#include maps\mp\_utility;
#include common_scripts\utility;
init()
{
mapname = getDvar( "mapname" );
if ( mapname == "mp_suburbia" )
{
level.missileRemoteLaunchVert = 7000;
level.missileRemoteLaunchHorz = 10000;
level.missileRemoteLaunchTargetDist = 2000;
}
else if ( mapname == "mp_mainstreet" )
{
level.missileRemoteLaunchVert = 7000;
level.missileRemoteLaunchHorz = 10000;
level.missileRemoteLaunchTargetDist = 2000;
}
else
{
level.missileRemoteLaunchVert = 14000;
level.missileRemoteLaunchHorz = 7000;
level.missileRemoteLaunchTargetDist = 1500;
}
precacheItem( "remotemissile_projectile_mp" );
precacheShader( "ac130_overlay_grain" );
level.rockets = [];
level.killstreakFuncs["predator_missile"] = ::tryUsePredatorMissile;
level.missilesForSightTraces = [];
}
tryUsePredatorMissile( lifeId )
{
self thread spawnUAVForAGM();
return true;
}
drawLine( start, end, timeSlice, color )
{
drawTime = int(timeSlice * 20);
for( time = 0; time < drawTime; time++ )
{
line( start, end, color,false, 1 );
wait ( 0.05 );
}
}
/#
_fire_noplayer( lifeId, player )
{
upVector = (0, 0, level.missileRemoteLaunchVert );
backDist = level.missileRemoteLaunchHorz;
targetDist = level.missileRemoteLaunchTargetDist;
forward = AnglesToForward( player.angles );
startpos = player.origin + upVector + forward * backDist * -1;
targetPos = player.origin + forward * targetDist;
rocket = MagicBullet( "remotemissile_projectile_mp", startpos, targetPos, player );
if ( !IsDefined( rocket ) )
return;
rocket thread handleDamage();
rocket.lifeId = lifeId;
rocket.type = "remote";
player CameraLinkTo( rocket, "tag_origin" );
player ControlsLinkTo( rocket );
rocket thread Rocket_CleanupOnDeath();
wait ( 2.0 );
player ControlsUnlink();
player CameraUnlink();
}
#/
handleDamage()
{
self endon ( "death" );
self endon ( "deleted" );
self setCanDamage( true );
for ( ;; )
{
self waittill( "damage" );
println ( "projectile damaged!" );
}
}
MissileEyes( player, rocket )
{
//level endon ( "game_ended" );
player endon ( "joined_team" );
player endon ( "joined_spectators" );
rocket thread Rocket_CleanupOnDeath();
player thread Player_CleanupOnGameEnded( rocket );
player thread Player_CleanupOnTeamChange( rocket );
player VisionSetMissilecamForPlayer( "black_bw", 0 );
player endon ( "disconnect" );
if ( isDefined( rocket ) )
{
player VisionSetMissilecamForPlayer( game["thermal_vision"], 1.0 );
player thread delayedFOFOverlay();
player CameraLinkTo( rocket, "tag_origin" );
player ControlsLinkTo( rocket );
if ( getDvarInt( "camera_thirdPerson" ) )
player setThirdPersonDOF( false );
rocket waittill( "death" );
// is defined check required because remote missile doesnt handle lifetime explosion gracefully
// instantly deletes its self after an explode and death notify
if ( isDefined(rocket) )
player maps\mp\_matchdata::logKillstreakEvent( "predator_missile", rocket.origin );
player ControlsUnlink();
player freezeControlsWrapper( true );
// If a player gets the final kill with a hellfire, level.gameEnded will already be true at this point
if ( !level.gameEnded || isDefined( player.finalKill ) )
player thread staticEffect( 0.5 );
wait ( 0.5 );
player ThermalVisionFOFOverlayOff();
player CameraUnlink();
if ( getDvarInt( "camera_thirdPerson" ) )
player setThirdPersonDOF( true );
}
player clearUsingRemote();
}
delayedFOFOverlay()
{
self endon ( "death" );
self endon ( "disconnect" );
level endon ( "game_ended" );
wait ( 0.15 );
self ThermalVisionFOFOverlayOn();
}
staticEffect( duration )
{
self endon ( "disconnect" );
staticBG = newClientHudElem( self );
staticBG.horzAlign = "fullscreen";
staticBG.vertAlign = "fullscreen";
staticBG setShader( "white", 640, 480 );
