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authorMilo Akerman <40443620+MiloAkerman@users.noreply.github.com>2022-01-31 19:06:32 -0500
committerBarichello <artur@barichello.me>2022-02-03 17:02:08 -0300
commit1e17c6e8912a22b55eb12dbccdc98e3810678efc (patch)
tree60f380492dd14f0802c5912e1f41b247bd27584e
parent72bfcc6b3ac8c81af7af6a804986e3474d4aec5e (diff)
downloadNorthstarMods-1e17c6e8912a22b55eb12dbccdc98e3810678efc.tar.gz
NorthstarMods-1e17c6e8912a22b55eb12dbccdc98e3810678efc.zip
Account for negative XP
lol
-rw-r--r--Northstar.CustomServers/mod/scripts/vscripts/_xp.gnut19
1 files changed, 10 insertions, 9 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/_xp.gnut b/Northstar.CustomServers/mod/scripts/vscripts/_xp.gnut
index 6db3b9a7..6f044b7a 100644
--- a/Northstar.CustomServers/mod/scripts/vscripts/_xp.gnut
+++ b/Northstar.CustomServers/mod/scripts/vscripts/_xp.gnut
@@ -27,45 +27,46 @@ bool function PlayerProgressionAllowed( entity player )
}
void function HandleXPGainForScoreEvent( entity player, ScoreEvent event )
-{
+{
// note: obviously all xp stuff can be cheated in if people want to on customs, this is mainly just here for fun for those who want it and feature completeness
// most score events don't have this, so we'll set this to the xp value of other categories later if needed
int xpValue = ScoreEvent_GetXPValue( event )
int weaponXp = ScoreEvent_GetXPValueWeapon( event )
int titanXp = ScoreEvent_GetXPValueTitan( event )
-
+
if ( xpValue < weaponXp )
xpValue = weaponXp
else if ( xpValue < titanXp )
xpValue = titanXp
-
+
entity weapon = player.GetActiveWeapon()
if ( IsValid( weapon ) && ShouldTrackXPForWeapon( weapon.GetWeaponClassName() ) )
AddWeaponXP( player, xpValue )
-
+
// if we specifically gain titan xp, then give titan xp no matter what, otherwise only give it when we're in a titan
if ( titanXp != 0 || player.IsTitan() )
AddTitanXP( player, xpValue )
-
+
// most events don't have faction xp but almost everything should give it
int factionXp = ScoreEvent_GetXPValueFaction( event )
if ( xpValue > factionXp )
factionXp = xpValue
else if ( xpValue < factionXp )
xpValue = factionXp
-
+
if ( factionXp != 0 )
AddFactionXP( player, factionXp )
-
+
if ( xpValue == 0 )
return
-
+
// global xp
int oldXp = player.GetPersistentVarAsInt( "xp" )
+ if(oldXp<0) oldXp = 0
int oldLevel = GetLevelForXP( oldXp )
player.SetPersistentVar( "xp", min( oldXp + xpValue, PlayerGetMaxXPPerGen() ) )
player.XPChanged() // network xp change to client, gen can't change here
-
+
int newXp = player.GetPersistentVarAsInt( "xp" )
int newLevel = GetLevelForXP( newXp )
if ( newLevel != oldLevel )