//-------------------------------------------------------------------------- // Repair Pack // can be used by any armor type // when activated, gives user a "repair gun" that can be used to // repair a damaged object or player. If there is no target in // range for the repair gun, the user is repaired. //-------------------------------------------------------------------------- // Sounds datablock AudioProfile(RepairPackActivateSound) { filename = "fx/packs/packs.repairPackOn.wav"; description = AudioClosest3d; preload = true; }; datablock AudioProfile(RepairPackFireSound) { filename = "fx/packs/repair_use.wav"; description = CloseLooping3d; preload = true; }; //-------------------------------------------------------------------------- // Projectile datablock RepairProjectileData(DefaultRepairBeam) { sound = RepairPackFireSound; beamRange = 10; beamWidth = 0.15; numSegments = 20; texRepeat = 0.20; blurFreq = 10.0; blurLifetime = 1.0; cutoffAngle = 25.0; textures[0] = "special/redbump2"; textures[1] = "special/redflare"; }; //------------------------------------------------------------------------- // shapebase datablocks datablock ShapeBaseImageData(RepairPackImage) { shapeFile = "pack_upgrade_repair.dts"; item = RepairPack; mountPoint = 1; offset = "0 0 0"; emap = true; gun = RepairGunImage; stateName[0] = "Idle"; stateTransitionOnTriggerDown[0] = "Activate"; stateName[1] = "Activate"; stateScript[1] = "onActivate"; stateSequence[1] = "fire"; stateSound[1] = RepairPackActivateSound; stateTransitionOnTriggerUp[1] = "Deactivate"; stateName[2] = "Deactivate"; stateScript[2] = "onDeactivate"; stateTransitionOnTimeout[2] = "Idle"; }; datablock ItemData(RepairPack) { className = Pack; catagory = "Packs"; shapeFile = "pack_upgrade_repair.dts"; mass = 1; elasticity = 0.2; friction = 0.6; pickupRadius = 2; rotate = true; image = "RepairPackImage"; pickUpName = "a repair pack"; lightOnlyStatic = true; lightType = "PulsingLight"; lightColor = "1 0 0 1"; lightTime = 1200; lightRadius = 4; computeCRC = true; emap = true; }; //-------------------------------------------------------------------------- // Repair Gun datablock ShapeBaseImageData(RepairGunImage) { shapeFile = "weapon_repair.dts"; offset = "0 0 0"; usesEnergy = true; minEnergy = 3; cutOffEnergy = 3.1; emap = true; repairFactorPlayer = 0.002; // <--- attention DaveG! repairFactorObject = 0.004; // <--- attention DaveG! stateName[0] = "Activate"; stateTransitionOnTimeout[0] = "ActivateReady"; stateTimeoutValue[0] = 0.25; stateName[1] = "ActivateReady"; stateScript[1] = "onActivateReady"; stateSpinThread[1] = Stop; stateTransitionOnAmmo[1] = "Ready"; stateTransitionOnNoAmmo[1] = "ActivateReady"; stateName[2] = "Ready"; stateSpinThread[2] = Stop; stateTransitionOnNoAmmo[2] = "Deactivate"; stateTransitionOnTriggerDown[2] = "Validate"; stateName[3] = "Validate"; stateTransitionOnTimeout[3] = "Validate"; stateTimeoutValue[3] = 0.2; stateEnergyDrain[3] = 3; stateSpinThread[3] = SpinUp; stateScript[3] = "onValidate"; stateIgnoreLoadedForReady[3] = true; stateTransitionOnLoaded[3] = "Repair"; stateTransitionOnNoAmmo[3] = "Deactivate"; stateTransitionOnTriggerUp[3] = "Deactivate"; stateName[4] = "Repair"; stateSound[4] = RepairPackFireSound; stateScript[4] = "onRepair"; stateSpinThread[4] = FullSpeed; stateAllowImageChange[4] = false; stateSequence[4] = "activate"; stateFire[4] = true; stateEnergyDrain[4] = 9; stateTimeoutValue[4] = 0.2; stateTransitionOnTimeOut[4] = "Repair"; stateTransitionOnNoAmmo[4] = "Deactivate"; stateTransitionOnTriggerUp[4] = "Deactivate"; stateTransitionOnNotLoaded[4] = "Validate"; stateName[5] = "Deactivate"; stateScript[5] = "onDeactivate"; stateSpinThread[5] = SpinDown; stateSequence[5] = "activate"; stateDirection[5] = false; stateTimeoutValue[5] = 0.2; stateTransitionOnTimeout[5] = "ActivateReady"; }; function RepairPackImage::onUnmount(%data, %obj, %node) { // dismount the repair gun if the player had it mounted // need the extra "if" statement to avoid a console error message if(%obj.getMountedImage($WeaponSlot)) if(%obj.getMountedImage($WeaponSlot).getName() $= "RepairGunImage") %obj.unmountImage($WeaponSlot); // if the player was repairing something when the pack was thrown, stop repairing it if(%obj.repairing != 0) stopRepairing(%obj); } function RepairPackImage::onActivate(%data, %obj, %slot) { // don't activate the pack if player is piloting a vehicle if(%obj.isPilot()) { %obj.setImageTrigger(%slot, false); return; } if(!isObject(%obj.getMountedImage($WeaponSlot)) || %obj.getMountedImage($WeaponSlot).getName() !