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authorBobTheBob <32057864+BobTheBob9@users.noreply.github.com>2021-08-31 23:14:58 +0100
committerBobTheBob <32057864+BobTheBob9@users.noreply.github.com>2021-08-31 23:14:58 +0100
commit9a96d0bff56f1969c68bb52a2f33296095bdc67d (patch)
tree4175928e488632705692e3cccafa1a38dd854615 /Northstar.Coop/scripts/vscripts/sp/_savegame.gnut
parent27bd240871b7c0f2f49fef137718b2e3c208e3b4 (diff)
downloadNorthstarMods-9a96d0bff56f1969c68bb52a2f33296095bdc67d.tar.gz
NorthstarMods-9a96d0bff56f1969c68bb52a2f33296095bdc67d.zip
move to new mod format
Diffstat (limited to 'Northstar.Coop/scripts/vscripts/sp/_savegame.gnut')
-rw-r--r--Northstar.Coop/scripts/vscripts/sp/_savegame.gnut860
1 files changed, 0 insertions, 860 deletions
diff --git a/Northstar.Coop/scripts/vscripts/sp/_savegame.gnut b/Northstar.Coop/scripts/vscripts/sp/_savegame.gnut
deleted file mode 100644
index f4f29003..00000000
--- a/Northstar.Coop/scripts/vscripts/sp/_savegame.gnut
+++ /dev/null
@@ -1,860 +0,0 @@
-global function AddCallback_OnLoadSaveGame
-global function CheckPoint
-global function CheckPoint_Forced
-global function CheckPoint_ForcedSilent
-global function CheckPoint_Silent
-global function RestartFromLevelTransition
-global function CodeCallback_IsSaveGameSafeToCommit
-global function CodeCallback_OnLoadSaveGame
-global function CodeCallback_OnSavedSaveGame
-global function InitSaveGame
-global function LoadSaveTimeDamageMultiplier
-global function ReloadForMissionFailure
-global function GetLastCheckPointLoadTime
-global function SafeForCheckPoint
-global function SafeToSpawnAtOrigin
-global function JustLoadedFromCheckpoint
-global function GetFirstPlayer
-
-const float LAST_SAVE_DEBOUNCE = 4.0
-const float TITAN_SAFE_DIST = 1200
-const SAVE_DEBUG = true
-global const SAVE_NEW = false
-global const MAX_SAFELOCATION_DIST = 5000
-global const float SAVE_SPAWN_VOFFSET = 2.0
-
-global struct CheckPointData
-{
- float searchTime = 5.0
- bool onGroundRequired = true
- array<entity> safeLocations
- bool forced
- bool skipDelayedIsAliveCheck
- bool skipSaveToActualPlayerLocation
- bool functionref( entity ) ornull additionalCheck = null
-}
-
-struct
-{
- bool nextSaveSilent
- table signalDummy
- float loadSaveTime
-
- float lastSaveTime
-
- array<StoredWeapon> saveStoredWeapons
- string storedTitanWeapon
-
- vector saveOrigin
- vector saveAngles
- bool saveRestoreResetsPlayer
-
-} file
-
-void function InitSaveGame()
-{
- Assert( MAX_SAFELOCATION_DIST < TIME_ZOFFSET * 0.8 )
-
- RegisterSignal( "StopSearchingForSafeSave" )
- RegisterSignal( "RespawnNow" )
-
- FlagInit( "OnLoadSaveGame_PlayerRecoveryEnabled", true )
- FlagInit( "SaveRequires_PlayerIsTitan" )
- AddClientCommandCallback( "RestartFromLevelTransition", RestartFromLevelTransition )
- AddClientCommandCallback( "RespawnNowSP", RespawnNowSP )
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// GLOBAL COMMANDS
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-void function CheckPoint_Silent( CheckPointData ornull checkPointData = null )
-{
- CheckPointData data = GetCheckPointDataOrDefaults( checkPointData )
- CheckPoint_Silent_FromData( data )
-}
-
-void function CheckPoint_Silent_FromData( CheckPointData checkPointData )
-{
- file.nextSaveSilent = true
- CheckPoint( checkPointData )
-}
-
-void function CheckPoint_ForcedSilent()
-{
- file.nextSaveSilent = true
- CheckPoint_Forced()
-}
-
-void function CheckPoint_Forced()
-{
- CheckPointData checkPointData
- checkPointData.forced = true
- CheckPoint_FromData( checkPointData )
-}
-
-void function CheckPoint( CheckPointData ornull checkPointData = null )
-{
- CheckPointData data = GetCheckPointDataOrDefaults( checkPointData )
- thread CheckPoint_FromData( data )
-}
-
