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author | BobTheBob <32057864+BobTheBob9@users.noreply.github.com> | 2021-12-15 17:58:33 +0000 |
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committer | BobTheBob <32057864+BobTheBob9@users.noreply.github.com> | 2021-12-15 17:58:33 +0000 |
commit | 06924c215dcf8d4dd425cbbf178509bc222c2f7d (patch) | |
tree | 36db62761142f7a3430a5be26a335168d2da8d65 /Northstar.Custom/mod/scripts/vscripts/client | |
parent | 1b6e5af70bf442c684b891003e516329b190c130 (diff) | |
download | NorthstarMods-06924c215dcf8d4dd425cbbf178509bc222c2f7d.tar.gz NorthstarMods-06924c215dcf8d4dd425cbbf178509bc222c2f7d.zip |
more playtest fixes
Diffstat (limited to 'Northstar.Custom/mod/scripts/vscripts/client')
-rw-r--r-- | Northstar.Custom/mod/scripts/vscripts/client/cl_gamestate.gnut | 1119 |
1 files changed, 0 insertions, 1119 deletions
diff --git a/Northstar.Custom/mod/scripts/vscripts/client/cl_gamestate.gnut b/Northstar.Custom/mod/scripts/vscripts/client/cl_gamestate.gnut deleted file mode 100644 index 93be01ea..00000000 --- a/Northstar.Custom/mod/scripts/vscripts/client/cl_gamestate.gnut +++ /dev/null @@ -1,1119 +0,0 @@ -untyped - -global function ClGameState_Init -global function ClGameState_Think -global function ClGameState_GetRui -global function ClGameState_RegisterNetworkFunctions -global function ClGameState_SetInfoStatusText - -global function ServerCallback_AnnounceWinner -global function ServerCallback_AnnounceRoundWinner - -global function ShowRoundScoresInAnnouncement - -global function PlayRoundWonConversationWithAnnouncementDelay - -global function UpdatePilotTitanStatusDisplay -global function UpdatePilotTitanStatusDisplayWithCount - -global function SetGameModeScoreBarUpdateRules -global function SetGameModeScoreBarUpdateRulesWithFlags - -global function DisplayPostMatchTop3 - -global function GetGameStartTime - -global function ClGameState_RegisterGameStateAsset - -global function ClGameState_SetPilotTitanStatusCallback -global function GetPilotTitanStatusForPlayer - -global enum ePlayerStatusType -{ - PTS_TYPE_NONE, - PTS_TYPE_DEAD, - PTS_TYPE_DEAD_PILOT_TITAN, - PTS_TYPE_DEAD_READY, - PTS_TYPE_PILOT, - PTS_TYPE_READY, - PTS_TYPE_PILOT_TITAN, - PTS_TYPE_EVAC, - PTS_TYPE_ION, - PTS_TYPE_SCORCH, - PTS_TYPE_RONIN, - PTS_TYPE_TONE, - PTS_TYPE_LEGION, - PTS_TYPE_NORTHSTAR, - PTS_TYPE_VANGUARD, - PTS_TYPE_WAVE_READY, - PTS_TYPE_WAVE_NOT_READY, - PTS_TYPE_COUNT, -} - -struct PilotTitanStatus -{ - int playerCount - int[8] slotTypes -} - -global enum sbflag -{ - SKIP_STANDARD_UPDATE = (1<<0), - _count = 1 -} - -struct -{ - var gamestate_info - var letterBoxRui = null - bool thirtySecondWarningDone = false - - void functionref( var ) gameModeScoreBarUpdateRules - int gameModeScoreBarUpdateFlags = 0 - - table< int, PilotTitanStatus> pilotTitanStatus - int functionref( entity,int ) pilotTitanStatusCallback - - asset gameStateRuiAsset = $"" -} file - - -const DEV_COUNTDOWNTIMER = 0//turn on to see the countdown timer to match starts - helps with lining up intros - -function ClGameState_Init() -{ - RegisterSignal( "GameStateChanged" ) - RegisterServerVarChangeCallback( "gameState", ClGameState_Changed ) - RegisterServerVarChangeCallback( "badRepPresent", UpdateScoreboardBadRepPresentMessage ) - - AddCallback_OnClientScriptInit( ClGameState_AddClient ) - - var rui = CreatePermanentCockpitRui( GetGameStateAsset(), MINIMAP_Z_BASE - 1 ) - file.gamestate_info = rui - - if ( file.gameModeScoreBarUpdateRules == null ) - SetGameModeScoreBarUpdateRules( GameModeScoreBarUpdateRules_Default ) -} - -void function GameModeScoreBarUpdateRules_Default( var rui ) -{ -} - -void function SetGameModeScoreBarUpdateRulesWithFlags( void functionref( var ) rules, int sbflags ) -{ - file.gameModeScoreBarUpdateRules = rules - file.gameModeScoreBarUpdateFlags = sbflags -} - -void function SetGameModeScoreBarUpdateRules( void functionref( var ) rules ) -{ - SetGameModeScoreBarUpdateRulesWithFlags( rules, 0 ) -} - -void function ClGameState_RegisterNetworkFunctions() -{ - RegisterNetworkedVariableChangeCallback_int( "gameInfoStatusText", ClGameState_UpdateInfoStatusText ) -} - -void function ClGameState_UpdateInfoStatusText( entity player, int oldValue, int newValue, bool actuallyChanged ) -{ - printt( "UPDATE", player, oldValue, newValue ) - - if ( newValue == -1 ) - { - RuiSetString( file.gamestate_info, "statusText", "" ) - return - } - - string statusText = GetStringFromNetworkableID( newValue ) - printt( "SET", player, statusText, Localize( statusText ) ) - RuiSetString( file.gamestate_info, "statusText", Localize( statusText ) ) -} - - -void function ClGameState_SetInfoStatusText( string statusText ) -{ - RuiSetString( file.gamestate_info, "statusText", Localize( statusText ) ) -} - - -asset function GetGameStateAsset() -{ - if ( GAMETYPE == ATTRITION ) - return $"ui/gamestate_info_at.rpak" - - if ( GAMETYPE == FREE_AGENCY ) - return $"ui/gamestate_info_fra.rpak" - - if ( GAMETYPE == FFA ) - return $"ui/gamestate_info_ffa.rpak" - - if ( GAMETYPE == FORT_WAR ) - return $"ui/gamestate_info_fw.rpak" - - if ( GAMETYPE == LAST_TITAN_STANDING ) - return $"ui/gamestate_info_lts.rpak" - - if ( GAMETYPE == LTS_BOMB ) - return $"ui/gamestate_info_lts_bomb.rpak" - - if ( GAMETYPE == CAPTURE_POINT ) - return $"ui/gamestate_info_cp.rpak" - - if ( GAMETYPE == PILOT_SKIRMISH ) - return $"ui/gamestate_info_ps.rpak" - - if ( GAMETYPE == COLISEUM ) - return $"ui/gamestate_info_coliseum.rpak" - - if ( GAMETYPE == SPEEDBALL ) - return $"ui/gamestate_info_speedball.rpak" - - if ( GAMETYPE == MARKED_FOR_DEATH ) - return $"ui/gamestate_info_mfd.rpak" - - if ( file.gameStateRuiAsset != $"" ) - return file.gameStateRuiAsset - - return $"ui/gamestate_info.rpak" -} - -void function ClGameState_RegisterGameStateAsset( asset gameStateAsset ) -{ - file.gameStateRuiAsset = gameStateAsset -} - -void function ClGameState_AddClient( entity player ) -{ - player.cv.scoreboardBadRepPresentMessage <- HudElement( "ScoreboardBadRepPresentMessage", HudElement( "Scoreboard" ) ) - - #if PC_PROG - player.cv.scoreboardBadRepPresentMessage.SetText( "#ASTERISK_FAIRFIGHT_CHEATER" ) - #else - player.cv.scoreboardBadRepPresentMessage.SetText( "#ASTERISK_BAD_REPUTATION" ) - #endif - - player.cv.hudCheaterMessage <- HudElement( "HudCheaterMessage" ) - if ( !Durango_IsDurango() && !IsLobby() && player.HasBadReputation() ) - player.cv.hudCheaterMessage.Show() - else - player.cv.hudCheaterMessage.Hide() -} - - -var function ClGameState_GetRui() -{ - return file.gamestate_info -} - - -void function ClGameState_Think() -{ - entity player = GetLocalClientPlayer() - - TEMP_UpdateRuiScores( player ) - switch( GetGameState() ) - { - case eGameState.WaitingForPlayers: - ClGameStateThink_WaitingForPlayers( player ) - break - - case eGameState.PickLoadout: - ClGameStateThink_PickLoadOut( player ) - break - - case eGameState.Prematch: - ClGameStateThink_Prematch( player ) - break - - case eGameState.Playing: - ClGameStateThink_Playing( player ) - break - - case eGameState.SwitchingSides: - ClGameStateThink_SwitchingSides( player ) - break - - case eGameState.Postmatch: - ClGameStateThink_Postmatch( player ) - break - } -} - - -void function ClGameStateThink_Prematch( entity player ) -{ - string factionChoice = GetFactionChoice( player ) - ItemDisplayData displayData = GetItemDisplayData( factionChoice ) - asset factionLogo = displayData.image - string factionTitle = displayData.name - - RuiSetImage( ClGameState_GetRui(), "factionImage", factionLogo ) - - //removing countdown timer all together - if ( !DEV_COUNTDOWNTIMER ) - return - - local timeRemaining = ceil( level.nv.gameStartTime - Time() ) - - player.cv.prematchTimer.Show() - player.cv.prematchTimerGlow.Show() - player.cv.prematchDesc.Show() - - player.cv.prematchTimer.SetText( string( timeRemaining ) ) - player.cv.prematchTimerGlow.SetText( string( timeRemaining ) ) -} - -void function ClGameStateThink_WaitingForPlayers( player ) -{ - int reservedCount - int connectingCount - int loadingCount - if ( IsFFAGame() ) - { - reservedCount = GetTotalPendingPlayersReserved() - connectingCount = GetTotalPendingPlayersConnecting() - loadingCount = GetTotalPendingPlayersLoading() - } - else - { - reservedCount = GetTeamPendingPlayersReserved( TEAM_MILITIA ) + GetTeamPendingPlayersReserved( TEAM_IMC ) - connectingCount = GetTeamPendingPlayersConnecting( TEAM_MILITIA ) + GetTeamPendingPlayersConnecting( TEAM_IMC ) - loadingCount = GetTeamPendingPlayersLoading( TEAM_MILITIA ) + GetTeamPendingPlayersLoading( TEAM_IMC ) - } - - int connectedCount = GetPlayerArray().len() - int allKnownPlayersCount = reservedCount + connectingCount + loadingCount + connectedCount - int minPlayers = GetCurrentPlaylistVarInt( "min_players", 0 ) - int expectedPlayers = maxint( minPlayers, allKnownPlayersCount ) - - if ( !