$= "RepairGunImage") { messageClient(%obj.client, 'MsgRepairPackOn', '\c2Repair pack activated.'); // make sure player's arm thread is "look" %obj.setArmThread(look); // mount the repair gun %obj.mountImage(RepairGunImage, $WeaponSlot); // clientCmdsetRepairReticle found in hud.cs commandToClient(%obj.client, 'setRepairReticle'); } } function RepairPackImage::onDeactivate(%data, %obj, %slot) { //called when the player hits the "pack" key again (toggle) %obj.setImageTrigger(%slot, false); // if repair gun was mounted, unmount it if(%obj.getMountedImage($WeaponSlot).getName() $= "RepairGunImage") %obj.unmountImage($WeaponSlot); } function RepairGunImage::onMount(%this,%obj,%slot) { %obj.setImageAmmo(%slot,true); } function RepairGunImage::onUnmount(%this,%obj,%slot) { // called when player switches to another weapon // stop repairing whatever player was repairing if(%obj.repairing) stopRepairing(%obj); %obj.setImageTrigger(%slot, false); // "turn off" the repair pack -- player needs to hit the "pack" key to // activate the repair gun again %obj.setImageTrigger($BackpackSlot, false); } function RepairGunImage::onActivateReady(%this,%obj,%slot) { %obj.errMsgSent = false; %obj.selfRepairing = false; %obj.repairing = 0; %obj.setImageLoaded(%slot, false); } function RepairGunImage::onValidate(%this,%obj,%slot) { // this = repairgunimage datablock // obj = player wielding the repair gun // slot = weapon slot if(%obj.getEnergyLevel() <= %this.cutOffEnergy) { stopRepairing(%obj); return; } %repGun = %obj.getMountedImage(%slot); // muzVec is the vector coming from the repair gun's "muzzle" %muzVec = %obj.getMuzzleVector(%slot); // muzNVec = normalized muzVec %muzNVec = VectorNormalize(%muzVec); %repairRange = DefaultRepairBeam.beamRange; // scale muzNVec to the range the repair beam can reach %muzScaled = VectorScale(%muzNVec, %repairRange); // muzPoint = the actual point of the gun's "muzzle" %muzPoint = %obj.getMuzzlePoint(%slot); // rangeEnd = muzzle point + length of beam %rangeEnd = VectorAdd(%muzPoint, %muzScaled); // search for just about anything that can be damaged as well as interiors %searchMasks = $TypeMasks::PlayerObjectType | $TypeMasks::VehicleObjectType | $TypeMasks::StaticShapeObjectType | $TypeMasks::TurretObjectType | $TypeMasks::InteriorObjectType; // search for objects within the beam's range that fit the masks above %scanTarg = ContainerRayCast(%muzPoint, %rangeEnd, %searchMasks, %obj); // screen out interiors if(%scanTarg && !(%scanTarg.getType() & $TypeMasks::InteriorObjectType)) { // a target in range was found %repTgt = firstWord(%scanTarg); // is the prospective target damaged? if(%repTgt.getDamageLevel()) { // yes, it's damaged if(%repTgt != %obj.repairing) { if(isObject(%obj.repairing)) stopRepairing(%obj); %obj.repairing = %repTgt; } // setting imageLoaded to true sends us to repair state (function onRepair) %obj.setImageLoaded(%slot, true); } else { // there is a target in range, but it's not damaged if(!%obj.errMsgSent) { // if the target isn't damaged, send a message to that effect only once messageClient(%obj.client, 'MsgRepairPackNotDamaged', '\c2Target is not damaged.', %repTgt); %obj.errMsgSent = true; } // if player was repairing something, stop the repairs -- we're done if(%obj.repairing) stopRepairing(%obj); } } //AI hack - too many things influence the aiming, so I'm going to force the repair object for bots only else if (%obj.client.isAIControlled() && isObject(%obj.client.repairObject)) { %repTgt = %obj.client.repairObject; %repPoint = %repTgt.getAIRepairPoint(); if (%repPoint $= "0 0 0") %repPoint = %repTgt.getWorldBoxCenter(); %repTgtVector = VectorNormalize(VectorSub(%muzPoint, %repPoint)); %aimVector = VectorNormalize(VectorSub(%muzPoint, %rangeEnd)); //if