( position, offsetCenter )
if ( radiusSqr < distanceSqr )
radiusSqr = distanceSqr
fxInfo.fxWorldPositions.append( smokescreen.origin + ( position.x * forward ) + ( position.y * right ) + ( position.z * up ) )
}
fxInfo.center = smokescreen.origin + ( offsetCenter.x * forward ) + ( offsetCenter.y * right ) + ( offsetCenter.z * up )
fxInfo.radius = sqrt( radiusSqr ) + singleFXRadius
fxInfo.ownerTeam = smokescreen.ownerTeam
return fxInfo
}
void function SmokescreenAffectsEntitiesInArea( SmokescreenStruct smokescreen, SmokescreenFXStruct fxInfo )
{
float startTime = Time()
float tickRate = 0.1
float dpsPilot = smokescreen.dpsPilot * tickRate
float dpsTitan = smokescreen.dpsTitan * tickRate
Assert( dpsPilot || dpsTitan > 0, "Electric smokescreen with 0 damage created" )
entity aiDangerTarget = CreateEntity( "info_target" )
DispatchSpawn( aiDangerTarget )
aiDangerTarget.SetOrigin( fxInfo.center )
SetTeam( aiDangerTarget, smokescreen.ownerTeam )
float dangerousAreaRadius = smokescreen.damageOuterRadius
if ( smokescreen.dangerousAreaRadius != -1.0 )
dangerousAreaRadius = smokescreen.dangerousAreaRadius
AI_CreateDangerousArea_Static( aiDangerTarget, smokescreen.weaponOrProjectile, dangerousAreaRadius, TEAM_INVALID, true, true, fxInfo.center )
OnThreadEnd(
function () : ( aiDangerTarget )
{
aiDangerTarget.Destroy()
}
)
wait smokescreen.damageDelay
while ( Time() - startTime <= smokescreen.lifetime )
{
#if DEV
if ( SMOKESCREEN_DEBUG )
{
DebugDrawCircle( fxInfo.center, <0,0,0>, smokescreen.damageInnerRadius, 255, 0, 0, true, tickRate )
DebugDrawCircle( fxInfo.center, <0,0,0>, smokescreen.damageOuterRadius, 255, 0, 0, true, tickRate )
}
#endif
RadiusDamage(
fxInfo.center, // center
smokescreen.attacker, // attacker
smokescreen.inflictor, // inflictor
dpsPilot, // damage
dpsTitan, // damageHeavyArmor
smokescreen.damageInnerRadius, // innerRadius
smokescreen.damageOuterRadius, // outerRadius
SF_ENVEXPLOSION_MASK_BRUSHONLY, // flags
0.0, // distanceFromAttacker
0.0, // explosionForce
DF_ELECTRICAL | DF_NO_HITBEEP, // scriptDamageFlags
smokescreen.damageSource ) // scriptDamageSourceIdentifier
wait tickRate
}
}
entity function Smokescreen_CreateTraceBlockerVol( SmokescreenStruct smokescreen, SmokescreenFXStruct fxInfo )
{
entity traceBlockerVol = CreateEntity( "trace_volume" )
traceBlockerVol.kv.targetname = UniqueString( "smokescreen_traceblocker_vol" )
traceBlockerVol.kv.origin = fxInfo.center
traceBlockerVol.kv.angles = smokescreen.angles
DispatchSpawn( traceBlockerVol )
traceBlockerVol.SetBox( fxInfo.mins * 0.9, fxInfo.maxs * 0.9 )
#if DEV
if ( SMOKESCREEN_DEBUG )
DrawAngledBox( fxInfo.center, smokescreen.angles, fxInfo.mins, fxInfo.maxs, 255, 0, 0, true, smokescreen.lifetime - 0.6 )
#endif
return traceBlockerVol
}
array<entity> function SmokescreenFX( SmokescreenStruct smokescreen, SmokescreenFXStruct fxInfo )
{
array<entity> fxEntities
foreach ( position in fxInfo.fxWorldPositions )
{
#if DEV
if ( SMOKESCREEN_DEBUG )
DebugDrawCircle( position, <0.0, 0.0, 0.0>, smokescreen.fxXYRadius, 0, 0, 255, true, smokescreen.lifetime )
#endif
int fxID = GetParticleSystemIndex( smokescreen.smokescreenFX )
vector angles = smokescreen.fxUseWeaponOrProjectileAngles ? smokescreen.weaponOrProjectile.GetAngles() : <0.0, 0.0, 0.0>
entity fxEnt = StartParticleEffectInWorld_ReturnEntity( fxID, position, angles )
float fxLife = smokescreen.lifetime
EffectSetControlPointVector( fxEnt, 1, <fxLife, 0.0, 0.0> )
if ( !smokescreen.shouldHibernate )
fxEnt.DisableHibernation()
fxEntities.append( fxEnt )
}
return fxEntities
}
void function DestroySmokescreen( SmokescreenStruct smokescreen, float lifetime, SmokescreenFXStruct fxInfo, entity traceBlocker, array<entity> fxEntities )
