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USLCT.bos
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#define TAK
piece base, hull, ramp, turret_1, sleeve_1, barrel_1, flare_1, turret_2, sleeve_2, barrel_2, flare_2,
load1, load2, load3, load4, load5, turret, grabber, link,
wake1, wake2, wake3;
#define BASE_SMOKE_PERIOD 40
#define MIN_SMOKE_PERIOD 240
//********************Turret turn speeds
#define AA20_TURRET_TURN <40>
#define AA20_TURRET_PITCH <45>
//*********************Recoil
#define AA20_GUN_RECOIL [0.4]
#define AA20_GUN_RECOIL_SPEED [10]
#define AA20_GUN_BACK_SPEED [1]
//*********************Ramp
#define RAMP_OPEN_ANGLE <90>
#define RAMP_OPEN_SPEED <30>
//*********************Load distance
#define LOAD_DIST [125]
//*********************Death anim
#define HULL_LIST_SPEED <2.5>
#define HULL_LIST_ANGLE <-5>
#define RESTORE_PERIOD 2500
#define SIG_DEATH 1
#define SIG_MOVE 2
#define SIG_AIM1 4
#define SIG_AIM2 8
#define SIG_LOAD 16
#define SMOKEPIECE hull
#include "exptype.h"
#include "sfxtype.h"
#include "damageSmoke.h"
//tracers
#define LARGE_TRACER 2048+2
//effects
#define placeholder_EFFECT01 1024+1
#define placeholder_EFFECT02 1024+2
#define placeholder_EFFECT03 1024+3
#define placeholder_EFFECT04 1024+4
#define placeholder_EFFECT05 1024+5
#define placeholder_EFFECT06 1024+6
#define XSMALL_MUZZLEFLASH 1024+7
#define XSMALL_MUZZLEDUST 1024+8
static-var MaxSpeed, bMoving, unit1, unit2, unit3, unit4, unit5, bTooFar, bRampOpen, LastUnloadPoint, boom_len, boom_heading, boom_pitch, bAim1, bAim2;
WorkingLoop()
{
while(TRUE)
{
if(bMoving)
{
// engine smoke comes here. And engine sound.
sleep 500;
}
sleep 500;
}
}
WaitForConstructionToFinish()
{
while(get BUILD_PERCENT_LEFT)
{
sleep 150;
}
}
HideFlares()
{
hide flare_1;
hide flare_2;
}
Create()
{
start-script HideFlares();
bMoving = FALSE;
bAim1 = FALSE;
bAim2 = FALSE;
MaxSpeed = get MAX_SPEED;
// we have no cargo yet
unit1 = -1;
unit2 = -1;
unit3 = -1;
unit4 = -1;
unit5 = -1;
call-script WaitForConstructionToFinish();
start-script DamageSmoke();
start-script WorkingLoop();
}
SweetSpot(piecenum)
{
piecenum = hull;
}
EmitWakes()
{
set-signal-mask SIG_MOVE|SIG_DEATH;
while( TRUE )
{
emit-sfx 2 from wake1;
emit-sfx 2 from wake2;
emit-sfx 2 from wake3;
sleep 300;
}
}
OpenRamp()
{
var newSpeed;
// we are opening the ramp, let's slow down (else we'll have the hold full of water)
newSpeed = MaxSpeed/10;
set MAX_SPEED to newSpeed;
turn ramp to x-axis RAMP_OPEN_ANGLE speed RAMP_OPEN_SPEED;
wait-for-turn ramp around x-axis;
bRampOpen = TRUE;
return;
}
CloseRamp()
{
bRampOpen = FALSE;
turn ramp to x-axis 0 speed RAMP_OPEN_SPEED;
wait-for-turn ramp around x-axis;
// now the ramp is closed, we can go full speed again
set MAX_SPEED to MaxSpeed;
return;
}
StopMoving()
{
signal SIG_MOVE;
set-signal-mask SIG_MOVE;
// We don't want this to trigger on VERY short stops
sleep 300;
bMoving = FALSE;
}
StopCatcher()
{
var newXZ, oldXZ, newHeading, oldHeading;
set-signal-mask SIG_MOVE|SIG_DEATH;
while(TRUE)
{
sleep 300;
newXZ = get PIECE_XZ(base);
newHeading = get HEADING;
if((oldXZ == newXZ) && (oldHeading == newHeading))
{
call-script StopMoving();
}
oldXZ = newXZ;
oldHeading = newHeading;
}
}
StartMoving()
{
signal SIG_MOVE;
start-script EmitWakes();
start-script StopCatcher();
bMoving = TRUE;
}
RestoreTurret()
{
set-signal-mask SIG_AIM1|SIG_AIM2|SIG_DEATH;
sleep RESTORE_PERIOD;
