mirror of
https://github.com/InfinityLoader/IL-GSC.git
synced 2025-06-07 17:17:50 -05:00
747 lines
14 KiB
Plaintext
747 lines
14 KiB
Plaintext
/*******************************************************************
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* Decompiled By: Bog
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* Decompiled File: shoot_behavior.gsc
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* Game: Call of Duty: Advanced Warfare
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* Platform: PC
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* Function Count: 27
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* Decompile Time: 393 ms
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* Timestamp: 4/22/2024 2:00:56 AM
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*******************************************************************/
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//Function Number: 1
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decidewhatandhowtoshoot(param_00)
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{
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self endon("killanimscript");
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self notify("stop_deciding_how_to_shoot");
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self endon("stop_deciding_how_to_shoot");
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self endon("death");
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maps\_gameskill::resetmisstime();
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self.shootobjective = param_00;
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self.shootent = undefined;
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self.shootpos = undefined;
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self.shootstyle = "none";
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self.fastburst = 0;
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self.shouldreturntocover = undefined;
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if(!isdefined(self.changingcoverpos))
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{
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self.changingcoverpos = 0;
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}
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var_01 = isdefined(self.covernode) && self.covernode.type != "Cover Prone" && self.covernode.type != "Conceal Prone";
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if(var_01)
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{
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wait(0.05);
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}
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var_02 = self.shootent;
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var_03 = self.shootpos;
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var_04 = self.shootstyle;
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if(!isdefined(self.has_no_ir))
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{
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self.a.laseron = 1;
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animscripts\shared::updatelaserstatus();
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}
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if(animscripts\combat_utility::issniper())
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{
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resetsniperaim();
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}
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if(var_01 && !self.a.atconcealmentnode || !animscripts\utility::canseeenemy())
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{
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thread watchforincomingfire();
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}
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thread runonshootbehaviorend();
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self.ambushendtime = undefined;
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for(;;)
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{
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if(isdefined(self.shootposoverride))
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{
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if(!isdefined(self.enemy))
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{
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self.shootpos = self.shootposoverride;
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self.shootposoverride = undefined;
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waitabit();
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}
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else
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{
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self.shootposoverride = undefined;
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}
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}
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var_05 = undefined;
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if(self.weapon == "none")
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{
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nogunshoot();
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}
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else if(animscripts\utility::usingrocketlauncher())
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{
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var_05 = rpgshoot();
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}
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else if(animscripts\utility::usingsidearm() || isdefined(self.alwaysusepistol))
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{
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var_05 = pistolshoot();
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}
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else
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{
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var_05 = rifleshoot();
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}
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if(isdefined(self.a.specialshootbehavior))
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{
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[[ self.a.specialshootbehavior ]]();
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}
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if(checkchanged(var_02,self.shootent) || !isdefined(self.shootent) && checkchanged(var_03,self.shootpos) || checkchanged(var_04,self.shootstyle))
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{
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self notify("shoot_behavior_change");
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}
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var_02 = self.shootent;
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var_03 = self.shootpos;
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var_04 = self.shootstyle;
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if(!isdefined(var_05))
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{
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waitabit();
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}
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}
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}
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//Function Number: 2
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waitabit()
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{
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self endon("enemy");
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self endon("done_changing_cover_pos");
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self endon("weapon_position_change");
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self endon("enemy_visible");
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if(isdefined(self.shootent))
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{
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self.shootent endon("death");
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self endon("do_slow_things");
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wait(0.05);
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while(isdefined(self.shootent))
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{
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if(common_scripts\utility::flag("_cloaked_stealth_enabled"))
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{
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self.shootpos = animscripts\combat_utility::get_last_known_shoot_pos(self.shootent);
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continue;
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}
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self.shootpos = self.shootent getshootatpos();
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wait(0.05);
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}
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return;
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}
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self waittill("do_slow_things");
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}
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//Function Number: 3
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nogunshoot()
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{
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self.shootent = undefined;
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self.shootpos = undefined;
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self.shootstyle = "none";
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self.shootobjective = "normal";
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}
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//Function Number: 4
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shouldsuppress()
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{
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return !animscripts\combat_utility::issniper() && !animscripts\utility::isshotgun(self.weapon);
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}
