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- scriptPrintln( channel, msg )
- {
- setprintchannel( channel );
- println( msg );
- setprintchannel( "script" );
- }
- debugPrintln( channel, msg )
- {
- setprintchannel( "script_debug" );
- println( msg );
- setprintchannel( "script" );
- }
- draw_debug_line( start, end, timer )
- {
- for ( i = 0;i < timer * 20;i++ )
- {
- line( start, end, ( 1, 1, 0.5 ) );
- wait( 0.05 );
- }
- }
- waittillend( msg )
- {
- self waittillmatch( msg, "end" );
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: noself_func( <func> , <parm1> , <parm2> , <parm3> , <parm4> )"
- "Summary: Runs a function from level.func, if it exists. Stand alone, doesn't run on anything. Useful for common scripts where a code function may not exist in one codebase or the other."
- "Module: Utility"
- "CallOn: An entity"
- "MandatoryArg: <func>: String reference to level.func array."
- "OptionalArg: <parm1>: "
- "OptionalArg: <parm2>: "
- "OptionalArg: <parm3>: "
- "OptionalArg: <parm4>: "
- "Example: noself_func( "setsaveddvar", "r_spotlightbrightness", maxVal );"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- noself_func( func, parm1, parm2, parm3, parm4 )
- {
- if ( !isdefined( level.func ) )
- return;
- if ( !isdefined( level.func[ func ] ) )
- return;
- if ( !isdefined( parm1 ) )
- {
- call [[ level.func[ func ] ]]();
- return;
- }
- if ( !isdefined( parm2 ) )
- {
- call [[ level.func[ func ] ]]( parm1 );
- return;
- }
- if ( !isdefined( parm3 ) )
- {
- call [[ level.func[ func ] ]]( parm1, parm2 );
- return;
- }
- if ( !isdefined( parm4 ) )
- {
- call [[ level.func[ func ] ]]( parm1, parm2, parm3 );
- return;
- }
- call [[ level.func[ func ] ]]( parm1, parm2, parm3, parm4 );
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: self_func( <func> , <parm1> , <parm2> , <parm3> , <parm4> )"
- "Summary: Runs a function from level.func, if it exists. Runs on whatever calls it. Useful for common scripts where a code function may not exist in one codebase or the other."
- "Module: Utility"
- "CallOn: An entity"
- "MandatoryArg: <func>: String reference to level.func array."
- "OptionalArg: <parm1>: "
- "OptionalArg: <parm2>: "
- "OptionalArg: <parm3>: "
- "OptionalArg: <parm4>: "
- "Example: level.player self_func( "some_player_function", 1, 2 );"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- self_func( func, parm1, parm2, parm3, parm4 )
- {
- if ( !isdefined( level.func[ func ] ) )
- return;
- if ( !isdefined( parm1 ) )
- {
- self call [[ level.func[ func ] ]]();
- return;
- }
- if ( !isdefined( parm2 ) )
- {
- self call [[ level.func[ func ] ]]( parm1 );
- return;
- }
- if ( !isdefined( parm3 ) )
- {
- self call [[ level.func[ func ] ]]( parm1, parm2 );
- return;
- }
- if ( !isdefined( parm4 ) )
- {
- self call [[ level.func[ func ] ]]( parm1, parm2, parm3 );
- return;
- }
- self call [[ level.func[ func ] ]]( parm1, parm2, parm3, parm4 );
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: randomvector( <num> )"
- "Summary: returns a random vector centered on <num>"
- "Module: Vector"
- "CallOn: Level"
- "MandatoryArg: <num>: "
- "Example: direction = randomvector( 1 )"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- randomvector( num )
- {
- return( randomfloat( num ) - num * 0.5, randomfloat( num ) - num * 0.5, randomfloat( num ) - num * 0.5 );
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: randomvectorrange( <num_min>, <num_max> )"
- "Summary: returns a random vector centered between <num_min> and <num_max>"
- "Module: Vector"
- "CallOn: Level"
- "MandatoryArg: <num_min>: "
- "MandatoryArg: <num_max>: "
- "Example: direction = randomvectorrange( 5, 10 )"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- randomvectorrange( num_min, num_max )
- {
- assert( isdefined( num_min ) );
- assert( isdefined( num_max ) );
- x = randomfloatrange( num_min, num_max );
- if ( randomint( 2 ) == 0 )
- x *= -1;
- y = randomfloatrange( num_min, num_max );
- if ( randomint( 2 ) == 0 )
- y *= -1;
- z = randomfloatrange( num_min, num_max );
- if ( randomint( 2 ) == 0 )
- z *= -1;
- return( x, y, z );
- }
- angle_dif ( oldangle, newangle )
- {
- // returns the difference between two yaws
- if ( oldangle == newangle )
- return 0;
- while ( newangle > 360 )
- newangle -= 360;
- while ( newangle < 0 )
- newangle += 360;
- while ( oldangle > 360 )
- oldangle -= 360;
- while ( oldangle < 0 )
- oldangle += 360;
- olddif = undefined;
- newdif = undefined;
- if ( newangle > 180 )
- newdif = 360 - newangle;
- else
- newdif = newangle;
- if ( oldangle > 180 )
- olddif = 360 - oldangle;
- else
- olddif = oldangle;
- outerdif = newdif + olddif;
- innerdif = 0;
- if ( newangle > oldangle )
- innerdif = newangle - oldangle;
- else
- innerdif = oldangle - newangle;
- if ( innerdif < outerdif )
- return innerdif;
- else
- return outerdif;
- }
- sign( x )
- {
- if ( x >= 0 )
- return 1;
- return - 1;
- }
- track( spot_to_track )
- {
- if ( isdefined( self.current_target ) )
- {
- if ( spot_to_track == self.current_target )
- return;
- }
- self.current_target = spot_to_track;
- }
- get_enemy_team( team )
- {
- assertEx( team != "neutral", "Team must be allies or axis" );
- teams = [];
- teams[ "axis" ] = "allies";
- teams[ "allies" ] = "axis";
- return teams[ team ];
- }
- clear_exception( type )
- {
- assert( isdefined( self.exception[ type ] ) );
- self.exception[ type ] = anim.defaultException;
- }
- set_exception( type, func )
- {
- assert( isdefined( self.exception[ type ] ) );
- self.exception[ type ] = func;
- }
- set_all_exceptions( exceptionFunc )
- {
- keys = getArrayKeys( self.exception );
- for ( i = 0; i < keys.size; i++ )
- {
- self.exception[ keys[ i ] ] = exceptionFunc;
- }
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: cointoss()"
- "Summary: 50/50 returns true"
- "Module: Utility"
- "CallOn: Level"
- "Example: if(cointoss())"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- cointoss()
- {
- return randomint( 100 ) >= 50 ;
- }
- choose_from_weighted_array( values, weights )
- {
- assert( values.size == weights.size );
- randomval = randomint( weights[ weights.size - 1 ] + 1 );
- for ( i = 0; i < weights.size; i++ )
- {
- if ( randomval <= weights[i] )
- return values[i];
- }
- }
- get_cumulative_weights( weights )
- {
- cumulative_weights = [];
- sum = 0;
- for ( i = 0; i < weights.size; i++ )
- {
- sum += weights[i];
- cumulative_weights[i] = sum;
- }
- return cumulative_weights;
- }
- waittill_string( msg, ent )
- {
- if ( msg != "death" )
- self endon( "death" );
- ent endon( "die" );
- self waittill( msg );
- ent notify( "returned", msg );
- }
- waittill_multiple( string1, string2, string3, string4, string5 )
- {
- self endon( "death" );
- ent = spawnstruct();
- ent.threads = 0;
- if ( isdefined( string1 ) )
- {
- self thread waittill_string( string1, ent );
- ent.threads++;
- }
- if ( isdefined( string2 ) )
- {
- self thread waittill_string( string2, ent );
- ent.threads++;
- }
- if ( isdefined( string3 ) )
- {
- self thread waittill_string( string3, ent );
- ent.threads++;
- }
- if ( isdefined( string4 ) )
- {
- self thread waittill_string( string4, ent );
- ent.threads++;
- }
- if ( isdefined( string5 ) )
- {
- self thread waittill_string( string5, ent );
- ent.threads++;
- }
- while ( ent.threads )
- {
- ent waittill( "returned" );
- ent.threads--;
- }
- ent notify( "die" );
- }
- waittill_multiple_ents( ent1, string1, ent2, string2, ent3, string3, ent4, string4 )
- {
- self endon( "death" );
- ent = spawnstruct();
- ent.threads = 0;
- if ( isdefined( ent1 ) )
- {
- assert( isdefined( string1 ) );
- ent1 thread waittill_string( string1, ent );
- ent.threads++;
- }
- if ( isdefined( ent2 ) )
- {
- assert( isdefined( string2 ) );
- ent2 thread waittill_string( string2, ent );
- ent.threads++;
- }
- if ( isdefined( ent3 ) )
- {
- assert( isdefined( string3 ) );
- ent3 thread waittill_string( string3, ent );
- ent.threads++;
- }
- if ( isdefined( ent4 ) )
- {
- assert( isdefined( string4 ) );
- ent4 thread waittill_string( string4, ent );
- ent.threads++;
- }
- while ( ent.threads )
- {
- ent waittill( "returned" );
- ent.threads--;
- }
- ent notify( "die" );
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: waittill_any_return( <string1> , <string2> , <string3> , <string4> , <string5> )"
- "Summary: Waits for any of several messages then returns what it was."
