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_vehicle.gsc File Reference

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Functions

function __init__ ()
 
function _delete_entity ()
 
function _init_husk (vehicle_name, respawn_parameters)
 
function _play_sound_in_space (soundEffectName, origin)
 
function _spawn_explosion (origin)
 
function _spawn_husk (origin, angles, modelname)
 
function build_exhaust (effect)
 
function build_quake (scale, duration, radius, basetime, randomaditionaltime)
 
function build_rumble (rumble, scale, duration, radius, basetime, randomaditionaltime)
 
function build_template (type, model, typeoverride)
 
function cleanup (test_name, cleanup_dvar_name, cleanup_func)
 
function ClearAndCachePerks ()
 
function destroy_vehicle (vehicle)
 
function do_alive_cleanup_wait (test_name)
 
function do_dead_cleanup_wait (test_name)
 
function final_husk_cleanup_t (respawn_parameters)
 
function follow_path (node)
 
function get_default_vehicle_name ()
 
function get_random_cleanup_wait_time (state)
 
function get_vehicle_damage_state_index_from_health_percentage (vehicle)
 
function get_vehicle_name (vehicle)
 
function get_vehicle_name_key_for_damage_states (vehicle)
 
function hide_vehicle ()
 
function husk_cleanup_t ()
 
function husk_do_cleanup ()
 
function init_original_vehicle ()
 
function init_vehicle ()
 
function init_vehicle_entities ()
 
function init_vehicle_threads ()
 
function initialize_vehicle_damage_effects_for_level ()
 
function initialize_vehicle_damage_state_data ()
 
function InitVehicleMap ()
 
function is_vehicle ()
 
function kill_any_touching (kill_trigger, kill_duration_ms)
 
function kill_vehicle (attacker)
 
function manage_vehicles ()
 
function PerformVehiclePreSpawn (veh_spawner_id, veh_name, origin, angles, spawn_delay, kill_trigger)
 
function play_damage_state_effects (vehicle, start_damage_state_index, end_damage_state_index)
 
function play_start_stop_sound (sound_alias, modulation)
 
function play_vehicle_effects (effects, isDamagedTread)
 
function player_change_seat_handler_t (vehicle)
 
function player_is_driver ()
 
function player_is_occupant_invulnerable (sMeansOfDeath)
 
function player_leave_vehicle_cleanup_t (vehicle)
 
function player_update_vehicle_hud (show, vehicle)
 
function player_vehicle_position_will_telefrag (position)
 
function player_wait_exit_vehicle_t ()
 
function precache_vehicles ()
 
function register_vehicle ()
 
function remove_vehicle_from_world ()
 
function respawn_vehicle (respawn_parameters)
 
function SetCachedPerks ()
 
function suicide ()
 
function swap_to_husk_model ()
 
function update_damage_effects (vehicle, attacker)
 
function value_with_default (preferred_value, default_value)
 
function vehicle_abandoned_by_drift_t ()
 
function vehicle_abandoned_by_occupants_t ()
 
function vehicle_abandoned_by_occupants_timeout_t ()
 
function vehicle_damage_t ()
 
function vehicle_disconnect_paths ()
 
function vehicle_eject_all_occupants ()
 
function vehicle_ghost_entering_occupants_t ()
 
function vehicle_is_tank ()
 
function vehicle_kill_disconnect_paths_forever ()
 
function vehicle_overturn_eject_occupants ()
 
function vehicle_overturn_suicide ()
 
function vehicle_play_explosion_sound ()
 
function vehicle_position_will_telefrag (position)
 
function vehicle_record_initial_values ()
 
function vehicle_recycle ()
 
function vehicle_recycle_spawner_t ()
 
function vehicle_should_explode_on_cleanup ()
 
function vehicle_telefrag_griefers_at_position (position)
 
function vehicle_transmute (attacker)
 
function vehicle_wait_damage_t ()
 
function vehicle_wait_player_enter_t ()
 
function vehicle_wait_tread_damage ()
 
function VehicleMainThread ()
 
function VehicleSpawnThread (veh_spawner_id, veh_name, origin, angles, time_interval)
 
function VehicleTeamThread ()
 
function wait_for_unnoticeable_cleanup_opportunity ()
 
function wait_for_vehicle_overturn ()
 
function wait_for_vehicle_to_stop_outside_min_radius ()
 
function wait_then_cleanup_vehicle (test_name, cleanup_dvar_name)
 
function wait_until_severely_damaged ()
 
function wait_until_vehicle_position_wont_telefrag (position)
 
function WatchPlayerExitRequestThread (player)
 
function water_killbrush_think ()
 