-void function CheckPoint_FromData( CheckPointData checkPointData )
-{
- printt( "SAVEGAME: New save attempt (8/3/2016)" )
-
- float searchTime = checkPointData.searchTime
- bool onGroundRequired = checkPointData.onGroundRequired
- bool skipDelayedIsAliveCheck = checkPointData.skipDelayedIsAliveCheck
- bool skipSaveToActualPlayerLocation = checkPointData.skipSaveToActualPlayerLocation
- bool forced = checkPointData.forced
- array<entity> safeLocations = checkPointData.safeLocations
- bool functionref( entity ) ornull additionalCheck = checkPointData.additionalCheck
-
- if ( !Flag( "SaveGame_Enabled" ) )
- {
- printt( "SAVEGAME: failed: Saves are disabled" )
- return
- }
-
- entity player = GetFirstPlayer()
- entity safeLocation
-
- if ( forced )
- {
- printt( "SAVEGAME: creating: Forced" )
- }
- else
- {
- if ( Flag( "SaveRequires_PlayerIsTitan" ) && !player.IsTitan() )
- {
- printt( "SAVEGAME: failed: Flag SaveRequires_PlayerIsTitan and player is not a Titan" )
- return
- }
-
- printt( "SAVEGAME: creating: Safe for check point?" )
- EndSignal( file.signalDummy, "StopSearchingForSafeSave" )
-
- bool regularSafetyCheck = GetBugReproNum() != 184641 // respawned with no UI
- bool functionref( entity ) safeCheck
- if ( onGroundRequired )
- safeCheck = SafeForCheckPoint_OnGround
- else
- safeCheck = SafeForCheckPoint
-
-
- if ( skipSaveToActualPlayerLocation )
- {
- printt( "SAVEGAME: skipSaveToActualPlayerLocation." )
- }
- else
- {
- float rate = 0.333
- int reps = int( searchTime / rate )
-
- if ( regularSafetyCheck )
- {
- // wait a few seconds until it is safe to save
- for ( int i = 0; i < reps; i++ )
- {
- if ( safeCheck( player ) )
- break
-
- wait rate
- }
- }
- else
- {
- printt( "SAVEGAME: regularSafetyCheck disabled for bug repro" )
- }
- }
-
- if ( !regularSafetyCheck || skipSaveToActualPlayerLocation || !safeCheck( player ) )
- {
- printt( "SAVEGAME: Not safe to save actual player position." )
- if ( !safeLocations.len() )
- {
- printt( "SAVEGAME: failed: no alternate safe locations." )
- return
- }
-
- // titan cores do funky stuff with weapons and make it hard to resume to a new position safely
- if ( !IsTitanCoreFiring( player ) )
- safeLocation = GetBestSaveLocationEnt( safeLocations )
-
- if ( safeLocation == null )
- {
- printt( "SAVEGAME: failed: couldn't find a safe location from those provided." )
- return
- }
-
- printt( "SAVEGAME: Found safe location " + safeLocation.GetOrigin() )
- }
- else
- {
- printt( "SAVEGAME: Safe to save at actual player location: " + player.GetOrigin() )
- }
-
- if ( Time() - file.lastSaveTime < 3 )
- {
- printt( "SAVEGAME: failed: last save was too recent." )
- return
- }
-
- if ( additionalCheck != null )
- {
- expect bool functionref(entity)( additionalCheck )
- if ( !additionalCheck( player ) )
- {
- printt( "SAVEGAME: failed: custom check failed." )
- return
- }
- }
- }
-
- if ( IsValid( safeLocation ) )
- {
- printt( "SAVEGAME: saveRestoreResetsPlayer = true" )
- WriteRestoreLocationFromEntity( safeLocation )
- file.saveRestoreResetsPlayer = true
- }
- else
- {
- printt( "SAVEGAME: saveRestoreResetsPlayer = false" )
- file.saveRestoreResetsPlayer = false
- }
-
- int startPointIndex = GetCurrentStartPointIndex()
-
- if ( !IsAlive( player ) )
- {
- printt( "SAVEGAME: failed: Tried to save while player was dead" )
- return
- }
-
- if ( skipDelayedIsAliveCheck || forced )
- {
- printt( "SAVEGAME: SaveGame_Create" )
- file.lastSaveTime = Time()
- SaveGame_Create( GetSaveName(), SAVEGAME_VERSION, startPointIndex )
- }
- else
- {
- printt( "SAVEGAME: SaveGame_CreateWithCommitDelay" )
- file.lastSaveTime = Time()
- SaveGame_CreateWithCommitDelay( GetSaveName(), SAVEGAME_VERSION, 3.5, 1, startPointIndex )
- }
-
- // kill any ongoing attempts to save. Note this also may end this thread, so it is called last.