- "Module: Utility"
- "MandatoryArg: <string1>: A string to wait on"
- "MandatoryArg: <string2>: A string to wait on"
- "OptionalArg: <string3>: A string to wait on"
- "OptionalArg: <string4>: A string to wait on"
- "OptionalArg: <string5>: A string to wait on"
- "Example: msg = level.player waittill_any_return( "weapon_fired", "player_flash", "player_frag" );"
- "SPMP: singleplayer"
- ///ScriptDocEnd
- =============
- */
- waittill_any_return( string1, string2, string3, string4, string5 )
- {
- if ( ( !isdefined( string1 ) || string1 != "death" ) &&
- ( !isdefined( string2 ) || string2 != "death" ) &&
- ( !isdefined( string3 ) || string3 != "death" ) &&
- ( !isdefined( string4 ) || string4 != "death" ) &&
- ( !isdefined( string5 ) || string5 != "death" ) )
- self endon( "death" );
- ent = spawnstruct();
- if ( isdefined( string1 ) )
- self thread waittill_string( string1, ent );
- if ( isdefined( string2 ) )
- self thread waittill_string( string2, ent );
- if ( isdefined( string3 ) )
- self thread waittill_string( string3, ent );
- if ( isdefined( string4 ) )
- self thread waittill_string( string4, ent );
- if ( isdefined( string5 ) )
- self thread waittill_string( string5, ent );
- ent waittill( "returned", msg );
- ent notify( "die" );
- return msg;
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: waittill_any_timeout( <timeOut> , <string1> , <string2> , <string3> , <string4> , <string5> )"
- "Summary: "
- "Module: Entity"
- "CallOn: An entity"
- "MandatoryArg: <param1>: "
- "OptionalArg: <param2>: "
- "Example: "
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- waittill_any_timeout( timeOut, string1, string2, string3, string4, string5 )
- {
- if ( ( !isdefined( string1 ) || string1 != "death" ) &&
- ( !isdefined( string2 ) || string2 != "death" ) &&
- ( !isdefined( string3 ) || string3 != "death" ) &&
- ( !isdefined( string4 ) || string4 != "death" ) &&
- ( !isdefined( string5 ) || string5 != "death" ) )
- self endon( "death" );
- ent = spawnstruct();
- if ( isdefined( string1 ) )
- self thread waittill_string( string1, ent );
- if ( isdefined( string2 ) )
- self thread waittill_string( string2, ent );
- if ( isdefined( string3 ) )
- self thread waittill_string( string3, ent );
- if ( isdefined( string4 ) )
- self thread waittill_string( string4, ent );
- if ( isdefined( string5 ) )
- self thread waittill_string( string5, ent );
- ent thread _timeout( timeOut );
- ent waittill( "returned", msg );
- ent notify( "die" );
- return msg;
- }
- _timeout( delay )
- {
- self endon( "die" );
- wait( delay );
- self notify( "returned", "timeout" );
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: waittill_any( <string1> , <string2> , <string3> , <string4> , <string5> , <string6> , <string7> , <string8> )"
- "Summary: "
- "Module: Entity"
- "CallOn: An entity"
- "MandatoryArg: <string1>: a notify on which the entity should wait"
- "OptionalArg: <string2> - <string8>: optional other notifies to wait for"
- "Example: "
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- waittill_any( string1, string2, string3, string4, string5, string6, string7, string8 )
- {
- assert( isdefined( string1 ) );
- if ( isdefined( string2 ) )
- self endon( string2 );
- if ( isdefined( string3 ) )
- self endon( string3 );
- if ( isdefined( string4 ) )
- self endon( string4 );
- if ( isdefined( string5 ) )
- self endon( string5 );
- if ( isdefined( string6 ) )
- self endon( string6 );
- if ( isdefined( string7 ) )
- self endon( string7 );
- if ( isdefined( string8 ) )
- self endon( string8 );
- self waittill( string1 );
- }
- waittill_any_ents( ent1, string1, ent2, string2, ent3, string3, ent4, string4, ent5, string5, ent6, string6, ent7, string7 )
- {
- assert( isdefined( ent1 ) );
- assert( isdefined( string1 ) );
- if ( ( isdefined( ent2 ) ) && ( isdefined( string2 ) ) )
- ent2 endon( string2 );
- if ( ( isdefined( ent3 ) ) && ( isdefined( string3 ) ) )
- ent3 endon( string3 );
- if ( ( isdefined( ent4 ) ) && ( isdefined( string4 ) ) )
- ent4 endon( string4 );
- if ( ( isdefined( ent5 ) ) && ( isdefined( string5 ) ) )
- ent5 endon( string5 );
- if ( ( isdefined( ent6 ) ) && ( isdefined( string6 ) ) )
- ent6 endon( string6 );
- if ( ( isdefined( ent7 ) ) && ( isdefined( string7 ) ) )
- ent7 endon( string7 );
- ent1 waittill( string1 );
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: isFlashed()"
- "Summary: Returns true if the player or an AI is flashed"
- "Module: Utility"
- "CallOn: An AI"
- "Example: flashed = level.price isflashed();"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- isFlashed()
- {
- if ( !isdefined( self.flashEndTime ) )
- return false;
- return gettime() < self.flashEndTime;
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: flag_exist( <flagname> )"
- "Summary: checks to see if a flag exists"
- "Module: Flag"
- "MandatoryArg: <flagname> : name of the flag to check"
- "Example: if( flag_exist( "hq_cleared" ) );"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- flag_exist( message )
- {
- return isdefined( level.flag[ message ] );
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: flag( <flagname>, <entity> )"
- "Summary: Checks if the flag is set. Returns true or false."
- "Module: Flag"
- "MandatoryArg: <flagname> : name of the flag to check"
- "OptionalArg: <entity> : You can check the flag settings for a specific entity by passing the entity"
- "Example: if ( flag( "hq_cleared" ) )"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- flag( message )
- {
- assertEx( isdefined( message ), "Tried to check flag but the flag was not defined." );
- assertEx( isdefined( level.flag[ message ] ), "Tried to check flag " + message + " but the flag was not initialized." );
- return level.flag[ message ];
- }
- init_flags()
- {
- level.flag = [];
- level.flags_lock = [];
- level.generic_index = 0;
- if ( !isdefined( level.sp_stat_tracking_func ) )
- level.sp_stat_tracking_func = ::empty_init_func;
- level.flag_struct = spawnstruct();
- level.flag_struct assign_unique_id();
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: flag_init( <flagname> )"
- "Summary: Initialize a flag to be used. All flags must be initialized before using flag_set or flag_wait"
- "Module: Flag"
- "CallOn: "
- "MandatoryArg: <flagname> : name of the flag to create"
- "Example: flag_init( "hq_cleared" );"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- flag_init( message )
- {
- if ( !isDefined( level.flag ) )
- {
- init_flags();
- }
- /#
- if ( isdefined( level.first_frame ) && level.first_frame == -1 )
- assertEx( !isDefined( level.flag[ message ] ), "Attempt to reinitialize existing message: " + message );
- #/
- level.flag[ message ] = false;
- /#
- // lock check
- #/
- if ( !isdefined( level.trigger_flags ) )
- {
- init_trigger_flags();
- level.trigger_flags[ message ] = [];
- }
- else
- if ( !isdefined( level.trigger_flags[ message ] ) )
- {
- level.trigger_flags[ message ] = [];
- }
- if ( issuffix( message, "aa_" ) )
- {
- thread [[ level.sp_stat_tracking_func ]]( message );
- }
- }
- empty_init_func( empty )
- {
- }
- issuffix( msg, suffix )
- {
- if ( suffix.size > msg.size )
- return false;
- for ( i = 0; i < suffix.size; i++ )
- {
- if ( msg[ i ] != suffix[ i ] )
- return false;
- }
- return true;
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: flag_set( <flagname>, <setter> )"
- "Summary: Sets the specified flag, all scripts using flag_wait will now continue."
- "Module: Flag"
- "MandatoryArg: <flagname> : name of the flag to set"
- "OptionalArg: <setter> : Pass an entity with the flag_set"
- "Example: flag_set( "hq_broiled" );"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- flag_set( message, setter )
- {
- /#
- assertEx( isDefined( level.flag[ message ] ), "Attempt to set a flag before calling flag_init: " + message );
- //lock check
- #/
- level.flag[ message ] = true;
- set_trigger_flag_permissions( message );
- if ( isdefined( setter ) )
- {
- level notify( message, setter );// notify needs to be very last thing called
- }
- else
- {
- level notify( message );// notify needs to be very last thing called
- }
- }
- assign_unique_id()
- {
- self.unique_id = "generic" + level.generic_index;
- level.generic_index++;
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: flag_wait( <flagname>, <entity> )"
- "Summary: Waits until the specified flag is set."
- "Module: Flag"
- "MandatoryArg: <flagname> : name of the flag to wait on"
- "OptionalArg: <entity> : You can wait until a flag is set for a specific entity"
- "Example: flag_wait( "hq_cleared" );"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- flag_wait( msg, entity )
- {
- other = undefined;
- while ( !flag( msg ) )
- {
- other = undefined;
- level waittill( msg, other );
- // if we're waiting for the flag on a specific entity then we have to check
- // to see if the flag is set on that specific entity
- if ( isdefined( entity ) && flag( msg, entity ) )
- break;
- }
- if ( isdefined( other ) )
- return other;
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: flag_clear( <flagname>, <entity> )"
- "Summary: Clears the specified flag."
- "Module: Flag"
- "MandatoryArg: <flagname> : name of the flag to clear"
- "Example: flag_clear( "hq_cleared" );"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- flag_clear( message )
- {
- /#
- assertEx( isDefined( level.flag[ message ] ), "Attempt to set a flag before calling flag_init: " + message );
- // lock implementation tbd
- #/
- //do this check so we don't unneccessarily send a notify
- if ( !flag( message ) )
- return;
- level.flag[ message ] = false;
- set_trigger_flag_permissions( message );
- level notify( message );// the notify needs to be the very last thing called in this function
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: flag_waitopen( <flagname> )"
- "Summary: Waits for the flag to open"
- "Module: Flag"
- "MandatoryArg: <flagname>: The flag"
- "Example: flag_waitopen( "get_me_bagels" );"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- flag_waitopen( msg )
- {
- while ( flag( msg ) )
- level waittill( msg );
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: waittill_either( <msg1> , <msg2> )"
- "Summary: Waits until either message, on self"
- "Module: Utility"
- "CallOn: An entity or the level"
- "MandatoryArg: <msg1>: First msg to wait on"
- "MandatoryArg: <msg2>: Second msg to wait on"
- "Example: level waittill_either( "yo", "no" );"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- waittill_either( msg1, msg2 )
- {
- self endon( msg1 );
- self waittill( msg2 );
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: array_thread( <entities> , <process> , <var1> , <var2> , <var3> )"
- "Summary: Threads the < process > function on every entity in the < entities > array. The entity will become "self" in the specified function."
- "Module: Array"
- "CallOn: "
- "MandatoryArg: <entities> : array of entities to thread the process"
- "MandatoryArg: <process> : pointer to a script function"
- "OptionalArg: <var1> : parameter 1 to pass to the process"
- "OptionalArg: <var2> : parameter 2 to pass to the process"
- "OptionalArg: <var3> : parameter 3 to pass to the process"
- "Example: array_thread( array_of_guys, ::set_ignoreme, false );"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- array_thread( entities, process, var1, var2, var3, var4, var5, var6, var7, var8, var9 )
- {
- if ( !isdefined( var1 ) )
- {
- foreach ( ent in entities )
- ent thread [[ process ]]();
- return;
- }
- if ( !isdefined( var2 ) )
- {
- foreach ( ent in entities )
- ent thread [[ process ]]( var1 );
- return;
- }
- if ( !isdefined( var3 ) )
- {
- foreach ( ent in entities )
- ent thread [[ process ]]( var1, var2 );
- return;
- }
- if ( !isdefined( var4 ) )
- {
- foreach ( ent in entities )
- ent thread [[ process ]]( var1, var2, var3 );
- return;
- }
- if ( !isdefined( var5 ) )
- {
- foreach ( ent in entities )
- ent thread [[ process ]]( var1, var2, var3, var4 );
- return;
- }
- if ( !isdefined( var6 ) )
- {
- foreach ( ent in entities )
- ent thread [[ process ]]( var1, var2, var3, var4, var5 );
- return;
- }
- if ( !isdefined( var7 ) )
- {
- foreach ( ent in entities )
- ent thread [[ process ]]( var1, var2, var3, var4, var5, var6 );
- return;
- }
- if ( !isdefined( var8 ) )
- {
- foreach ( ent in entities )
- ent thread [[ process ]]( var1, var2, var3, var4, var5, var6, var7 );
- return;
- }
- if ( !isdefined( var9 ) )
- {
- foreach ( ent in entities )
- ent thread [[ process ]]( var1, var2, var3, var4, var5, var6, var7, var8 );
- return;
- }
- foreach ( ent in entities )
- ent thread [[ process ]]( var1, var2, var3, var4, var5, var6, var7, var8, var9 );
- return;
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: array_call( <entities> , <process> , <var1> , <var2> , <var3> )"
- "Summary: Runs the code < process > function on every entity in the < entities > array. The entity will become "self" in the specified function."
