11 Commits
Author SHA1 Message Date
Legonzaur 125296a37e Merge pull request #7 from DBmaoha/rewind-stuck-fix
Fix player stuck in places they can't stand up
2023-02-27 17:03:37 +01:00
DBmaoha a8941335f9 Update mp_ability_holopilot.nut 2022-12-16 21:37:59 +08:00
Legonzaur 552078bb29 Update mod.json 2022-08-01 14:55:59 +02:00
Legonzaur 33be9bf439 Merge pull request #5 from fvnkhead/main
Attempt negative charge count fix
2022-08-01 14:53:56 +02:00
fvnkhead f0ebe74408 Attempt negative charge count fix 2022-07-27 06:53:53 +00:00
legonzaur 1b56e6a24c Imagine publishing with a console log at each tick 2022-03-13 19:33:14 +01:00
legonzaur c455618913 Improved ability recharge 2022-03-13 19:23:46 +01:00
Legonzaur d28c654ee5 Merge pull request #2 from x3Karma/patch-1
Fix crash when offhand is empty
2022-03-01 11:45:49 +01:00
x3Karma 9b3250e499 Fix crash when offhand is empty 2022-03-01 13:36:32 +08:00
Nathan TIEN YOU 2fddd8e732 Merge branch 'main' of https://github.com/Legonzaur/Legonzaur.HoloGaming 2022-02-07 22:29:29 +01:00
Nathan TIEN YOU edc4b8fecd add version number because I forgot 2022-02-07 22:29:28 +01:00
4 changed files with 101 additions and 44 deletions
@@ -0,0 +1,36 @@
WeaponData
{
MP_BASE
{
"ammo_clip_size" "200"
"ammo_default_total" "200"
"ammo_display" "bar"
"ammo_min_to_fire" "100"
"ammo_per_shot" "100"
"ammo_stockpile_max" "200"
"fire_rate" "2"
"regen_ammo_refill_rate" "16"
"enable_highlight_networking_on_creation" "<KEEP_DEFAULT>"
}
"regen_ammo_refill_start_delay" "2.0"
Mods
{
pas_power_cell
{
"regen_ammo_refill_rate" "*1.35"
}
dev_mod_low_recharge
{
"regen_ammo_refill_rate" "*10"
}
amped_tacticals
{
"ammo_clip_size" "300"
"ammo_default_total" "300"
"ammo_stockpile_max" "300"
"regen_ammo_refill_rate" "*1.5"
}
}
}
+1 -1
View File
@@ -1,7 +1,7 @@
{
"Name": "Legonzaur.HoloShift",
"Description": "Swap positions with your beloved decoy",
"Version": "0.3",
"Version": "1.0.8",
"LoadPriority": 2,
"Scripts": [
{
+14 -29
View File
@@ -7,55 +7,40 @@ void function HoloShift_Init() {
}
int rechargeStep = 1 //defines speed at which counter is added or removed
float rechargeInterval = 1/20
int charge_size = 100
int charge_max = 200
int recharge_remove = 1
bool IsLaunched = false
#if SERVER
void function HoloRecharge(){
thread HoloRecharge_Threaded()
if(!IsLaunched) {
thread HoloRecharge_Threaded()
IsLaunched = true
}
}
void function HoloRecharge_Threaded(){
float rechargeMultiplier = charge_size/DECOY_DURATION
while(true){
array<entity> players = GetPlayerArray()
foreach (entity player in players)
{
if ( IsValid(player) && IsAlive( player ))
{
if(player.GetOffhandWeapon(1).GetWeaponClassName() == "mp_ability_holopilot"){
if( IsValid(player.GetOffhandWeapon(1)) && player.GetOffhandWeapon(1).GetWeaponClassName() == "mp_ability_holopilot"){
Assert(player)
if(!player.IsPhaseShifted()){
int chargeCount = player.GetOffhandWeapon(1).GetWeaponPrimaryClipCount()
int oldchargeCount = chargeCount
if(player in playerDecoyList){
chargeCount -= recharge_remove
if(chargeCount < 0)
chargeCount = 0
}else{
int max = player.GetOffhandWeapon(1).GetWeaponPrimaryClipCountMax()
chargeCount += rechargeStep
if(chargeCount > charge_size){
chargeCount = max
}
}
if(oldchargeCount != chargeCount){
player.GetOffhandWeapon(1).SetWeaponPrimaryClipCount(chargeCount)
if(player in playerDecoyActiveFrom){
float chargeCount = float(player.GetOffhandWeapon(1).GetWeaponPrimaryClipCountMax()) - ((Time() - playerDecoyActiveFrom[player])*rechargeMultiplier)
chargeCount = max(chargeCount, 0.0) // can be negative in weird cases
player.GetOffhandWeapon(1).SetWeaponPrimaryClipCount(int(chargeCount))
}
}
}
}
}
