--[[ This file is part of Ice Lua Components. Ice Lua Components is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Ice Lua Components is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with Ice Lua Components. If not, see . ]] function new_intel(settings) local this = {} this.this = this this.team = settings.team or -1 this.mspr = mspr_intel this.player = nil this.rotpos = 0 function this.tick(sec_current, sec_delta) local i this.rotpos = sec_current*2 if not this.spawned then return end if this.player then -- anything to do here? else if not server then return end -- set position local l = common.map_pillar_get( math.floor(this.x), math.floor(this.z)) this.y = l[1+(1)] -- see if anyone has picked us up local mplr = nil local mdd = 2*2 for i=1,32 do local plr = players[i] if plr and plr.alive then local dx = plr.x-this.x local dy = (plr.y+2.8)-this.y local dz = plr.z-this.z local dd = dx*dx+dy*dy+dz*dz if dd < mdd then mplr = plr end end end if mplr then if mplr.intel_pickup(this) then this.player = mplr this.visible = false end end end end function this.render() client.model_render_bone_global(this.mdl_intel, 0, this.x, this.y-0.9, this.z, this.rotpos, 0, 0, 3) end function this.render_backpack() local rpx = this.player.x local rpy = this.player.y+0.5 local rpz = this.player.z local sya = math.sin(this.player.angy) local cya = math.cos(this.player.angy) rpx = rpx - sya*0.4 rpz = rpz - cya*0.4 client.model_render_bone_global(this.mdl_intel, 0, rpx, rpy, rpz, math.pi/2, math.pi/2, this.player.angy-math.pi/2, 1) end function this.render_icon(x,y,z,scale) client.model_render_bone_local(this.mdl_intel, 0, x, y, z, this.rotpos, 0, 0, scale) end function this.intel_drop() this.visible = true this.x = math.floor(this.player.x)+0.5 this.y = math.floor(this.player.y)+0.5 this.z = math.floor(this.player.z)+0.5 this.player = nil end function this.intel_capture(sec_current) local i for i=1,players.max do local plr = players[i] if plr and plr.team == this.player.team then plr.t_rcirc = sec_current + MODE_RCIRC_LINGER end end this.player = nil this.spawn() end function this.prespawn() this.alive = false this.spawned = false this.visible = false end local function prv_spawn_cont1() this.alive = true this.spawned = true this.visible = true end function this.spawn() local xlen,ylen,zlen xlen,ylen,zlen = common.map_get_dims() while true do this.x = math.floor(math.random()*xlen/4.0)+0.5 this.z = math.floor(math.random()*zlen)+0.5 if this.team == 1 then this.x = xlen - this.x end this.y = (common.map_pillar_get(this.x, this.z))[1+1] if this.y < ylen-1 then break end end prv_spawn_cont1() end function this.spawn_at(x,y,z) this.x = x this.y = y this.z = z prv_spawn_cont1() end function this.get_pos() return this.x, this.y, this.z end function this.set_pos_recv(x,y,z) this.x = x this.y = y this.z = z end local _ local l = teams[this.team].color_mdl local mbone,mname,mdata if client then this.mdl_intel = client.model_new(1) this.mdl_intel, mbone = client.model_bone_new(this.mdl_intel,1) mname,mdata = common.model_bone_get(mdl_intel, 0) recolor_component(l[1],l[2],l[3],mdata) common.model_bone_set(this.mdl_intel, 0, mname, mdata) end this.prespawn() return this end function new_tent(settings) local this = {} this.this = this this.team = settings.team or -1 this.mspr = mspr_tent function this.tick(sec_current, sec_delta) local i if not server then return end if not this.spawned then return end -- set position local l = common.map_pillar_get( math.floor(this.x), math.floor(this.z)) this.y = l[1+(1)] -- see if anyone is restocking for i=1,32 do local plr = players[i] if plr then local dx = plr.x-this.x local dy = (plr.y+2.4)-this.y local dz = plr.z-this.z local dd = dx*dx+dy*dy+dz*dz if dd > 2*2 then plr = nil end end if plr then local restock = false if plr.wpn then restock = restock or plr.wpn.ammo_reserve ~= plr.wpn.cfg.ammo_reserve end restock = restock or plr.health ~= 100 restock = restock or plr.blocks ~= 100 restock = restock and plr.alive restock = restock and plr.team == this.team if restock then plr.health = 100 plr.blocks = 100 if plr.wpn then plr.wpn.ammo_clip = plr.wpn.cfg.ammo_clip plr.wpn.ammo_reserve = plr.wpn.cfg.ammo_reserve end end if plr.has_intel then plr.intel_capture(sec_current) end end end end function this.render() client.model_render_bone_global(this.mdl_tent, 0, this.x, this.y, this.z, 0, 0, 0, 3) end function this.prespawn() this.alive = false this.spawned = false this.visible = false end local function prv_spawn_cont1() this.alive = true this.spawned = true this.visible = true end function this.spawn() local xlen,ylen,zlen xlen,ylen,zlen = common.map_get_dims() while true do this.x = math.floor(math.random()*xlen/4.0)+0.5 this.z = math.floor(math.random()*zlen)+0.5 if this.team == 1 then this.x = xlen - this.x end this.y = (common.map_pillar_get(this.x, this.z))[1+1] if this.y < ylen-1 then break end end prv_spawn_cont1() end function this.spawn_at(x,y,z) this.x = x this.y = y this.z = z prv_spawn_cont1() end function this.get_pos() return this.x, this.y, this.z end function this.set_pos_recv(x,y,z) this.x = x this.y = y this.z = z end local _ local l = teams[this.team].color_mdl local mbone,mname,mdata if client then this.mdl_tent = client.model_new(1) this.mdl_tent, mbone = client.model_bone_new(this.mdl_tent,1) mname,mdata = common.model_bone_get(mdl_tent, 0) recolor_component(l[1],l[2],l[3],mdata) common.model_bone_set(this.mdl_tent, 0, mname, mdata) end this.prespawn() return this end