- "Module: Array"
- "CallOn: "
- "MandatoryArg: <entities> : array of entities to thread the process"
- "MandatoryArg: <process> : pointer to a code function"
- "OptionalArg: <var1> : parameter 1 to pass to the process"
- "OptionalArg: <var2> : parameter 2 to pass to the process"
- "OptionalArg: <var3> : parameter 3 to pass to the process"
- "Example: array_call( array_of_guys, ::set_ignoreme, false );"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- array_call( entities, process, var1, var2, var3 )
- {
- if ( isdefined( var3 ) )
- {
- foreach ( ent in entities )
- ent call [[ process ]]( var1, var2, var3 );
- return;
- }
- if ( isdefined( var2 ) )
- {
- foreach ( ent in entities )
- ent call [[ process ]]( var1, var2 );
- return;
- }
- if ( isdefined( var1 ) )
- {
- foreach ( ent in entities )
- ent call [[ process ]]( var1 );
- return;
- }
- foreach ( ent in entities )
- ent call [[ process ]]();
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: array_thread4( <entities> , <process> , <var1> , <var2> , <var3> , <var4> )"
- "Summary: "
- "Module: Entity"
- "CallOn: An entity"
- "MandatoryArg: <param1>: "
- "OptionalArg: <param2>: "
- "Example: "
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- array_thread4( entities, process, var1, var2, var3, var4 )
- {
- array_thread( entities, process, var1, var2, var3, var4 );
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: array_thread5( <entities> , <process> , <var1> , <var2> , <var3> , <var4> , <var5> )"
- "Summary: "
- "Module: Entity"
- "CallOn: An entity"
- "MandatoryArg: <param1>: "
- "OptionalArg: <param2>: "
- "Example: "
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- array_thread5( entities, process, var1, var2, var3, var4, var5 )
- {
- array_thread( entities, process, var1, var2, var3, var4, var5 );
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: remove_undefined_from_array()"
- "Summary: remove elements from an array that are undefined"
- "Module: Array"
- "CallOn: "
- "MandatoryArg: <array>: array to clear out"
- "Example: level.trigger_flags[ msg ] = remove_undefined_from_array( level.trigger_flags[ msg ] );"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- remove_undefined_from_array( array )
- {
- newarray = [];
- for ( i = 0; i < array.size; i++ )
- {
- if ( !isdefined( array[ i ] ) )
- continue;
- newarray[ newarray.size ] = array[ i ];
- }
- return newarray;
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: trigger_on( <name>, <type> )"
- "Summary: Turns a trigger on. This only needs to be called if it was previously turned off"
- "Module: Trigger"
- "CallOn: A trigger"
- "OptionalArg: <name> : the name corrisponding to a targetname or script_noteworthy to grab the trigger internally"
- "OptionalArg: <type> : the type( targetname, or script_noteworthy ) corrisponding to a name to grab the trigger internally"
- "Example: trigger trigger_on(); -or- trigger_on( "base_trigger", "targetname" )"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- trigger_on( name, type )
- {
- if ( isdefined( name ) && isdefined( type ) )
- {
- ents = getentarray( name, type );
- array_thread( ents, ::trigger_on_proc );
- }
- else
- self trigger_on_proc();
- }
- trigger_on_proc()
- {
- if ( isDefined( self.realOrigin ) )
- self.origin = self.realOrigin;
- self.trigger_off = undefined;
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: trigger_off( <name>, <type> )"
- "Summary: Turns a trigger off so it can no longer be triggered."
- "Module: Trigger"
- "CallOn: A trigger"
- "OptionalArg: <name> : the name corrisponding to a targetname or script_noteworthy to grab the trigger internally"
- "OptionalArg: <type> : the type( targetname, or script_noteworthy ) corrisponding to a name to grab the trigger internally"
- "Example: trigger trigger_off();"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- trigger_off( name, type )
- {
- if ( isdefined( name ) && isdefined( type ) )
- {
- ents = getentarray( name, type );
- array_thread( ents, ::trigger_off_proc );
- }
- else
- self trigger_off_proc();
- }
- trigger_off_proc()
- {
- if ( !isDefined( self.realOrigin ) )
- self.realOrigin = self.origin;
- if ( self.origin == self.realorigin )
- self.origin += ( 0, 0, -10000 );
- self.trigger_off = true;
- }
- set_trigger_flag_permissions( msg )
- {
- // turns triggers on or off depending on if they have the proper flags set, based on their shift-g menu settings
- // this can be init before _load has run, thanks to AI.
- if ( !isdefined( level.trigger_flags ) )
- return;
- // cheaper to do the upkeep at this time rather than with endons and waittills on the individual triggers
- level.trigger_flags[ msg ] = remove_undefined_from_array( level.trigger_flags[ msg ] );
- array_thread( level.trigger_flags[ msg ], ::update_trigger_based_on_flags );
- }
- update_trigger_based_on_flags()
- {
- true_on = true;
- if ( isdefined( self.script_flag_true ) )
- {
- true_on = false;
- tokens = create_flags_and_return_tokens( self.script_flag_true );
- // stay off unless all the flags are false
- foreach ( token in tokens )
- {
- if ( flag( token ) )
- {
- true_on = true;
- break;
- }
- }
- }
- false_on = true;
- if ( isdefined( self.script_flag_false ) )
- {
- tokens = create_flags_and_return_tokens( self.script_flag_false );
- // stay off unless all the flags are false
- foreach ( token in tokens )
- {
- if ( flag( token ) )
- {
- false_on = false;
- break;
- }
- }
- }
- [[ level.trigger_func[ true_on && false_on ] ]]();
- }
- create_flags_and_return_tokens( flags )
- {
- tokens = strtok( flags, " " );
- // create the flag if level script does not
- for ( i = 0; i < tokens.size; i++ )
- {
- if ( !isdefined( level.flag[ tokens[ i ] ] ) )
- {
- flag_init( tokens[ i ] );
- }
- }
- return tokens;
- }
- init_trigger_flags()
- {
- level.trigger_flags = [];
- level.trigger_func[ true ] = ::trigger_on;
- level.trigger_func[ false ] = ::trigger_off;
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: getstruct( <name> , <type> )"
- "Summary: get a struct by target, targetname,script_noteworthy, or script_linkname types, must be called after maps\_load::main();"
- "Module: Struct"
- "CallOn: Level"
- "MandatoryArg: <name>: name of key"
- "MandatoryArg: <type>: key type"
- "Example: position = getstruct("waypoint1","targetname");
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- getstruct( name, type )
- {
- assertex( isdefined( name ) && isdefined( type ), "Did not fill in name and type" );
- assertEx( isdefined( level.struct_class_names ), "Tried to getstruct before the structs were init" );
- array = level.struct_class_names[ type ][ name ];
- if ( !isdefined( array ) )
- {
- return undefined;
- }
- if ( array.size > 1 )
- {
- assertMsg( "getstruct used for more than one struct of type " + type + " called " + name + "." );
- return undefined;
- }
- return array[ 0 ];
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: getstructarray( <name> , <type )"
- "Summary: gets an array of script_structs"
- "Module: Array"
- "CallOn: An entity"
- "MandatoryArg: <name> : "
- "MandatoryArg: <type> : "
- "Example: fxemitters = getstructarray( "streetlights", "targetname" )"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- getstructarray( name, type )
- {
- assertEx( isdefined( level.struct_class_names ), "Tried to getstruct before the structs were init" );
- array = level.struct_class_names[ type ][ name ];
- if ( !isdefined( array ) )
- return [];
- return array;
- }
- struct_class_init()
- {
- assertEx( !isdefined( level.struct_class_names ), "level.struct_class_names is being initialized in the wrong place! It shouldn't be initialized yet." );
- level.struct_class_names = [];
- level.struct_class_names[ "target" ] = [];
- level.struct_class_names[ "targetname" ] = [];
- level.struct_class_names[ "script_noteworthy" ] = [];
- level.struct_class_names[ "script_linkname" ] = [];
- foreach ( struct in level.struct )
- {
- if ( isdefined( struct.targetname ) )
- {
- if ( !isdefined( level.struct_class_names[ "targetname" ][ struct.targetname ] ) )
- level.struct_class_names[ "targetname" ][ struct.targetname ] = [];
- size = level.struct_class_names[ "targetname" ][ struct.targetname ].size;
- level.struct_class_names[ "targetname" ][ struct.targetname ][ size ] = struct;
- }
- if ( isdefined( struct.target ) )
- {
- if ( !isdefined( level.struct_class_names[ "target" ][ struct.target ] ) )
- level.struct_class_names[ "target" ][ struct.target ] = [];
- size = level.struct_class_names[ "target" ][ struct.target ].size;
- level.struct_class_names[ "target" ][ struct.target ][ size ] = struct;
- }
- if ( isdefined( struct.script_noteworthy ) )
- {
- if ( !isdefined( level.struct_class_names[ "script_noteworthy" ][ struct.script_noteworthy ] ) )
- level.struct_class_names[ "script_noteworthy" ][ struct.script_noteworthy ] = [];
- size = level.struct_class_names[ "script_noteworthy" ][ struct.script_noteworthy ].size;
- level.struct_class_names[ "script_noteworthy" ][ struct.script_noteworthy ][ size ] = struct;
- }
- if ( isdefined( struct.script_linkname ) )
- {
- assertex( !isdefined( level.struct_class_names[ "script_linkname" ][ struct.script_linkname ] ), "Two structs have the same linkname" );
- level.struct_class_names[ "script_linkname" ][ struct.script_linkname ][ 0 ] = struct;
- }
- }
- }
- fileprint_start( file )
- {
- /#
- filename = file;
- level.fileprint = 1;
- level.fileprintlinecount = 0;
- level.fileprint_filename = filename;
- #/
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: fileprint_map_start( <filename> )"
- "Summary: starts map export with the file trees\cod3\cod3\map_source\xenon_export\ < filename > .map adds header / worldspawn entity to the map. Use this if you want to start a .map export."
- "Module: Fileprint"
- "CallOn: Level"
- "MandatoryArg: <param1> : "
- "OptionalArg: <param2> : "
- "Example: fileprint_map_start( filename );"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- fileprint_map_start()
- {
- /#
- // for the entity count
- level.fileprint_mapentcount = 0;
- fileprint_map_header( true );
- #/
- }
- fileprint_map_header( bInclude_blank_worldspawn )
- {
- if ( !isdefined( bInclude_blank_worldspawn ) )
- bInclude_blank_worldspawn = false;
- /#
- fileprint_launcher( "iwmap 6" );
- fileprint_launcher( "\"000_Global\" flags active" );
- fileprint_launcher( "\"The Map\" flags" );
- if ( !bInclude_blank_worldspawn )
- return;
- fileprint_map_entity_start();
- fileprint_map_keypairprint( "classname", "worldspawn" );
- fileprint_map_entity_end();
- #/
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: fileprint_map_keypairprint( <key1> , <key2> )"
- "Summary: prints a pair of keys to the current open map( by fileprint_map_start() )"
- "Module: Fileprint"
- "CallOn: Level"
- "MandatoryArg: <key1> : "
- "MandatoryArg: <key2> : "
- "Example: fileprint_map_keypairprint( "classname", "script_model" );"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- fileprint_map_keypairprint( key1, key2 )
- {
- /#
- fileprint_launcher( "\"" + key1 + "\" \"" + key2 + "\"" );
- #/
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: fileprint_map_entity_start()"
- "Summary: prints entity number and opening bracket to currently opened file"
- "Module: Fileprint"
- "CallOn: Level"
- "Example: fileprint_map_entity_start();"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- fileprint_map_entity_start()
- {
- /#
- assert( isdefined( level.fileprint_mapentcount ), "need to start a map with fileprint_map_start() first" );
- assert( !isdefined( level.fileprint_entitystart ) );
- level.fileprint_entitystart = true;
- fileprint_launcher( "entity " + level.fileprint_mapentcount );
- fileprint_launcher( "{" );
- level.fileprint_mapentcount++;
- #/
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: fileprint_map_entity_end()"
- "Summary: close brackets an entity, required for the next entity to begin"
- "Module: Fileprint"
- "CallOn: Level"
- "Example: fileprint_map_entity_end();"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- fileprint_map_entity_end()
- {
- /#
- fileprint_launcher( "}" );
- level.fileprint_entitystart = undefined;
- #/
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: fileprint_radiant_vec( <vector> )"
- "Summary: this converts a vector to a .map file readable format"
- "Module: Fileprint"
- "CallOn: An entity"
- "MandatoryArg: <vector> : "
- "Example: origin_string = fileprint_radiant_vec( vehicle.angles )"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- fileprint_radiant_vec( vector )
- {
- /#
- string = "" + vector[ 0 ] + " " + vector[ 1 ] + " " + vector[ 2 ] + "";
- return string;
- #/
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: vector_multiply( <vec> , <dif> )"
- "Summary: multiply a vector"
- "Module: Vector"
- "CallOn: Level"
- "MandatoryArg: <vec>: vector to multiply"
- "MandatoryArg: <dif>: scale"
- "Example: vec = vector_multiply( vec, magnitude );"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- vector_multiply( vec, dif )
- {
- vec = ( vec[ 0 ] * dif, vec[ 1 ] * dif, vec[ 2 ] * dif );
- return vec;
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: array_remove( <ents> , <remover> )"
- "Summary: Returns < ents > array minus < remover > "
- "Module: Array"
- "CallOn: "
- "MandatoryArg: <ents> : array to remove < remover > from"
- "MandatoryArg: <remover> : entity to remove from the array"
- "Example: ents = array_remove( ents, guy );"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- array_remove( ents, remover )
- {
- newents = [];
- foreach( index in ents )
- {
- if ( index != remover )
- newents[ newents.size ] = index;
- }
- return newents;
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: array_remove_array( <ents> , <remover_array> )"
- "Summary: "
- "Module: Entity"
- "CallOn: An entity"
- "MandatoryArg: <param1>: "
- "OptionalArg: <param2>: "
- "Example: "
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- array_remove_array( ents, remover_array )
- {
- foreach( remover in remover_array )
- ents = array_remove( ents, remover );
- return ents;
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: array_removeUndefined( <array> )"
- "Summary: Returns a new array of < array > minus the undefined indicies"
- "Module: Array"
- "CallOn: "
- "MandatoryArg: <array> : The array to search for undefined indicies in."