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//Function Number: 5
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shouldshootenemyent()
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{
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if(!animscripts\utility::canseeenemy())
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{
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return 0;
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}
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if(!isdefined(self.covernode) && !self canshootenemy())
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{
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return 0;
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}
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return 1;
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}
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//Function Number: 6
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rifleshootobjectivenormal()
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{
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if(!shouldshootenemyent())
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{
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if(animscripts\combat_utility::issniper())
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{
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resetsniperaim();
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}
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if(self.doingambush)
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{
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self.shootobjective = "ambush";
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return "retry";
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}
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if(!isdefined(self.enemy))
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{
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havenothingtoshoot();
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return;
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}
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markenemyposinvisible();
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if((self.providecoveringfire || randomint(5) > 0) && shouldsuppress())
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{
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self.shootobjective = "suppress";
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}
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else
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{
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self.shootobjective = "ambush";
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}
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return "retry";
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}
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setshootenttoenemy();
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setshootstyleforvisibleenemy();
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}
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//Function Number: 7
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rifleshootobjectivesuppress(param_00)
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{
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if(!param_00)
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{
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havenothingtoshoot();
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return;
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}
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self.shootent = undefined;
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self.shootpos = animscripts\utility::getenemysightpos();
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setshootstyleforsuppression();
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}
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//Function Number: 8
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rifleshootobjectiveambush(param_00)
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{
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self.shootstyle = "none";
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self.shootent = undefined;
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if(!param_00)
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{
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getambushshootpos();
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if(shouldstopambushing())
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{
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self.ambushendtime = undefined;
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self notify("return_to_cover");
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self.shouldreturntocover = 1;
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return;
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}
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return;
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}
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self.shootpos = animscripts\utility::getenemysightpos();
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if(shouldstopambushing())
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{
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self.ambushendtime = undefined;
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if(shouldsuppress())
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{
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self.shootobjective = "suppress";
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}
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if(randomint(3) == 0)
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{
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self notify("return_to_cover");
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self.shouldreturntocover = 1;
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}
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return "retry";
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}
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}
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//Function Number: 9
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getambushshootpos()
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{
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if(isdefined(self.enemy) && self cansee(self.enemy))
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{
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setshootenttoenemy();
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return;
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}
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var_00 = self getanglestolikelyenemypath();
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if(!isdefined(var_00))
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{
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if(isdefined(self.covernode))
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{
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var_00 = self.covernode.angles;
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}
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else if(isdefined(self.ambushnode))
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{
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var_00 = self.ambushnode.angles;
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}
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else if(isdefined(self.enemy))
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{
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var_00 = vectortoangles(self lastknownpos(self.enemy) - self.origin);
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}
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else
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{
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var_00 = self.angles;
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}
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}
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var_01 = 1024;
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if(isdefined(self.enemy))
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{
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var_01 = distance(self.origin,self.enemy.origin);
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}
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var_02 = self geteye() + anglestoforward(var_00) * var_01;
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if(!isdefined(self.shootpos) || distancesquared(var_02,self.shootpos) > 25)
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{
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self.shootpos = var_02;
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}
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}
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//Function Number: 10
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rifleshoot()
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{
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if(self.shootobjective == "normal")
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{
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rifleshootobjectivenormal();
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return;
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}
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if(shouldshootenemyent())
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{
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self.shootobjective = "normal";
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self.ambushendtime = undefined;
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return "retry";
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}
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markenemyposinvisible();
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if(animscripts\combat_utility::issniper())
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{
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resetsniperaim();
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}
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var_00 = animscripts\utility::cansuppressenemy();
