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//note: requires ACSUtils 1.8.2 or newer
#library "PAY_MOVE"
#include "zcommon.acs"
#include "acsutils.acs"
bool Camera_Mode[MAX_PLAYERS];
int PlayerState[MAX_PLAYERS];
#define CAMERA_ACTOR "SecurityCamera" //any non solid actor should work, better if it's +CLIENTSIDEONLY
function bool Puffy_CanMove (void)
{
int p_num = PlayerNumber();
int ret1 = ((PlayerState[p_num] == STATE_ATTACK) && (CheckInventory("Puffy_IASA")));
return ret1 || (PlayerState[p_num] == STATE_NORMAL);
}
int TDRR_Functions_WarpActor[3];
Script "TDRR_Functions_WarpActor" (int tid, int tid2, int angle, int flags)
{
SetActivator(tid);
SetResultValue( Warp(tid2,
TDRR_Functions_WarpActor[0],
TDRR_Functions_WarpActor[1],
TDRR_Functions_WarpActor[2], angle, flags) );
}
function int WarpActor (int tid, int tid2, int xoff, int yoff, int zoff, int angle, int flags)
{
TDRR_Functions_WarpActor[0] = xoff;
TDRR_Functions_WarpActor[1] = yoff;
TDRR_Functions_WarpActor[2] = zoff;
return ACS_NamedExecuteWithResult("TDRR_Functions_WarpActor", tid, tid2, angle, flags);
}
function void SetActorVelX (int tid, int velx, int add)
{
int velz;
int angle = GetActorAngle(0);
if(!add) {velz = GetActorVelZ(0);}
SetActorVelocity(tid, FixedMul(cos(angle),velx), FixedMul(sin(angle),velx), velz, add, FALSE);
}
Script "HHPAY_Camera_Enable" ENTER
{
int pnum = PlayerNumber();
Camera_Mode[pnum] = TRUE;
ACS_NamedExecuteAlways("HHPAY_Camera_Loop", 0, pnum, FALSE);
}
Script "HHPAY_Camera_Loop" (int p_num)
{
ConsoleCommand("cl_identifytarget 0");
//Input variables.
int yawinput, fwinput, sideinput;
int moveangle;
//Camera-related variables.
int a,p,x,y,z,xyr;
int r = MAX_R;
int angle = GetActorAngle(0); //Camera angle, not player angle!
//Other things.
int speed = 8.0;
int velx, vely, velz;
bool OnGround;
while (Camera_Mode[p_num] == TRUE)
{
a = GetActorAngle (0);
p = GetActorPitch (0);
x = GetActorX (0);
y = GetActorY (0);
z = GetActorZ (0) + VIEW_HEIGHT;
xyr = r * cos (p) >> 16;
velx = GetActorVelX(0);
vely = GetActorVelY(0);
velz = GetActorVelZ(0);
yawinput = GetPlayerInput(-1, INPUT_YAW);
fwinput = GetPlayerInput(-1, INPUT_FORWARDMOVE);
sideinput = GetPlayerInput(-1, INPUT_SIDEMOVE);
angle += yawinput;
SetActorAngle(0,a-yawinput);
SetActorSpeed(0, 0);
//If player is on ground, execute all grounded movement related stuff.
if( (GetActorFloorZ(0) >= z) && (GetActorVelZ(0) == 0) )
{
if(Puffy_CanMove())
{
//Movement code. This thing doesn't work smoothly online, help me pls.
if( (fwinput != 0) || (sideinput != 0) )
{
moveangle = VectorAngle(fwinput,-sideinput);
SetActorAngle(0,angle+moveangle);
SetActorVelX(0, speed, FALSE);
}
//Just here for increased friction, might make this less slippery later.
else if(PlayerState[p_num] == STATE_NORMAL)
{
SetActorVelocity(0, FixedMul(velx,0.9), FixedMul(vely,0.9), 0, FALSE, TRUE);
}
}
}
//Camera doesn't exist? Something's probably wrong, try to fix it!
if(!ThingCountName (CAMERA_ACTOR, C_TID+p_num))
{
SpawnForced(CAMERA_ACTOR, x-cos(angle)*xyr, y-sin(angle)*xyr, z+sin(p)*r, C_TID+p_num, a >> 8);
SpawnForced(CAMERA_ACTOR, x-cos(angle)*xyr, y-sin(angle)*xyr, z+sin(p)*r, I_TID+p_num, a >> 8);
if(ThingCountName(CAMERA_ACTOR, C_TID + p_num))
{ChangeCamera (C_TID + p_num, 0, 0);}
else
{
Camera_Mode[p_num] = FALSE;
Log(s:CAMERA_FAIL_MSG);
}
}
//Camera is alright, let's just update the position, pitch and angle.
while(!SetActorPosition(I_TID+p_num, x-cos(angle)*xyr, y-sin(angle)*xyr, z+sin(p)*r, 0) && r > 0)
{
r -= ADJUST_R;
xyr = cos (p) * r >> 16;
}
SetActorAngle (I_TID + p_num, angle);
SetActorPitch (C_TID + p_num, p);
if(WarpActor(C_TID+p_num, I_TID+p_num, 0.0, 0.0, 0.0, 0, WARPF_NOCHECKPOSITION) == FALSE)
{Print(s:"ERROR");}
if(r < MAX_R)
r += ADJUST_R;
delay(1);
if(Camera_Mode[p_num] == TRUE)
ChangeCamera (C_TID + p_num, 0, 0);
}
}