- "Example: ents = array_removeUndefined( ents );"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- array_removeUndefined( array )
- {
- newArray = [];
- for ( i = 0; i < array.size; i++ )
- {
- if ( !isdefined( array[ i ] ) )
- continue;
- newArray[ newArray.size ] = array[ i ];
- }
- return newArray;
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: array_levelthread( <entities> , <process> , <var1> , <var2> , <var3> )"
- "Summary: Threads the < process > function for every entity in the < entities > array. The level calls the function and each entity of the array is passed as the first parameter to the process."
- "Module: Array"
- "CallOn: "
- "MandatoryArg: <entities> : array of entities to thread the process"
- "MandatoryArg: <process> : pointer to a script function"
- "OptionalArg: <var1> : parameter 1 to pass to the process"
- "OptionalArg: <var2> : parameter 2 to pass to the process"
- "OptionalArg: <var3> : parameter 3 to pass to the process"
- "Example: array_levelthread( getentarray( "palm", "targetname" ), ::palmTrees );"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- array_levelthread( array, process, var1, var2, var3 )
- {
- if ( isdefined( var3 ) )
- {
- foreach ( ent in array )
- thread [[ process ]]( ent, var1, var2, var3 );
- return;
- }
- if ( isdefined( var2 ) )
- {
- foreach ( ent in array )
- thread [[ process ]]( ent, var1, var2 );
- return;
- }
- if ( isdefined( var1 ) )
- {
- foreach ( ent in array )
- thread [[ process ]]( ent, var1 );
- return;
- }
- foreach ( ent in array )
- thread [[ process ]]( ent );
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: array_levelcall( <entities> , <process> , <var1> , <var2> , <var3> )"
- "Summary: Calls the < process > function for every entity in the < entities > array. The level calls the function and each entity of the array is passed as the first parameter to the process."
- "Module: Array"
- "CallOn: "
- "MandatoryArg: <entities> : array of entities to thread the process"
- "MandatoryArg: <process> : pointer to a code function"
- "OptionalArg: <var1> : parameter 1 to pass to the process"
- "OptionalArg: <var2> : parameter 2 to pass to the process"
- "OptionalArg: <var3> : parameter 3 to pass to the process"
- "Example: array_levelthread( array_of_trees, ::palmTrees );"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- array_levelcall( array, process, var1, var2, var3 )
- {
- if ( isdefined( var3 ) )
- {
- foreach ( ent in array )
- call [[ process ]]( ent, var1, var2, var3 );
- return;
- }
- if ( isdefined( var2 ) )
- {
- foreach ( ent in array )
- call [[ process ]]( ent, var1, var2 );
- return;
- }
- if ( isdefined( var1 ) )
- {
- foreach ( ent in array )
- call [[ process ]]( ent, var1 );
- return;
- }
- foreach ( ent in array )
- call [[ process ]]( ent );
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: add_to_array( <array> , <ent> )"
- "Summary: Adds < ent > to < array > and returns the new array."
- "Module: Array"
- "CallOn: "
- "MandatoryArg: <array> : The array to add < ent > to."
- "MandatoryArg: <ent> : The entity to be added."
- "Example: nodes = add_to_array( nodes, new_node );"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- add_to_array( array, ent )
- {
- if ( !isdefined( ent ) )
- return array;
- if ( !isdefined( array ) )
- array[ 0 ] = ent;
- else
- array[ array.size ] = ent;
- return array;
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: flag_assert( <msg> )"
- "Summary: Asserts that a flag is clear. Useful for proving an assumption of a flag's state"
- "Module: Entity"
- "CallOn: An entity"
- "MandatoryArg: <msg>: flag name"
- "Example: flag_assert( "fairground_begins" );"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- flag_assert( msg )
- {
- assertEx( !flag( msg ), "Flag " + msg + " set too soon!" );
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: flag_wait_either( <flagname1> , <flagname2> )"
- "Summary: Waits until either of the the specified flags are set."
- "Module: Flag"
- "CallOn: "
- "MandatoryArg: <flagname1> : name of one flag to wait on"
- "MandatoryArg: <flagname2> : name of the other flag to wait on"
- "Example: flag_wait( "hq_cleared", "hq_destroyed" );"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- flag_wait_either( flag1, flag2 )
- {
- for ( ;; )
- {
- if ( flag( flag1 ) )
- return;
- if ( flag( flag2 ) )
- return;
- level waittill_either( flag1, flag2 );
- }
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: flag_wait_either_return( <flagname1> , <flagname2> )"
- "Summary: Waits until either of the the specified flags are set, and returns the first one it found."
- "Module: Flag"
- "CallOn: "
- "MandatoryArg: <flagname1> : name of one flag to wait on"
- "MandatoryArg: <flagname2> : name of the other flag to wait on"
- "Example: flag_wait( "hq_cleared", "hq_destroyed" );"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- flag_wait_either_return( flag1, flag2 )
- {
- for ( ;; )
- {
- if ( flag( flag1 ) )
- return flag1;
- if ( flag( flag2 ) )
- return flag2;
- msg = level waittill_any_return( flag1, flag2 );
- return msg;
- }
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: flag_wait_any( <flagname1> , <flagname2>, <flagname3> , <flagname4> , <flagname5> , <flagname6> )"
- "Summary: Waits until any of the the specified flags are set."
- "Module: Flag"
- "CallOn: "
- "MandatoryArg: <flagname1> : name of a flag to wait on"
- "MandatoryArg: <flagname2> : name of a flag to wait on"
- "OptionalArg: <flagname3> : name of a flag to wait on"
- "OptionalArg: <flagname4> : name of a flag to wait on"
- "Example: flag_wait_any( "hq_cleared", "hq_destroyed", "hq_overrun", "hq_skipped" );"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- flag_wait_any( flag1, flag2, flag3, flag4, flag5, flag6 )
- {
- array = [];
- if ( isdefined( flag6 ) )
- {
- array[ array.size ] = flag1;
- array[ array.size ] = flag2;
- array[ array.size ] = flag3;
- array[ array.size ] = flag4;
- array[ array.size ] = flag5;
- array[ array.size ] = flag6;
- }
- else if ( isdefined( flag5 ) )
- {
- array[ array.size ] = flag1;
- array[ array.size ] = flag2;
- array[ array.size ] = flag3;
- array[ array.size ] = flag4;
- array[ array.size ] = flag5;
- }
- else if ( isdefined( flag4 ) )
- {
- array[ array.size ] = flag1;
- array[ array.size ] = flag2;
- array[ array.size ] = flag3;
- array[ array.size ] = flag4;
- }
- else if ( isdefined( flag3 ) )
- {
- array[ array.size ] = flag1;
- array[ array.size ] = flag2;
- array[ array.size ] = flag3;
- }
- else if ( isdefined( flag2 ) )
- {
- flag_wait_either( flag1, flag2 );
- return;
- }
- else
- {
- assertmsg( "flag_wait_any() needs at least 2 flags passed to it" );
- return;
- }
- for ( ;; )
- {
- for ( i = 0; i < array.size; i++ )
- {
- if ( flag( array[ i ] ) )
- return;
- }
- level waittill_any( flag1, flag2, flag3, flag4, flag5, flag6 );
- }
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: flag_wait_any_return( <flagname1> , <flagname2>, <flagname3> , <flagname4> , <flagname5> , <flagname6> )"
- "Summary: Waits until any of the the specified flags are set, and returns the first set flag that was found."
- "Module: Flag"
- "CallOn: "
- "MandatoryArg: <flagname1> : name of a flag to wait on"
- "MandatoryArg: <flagname2> : name of a flag to wait on"
- "OptionalArg: <flagname3> : name of a flag to wait on"
- "OptionalArg: <flagname4> : name of a flag to wait on"
- "Example: returned = flag_wait_any_return( "hq_cleared", "hq_destroyed", "hq_overrun", "hq_skipped" );"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- flag_wait_any_return( flag1, flag2, flag3, flag4, flag5, flag6 )
- {
- array = [];
- if ( isdefined( flag6 ) )
- {
- array[ array.size ] = flag1;
- array[ array.size ] = flag2;
- array[ array.size ] = flag3;
- array[ array.size ] = flag4;
- array[ array.size ] = flag5;
- array[ array.size ] = flag6;
- }
- else if ( isdefined( flag5 ) )
- {
- array[ array.size ] = flag1;
- array[ array.size ] = flag2;
- array[ array.size ] = flag3;
- array[ array.size ] = flag4;
- array[ array.size ] = flag5;
- }
- else if ( isdefined( flag4 ) )
- {
- array[ array.size ] = flag1;
- array[ array.size ] = flag2;
- array[ array.size ] = flag3;
- array[ array.size ] = flag4;
- }
- else if ( isdefined( flag3 ) )
- {
- array[ array.size ] = flag1;
- array[ array.size ] = flag2;
- array[ array.size ] = flag3;
- }
- else if ( isdefined( flag2 ) )
- {
- msg = flag_wait_either_return( flag1, flag2 );
- return msg;
- }
- else
- {
- assertmsg( "flag_wait_any_return() needs at least 2 flags passed to it" );
- return;
- }
- for ( ;; )
- {
- for ( i = 0; i < array.size; i++ )
- {
- if ( flag( array[ i ] ) )
- return array[ i ];
- }
- msg = level waittill_any_return( flag1, flag2, flag3, flag4, flag5, flag6 );
- return msg;
- }
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: flag_wait_all( <flagname1> , <flagname2>, <flagname3> , <flagname4> )"
- "Summary: Waits until all of the the specified flags are set."
- "Module: Flag"
- "CallOn: "
- "MandatoryArg: <flagname1> : name of a flag to wait on"
- "MandatoryArg: <flagname2> : name of a flag to wait on"
- "OptionalArg: <flagname3> : name of a flag to wait on"
- "OptionalArg: <flagname4> : name of a flag to wait on"
- "Example: flag_wait_any( "hq_cleared", "hq_destroyed", "hq_overrun", "hq_skipped" );"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- flag_wait_all( flag1, flag2, flag3, flag4 )
- {
- if ( isdefined( flag1 ) )
- flag_wait( flag1 );
- if ( isdefined( flag2 ) )
- flag_wait( flag2 );
- if ( isdefined( flag3 ) )
- flag_wait( flag3 );
- if ( isdefined( flag4 ) )
- flag_wait( flag4 );
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: flag_wait_or_timeout( <flagname> , <timer> )"
- "Summary: Waits until either the flag gets set or the timer elapses."
- "Module: Flag"
- "CallOn: "
- "MandatoryArg: <flagname1: Name of one flag to wait on"
- "MandatoryArg: <timer> : Amount of time to wait before continuing regardless of flag."
- "Example: flag_wait_or_timeout( "time_to_go", 3 );"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- flag_wait_or_timeout( flagname, timer )
- {
- timerMS = timer * 1000;
- start_time = GetTime();
- for ( ;; )
- {
- if ( flag( flagname ) )
- {
- break;
- }
- if ( GetTime() >= start_time + timerMS )
- {
- break;
- }
- timeRemaining = timerMS - ( GetTime() - start_time ); // figure out how long we waited already, if at all
- timeRemainingSecs = timeRemaining / 1000;
- wait_for_flag_or_time_elapses( flagname, timeRemainingSecs );
- }
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: flag_waitopen_or_timeout( <flagname> , <timer> )"
- "Summary: Waits until either the flag gets cleared or the timer elapses."