Function Documentation

◆ __init__()

function __init__ ( )

< if not "exploding", then "disappearing". this only affect auto-cleanup case, not when vehicle is destroyed. destroyed vehicle always explodes

< # seconds at which test for "player too close" and "player can see" will timeout and the husk will be cleaned up anyway

< If vehicle closer to the player than this, then it won't be cleaned up

< Only apply visibility check if vehicle is closer to the player than this

Definition at line 21 of file _vehicle.gsc.

References init_vehicle_entities(), vehicle_eject_all_occupants(), and water_killbrush_think().

◆ _delete_entity()

function _delete_entity ( )

Definition at line 1494 of file _vehicle.gsc.

Referenced by husk_do_cleanup(), and remove_vehicle_from_world().

◆ _init_husk()

function _init_husk ( vehicle_name  ,
respawn_parameters   
)

Definition at line 1733 of file _vehicle.gsc.

References husk_cleanup_t(), is_vehicle(), play_vehicle_effects(), and swap_to_husk_model().

Referenced by vehicle_transmute().

◆ _play_sound_in_space()

function _play_sound_in_space ( soundEffectName  ,
origin   
)

Definition at line 1860 of file _vehicle.gsc.

References Spawn().

Referenced by _spawn_explosion().

◆ _spawn_explosion()

function _spawn_explosion ( origin  )

Definition at line 1838 of file _vehicle.gsc.

References _play_sound_in_space().

Referenced by husk_do_cleanup(), and vehicle_transmute().

◆ _spawn_husk()

function _spawn_husk ( origin  ,
angles  ,
modelname   
)

< Does this really work? It doesn't for players, but might for other entities

Definition at line 1699 of file _vehicle.gsc.

References spawn().

Referenced by vehicle_transmute().

◆ build_exhaust()

function build_exhaust ( effect  )

Description:
"Function Name: build_exhaust( <exhaust_effect_str> )"
"Summary: called in individual vehicle file - assign an exhaust effect to this vehicle!" "Module: vehicle_build( vehicle.gsc )" "CallOn: "
"Mandatory Argument(s): <exhaust_effect_str> : exhaust effect in string format"
"Example: build_exhaust( "_t6/vehicle/exhaust/fx_exhaust_tank" );"
"Single Player / Multi Player: singleplayer"

Definition at line 802 of file _vehicle.gsc.

◆ build_quake()

function build_quake ( scale  ,
duration  ,
radius  ,
basetime  ,
randomaditionaltime   
)

Definition at line 778 of file _vehicle.gsc.

Referenced by build_rumble().

◆ build_rumble()

function build_rumble ( rumble  ,
scale  ,
duration  ,
radius  ,
basetime  ,
randomaditionaltime   
)

Description:
"Function Name: build_rumble( <rumble> , <scale> , <duration> , <radius> , <basetime> , <randomaditionaltime> )"
"Summary: called in individual vehicle file - define amount of radius damage to be set on each vehicle" "Module: vehicle_build( vehicle.gsc )" "CallOn: "
"Mandatory Argument(s): <rumble> : rumble asset"
"Mandatory Argument(s): <scale> : scale"
"Mandatory Argument(s): <duration> : duration"
"Mandatory Argument(s): <radius> : radius"
"Mandatory Argument(s): <basetime> : time to wait between rumbles"
"Mandatory Argument(s): <randomaditionaltime> : random amount of time to add to basetime"
"Example: build_rumble( "tank_rumble", 0.15, 4.5, 600, 1, 1 );"
"Single Player / Multi Player: singleplayer"

Definition at line 768 of file _vehicle.gsc.