- Signal( file.signalDummy, "StopSearchingForSafeSave" )
-}
-
-CheckPointData function GetCheckPointDataOrDefaults( CheckPointData ornull checkPointData = null )
-{
- if ( checkPointData != null )
- return expect CheckPointData( checkPointData )
-
- CheckPointData data
- return data
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// CODE CALLBACKS
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-bool function CodeCallback_IsSaveGameSafeToCommit()
-{
- if ( !Flag( "SaveGame_Enabled" ) )
- return false
-
- foreach ( player in GetPlayerArray() )
- {
- if ( !IsAlive( player ) )
- return false
- }
-
- return true
-}
-
-
-void function ClearPlayerVelocityOnContext( entity player )
-{
- if ( player.IsTitan() )
- return
-
- switch ( GetCurrentStartPoint() )
- {
- case "Rising World Jump":
- return
- }
-
- player.SetVelocity( <0,0,0> )
-}
-
-
-void function CodeCallback_OnLoadSaveGame()
-{
- printt( "SaveGame: OnLoadSaveGame" )
- file.loadSaveTime = Time()
-
- UpdateCollectiblesAfterLoadSaveGame()
- array<entity> players = GetPlayerArray()
-
- Assert( players.len() == 1 )
- entity player = players[0]
-
- // restore health on load from save
- if ( !IsAlive( player ) )
- return
-
- ClearPlayerVelocityOnContext( player )
-
- thread UpdateUI( player.IsTitan(), player )
-
- // run on load save game callbacks
- foreach ( callbackFunc in svGlobalSP.onLoadSaveGameCallbacks )
- {
- callbackFunc( player )
- }
-
- thread DelayedOnLoadSetup( player )
-}
-
-void function DelayedOnLoadSetup( entity player )
-{
- player.EndSignal( "OnDeath" )
-
- WaitFrame() // fixes crash bug, also can't issue a remote call on this codecallback until waiting a frame.
-
- Remote_CallFunction_UI( player, "ServerCallback_GetObjectiveReminderOnLoad" ) // show objective reminder
-
- bool forceStanding = file.saveRestoreResetsPlayer
- if ( file.saveRestoreResetsPlayer )
- {
- file.saveRestoreResetsPlayer = false
-
- printt( "SAVEGAME: Restoring player to safe location " + file.saveOrigin )
- player.SetOrigin( file.saveOrigin )
- player.SetAngles( file.saveAngles )
- player.SetVelocity( <0,0,0> )
-
- TakeAllWeapons( player )
-
- player.ForceStand()
-
- if ( IsPilot( player ) )
- {
- GiveWeaponsFromStoredArray( player, file.saveStoredWeapons )
- }
- else
- {
- player.GiveWeapon( file.storedTitanWeapon )
- }
- }
-
- if ( Flag( "OnLoadSaveGame_PlayerRecoveryEnabled" ) )
- {
- if ( player.IsTitan() )
- {
- RestoreTitan( player )
-
- int index = GetConVarInt( "sp_titanLoadoutCurrent" )
- if ( index > -1 && IsBTLoadoutUnlocked( index ) )
- {
- string weapon = GetTitanWeaponFromIndex( index )
- TakeAllWeapons( player )
- player.GiveWeapon( weapon )
- }
- }
- else
- {
- player.SetHealth( player.GetMaxHealth() )
- entity offhand = player.GetOffhandWeapon( OFFHAND_SPECIAL )
- if ( IsValid( offhand ) )
- {
- // restore offhand, so for example, cloak will be ready to use
- int max = offhand.GetWeaponPrimaryClipCountMax()
- offhand.SetWeaponPrimaryClipCount(max)
- }
-
- entity petTitan = player.GetPetTitan()
- if ( IsAlive( petTitan ) )
- {
- RestoreTitan( petTitan )
- }
- }
- }
-
- WaitFrame()
-
- if ( forceStanding )
- player.UnforceStand()
-
-}
-
-void function CodeCallback_OnSavedSaveGame( bool saved )
-{
- printt( "SAVEGAME: Success (OnSavedSaveGame)" )
-
- // failed to save
- if ( !saved )
- return
-
- // tell clients about the save
- foreach ( player in GetPlayerArray() )
