//---------------------------------------------------------------------------- // Item Datablocks // image = Name of mounted image datablock // onUse(%this,%object) // Item Image Datablocks // item = Name of item inventory datablock // ShapeBase Datablocks // max[Item] = Maximum amount that can be caried // ShapeBase Objects // inv[Item] = Count of item in inventory //---------------------------------------------------------------------------- $TestCheats = 0; function serverCmdUse(%client,%data) { // Item names from the client must converted // into DataBlocks // %data = ItemDataBlock[%item]; // else if(%data $= Mine) // { // for(%x = 0; $InvMine[%x] !$= ""; %x++) // { // echo("MINE INV: ",$NameToInv[$InvMine[%x]]); // if(%client.player.inv[$NameToInv[$InvMine[%x]]]) // { // echo("MINE INV FOUND: ",$NameToInv[$InvMine[%x]]); // %data = $NameToInv[$InvMine[%x]]; // break; // } // } // } %client.getControlObject().use(%data); } function serverCmdThrow(%client,%data) { // Item names from the client must converted // into DataBlocks // %data = ItemDataBlock[%item]; %client.getControlObject().throw(%data); } function serverCmdThrowWeapon(%client,%data) { // Item names from the client must converted // into DataBlocks // %data = ItemDataBlock[%item]; %client.getControlObject().throwWeapon(); } function serverCmdThrowPack(%client,%data) { %client.getControlObject().throwPack(); } function serverCmdTogglePack(%client,%data) { // this function is apparently never called %client.getControlObject().togglePack(); } function serverCmdThrowFlag(%client) { //Game.playerDroppedFlag(%client.player); Game.dropFlag(%client.player); } function serverCmdSelectWeaponSlot( %client, %data ) { %client.getControlObject().selectWeaponSlot( %data ); } function serverCmdCycleWeapon( %client, %data ) { %client.getControlObject().cycleWeapon( %data ); } function serverCmdStartThrowCount(%client, %data) { %client.player.throwStart = getSimTime(); } function serverCmdEndThrowCount(%client, %data) { if(%client.player.throwStart == 0) return; // throwStrength will be how many seconds the key was held %throwStrength = (getSimTime() - %client.player.throwStart) / 150; // trim the time to fit between 0.5 and 1.5 if(%throwStrength > 1.5) %throwStrength = 1.5; else if(%throwStrength < 0.5) %throwStrength = 0.5; %throwScale = %throwStrength / 2; %client.player.throwStrength = %throwScale; %client.player.throwStart = 0; } //---------------------------------------------------------------------------- function ShapeBase::throwWeapon(%this) { if(Game.shapeThrowWeapon(%this)) { %image = %this.getMountedImage($WeaponSlot); %this.throw(%image.item); %this.client.setWeaponsHudItem(%image.item, 0, 0); } } function ShapeBase::throwPack(%this) { %image = %this.getMountedImage($BackpackSlot); %this.throw(%image.item); %this.client.setBackpackHudItem(%image.item, 0); } function ShapeBase::throw(%this,%data) { if (%this.inv[%data.getName()] > 0) { // save off the ammo count on this item if( %this.getInventory( %data ) < $AmmoIncrement[%data.getName()] ) %data.ammoStore = %this.getInventory( %data ); else %data.ammoStore = $AmmoIncrement[%data.getName()]; // Throw item first... %this.throwItem(%data); if($AmmoIncrement[%data.getName()] !$= "") %this.decInventory(%data,$AmmoIncrement[%data.getName()]); else %this.decInventory(%data,1); return true; } return false; } function ShapeBase::use(%this, %data) { //if(%data.class $= "Weapon") { // error("ShapeBase::use " @ %data); //} if(%data $= Grenade) { // figure out which grenade type you're using for(%x = 0; $InvGrenade[%x] !$= ""; %x++) { if(%this.inv[$NameToInv[$InvGrenade[%x]]] > 0) { %data = $NameToInv[$InvGrenade[%x]]; break; } } } else if(%data $= "Backpack") { %pack = %this.getMountedImage($BackpackSlot); // if you don't have a pack but have placed a satchel charge, detonate it if(!