References build_quake(), and rumble().

◆ build_template()

function build_template ( type  ,
model  ,
typeoverride   
)

Description:
"Function Name: build_template( <type> , <model> , <typeoverride> )"
"Summary: called in individual vehicle file - mandatory to call this in all vehicle files at the top!" "Module: vehicle_build( vehicle.gsc )" "CallOn: "
"Mandatory Argument(s): <type> : vehicle type to set"
"Mandatory Argument(s): <model> : model to set( this is usually generated by the level script )"
"Optional Argument(s): <typeoverride> : this overrides the type, used for copying a vehicle script"
"Example: build_template( "bmp", model, type );"
"Single Player / Multi Player: singleplayer"

Definition at line 733 of file _vehicle.gsc.

◆ cleanup()

function cleanup ( test_name  ,
cleanup_dvar_name  ,
cleanup_func   
)

Definition at line 948 of file _vehicle.gsc.

Referenced by for(), and wait_then_cleanup_vehicle().

◆ ClearAndCachePerks()

function ClearAndCachePerks ( )

Definition at line 2203 of file _vehicle.gsc.

Referenced by VehicleTeamThread().

◆ destroy_vehicle()

function destroy_vehicle ( vehicle  )

Definition at line 2110 of file _vehicle.gsc.

Referenced by kill_any_touching().

◆ do_alive_cleanup_wait()

function do_alive_cleanup_wait ( test_name  )

Definition at line 875 of file _vehicle.gsc.

References get_random_cleanup_wait_time(), and is_vehicle().

Referenced by wait_then_cleanup_vehicle().

◆ do_dead_cleanup_wait()

function do_dead_cleanup_wait ( test_name  )

Definition at line 933 of file _vehicle.gsc.

References get_random_cleanup_wait_time().

Referenced by husk_cleanup_t().

◆ final_husk_cleanup_t()

function final_husk_cleanup_t ( respawn_parameters  )

Definition at line 1797 of file _vehicle.gsc.

References husk_do_cleanup(), and respawn_vehicle().

Referenced by husk_cleanup_t().

◆ follow_path()

function follow_path ( node  )

Definition at line 1903 of file _vehicle.gsc.

Referenced by useKillstreakStrafeRun().

◆ get_default_vehicle_name()

function get_default_vehicle_name ( )

◆ get_random_cleanup_wait_time()

function get_random_cleanup_wait_time ( state  )

Definition at line 858 of file _vehicle.gsc.

Referenced by do_alive_cleanup_wait(), and do_dead_cleanup_wait().

◆ get_vehicle_damage_state_index_from_health_percentage()

function get_vehicle_damage_state_index_from_health_percentage ( vehicle  )

Definition at line 310 of file _vehicle.gsc.

References get_vehicle_name_key_for_damage_states().

Referenced by update_damage_effects().

◆ get_vehicle_name()

function get_vehicle_name ( vehicle  )

Definition at line 273 of file _vehicle.gsc.

References name.

Referenced by get_vehicle_name_key_for_damage_states(), and vehicle_wait_tread_damage().

◆ get_vehicle_name_key_for_damage_states()

function get_vehicle_name_key_for_damage_states ( vehicle  )

◆ hide_vehicle()

function hide_vehicle ( )

Definition at line 1504 of file _vehicle.gsc.

Referenced by remove_vehicle_from_world().

◆ husk_cleanup_t()

function husk_cleanup_t ( )

◆ husk_do_cleanup()

function husk_do_cleanup ( )

◆ init_original_vehicle()

function init_original_vehicle ( )

Definition at line 581 of file _vehicle.gsc.

References init_vehicle().

Referenced by init_vehicle_entities().