wait rechargeInterval
wait 0
}
}
#endif
@@ -30,7 +30,7 @@ struct
file
global table< entity > playerDecoyList //CUSTOM used to track the decoy the user will be teleported to
global table< entity, float > playerDecoyActiveFrom //CUSTOM used to set decoy ability discharge
#if SERVER
@@ -86,6 +86,10 @@ void function OnHoloPilotDestroyed( entity decoy )
if(bossPlayer in playerDecoyList){
if(decoy == playerDecoyList[bossPlayer])
delete playerDecoyList[bossPlayer]
}
if(bossPlayer in playerDecoyActiveFrom){
delete playerDecoyActiveFrom[bossPlayer]
}
EmitSoundOnEntityOnlyToPlayer( bossPlayer, bossPlayer, "holopilot_end_1P" )
}
@@ -135,6 +139,9 @@ var function OnWeaponPrimaryAttack_holopilot( entity weapon, WeaponPrimaryAttack
weaponOwner.GetOffhandWeapon(1).SetWeaponPrimaryClipCount(0)
}
PlayerUsesHoloRewind(weaponOwner, decoy)
if(weaponOwner in playerDecoyActiveFrom){
delete playerDecoyActiveFrom[weaponOwner]
}
if(GetCurrentPlaylistName() == "lts"){
if(PlayerHasBattery(weaponOwner)){
Rodeo_TakeBatteryAwayFromPilot(weaponOwner)
@@ -185,7 +192,7 @@ entity function CreateHoloPilotDecoys( entity player, int numberOfDecoysToMake =
decoy.EnableAttackableByAI( 50, 0, AI_AP_FLAG_NONE )
SetObjectCanBeMeleed( decoy, true )
decoy.SetTimeout( DECOY_DURATION )
playerDecoyActiveFrom[player] <- Time()
if ( setOriginAndAngles )
{
vector angleToAdd = CalculateAngleSegmentForDecoy( i, HOLOPILOT_ANGLE_SEGMENT )
@@ -421,18 +428,36 @@ void function PlayerUsesHoloRewindThreaded( entity player, entity decoy )
entity mover = CreateScriptMover( player.GetOrigin(), player.GetAngles() )
player.SetParent( mover, "REF" )
OnThreadEnd( function() : ( player, mover, decoy )
table decoyData = {}
decoyData.forceCrouch <- TraceLine
( decoy.GetOrigin(),
decoy.GetOrigin() + < 0,0,80 >, // 40 is crouched pilot height! add additional 40 for better check
[ decoy ],
TRACE_MASK_SHOT,
TRACE_COLLISION_GROUP_NONE
).hitEnt != null // decoy will stuck, need to forceCrouch player
OnThreadEnd( function() : ( player, mover, decoy, decoyData )
{
player.SetOrigin(decoy.GetOrigin())
player.SetAngles(decoy.GetAngles())
player.SetVelocity(decoy.GetVelocity())
CancelPhaseShift( player )
player.DeployWeapon()
player.SetPredictionEnabled( true )
player.ClearParent()
ViewConeFree( player )
mover.Destroy()
CleanupExistingDecoy(decoy)
if ( IsValid( player ) )
{
player.SetOrigin(decoy.GetOrigin())
player.SetAngles(decoy.GetAngles())
player.SetVelocity(decoy.GetVelocity())
CancelPhaseShift( player )
player.DeployWeapon()
player.SetPredictionEnabled( true )
player.ClearParent()
ViewConeFree( player )
if( decoyData.forceCrouch )
thread HoloRewindForceCrouch( player ) // this will handle "UnforceCrouch()"
}
if ( IsValid( mover ) )
mover.Destroy()
if ( IsValid( decoy ) )
CleanupExistingDecoy(decoy)
})
vector initial_origin = player.GetOrigin()
@@ -442,6 +467,8 @@ void function PlayerUsesHoloRewindThreaded( entity player, entity decoy )
ViewConeZero( player )
player.HolsterWeapon()
player.SetPredictionEnabled( false )
if( decoyData.forceCrouch )
player.ForceCrouch() // avoid stucking!
PhaseShift( player, 0.0, 7 * PHASE_REWIND_PATH_SNAPSHOT_INTERVAL * 1.5 )
for ( float i = 7; i > 0; i-- )
@@ -457,4 +484,13 @@ void function PlayerUsesHoloRewindThreaded( entity player, entity decoy )
mover.NonPhysicsRotateTo( decoy.GetAngles(), PHASE_REWIND_PATH_SNAPSHOT_INTERVAL, 0, 0 )
player.SetVelocity( decoy.GetVelocity() )
}
void function HoloRewindForceCrouch( entity player )
{
// make player crouch
player.ForceCrouch()
wait 0.2 // magic number, player must be completely crouched to avoid auto-stand
if( IsValid( player ) )
player.UnforceCrouch()
}
#endif