%pack && (%this.thrownChargeId > 0) && %this.thrownChargeId.armed ) { %this.playAudio( 0, SatchelChargeExplosionSound ); schedule( 800, %this, "detonateSatchelCharge", %this ); return true; } return false; } else if(%data $= Beacon) { %data.onUse(%this); if (%this.inv[%data.getName()] > 0) return true; } // default case if (%this.inv[%data.getName()] > 0) { %data.onUse(%this); return true; } return false; } function ShapeBase::pickup(%this,%obj,%amount) { %data = %obj.getDatablock(); %delta = %this.incInventory(%data,%amount); if (%delta) %data.onPickup(%obj,%this,%delta); return %delta; } function ShapeBase::hasInventory(%this, %data) { // changed because it was preventing weapons cycling correctly (MES) return (%this.inv[%data] > 0); } function ShapeBase::maxInventory(%this,%data) { if($TestCheats) return 999; else return %this.getDatablock().max[%data.getName()]; } function ShapeBase::incInventory(%this,%data,%amount) { %max = %this.maxInventory(%data); %cv = %this.inv[%data.getName()]; if (%cv < %max) { if (%cv + %amount > %max) %amount = %max - %cv; %this.setInventory(%data,%cv + %amount); %data.incCatagory(%this); // Inc the players weapon count return %amount; } return 0; } function ShapeBase::decInventory(%this,%data,%amount) { %name = %data.getName(); %cv = %this.inv[%name]; if (%cv > 0) { if (%cv < %amount) %amount = %cv; %this.setInventory(%data,%cv - %amount, true); %data.decCatagory(%this); // Dec the players weapon count return %amount; } return 0; } function SimObject::decCatagory(%this) { //function was added to reduce console err msg spam } function SimObject::incCatagory(%this) { //function was added to reduce console err msg spam } function ShapeBase::setInventory(%this,%data,%value,%force) { if (!isObject(%data)) return; %name = %data.getName(); if (%value < 0) %value = 0; else { if (!%force) { // Impose inventory limits %max = %this.maxInventory(%data); if (%value > %max) %value = %max; } } if (%this.inv[%name] != %value) { %this.inv[%name] = %value; %data.onInventory(%this,%value); if ( %data.className $= "Weapon" ) { if ( %this.weaponSlotCount $= "" ) %this.weaponSlotCount = 0; %cur = -1; for ( %slot = 0; %slot < %this.weaponSlotCount; %slot++ ) { if ( %this.weaponSlot[%slot] $= %name ) { %cur = %slot; break; } } if ( %cur == -1 ) { // Put this weapon in the next weapon slot: if ( %this.weaponSlot[%this.weaponSlotCount - 1] $= "TargetingLaser" ) { %this.weaponSlot[%this.weaponSlotCount - 1] = %name; %this.weaponSlot[%this.weaponSlotCount] = "TargetingLaser"; } else %this.weaponSlot[%this.weaponSlotCount] = %name; %this.weaponSlotCount++; } else { // Remove the weapon from the weapon slot: for ( %i = %cur; %i < %this.weaponSlotCount - 1; %i++ ) %this.weaponSlot[%i] = %this.weaponSlot[%i + 1]; %this.weaponSlot[%i] = ""; %this.weaponSlotCount--; } } %this.getDataBlock().onInventory(%data,%value); } return %value; } function ShapeBase::getInventory(%this,%data) { if ( isObject( %data ) ) return( %this.inv[%data.getName()] ); else return( 0 ); } function ShapeBase::hasAmmo( %this, %weapon ) { switch$ ( %weapon ) { case Blaster: return( true ); case Plasma: return( %this.getInventory( PlasmaAmmo ) > 0 ); case Chaingun: return( %this.getInventory( ChaingunAmmo ) > 0 ); case Disc: return( %this.getInventory( DiscAmmo ) > 0 ); case GrenadeLauncher: return( %this.getInventory( GrenadeLauncherAmmo ) > 0 ); case SniperRifle: return( %this.getInventory( EnergyPack ) ); case ELFGun: return( true ); case Mortar: return( %this.getInventory( MortarAmmo ) > 0 ); case MissileLauncher: return( %this.getInventory( MissileLauncherAmmo ) > 0 ); case ShockLance: return( true ); // This is our kinda hacky way to keep from cycling to the targeting laser: case TargetingLaser: return( false ); default: warn( "\"" @ %weapon @ "\" is not recognized as a weapon!" ); return( false ); } } function SimObject::onInventory(%this, %obj) { //function was added to reduce console error msg spam } function ShapeBase::throwItem(%this,%data) { %item = new Item() { dataBlock = %data; rotation = "0 0 1 " @ (getRandom() * 360); }; %item.ammoStore = %data.ammoStore; MissionCleanup.add(%item); %this.throwObject(%item); } function ShapeBase::throwObject(%this,%obj) { //if the object is being thrown by a corpse, use a random vector if (%this.getState() $= "Dead") { %vec = (-1.0 + getRandom() * 2.0) SPC (-1.0 + getRandom() * 2.0) SPC getRandom(); %vec = vectorScale(%vec, 10); } // else Initial vel based on the dir the player is looking else { %eye = %this.getEyeVector(); %vec = vectorScale(%eye, 20); } // Add a vertical component to give the item a better arc %dot = vectorDot("0 0 1",%eye); if (%dot < 0) %dot = -%dot; %vec = vectorAdd(%vec,vectorScale("0 0 8",1 - %dot)); // Add player's velocity %vec = vectorAdd(%vec,%this.getVelocity()); %pos = getBoxCenter(%this.getWorldBox()); //since