- {
- Remote_CallFunction_UI( player, "ServerCallback_ClearObjectiveReminderOnLoad" ) // dont need objective reminder again on load
- }
-
- BroadcastCheckpointMessage()
-}
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// SAVE UTILITIES
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-
-
-
-
-entity function GetFirstPlayer()
-{
- foreach ( player in GetPlayerArray() )
- {
- return player
- }
-
- unreachable
-}
-
-bool function SafeToSpawnAtOrigin( entity player, vector origin )
-{
- if ( player.IsTitan() )
- {
- array<entity> titans = GetNPCArrayEx( "npc_titan", TEAM_ANY, TEAM_MILITIA, origin, TITAN_SAFE_DIST )
- if ( titans.len() > 0 )
- return false
-
- array<entity> superSpectres = GetNPCArrayEx( "npc_super_spectre", TEAM_ANY, TEAM_MILITIA, origin, TITAN_SAFE_DIST )
- if ( superSpectres.len() > 0 )
- return false
- }
- else
- {
- array<entity> enemies = GetNPCArrayEx( "any", TEAM_ANY, TEAM_MILITIA, origin, 300 )
- if ( enemies.len() > 0 )
- return false
- }
-
- return IsPlayerSafeFromProjectiles( player, origin )
-}
-
-entity function GetBestSaveLocationEnt( array<entity> safeLocations )
-{
- entity player = GetFirstPlayer()
- vector mins = player.GetBoundingMins()
- vector maxs = player.GetBoundingMaxs()
-
- vector playerOrg = player.GetOrigin()
- array<entity> orderedLocations = ArrayClosest( safeLocations, player.GetOrigin() )
- foreach ( ent in orderedLocations )
- {
- vector org = ent.GetOrigin() + <0,0,SAVE_SPAWN_VOFFSET>
-
- // too far to spawn
- if ( Distance( playerOrg, org ) > MAX_SAFELOCATION_DIST )
- break
-
- if ( !SafeToSpawnAtOrigin( player, ent.GetOrigin() ) )
- continue
-
- // blocked at that origin?
- TraceResults result = TraceHull( org, org + Vector( 0, 0, 1), mins, maxs, [ player ], TRACE_MASK_PLAYERSOLID, TRACE_COLLISION_GROUP_PLAYER )
- if ( result.startSolid )
- continue
- if ( result.fraction != 1.0 )
- continue
-
- return ent
- }
-
- return null
-}
-
-void function WriteRestoreLocationFromEntity( entity safeLocation )
-{
- Assert( safeLocation != null )
- entity player = GetFirstPlayer()
- Assert( IsAlive( player ), "Tried to save while player was dead" )
-
- if ( IsPilot( player ) )
- {
- file.saveStoredWeapons = StoreWeapons( player )
- }
- else
- {
- array<entity> weapons = player.GetMainWeapons()
- Assert( weapons.len() == 1, "Player had multiple titan weapons" )
- file.storedTitanWeapon = weapons[0].GetWeaponClassName()
- }
-
- file.saveOrigin = safeLocation.GetOrigin() + <0,0,SAVE_SPAWN_VOFFSET>
- file.saveAngles = safeLocation.GetAngles()
-}
-
-bool function RestartFromLevelTransition( entity player, array<string> args )
-{
- thread ReloadFromLevelStart()
-
- return true
-}
-
-void function ReloadForMissionFailure( float extraDelay = 0 )
-{
- // prevent automatic restarts
- //thread ReloadForMissionFailure_Thread( extraDelay )
-}
-
-void function ReloadForMissionFailure_Thread( float extraDelay )
-{
- FlagClear( "SaveGame_Enabled" ) // no more saving, you have lost
- FlagSet( "MissionFailed" )
-
- Signal( file.signalDummy, "StopSearchingForSafeSave" )
-
- entity player = GetFirstPlayer()
- if ( IsValid( player ) )
- EmitSoundOnEntityOnlyToPlayer( player, player, "4_second_fadeout" )
-
- wait 1
-
- waitthread WaitForRespawnNowOrTimePass( player, 2.8 + extraDelay )
-
- ReloadFromSave_RestartFallback()
-}
-
-void function WaitForRespawnNowOrTimePass( entity player, float delay )
