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authorBobTheBob <32057864+BobTheBob9@users.noreply.github.com>2021-06-22 14:30:49 +0100
committerBobTheBob <32057864+BobTheBob9@users.noreply.github.com>2021-06-22 14:30:49 +0100
commit207facbc402f5639cbcd31f079214351ef605cf2 (patch)
tree4710b2a88dd64f3dfea1609d31a5de9141640951 /Northstar.Coop/scripts/vscripts/sp/_savegame.gnut
parentc2d438568df6d98cf731807e30eaa7da31e5ea52 (diff)
downloadNorthstarMods-207facbc402f5639cbcd31f079214351ef605cf2.tar.gz
NorthstarMods-207facbc402f5639cbcd31f079214351ef605cf2.zip
initial commit after moving to new repo
Diffstat (limited to 'Northstar.Coop/scripts/vscripts/sp/_savegame.gnut')
-rw-r--r--Northstar.Coop/scripts/vscripts/sp/_savegame.gnut860
1 files changed, 860 insertions, 0 deletions
diff --git a/Northstar.Coop/scripts/vscripts/sp/_savegame.gnut b/Northstar.Coop/scripts/vscripts/sp/_savegame.gnut
new file mode 100644
index 00000000..f4f29003
--- /dev/null
+++ b/Northstar.Coop/scripts/vscripts/sp/_savegame.gnut
@@ -0,0 +1,860 @@
+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
+}