flags have a huge mass (so when you shoot them, they don't bounce too far) //we need to up the %vec so that you can still throw them... if (%obj.getDataBlock().getName() $= "Flag") %vec = vectorScale(%vec, 40); // %obj.setTransform(%pos); %obj.applyImpulse(%pos,%vec); %obj.setCollisionTimeout(%this); %data = %obj.getDatablock(); %data.onThrow(%obj,%this); //call the AI hook AIThrowObject(%obj); } function ShapeBase::clearInventory(%this) { %this.setInventory(RepairKit,0); %this.setInventory(Mine,0); //%this.setInventory(MineAir,0); //%this.setInventory(MineLand,0); //%this.setInventory(MineSticky,0); %this.setInventory(Grenade,0); %this.setInventory(FlashGrenade,0); %this.setInventory(ConcussionGrenade,0); %this.setInventory(FlareGrenade,0); %this.setInventory(CameraGrenade, 0); %this.setInventory(Blaster,0); %this.setInventory(Plasma,0); %this.setInventory(Disc,0); %this.setInventory(Chaingun, 0); %this.setInventory(Mortar, 0); %this.setInventory(GrenadeLauncher, 0); %this.setInventory(MissileLauncher, 0); %this.setInventory(SniperRifle, 0); %this.setInventory(TargetingLaser, 0); %this.setInventory(ELFGun, 0); %this.setInventory(ShockLance, 0); %this.setInventory(PlasmaAmmo,0); %this.setInventory(ChaingunAmmo, 0); %this.setInventory(DiscAmmo, 0); %this.setInventory(GrenadeLauncherAmmo, 0); %this.setInventory(MissileLauncherAmmo, 0); %this.setInventory(MortarAmmo, 0); %this.setInventory(Beacon, 0); // take away any pack the player has %curPack = %this.getMountedImage($BackpackSlot); if(%curPack > 0) %this.setInventory(%curPack.item, 0); } //---------------------------------------------------------------------------- function ShapeBase::cycleWeapon( %this, %data ) { if ( %this.weaponSlotCount == 0 ) return; %slot = -1; if ( %this.getMountedImage($WeaponSlot) != 0 ) { %curWeapon = %this.getMountedImage($WeaponSlot).item.getName(); for ( %i = 0; %i < %this.weaponSlotCount; %i++ ) { //error("curWeaponName == " @ %curWeaponName); if ( %curWeapon $= %this.weaponSlot[%i] ) { %slot = %i; break; } } } if ( %data $= "prev" ) { // Previous weapon... if ( %slot == 0 || %slot == -1 ) { %i = %this.weaponSlotCount - 1; %slot = 0; } else %i = %slot - 1; } else { // Next weapon... if ( %slot == ( %this.weaponSlotCount - 1 ) || %slot == -1 ) { %i = 0; %slot = ( %this.weaponSlotCount - 1 ); } else %i = %slot + 1; } %newSlot = -1; while ( %i != %slot ) { if ( %this.weaponSlot[%i] !$= "" && %this.hasInventory( %this.weaponSlot[%i] ) && %this.hasAmmo( %this.weaponSlot[%i] ) ) { // player has this weapon and it has ammo or doesn't need ammo %newSlot = %i; break; } if ( %data $= "prev" ) { if ( %i == 0 ) %i = %this.weaponSlotCount - 1; else %i--; } else { if ( %i == ( %this.weaponSlotCount - 1 ) ) %i = 0; else %i++; } } if ( %newSlot != -1 ) %this.use( %this.weaponSlot[%newSlot] ); } //---------------------------------------------------------------------------- function ShapeBase::selectWeaponSlot( %this, %data ) { if ( %data < 0 || %data > %this.weaponSlotCount || %this.weaponSlot[%data] $= "" || %this.weaponSlot[%data] $= "TargetingLaser" ) return; %this.use( %this.weaponSlot[%data] ); } //---------------------------------------------------------------------------- function serverCmdGiveAll(%client) { if($TestCheats) { %player = %client.player; %player.setInventory(RepairKit,999); %player.setInventory(Mine,999); //%player.setInventory(MineAir,999); //%player.setInventory(MineLand,999); //%player.setInventory(MineSticky,999); %player.setInventory(Grenade,999); %player.setInventory(FlashGrenade,999); %player.setInventory(FlareGrenade,999); %player.setInventory(ConcussionGrenade,999); %player.setInventory(CameraGrenade, 999); %player.setInventory(Blaster,1); %player.setInventory(Plasma,1); %player.setInventory(Chaingun, 1); %player.setInventory(Disc,1); %player.setInventory(GrenadeLauncher, 1); %player.setInventory(SniperRifle, 1); %player.setInventory(ELFGun, 1); %player.setInventory(Mortar, 1); %player.setInventory(MissileLauncher, 1); %player.setInventory(ShockLance, 1); %player.setInventory(TargetingLaser, 1); %player.setInventory(MissileLauncherAmmo, 999); %player.setInventory(GrenadeLauncherAmmo, 999); %player.setInventory(MortarAmmo, 999); %player.setInventory(PlasmaAmmo,999); %player.setInventory(ChaingunAmmo, 999); %player.setInventory(DiscAmmo, 999); %player.setInventory(Beacon, 999); } }