-{
- player.EndSignal( "RespawnNow" )
- wait delay
-}
-
-void function SkipReloadDelay_Thread( entity player )
-{
- EmitSoundOnEntityOnlyToPlayer( player, player, "1_second_fadeout" )
- ScreenFadeToBlackForever( player, 0.5 )
- wait 1.0
- player.Signal( "RespawnNow" )
-}
-
-bool function RespawnNowSP( entity player, array<string> args )
-{
- // this clientcommand is always bound now so we need to make sure it isn't called while player is alive
- if ( IsAlive( player ))
- return true
-
- // wait a few seconds before we allow respawns
- if ( player.nv.nextRespawnTime > Time() )
- return true
-
- //thread SkipReloadDelay_Thread( player )
-
- // do our respawning code
- entity ornull respawningOn = GetPlayerToSpawnOn()
-
- if ( respawningOn == null )
- {
- // todo: logic for restarting level without dropping clients
- print( "everyone is dead! restarting from last checkpoint..." )
- RestartWithoutDroppingPlayers()
- }
- else
- {
- expect entity( respawningOn )
- // HACK: compiler has a fit if we directly call player.RespawnPlayer in this file
- // so we need to make a functionref in another file that does it
-
- hackRespawnPlayerFunc( player, respawningOn )
- // honestly unsure if the respawningOn arg works with players so manually set pos too
- thread TeleportToEntitySafe( player, respawningOn )
- }
-
-
- return true
-}
-
-void function ReloadFromSave_RestartFallback()
-{
- if ( LoadedFromSave() )
- return
-
- ReloadFromLevelStart()
-}
-
-void function ReloadFromLevelStart()
-{
- array<entity> players = GetPlayerArray()
- Assert( players.len() == 1 )
- entity player = players[0]
- ServerRestartMission( player )
-}
-
-bool function SafeForCheckPoint_OnGround( entity player )
-{
- Assert( player.IsPlayer() )
-
- if ( !player.IsOnGround() )
- {
- #if SAVE_DEBUG
- printt( "SaveGame: Failed: !player.IsOnGround()" )
- #endif
- return false
- }
-
- if ( player.IsWallRunning() )
- {
- #if SAVE_DEBUG
- printt( "SaveGame: Failed: player.IsWallRunning()" )
- #endif
- return false
- }
-
- return SafeForCheckPoint( player )
-}
-
-bool function SafeForCheckPoint( entity player )
-{
- Assert( player.IsPlayer() )
-
- if ( Flag( "CheckPointDisabled" ) )
- {
- #if SAVE_DEBUG
- printt( "SaveGame: Failed: Flag( \"CheckPointDisabled\" )" )
- #endif
- return false
- }
-
- if ( !IsAlive( player ) )
- {
- #if SAVE_DEBUG
- printt( "SaveGame: Failed: !IsAlive( player )" )
- #endif
- return false
- }
-
- if ( IsPlayerEmbarking( player ) )
- {
- #if SAVE_DEBUG
- printt( "SaveGame: Failed: IsPlayerEmbarking( player )" )
- #endif
- return false
- }
-
- if ( IsPlayerDisembarking( player ) )
- {
- #if SAVE_DEBUG
- printt( "SaveGame: Failed: IsPlayerDisembarking( player )" )
- #endif
- return false
- }
-
- if ( player.p.doingQuickDeath )
- {
- #if SAVE_DEBUG
- printt( "SaveGame: Failed: player.p.doingQuickDeath" )
- #endif
- return false
- }
-
- if ( EntityIsOutOfBounds( player ) )
- {
- #if SAVE_DEBUG
- printt( "SaveGame: Failed: EntityIsOutOfBounds( player )" )
- #endif
- return false
- }
-
-
- float range = 300
- if ( player.IsTitan() )
- {
- range = 1000
-
- // awkward to resume into a core-in-progress
- if ( IsTitanCoreFiring( player ) )
- {
- #if SAVE_DEBUG
- printt( "SaveGame: Failed: IsTitanCoreFiring( player )" )
- #endif
- return false
- }
- }
- else
- {
- entity weapon = player.GetActiveWeapon()
- if ( IsValid( weapon ) )
- {
- // cooking grenade?
