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author | William Miller <william-millennium@hotmail.com> | 2024-09-10 11:52:40 -0300 |
---|---|---|
committer | GitHub <noreply@github.com> | 2024-09-10 16:52:40 +0200 |
commit | 3dfd2091b4e72aad14b5d9cfd2332e7ec643c7fd (patch) | |
tree | 192be5ef3ee312e1ae0e71706fb861214e299eba /Northstar.CustomServers/mod | |
parent | ee33fd31e7559630260541bef3492ef895647b8c (diff) | |
download | NorthstarMods-3dfd2091b4e72aad14b5d9cfd2332e7ec643c7fd.tar.gz NorthstarMods-3dfd2091b4e72aad14b5d9cfd2332e7ec643c7fd.zip |
Reorder code of `_gamestate_mp.nut` (#875)
Reorder functions to prepare for refactor and add big ASCII text comments for wayfinding using common IDE minimap
Diffstat (limited to 'Northstar.CustomServers/mod')
-rw-r--r-- | Northstar.CustomServers/mod/scripts/vscripts/mp/_gamestate_mp.nut | 574 |
1 files changed, 380 insertions, 194 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/mp/_gamestate_mp.nut b/Northstar.CustomServers/mod/scripts/vscripts/mp/_gamestate_mp.nut index 5d3777b4..0c66f5a9 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/mp/_gamestate_mp.nut +++ b/Northstar.CustomServers/mod/scripts/vscripts/mp/_gamestate_mp.nut @@ -59,18 +59,21 @@ struct { bool functionref( entity victim, entity attacker, var damageInfo, bool isRoundEnd ) shouldTryUseProjectileReplayCallback } file -void function SetCallback_TryUseProjectileReplay( bool functionref( entity victim, entity attacker, var damageInfo, bool isRoundEnd ) callback ) -{ - file.shouldTryUseProjectileReplayCallback = callback -} -bool function ShouldTryUseProjectileReplay( entity victim, entity attacker, var damageInfo, bool isRoundEnd ) -{ - if ( file.shouldTryUseProjectileReplayCallback != null ) - return file.shouldTryUseProjectileReplayCallback( victim, attacker, damageInfo, isRoundEnd ) - // default to true (vanilla behaviour) - return true -} + + + + + + + +/* + ██████ █████ ███ ███ ███████ ███████ ████████ █████ ████████ ███████ ███████ +██ ██ ██ ████ ████ ██ ██ ██ ██ ██ ██ ██ ██ +██ ███ ███████ ██ ████ ██ █████ ███████ ██ ███████ ██ █████ ███████ +██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ + ██████ ██ ██ ██ ██ ███████ ███████ ██ ██ ██ ██ ███████ ███████ +*/ void function PIN_GameStart() { @@ -101,6 +104,61 @@ void function PIN_GameStart() RegisterSignal( "CleanUpEntitiesForRoundEnd" ) } +void function GameState_EntitiesDidLoad() +{ + if ( GetClassicMPMode() || ClassicMP_ShouldTryIntroAndEpilogueWithoutClassicMP() ) + ClassicMP_SetupIntro() +} + +void function WaittillGameStateOrHigher( int gameState ) +{ + while ( GetGameState() < gameState ) + svGlobal.levelEnt.WaitSignal( "GameStateChanged" ) +} + +bool function ShouldTryUseProjectileReplay( entity victim, entity attacker, var damageInfo, bool isRoundEnd ) +{ + if ( file.shouldTryUseProjectileReplayCallback != null ) + return file.shouldTryUseProjectileReplayCallback( victim, attacker, damageInfo, isRoundEnd ) + // default to true (vanilla behaviour) + return true +} + +/// This is to move all NPCs that a player owns from one team to the other during a match +/// Auto-Titans, Turrets, Ticks and Hacked Spectres will all move along together with the player to the new Team +/// Also possibly prevents mods that spawns other types of NPCs that players can own from breaking when switching (i.e Drones, Hacked Reapers) +void function OnPlayerChangedTeam( entity player ) +{ + if ( !player.hasConnected ) // Prevents players who just joined to trigger below code, as server