the dot product is very close (ie. we're aiming in the right direction) if (VectorDot(%repTgtVector, %aimVector) > 0.85) { //do an LOS to make sure nothing is in the way... %scanTarg = ContainerRayCast(%muzPoint, %repPoint, %searchMasks, %obj); if (firstWord(%scanTarg) == %repTgt) { // yes, it's damaged if(isObject(%obj.repairing)) stopRepairing(%obj); %obj.repairing = %repTgt; // setting imageLoaded to true sends us to repair state (function onRepair) %obj.setImageLoaded(%slot, true); } } } else if(%obj.getDamageLevel()) { // there is no target in range, but the player is damaged // check to see if we were repairing something before -- if so, stop repairing old target if(%obj.repairing != 0) if(%obj.repairing != %obj) stopRepairing(%obj); if(isObject(%obj.repairing)) stopRepairing(%obj); %obj.repairing = %obj; // quick, to onRepair! %obj.setImageLoaded(%slot, true); } else { // there is no target in range, and the player isn't damaged if(!%obj.errMsgSent) { // send an error message only once messageClient(%obj.client, 'MsgRepairPackNoTarget', '\c2No target to repair.'); %obj.errMsgSent = true; } stopRepairing(%obj); } } function RepairGunImage::onRepair(%this,%obj,%slot) { // this = repairgunimage datablock // obj = player wielding the repair gun // slot = weapon slot if(%obj.getEnergyLevel() <= %this.cutOffEnergy) { stopRepairing(%obj); return; } // reset the flag that indicates an error message has been sent %obj.errMsgSent = false; %target = %obj.repairing; if(!%target) { // no target -- whoops! never mind stopRepairing(%obj); } else { %target.repairedBy = %obj.client; //keep track of who last repaired this item if(%obj.repairing == %obj) { // player is self-repairing if(%obj.getDamageLevel()) { if(!%obj.selfRepairing) { // no need for a projectile, just send a message and up the repair rate messageClient(%obj.client, 'MsgRepairPackPlayerSelfRepair', '\c2Repairing self.'); %obj.selfRepairing = true; startRepairing(%obj, true); } } else { messageClient(%obj.client, 'MsgRepairPackSelfDone', '\c2Repairs completed on self.'); stopRepairing(%obj); %obj.errMsgSent = true; } } else { // make sure we still have a target -- more vector fun!!! %muzVec = %obj.getMuzzleVector(%slot); %muzNVec = VectorNormalize(%muzVec); %repairRange = DefaultRepairBeam.beamRange; %muzScaled = VectorScale(%muzNVec, %repairRange); %muzPoint = %obj.getMuzzlePoint(%slot); %rangeEnd = VectorAdd(%muzPoint, %muzScaled); %searchMasks = $TypeMasks::PlayerObjectType | $TypeMasks::VehicleObjectType | $TypeMasks::StaticShapeObjectType | $TypeMasks::TurretObjectType; //AI hack to help "fudge" the repairing stuff... if (%obj.client.isAIControlled() && isObject(%obj.client.repairObject) && %obj.client.repairObject == %obj.repairing) { %repTgt = %obj.client.repairObject; %repPoint = %repTgt.getAIRepairPoint(); if (%repPoint $= "0 0 0") %repPoint = %repTgt.getWorldBoxCenter(); %repTgtVector = VectorNormalize(VectorSub(%muzPoint, %repPoint)); %aimVector = VectorNormalize(VectorSub(%muzPoint, %rangeEnd)); //if the dot product is very close (ie. we're aiming in the right direction) if (VectorDot(%repTgtVector, %aimVector) > 0.85) %scanTarg = ContainerRayCast(%muzPoint, %repPoint, %searchMasks, %obj); } else %scanTarg = ContainerRayCast(%muzPoint, %rangeEnd, %searchMasks, %obj); if (%scanTarg) { %pos = getWords(%scanTarg, 1, 3); %obstructMask = $TypeMasks::InteriorObjectType | $TypeMasks::TerrainObjectType; %obstruction = ContainerRayCast(%muzPoint, %pos, %obstructMask, %obj); if (%obstruction) %scanTarg = "0"; } if(%scanTarg) { // there's still a target out there %repTgt = firstWord(%scanTarg); // is the target damaged? if(%repTgt.getDamageLevel()) { if(%repTgt != %obj.repairing) { // the target is not the same as the one we were just repairing // stop repairing old target, start repairing new target stopRepairing(%obj); if(isObject(%obj.repairing)) stopRepairing(%obj); %obj.repairing = %repTgt; // extract the name of what player is repairing based on what it is // if it's a player, it's the player's name (duh) // if it's an object, look for a nametag // if object has no nametag, just say what it is (e.g. generatorLarge) if(%repTgt.getClassName() $= Player) %tgtName = getTaggedString(%repTgt.client.name); else if(%repTgt.getGameName() !