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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.CustomServers/mod/scripts/vscripts/_loadouts_mp.gnut
parent27bd240871b7c0f2f49fef137718b2e3c208e3b4 (diff)
downloadNorthstarMods-9a96d0bff56f1969c68bb52a2f33296095bdc67d.tar.gz
NorthstarMods-9a96d0bff56f1969c68bb52a2f33296095bdc67d.zip
move to new mod format
Diffstat (limited to 'Northstar.CustomServers/mod/scripts/vscripts/_loadouts_mp.gnut')
-rw-r--r--Northstar.CustomServers/mod/scripts/vscripts/_loadouts_mp.gnut261
1 files changed, 261 insertions, 0 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/_loadouts_mp.gnut b/Northstar.CustomServers/mod/scripts/vscripts/_loadouts_mp.gnut
new file mode 100644
index 000000000..2b7b90b3b
--- /dev/null
+++ b/Northstar.CustomServers/mod/scripts/vscripts/_loadouts_mp.gnut
@@ -0,0 +1,261 @@
+untyped
+global function SvLoadoutsMP_Init
+
+global function SetLoadoutGracePeriodEnabled
+global function SetWeaponDropsEnabled
+global function GetTitanLoadoutForPlayer
+
+struct {
+ bool loadoutGracePeriodEnabled = true
+ bool weaponDropsEnabled = true
+ array<entity> dirtyLoadouts
+} file
+
+void function SvLoadoutsMP_Init()
+{
+ InitDefaultLoadouts() // titan loadout code relies on this, not called on server by default
+
+ // most of these are fairly insecure right now, could break pdata if called maliciously, need fixing eventually
+ RegisterSignal( "EndUpdateCachedLoadouts" )
+ RegisterSignal( "GracePeriodDone" ) // temp to get weapons\_weapon_utility.nut:2271 to behave
+
+ AddCallback_OnClientConnected( UpdateCallsignOnConnect )
+
+ AddClientCommandCallback( "RequestPilotLoadout", ClientCommandCallback_RequestPilotLoadout )
+ AddClientCommandCallback( "RequestTitanLoadout", ClientCommandCallback_RequestTitanLoadout )
+ AddClientCommandCallback( "SetPersistentLoadoutValue", ClientCommandCallback_SetPersistentLoadoutValue )
+ AddClientCommandCallback( "SwapSecondaryAndWeapon3PersistentLoadoutData", ClientCommandCallback_SwapSecondaryAndWeapon3PersistentLoadoutData )
+ AddClientCommandCallback( "SetBurnCardPersistenceSlot", ClientCommandCallback_SetBurnCardPersistenceSlot )
+
+ if ( IsLobby() ) // can't usually set these in real games
+ {
+ AddClientCommandCallback( "SetCallsignIcon", ClientCommandCallback_SetCallsignIcon )
+ AddClientCommandCallback( "SetCallsignCard", ClientCommandCallback_SetCallsignCard )
+ AddClientCommandCallback( "SetFactionChoicePersistenceSlot", ClientCommandCallback_SetFactionChoicePersistenceSlot )
+ }
+ else
+ {
+ AddClientCommandCallback( "InGameMPMenuClosed", ClientCommandCallback_InGameMPMenuClosed )
+ AddClientCommandCallback( "LoadoutMenuClosed", ClientCommandCallback_LoadoutMenuClosed )
+ }
+
+ AddCallback_OnPlayerKilled( DestroyDroppedWeapon )
+}
+
+void function SetLoadoutGracePeriodEnabled( bool enabled )
+{
+ file.loadoutGracePeriodEnabled = enabled
+}
+
+void function SetWeaponDropsEnabled( bool enabled )
+{
+ file.weaponDropsEnabled = enabled
+}
+
+void function DestroyDroppedWeapon( entity victim, entity attacker, var damageInfo )
+{
+ if ( !file.weaponDropsEnabled && IsValid( victim.GetActiveWeapon() ) )
+ victim.GetActiveWeapon().Destroy()
+}
+
+TitanLoadoutDef function GetTitanLoadoutForPlayer( entity player )
+{
+ SetActiveTitanLoadout( player ) // set right loadout
+
+ // fix bug with titan weapons having null mods
+ // null mods aren't valid and crash if we try to give them to npc
+ TitanLoadoutDef def = GetActiveTitanLoadout( player )