turn turret_1 to y-axis <0> speed AA20_TURRET_TURN;
turn sleeve_1 to x-axis <0> speed AA20_TURRET_PITCH;
turn turret_2 to y-axis <0> speed AA20_TURRET_TURN;
turn sleeve_2 to x-axis <0> speed AA20_TURRET_PITCH;
}
QueryWeapon1(piecenum)
{
piecenum = flare_1;
}
AimFromWeapon1(piecenum)
{
piecenum = turret_1;
}
AimWeapon1(heading, pitch)
{
signal SIG_AIM1;
set-signal-mask SIG_AIM1|SIG_DEATH;
bAim1 = TRUE;
turn turret_1 to y-axis heading speed AA20_TURRET_TURN;
turn sleeve_1 to x-axis (0-pitch) speed AA20_TURRET_PITCH;
wait-for-turn turret_1 around y-axis;
wait-for-turn sleeve_1 around x-axis;
start-script RestoreTurret();
bAim1 = FALSE;
return (TRUE);
}
FireWeapon1()
{
/* show flare_1;
sleep 200;
hide flare_1;*/
}
Shot1(foo)
{
emit-sfx XSMALL_MUZZLEFLASH from flare_1;
emit-sfx XSMALL_MUZZLEDUST from flare_1;
move barrel_1 to z-axis (0-AA20_GUN_RECOIL) speed AA20_GUN_RECOIL_SPEED;
sleep 200;
move barrel_1 to z-axis [0] speed AA20_GUN_BACK_SPEED;
}
QueryWeapon2(piecenum)
{
piecenum = flare_2;
}
AimFromWeapon2(piecenum)
{
piecenum = turret_2;
}
AimWeapon2(heading, pitch)
{
signal SIG_AIM2;
set-signal-mask SIG_AIM2|SIG_DEATH;
bAim2 = TRUE;
turn turret_2 to y-axis heading speed AA20_TURRET_TURN;
turn sleeve_2 to x-axis (0-pitch) speed AA20_TURRET_PITCH;
wait-for-turn turret_2 around y-axis;
wait-for-turn sleeve_2 around x-axis;
start-script RestoreTurret();
bAim2 = FALSE;
return (TRUE);
}
FireWeapon2()
{
/* show flare_2;
sleep 200;
hide flare_2;*/
}
Shot2(foo)
{
emit-sfx XSMALL_MUZZLEFLASH from flare_2;
emit-sfx XSMALL_MUZZLEDUST from flare_2;
move barrel_2 to z-axis (0-AA20_GUN_RECOIL) speed AA20_GUN_RECOIL_SPEED;
sleep 200;
move barrel_2 to z-axis [0] speed AA20_GUN_BACK_SPEED;
}
QueryWeapon3(piecenum)
{
piecenum = flare_1;
}
AimFromWeapon3(piecenum)
{
piecenum = turret_1;
}
AimWeapon3(heading, pitch)
{
if(bAim1)
{
return FALSE;
}
signal SIG_AIM1;
set-signal-mask SIG_AIM1|SIG_DEATH;
turn turret_1 to y-axis heading speed AA20_TURRET_TURN;
turn sleeve_1 to x-axis (0-pitch) speed AA20_TURRET_PITCH;
wait-for-turn turret_1 around y-axis;
wait-for-turn sleeve_1 around x-axis;
start-script RestoreTurret();
return (TRUE);
}
FireWeapon3()
{
/* show flare_1;
sleep 200;
hide flare_1;*/
}
Shot3(foo)
{
emit-sfx XSMALL_MUZZLEFLASH from flare_1;
emit-sfx XSMALL_MUZZLEDUST from flare_1;
move barrel_1 to z-axis (0-AA20_GUN_RECOIL) speed AA20_GUN_RECOIL_SPEED;
sleep 200;
move barrel_1 to z-axis [0] speed AA20_GUN_BACK_SPEED;
}
QueryWeapon4(piecenum)
{
piecenum = flare_2;
}
AimFromWeapon4(piecenum)
{
piecenum = turret_2;
}
AimWeapon4(heading, pitch)
{
if(bAim2)
{
return FALSE;
}
signal SIG_AIM2;
set-signal-mask SIG_AIM2|SIG_DEATH;
turn turret_2 to y-axis heading speed AA20_TURRET_TURN;
turn sleeve_2 to x-axis (0-pitch) speed AA20_TURRET_PITCH;
wait-for-turn turret_2 around y-axis;
wait-for-turn sleeve_2 around x-axis;
start-script RestoreTurret();
return (TRUE);
}
FireWeapon4()
{
/* show flare_2;
sleep 200;
hide flare_2;*/
}
Shot4(foo)
{
emit-sfx XSMALL_MUZZLEFLASH from flare_2;
emit-sfx XSMALL_MUZZLEDUST from flare_2;
move barrel_2 to z-axis (0-AA20_GUN_RECOIL) speed AA20_GUN_RECOIL_SPEED;
sleep 200;
move barrel_2 to z-axis [0] speed AA20_GUN_BACK_SPEED;
}
//Transport stuff
BoomCalc(posxz,posy)
{
var dxz,dy,lenxz;
dxz = get PIECE_XZ(turret) - posxz;
dy = posy - get PIECE_Y(turret);
lenxz = get XZ_HYPOT(dxz);
boom_len = get HYPOT(lenxz,dy);