("lastTimeRemaining" in player.cv) ) - player.cv.lastTimeRemaining <- null - - if ( Time() <= level.nv.connectionTimeout ) - { - local timeRemainingFloat = level.nv.connectionTimeout - Time() - local timeRemaining = ceil( timeRemainingFloat ) - - //player.cv.waitingForPlayersDesc.SetText( "#HUD_WAITING_FOR_PLAYERS", connectedCount, expectedPlayers, timeRemaining ) - //player.cv.waitingForPlayersDesc.Show() - - if ( player.cv.lastTimeRemaining && timeRemaining != player.cv.lastTimeRemaining ) - EmitSoundOnEntity( player, WAITING_FOR_PLAYERS_COUNTDOWN_SOUND ) - - player.cv.lastTimeRemaining = timeRemaining - } - else - { - //player.cv.waitingForPlayersDesc.SetText( "#HUD_WAITING_FOR_PLAYERS", connectedCount, expectedPlayers, "" ) - //player.cv.waitingForPlayersDesc.Show() - } -} - -void function ClGameStateThink_PickLoadOut( entity player ) -{ - if ( IsMultiplayerPlaylist() && ClassicMP_Client_GetGameStateThinkFunc_PickLoadOut() != null ) - ClassicMP_Client_GetGameStateThinkFunc_PickLoadOut()( player ) -} - -entity function GetTopCompetitor( int team ) -{ - array<entity> players = GetPlayerArrayOfEnemies( team ) - - entity topCompetitor - foreach ( player in players ) - { - if ( !topCompetitor || (GameRules_GetTeamScore( player.GetTeam()) ) > GameRules_GetTeamScore( topCompetitor.GetTeam()) ) - topCompetitor = player - } - - return topCompetitor -} - - -string function GetTopCompetitorName( int team ) -{ - entity topCompetitor = GetTopCompetitor( team ) - return topCompetitor != null ? topCompetitor.GetPlayerName() : "None" -} - - -int function GetTopCompetitorTeam( int team ) -{ - entity topCompetitor = GetTopCompetitor( team ) - return topCompetitor != null ? topCompetitor.GetTeam() : 0 -} - - -void function TEMP_UpdateRuiScores( entity player ) -{ - float endTime - if ( IsRoundBased() ) - { - endTime = expect float( level.nv.roundEndTime ) - if ( - GetGameState() == eGameState.Prematch || - GetGameState() == eGameState.Playing - ) - RuiSetString( file.gamestate_info, "roundText", Localize( "#GAMESTATE_ROUND_N", GetRoundsPlayed() + 1 ) ) - } - else - { - endTime = expect float( level.nv.gameEndTime ) - } - - RuiSetInt( file.gamestate_info, "maxTeamScore", GetScoreLimit_FromPlaylist() ) - int maxPlayers = GetCurrentPlaylistVarInt( "max_players", 12 ) - RuiSetInt( file.gamestate_info, "maxTeamPlayers", maxPlayers / 2 ) - - int friendlyTeam = player.GetTeam() - RuiSetFloat( file.gamestate_info, "leftTeamScore", float( GameRules_GetTeamScore( friendlyTeam ) ) ) - - UpdatePilotTitanStatusDisplay( friendlyTeam ) - - int enemyTeam - if ( IsFFAGame() ) - { - enemyTeam = GetTopCompetitorTeam( player.GetTeam() ) - RuiSetImage( file.gamestate_info, "friendlyPlayerCardImage", CallsignIcon_GetImage( PlayerCallsignIcon_GetActive( player ) ) ) - array<entity> enemyPlayers = GetPlayerArrayOfTeam( enemyTeam ) - if ( enemyPlayers.len() > 0 ) - RuiSetImage( file.gamestate_info, "enemyPlayerCardImage", CallsignIcon_GetImage( PlayerCallsignIcon_GetActive( enemyPlayers[0] ) ) ) - } - else - { - enemyTeam = friendlyTeam == TEAM_IMC ? TEAM_MILITIA : TEAM_IMC - } - - RuiSetFloat( file.gamestate_info, "rightTeamScore", float( GameRules_GetTeamScore( enemyTeam ) ) ) - - //Run any gamemode specific score bar logic (e.g. the bonus segment on the scorebar in bounty hunt ). No special logic is run by default. - file.gameModeScoreBarUpdateRules( file.gamestate_info ) - - if ( !endTime ) - return - - if ( Time() > endTime ) - { - RuiSetGameTime( file.gamestate_info, "endTime", RUI_BADGAMETIME ) - return - } - - RuiSetGameTime( file.gamestate_info, "endTime", endTime ) -} - - -void function ClGameStateThink_Playing( entity player ) -{ - //TEMP_UpdateRuiScores( player ) - - local endTime - if ( IsRoundBased() ) - endTime = level.nv.roundEndTime - else - endTime = level.nv.gameEndTime - - if ( !endTime ) - return - - if ( Time() > endTime ) - return - - if ( endTime - Time() > 30.0 ) - return - - if ( file.thirtySecondWarningDone ) - return - - thread ThirtySecondWarning() - file.thirtySecondWarningDone = true -} - - -void function ThirtySecondWarning() -{ - string conversation = GameMode_GetGameEndingConversation( GameRules_GetGameMode() ) - if ( conversation != "" ) - PlayConversationToLocalClient( conversation ) - - int lastSecond = -1 - while ( Time() < level.nv.gameEndTime && GetGameState() == eGameState.Playing ) - { - int second = int( floor( level.nv.gameEndTime - Time() ) ) - if ( lastSecond == -1 ) - { - lastSecond = second - } - else if ( second != lastSecond && second < 30 ) - { - if ( second > 5 ) - { - EmitSoundOnEntity( GetLocalClientPlayer(), "HUD_match_start_timer_tick_1P" ) - } - else if ( second >= 0 ) - { - EmitSoundOnEntity( GetLocalClientPlayer(), "HUD_match_start_timer_5_seconds_1P" ) - } - } - - lastSecond = second - - WaitFrame() - } - - EmitSoundOnEntity( GetLocalClientPlayer(), "HUD_match_start_timer_0_seconds_1P" ) - -} - - -string function GetTitanClass( entity titan ) -{ - entity soul = titan.GetTitanSoul() - string settingsName = PlayerSettingsIndexToName( soul.GetPlayerSettingsNum() ) - - return expect string( Dev_GetPlayerSettingByKeyField_Global( settingsName, "titanCharacterName" ) ) -} - - -array<int> function GetPilotTitanStatusForTeam( int team ) -{ - array<int> statusTypes = [ ePlayerStatusType.PTS_TYPE_NONE, ePlayerStatusType.PTS_TYPE_NONE, ePlayerStatusType.PTS_TYPE_NONE, ePlayerStatusType.PTS_TYPE_NONE, ePlayerStatusType.PTS_TYPE_NONE, ePlayerStatusType.PTS_TYPE_NONE, ePlayerStatusType.PTS_TYPE_NONE, ePlayerStatusType.PTS_TYPE_NONE ] - - int playerIndex = 0 - foreach ( teamPlayer in GetPlayerArrayOfTeam( team ) ) - { - // fix for situations where number of players > 8, which happens in infection - // could be good to move this to northstar.client at some point, unsure - if ( playerIndex == statusTypes.len() ) - break - - statusTypes[playerIndex] = GetPilotTitanStatusForPlayer( teamPlayer ) - playerIndex++ - } - - statusTypes.sort( PilotTitanStatusSort ) - - return statusTypes -} - -int function GetPilotTitanStatusForPlayer( entity teamPlayer ) -{ - int statusIndex = ePlayerStatusType.PTS_TYPE_NONE - entity titan - if ( teamPlayer.GetPetTitan() ) - titan = teamPlayer.GetPetTitan() - else if ( teamPlayer.IsTitan() ) - titan = teamPlayer - - entity playerParent = teamPlayer.GetParent() - bool playerIsInDropship = playerParent != null && IsDropship( playerParent ) - - if ( playerIsInDropship && ( GetWaveSpawnType() == eWaveSpawnType.DROPSHIP || GetGameState() == eGameState.Epilogue ) ) - { - statusIndex = ePlayerStatusType.PTS_TYPE_EVAC - } - else if ( titan && titan.GetTitanSoul() ) - { - if ( !teamPlayer.IsTitan() ) - { - if ( IsAlive( teamPlayer ) ) - statusIndex = ePlayerStatusType.PTS_TYPE_PILOT_TITAN - else - statusIndex = ePlayerStatusType.PTS_TYPE_DEAD_PILOT_TITAN - } - else - { - if ( !IsAlive( teamPlayer ) ) - { - statusIndex = ePlayerStatusType.PTS_TYPE_DEAD - } - else - { - switch ( GetTitanClass( titan ) ) - { - case "ion": - statusIndex = ePlayerStatusType.PTS_TYPE_ION - break - case "scorch": - statusIndex = ePlayerStatusType.PTS_TYPE_SCORCH - break - case "ronin": - statusIndex = ePlayerStatusType.PTS_TYPE_RONIN - break - case "tone": - statusIndex = ePlayerStatusType.PTS_TYPE_TONE - break - case "legion": - statusIndex = ePlayerStatusType.PTS_TYPE_LEGION - break - case "northstar": - statusIndex = ePlayerStatusType.PTS_TYPE_NORTHSTAR - break - case "vanguard": - statusIndex = ePlayerStatusType.PTS_TYPE_VANGUARD - break - } - } - } - } - else - { - if ( IsAlive( teamPlayer ) ) - statusIndex = IsTitanAvailable( teamPlayer ) ? ePlayerStatusType.PTS_TYPE_READY : ePlayerStatusType.PTS_TYPE_PILOT - else - statusIndex = IsTitanAvailable( teamPlayer ) ? ePlayerStatusType.PTS_TYPE_DEAD_READY : ePlayerStatusType.PTS_TYPE_DEAD - } - - if ( file.pilotTitanStatusCallback != null ) - statusIndex = file.pilotTitanStatusCallback( teamPlayer, statusIndex ) - - return statusIndex -} - -int function PilotTitanStatusSort( int a, int b ) -{ - if ( a > b ) - return -1 - else if ( a < b ) - return 1 - - return 0 -} - - -void function UpdatePilotTitanStatusDisplayWithCount( int team, int friendlyCount, int enemyCount ) -{ - if ( IsFFAGame() ) - return - var statusRui = ClGameState_GetRui() - - array<int> playerStatus = GetPilotTitanStatusForTeam( team ) - for ( int index = 0; index < friendlyCount; index++ ) - RuiSetInt( statusRui, "friendlyPlayerStatusType" + (index + 1), playerStatus[index] ) - - array<int> enemyPlayerStatus = GetPilotTitanStatusForTeam( GetOtherTeam( team ) ) - for ( int index = 0; index < enemyCount; index++ ) - RuiSetInt( statusRui, "enemyPlayerStatusType" + (index + 1), enemyPlayerStatus[index] ) -} - -void function UpdatePilotTitanStatusDisplay( int team ) -{ - if ( GAMETYPE == "fd" ) - UpdatePilotTitanStatusDisplayWithCount( team, 4, 0 ) - else - UpdatePilotTitanStatusDisplayWithCount( team, 8, 8 ) -} - -void function ClGameStateThink_Postmatch( player ) -{ -} - -void function ClGameStateThink_SwitchingSides( player ) -{ - //player.cv.vignette.SetColor( 0, 0, 0, 255 ) - //player.cv.vignette.Show() -} - - -void function ClGameState_Changed() -{ - entity player = GetLocalClientPlayer() - player.Signal( "GameStateChanged" ) - - foreach ( callbackFunc in clGlobal.gameStateEnterCallbacks[ GetGameState() ] ) - { - callbackFunc() - } - - switch ( GetGameState() ) - { - case eGameState.WaitingForCustomStart: - //player.cv.gamescomWaitTillReady.Show() - break - - case eGameState.WaitingForPlayers: - if ( IsMultiplayerPlaylist() && ClassicMP_Client_GetGameStateEnterFunc_WaitingForPlayers() != null ) - ClassicMP_Client_GetGameStateEnterFunc_WaitingForPlayers()( player ) - //player.cv.gamescomWaitTillReady.Hide() - - //player.cv.waitingForPlayersDesc.SetText( "#HUD_WAITING_FOR_PLAYERS_BASIC" ) - //player.cv.waitingForPlayersDesc.Show() - //player.cv.waitingForPlayersLine.Show() - //player.cv.waitingForPlayersTimer.Show() - break - - case eGameState.PickLoadout: - if ( IsMultiplayerPlaylist() && ClassicMP_Client_GetGameStateEnterFunc_PickLoadOut() != null ) - ClassicMP_Client_GetGameStateEnterFunc_PickLoadOut()( player ) - - break - - case eGameState.Prematch: - RemoveAllRagdolls() - HideEventNotification() - - SetCrosshairPriorityState( crosshairPriorityLevel.PREMATCH, CROSSHAIR_STATE_HIDE_ALL ) - - //player.cv.waitingForPlayersDesc.HideOverTime( 0.25 ) - //player.cv.waitingForPlayersLine.HideOverTime( 0.25 ) - //player.cv.waitingForPlayersTimer.HideOverTime( 0.25 ) - - file.letterBoxRui = RuiCreate( $"ui/letter_box.rpak", clGlobal.topoFullScreen, RUI_DRAW_HUD, 0 ) - - //player.cv.prematchTimer.SetAlpha( 255 ) - //player.cv.prematchTimerGlow.SetAlpha( 255 ) - //player.cv.prematchDesc.SetAlpha( 255 ) - - file.thirtySecondWarningDone = false - - StopPlayerDeathSound( player ) //If you were watching your own kill replay, don't want this playing through till next round - - clGlobal.levelEnt.Signal( "AnnoucementPurge" ) - - break - - case eGameState.Playing: - ClearCrosshairPriority( crosshairPriorityLevel.PREMATCH ) - //player.cv.vignette.HideOverTime( 0.25 ) - if ( file.letterBoxRui != null ) - RuiSetGameTime( file.letterBoxRui, "hideStartTime", Time() ) - //player.cv.prematchTimer.HideOverTime( 0.25 ) - //player.cv.prematchTimerGlow.HideOverTime( 0.25 ) - //player.cv.prematchDesc.HideOverTime( 0.25 ) - - ShowScriptHUD( player ) - break - - case eGameState.SuddenDeath: - AnnouncementData announcement = Announcement_Create( "#GAMEMODE_ANNOUNCEMENT_SUDDEN_DEATH" ) - - switch ( GAMETYPE ) - { - case CAPTURE_THE_FLAG: - case RAID: - Announcement_SetSubText( announcement, "#GAMEMODE_ANNOUNCEMENT_SUDDEN_DEATH_CTF" ) - break - - case TEAM_DEATHMATCH: - case TITAN_BRAWL: - case HARDCORE_TDM: - Announcement_SetSubText( announcement, "#GAMEMODE_ANNOUNCEMENT_SUDDEN_DEATH_TDM" ) - break - - default: - Announcement_SetSubText( announcement, "" ) - } - - Announcement_SetHideOnDeath( announcement, false ) - Announcement_SetDuration( announcement, 7.0 ) - Announcement_SetPurge( announcement, true ) - AnnouncementFromClass( player, announcement ) - break - - case eGameState.WinnerDetermined: - player.cv.roundSpawnCount = 0 - break - - case eGameState.Epilogue: - thread MainHud_Outro( level.nv.winningTeam ) - break - - case eGameState.SwitchingSides: - - float announcementDuration = 7.0 - if ( IsRoundWinningKillReplayEnabled() == true && ( !IsRoundBased() && IsSwitchSidesBased() ) ) //Ideally this should be a call to WillShowRoundWinningKillReplay(), but that's only available on the server - announcementDuration = SWITCHING_SIDES_DELAY + ROUND_WINNING_KILL_REPLAY_TOTAL_LENGTH - - AnnouncementData announcement = Announcement_Create( "#GameState_HALFTIME" ) - announcement.sortKey = RUI_SORT_SCREENFADE + 1 // Draw over screen fade - announcement.drawOverScreenFade = true - Announcement_SetSubText( announcement, "#GameState_SWITCHING_SIDES" ) - Announcement_SetHideOnDeath( announcement, false ) - Announcement_SetDuration( announcement, announcementDuration ) - Announcement_SetPurge( announcement, true ) - - EmitSoundOnEntity( player, "UI_InGame_HalftimeText_Enter" ) - EmitSoundOnEntityAfterDelay( player, "UI_InGame_HalftimeText_Exit", announcementDuration ) - - local friendlyTeam = player.GetTeam() - local enemyTeam = friendlyTeam == TEAM_IMC ? TEAM_MILITIA : TEAM_IMC - - if ( friendlyTeam == TEAM_IMC ) - { - Announcement_SetLeftIcon( announcement, TEAM_ICON_IMC ) - Announcement_SetRightIcon( announcement, TEAM_ICON_MILITIA ) - } - else - { - Announcement_SetLeftIcon( announcement, TEAM_ICON_MILITIA ) - Announcement_SetRightIcon( announcement, TEAM_ICON_IMC ) - } - - if ( IsRoundBased() ) - { - Announcement_SetSubText2( announcement, "#GAMEMODE_ROUND_WIN_CONDITION", GetRoundScoreLimit_FromPlaylist() ) - Announcement_SetLeftText( announcement, "#GAMEMODE_JUST_THE_SCORE", GameRules_GetTeamScore2( friendlyTeam ) ) - Announcement_SetRightText( announcement, "#GAMEMODE_JUST_THE_SCORE", GameRules_GetTeamScore2( enemyTeam ) ) - } - else - { - Announcement_SetLeftText( announcement, "#GAMEMODE_JUST_THE_SCORE", GameRules_GetTeamScore( friendlyTeam ) ) - Announcement_SetRightText( announcement, "#GAMEMODE_JUST_THE_SCORE", GameRules_GetTeamScore( enemyTeam ) ) - } - - AnnouncementFromClass( player, announcement ) - - break - - case eGameState.Postmatch: - ShowScoreboard() - //wait for scoreboard to be up - delaythread( 1.5 ) ServerCallback_ResetMapSettings() - break - } -} - -void function SwitchingSides_Changed() -{ - if ( IsMenuLevel() ) - return - - thread SwitchingSides_Changed_threaded() -} - -void function SwitchingSides_Changed_threaded() -{ - //entity player = GetLocalViewPlayer() - // - //if ( level.nv.switchingSides ) - //{ - // player.cv.halfTimeText.SetText( "Test - Switching Sides" ) - // player.cv.halfTimeText.Show() - // wait 1.5 - //} - //else - //{ - // player.cv.halfTimeText.Hide() - // - //} -} - -void function ServerCallback_AnnounceWinner( int teamIndex, int subStringIndex, float winnerDeterminedWait ) -{ - entity player = GetLocalClientPlayer() - - string subString = "" - if ( subStringIndex ) - subString = GetStringFromID( subStringIndex ) - - if ( !level.nv.winningTeam ) - { - AnnouncementData outcomeAnnouncement = Announcement_Create( "#GAMEMODE_DRAW" ) - outcomeAnnouncement.drawOverScreenFade = true - Announcement_SetSubText( outcomeAnnouncement, subString ) - //Announcement_SetTitleColor( outcomeAnnouncement, TEAM_COLOR_YOU ) - Announcement_SetHideOnDeath( outcomeAnnouncement, false ) - Announcement_SetDuration( outcomeAnnouncement, winnerDeterminedWait ) - Announcement_SetPriority( outcomeAnnouncement, 500 ) - Announcement_SetPurge( outcomeAnnouncement, true ) - AnnouncementFromClass( player, outcomeAnnouncement ) - } - else if ( IsFFAGame() ) - { - array<entity> players = GetPlayerArrayOfTeam( level.nv.winningTeam ) - if ( players.len() ) - { - string winText = ((players[0] == player) ? "#GAMEMODE_MATCH_WON_BY_SELF" : "#GAMEMODE_MATCH_WON_BY_ENEMY_TEAM") - AnnouncementData outcomeAnnouncement = Announcement_Create( winText ) - outcomeAnnouncement.drawOverScreenFade = true - Announcement_SetSubText( outcomeAnnouncement, subString ) - Announcement_SetOptionalTextArgsArray( outcomeAnnouncement, [players[0].GetPlayerName()] ) - Announcement_SetTitleColor( outcomeAnnouncement, TEAM_COLOR_YOU ) - Announcement_SetHideOnDeath( outcomeAnnouncement, false ) - Announcement_SetDuration( outcomeAnnouncement, winnerDeterminedWait ) - Announcement_SetPriority( outcomeAnnouncement, 500 ) - Announcement_SetPurge( outcomeAnnouncement, true ) - AnnouncementFromClass( player, outcomeAnnouncement ) - } - } - else if ( player.GetTeam() == level.nv.winningTeam ) - { - - AnnouncementData outcomeAnnouncement = Announcement_Create( "#GAMEMODE_VICTORY" ) - outcomeAnnouncement.announcementStyle = ANNOUNCEMENT_STYLE_RESULTS - outcomeAnnouncement.drawOverScreenFade = true - outcomeAnnouncement.soundAlias = "HUD_MP_Match_End_WinLoss_UI_Sweep_1P" - Announcement_SetSubText( outcomeAnnouncement, subString ) - Announcement_SetTitleColor( outcomeAnnouncement, TEAM_COLOR_PARTY ) - Announcement_SetHideOnDeath( outcomeAnnouncement, false ) - Announcement_SetDuration( outcomeAnnouncement, winnerDeterminedWait ) - Announcement_SetPriority( outcomeAnnouncement, 500 ) - Announcement_SetPurge( outcomeAnnouncement, true ) - AnnouncementFromClass( player, outcomeAnnouncement ) - } - else if ( level.nv.winningTeam != TEAM_UNASSIGNED ) - { - AnnouncementData outcomeAnnouncement = Announcement_Create( "#GAMEMODE_DEFEATED" ) - outcomeAnnouncement.announcementStyle = ANNOUNCEMENT_STYLE_RESULTS - outcomeAnnouncement.drawOverScreenFade = true - outcomeAnnouncement.soundAlias = "HUD_MP_Match_End_WinLoss_UI_Sweep_1P" - Announcement_SetSubText( outcomeAnnouncement, subString ) - Announcement_SetTitleColor( outcomeAnnouncement, TEAM_COLOR_ENEMY ) - Announcement_SetHideOnDeath( outcomeAnnouncement, false ) - Announcement_SetDuration( outcomeAnnouncement, winnerDeterminedWait ) - Announcement_SetPriority( outcomeAnnouncement, 500 ) - Announcement_SetPurge( outcomeAnnouncement, true ) - AnnouncementFromClass( player, outcomeAnnouncement ) - } -} - -void function ServerCallback_AnnounceRoundWinner( int teamIndex, int subStringIndex, float winnerDeterminedWait, int imcTeamScore2, int militiaTeamScore2 ) -{ - string subString = "" - if ( subStringIndex ) - subString = GetStringFromID( subStringIndex ) - - entity player = GetLocalClientPlayer() - - // ANNOUNCEMENT_FLICKER_BUFFER Ensures that the INTERPOLATOR_FLICKER animation is