- "Module: Flag"
- "CallOn: "
- "MandatoryArg: <flagname1: Name of one flag to wait on"
- "MandatoryArg: <timer> : Amount of time to wait before continuing regardless of flag."
- "Example: flag_waitopen_or_timeout( "time_to_go", 3 );"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- flag_waitopen_or_timeout( flagname, timer )
- {
- start_time = gettime();
- for ( ;; )
- {
- if ( !flag( flagname ) )
- break;
- if ( gettime() >= start_time + timer * 1000 )
- break;
- wait_for_flag_or_time_elapses( flagname, timer );
- }
- }
- wait_for_flag_or_time_elapses( flagname, timer )
- {
- level endon( flagname );
- wait( timer );
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: delayCall( <delay> , <function> , <arg1> , <arg2> , <arg3> )"
- "Summary: delayCall is cool! It saves you from having to write extra script for once off commands. Note you don?t have to thread it off. delaycall is that smart!"
- "Module: Utility"
- "MandatoryArg: <delay> : The delay before the function occurs"
- "MandatoryArg: <function> : The function to run."
- "OptionalArg: <arg1> : parameter 1 to pass to the process"
- "OptionalArg: <arg2> : parameter 2 to pass to the process"
- "OptionalArg: <arg3> : parameter 3 to pass to the process"
- "OptionalArg: <arg4> : parameter 4 to pass to the process"
- "Example: delayCall( ::flag_set, "player_can_rappel", 3 );"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- delayCall( timer, func, param1, param2, param3, param4 )
- {
- // to thread it off
- thread delayCall_proc( func, timer, param1, param2, param3, param4 );
- }
- delayCall_proc( func, timer, param1, param2, param3, param4 )
- {
- if ( isSP() )
- self endon( "death" );
- wait( timer );
- if ( isdefined( param4 ) )
- self call [[ func ]]( param1, param2, param3, param4 );
- else
- if ( isdefined( param3 ) )
- self call [[ func ]]( param1, param2, param3 );
- else
- if ( isdefined( param2 ) )
- self call [[ func ]]( param1, param2 );
- else
- if ( isdefined( param1 ) )
- self call [[ func ]]( param1 );
- else
- self call [[ func ]]();
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: noself_delayCall( <delay> , <function> , <arg1> , <arg2> , <arg3>, <arg4> )"
- "Summary: Calls a command with no self (some commands don't support having self)."
- "Module: Utility"
- "MandatoryArg: <delay> : The delay before the function occurs"
- "MandatoryArg: <function> : The function to run."
- "OptionalArg: <arg1> : parameter 1 to pass to the process"
- "OptionalArg: <arg2> : parameter 2 to pass to the process"
- "OptionalArg: <arg3> : parameter 3 to pass to the process"
- "OptionalArg: <arg4> : parameter 4 to pass to the process"
- "Example: noself_delayCall( ::setsaveddvar, "player_can_rappel", 1 );"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- noself_delayCall( timer, func, param1, param2, param3, param4 )
- {
- // to thread it off
- thread noself_delayCall_proc( func, timer, param1, param2, param3, param4 );
- }
- noself_delayCall_proc( func, timer, param1, param2, param3, param4 )
- {
- wait( timer );
- if ( isdefined( param4 ) )
- call [[ func ]]( param1, param2, param3, param4 );
- else
- if ( isdefined( param3 ) )
- call [[ func ]]( param1, param2, param3 );
- else
- if ( isdefined( param2 ) )
- call [[ func ]]( param1, param2 );
- else
- if ( isdefined( param1 ) )
- call [[ func ]]( param1 );
- else
- call [[ func ]]();
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: isSP()"
- "Summary: Returns false if the level name begins with mp_"
- "Module: Utility"
- "Example: if ( isSP() );"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- isSP()
- {
- if ( !isdefined( level.isSP ) )
- level.isSP = !( string_starts_with( getdvar( "mapname" ), "mp_" ) );
- return level.isSP;
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: string_starts_with( <string>, <start> )"
- "Summary: Returns true if the first string begins with the first string"
- "Module: Utility"
- "CallOn:"
- "MandatoryArg: <string> String to check"
- "MandatoryArg: <start> Beginning of string to check"
- "Example: if ( string_starts_with( "somestring", "somest" ) )"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- string_starts_with( string, start )
- {
- assert( isdefined( string ) );
- assert( isdefined( start ) );
- if ( string.size < start.size )
- return false;
- for ( i = 0 ; i < start.size ; i++ )
- {
- if ( tolower( string[ i ] ) != tolower( start[ i ] ) )
- return false;
- }
- return true;
- }
- plot_points( plotpoints, r, g, b, timer )
- {
- lastpoint = plotpoints[ 0 ];
- if ( !isdefined( r ) )
- r = 1;
- if ( !isdefined( g ) )
- g = 1;
- if ( !isdefined( b ) )
- b = 1;
- if ( !isdefined( timer ) )
- timer = 0.05;
- for ( i = 1;i < plotpoints.size;i++ )
- {
- thread draw_line_for_time( lastpoint, plotpoints[ i ], r, g, b, timer );
- lastpoint = plotpoints[ i ];
- }
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: draw_line_for_time( <org1> , <org2> , <r> , <g> , <b> , <timer> )"
- "Summary: Draws a line from < org1 > to < org2 > in the specified color for the specified duration"
- "Module: Debug"
- "CallOn: "
- "MandatoryArg: <org1> : starting origin for the line"
- "MandatoryArg: <org2> : ending origin for the line"
- "MandatoryArg: <r> : red color value( 0 to 1 )"
- "MandatoryArg: <g> : green color value( 0 to 1 )"
- "MandatoryArg: <b> : blue color value( 0 to 1 )"
- "MandatoryArg: <timer> : time in seconds the line should last"
- "Example: thread draw_line_for_time( level.player.origin, vehicle.origin, 1, 0, 0, 10.0 );"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- draw_line_for_time( org1, org2, r, g, b, timer )
- {
- timer = gettime() + ( timer * 1000 );
- while ( gettime() < timer )
- {
- line( org1, org2, ( r, g, b ), 1 );
- wait .05;
- }
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: array_combine( <array1> , <array2> )"
- "Summary: Combines the two arrays and returns the resulting array. This function doesn't care if it produces duplicates in the array."
- "Module: Array"
- "CallOn: "
- "MandatoryArg: <array1> : first array"
- "MandatoryArg: <array2> : second array"
- "Example: combinedArray = array_combine( array1, array2 );"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- array_combine( array1, array2 )
- {
- array3 = [];
- foreach ( item in array1 )
- {
- array3[ array3.size ] = item;
- }
- foreach ( item in array2 )
- {
- array3[ array3.size ] = item;
- }
- return array3;
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: flat_angle( <angle> )"
- "Summary: Returns the specified angle as a flat angle.( 45, 90, 30 ) becomes( 0, 90, 30 ). Useful if you just need an angle around Y - axis."
- "Module: Vector"
- "CallOn: "
- "MandatoryArg: <angle> : angles to flatten"
- "Example: yaw = flat_angle( node.angles );"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- flat_angle( angle )
- {
- rangle = ( 0, angle[ 1 ], 0 );
- return rangle;
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: flat_origin( <org> )"
- "Summary: Returns a flat origin of the specified origin. Moves Z corrdinate to 0.( x, y, z ) becomes( x, y, 0 )"
- "Module: Vector"
- "CallOn: "
- "MandatoryArg: <org> : origin to flatten"
- "Example: org = flat_origin( self.origin );"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- flat_origin( org )
- {
- rorg = ( org[ 0 ], org[ 1 ], 0 );
- return rorg;
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: draw_arrow_time( <start> , <end> , <color> , <duration> )"
- "Summary: Draws an arrow pointing at < end > in the specified color for < duration > seconds."
- "Module: Entity"
- "CallOn: An entity"
- "MandatoryArg: <start> : starting coordinate for the arrow"
- "MandatoryArg: <end> : ending coordinate for the arrow"
- "MandatoryArg: <color> :( r, g, b ) color array for the arrow"
- "MandatoryArg: <duration> : time in seconds to draw the arrow"
- "Example: thread draw_arrow_time( lasttarg.origin, targ.origin, ( 0, 0, 1 ), 5.0 );"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- draw_arrow_time( start, end, color, duration )
- {
- level endon( "newpath" );
- pts = [];
- angles = vectortoangles( start - end );
- right = anglestoright( angles );
- forward = anglestoforward( angles );
- up = anglestoup( angles );
- dist = distance( start, end );
- arrow = [];
- range = 0.1;
- arrow[ 0 ] = start;
- arrow[ 1 ] = start + vector_multiply( right, dist * ( range ) ) + vector_multiply( forward, dist * - 0.1 );
- arrow[ 2 ] = end;
- arrow[ 3 ] = start + vector_multiply( right, dist * ( -1 * range ) ) + vector_multiply( forward, dist * - 0.1 );
- arrow[ 4 ] = start;
- arrow[ 5 ] = start + vector_multiply( up, dist * ( range ) ) + vector_multiply( forward, dist * - 0.1 );
- arrow[ 6 ] = end;
- arrow[ 7 ] = start + vector_multiply( up, dist * ( -1 * range ) ) + vector_multiply( forward, dist * - 0.1 );
- arrow[ 8 ] = start;
- r = color[ 0 ];
- g = color[ 1 ];
- b = color[ 2 ];
- plot_points( arrow, r, g, b, duration );
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: get_linked_ents()"
- "Summary: Returns an array of entities that SELF is linked to"
- "Module: Utility"
- "CallOn: An entity that links to other entities"
- "Example: spawners = heli get_linked_ents()"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- get_linked_ents()
- {
- array = [];
- if ( isdefined( self.script_linkto ) )
- {
- linknames = get_links();
- foreach ( name in linknames )
- {
- entities = getentarray( name, "script_linkname" );
- if ( entities.size > 0 )
- array = array_combine( array, entities );
- }
- }
- return array;
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: get_linked_ent()"
- "Summary: Returns a single entity that SELF is linked to"
- "Module: Utility"
- "CallOn: An entity that links to another entity"
- "Example: spawner = heli get_linked_ent()"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- get_linked_ent()
- {
- array = get_linked_ents();
- assert( array.size == 1 );
- assert( isdefined( array[ 0 ] ) );
- return array[ 0 ];
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: get_links( <get_links> )"
- "Summary: "
- "Module: Entity"
- "CallOn: An entity"
- "MandatoryArg: <param1>: "
- "OptionalArg: <param2>: "
- "Example: "
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- get_links()
- {
- return strtok( self.script_linkTo, " " );
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: run_thread_on_targetname( <msg> , <func> , <param1> , <param2> , <param3> )"
- "Summary: Runs the specified thread on any entity with that targetname"
- "Module: Utility"
- "MandatoryArg: <msg>: The targetname"
- "MandatoryArg: <func>: The function"
- "OptionalArg: <param1>: Optional argument"
- "OptionalArg: <param2>: Optional argument"
- "OptionalArg: <param3>: Optional argument"
- "Example: run_thread_on_targetname( "chopper_guys", ::add_spawn_function, ::chopper_guys_land );"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- run_thread_on_targetname( msg, func, param1, param2, param3 )
- {
- array = getentarray( msg, "targetname" );
- array_thread( array, func, param1, param2, param3 );
- array = getstructarray( msg, "targetname" );
- array_thread( array, func, param1, param2, param3 );
- array = call [[ level.getNodeArrayFunction ]]( msg, "targetname" );
- array_thread( array, func, param1, param2, param3 );
- array = getvehiclenodearray( msg, "targetname" );
- array_thread( array, func, param1, param2, param3 );
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: run_thread_on_noteworthy( <msg> , <func> , <param1> , <param2> , <param3> )"
- "Summary: Runs the specified thread on any entity with that noteworthy"
- "Module: Utility"
- "MandatoryArg: <msg>: The noteworthy"
- "MandatoryArg: <func>: The function"
- "OptionalArg: <param1>: Optional argument"
- "OptionalArg: <param2>: Optional argument"
- "OptionalArg: <param3>: Optional argument"
- "Example: run_thread_on_noteworthy( "chopper_guys", ::add_spawn_function, ::chopper_guys_land );"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- run_thread_on_noteworthy( msg, func, param1, param2, param3 )
- {
- array = getentarray( msg, "script_noteworthy" );
- array_thread( array, func, param1, param2, param3 );
- array = getstructarray( msg, "script_noteworthy" );
- array_thread( array, func, param1, param2, param3 );
- array = call [[ level.getNodeArrayFunction ]]( msg, "script_noteworthy" );
- array_thread( array, func, param1, param2, param3 );
- array = getvehiclenodearray( msg, "script_noteworthy" );
- array_thread( array, func, param1, param2, param3 );
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: draw_arrow( <start> , <end> , <color> )"
- "Summary: Draws an arrow pointing at < end > in the specified color for < duration > seconds."
