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authorMaya <11448698+RoyalBlue1@users.noreply.github.com>2023-01-13 17:20:12 +0100
committerGitHub <noreply@github.com>2023-01-13 17:20:12 +0100
commit9bbe6832460aaabd96fef18d6e4ebb05779bb71d (patch)
tree196b38f2f90e1b004776977155413f885d8c1586 /Northstar.CustomServers/mod/scripts/vscripts/mp
parent3b2049a933b0831e65283b89c0ecca865ebe985c (diff)
downloadNorthstarMods-9bbe6832460aaabd96fef18d6e4ebb05779bb71d.tar.gz
NorthstarMods-9bbe6832460aaabd96fef18d6e4ebb05779bb71d.zip
Fortwar fixes from #564 with my requested changes (#571)v1.12.1-rc1v1.12.1v1.12.0-rc5v1.12.0
* Initial commit * add playlistvar "fw_harvester_regen_time" * adding friendly highlights * Scale Damage before shield Health but let other damage callbacks run * Make Gamemode 8v8 again * Fix NotifyEnterEnemyArea Callback Co-authored-by: DBmaoha <56738369+DBmaoha@users.noreply.github.com>
Diffstat (limited to 'Northstar.CustomServers/mod/scripts/vscripts/mp')
-rw-r--r--Northstar.CustomServers/mod/scripts/vscripts/mp/_base_gametype_mp.gnut15
1 files changed, 14 insertions, 1 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/mp/_base_gametype_mp.gnut b/Northstar.CustomServers/mod/scripts/vscripts/mp/_base_gametype_mp.gnut
index ca8dc5f13..ec4267545 100644
--- a/Northstar.CustomServers/mod/scripts/vscripts/mp/_base_gametype_mp.gnut
+++ b/Northstar.CustomServers/mod/scripts/vscripts/mp/_base_gametype_mp.gnut
@@ -19,6 +19,8 @@ global function ShouldEntTakeDamage_SPMP
global function GetTitanBuildTime
global function TitanPlayerHotDropsIntoLevel
+global function SetRecalculateRespawnAsTitanStartPointCallback
+
struct {
bool killcamsEnabled = true
bool playerDeathsHidden = false
@@ -26,6 +28,8 @@ struct {
entity intermissionCamera
array<entity> specCams
+
+ entity functionref( entity player, entity basePoint ) recalculateRespawnAsTitanStartPointCallback
} file
void function BaseGametype_Init_MPSP()
@@ -443,6 +447,9 @@ void function RespawnAsTitan( entity player, bool manualPosition = false )
player.isSpawning = true
entity spawnpoint = FindSpawnPoint( player, true, ( ShouldStartSpawn( player ) || Flag( "ForceStartSpawn" ) ) && !IsFFAGame() )
+ if ( file.recalculateRespawnAsTitanStartPointCallback != null )
+ spawnpoint = file.recalculateRespawnAsTitanStartPointCallback( player, spawnpoint )
+
TitanLoadoutDef titanLoadout = GetTitanLoadoutForPlayer( player )
asset model = GetPlayerSettingsAssetForClassName( titanLoadout.setFile, "bodymodel" )
@@ -500,7 +507,7 @@ void function RespawnAsTitan( entity player, bool manualPosition = false )
titan.Destroy() // pilotbecomestitan leaves an npc titan that we need to delete
else
RespawnAsPilot( player ) // this is 100% an edgecase, just avoid softlocking if we ever hit it in playable gamestates
-
+
camera.Fire( "Disable", "!activator", 0, player )
camera.Destroy()
})
@@ -509,6 +516,7 @@ void function RespawnAsTitan( entity player, bool manualPosition = false )
player.RespawnPlayer( null ) // spawn player as pilot so they get their pilot loadout on embark
player.SetOrigin( titan.GetOrigin() )
+ ClearTitanAvailable( player ) // titanfall succeed, clear titan availability
// don't make player titan when entity batteryContainer is not valid.
// This will prevent a servercrash that sometimes occur when evac is disabled and somebody is calling a titan in the defeat screen.
@@ -577,6 +585,11 @@ void function CheckForAutoTitanDeath( entity victim, entity attacker, var damage
}
}
+void function SetRecalculateRespawnAsTitanStartPointCallback( entity functionref( entity player, entity basePoint ) callbackFunc )
+{
+ file.recalculateRespawnAsTitanStartPointCallback = callbackFunc
+}
+
// stuff to change later
bool function ShouldEntTakeDamage_SPMP( entity ent, var damageInfo )