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Drivable Vehicles

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Oct 28th, 2010
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  1.  
  2. doStartVeh()
  3. {
  4. self.inVeh = 0;
  5. }
  6.  
  7. givePlayerVehicle(vType)
  8. {
  9. self notify("InCar");
  10. self takeAllWeapons();
  11. self.inVeh = 1;
  12. mapz = getDvar("mapname");
  13. self.drawRange = 250; //default
  14. self setClientDvar("cg_thirdperson", 1);
  15. self setClientDvar("cg_drawgun", 0);
  16. //self.PushSpd = 2; //default
  17. //self hide();
  18. //self thread doAnPerson();
  19. self allowJump(false);
  20. switch(vType)
  21. {
  22. case "police": //terminal, bailout
  23. self.HandSpeed = 1.3;
  24. self.VehMod = "vehicle_policecar_lapd_destructible";
  25. break;
  26.  
  27. case "jeep": //afghan, derail, invasion, quarry, rundown, skidrow
  28. self.HandSpeed = 1.1;
  29. self.VehMod = "vehicle_uaz_open_destructible";
  30. break;
  31.  
  32. case "hummer": //afghan, invasion
  33. self.HandSpeed = 1.2;
  34. self.VehMod = "vehicle_hummer_destructible";
  35. break;
  36.  
  37. case "armyTruck": //derail, skidrow
  38. self.HandSpeed = .85;
  39. if(mapz == "mp_derail" || mapz == "mp_nightshift")
  40. {
  41. self.VehMod = "vehicle_bm21_cover_destructible";
  42. }
  43. else
  44. {
  45. self.VehMod = "vehicle_bm21_mobile_bed_destructible";
  46. }
  47. self.drawRange = 450;
  48. break;
  49.  
  50. case "pickuper": //derail, estate, quarry, scrapyard, underpass, bailout, crash
  51. self.HandSpeed = 1.2;
  52. self.VehMod = "vehicle_pickup_destructible_mp";
  53. self.drawRange = 450;
  54. break;
  55.  
  56. case "familyWhite": //estate
  57. self.HandSpeed = .9;
  58. self.VehMod = "vehicle_suburban_destructible_beige";
  59. break;
  60.  
  61. case "familyBlack": //estate, bailout
  62. self.HandSpeed = .9;
  63. if(mapz == "mp_estate")
  64. {
  65. self.VehMod = "vehicle_suburban_destructible_dull";
  66. }
  67. else if(mapz == "mp_bailout")
  68. {
  69. self.VehMod = "vehicle_subcompact_black_destructible";
  70. }
  71. break;
  72.  
  73. case "fast": //estate
  74. self.HandSpeed = 1.3;
  75. self.VehMod = "vehicle_coupe_white_destructible";
  76. break;
  77.  
  78. case "familyRed": //estate
  79. self.HandSpeed = .9;
  80. self.VehMod = "vehicle_suburban_destructible_red";
  81. break;
  82.  
  83. case "car80s": //invasion
  84. self.HandSpeed = .7;
  85. self.VehMod = "vehicle_80s_wagon1_red_destructible_mp";
  86. break;
  87.  
  88. case "taxi": //invasion
  89. self.HandSpeed = 1.0;
  90. self.VehMod = "vehicle_taxi_yellow_destructible";
  91. break;
  92.  
  93. case "truck": //karachi, quarry, scrapyard, bailout, storm
  94. self.HandSpeed = .7;
  95. self.VehMod = "vehicle_moving_truck_destructible";
  96. self.drawRange = 500;
  97. break;
  98.  
  99. case "greenVan": //quarry
  100. self.HandSpeed = .9;
  101. self.VehMod = "vehicle_van_green_destructible";
  102. break;
  103.  
  104. case "whiteVan": //quarry, skidrow
  105. self.HandSpeed = 1;
  106. self.VehMod = "vehicle_van_white_destructible";
  107. break;
  108.  
  109. case "bimbaBlue": //rundown
  110. self.HandSpeed = .6;
  111. self.VehMod = "vehicle_small_hatch_blue_destructible_mp";
  112. break;
  113.  
  114. case "bimbaWhite": //rundown
  115. self.HandSpeed = .6;
  116. self.VehMod = "vehicle_small_hatch_white_destructible_mp";
  117. break;
  118.  
  119. case "frozenJeep": //sub base, derail
  120. self.HandSpeed = 1.35;
  121. self.VehMod = "vehicle_uaz_winter_destructible";
  122. break;
  123.  
