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#include maps/mp/_entityheadicons;
#include maps/mp/gametypes/_weaponobjects;
#include maps/mp/_utility;
#include common_scripts/utility;
init()
{
level.decoyweapons = [];
level.decoyweapons[ "fullauto" ] = [];
level.decoyweapons[ "semiauto" ] = [];
level.decoyweapons[ "fullauto" ][ level.decoyweapons[ "fullauto" ].size ] = "uzi_mp";
level.decoyweapons[ "semiauto" ][ level.decoyweapons[ "semiauto" ].size ] = "m1911_mp";
level.decoyweapons[ "semiauto" ][ level.decoyweapons[ "semiauto" ].size ] = "python_mp";
level.decoyweapons[ "semiauto" ][ level.decoyweapons[ "semiauto" ].size ] = "cz75_mp";
level.decoyweapons[ "semiauto" ][ level.decoyweapons[ "semiauto" ].size ] = "fnfal_mp";
}
createdecoywatcher()
{
watcher = self maps/mp/gametypes/_weaponobjects::createuseweaponobjectwatcher( "nightingale", "nightingale_mp", self.team );
watcher.onspawn = ::onspawndecoy;
watcher.detonate = ::decoydetonate;
watcher.deleteondifferentobjectspawn = 0;
watcher.headicon = 0;
}
onspawndecoy( watcher, owner )
{
owner endon( "disconnect" );
self endon( "death" );
maps/mp/gametypes/_weaponobjects::onspawnuseweaponobject( watcher, owner );
self.initial_velocity = self getvelocity();
delay = 1;
wait delay;
decoy_time = 30;
spawn_time = getTime();
owner addweaponstat( "nightingale_mp", "used", 1 );
self thread simulateweaponfire( owner );
while ( 1 )
{
if ( getTime() > ( spawn_time + ( decoy_time * 1000 ) ) )
{
self destroydecoy( watcher, owner );
return;
}
wait 0,05;
}
}
movedecoy( owner, count, fire_time, main_dir, max_offset_angle )
{
self endon( "death" );
self endon( "done" );
if ( !self isonground() )
{
return;
}
min_speed = 100;
max_speed = 200;
min_up_speed = 100;
max_up_speed = 200;
current_main_dir = randomintrange( main_dir - max_offset_angle, main_dir + max_offset_angle );
avel = ( randomfloatrange( 800, 1800 ) * ( ( randomintrange( 0, 2 ) * 2 ) - 1 ), 0, randomfloatrange( 580, 940 ) * ( ( randomintrange( 0, 2 ) * 2 ) - 1 ) );
intial_up = randomfloatrange( min_up_speed, max_up_speed );
start_time = getTime();
gravity = getDvarInt( "bg_gravity" );
i = 0;
while ( i < 1 )
{
angles = ( 0, randomintrange( current_main_dir - max_offset_angle, current_main_dir + max_offset_angle ), 0 );
dir = anglesToForward( angles );
dir = vectorScale( dir, randomfloatrange( min_speed, max_speed ) );
deltatime = ( getTime() - start_time ) * 0,001;
up = ( 0, 0, intial_up - ( 800 * deltatime ) );
self launch( dir + up, avel );
wait fire_time;
i++;
}
}
destroydecoy( watcher, owner )
{
self notify( "done" );
self maps/mp/_entityheadicons::setentityheadicon( "none" );
}
decoydetonate( attacker )
{
self notify( "done" );
self maps/mp/_entityheadicons::setentityheadicon( "none" );
}
getweaponfordecoy( owner )
{
weapon = pickrandomweapon();
return weapon;
}
simulateweaponfire( owner )
{
owner endon( "disconnect" );
self endon( "death" );
self endon( "done" );
weapon = getweaponfordecoy( owner );
if ( weapon == "none" )
{
return;
}
self thread watchforexplosion( owner, weapon );
self thread trackmaindirection();
self.max_offset_angle = 30;
weapon_class = getweaponclass( weapon );
switch( weapon_class )
{
case "weapon_assault":
case "weapon_cqb":
case "weapon_hmg":
case "weapon_lmg":
case "weapon_smg":
simulateweaponfiremachinegun( owner, weapon );
break;
case "weapon_sniper":
simulateweaponfiresniper( owner, weapon );
break;
case "weapon_pistol":
simulateweaponfirepistol( owner, weapon );
break;
case "weapon_shotgun":
simulateweaponfireshotgun( owner, weapon );
break;
default:
simulateweaponfiremachinegun( owner, weapon );
break;
}
}
simulateweaponfiremachinegun( owner, weapon )
{
if ( weaponissemiauto( weapon ) )
{
simulateweaponfiremachinegunsemiauto( owner, weapon );
}
else
{
simulateweaponfiremachinegunfullauto( owner, weapon );
}
}
simulateweaponfiremachinegunsemiauto( owner, weapon )
{
firetime = weaponfiretime( weapon );
clipsize = weaponclipsize( weapon );
reloadtime = weaponreloadtime( weapon );
burst_spacing_min = 4;
burst_spacing_max = 10;
while ( 1 )
{
if ( clipsize <= 1 )
{
burst_count = 1;
}
else
{
burst_count = randomintrange( 1, clipsize );
}
self thread movedecoy( owner, burst_count, firetime, self.main_dir, self.max_offset_angle );
self fireburst( owner, weapon, firetime, burst_count, 1 );
finishwhileloop( weapon, reloadtime, burst_spacing_min, burst_spacing_max );
}
}
simulateweaponfirepistol( owner, weapon )
{
firetime = weaponfiretime( weapon );
