196 lines
6.2 KiB
Plaintext
196 lines
6.2 KiB
Plaintext
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-- custom rocket/grenade binder based on hawu impact grenade
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ini_ammo = ini_file("ammo\\importer.ltx")
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--[[
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Credits: Thial
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]]
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class "geometry_ray"
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--[[
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(At least one range parameter should be specified)
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ray_range:
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Defines the total range of the ray. If you want to attach the ray to
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a fast moving object it is good to extend the ray so that you can reduce
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the polling rate by using the get function.
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contact_range:
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Defines the distance at which the result will report being in contact.
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You can skip it or set it to a value lower than the ray_range to
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still be able to get the intersection position from the result while
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marking the ray as not being in contact yet
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distance_offset:
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Defines how much the intersection position is offset.
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You can use both positive and negative values or you can leave it blank.
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flags (bit map = values can be added together for combined effect):
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0 : None
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1 : Objects
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2 : Statics
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4 : Shapes
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8 : Obstacles
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]]--
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function geometry_ray:__init(ray_range, contact_range, distance_offset, flags)
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if ray_range == nil and contact_range == nil then
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return nil
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end
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self.ray_range = ray_range or contact_range
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self.contact_range = contact_range or ray_range
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self.distance_offset = distance_offset ~= nil and distance_offset or 0
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self.ray = ray_pick()
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self.ray:set_ignore_object(db.actor)
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self.ray:set_flags(flags or 2)
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self.ray:set_range(self.ray_range)
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end
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--[[
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position:
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position from which the ray will start
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direction:
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direction in which the ray will be fired
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]]--
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function geometry_ray:get(position, direction)
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if position == nil or direction == nil then
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return nil
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end
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self.ray:set_position(position)
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self.ray:set_direction(direction)
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local distance = self.ray:query() and self.ray:get_distance() or self.ray_range
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local result = {}
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result.in_contact = distance <= self.contact_range
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result.position = position:add(direction:mul(distance + self.distance_offset))
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result.distance = distance + self.distance_offset
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return result
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end
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function bind(obj)
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if (not alife_object(obj:id())) then
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obj:bind_object(custom_grenade_binder(obj))
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end
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end
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--[[
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--------------------------------------------------------------------------------
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Class "custom_grenade_binder"
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Usage is trickier than for bullets. In order to use it the following steps are required:
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1. grenade ammo section needs to define a custom fake_grenade_name
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2. said fake_grenade_name needs line `script_binding = bind_grenade.bind`
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3. when projectile hits the ground, custom explosion will be triggered (default does nothing)
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4. Default explosion spawns item defined by `bomb_type` and immediately detonates if possible
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--------------------------------------------------------------------------------
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]]
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local VEC_GROUND = vector():set(0, -1, 0)
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class "custom_grenade_binder" (object_binder)
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function custom_grenade_binder:__init(obj)
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super(obj)
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self.sec = self.object:section()
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self.ray = geometry_ray(0.11, 0.1, nil, 1 + 2)
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self.ray.ray:set_ignore_object(obj)
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-- self.ray = geometry_ray(40, 2, nil, 1 + 2)
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-- self.ray.ray:set_ignore_object(obj)
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-- self.frags_r = SYS_GetParam(2, self.sec, "frags_r", 6)
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-- self.velocity_threshold = SYS_GetParam(2, self.sec, "velocity_threshold", 0.36)
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self.tg_period = 33
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self.object:set_fastcall(self.fastcall, self)
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end
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function custom_grenade_binder:fastcall()
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local obj = self.object
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if obj:parent() then
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return
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end
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-- shamelessly stolen from molotovs
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if (not self.position) then
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-- self.velocity = 0
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self.position = obj:position()
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self.direction = VEC_GROUND
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self.tg = 0
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self.tg_time = 0
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return
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end
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self.tg = self.tg + device().time_delta
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if self.tg < self.tg_time then
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return
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end
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self.tg_time = self.tg + self.tg_period
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local pos = obj:position()
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local dir = vector():set(pos):sub(self.position)
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local result = self.ray:get(pos, dir)
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if result.in_contact or self.tg_time > 5000 then
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res = self:explode(pos, dir)
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self.object:destroy_object()
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end
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end
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local func
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local last_ammo
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function custom_grenade_binder:explode(pos, dir)
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if not last_ammo then
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local weapon = self.object:parent() or db.actor:active_item()
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local ammo = "ammo_vog-25"
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if weapon ~= nil then
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ammo_map = utils_item.get_ammo(nil, weapon:id())
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if not is_empty(ammo_map) then
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ammo = ammo_map[weapon:get_ammo_type() + 1]
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end
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end
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last_ammo = ammo
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func = ballistics_mcm.get_handler(ammo)
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end
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if func and func[1] and func[2] and _G[func[1]] and _G[func[1]][func[2]] then
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_G[func[1]][func[2]](pos, dir, last_ammo)
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end
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func = nil
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end
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function custom_grenade_binder:net_spawn(se_abstract)
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if (not object_binder.net_spawn(self, se_abstract)) then
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return false
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end
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return true
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end
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-- lock the grenade handler for the next round
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function actor_on_weapon_before_fire(flags)
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local weapon = db.actor:active_item()
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if weapon and (weapon:weapon_in_grenade_mode() or weapon:clsid() == clsid.wpn_rg6_s or weapon:clsid() == clsid.wpn_rg6) then
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local ammo = "ammo_vog-25"
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if weapon ~= nil then
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ammo_map = utils_item.get_ammo(nil, weapon:id())
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if not is_empty(ammo_map) then
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ammo = ammo_map[weapon:get_ammo_type() + 1]
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end
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end
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func = ballistics_mcm.get_handler(ammo)
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end
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end
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function explode(pos, dir, ammo)
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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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local bomb_type = ini_ammo:r_string_ex(ammo, "bomb_type") or ""
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if not bomb_type then return end
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local bomb = alife_create_item(bomb_type, {pos, lvid, gvid})
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CreateTimeEvent(bomb.id, bomb.id, 0, function()
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local bomb_obj = level.object_by_id(bomb.id)
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if bomb_obj then
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bomb_obj:explode(0)
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return true
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else
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return false
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end
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end)
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end
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function on_game_start()
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RegisterScriptCallback("actor_on_weapon_before_fire", actor_on_weapon_before_fire)
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func = nil
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end
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