◆ init_vehicle()

function init_vehicle ( )

Description:
"Function Name: init_vehicle( )"
"Summary: Initializes a vehicle entity when the game starts" "Module: Vehicle"
"Example:vehicle init_vehicle();"
"Single Player / Multi Player: multiplayer"

Definition at line 534 of file _vehicle.gsc.

References create_entity_masked_enemy_influencer(), init_vehicle_threads(), register_vehicle(), vehicle_record_initial_values(), and wait_till().

Referenced by init_original_vehicle(), and respawn_vehicle().

◆ init_vehicle_entities()

function init_vehicle_entities ( )

Definition at line 424 of file _vehicle.gsc.

References init_original_vehicle().

Referenced by __init__().

◆ init_vehicle_threads()

◆ initialize_vehicle_damage_effects_for_level()

function initialize_vehicle_damage_effects_for_level ( )

Definition at line 160 of file _vehicle.gsc.

References get_default_vehicle_name().

◆ initialize_vehicle_damage_state_data()

function initialize_vehicle_damage_state_data ( )

Definition at line 565 of file _vehicle.gsc.

Referenced by vehicle_record_initial_values().

◆ InitVehicleMap()

function InitVehicleMap ( )

Definition at line 1950 of file _vehicle.gsc.

References VehicleMainThread().

◆ is_vehicle()

function is_vehicle ( )

Definition at line 1712 of file _vehicle.gsc.

Referenced by _init_husk(), do_alive_cleanup_wait(), and husk_do_cleanup().

◆ kill_any_touching()

function kill_any_touching ( kill_trigger  ,
kill_duration_ms   
)

Definition at line 2058 of file _vehicle.gsc.

References destroy_vehicle(), kill_trigger(), and WAIT_SERVER_FRAME.

Referenced by PerformVehiclePreSpawn().

◆ kill_vehicle()

function kill_vehicle ( attacker  )

Definition at line 1314 of file _vehicle.gsc.

Referenced by suicide(), update_damage_effects(), and vehicle_transmute().

◆ manage_vehicles()

function manage_vehicles ( )

Definition at line 461 of file _vehicle.gsc.

References husk_do_cleanup().

Referenced by respawn_vehicle().

◆ PerformVehiclePreSpawn()

function PerformVehiclePreSpawn ( veh_spawner_id  ,
veh_name  ,
origin  ,
angles  ,
spawn_delay  ,
kill_trigger   
)

Definition at line 2035 of file _vehicle.gsc.

References kill_any_touching(), and kill_trigger().

Referenced by VehicleSpawnThread().

◆ play_damage_state_effects()

function play_damage_state_effects ( vehicle  ,
start_damage_state_index  ,
end_damage_state_index   
)

◆ play_start_stop_sound()

function play_start_stop_sound ( sound_alias  ,
modulation   
)

◆ play_vehicle_effects()

function play_vehicle_effects ( effects  ,
isDamagedTread   
)

Definition at line 390 of file _vehicle.gsc.

Referenced by _init_husk(), play_damage_state_effects(), and vehicle_wait_tread_damage().

◆ player_change_seat_handler_t()

function player_change_seat_handler_t ( vehicle  )

Definition at line 1140 of file _vehicle.gsc.

Referenced by vehicle_ghost_entering_occupants_t().

◆ player_is_driver()

function player_is_driver ( )

Definition at line 1114 of file _vehicle.gsc.

Referenced by player_is_occupant_invulnerable(), and vehicle_damage_t().

◆ player_is_occupant_invulnerable()

function player_is_occupant_invulnerable ( sMeansOfDeath  )

Definition at line 1100 of file _vehicle.gsc.

References player_is_driver().

Referenced by should_do_player_damage().

◆ player_leave_vehicle_cleanup_t()

function player_leave_vehicle_cleanup_t ( vehicle  )

Definition at line 1168 of file _vehicle.gsc.

Referenced by vehicle_ghost_entering_occupants_t().

◆ player_update_vehicle_hud()

function player_update_vehicle_hud ( show  ,
vehicle   
)

◆ player_vehicle_position_will_telefrag()

function player_vehicle_position_will_telefrag ( position  )

< 20 ft., in inches

Definition at line 1616 of file _vehicle.gsc.

