118 lines
3.9 KiB
Plaintext
118 lines
3.9 KiB
Plaintext
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ini_ammo = ballistics_utils.ini_ammo
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math_random = math.random
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--grenade handlers
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-- m209 cluster
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local bomb_min_force = 2000
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local bomb_force = 3000
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function detonate(item_id)
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local bomb = get_object_by_id(item_id)
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if bomb then
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bomb:explode(0)
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end
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return true
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end
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function bomb_scatter(item_id)
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local bomb = level.object_by_id(item_id)
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if bomb then
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bomb:get_physics_shell():apply_force(
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bomb_min_force + (random_float(-1, 1) * bomb_force * 5),
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(bomb_min_force + (math_random() * bomb_force * 5)),
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bomb_min_force + (random_float(-1, 1) * bomb_force * 5))
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CreateTimeEvent(item_id, math_random(10), 0.2 + 1.5 * math_random(), detonate, item_id)
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return true
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end
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return false
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end
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local cluster_particle
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function cluster_bomb(position, direction, ammo)
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local bomb_type = ini_ammo:r_string_ex(ammo, "bomb_type")
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if not bomb_type then return end
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local bomb_count = ini_ammo:r_float_ex(ammo, "bomb_count") or 1
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local lvid = db.actor:level_vertex_id()
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local gvid = db.actor:game_vertex_id()
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if not cluster_particle then cluster_particle = particles_object("explosions\\explosion_03") end
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cluster_particle:play_at_pos(position)
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for i = 1, bomb_count do
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local pos = vector():set(position.x, position.y, position.z)
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local dir = vector():set(random_float(-1, 1), math_random(), random_float(-1, 1))
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pos.x = pos.x + dir.x
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pos.y = pos.y + dir.y + 1
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pos.z = pos.z + dir.z
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local bomb = alife_create_item(bomb_type, {pos, lvid, gvid})
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CreateTimeEvent(bomb.id, bomb.id, 0, bomb_scatter, bomb.id)
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end
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end
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local fire_particle, fire_particle2
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function ignite(pos, dir, ammo)
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if not fire_particle then fire_particle = particles_object("explosions\\effects\\expl_smoke_big_veh") end
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fire_particle:play_at_pos(pos)
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if not fire_particle2 then fire_particle2 = particles_object("explosions\\effects\\expl_distortion") end
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ballistics_utils.play_sound_distance("incendiary", db.actor:position():distance_to(pos))
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fire_particle:play_at_pos(pos)
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fire_particle2:play_at_pos(pos)
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level.iterate_nearest(pos, 10, function(obj)
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if obj and obj:id() ~= AC_ID and obj:alive() then
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arti_handlers.ignite_npc(obj, 11, {20, 40}, 1, 10)
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end
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end)
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end
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-- local berserked = {}
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-- function on_enemy_eval(obj, enemy, flags)
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-- if berserked[obj:id()] then
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-- flags.override = true
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-- flags.ret_value = true
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-- end
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-- end
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-- function berserk(pos, dir, ammo)
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-- printf("Berserk impact")
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-- level.iterate_nearest(pos, 5, function(obj)
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-- if obj and obj:id() ~= AC_ID and not berserked[obj:id()] and obj:alive() then
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-- local st = db.storage[obj:id()]
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-- st.enemy_id = nil
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-- berserked[obj:id()] = true
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-- printf("Making %s berserk", obj:id())
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-- CreateTimeEvent(obj:id(), "berserk_wearoff", 20, function()
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-- st.enemy_id = nil
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-- berserked[obj:id()] = nil
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-- return true
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-- end)
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-- end
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-- end)
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-- end
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-- function on_death_callback(obj)
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-- if berserked[obj:id()] then berserked[obj:id()] = nil end
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-- end
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-- function se_on_unregister(se)
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-- berserked[se.id] = nil
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-- end
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-- get_nades = item_weapon.get_grenades
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-- function item_weapon.get_grenades(section)
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-- printf("Get grenades")
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-- get_nades(section)
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-- item_weapon.GUI.show_verybad = true
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-- end
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-- Close = item_weapon.UIWheelAmmo.Close
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-- function item_weapon.UIWheelAmmo:Close()
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-- self.show_verybad = not _NO_DAMAGED_AMMO
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-- Close(self)
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-- end
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function on_game_start()
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-- RegisterScriptCallback("on_enemy_eval", on_enemy_eval)
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-- RegisterScriptCallback("npc_on_before_hit", on_before_hit)
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-- RegisterScriptCallback("monster_on_before_hit", on_before_hit)
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-- RegisterScriptCallback("server_entity_on_unregister", se_on_unregister)
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end
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