+ def.primaryMods.removebyvalue( "null" )
+
+ return def
+}
+
+void function UpdateCallsignOnConnect( entity player )
+{
+ // these netints are required for callsigns and such to display correctly on other clients
+ player.SetPlayerNetInt( "activeCallingCardIndex", player.GetPersistentVarAsInt( "activeCallingCardIndex" ) )
+ player.SetPlayerNetInt( "activeCallsignIconIndex", player.GetPersistentVarAsInt( "activeCallsignIconIndex" ) )
+}
+
+// loadout clientcommands
+bool function ClientCommandCallback_RequestPilotLoadout( entity player, array<string> args )
+{
+ if ( args.len() != 1 )
+ return true
+
+ print( player + " RequestPilotLoadout " + args[0] )
+
+ // insecure, could be used to set invalid spawnloadout index potentially
+ SetPersistentSpawnLoadoutIndex( player, "pilot", args[0].tointeger() )
+
+ SetPlayerLoadoutDirty( player )
+
+ return true
+}
+
+bool function ClientCommandCallback_RequestTitanLoadout( entity player, array<string> args )
+{
+ if ( args.len() != 1 )
+ return true
+
+ print( player + " RequestTitanLoadoutLoadout " + args[0] )
+
+ // insecure, could be used to set invalid spawnloadout index potentially
+ SetPersistentSpawnLoadoutIndex( player, "titan", args[0].tointeger() )
+
+ if ( !IsLobby() )
+ EarnMeterMP_SetTitanLoadout( player )
+
+ return true
+}
+
+bool function ClientCommandCallback_SetPersistentLoadoutValue( entity player, array<string> args )
+{
+ //if ( args.len() != 4 )
+ // return true
+
+ if ( args.len() < 4 )
+ return true
+
+ string val = args[ 3 ]
+ if ( args.len() > 4 ) // concat args after 3 into last arg so we can do strings with spaces and such
+ for ( int i = 4; i < args.len(); i++ )
+ val += " " + args[ i ]
+
+ val = strip( val ) // remove any tailing whitespace
+
+ print( player + " SetPersistentLoadoutValue " + args[0] + " " + args[1] + " " + args[2] + " " + val )
+
+ // VERY temp and insecure
+ SetPersistentLoadoutValue( player, args[0], args[1].tointeger(), args[2], val )
+
+ if ( args[0] == "pilot" )
+ SetPlayerLoadoutDirty( player )
+
+ return true
+}
+
+bool function ClientCommandCallback_SwapSecondaryAndWeapon3PersistentLoadoutData( entity player, array<string> args )
+{
+ if ( args.len() != 1 )
+ return true
+
+ print( "SwapSecondaryAndWeapon3PersistentLoadoutData " + args[0] )
+
+ // get loadout
+ int index = args[0].tointeger()
+ PilotLoadoutDef loadout = GetPilotLoadoutFromPersistentData( player, index )
+
+ // swap loadouts
+ // is this a good way of doing it? idk i think this is the best way of doing it
+ // can't use validation because when you swap, you'll have a secondary/weapon3 in 2 slots at once at one point, which fails validation
+ SetPlayerPersistentVarWithoutValidation( player, "pilot", index, "secondary", loadout.weapon3 )
+ SetPlayerPersistentVarWithoutValidation( player, "pilot", index, "secondaryMod1", loadout.weapon3Mod1 )
+ SetPlayerPersistentVarWithoutValidation( player, "pilot", index, "secondaryMod2", loadout.weapon3Mod2 )
+ SetPlayerPersistentVarWithoutValidation( player, "pilot", index, "secondaryMod3", loadout.weapon3Mod3 )
+ SetPlayerPersistentVarWithoutValidation( player, "pilot", index, "secondarySkinIndex", loadout.weapon3SkinIndex.tostring() )
+ SetPlayerPersistentVarWithoutValidation( player, "pilot", index, "secondaryCamoIndex", loadout.weapon3CamoIndex.tostring() )
+
+ SetPlayerPersistentVarWithoutValidation( player, "pilot", index, "weapon3", loadout.secondary )
+ SetPlayerPersistentVarWithoutValidation( player, "pilot", index, "weapon3Mod1", loadout.secondaryMod1 )