- "Module: Entity"
- "CallOn: An entity"
- "MandatoryArg: <start> : starting coordinate for the arrow"
- "MandatoryArg: <end> : ending coordinate for the arrow"
- "MandatoryArg: <color> :( r, g, b ) color array for the arrow"
- "Example: draw_arrow( lasttarg.origin, targ.origin, ( 0, 0, 1 ));"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- draw_arrow( start, end, color )
- {
- level endon( "newpath" );
- pts = [];
- angles = vectortoangles( start - end );
- right = anglestoright( angles );
- forward = anglestoforward( angles );
- dist = distance( start, end );
- arrow = [];
- range = 0.05;
- arrow[ 0 ] = start;
- arrow[ 1 ] = start + vector_multiply( right, dist * ( range ) ) + vector_multiply( forward, dist * - 0.2 );
- arrow[ 2 ] = end;
- arrow[ 3 ] = start + vector_multiply( right, dist * ( -1 * range ) ) + vector_multiply( forward, dist * - 0.2 );
- for ( p = 0;p < 4;p++ )
- {
- nextpoint = p + 1;
- if ( nextpoint >= 4 )
- nextpoint = 0;
- line( arrow[ p ], arrow[ nextpoint ], color, 1.0 );
- }
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: cap_value( value, minValue, maxValue )"
- "Summary: Caps a number value within a range"
- "Module: Utility"
- "MandatoryArg: <value>: the int or float to cap"
- "OptionalArg: <minValue>: minimum allowed value"
- "OptionalArg: <maxValue>: maximum allowed value"
- "Example: number = cap_value( number, 0.1, 2.0 );"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- cap_value( value, minValue, maxValue )
- {
- assert( isdefined( value ) );
- // handle a min value larger than a max value
- if ( minValue > maxValue )
- return cap_value( value, maxValue, minValue );
- assert( minValue <= maxValue );
- if ( isdefined( minValue ) && ( value < minValue ) )
- return minValue;
- if ( isdefined( maxValue ) && ( value > maxValue ) )
- return maxValue;
- return value;
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: getfx( <fx> )"
- "Summary: Gets the associated level._effect"
- "Module: Utility"
- "MandatoryArg: <fx>: The effect"
- "Example: playfx ( getfx( "heli_dust_default" ), eOrgFx.origin + offset ); "
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- getfx( fx )
- {
- assertEx( isdefined( level._effect[ fx ] ), "Fx " + fx + " is not defined in level._effect." );
- return level._effect[ fx ];
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: fxExists( <fx> )"
- "Summary: Returns whether or not an fx exists"
- "Module: Utility"
- "MandatoryArg: <fx>: The effect"
- "Example: if ( fxExists( "blah" ) )"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- fxExists( fx )
- {
- return isdefined( level._effect[ fx ] );
- }
- print_csv_asset( asset, type )
- {
- fileline = type + "," + asset;
- if ( isdefined( level.csv_lines[ fileline ] ) )
- return;
- level.csv_lines[ fileline ] = true;
- // fileprint_chk( level.fileprint, fileline );
- }
- fileprint_csv_start( file )
- {
- /#
- file = "scriptgen/" + file + ".csv";
- level.csv_lines = [];
- #/
- }
- _loadfx( effect )
- {
- return loadfx( effect );
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: getLastWeapon( <getLastWeapon> )"
- "Summary: "
- "Module: Entity"
- "CallOn: An entity"
- "MandatoryArg: <param1>: "
- "OptionalArg: <param2>: "
- "Example: "
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- getLastWeapon()
- {
- assert( isDefined( self.saved_lastWeapon ) );
- return self.saved_lastWeapon;
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: PlayerUnlimitedAmmoThread()"
- "Summary: "
- "Module: Entity"
- "CallOn: An entity"
- "Example: "
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- PlayerUnlimitedAmmoThread()
- {
- /#
- if ( !isdefined( self ) || self == level || self.code_classname != "player" )
- player = level.player;
- else
- player = self;
- assert( isdefined( player ) );
- while ( 1 )
- {
- wait .5;
- if ( getdvar( "UnlimitedAmmoOff" ) == "1" )
- continue;
- currentWeapon = player getCurrentWeapon();
- if ( currentWeapon != "none" )
- {
- currentAmmo = player GetFractionMaxAmmo( currentWeapon );
- if ( currentAmmo < 0.2 )
- player GiveMaxAmmo( currentWeapon );
- }
- currentoffhand = player GetCurrentOffhand();
- if ( currentoffhand != "none" )
- {
- currentAmmo = player GetFractionMaxAmmo( currentoffhand );
- if ( currentAmmo < 0.4 )
- player GiveMaxAmmo( currentoffhand );
- }
- }
- #/
- }
- isUsabilityEnabled()
- {
- return ( !self.disabledUsability );
- }
- _disableUsability()
- {
- self.disabledUsability++;
- self DisableUsability();
- }
- _enableUsability()
- {
- self.disabledUsability--;
- assert( self.disabledUsability >= 0 );
- if ( !self.disabledUsability )
- self EnableUsability();
- }
- resetUsability()
- {
- self.disabledUsability = 0;
- self EnableUsability();
- }
- _disableWeapon()
- {
- self.disabledWeapon++;
- self disableWeapons();
- }
- _enableWeapon()
- {
- self.disabledWeapon--;
- assert( self.disabledWeapon >= 0 );
- if ( !self.disabledWeapon )
- self enableWeapons();
- }
- isWeaponEnabled()
- {
- return ( !self.disabledWeapon );
- }
- _disableWeaponSwitch()
- {
- self.disabledWeaponSwitch++;
- self disableWeaponSwitch();
- }
- _enableWeaponSwitch()
- {
- self.disabledWeaponSwitch--;
- assert( self.disabledWeaponSwitch >= 0 );
- if ( !self.disabledWeaponSwitch )
- self enableWeaponSwitch();
- }
- isWeaponSwitchEnabled()
- {
- return ( !self.disabledWeaponSwitch );
- }
- _disableOffhandWeapons()
- {
- self.disabledOffhandWeapons++;
- self DisableOffhandWeapons();
- }
- _enableOffhandWeapons()
- {
- self.disabledOffhandWeapons--;
- assert( self.disabledOffhandWeapons >= 0 );
- if ( !self.disabledOffhandWeapons )
- self EnableOffhandWeapons();
- }
- isOffhandWeaponEnabled()
- {
- return ( !self.disabledOffhandWeapons );
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: random( <array> )"
- "Summary: chose a random element of an array"
- "Module: Array"
- "CallOn: Level"
- "MandatoryArg: <param1>: "
- "Example: select_spot = random( array );"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- random( array )
- {
- // process the array so it'll work with any string index arrays and arrays with missing entries.
- newarray = [];
- foreach ( index, value in array )
- {
- newarray[ newarray.size ] = value;
- }
- if ( !newarray.size )
- return undefined;
- return newarray[ randomint( newarray.size ) ];
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: spawn_tag_origin()"
- "Summary: Spawn a script model with tag_origin model"
- "Module: Utility"
- "Example: ent = spawn_tag_origin();"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- spawn_tag_origin()
- {
- tag_origin = spawn( "script_model", ( 0, 0, 0 ) );
- tag_origin setmodel( "tag_origin" );
- tag_origin hide();
- if ( isdefined( self.origin ) )
- tag_origin.origin = self.origin;
- if ( isdefined( self.angles ) )
- tag_origin.angles = self.angles;
- return tag_origin;
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: waittill_notify_or_timeout( <msg> , <timer> )"
- "Summary: "
- "Module: Entity"
- "CallOn: An entity"
- "MandatoryArg: <param1>: "
- "OptionalArg: <param2>: "
- "Example: "
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- waittill_notify_or_timeout( msg, timer )
- {
- self endon( msg );
- wait( timer );
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: fileprint_launcher_start_file()"
- "Summary: Tells Launcher to start storing text to a file. Use in conjunction with fileprint_launcher() and fileprint_launcher_end_file() to append to that file and then instruct launcher to write the file."
- "Module: Print"
- "CallOn: Level"
- "Example: fileprint_launcher_start_file();"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- fileprint_launcher_start_file()
- {
- AssertEx( ! isdefined( level.fileprint_launcher ), "Can't open more than one file at a time to print through launcher." );
- level.fileprintlauncher_linecount = 0;
- level.fileprint_launcher = true;
- fileprint_launcher( "GAMEPRINTSTARTFILE:" );
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: fileprint_launcher( <string> )"
- "Summary: Tell launcher to append text to current open file created by fileprint_launcher_start_file(), to be closed and written with fileprint_launcher_end_file() "
- "Module: Print"
- "CallOn: Level"
- "MandatoryArg: <param1>: "
- "Example: fileprint_launcher( "main()" );"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- fileprint_launcher( string )
- {
- assert( isdefined( level.fileprintlauncher_linecount ) );
- level.fileprintlauncher_linecount++;
- if( level.fileprintlauncher_linecount > 200 )
- {
- wait .05;
- level.fileprintlauncher_linecount = 0;
- }
- println( "LAUNCHERPRINTLN:" + string );
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: fileprint_launcher_end_file( <file_relative_to_game> , <bIsPerforceEnabled> )"
- "Summary: Tell launcher to write out Text that has been started and appended to using fileprint_launcher_start_file() and fileprint_launcher(). you must end a file before you can start a new one."
- "Module: Print"
- "CallOn: Level"
- "MandatoryArg: <param1>: "
- "OptionalArg: <param2>: "
- "Example: fileprint_launcher_end_file( "\\share\\raw\\maps\\createart\\" + level.script + "_art.gsc, true );"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- fileprint_launcher_end_file( file_relative_to_game, bIsPerforceEnabled )
- {
- if( !isdefined( bIsPerforceEnabled ) )
- bIsPerforceEnabled = false;
- setDevDvarIfUninitialized("LAUNCHER_PRINT_FAIL", "0");
- setDevDvarIfUninitialized("LAUNCHER_PRINT_SUCCESS", "0");
- if( bIsPerforceEnabled )
- fileprint_launcher( "GAMEPRINTENDFILE:GAMEPRINTP4ENABLED:"+file_relative_to_game );
- else
- fileprint_launcher( "GAMEPRINTENDFILE:"+file_relative_to_game );
- // wait for launcher to tell us that it's done writing the file
- TimeOut = gettime()+4000; // give launcher 4 seconds to print the file.