- if ( player.GetOffhandWeapon( OFFHAND_ORDNANCE ) == weapon )
- {
- #if SAVE_DEBUG
- printt( "SaveGame: Failed: Cooking grenade" )
- #endif
- return false
- }
- }
-
- if ( player.IsPhaseShifted() )
- {
- #if SAVE_DEBUG
- printt( "SaveGame: Failed: player.IsPhaseShifted()" )
- #endif
- return false
- }
- }
-
- array<entity> enemies = GetNPCArrayEx( "any", TEAM_ANY, TEAM_MILITIA, player.GetOrigin(), range )
- if ( enemies.len() > 0 )
- {
- #if SAVE_DEBUG
- printt( "SaveGame: Failed: Enemy within " + range + " units" )
- #endif
- return false
- }
-
- if ( player.IsTitan() )
- {
-
- array<entity> titans = GetNPCArrayEx( "npc_titan", TEAM_ANY, TEAM_MILITIA, player.GetOrigin(), 3000 )
- foreach ( titan in titans )
- {
- if ( titan.GetEnemy() == player )
- {
- #if SAVE_DEBUG
- printt( "SaveGame: Failed: Enemy Titan within 3000 units" )
- #endif
- return false
- }
- }
- }
-
- if ( !IsPlayerSafeFromNPCs( player ) )
- {
- #if SAVE_DEBUG
- printt( "SaveGame: Failed: !IsPlayerSafeFromNPCs( player )" )
- #endif
- return false
- }
-
- if ( !IsPlayerSafeFromProjectiles( player, player.GetOrigin() ) )
- {
- #if SAVE_DEBUG
- printt( "SaveGame: Failed: !IsPlayerSafeFromProjectiles( player )" )
- #endif
- return false
- }
-
- if ( WasRecentlyHitByDamageSourceId( player, eDamageSourceId.toxic_sludge, 3.0 ) )
- {
- #if SAVE_DEBUG
- printt( "SaveGame: Failed: WasRecentlyHitByDamageSourceId( player, eDamageSourceId.toxic_sludge, 3.0 )" )
- #endif
- return false
- }
-
- return true
-}
-
-void function BroadcastCheckpointMessage()
-{
- if ( file.nextSaveSilent )
- {
- file.nextSaveSilent = false
- return
- }
-
- // tell clients about the save
- foreach ( player in GetPlayerArray() )
- {
- if ( !IsAlive( player ) )
- continue
-
- Remote_CallFunction_NonReplay( player, "SCB_CheckPoint" )
- }
-}
-
-
-void function AddCallback_OnLoadSaveGame( void functionref( entity ) callbackFunc )
-{
- Assert( !svGlobalSP.onLoadSaveGameCallbacks.contains( callbackFunc ), "Already added " + string( callbackFunc ) + " with AddCallback_OnLoadSaveGame" )
- svGlobalSP.onLoadSaveGameCallbacks.append( callbackFunc )
-}
-
-// Why does this need to be threaded?? I don't know! But it doesn't work if I don't wait a bit.
-void function UpdateUI( bool isTitan, entity player )
-{
- if ( !IsValid( player ) )
- return
-
- player.EndSignal( "OnDeath" )
-
- wait 0.1
-
- UpdatePauseMenuMissionLog( player )
-
- if ( isTitan )
- {
- UI_NotifySPTitanLoadoutChange( player )
- NotifyUI_ShowTitanLoadout( player, null )
- }
- else
- {
- NotifyUI_HideTitanLoadout( player, null )
- }
-}
-
-float function LoadSaveTimeDamageMultiplier()
-{
- return GraphCapped( Time() - file.loadSaveTime, 2.5, 4.0, 0.0, 1.0 )
-}
-
-float function GetLastCheckPointLoadTime()
-{
- return file.loadSaveTime
-}
-
-bool function JustLoadedFromCheckpoint()
-{
- return Time() - file.loadSaveTime < 1.0
-}
-
-bool function LoadedFromSave()
-{
- printt( "SAVEGAME: Trying to load saveName" )
- if ( !HasValidSaveGame() )
- {
- printt( "SAVEGAME: !HasValidSaveGame" )
- return false
- }
-
- string saveName = GetSaveName()
- printt( "SAVEGAME: Did load " + saveName )
-
- // set the correct loadscreen
- string mapName = SaveGame_GetMapName( saveName )
- int startPointIndex = SaveGame_GetStartPoint( saveName )
-
- array<string> clientCommands = GetLoadingClientCommands( mapName, startPointIndex, DETENT_FORCE_DISABLE, false )
- ExecuteClientCommands( clientCommands )
-
- if ( GetBugReproNum() != 196356 )
- {
- printt( "LOADPROGRESS" )
- ClientCommand( GetFirstPlayer(), "show_loading_progress" )
- WaitFrame()
- }
-
- SaveGame_LoadWithStartPointFallback()
- return true
-}