boom_heading = get XZ_ATAN(dxz);
boom_pitch = get ATAN(dy,lenxz);
bTooFar = (boom_len > LOAD_DIST);
}
PositionLink(posxz,posy)
{
turn turret to y-axis boom_heading now;
turn grabber to x-axis 0-boom_pitch now;
move grabber to z-axis boom_len now;
}
ReturnLink()
{
turn turret to y-axis <0> now;
turn grabber to x-axis <0> now;
move grabber to z-axis [0] now;
}
CargoCheck()
//This should check all the carried units and remove any dead ones
{
var loadxz, unitxz, dist;
set-signal-mask SIG_LOAD;
while(TRUE)
{
if(unit1>(0-1))
{
loadxz = get PIECE_XZ(load1);
unitxz = get UNIT_XZ(unit1);
dist = get XZ_HYPOT(loadxz - unitxz);
if((dist > [1])||(dist<[-1]))
{
unit1 = -1;
}
}
if(unit2>(0-1))
{
loadxz = get PIECE_XZ(load2);
unitxz = get UNIT_XZ(unit2);
dist = get XZ_HYPOT(loadxz - unitxz);
if((dist > [1])||(dist<[-1]))
{
unit2 = -1;
}
}
if(unit3>(0-1))
{
loadxz = get PIECE_XZ(load3);
unitxz = get UNIT_XZ(unit3);
dist = get XZ_HYPOT(loadxz - unitxz);
if((dist > [1])||(dist<[-1]))
{
unit3 = -1;
}
}
if(unit4>(0-1))
{
loadxz = get PIECE_XZ(load4);
unitxz = get UNIT_XZ(unit4);
dist = get XZ_HYPOT(loadxz - unitxz);
if((dist > [1])||(dist<[-1]))
{
unit4 = -1;
}
}
if(unit5>(0-1))
{
loadxz = get PIECE_XZ(load5);
unitxz = get UNIT_XZ(unit5);
dist = get XZ_HYPOT(loadxz - unitxz);
if((dist > [1])||(dist<[-1]))
{
unit5 = -1;
}
}
sleep 1000;
}
}
TransportPickup(unitid)
{
var bAlreadyPlaced;
signal SIG_LOAD;
set-signal-mask SIG_LOAD;
bAlreadyPlaced = FALSE;
call-script BoomCalc(get UNIT_XZ(unitid),get UNIT_Y(unitid));
if( bTooFar )
{
return (1);
}
call-script OpenRamp();
while (!bRampOpen)
{
sleep 250;
}
set BUSY to 1;
//Determine next free unit slot
if (unit1 == -1)
{
attach-unit unitid to load1;
unit1 = unitid;
bAlreadyPlaced = TRUE;
} else
if (unit2 == -1)
{
attach-unit unitid to load2;
unit2 = unitid;
bAlreadyPlaced = TRUE;
} else
if (unit3 == -1)
{
attach-unit unitid to load3;
unit3 = unitid;
bAlreadyPlaced = TRUE;
} else
if (unit4 == -1)
{
attach-unit unitid to load4;
unit4 = unitid;
bAlreadyPlaced = TRUE;
} else
if (unit5 == -1)
{
attach-unit unitid to load5;
unit5 = unitid;
bAlreadyPlaced = TRUE;
} else
{
attach-unit unitid to 0 - 1;
}
start-script CargoCheck();
sleep 500;
set BUSY to 0;
sleep 2500;
start-script CloseRamp();
}
TransportDrop(unitid, position)
{
signal SIG_LOAD;
set-signal-mask SIG_LOAD;
call-script BoomCalc(position,get GROUND_HEIGHT(position));
if( bTooFar )
{
return (1);
}
call-script OpenRamp();
while (!bRampOpen)
{
sleep 250;
}
set BUSY to 1;
attach-unit unitid to link;
call-script PositionLink();
sleep 50;
drop-unit unitid;
// call-script AreaUnload(unitid,[210.000000]);
//Determine a unit slot to free
if (unit1 == unitid)
{
unit1 = -1;
} else
if (unit2 == unitid)
{
unit2 = -1;
} else
if (unit3 == unitid)
{
unit3 = -1;
} else
if (unit4 == unitid)
{
unit4 = -1;
} else
if (unit5 == unitid)
{
unit5 = -1;
}
call-script ReturnLink();
sleep 1000;
set BUSY to 0;
sleep 1500;
start-script CloseRamp();
}
Killed(severity, corpsetype)
{
signal SIG_DEATH;
if (severity<99)
{
corpsetype = 1;
start-script OpenRamp();
turn hull to x-axis HULL_LIST_ANGLE speed HULL_LIST_SPEED;
wait-for-turn hull around x-axis;
explode hull type BITMAPONLY|BITMAP1;
return (TRUE);
}
corpsetype = 2;
explode hull type SHATTER|BITMAP1;
explode turret_1 type FALL|EXPLODE_ON_HIT|FIRE;
explode turret_2 type FALL|EXPLODE_ON_HIT|FIRE;
return (TRUE);
}