+ SetPlayerPersistentVarWithoutValidation( player, "pilot", index, "weapon3Mod2", loadout.secondaryMod2 )
+ SetPlayerPersistentVarWithoutValidation( player, "pilot", index, "weapon3Mod3", loadout.secondaryMod3 )
+ SetPlayerPersistentVarWithoutValidation( player, "pilot", index, "weapon3SkinIndex", loadout.secondarySkinIndex.tostring() )
+ SetPlayerPersistentVarWithoutValidation( player, "pilot", index, "weapon3CamoIndex", loadout.secondaryCamoIndex.tostring() )
+
+ SetPlayerLoadoutDirty( player )
+
+ return true
+}
+
+bool function ClientCommandCallback_SetBurnCardPersistenceSlot( entity player, array<string> args )
+{
+ if ( args.len() != 1 || GetGameState() >= eGameState.Playing )
+ return true
+
+ print( player + " SetBurnCardPersistenceSlot " + args[0] )
+
+ // insecure, could be used to set invalid burnmeterslot potentially
+ if ( IsRefValidAndOfType( args[0], eItemTypes.BURN_METER_REWARD ) )
+ player.SetPersistentVar( "burnmeterSlot", BurnReward_GetByRef( args[0] ).id )
+ else
+ print( player + " invalid ref " + args[0] )
+
+ return true
+}
+
+// lobby clientcommands
+bool function ClientCommandCallback_SetCallsignIcon( entity player, array<string> args )
+{
+ print( player + " SetCallsignIcon " + args[0] )
+
+ if ( IsRefValidAndOfType( args[0], eItemTypes.CALLSIGN_ICON ) )
+ PlayerCallsignIcon_SetActiveByRef( player, args[0] )
+ else
+ print( player + " invalid ref " + args[0] )
+
+ return true
+}
+
+bool function ClientCommandCallback_SetCallsignCard( entity player, array<string> args )
+{
+ print( player + " SetCallsignIcon " + args[0] )
+
+ if ( IsRefValidAndOfType( args[0], eItemTypes.CALLING_CARD ) )
+ PlayerCallingCard_SetActiveByRef( player, args[0] )
+ else
+ print( player + " invalid ref " + args[0] )
+
+ return true
+}
+
+bool function ClientCommandCallback_SetFactionChoicePersistenceSlot( entity player, array<string> args )
+{
+ print( player + " SetFactionChoicePersistenceSlot " + args[0] )
+
+ if ( IsRefValidAndOfType( args[0], eItemTypes.FACTION ) )
+ player.SetPersistentVar( "factionChoice", args[0] ) // no function for this so gotta set directly lol
+
+ return true
+}
+
+bool function ClientCommandCallback_LoadoutMenuClosed( entity player, array<string> args )
+{
+ SavePdataForEntityIndex( player.GetPlayerIndex() )
+ TryGivePilotLoadoutForGracePeriod( player )
+ return true
+}
+
+bool function ClientCommandCallback_InGameMPMenuClosed( entity player, array<string> args )
+{
+ SavePdataForEntityIndex( player.GetPlayerIndex() )
+ //TryGivePilotLoadoutForGracePeriod( player )
+ return true
+}
+
+bool function IsRefValidAndOfType( string ref, int itemType )
+{
+ return IsRefValid( ref ) && GetItemType( ref ) == itemType
+}
+
+void function SetPlayerLoadoutDirty( entity player )
+{
+ if ( file.loadoutGracePeriodEnabled || player.p.usingLoadoutCrate )
+ file.dirtyLoadouts.append( player )
+}
+
+void function TryGivePilotLoadoutForGracePeriod( entity player )
+{
+ if ( !IsLobby() && file.dirtyLoadouts.contains( player ) )
+ {
+ file.dirtyLoadouts.remove( file.dirtyLoadouts.find( player ) )
+
+ if ( Time() - player.s.respawnTime <= CLASS_CHANGE_GRACE_PERIOD || player.p.usingLoadoutCrate )
+ {
+ Loadouts_TryGivePilotLoadout( player )
+ player.p.usingLoadoutCrate = false
+ }
+ else
+ SendHudMessage( player, "#LOADOUT_CHANGE_NEXT_BOTH", -1, 0.4, 255, 255, 255, 255, 0.15, 3.0, 0.5 ) // like 90% sure this is innacurate lol
+ }
+} \ No newline at end of file