- while( getdvarint( "LAUNCHER_PRINT_SUCCESS" ) == 0 && getdvar( "LAUNCHER_PRINT_FAIL" ) == "0" && gettime() < TimeOut )
- wait .05;
- if( ! ( gettime() < TimeOut ) )
- {
- iprintlnbold("LAUNCHER_PRINT_FAIL:( TIMEOUT ): launcherconflict? restart launcher and try again? " );
- setdevdvar("LAUNCHER_PRINT_FAIL", "0");
- level.fileprint_launcher = undefined;
- return false;
- }
- failvar = getdvar("LAUNCHER_PRINT_FAIL");
- if( failvar != "0" )
- {
- iprintlnbold("LAUNCHER_PRINT_FAIL:( "+ failvar + " ): launcherconflict? restart launcher and try again? " );
- setdevdvar("LAUNCHER_PRINT_FAIL", "0");
- level.fileprint_launcher = undefined;
- return false;
- }
- setdevdvar("LAUNCHER_PRINT_FAIL", "0");
- setdevdvar( "LAUNCHER_PRINT_SUCCESS", "0" );
- level.fileprint_launcher = undefined;
- return true;
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: launcher_write_clipboard( <str> )"
- "Summary: send a string to your Connected PC's clipboard through launcher"
- "Module: Print"
- "CallOn: An entity"
- "MandatoryArg: <param1>: "
- "OptionalArg: <param2>: "
- "Example: launcher_write_clipboard( Players_origin_string )"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- launcher_write_clipboard( str )
- {
- level.fileprintlauncher_linecount = 0;
- fileprint_launcher( "LAUNCHER_CLIP:" + str );
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: isDestructible()"
- "Summary: returns true if self is a destructible"
- "Module: Entity"
- "CallOn: An entity"
- "Example: if ( self isDestructible() )"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- isDestructible()
- {
- if ( !isdefined( self ) )
- return false;
- return isdefined( self.destructible_type );
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: pauseEffect( <pauseEffect> )"
- "Summary: "
- "Module: Entity"
- "CallOn: An entity"
- "MandatoryArg: <param1>: "
- "OptionalArg: <param2>: "
- "Example: "
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- pauseEffect()
- {
- common_scripts\_createfx::stop_fx_looper();
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: activate_individual_exploder()"
- "Summary: Activates an individual exploder, rather than all the exploders of a given number"
- "Module: Utility"
- "CallOn: An exploder"
- "Example: exploder activate_individual_exploder();"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- activate_individual_exploder()
- {
- if ( IsDefined( self.v[ "firefx" ] ) )
- self thread fire_effect();
- if ( IsDefined( self.v[ "fxid" ] ) && self.v[ "fxid" ] != "No FX" )
- self thread cannon_effect();
- else
- if ( IsDefined( self.v[ "soundalias" ] ) && self.v[ "soundalias" ] != "nil" )
- self thread sound_effect();
- if ( IsDefined( self.v[ "loopsound" ] ) && self.v[ "loopsound" ] != "nil" )
- self thread effect_loopsound();
- if ( IsDefined( self.v[ "damage" ] ) )
- self thread exploder_damage();
- if ( IsDefined( self.v[ "earthquake" ] ) )
- self thread exploder_earthquake();
- if ( IsDefined( self.v[ "rumble" ] ) )
- self thread exploder_rumble();
- if ( self.v[ "exploder_type" ] == "exploder" )
- self thread brush_show();
- else
- if ( ( self.v[ "exploder_type" ] == "exploderchunk" ) || ( self.v[ "exploder_type" ] == "exploderchunk visible" ) )
- self thread brush_throw();
- else
- self thread brush_delete();
- }
- waitframe()
- {
- wait( 0.05 );
- }
- brush_delete()
- {
- // if( ent.v[ "exploder_type" ] != "normal" && !isdefined( ent.v[ "fxid" ] ) && !isdefined( ent.v[ "soundalias" ] ) )
- // if( !isdefined( ent.script_fxid ) )
- num = self.v[ "exploder" ];
- if ( IsDefined( self.v[ "delay" ] ) )
- wait( self.v[ "delay" ] );
- else
- wait( .05 );// so it disappears after the replacement appears
- if ( !isdefined( self.model ) )
- return;
- Assert( IsDefined( self.model ) );
- if ( isSP() && ( self.model.spawnflags & 1 ) )
- self.model call [[ level.connectPathsFunction ]]();
- if ( level.createFX_enabled )
- {
- if ( IsDefined( self.exploded ) )
- return;
- self.exploded = true;
- self.model Hide();
- self.model NotSolid();
- wait( 3 );
- self.exploded = undefined;
- self.model Show();
- self.model Solid();
- return;
- }
- if ( !isdefined( self.v[ "fxid" ] ) || self.v[ "fxid" ] == "No FX" )
- self.v[ "exploder" ] = undefined;
- waittillframeend;// so it hides stuff after it shows the new stuff
- self.model Delete();
- }
- brush_throw()
- {
- if ( IsDefined( self.v[ "delay" ] ) )
- wait( self.v[ "delay" ] );
- ent = undefined;
- if ( IsDefined( self.v[ "target" ] ) )
- ent = get_target_ent( self.v[ "target" ] );
- if ( !isdefined( ent ) )
- {
- self.model Delete();
- return;
- }
- self.model Show();
- if ( IsDefined( self.v[ "delay_post" ] ) )
- wait( self.v[ "delay_post" ] );
- startorg = self.v[ "origin" ];
- startang = self.v[ "angles" ];
- org = ent.origin;
- temp_vec = ( org - self.v[ "origin" ] );
- x = temp_vec[ 0 ];
- y = temp_vec[ 1 ];
- z = temp_vec[ 2 ];
- physics = IsDefined( self.v[ "physics" ] );
- if ( physics )
- {
- target = undefined;
- if ( IsDefined( ent.target ) )
- target = ent get_target_ent();
- if ( !isdefined( target ) )
- {
- contact_point = startorg;// no spin just push it.
- throw_vec = ent.origin;
- }
- else
- {
- contact_point = ent.origin;
- throw_vec = vector_multiply( target.origin - ent.origin, self.v[ "physics" ] );
- }
- // model = Spawn( "script_model", startorg );
- // model.angles = startang;
- // model PhysicsLaunchClient( model.origin, temp_vec );
- self.model PhysicsLaunchClient( contact_point, throw_vec );
- return;
- }
- else
- {
- self.model RotateVelocity( ( x, y, z ), 12 );
- self.model MoveGravity( ( x, y, z ), 12 );
- }
- if ( level.createFX_enabled )
- {
- if ( IsDefined( self.exploded ) )
- return;
- self.exploded = true;
- wait( 3 );
- self.exploded = undefined;
- self.v[ "origin" ] = startorg;
- self.v[ "angles" ] = startang;
- self.model Hide();
- return;
- }
- self.v[ "exploder" ] = undefined;
- wait( 6 );
- self.model Delete();
- // self Delete();
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: get_target_ent( <target> )"
- "Summary: Returns whatever SINGLE ent is targetted, be it node, struct, or entity"
- "Module: Utility"
- "OptionalArg: <target>: Optional target override"
- "Example: node = guy get_target_ent();"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- get_target_ent( target )
- {
- if ( !isdefined( target ) )
- target = self.target;
- AssertEx( IsDefined( target ), "Self had no target!" );
- ent = GetEnt( target, "targetname" );
- if ( IsDefined( ent ) )
- return ent;
- if ( isSP() )
- {
- ent = call [[ level.getNodeFunction ]]( target, "targetname" );
- if ( IsDefined( ent ) )
- return ent;
- }
- ent = getstruct( target, "targetname" );
- if ( IsDefined( ent ) )
- return ent;
- ent = GetVehicleNode( target, "targetname" );
- if ( IsDefined( ent ) )
- return ent;
- AssertEx( "Tried to get ent, but there was no ent." );
- }
- brush_show()
- {
- if ( IsDefined( self.v[ "delay" ] ) )
- wait( self.v[ "delay" ] );
- Assert( IsDefined( self.model ) );
- self.model Show();
- self.model Solid();
- self.brush_shown = true; // used for hiding an exploder.
- if ( isSP() && ( self.model.spawnflags & 1 ) )
- {
- if ( !isdefined( self.model.disconnect_paths ) )
- self.model call [[ level.connectPathsFunction ]]();
- else
- self.model call [[ level.disconnectPathsFunction ]]();
- }
- if ( level.createFX_enabled )
- {
- if ( IsDefined( self.exploded ) )
- return;
- self.exploded = true;
- wait( 3 );
- self.exploded = undefined;
- self.model Hide();
- self.model NotSolid();
- }
- }
- exploder_earthquake()
- {
- self exploder_delay();
- eq = level.earthquake[ self.v[ "earthquake" ] ];
- Earthquake( eq[ "magnitude" ], eq[ "duration" ], self.v[ "origin" ], eq[ "radius" ] );
- }
- exploder_rumble()
- {
- if ( !isSP() )
- return;
- self exploder_delay();
- level.player PlayRumbleOnEntity( self.v[ "rumble" ] );
- }
- exploder_delay()
- {
- if ( !isdefined( self.v[ "delay" ] ) )
- self.v[ "delay" ] = 0;
- min_delay = self.v[ "delay" ];
- max_delay = self.v[ "delay" ] + 0.001;// cant randomfloatrange on the same #
- if ( IsDefined( self.v[ "delay_min" ] ) )
- min_delay = self.v[ "delay_min" ];
- if ( IsDefined( self.v[ "delay_max" ] ) )
- max_delay = self.v[ "delay_max" ];
- if ( min_delay > 0 )
- wait( RandomFloatRange( min_delay, max_delay ) );
- }
- exploder_damage()
- {
- if ( IsDefined( self.v[ "delay" ] ) )
- delay = self.v[ "delay" ];
- else
- delay = 0;
- if ( IsDefined( self.v[ "damage_radius" ] ) )
- radius = self.v[ "damage_radius" ];
- else
- radius = 128;
- damage = self.v[ "damage" ];
- origin = self.v[ "origin" ];
- wait( delay );
- // Range, max damage, min damage
- RadiusDamage( origin, radius, damage, damage );
- }
- effect_loopsound()
- {
- if ( IsDefined( self.loopsound_ent ) )
- {
- self.loopsound_ent Delete();
- }
- // save off this info in case we delete the effect
- origin = self.v[ "origin" ];
- alias = self.v[ "loopsound" ];
- self exploder_delay();
- self.loopsound_ent = play_loopsound_in_space( alias, origin );
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: play_loopsound_in_space( <alias> , <origin> , <master> )"
- "Summary: Use the PlayLoopSound command at a position in space. Unrelated to caller."