played before the message is hidden in - // AnnouncementMessage_DisplayOnHud(). I'm not certain why this is needed. There may be a delay before - // ServerCallback_AnnounceRoundWinner is actually received and/or the hud fades may be framerate - // dependent (they don't seem to play nice with timescale), or it could be something much more simple that I'm missing. - const ANNOUNCEMENT_FLICKER_BUFFER = 0.2 - - float announcementDuration = winnerDeterminedWait - ANNOUNCEMENT_FLICKER_BUFFER - float subtext2IconDelay = winnerDeterminedWait - 4.5 - float conversationDelay = subtext2IconDelay + 1.5 // Bit of time to give it to breathe, and to let RoundWinningKillReplay be fully over before starting the conversation. - - if ( !level.nv.winningTeam ) - { - AnnouncementData announcement = Announcement_Create( "#GAMEMODE_ROUND_DRAW" ) - announcement.drawOverScreenFade = true - Announcement_SetSubText( announcement, subString ) - //Announcement_SetTitleColor( announcement, TEAM_COLOR_YOU ) - Announcement_SetHideOnDeath( announcement, false ) - Announcement_SetPurge( announcement, true ) - Announcement_SetDuration( announcement, announcementDuration) - - ShowRoundScoresInAnnouncement( announcement, subtext2IconDelay, imcTeamScore2, militiaTeamScore2 ) - AnnouncementFromClass( player, announcement ) - } - else if ( player.GetTeam() == level.nv.winningTeam ) - { - AnnouncementData announcement = Announcement_Create( "#GAMEMODE_ROUND_WIN" ) - announcement.drawOverScreenFade = true - Announcement_SetSubText( announcement, subString ) - Announcement_SetTitleColor(announcement, TEAM_COLOR_FRIENDLY ) - Announcement_SetHideOnDeath( announcement, false ) - Announcement_SetPurge( announcement, true ) - Announcement_SetDuration( announcement, announcementDuration) - - ShowRoundScoresInAnnouncement( announcement, subtext2IconDelay, imcTeamScore2, militiaTeamScore2 ) - thread PlayRoundWonConversationWithAnnouncementDelay( conversationDelay ) - - AnnouncementFromClass( player, announcement ) - } - else if ( level.nv.winningTeam != TEAM_UNASSIGNED ) - { - AnnouncementData announcement = Announcement_Create( "#GAMEMODE_ROUND_LOSS" ) - announcement.drawOverScreenFade = true - Announcement_SetSubText( announcement, subString ) - Announcement_SetTitleColor( announcement, TEAM_COLOR_ENEMY ) - Announcement_SetHideOnDeath( announcement, false ) - Announcement_SetPurge( announcement, true ) - Announcement_SetDuration( announcement, announcementDuration) - - ShowRoundScoresInAnnouncement( announcement, subtext2IconDelay, imcTeamScore2, militiaTeamScore2 ) - thread PlayRoundWonConversationWithAnnouncementDelay( conversationDelay ) - - AnnouncementFromClass( player, announcement ) - } -} - -//Note that RoundWinningKillReplay doesn't send imcTeamScore2 and militiaTeamScore2 overrides. -void function ShowRoundScoresInAnnouncement( AnnouncementData announcement, float subtext2IconDelay, int ornull imcTeamScore2 = null, int ornull militiaTeamScore2 = null ) -{ - entity player = GetLocalClientPlayer() - - local friendlyTeam = player.GetTeam() - local enemyTeam = friendlyTeam == TEAM_IMC ? TEAM_MILITIA : TEAM_IMC - - asset leftIcon - asset rightIcon - - if ( friendlyTeam == TEAM_IMC ) - { - leftIcon = TEAM_ICON_IMC - rightIcon = TEAM_ICON_MILITIA - } - else - { - leftIcon = TEAM_ICON_MILITIA - rightIcon = TEAM_ICON_IMC - } - - if ( level.nv.roundScoreLimitComplete == true ) //Generally this is never true except for modes with RoundWinningKillReplay enabled - { - if ( friendlyTeam == level.nv.winningTeam ) - { - Announcement_SetSubText( announcement, "#GAMEMODE_MATCH_WON_BY_FRIENDLY_TEAM" ) - string friendlyTeamString = friendlyTeam == TEAM_IMC ? "#TEAM_IMC" : "#TEAM_MCOR" - Announcement_SetOptionalSubTextArgsArray( announcement, [ friendlyTeamString ] ) - } - else if ( enemyTeam == level.nv.winningTeam ) - { - Announcement_SetSubText( announcement, "#GAMEMODE_MATCH_WON_BY_ENEMY_TEAM" ) - string enemyTeamString = enemyTeam == TEAM_IMC ? "#TEAM_IMC" : "#TEAM_MCOR" - Announcement_SetOptionalSubTextArgsArray( announcement, [ enemyTeamString ] ) - } - - } - else - { - Announcement_SetSubText2( announcement, "#GAMEMODE_ROUND_WIN_CONDITION", GetRoundScoreLimit_FromPlaylist() ) - Announcement_SetSubText2AndIconDelay( announcement, subtext2IconDelay ) - } - - //Hack: GetTeamScore2 doesn't work mid-kill replay because we get the rewound values as opposed to the current values. - //Fix for R2 when we get the ability to flag certain values as "use current value instead of rewound value" - if ( imcTeamScore2 == null && militiaTeamScore2 == null ) - { - Announcement_SetLeftText( announcement, "#GAMEMODE_JUST_THE_SCORE", GameRules_GetTeamScore2( friendlyTeam ) ) - Announcement_SetRightText( announcement, "#GAMEMODE_JUST_THE_SCORE", GameRules_GetTeamScore2( enemyTeam ) ) - } - else - { - Assert( imcTeamScore2 != null && militiaTeamScore2 != null ) //Don't have only one team with teamScore2 override - if ( friendlyTeam == TEAM_IMC ) - { - Announcement_SetLeftText( announcement, "#GAMEMODE_JUST_THE_SCORE", imcTeamScore2 ) - Announcement_SetRightText( announcement, "#GAMEMODE_JUST_THE_SCORE", militiaTeamScore2 ) - - } - else - { - Announcement_SetLeftText( announcement, "#GAMEMODE_JUST_THE_SCORE", militiaTeamScore2 ) - Announcement_SetRightText( announcement, "#GAMEMODE_JUST_THE_SCORE", imcTeamScore2 ) - } - } - - Announcement_SetLeftIcon( announcement, leftIcon ) - Announcement_SetRightIcon( announcement, rightIcon ) -} - -void function PlayRoundWonConversationWithAnnouncementDelay( conversationDelay ) -{ - WaitEndFrame() //Necessary so we don't get the AnnouncementPurge signal from the same announcement we are originating from - clGlobal.levelEnt.EndSignal( "AnnoucementPurge" ) - - if ( conversationDelay != 0 ) - wait conversationDelay - - if ( level.nv.winningTeam == null ) - return - - entity player = GetLocalClientPlayer() - if ( player.GetTeam() == level.nv.winningTeam ) - PlayConversationToLocalClient( "RoundWonAnnouncement" ) - else if ( level.nv.winningTeam != TEAM_UNASSIGNED ) - PlayConversationToLocalClient( "RoundLostAnnouncement" ) -} - -void function UpdateScoreboardBadRepPresentMessage() -{ - if ( IsLobby() ) - return - - entity player = GetLocalClientPlayer() - - if ( level.nv.badRepPresent ) - player.cv.scoreboardBadRepPresentMessage.Show() - else - player.cv.scoreboardBadRepPresentMessage.Hide() -} - -void function UpdateChatHudLocationForTop3() -{ - var hudElement = HudElement( "IngameTextChat" ) - var height = hudElement.GetHeight() - var screenSize = Hud.GetScreenSize() - var position = hudElement.GetPos() - HudElement( "IngameTextChat" ).SetPos( position[0], -1 * ( screenSize[1] - ( height + screenSize[1] * 0.10 ) ) ) -} - -void function DisplayPostMatchTop3() -{ - array<entity> players = GetPlayerArray() - - for ( int i = players.len() - 1; i >= 0; i-- ) - { - if ( IsPrivateMatchSpectator( players[ i ] ) ) - players.remove( i ) - } - - if ( players.len() >= 1 ) - { - int localTeam = GetLocalClientPlayer().GetTeam() - #if PC_PROG - var rui = RuiCreate( $"ui/scoreboard_postmatch_top3_pc.rpak", clGlobal.topoFullScreen, RUI_DRAW_HUD, 1001 ) - UpdateChatHudLocationForTop3() - #else - var rui = RuiCreate( $"ui/scoreboard_postmatch_top3.rpak", clGlobal.topoFullScreen, RUI_DRAW_HUD, 1001 ) - #endif - string gamemode = GameRules_GetGameMode() - int functionref( entity, entity ) compareFunc = GameMode_GetScoreCompareFunc( gamemode ) - if ( compareFunc == null ) - { - printt( "gamemode doesn't have a compare func to display the top 3") - return - } - players.sort( compareFunc ) - int playerCount = players.len() - int currentPlace = 1 - for ( int i = 0; i < 3; i++ ) - { - if ( i >= playerCount ) - continue - - string playerRank - if ( i > 0 && compareFunc( players[i - 1], players[i] ) != 0 ) - currentPlace += 1 - - switch( currentPlace ) - { - case 1: - playerRank = "#GENERATION_NUMERIC_1" - break - case 2: - playerRank = "#GENERATION_NUMERIC_2" - break - case 3: - playerRank = "#GENERATION_NUMERIC_3" - break - } - - float cardScale = currentPlace == 1 ? 1.0 : 0.9 - - RuiSetString( rui, "playerName" + i, players[i].GetPlayerName() ) - RuiSetString( rui, "playerRank" + i, Localize( playerRank ) ) - RuiSetFloat( rui, "cardScale" + i, cardScale ) - RuiSetImage( rui, "cardImage" + i, CallingCard_GetImage( PlayerCallingCard_GetActive( players[i] ) ) ) - RuiSetImage( rui, "iconImage" + i, CallsignIcon_GetImage( PlayerCallsignIcon_GetActive( players[i] ) ) ) - RuiSetInt( rui, "layoutType" + i, CallingCard_GetLayout( PlayerCallingCard_GetActive( players[i] ) ) ) - RuiSetImage( rui, "cardGenImage" + i, PlayerXPGetGenIcon( players[i] ) ) - RuiSetString( rui, "playerLevel" + i, PlayerXPDisplayGenAndLevel( players[i].GetGen(), players[i].GetLevel() ) ) - RuiSetBool( rui, "isFriendly" + i, localTeam == players[i].GetTeam() ) - } - } -} - - -float function GetGameStartTime() -{ - return expect float( level.nv.gameStartTime.tofloat() ) -} - -void function ClGameState_SetPilotTitanStatusCallback( int functionref(entity,int) func ) -{ - file.pilotTitanStatusCallback = func -}
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