Script:Files:script/misc/parachute.script
From Mod Wiki
object parachute : parachute_base { void preinit(); void init(); void destroy(); void syncFields(); void Idle(); void FindWeapon(); void RestoreWeapon(); void SetDeployStart( float t ); void OnOwnerChanged(); void OnDeployStartChanged(); entity owner; void vSetOwner( entity o ) { owner = o; OnOwnerChanged(); } entity vGetOwner() { return owner; } void vCancel(); void Cancel(); float openDelay; void vSetDelay( float time ) { openDelay = time; } boolean forceStayOpen; void vForceStayOpen( boolean force ) { forceStayOpen = force; } float deployStart; boolean collapsing; string previousWeapon; boolean weaponRestored; } void parachute::preinit() { deployStart = -1; hide(); } void parachute::syncFields() { syncBroadcast( "owner" ); syncBroadcast( "collapsing" ); syncBroadcast( "deployStart" ); syncCallback( "owner", "OnOwnerChanged" ); syncCallback( "deployStart", "OnDeployStartChanged" ); } void parachute::OnOwnerChanged() { setOwner( owner ); player playerOwner = owner; if ( playerOwner != $null_entity ) { playerOwner.binAdd( self ); } } void parachute::OnDeployStartChanged() { setDeployStart( deployStart ); } void parachute::init() { setContents( 0 ); setClipmask( 0 ); while( owner == $null_entity ) { sys.waitFrame(); } setState( "Idle" ); } void parachute::destroy() { player playerOwner = owner; if ( playerOwner != $null_entity ) { playerOwner.binRemove( self ); } RestoreWeapon(); } void parachute::SetDeployStart( float t ) { deployStart = t; setDeployStart( t ); } void parachute::FindWeapon() { if ( !sys.isClient() ) { previousWeapon = owner.getCurrentWeapon(); } } void parachute::RestoreWeapon() { if ( weaponRestored ) { return; } weaponRestored = true; if ( !sys.isClient() ) { player playerOwner = owner; if ( playerOwner != $null_entity ) { if ( previousWeapon != "" && previousWeapon != "inventory/tools/gdf_parachute" ) { playerOwner.setWeapon( previousWeapon, 0 ); } else { playerOwner.selectBestWeapon( false ); } } } } void parachute::Idle() { player playerOwner = owner; if ( playerOwner != $null_entity ) { // change the owner's weapon if ( openDelay > 0.0f ) { playerOwner.setWeapon( "inventory/tools/gdf_parachute", 1 ); } else { // find out what weapon the player has FindWeapon(); playerOwner.setWeapon( "inventory/tools/gdf_parachute", 0 ); } } sys.wait( openDelay ); playAnim( ANIMCHANNEL_ALL, "deploy" ); startSound( "snd_start", SND_VEHICLE_IDLE ); entity p = owner; vector origin; vector angles = g_vectorZero; if ( playerOwner != $null_entity ) { origin = playerOwner.getWorldOrigin() + '0 0 80'; angles = owner.getViewAngles(); angles_x = 0; angles_z = 0; } else { origin = sys.toWorldSpace( p.getCenterOfMass(), p ); angles = owner.getAngles(); } setAngles( angles ); vector offset = owner.getVectorKey( "parachute_offset" ); offset = sys.rotateVecByAngles( offset, angles ); origin += offset; setOrigin( origin ); bind( p ); show(); if ( !sys.isClient() ) { SetDeployStart( sys.getTime() ); } while ( 1 ) { // HACK - force change to parachute if ( playerOwner != $null_entity ) { string weapon = playerOwner.getCurrentWeapon(); if ( weapon != "inventory/tools/gdf_parachute" ) { // change the owner's weapon if ( openDelay > 0.0f ) { playerOwner.setWeapon( "inventory/tools/gdf_parachute", 1 ); } else { playerOwner.setWeapon( "inventory/tools/gdf_parachute", 0 ); } } } if ( !isAnimating() ) { playCycle( ANIMCHANNEL_ALL, "idle_open" ); } if ( !sys.isClient() ) { if ( owner == $null_entity ) { break; } if ( playerOwner != $null_entity ) { if ( playerOwner.getProxyEntity() != $null_entity ) { break; } } if ( owner.getHealth() <= 0 ) { break; } if ( !forceStayOpen ) { if ( playerOwner == $null_entity ) { if ( isMovingTooSlow() ) { break; } } else { if ( playerOwner.AI_ONLADDER || playerOwner.AI_INWATER || playerOwner.AI_ONGROUND ) { break; } } } } if ( collapsing ) { break; } if ( playerOwner == sys.getLocalViewPlayer() && !pm_thirdperson.getBoolValue() ) { hide(); } else { show(); } sys.waitFrame(); } vCancel(); } void parachute::vCancel() { player playerOwner = owner; if ( playerOwner != $null_entity ) { playerOwner.binRemove( self ); } if ( !sys.isClient() ) { SetDeployStart( -1 ); } // collapse into a crumpled heap collapsing = true; startSound( "snd_stop", SND_VEHICLE_IDLE ); playAnim( ANIMCHANNEL_ALL, "compact" ); RestoreWeapon(); setState( "Cancel" ); } void parachute::Cancel() { waitUntil( !isAnimating() ); if ( !sys.isClient() ) { remove(); } } /* =============================================================================== Parachute cockpit =============================================================================== */ object tool_parachute : weapon_base { void init(); void Idle(); }; void tool_parachute::init() { weaponState( "Raise", 0 ); } void tool_parachute::Idle() { weaponReady(); enableClamp( '0 0 0' ); playCycle( ANIMCHANNEL_ALL, "idle" ); sys.wait( 0.2f ); while ( true ) { if ( WEAPON_LOWERWEAPON ) { weaponState( "Lower", 4 ); } sys.waitFrame(); } } /* =============================================================================== Strogg "Parachute" =============================================================================== */ object strogg_parachute : parachute_base { void preinit(); void init(); void destroy(); void syncFields(); void Idle(); void CleanUp(); void OnOwnerChanged(); entity owner; void vSetOwner( entity o ) { owner = o; OnOwnerChanged(); } void vCancel(); void Cancel(); float openDelay; void vSetDelay( float time ) { openDelay = time; } boolean collapsing; boolean cleanupApplied; } void strogg_parachute::preinit() { collapsing = false; openDelay = 0; } void strogg_parachute::syncFields() { syncBroadcast( "owner" ); syncCallback( "owner", "OnOwnerChanged" ); syncBroadcast( "collapsing" ); } void strogg_parachute::init() { while( owner == $null_entity ) { sys.waitFrame(); } setState( "Idle" ); } void strogg_parachute::destroy() { CleanUp(); } void strogg_parachute::CleanUp() { if ( cleanupApplied ) { return; } player playerOwner = owner; if ( playerOwner != $null_entity ) { playerOwner.binRemove( self ); playerOwner.disableFallingDamage( false ); } cleanupApplied = true; } void strogg_parachute::OnOwnerChanged() { player playerOwner = owner; if ( playerOwner != $null_entity ) { playerOwner.binAdd( self ); playerOwner.disableFallingDamage( true ); } } void strogg_parachute::Idle() { player playerOwner = owner; if ( openDelay > 0.f ) { if ( playerOwner != $null_entity ) { playerOwner.selectBestWeapon( true ); } sys.wait( openDelay ); } setContents( 0 ); if ( owner != sys.getLocalViewPlayer() || pm_thirdperson.getBoolValue() ) { playEffect( "fx_fly", "", 1 ); } startSound( "snd_start", SND_VEHICLE_IDLE ); float deployTime = 1.0f; // Doesn't really need to do this I guess, but if they use a model it will work entity p = owner; vector origin; vector angles = g_vectorZero; if ( owner != $null_entity ) { origin = playerOwner.getWorldOrigin() + '0 0 80'; angles = owner.getViewAngles(); angles_x = 0; angles_z = 0; } else { origin = sys.toWorldSpace( p.getCenterOfMass(), p ); angles = owner.getAngles(); } setAngles( angles ); vector offset = owner.getVectorKey( "parachute_offset" ); offset = sys.rotateVecByAngles( offset, angles ); origin += offset; setOrigin( origin ); bind( p ); float maxSpeed = getFloatKey( "min_speed" ); float tooSlowTime = 0; float deployStart = sys.getTime(); while ( 1 ) { if ( !sys.isClient() ) { if ( owner == $null_entity ) { break; } if ( playerOwner != $null_entity ) { if ( playerOwner.getProxyEntity() != $null_entity ) { break; } } if ( owner.getHealth() <= 0 ) { break; } } if ( collapsing ) { break; } if ( owner == sys.getLocalViewPlayer() && !pm_thirdperson.getBoolValue() ) { hide(); } else { show(); } // convert velocity to metric vector velocity = InchesToMetres( p.getLinearVelocity() ); float speedSquared = sys.vecLengthSquared( velocity ); if ( velocity_z > -maxSpeed ) { if ( !sys.isClient() ) { if ( !tooSlowTime ) { tooSlowTime = sys.getTime(); } else { if ( sys.getTime() - tooSlowTime > 0.1f ) { break; } } } } sys.waitFrame(); } vCancel(); } void strogg_parachute::vCancel() { CleanUp(); // collapse into a crumpled heap collapsing = true; startSound( "snd_stop", SND_VEHICLE_IDLE ); stopEffect( "fx_fly" ); setState( "Cancel" ); } void strogg_parachute::Cancel() { sys.wait( 1.0f ); if ( !sys.isClient() ) { remove(); } }