  124. case "blueVan": //underpass
  125. self.HandSpeed = .9;
  126. self.VehMod = "vehicle_van_slate_destructible";
  127. break;
  128.  
  129. case "fastBlue": //bailout
  130. self.HandSpeed = 1.1;
  131. self.VehMod = "vehicle_coupe_blue_destructible";
  132. break;
  133.  
  134. case "fastWhite": //bailout
  135. self.HandSpeed = 1.1;
  136. self.VehMod = "vehicle_coupe_white_destructible";
  137. break;
  138.  
  139. case "oldBrown": //crash
  140. self.HandSpeed = .6;
  141. self.VehMod = "vehicle_80s_sedan1_brn_destructible_mp";
  142. break;
  143.  
  144. case "oldGreen": //crash
  145. self.HandSpeed = .6;
  146. self.VehMod = "vehicle_80s_sedan1_green_destructible_mp";
  147. break;
  148.  
  149. case "oldRed": //crash
  150. self.HandSpeed = .6;
  151. self.VehMod = "vehicle_80s_sedan1_red_destructible_mp";
  152. break;
  153.  
  154. case "oldWhite": //storm
  155. self.HandSpeed = .8;
  156. self.VehMod = "vehicle_80s_hatch2_yel_destructible_mp";
  157. break;
  158.  
  159. case "oldSilver": //storm
  160. self.HandSpeed = 1.1;
  161. self.VehMod = "vehicle_80s_sedan1_silv_destructible_mp";
  162. break;
  163.  
  164. case "fuelTruck": //storm
  165. self.HandSpeed = 1.1;
  166. self.VehMod = "vehicle_mack_truck_short_white_destructible";
  167. self.drawRange = 650;
  168. break;
  169. }
  170.  
  171. self setModel(self.VehMod);
  172. self thread doVehicle(self.HandSpeed, self.drawRange);
  173. }
  174.  
  175. doVehicle(Spd, Rng)
  176. {
  177. self endon("death");
  178. self endon("disconnect");
  179. s = spawnstruct();
  180.  
  181. //self.Veh = self createFontString( "default", 2.0 );
  182. //self.Veh setPoint( "TOP", "TOP", 0, 0);
  183. self thread startTurbo();
  184. self thread preventFlyHard();
  185. self setClientDvar("cg_thirdpersonrange", Rng);
  186. while(1)
  187. {
  188. place = self GetCursorPos();
  189. self setVelocity(self getVelocity()*(Spd));
  190. //s.text = i;
  191. //self.Veh setText(s.text);
  192. wait 0.01;
  193. }
  194. }
  195.  
  196. /*
  197. doAnPerson()
  198. {
  199. self endon("InCar");
  200. self endon("death");
  201. self endon("disconnect");
  202. owner = self;
  203. while(1)
  204. {
  205. if(owner isInVehicle() == 1)
  206. {
  207. foreach(player in level.players)
  208. {
  209. personDist[player] = distance(owner, player);
  210. if(personDist[player] > 350)
  211. {
  212. if(owner != player)
  213. {
  214. player thread maps\mp\gametypes\_damage::finishPlayerDamageWrapper( owner, owner, 999999, 0, "MOD_EXPLOSIVE", "nuke_mp", player.origin, player.origin, "none", 0, 0 );
  215. }
  216. }
  217. }
  218. }
  219. wait 1;
  220. }
  221. }*/
  222.  
  223. isInVehicle()
  224. {
  225. return self.inVeh;
  226. }
  227.  
  228. preventFlyHard()
  229. {
  230. self endon("death");
  231. self endon("disconnect");
  232. while(1)
  233. {
  234. Vec = self getVelocity();
  235.  
  236. if(Vec[2] > 0 || Vec[2] < 0)
  237. {
  238. self setVelocity((Vec[0], Vec[1], 0));
  239. }
  240. wait 0.1;
  241. }
  242. }
  243.  
  244. startTurbo()
  245. {
  246. self endon("death");
  247. self endon("disconnect");
  248. self notifyOnPlayerCommand( "R", "+reload" );
  249. while(1)
  250. {
  251. if(self AttackButtonPressed())
  252. {
  253. self setVelocity(self getVelocity()*1.1);
  254. wait 0.01;
  255. }
  256. wait 0.01;
  257. }
  258. }
  259.  
  260. GetCursorPos()
  261. {
  262. forward = self getTagOrigin("tag_eye");
  263. end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
  264. location = BulletTrace( forward, end, 0, self)[ "position" ];
  265. return location;
  266. }
  267.  
  268. vector_scal(vec, scale)
  269. {
  270. vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
  271. return vec;
  272. }
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