clipsize = weaponclipsize( weapon );
reloadtime = weaponreloadtime( weapon );
burst_spacing_min = 0,5;
burst_spacing_max = 4;
while ( 1 )
{
burst_count = randomintrange( 1, clipsize );
self thread movedecoy( owner, burst_count, firetime, self.main_dir, self.max_offset_angle );
self fireburst( owner, weapon, firetime, burst_count, 0 );
finishwhileloop( weapon, reloadtime, burst_spacing_min, burst_spacing_max );
}
}
simulateweaponfireshotgun( owner, weapon )
{
firetime = weaponfiretime( weapon );
clipsize = weaponclipsize( weapon );
reloadtime = weaponreloadtime( weapon );
if ( clipsize > 2 )
{
clipsize = 2;
}
burst_spacing_min = 0,5;
burst_spacing_max = 4;
while ( 1 )
{
burst_count = randomintrange( 1, clipsize );
self thread movedecoy( owner, burst_count, firetime, self.main_dir, self.max_offset_angle );
self fireburst( owner, weapon, firetime, burst_count, 0 );
finishwhileloop( weapon, reloadtime, burst_spacing_min, burst_spacing_max );
}
}
simulateweaponfiremachinegunfullauto( owner, weapon )
{
firetime = weaponfiretime( weapon );
clipsize = weaponclipsize( weapon );
reloadtime = weaponreloadtime( weapon );
if ( clipsize > 30 )
{
clipsize = 30;
}
burst_spacing_min = 2;
burst_spacing_max = 6;
while ( 1 )
{
burst_count = randomintrange( int( clipsize * 0,6 ), clipsize );
interrupt = 0;
self thread movedecoy( owner, burst_count, firetime, self.main_dir, self.max_offset_angle );
self fireburst( owner, weapon, firetime, burst_count, interrupt );
finishwhileloop( weapon, reloadtime, burst_spacing_min, burst_spacing_max );
}
}
simulateweaponfiresniper( owner, weapon )
{
firetime = weaponfiretime( weapon );
clipsize = weaponclipsize( weapon );
reloadtime = weaponreloadtime( weapon );
if ( clipsize > 2 )
{
clipsize = 2;
}
burst_spacing_min = 3;
burst_spacing_max = 5;
while ( 1 )
{
burst_count = randomintrange( 1, clipsize );
self thread movedecoy( owner, burst_count, firetime, self.main_dir, self.max_offset_angle );
self fireburst( owner, weapon, firetime, burst_count, 0 );
finishwhileloop( weapon, reloadtime, burst_spacing_min, burst_spacing_max );
}
}
fireburst( owner, weapon, firetime, count, interrupt )
{
interrupt_shot = count;
if ( interrupt )
{
interrupt_shot = int( count * randomfloatrange( 0,6, 0,8 ) );
}
self fakefire( owner, self.origin, weapon, interrupt_shot );
wait ( firetime * interrupt_shot );
if ( interrupt )
{
self fakefire( owner, self.origin, weapon, count - interrupt_shot );
wait ( firetime * ( count - interrupt_shot ) );
}
}
finishwhileloop( weapon, reloadtime, burst_spacing_min, burst_spacing_max )
{
if ( shouldplayreloadsound() )
{
playreloadsounds( weapon, reloadtime );
}
else
{
wait randomfloatrange( burst_spacing_min, burst_spacing_max );
}
}
playreloadsounds( weapon, reloadtime )
{
divy_it_up = ( reloadtime - 0,1 ) / 2;
wait 0,1;
self playsound( "fly_assault_reload_npc_mag_out" );
wait divy_it_up;
self playsound( "fly_assault_reload_npc_mag_in" );
wait divy_it_up;
}
watchforexplosion( owner, weapon )
{
self thread watchfordeathbeforeexplosion();
owner endon( "disconnect" );
self endon( "death_before_explode" );
self waittill( "explode", pos );
level thread doexplosion( owner, pos, weapon, randomintrange( 5, 10 ) );
}
watchfordeathbeforeexplosion()
{
self waittill( "death" );
wait 0,1;
self notify( "death_before_explode" );
}
doexplosion( owner, pos, weapon, count )
{
min_offset = 100;
max_offset = 500;
i = 0;
while ( i < count )
{
wait randomfloatrange( 0,1, 0,5 );
offset = ( randomfloatrange( min_offset, max_offset ) * ( ( randomintrange( 0, 2 ) * 2 ) - 1 ), randomfloatrange( min_offset, max_offset ) * ( ( randomintrange( 0, 2 ) * 2 ) - 1 ), 0 );
owner fakefire( owner, pos + offset, weapon, 1 );
i++;
}
}
pickrandomweapon()
{
type = "fullauto";
if ( randomintrange( 0, 10 ) < 3 )
{
type = "semiauto";
}
randomval = randomintrange( 0, level.decoyweapons[ type ].size );
/#
println( "Decoy type: " + type + " weapon: " + level.decoyweapons[ type ][ randomval ] );
#/
return level.decoyweapons[ type ][ randomval ];
}
shouldplayreloadsound()
{
if ( randomintrange( 0, 5 ) == 1 )
{
return 1;
}
return 0;
}
trackmaindirection()
{
self endon( "death" );
self endon( "done" );
self.main_dir = int( vectorToAngle( ( self.initial_velocity[ 0 ], self.initial_velocity[ 1 ], 0 ) )[ 1 ] );
up = ( 0, 0, 1 );
while ( 1 )
{
self waittill( "grenade_bounce", pos, normal );
dot = vectordot( normal, up );
if ( dot < 0,5 && dot > -0,5 )
{
self.main_dir = int( vectorToAngle( ( normal[ 0 ], normal[ 1 ], 0 ) )[ 1 ] );
}
}
}