{
float timeToWait = 0.0
timeToWait = max( lifetime - 0.5, 0.0 )
wait( timeToWait )
if ( IsValid( traceBlocker ) )
traceBlocker.Destroy()
file.allSmokescreenFX.fastremovebyvalue( fxInfo )
StopSoundAtPosition( fxInfo.center, smokescreen.deploySound1p )
StopSoundAtPosition( fxInfo.center, smokescreen.deploySound3p )
if ( IsValid( smokescreen.attacker ) && smokescreen.attacker.IsPlayer() )
{
if ( smokescreen.stopSound3p != "" )
EmitSoundAtPositionExceptToPlayer( TEAM_ANY, fxInfo.center, smokescreen.attacker, smokescreen.stopSound3p )
if ( smokescreen.stopSound1p != "" )
EmitSoundAtPositionOnlyToPlayer( TEAM_ANY, fxInfo.center, smokescreen.attacker, smokescreen.stopSound1p)
}
else
{
if ( smokescreen.stopSound3p != "" )
EmitSoundAtPosition( TEAM_ANY, fxInfo.center, smokescreen.stopSound3p )
}
timeToWait = max( ( lifetime + 0.1 ) - timeToWait, 0.0 )
wait( timeToWait )
foreach ( fxEnt in fxEntities )
{
if ( IsValid( fxEnt ) )
fxEnt.Destroy()
}
}
bool function IsOriginTouchingSmokescreen( vector origin, int teamToIgnore = TEAM_UNASSIGNED )
{
foreach ( fxInfo in file.allSmokescreenFX )
{
if ( teamToIgnore == fxInfo.ownerTeam )
continue
if ( DistanceSqr( origin, fxInfo.center ) < fxInfo.radius * fxInfo.radius )
return true
}
return false
}
bool function IsRayTouchingSmokescreen( vector rayStart, vector rayEnd, int teamToIgnore = TEAM_UNASSIGNED )
{
foreach ( fxInfo in file.allSmokescreenFX )
{
if ( teamToIgnore == fxInfo.ownerTeam )
continue
if ( IntersectRayWithSphere( rayStart, rayEnd, fxInfo.center, fxInfo.radius ).result )
return true
}
return false
}
#if SERVER
void function TitanElectricSmoke_DamagedPlayerOrNPC( entity ent, var damageInfo )
{
if ( !IsAlive( ent ) )
return
entity attacker = DamageInfo_GetAttacker( damageInfo )
if ( ent.GetTeam() == attacker.GetTeam() )
{
DamageInfo_SetDamage( damageInfo, 0 )
return
}
PlayDamageSounds( ent, attacker, ELECTRIC_SMOKESCREEN_SFX_DAMAGE_TITAN_1P, ELECTRIC_SMOKESCREEN_SFX_DAMAGE_TITAN_3P, ELECTRIC_SMOKESCREEN_SFX_DAMAGE_PILOT_1P, ELECTRIC_SMOKESCREEN_SFX_DAMAGE_PILOT_3P )
}
void function GrenadeElectricSmoke_DamagedPlayerOrNPC( entity ent, var damageInfo )
{
if ( !IsAlive( ent ) )
return
entity attacker = DamageInfo_GetAttacker( damageInfo )
PlayDamageSounds( ent, attacker, ELECTRIC_SMOKE_GRENADE_SFX_DAMAGE_TITAN_1P, ELECTRIC_SMOKE_GRENADE_SFX_DAMAGE_TITAN_3P, ELECTRIC_SMOKE_GRENADE_SFX_DAMAGE_PILOT_1P, ELECTRIC_SMOKE_GRENADE_SFX_DAMAGE_PILOT_3P )
}
void function PlayDamageSounds( entity ent, entity attacker, string titan1P_SFX, string titan3P_SFX, string pilot1P_SFX, string pilot3P_SFX )
{
float currentTime = Time()
if ( !( ent in file.nextSmokeSoundTime ) )
{
if ( ent.IsPlayer() )
file.nextSmokeSoundTime[ ent ] <- currentTime
else
file.nextSmokeSoundTime[ ent ] <- currentTime + RandomFloat( 0.5 )
}
if ( file.nextSmokeSoundTime[ ent ] <= currentTime )
{
if ( ent.IsPlayer() )
{
if ( ent.IsTitan() )
{
EmitSoundOnEntityExceptToPlayer( ent, ent, titan3P_SFX )
EmitSoundOnEntityOnlyToPlayer( ent, ent, titan1P_SFX )
file.nextSmokeSoundTime[ ent ] = currentTime + RandomFloatRange( 0.75, 1.25 )
}
else
{
EmitSoundOnEntityExceptToPlayer( ent, ent, pilot3P_SFX )
EmitSoundOnEntityOnlyToPlayer( ent, ent, pilot1P_SFX )
}
if ( IsValid( attacker ) && attacker.IsPlayer() )
EmitSoundOnEntityOnlyToPlayer( attacker, attacker, "Player.Hitbeep" )
}
else
{
if ( ent.IsTitan() )
EmitSoundOnEntity( ent, titan3P_SFX )
else if ( IsHumanSized( ent ) )
EmitSoundOnEntity( ent, pilot3P_SFX )
}
file.nextSmokeSoundTime[ ent ] = currentTime + RandomFloatRange( 0.75, 1.25 )
}
}
#endif
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