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if(self.shootobjective == "suppress" || self.team == "allies" && !isdefined(self.enemy) && !var_00)
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{
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rifleshootobjectivesuppress(var_00);
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return;
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}
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rifleshootobjectiveambush(var_00);
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}
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//Function Number: 11
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shouldstopambushing()
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{
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if(!isdefined(self.ambushendtime))
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{
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if(self isbadguy())
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{
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self.ambushendtime = gettime() + randomintrange(10000,60000);
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}
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else
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{
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self.ambushendtime = gettime() + randomintrange(4000,10000);
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}
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}
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return self.ambushendtime < gettime();
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}
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//Function Number: 12
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rpgshoot()
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{
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if(!shouldshootenemyent())
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{
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markenemyposinvisible();
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havenothingtoshoot();
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return;
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}
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setshootenttoenemy();
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setshootstyle("single",0);
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var_00 = lengthsquared(self.origin - self.shootpos);
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if(var_00 < squared(512))
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{
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self notify("return_to_cover");
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self.shouldreturntocover = 1;
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}
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}
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//Function Number: 13
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pistolshoot()
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{
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if(self.shootobjective == "normal")
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{
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if(!shouldshootenemyent())
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{
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if(!isdefined(self.enemy))
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{
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havenothingtoshoot();
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return;
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}
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markenemyposinvisible();
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self.shootobjective = "ambush";
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return "retry";
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}
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setshootenttoenemy();
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setshootstyle("single",0);
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return;
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}
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if(shouldshootenemyent())
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{
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self.shootobjective = "normal";
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self.ambushendtime = undefined;
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return "retry";
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}
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markenemyposinvisible();
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self.shootent = undefined;
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self.shootstyle = "none";
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self.shootpos = animscripts\utility::getenemysightpos();
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if(!isdefined(self.ambushendtime))
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{
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self.ambushendtime = gettime() + randomintrange(4000,8000);
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}
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if(self.ambushendtime < gettime())
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{
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self.shootobjective = "normal";
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self.ambushendtime = undefined;
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return "retry";
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}
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}
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//Function Number: 14
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markenemyposinvisible()
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{
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if(isdefined(self.enemy) && !self.changingcoverpos && self.script != "combat")
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{
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if(isai(self.enemy) && isdefined(self.enemy.script) && self.enemy.script == "cover_stand" || self.enemy.script == "cover_crouch")
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{
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if(isdefined(self.enemy.a.covermode) && self.enemy.a.covermode == "hide")
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{
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return;
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}
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}
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self.couldntseeenemypos = self.enemy.origin;
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}
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}
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//Function Number: 15
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watchforincomingfire()
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{
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self endon("killanimscript");
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self endon("stop_deciding_how_to_shoot");
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for(;;)
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{
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self waittill("suppression");
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if(self.suppressionmeter > self.suppressionthreshold)
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{
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if(readytoreturntocover())
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{
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self notify("return_to_cover");
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self.shouldreturntocover = 1;
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}
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}
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}
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}
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//Function Number: 16
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readytoreturntocover()
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{
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if(self.changingcoverpos)
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{
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return 0;
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}
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if(!isdefined(self.enemy) || !self cansee(self.enemy))
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{
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return 1;
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}
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if(gettime() < self.coverposestablishedtime + 800)
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{
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return 0;
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}
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if(isplayer(self.enemy) && self.enemy.health < self.enemy.maxhealth * 0.5)
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{
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if(gettime() < self.coverposestablishedtime + 3000)
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{
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return 0;
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}
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}
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return 1;
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}
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//Function Number: 17
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runonshootbehaviorend()
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{
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self endon("death");
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common_scripts\utility::waittill_any("killanimscript","stop_deciding_how_to_shoot");
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self.a.laseron = 0;