Referenced by vehicle_position_will_telefrag(), and vehicle_telefrag_griefers_at_position().

◆ player_wait_exit_vehicle_t()

function player_wait_exit_vehicle_t ( )

Definition at line 609 of file _vehicle.gsc.

References player_update_vehicle_hud().

Referenced by vehicle_wait_player_enter_t().

◆ precache_vehicles()

function precache_vehicles ( )

Definition at line 438 of file _vehicle.gsc.

◆ register_vehicle()

function register_vehicle ( )

Definition at line 444 of file _vehicle.gsc.

Referenced by init_vehicle().

◆ remove_vehicle_from_world()

function remove_vehicle_from_world ( )

Definition at line 1468 of file _vehicle.gsc.

References _delete_entity(), and hide_vehicle().

Referenced by husk_do_cleanup(), and vehicle_transmute().

◆ respawn_vehicle()

function respawn_vehicle ( respawn_parameters  )

◆ SetCachedPerks()

function SetCachedPerks ( )

Definition at line 2209 of file _vehicle.gsc.

Referenced by VehicleTeamThread().

◆ suicide()

◆ swap_to_husk_model()

function swap_to_husk_model ( )

Definition at line 1719 of file _vehicle.gsc.

Referenced by _init_husk().

◆ update_damage_effects()

function update_damage_effects ( vehicle  ,
attacker   
)

◆ value_with_default()

function value_with_default ( preferred_value  ,
default_value   
)

Definition at line 1320 of file _vehicle.gsc.

Referenced by vehicle_transmute().

◆ vehicle_abandoned_by_drift_t()

function vehicle_abandoned_by_drift_t ( )

Definition at line 811 of file _vehicle.gsc.

References wait_then_cleanup_vehicle().

Referenced by init_vehicle_threads().

◆ vehicle_abandoned_by_occupants_t()

function vehicle_abandoned_by_occupants_t ( )

◆ vehicle_abandoned_by_occupants_timeout_t()

function vehicle_abandoned_by_occupants_timeout_t ( )

Definition at line 821 of file _vehicle.gsc.

References wait_then_cleanup_vehicle().

Referenced by vehicle_abandoned_by_occupants_t().

◆ vehicle_damage_t()

function vehicle_damage_t ( )

Definition at line 1646 of file _vehicle.gsc.

References damage(), earthquake(), player_is_driver(), and update_damage_effects().

Referenced by init_vehicle_threads().

◆ vehicle_disconnect_paths()

function vehicle_disconnect_paths ( )

Definition at line 1876 of file _vehicle.gsc.

Referenced by init_vehicle_threads().

◆ vehicle_eject_all_occupants()

function vehicle_eject_all_occupants ( )

Definition at line 1279 of file _vehicle.gsc.

Referenced by __init__().

◆ vehicle_ghost_entering_occupants_t()

function vehicle_ghost_entering_occupants_t ( )

◆ vehicle_is_tank()

function vehicle_is_tank ( )

Definition at line 1183 of file _vehicle.gsc.

◆ vehicle_kill_disconnect_paths_forever()

function vehicle_kill_disconnect_paths_forever ( )

Definition at line 1871 of file _vehicle.gsc.

◆ vehicle_overturn_eject_occupants()

function vehicle_overturn_eject_occupants ( )

Definition at line 1260 of file _vehicle.gsc.

Referenced by init_vehicle_threads().

◆ vehicle_overturn_suicide()

function vehicle_overturn_suicide ( )

Definition at line 1294 of file _vehicle.gsc.

References wait_for_vehicle_overturn().

Referenced by init_vehicle_threads().

◆ vehicle_play_explosion_sound()

function vehicle_play_explosion_sound ( )

Definition at line 1640 of file _vehicle.gsc.

◆ vehicle_position_will_telefrag()

function vehicle_position_will_telefrag ( position  )

◆ vehicle_record_initial_values()

function vehicle_record_initial_values ( )

Definition at line 1194 of file _vehicle.gsc.

