//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Server Admin Commands //----------------------------------------------------------------------------- function SAD(%password) { if (%password !$= "") commandToServer('SAD', %password); } function SADSetPassword(%password) { commandToServer('SADSetPassword', %password); } //---------------------------------------------------------------------------- // Misc server commands //---------------------------------------------------------------------------- function clientCmdSyncClock(%time) { // Time update from the server, this is only sent at the start of a mission // or when a client joins a game in progress. } //----------------------------------------------------------------------------- // Damage Direction Indicator //----------------------------------------------------------------------------- function clientCmdSetDamageDirection(%direction) { eval("%ctrl = DamageHUD-->damage_" @ %direction @ ";"); if (isObject(%ctrl)) { // Show the indicator, and schedule an event to hide it again cancelAll(%ctrl); %ctrl.setVisible(true); %ctrl.schedule(500, setVisible, false); } } //----------------------------------------------------------------------------- // Teleporter visual effect //----------------------------------------------------------------------------- function clientCmdPlayTeleportEffect(%position, %effectDataBlock) { if (isObject(%effectDataBlock)) { new Explosion() { position = %position; dataBlock = %effectDataBlock; }; } } // ---------------------------------------------------------------------------- // WeaponHUD // ---------------------------------------------------------------------------- // Update the Ammo Counter with current ammo, if not any then hide the counter. function clientCmdSetAmmoAmountHud(%amount, %amountInClips) { if (!%amount) AmmoAmount.setVisible(false); else { AmmoAmount.setVisible(true); AmmoAmount.setText("Ammo: " @ %amount @ "/" @ %amountInClips); } } // Here we update the Weapon Preview image & reticle for each weapon. We also // update the Ammo Counter (just so we don't have to call it separately). // Passing an empty parameter ("") hides the HUD component. function clientCmdRefreshWeaponHUD(%amount, %preview, %ret, %zoomRet, %amountInClips) { if (!%amount) AmmoAmount.setVisible(false); else { AmmoAmount.setVisible(true); AmmoAmount.setText("Ammo: " @ %amount @ "/" @ %amountInClips); } if (%preview $= "") WeaponHUD.setVisible(false);//PreviewImage.setVisible(false); else { WeaponHUD.setVisible(true);//PreviewImage.setVisible(true); PreviewImage.setbitmap("art/gui/weaponHud/"@ detag(%preview)); } if (%ret $= "") Reticle.setVisible(false); else { Reticle.setVisible(true); Reticle.setbitmap("art/gui/weaponHud/"@ detag(%ret)); } if (isObject(ZoomReticle)) { if (%zoomRet $= "") { ZoomReticle.setBitmap(""); } else { ZoomReticle.setBitmap("art/gui/weaponHud/"@ detag(%zoomRet)); } } } // ---------------------------------------------------------------------------- // Vehicle Support // ---------------------------------------------------------------------------- function clientCmdtoggleVehicleMap(%toggle) { if(%toggle) { moveMap.pop(); // clear movement $mvForwardAction = 0; $mvBackwardAction = 0; vehicleMap.push(); } else { vehicleMap.pop(); moveMap.push(); } } // ---------------------------------------------------------------------------- // Turret Support // ---------------------------------------------------------------------------- // Call by the Turret class when a player mounts or unmounts it. // %turret = The turret that was mounted // %player = The player doing the mounting // %mounted = True if the turret was mounted, false if it was unmounted function turretMountCallback(%turret, %player, %mounted) { //echo ( "\c4turretMountCallback -> " @ %mounted ); if (%mounted) { // Push the action map turretMap.push(); } else { // Pop the action map turretMap.pop(); } }