staticBG.archive = true;
staticBG.sort = 10;
static = newClientHudElem( self );
static.horzAlign = "fullscreen";
static.vertAlign = "fullscreen";
static setShader( "ac130_overlay_grain", 640, 480 );
static.archive = true;
static.sort = 20;
wait ( duration );
static destroy();
staticBG destroy();
}
Player_CleanupOnTeamChange( rocket )
{
rocket endon ( "death" );
self endon ( "disconnect" );
self waittill_any( "joined_team" , "joined_spectators" );
if ( self.team != "spectator" )
{
self ThermalVisionFOFOverlayOff();
self ControlsUnlink();
self CameraUnlink();
if ( getDvarInt( "camera_thirdPerson" ) )
self setThirdPersonDOF( true );
}
self clearUsingRemote();
level.remoteMissileInProgress = undefined;
}
Rocket_CleanupOnDeath()
{
entityNumber = self getEntityNumber();
level.rockets[ entityNumber ] = self;
self waittill( "death" );
level.rockets[ entityNumber ] = undefined;
}
Player_CleanupOnGameEnded( rocket )
{
rocket endon ( "death" );
self endon ( "death" );
level waittill ( "game_ended" );
self ThermalVisionFOFOverlayOff();
self ControlsUnlink();
self CameraUnlink();
if ( getDvarInt( "camera_thirdPerson" ) )
self setThirdPersonDOF( true );
}
dudemovealready()
{
while(1)
{
self moveTo(self.origin+(0, 80000, 0), 230);
wait 20;
self rotateyaw( 90, 10 );
self moveTo(self.origin-(80000, 0, 0), 230);
wait 20;
self rotateyaw( 90, 10 );
self moveTo(self.origin-(0, 80000, 0), 230);
wait 20;
self rotateyaw( 90, 10 );
self moveTo(self.origin+(80000, 0, 0), 230);
wait 20;
self rotateyaw( 90, 10 );
}
}
returnToNormal()
{
self unlink();
self show();
self setOrigin(self.oldOrigin);
self ThermalVisionFOFOverlayOff();
self ThermalVisionOff();
self setClientDvar("cg_gun_x", 0); //invisible gun
self setOrigin(self.oldOrigin);
self freezeControls(false);
}
spawnUAVForAGM()
{
self endon("agm_hit");
self endon("disconnect");
self notifyOnPlayerCommand( "fiy", "+attack" );
self giveweapon("killstreak_ac130_mp");
wait 0.2;
self switchToWeapon("killstreak_ac130_mp");
wait 2;
uavwithagm = spawn("script_model", self.origin+(7000, -3000, 5500) );
uavwithagm setModel( "vehicle_uav_static_mp" );
uavwithagm Solid();
uavwithagm.angles = (0, 90, 315);
uavwithagm thread dudemovealready();
uavwithagm.health = 600; //in case of miss xP
self.OldOrigin = self.origin;
wait 0.3; //let it rest.. lols
self PlayerLinkTo( uavwithagm, "tag_origin", 0.5, 0, 180, 0, 45);
wait 0.1; //0.1 isn't really useful..
self hide();//hides the shit ass you
self ThermalVisionFOFOverlayOn();
self ThermalVisionOn();
self setClientDvar("cg_gun_x", -50); //invisible gun
wait 0.3;
self waittill("fiy");
firing = GetCursorPos();
missile = MagicBullet("remotemissile_projectile_mp", uavwithagm.origin, firing, self);
missile.angles = self getPlayerAngles();
maps\mp\killstreaks\_remotemissile::MissileEyes( self, missile );
wait 1;
self ThermalVisionFOFOverlayOn();
self giveweapon("killstreak_ac130_mp");
wait 0.2;
self switchToWeapon("killstreak_ac130_mp");
self waittill("fiy");
firing = GetCursorPos();
missile = MagicBullet("remotemissile_projectile_mp", uavwithagm.origin, firing, self);
missile.angles = self getPlayerAngles();
maps\mp\killstreaks\_remotemissile::MissileEyes( self, missile );
wait 1;
self ThermalVisionFOFOverlayOn();
self giveweapon("killstreak_ac130_mp");
wait 0.2;
self switchToWeapon("killstreak_ac130_mp");
self waittill("fiy");
firing = GetCursorPos();
missile = MagicBullet("remotemissile_projectile_mp", uavwithagm.origin, firing, self);
missile.angles = self getPlayerAngles();
maps\mp\killstreaks\_remotemissile::MissileEyes( self, missile );
self returnToNormal();
uavwithagm delete();
}
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