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animscripts\shared::updatelaserstatus();
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}
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//Function Number: 18
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checkchanged(param_00,param_01)
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{
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if(isdefined(param_00) != isdefined(param_01))
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{
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return 1;
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}
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|
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if(!isdefined(param_01))
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{
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return 0;
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}
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return param_00 != param_01;
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}
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//Function Number: 19
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setshootenttoenemy()
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{
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self.shootent = self.enemy;
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if(common_scripts\utility::flag("_cloaked_stealth_enabled"))
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{
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if(isdefined(self.enemy_who_surprised_me) && self.enemy_who_surprised_me == self.enemy)
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{
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self.shootpos = self.shootent getshootatpos();
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return;
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}
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|
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self.shootpos = animscripts\combat_utility::get_last_known_shoot_pos(self.shootent);
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return;
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}
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self.shootpos = self.shootent getshootatpos();
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}
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//Function Number: 20
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havenothingtoshoot()
|
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{
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self.shootent = undefined;
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self.shootpos = undefined;
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self.shootstyle = "none";
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if(self.doingambush)
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{
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self.shootobjective = "ambush";
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}
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|
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if(!self.changingcoverpos)
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{
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self notify("return_to_cover");
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self.shouldreturntocover = 1;
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}
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}
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//Function Number: 21
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shouldbeajerk()
|
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{
|
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return level.gameskill == 3 && isplayer(self.enemy);
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}
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//Function Number: 22
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setshootstyleforvisibleenemy()
|
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{
|
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if(isdefined(self.shootent.enemy) && isdefined(self.shootent.enemy.syncedmeleetarget))
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{
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return setshootstyle("single",0);
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}
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if(animscripts\combat_utility::issniper())
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{
|
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return setshootstyle("single",0);
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}
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if(animscripts\utility::isshotgun(self.weapon))
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{
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if(animscripts\utility::weapon_pump_action_shotgun())
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{
|
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return setshootstyle("single",0);
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}
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else
|
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{
|
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return setshootstyle("semi",0);
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}
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}
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|
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if(weaponclass(self.weapon) == "grenade")
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{
|
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return setshootstyle("single",0);
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}
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|
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if(weaponburstcount(self.weapon) > 0)
|
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{
|
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return setshootstyle("burst",0);
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}
|
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|
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if((isdefined(self.juggernaut) && self.juggernaut) || isdefined(self.mech) && self.mech)
|
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{
|
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return setshootstyle("full",1);
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}
|
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|
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var_00 = distancesquared(self getshootatpos(),self.shootpos);
|
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var_01 = weaponclass(self.weapon) == "mg";
|
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if(self.providecoveringfire && var_01)
|
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{
|
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return setshootstyle("full",0);
|
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}
|
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|
|
if(var_00 < 62500)
|
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{
|
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if(isdefined(self.shootent) && isdefined(self.shootent.magic_bullet_shield))
|
|
{
|
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return setshootstyle("single",0);
|
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}
|
|
else
|
|
{
|
|
return setshootstyle("full",0);
|
|
}
|
|
}
|
|
else if(var_00 < 810000 || shouldbeajerk())
|
|
{
|
|
if(weaponissemiauto(self.weapon) || shoulddosemiforvariety())
|
|
{
|
|
return setshootstyle("semi",1);
|
|
}
|
|
else
|
|
{
|
|
return setshootstyle("burst",1);
|
|
}
|
|
}
|
|
else if(self.providecoveringfire || var_01 || var_00 < 2560000)
|
|
{
|
|
if(shoulddosemiforvariety())
|
|
{
|
|
return setshootstyle("semi",0);
|
|
}
|
|
else
|
|
{
|
|
return setshootstyle("burst",0);
|
|
}
|
|
}
|
|
|
|
return setshootstyle("single",0);
|
|
}
|
|
|
|
//Function Number: 23
|
|
setshootstyleforsuppression()
|
|
{
|
|
var_00 = distancesquared(self getshootatpos(),self.shootpos);
|
|
if(weaponissemiauto(self.weapon))
|
|
{
|
|
if(var_00 < 2560000)
|
|
{
|
|
return setshootstyle("semi",0);
|
|
}
|
|
|
|
return setshootstyle("single",0);
|
|
}
|
|
|
|
if(weaponclass(self.weapon) == "mg")
|
|
{
|
|
return setshootstyle("full",0);
|
|
}
|
|
|
|
if(self.providecoveringfire || var_00 < 2560000)
|
|
{
|
|
if(shoulddosemiforvariety())
|
|
{
|
|
return setshootstyle("semi",0);
|
|
}
|
|
else
|
|
{
|
|
return setshootstyle("burst",0);
|
|
}
|
|
}
|
|
|
|
return setshootstyle("single",0);
|
|
}
|
|
|
|
//Function Number: 24
|
|
setshootstyle(param_00,param_01)
|
|
{
|
|
self.shootstyle = param_00;
|
|
self.fastburst = param_01;
|
|
}
|
|
|
|
//Function Number: 25
|
|
shoulddosemiforvariety()
|
|
{
|
|
if(weaponclass(self.weapon) != "rifle")
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
if(self.team != "allies")
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
var_00 = animscripts\utility::safemod(int(self.origin[1]),10000) + 2000;
|
|
var_01 = int(self.origin[0]) + gettime();
|
|
return var_01 % 2 * var_00 > var_00;
|
|
}
|
|
|
|
//Function Number: 26
|
|
resetsniperaim()
|
|
{
|
|
self.snipershotcount = 0;
|
|
self.sniperhitcount = 0;
|
|
thread sniper_glint_behavior();
|
|
}
|
|
|
|
//Function Number: 27
|
|
sniper_glint_behavior()
|
|
{
|
|
self endon("killanimscript");
|
|
self endon("enemy");
|
|
self endon("return_to_cover");
|
|
self notify("new_glint_thread");
|
|
self endon("new_glint_thread");
|
|
if(isdefined(self.disable_sniper_glint) && self.disable_sniper_glint)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if(!isdefined(level._effect["sniper_glint"]))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if(!isalive(self.enemy))
|
|
{
|
|
return;
|
|
}
|
|
|
|
var_00 = common_scripts\utility::getfx("sniper_glint");
|
|
wait(0.2);
|
|
for(;;)
|
|
{
|
|
if(self.weapon == self.primaryweapon && animscripts\combat_utility::player_sees_my_scope())
|
|
{
|
|
if(distancesquared(self.origin,self.enemy.origin) > 65536)
|
|
{
|
|
playfxontag(var_00,self,"tag_flash");
|
|
}
|
|
|
|
var_01 = randomfloatrange(3,5);
|
|
wait(var_01);
|
|
}
|
|
|
|
wait(0.2);
|
|
}
|
|
} |