References initialize_vehicle_damage_state_data().

Referenced by init_vehicle().

◆ vehicle_recycle()

function vehicle_recycle ( )

Definition at line 1228 of file _vehicle.gsc.

References suicide(), and wait_for_unnoticeable_cleanup_opportunity().

Referenced by wait_then_cleanup_vehicle().

◆ vehicle_recycle_spawner_t()

function vehicle_recycle_spawner_t ( )

Definition at line 1627 of file _vehicle.gsc.

References vehicle_transmute().

Referenced by init_vehicle_threads().

◆ vehicle_should_explode_on_cleanup()

function vehicle_should_explode_on_cleanup ( )

Definition at line 1222 of file _vehicle.gsc.

Referenced by vehicle_transmute().

◆ vehicle_telefrag_griefers_at_position()

function vehicle_telefrag_griefers_at_position ( position  )

Definition at line 1597 of file _vehicle.gsc.

References get_all_alive_players_s(), and player_vehicle_position_will_telefrag().

Referenced by respawn_vehicle().

◆ vehicle_transmute()

◆ vehicle_wait_damage_t()

function vehicle_wait_damage_t ( )

Definition at line 620 of file _vehicle.gsc.

References player_update_vehicle_hud().

Referenced by init_vehicle_threads().

◆ vehicle_wait_player_enter_t()

function vehicle_wait_player_enter_t ( )

Definition at line 592 of file _vehicle.gsc.

References player_update_vehicle_hud(), and player_wait_exit_vehicle_t().

Referenced by init_vehicle_threads().

◆ vehicle_wait_tread_damage()

function vehicle_wait_tread_damage ( )

Definition at line 967 of file _vehicle.gsc.

References get_vehicle_name(), and play_vehicle_effects().

Referenced by init_vehicle_threads().

◆ VehicleMainThread()

function VehicleMainThread ( )

Definition at line 1955 of file _vehicle.gsc.

References get_array(), VehicleSpawnThread(), and WAIT_SERVER_FRAME.

Referenced by InitVehicleMap().

◆ VehicleSpawnThread()

function VehicleSpawnThread ( veh_spawner_id  ,
veh_name  ,
origin  ,
angles  ,
time_interval   
)

◆ VehicleTeamThread()

◆ wait_for_unnoticeable_cleanup_opportunity()

function wait_for_unnoticeable_cleanup_opportunity ( )

Definition at line 1516 of file _vehicle.gsc.

References get_all_alive_players_s().

Referenced by husk_cleanup_t(), and vehicle_recycle().

◆ wait_for_vehicle_overturn()

function wait_for_vehicle_overturn ( )

Definition at line 1235 of file _vehicle.gsc.

Referenced by vehicle_overturn_suicide().

◆ wait_for_vehicle_to_stop_outside_min_radius()

function wait_for_vehicle_to_stop_outside_min_radius ( )

Definition at line 994 of file _vehicle.gsc.

Referenced by wait_then_cleanup_vehicle().

◆ wait_then_cleanup_vehicle()

function wait_then_cleanup_vehicle ( test_name  ,
cleanup_dvar_name   
)

◆ wait_until_severely_damaged()

function wait_until_severely_damaged ( )

Definition at line 842 of file _vehicle.gsc.

Referenced by wait_then_cleanup_vehicle().

◆ wait_until_vehicle_position_wont_telefrag()

function wait_until_vehicle_position_wont_telefrag ( position  )

Definition at line 1564 of file _vehicle.gsc.

References vehicle_position_will_telefrag().

Referenced by respawn_vehicle().

◆ WatchPlayerExitRequestThread()

function WatchPlayerExitRequestThread ( player  )

Definition at line 2173 of file _vehicle.gsc.

References WAIT_SERVER_FRAME.

Referenced by VehicleTeamThread().

◆ water_killbrush_think()

function water_killbrush_think ( )

Definition at line 132 of file _vehicle.gsc.

References IS_TRUE, and QRDrone_force_destroy().

Referenced by __init__().