- "Module: Sound"
- "CallOn: Level"
- "MandatoryArg: <alias> : Sound alias to play"
- "MandatoryArg: <origin> : Origin of the sound"
- "Example: play_loopsound_in_space( "siren", level.speaker.origin );"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- play_loopsound_in_space( alias, origin )
- {
- org = Spawn( "script_origin", ( 0, 0, 0 ) );
- if ( !isdefined( origin ) )
- origin = self.origin;
- org.origin = origin;
- org PlayLoopSound( alias, "sounddone" );
- return org;
- }
- sound_effect()
- {
- self effect_soundalias();
- }
- effect_soundalias()
- {
- // save off this info in case we delete the effect
- origin = self.v[ "origin" ];
- alias = self.v[ "soundalias" ];
- self exploder_delay();
- play_sound_in_space( alias, origin );
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: play_sound_in_space( <alias> , <origin> , <master> )"
- "Summary: Play a sound at an origin, unrelated to caller"
- "Module: Sound"
- "CallOn: Level"
- "MandatoryArg: <alias> : Sound alias to play"
- "MandatoryArg: <origin> : Origin of the sound"
- "OptionalArg: <master> : Play this sound as a master sound. Defaults to false"
- "Example: play_sound_in_space( "siren", level.speaker.origin );"
- "SPMP: singleplayer"
- ///ScriptDocEnd
- =============
- */
- play_sound_in_space( alias, origin, master )
- {
- org = Spawn( "script_origin", ( 0, 0, 1 ) );
- if ( !isdefined( origin ) )
- origin = self.origin;
- org.origin = origin;
- if ( isSP() )
- {
- if ( IsDefined( master ) && master )
- org PlaySoundAsMaster( alias, "sounddone" );
- else
- org PlaySound( alias, "sounddone" );
- }
- else
- {
- if ( IsDefined( master ) && master )
- org PlaySoundAsMaster( alias );
- else
- org PlaySound( alias );
- }
- org waittill( "sounddone" );
- org Delete();
- }
- cannon_effect()
- {
- if ( IsDefined( self.v[ "repeat" ] ) )
- {
- thread exploder_playSound();
- for ( i = 0; i < self.v[ "repeat" ]; i++ )
- {
- PlayFX( level._effect[ self.v[ "fxid" ] ], self.v[ "origin" ], self.v[ "forward" ], self.v[ "up" ] );
- self exploder_delay();
- }
- return;
- }
- self exploder_delay();
- // PlayFX( level._effect[ self.v[ "fxid" ] ], self.v[ "origin" ], self.v[ "forward" ], self.v[ "up" ] );
- if ( IsDefined( self.looper ) )
- self.looper Delete();
- self.looper = SpawnFx( getfx( self.v[ "fxid" ] ), self.v[ "origin" ], self.v[ "forward" ], self.v[ "up" ] );
- TriggerFX( self.looper );
- exploder_playSound();
- }
- exploder_playSound()
- {
- if ( !isdefined( self.v[ "soundalias" ] ) || self.v[ "soundalias" ] == "nil" )
- return;
- play_sound_in_space( self.v[ "soundalias" ], self.v[ "origin" ] );
- }
- fire_effect()
- {
- forward = self.v[ "forward" ];
- up = self.v[ "up" ];
- org = undefined;
- firefxSound = self.v[ "firefxsound" ];
- origin = self.v[ "origin" ];
- firefx = self.v[ "firefx" ];
- ender = self.v[ "ender" ];
- if ( !isdefined( ender ) )
- ender = "createfx_effectStopper";
- timeout = self.v[ "firefxtimeout" ];
- fireFxDelay = 0.5;
- if ( IsDefined( self.v[ "firefxdelay" ] ) )
- fireFxDelay = self.v[ "firefxdelay" ];
- self exploder_delay();
- if ( IsDefined( firefxSound ) )
- level thread loop_fx_sound( firefxSound, origin, ender, timeout );
- PlayFX( level._effect[ firefx ], self.v[ "origin" ], forward, up );
- // loopfx( fxId, fxPos, waittime, fxPos2, fxStart, fxStop, timeout )
- // maps\_fx::loopfx( firefx, origin, delay, org, undefined, ender, timeout );
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: loop_fx_sound( <alias> , <origin> , <ender> , <timeout> )"
- "Summary: "
- "Module: Entity"
- "CallOn: An entity"
- "MandatoryArg: <param1>: "
- "OptionalArg: <param2>: "
- "Example: "
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- loop_fx_sound( alias, origin, ender, timeout )
- {
- org = Spawn( "script_origin", ( 0, 0, 0 ) );
- if ( IsDefined( ender ) )
- {
- thread loop_sound_delete( ender, org );
- self endon( ender );
- }
- org.origin = origin;
- org PlayLoopSound( alias );
- if ( !isdefined( timeout ) )
- {
- org willNeverChange();
- return;
- }
- wait( timeout );
- // org Delete();
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: loop_sound_delete( <ender> , <ent> )"
- "Summary: "
- "Module: Entity"
- "CallOn: An entity"
- "MandatoryArg: <param1>: "
- "OptionalArg: <param2>: "
- "Example: "
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- loop_sound_delete( ender, ent )
- {
- ent endon( "death" );
- self waittill( ender );
- ent Delete();
- }
- exploder_before_load( num )
- {
- // gotta wait twice because the createfx_init function waits once then inits all exploders. This guarentees
- // that if an exploder is run on the first frame, it happens after the fx are init.
- waittillframeend;
- waittillframeend;
- activate_exploder( num );
- }
- exploder_after_load( num )
- {
- activate_exploder( num );
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: activate_exploder( <num> )"
- "Summary: "
- "Module: Entity"
- "CallOn: An entity"
- "MandatoryArg: <param1>: "
- "OptionalArg: <param2>: "
- "Example: "
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- activate_exploder( num )
- {
- num += "";
- prof_begin( "activate_exploder" );
- //here's a hook so you can know when a certain number of an exploder is going off
- level notify( "exploding_" + num );
- for ( i = 0;i < level.createFXent.size;i++ )
- {
- ent = level.createFXent[ i ];
- if ( !isdefined( ent ) )
- continue;
- if ( ent.v[ "type" ] != "exploder" )
- continue;
- // make the exploder actually removed the array instead?
- if ( !isdefined( ent.v[ "exploder" ] ) )
- continue;
- if ( ent.v[ "exploder" ] + "" != num )
- continue;
- ent activate_individual_exploder();
- }
- prof_end( "activate_exploder" );
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: createLoopEffect( <fxid> )"
- "Summary: "
- "Module: Entity"
- "CallOn: An entity"
- "MandatoryArg: <param1>: "
- "OptionalArg: <param2>: "
- "Example: "
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- createLoopEffect( fxid )
- {
- ent = common_scripts\_createfx::createEffect( "loopfx", fxid );
- ent.v[ "delay" ] = 0.5;
- return ent;
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: createOneshotEffect( <fxid> )"
- "Summary: "
- "Module: Entity"
- "CallOn: An entity"
- "MandatoryArg: <param1>: "
- "OptionalArg: <param2>: "
- "Example: "
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- createOneshotEffect( fxid )
- {
- // uses triggerfx
- ent = common_scripts\_createfx::createEffect( "oneshotfx", fxid );
- ent.v[ "delay" ] = -15;
- return ent;
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: createExploder( <fxid> )"
- "Summary: "
- "Module: Entity"
- "CallOn: An entity"
- "MandatoryArg: <param1>: "
- "OptionalArg: <param2>: "
- "Example: "
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- createExploder( fxid )
- {
- ent = common_scripts\_createfx::createEffect( "exploder", fxid );
- ent.v[ "delay" ] = 0;
- ent.v[ "exploder_type" ] = "normal";
- return ent;
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: alphabetize( <array> )"
- "Summary: "
- "Module: Entity"
- "CallOn: An entity"
- "MandatoryArg: <param1>: "
- "OptionalArg: <param2>: "
- "Example: "
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- alphabetize( array )
- {
- if ( array.size <= 1 )
- return array;
- addwaits = false;
- if ( isSP() )
- addwaits = true;
- count = 0;
- for ( ;; )
- {
- changed = false;
- for ( i = 0; i < array.size - 1; i++ )
- {
- if ( is_later_in_alphabet( array[ i ], array[ i + 1 ] ) )
- {
- val = array[ i ];
- array[ i ] = array[ i + 1 ];
- array[ i + 1 ] = val;
- changed = true;
- if ( addwaits )
- {
- count++;
- if ( count >= 10 )
- {
- count = 0;
- waitframe();
- }
- }
- }
- }
- if ( !changed )
- return array;
- }
- return array;
- }
- is_later_in_alphabet( string1, string2 )
- {
- count = string1.size;
- if ( count >= string2.size )
- count = string2.size;
- for ( i = 0; i < count; i++ )
- {
- val = alphabet_compare( string1[ i ], string2[ i ] );
- if ( val == "1st" )
- return true;
- if ( val == "2nd" )
- return false;
- }
- return string1.size > string2.size;
- }
- alphabet_compare( a, b )
- {
- list = [];
- val = 1;
- list[ "0" ] = val; val++;
- list[ "1" ] = val; val++;
- list[ "2" ] = val; val++;
- list[ "3" ] = val; val++;
- list[ "4" ] = val; val++;
- list[ "5" ] = val; val++;
- list[ "6" ] = val; val++;
- list[ "7" ] = val; val++;
- list[ "8" ] = val; val++;
- list[ "9" ] = val; val++;
- list[ "_" ] = val; val++;
- list[ "a" ] = val; val++;
- list[ "b" ] = val; val++;
- list[ "c" ] = val; val++;
- list[ "d" ] = val; val++;
- list[ "e" ] = val; val++;
- list[ "f" ] = val; val++;
- list[ "g" ] = val; val++;
- list[ "h" ] = val; val++;
- list[ "i" ] = val; val++;
- list[ "j" ] = val; val++;
- list[ "k" ] = val; val++;
- list[ "l" ] = val; val++;
- list[ "m" ] = val; val++;
- list[ "n" ] = val; val++;
- list[ "o" ] = val; val++;
- list[ "p" ] = val; val++;
- list[ "q" ] = val; val++;
- list[ "r" ] = val; val++;
- list[ "s" ] = val; val++;
- list[ "t" ] = val; val++;
- list[ "u" ] = val; val++;
- list[ "v" ] = val; val++;
- list[ "w" ] = val; val++;
- list[ "x" ] = val; val++;
- list[ "y" ] = val; val++;
- list[ "z" ] = val; val++;
- a = ToLower( a );
- b = ToLower( b );
- val1 = 0;
- if ( IsDefined( list[ a ] ) )
- val1 = list[ a ];
- val2 = 0;
- if ( IsDefined( list[ b ] ) )
- val2 = list[ b ];
- if ( val1 > val2 )
- return "1st";
- if ( val1 < val2 )
- return "2nd";
- return "same";
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: play_loop_sound_on_entity( <alias> , <offset> )"
- "Summary: Play loop sound alias on an entity"
- "Module: Sound"
- "CallOn: An entity"
- "MandatoryArg: <alias> : Sound alias to loop"
- "OptionalArg: <offset> : Offset for sound origin relative to the world from the models origin."
- "Example: vehicle thread play_loop_sound_on_entity( "engine_belt_run" );"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- play_loop_sound_on_entity( alias, offset )
- {
- org = Spawn( "script_origin", ( 0, 0, 0 ) );
- org endon( "death" );
- thread delete_on_death( org );
- if ( IsDefined( offset ) )
- {
- org.origin = self.origin + offset;
- org.angles = self.angles;
- org LinkTo( self );
- }
- else
- {
- org.origin = self.origin;
- org.angles = self.angles;
- org LinkTo( self );
- }
- // org endon( "death" );
- org PlayLoopSound( alias );
- // PrintLn( "playing loop sound ", alias, " on entity at origin ", self.origin, " at ORIGIN ", org.origin );
- self waittill( "stop sound" + alias );
- org StopLoopSound( alias );
- org Delete();
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: stop_loop_sound_on_entity( <alias> )"
- "Summary: Stop playing the the loop sound alias on an entity"
- "Module: Sound"
- "CallOn: An entity"
- "MandatoryArg: <alias> : Sound alias to stop looping"
- "Example: vehicle thread stop_loop_sound_on_entity( "engine_belt_run" );"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- stop_loop_sound_on_entity( alias )
- {
- self notify( "stop sound" + alias );
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: delete_on_death( <ent> )"
- "Summary: Delete the entity when "self" dies."
- "Module: Entity"
- "CallOn: An entity"
- "MandatoryArg: <param1>: "
- "OptionalArg: <param2>: "
- "Example: level.helicopter thread delete_on_death( someRandomScriptOriginThatISpawned );"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- delete_on_death( ent )
- {
- //self ==> the entity you want to wait to die before deleting the ent
- ent endon( "death" );
- self waittill( "death" );
- if ( IsDefined( ent ) )
- ent Delete();
- }
- error( msg )
- {
- PrintLn( "^c * ERROR * ", msg );
- waitframe();
- /#
- if ( GetDvar( "debug" ) != "1" )
- AssertMsg( "This is a forced error - attach the log file. \n" + msg );
- #/
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: exploder( <num> )"
- "Summary: Sets off the desired exploder"
- "Module: Utility"
- "MandatoryArg: <num>: The exploder number"
- "Example: exploder( 5 );"
- "SPMP: both"
- ///ScriptDocEnd
- =============
- */
- exploder( num )
- {
- [[ level.exploderFunction ]]( num );
- }
- /*
- =============
- ///ScriptDocBegin
- "Name: create_dvar( <var> , <val> )"
- "Summary: Initialize a dvar with a given value"
- "Module: Utility"
- "MandatoryArg: <var>: Name of the dvar"
- "MandatoryArg: <val>: Default value"
- "Example: create_dvar( "fish", "on" );"
- "SPMP: singleplayer"
- ///ScriptDocEnd
- =============
- */
- create_dvar( var, val )
- {
- SetDvarIfUninitialized( var, val );
- }
- void()
- {
- }
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