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- #include common_scripts\utility;
- #include maps\mp\_utility;
- init()
- {
- precacheItem( "nuke_mp" );
- precacheLocationSelector( "map_nuke_selector" );
- precacheString( &"MP_TACTICAL_NUKE_CALLED" );
- precacheString( &"MP_FRIENDLY_TACTICAL_NUKE" );
- precacheString( &"MP_TACTICAL_NUKE" );
- level._effect[ "nuke_player" ] = loadfx( "explosions/player_death_nuke" );
- level._effect[ "nuke_flash" ] = loadfx( "explosions/player_death_nuke_flash" );
- level._effect[ "nuke_aftermath" ] = loadfx( "dust/nuke_aftermath_mp" );
- game["strings"]["nuclear_strike"] = &"MP_TACTICAL_NUKE";
- level.killstreakFuncs["nuke"] = ::tryUseNuke;
- setDvarIfUninitialized( "scr_nukeTimer", 3 );
- setDvarIfUninitialized( "scr_nukeCancelMode", 0 );
- level.nukeTimer = getDvarInt( "scr_nukeTimer" );
- level.cancelMode = getDvarInt( "scr_nukeCancelMode" );
- /#
- setDevDvarIfUninitialized( "scr_nukeDistance", 5000 );
- setDevDvarIfUninitialized( "scr_nukeEndsGame", false );
- setDevDvarIfUninitialized( "scr_nukeDebugPosition", false );
- #/
- }
- tryUseNuke( lifeId, allowCancel )
- {
- /* if( isDefined( level.nukeIncoming ) )
- {
- self iPrintLnBold( &"MP_NUKE_ALREADY_INBOUND" );
- return false;
- } */
- if ( self isUsingRemote() && ( !isDefined( level.gtnw ) || !level.gtnw ) )
- return false;
- if ( !isDefined( allowCancel ) )
- allowCancel = true;
- self thread doNuke( allowCancel );
- self notify( "used_nuke" );
- return true;
- }
- delaythread_nuke( delay, func )
- {
- level endon ( "nuke_cancelled" );
- wait ( delay );
- thread [[ func ]]();
- }
- doNuke( allowCancel )
- {
- level endon ( "nuke_cancelled" );
- level.nukeInfo = spawnStruct();
- level.nukeInfo.player = self;
- level.nukeInfo.team = self.pers["team"];
- level.nukeIncoming = true;
- maps\mp\gametypes\_gamelogic::pauseTimer();
- level.timeLimitOverride = true;
- setGameEndTime( int( gettime() + (level.nukeTimer * 1000) ) );
- setDvar( "ui_bomb_timer", 4 ); // Nuke sets '4' to avoid briefcase icon showing
- if ( level.teambased )
- {
- thread teamPlayerCardSplash( "used_nuke", self, self.team );
- /*
- players = level.players;
- foreach( player in level.players )
- {
- playerteam = player.pers["team"];
- if ( isdefined( playerteam ) )
- {
- if ( playerteam == self.pers["team"] )
- player iprintln( &"MP_TACTICAL_NUKE_CALLED", self );
- }
- }
- */
- }
- else
- {
- if ( !level.hardcoreMode )
- self iprintlnbold(&"MP_FRIENDLY_TACTICAL_NUKE");
- }
- level thread delaythread_nuke( (level.nukeTimer - 3.3), ::nukeSoundIncoming );
- level thread delaythread_nuke( level.nukeTimer, ::nukeSoundExplosion );
- level thread delaythread_nuke( level.nukeTimer, ::nukeSlowMo );
- level thread delaythread_nuke( level.nukeTimer, ::nukeEffects );
- level thread delaythread_nuke( (level.nukeTimer + 0.25), ::nukeVision );
- //level thread delaythread_nuke( (level.nukeTimer + 1.5), ::nukeDeath );
- level thread delaythread_nuke( (level.nukeTimer + 1.5), ::nukeEarthquake );
- level thread nukeAftermathEffect();
- if ( level.cancelMode && allowCancel )
- level thread cancelNukeOnDeath( self );
- // leaks if lots of nukes are called due to endon above.