$= "") %tgtName = %repTgt.getGameName(); else %tgtName = %repTgt.getDatablock().getName(); messageClient(%obj.client, 'MsgRepairPackRepairingObj', '\c2Repairing %1.', %tgtName, %repTgt); startRepairing(%obj, false); } else { // it's the same target as last time // changed to fix "2 players can't repair same object" bug if(%obj.repairProjectile == 0) { if(%repTgt.getClassName() $= Player) %tgtName = getTaggedString(%repTgt.client.name); else if(%repTgt.getGameName() !$= "") %tgtName = %repTgt.getGameName(); else %tgtName = %repTgt.getDatablock().getName(); messageClient(%obj.client, 'MsgRepairPackRepairingObj', '\c2Repairing %1.', %tgtName, %repTgt); startRepairing(%obj, false); } } } else { %rateOfRepair = %this.repairFactorObject; if(%repTgt.getClassName() $= Player) { %tgtName = getTaggedString(%repTgt.client.name); %rateOfRepair = %this.repairFactorPlayer; } else if(%repTgt.getGameName() !$= "") %tgtName = %repTgt.getGameName(); else %tgtName = %repTgt.getDatablock().getName(); if(%repTgt != %obj.repairing) { // it isn't the same object we were repairing previously messageClient(%obj.client, 'MsgRepairPackNotDamaged', '\c2%1 is not damaged.', %tgtName); } else { // same target, but not damaged -- we must be done messageClient(%obj.client, 'MsgRepairPackDone', '\c2Repairs completed.'); Game.objectRepaired(%repTgt, %tgtName); } %obj.errMsgSent = true; stopRepairing(%obj); } } else { // whoops, we lost our target messageClient(%obj.client, 'MsgRepairPackLostTarget', '\c2Repair target no longer in range.'); stopRepairing(%obj); } } } } function RepairGunImage::onDeactivate(%this,%obj,%slot) { stopRepairing(%obj); } function stopRepairing(%player) { // %player = the player who was using the repair pack if(%player.selfRepairing) { // there is no projectile for self-repairing %player.setRepairRate(%player.getRepairRate() - %player.repairingRate); %player.selfRepairing = false; } else if(%player.repairing > 0) { // player was repairing something else //if(%player.repairing.beingRepaired > 0) //{ // don't decrement this stuff if it's already at 0 -- though it shouldn't be //%player.repairing.beingRepaired--; %player.repairing.setRepairRate(%player.repairing.getRepairRate() - %player.repairingRate); //} if(%player.repairProjectile > 0) { // is there a repair projectile? delete it %player.repairProjectile.delete(); %player.repairProjectile = 0; } } %player.repairing = 0; %player.repairingRate = 0; %player.setImageTrigger($WeaponSlot, false); %player.setImageLoaded($WeaponSlot, false); } function startRepairing(%player, %self) { // %player = the player who was using the repair pack // %self = boolean -- is player repairing him/herself? if(%self) { // one repair, hold the projectile %player.setRepairRate(%player.getRepairRate() + RepairGunImage.repairFactorPlayer); %player.selfRepairing = true; %player.repairingRate = RepairGunImage.repairFactorPlayer; } else { //if(%player.repairing.beingRepaired $= "") // %player.repairing.beingRepaired = 1; //else // %player.repairing.beingRepaired++; //AI hack... if (%player.client.isAIControlled() && %player.client.repairObject == %player.repairing) { %initialPosition = %player.getMuzzlePoint($WeaponSlot); %initialDirection = VectorSub(%initialPosition, %player.repairing.getWorldBoxCenter()); } else { %initialDirection = %player.getMuzzleVector($WeaponSlot); %initialPosition = %player.getMuzzlePoint($WeaponSlot); } if(%player.repairing.getClassName() $= Player) %repRate = RepairGunImage.repairFactorPlayer; else %repRate = RepairGunImage.repairFactorObject; %player.repairing.setRepairRate(%player.repairing.getRepairRate() + %repRate); %player.repairingRate = %repRate; %player.repairProjectile = new RepairProjectile() { dataBlock = DefaultRepairBeam; initialDirection = %initialDirection; initialPosition = %initialPosition; sourceObject = %player; sourceSlot = $WeaponSlot; targetObject = %player.repairing; }; MissionCleanup.add(%player.repairProjectile); } } function RepairPack::onPickup(%this, %obj, %shape, %amount) { // created to prevent console errors }