- clockObject = spawn( "script_origin", (0,0,0) );
- clockObject hide();
- while ( !isDefined( level.nukeDetonated ) )
- {
- clockObject playSound( "ui_mp_nukebomb_timer" );
- wait( 1.0 );
- }
- }
- cancelNukeOnDeath( player )
- {
- player waittill_any( "death", "disconnect" );
- if ( isDefined( player ) && level.cancelMode == 2 )
- player thread maps\mp\killstreaks\_emp::EMP_Use( 0, 0 );
- maps\mp\gametypes\_gamelogic::resumeTimer();
- level.timeLimitOverride = false;
- setDvar( "ui_bomb_timer", 0 ); // Nuke sets '4' to avoid briefcase icon showing
- level notify ( "nuke_cancelled" );
- }
- nukeSoundIncoming()
- {
- level endon ( "nuke_cancelled" );
- foreach( player in level.players )
- player playlocalsound( "nuke_incoming" );
- }
- nukeSoundExplosion()
- {
- level endon ( "nuke_cancelled" );
- foreach( player in level.players )
- {
- player playlocalsound( "nuke_explosion" );
- player playlocalsound( "nuke_wave" );
- }
- }
- nukeEffects()
- {
- level endon ( "nuke_cancelled" );
- setDvar( "ui_bomb_timer", 0 );
- setGameEndTime( 0 );
- level.nukeDetonated = true;
- level maps\mp\killstreaks\_emp::destroyActiveVehicles( level.nukeInfo.player );
- foreach( player in level.players )
- {
- playerForward = anglestoforward( player.angles );
- playerForward = ( playerForward[0], playerForward[1], 0 );
- playerForward = VectorNormalize( playerForward );
- nukeDistance = 5000;
- /# nukeDistance = getDvarInt( "scr_nukeDistance" ); #/
- nukeEnt = Spawn( "script_model", player.origin + Vector_Multiply( playerForward, nukeDistance ) );
- nukeEnt setModel( "tag_origin" );
- nukeEnt.angles = ( 0, (player.angles[1] + 180), 90 );
- /#
- if ( getDvarInt( "scr_nukeDebugPosition" ) )
- {
- lineTop = ( nukeEnt.origin[0], nukeEnt.origin[1], (nukeEnt.origin[2] + 500) );
- thread draw_line_for_time( nukeEnt.origin, lineTop, 1, 0, 0, 10 );
- }
- #/
- nukeEnt thread nukeEffect( player );
- player.nuked = true;
- }
- }
- nukeEffect( player )
- {
- level endon ( "nuke_cancelled" );
- player endon( "disconnect" );
- waitframe();
- PlayFXOnTagForClients( level._effect[ "nuke_flash" ], self, "tag_origin", player );
- }
- nukeAftermathEffect()
- {
- level endon ( "nuke_cancelled" );
- level waittill ( "spawning_intermission" );
- afermathEnt = getEntArray( "mp_global_intermission", "classname" );
- afermathEnt = afermathEnt[0];
- up = anglestoup( afermathEnt.angles );
- right = anglestoright( afermathEnt.angles );
- PlayFX( level._effect[ "nuke_aftermath" ], afermathEnt.origin, up, right );
- }
- nukeSlowMo()
- {
- level endon ( "nuke_cancelled" );
- //SetSlowMotion( <startTimescale>, <endTimescale>, <deltaTime> )
- setSlowMotion( 1.0, 0.25, 0.5 );
- wait 3;
- setSlowMotion( 0.25, 1, 2.0 );
- }
- nukeVision()
- {
- level endon ( "nuke_cancelled" );
- level.nukeVisionInProgress = true;
- visionSetNaked( "mpnuke", 3 );
- wait 3;
- visionSetNaked(getDvar("mapname"), 5);
- level waittill( "nuke_death" );
- visionSetNaked( "mpnuke_aftermath", 5 );
- wait 5;
- level.nukeVisionInProgress = undefined;
- }
- nukeDeath()
- {
- level endon ( "nuke_cancelled" );
- level notify( "nuke_death" );
- AmbientStop(1);
- foreach( player in level.players )
- {
- if ( isAlive( player ) )
- player thread maps\mp\gametypes\_damage::finishPlayerDamageWrapper( level.nukeInfo.player, level.nukeInfo.player, 0, 0, "MOD_EXPLOSIVE", "nuke_mp", player.origin, player.origin, "none", 0, 0 );
- }
- level.postRoundTime = 10;
- nukeEndsGame = false;
- }
- nukeEarthquake()
- {
- level endon ( "nuke_cancelled" );
- level waittill( "nuke_death" );
- // TODO: need to get a different position to call this on
- //earthquake( 0.6, 10, nukepos, 100000 );
- //foreach( player in level.players )
- //player PlayRumbleOnEntity( "damage_heavy" );
- }
- waitForNukeCancel()
- {
- self waittill( "cancel_location" );
- self setblurforplayer( 0, 0.3 );
- }
- endSelectionOn( waitfor )
- {
- self endon( "stop_location_selection" );
- self waittill( waitfor );
- self thread stopNukeLocationSelection( (waitfor == "disconnect") );
- }
- endSelectionOnGameEnd()
- {
- self endon( "stop_location_selection" );
- level waittill( "game_ended" );
- self thread stopNukeLocationSelection( false );
- }
- stopNukeLocationSelection( disconnected )
- {
- if ( !disconnected )
- {
- self setblurforplayer( 0, 0.3 );
- self endLocationSelection();
- self.selectingLocation = undefined;
- }
- self notify( "stop_location_selection" );
- }
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