always pre setups their teams + return + + if( IsIMCOrMilitiaTeam( player.GetTeam() ) ) + NotifyClientsOfTeamChange( player, GetOtherTeam( player.GetTeam() ), player.GetTeam() ) + + foreach( npc in GetNPCArray() ) + { + entity bossPlayer = npc.GetBossPlayer() + if ( IsValidPlayer( bossPlayer ) && bossPlayer == player && IsAlive( npc ) ) + SetTeam( npc, player.GetTeam() ) + } +} + + + + + + + + + +/* + ██████ █████ ███ ███ ███████ ███████ ███████ ████████ ██ ██ ██████ +██ ██ ██ ████ ████ ██ ██ ██ ██ ██ ██ ██ ██ +██ ███ ███████ ██ ████ ██ █████ ███████ █████ ██ ██ ██ ██████ +██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ + ██████ ██ ██ ██ ██ ███████ ███████ ███████ ██ ██████ ██ +*/ + void function SetGameState( int newState ) { if ( newState == GetGameState() ) @@ -115,23 +173,166 @@ void function SetGameState( int newState ) callbackFunc() } -void function GameState_EntitiesDidLoad() +void function AddTeamScore( int team, int amount ) { - if ( GetClassicMPMode() || ClassicMP_ShouldTryIntroAndEpilogueWithoutClassicMP() ) - ClassicMP_SetupIntro() + GameRules_SetTeamScore( team, GameRules_GetTeamScore( team ) + amount ) + GameRules_SetTeamScore2( team, GameRules_GetTeamScore2( team ) + amount ) + + int scoreLimit + if ( IsRoundBased() ) + scoreLimit = GameMode_GetRoundScoreLimit( GAMETYPE ) + else + scoreLimit = GameMode_GetScoreLimit( GAMETYPE ) + + int score = GameRules_GetTeamScore( team ) + if ( score >= scoreLimit || GetGameState() == eGameState.SuddenDeath ) + SetWinner( team ) + else if ( ( file.switchSidesBased && !file.hasSwitchedSides ) && score >= ( scoreLimit.tofloat() / 2.0 ) ) + SetGameState( eGameState.SwitchingSides ) } -void function WaittillGameStateOrHigher( int gameState ) +void function SetWinner( int team, string winningReason = "", string losingReason = "" ) +{ + SetServerVar( "winningTeam", team ) + + file.gameWonThisFrame = true + thread UpdateGameWonThisFrameNextFrame() + + if ( winningReason.len() == 0 ) + file.announceRoundWinnerWinningSubstr = 0 + else + file.announceRoundWinnerWinningSubstr = GetStringID( winningReason ) + + if ( losingReason.len() == 0 ) + file.announceRoundWinnerLosingSubstr = 0 + else + file.announceRoundWinnerLosingSubstr = GetStringID( losingReason ) + + if ( GamePlayingOrSuddenDeath() ) + { + if ( IsRoundBased() ) + { + if ( team != TEAM_UNASSIGNED ) + { + GameRules_SetTeamScore( team, GameRules_GetTeamScore( team ) + 1 ) + GameRules_SetTeamScore2( team, GameRules_GetTeamScore2( team ) + 1 ) + } + + SetGameState( eGameState.WinnerDetermined ) + ScoreEvent_RoundComplete( team ) + } + else + { + SetGameState( eGameState.WinnerDetermined ) + ScoreEvent_MatchComplete( team ) + + array<entity> players = GetPlayerArray() + int functionref( entity, entity ) compareFunc = GameMode_GetScoreCompareFunc( GAMETYPE ) + if ( compareFunc != null ) + { + players.sort( compareFunc ) + int playerCount = players.len() + int currentPlace = 1 + for ( int i = 0; i < 3; i++ ) + { + if ( i >= playerCount ) + continue + + if ( i > 0 && compareFunc( players[i - 1], players[i] ) != 0 ) + currentPlace += 1 + + switch( currentPlace ) + { + case 1: + UpdatePlayerStat( players[i], "game_stats", "mvp" ) + UpdatePlayerStat( players[i], "game_stats", "mvp_total" ) + UpdatePlayerStat( players[i], "game_stats", "top3OnTeam" ) + break + case 2: + UpdatePlayerStat( players[i], "game_stats", "top3OnTeam" ) + break + case 3: + UpdatePlayerStat( players[i], "game_stats", "top3OnTeam" ) + break + } + } + } + } + } +} + +void function SetTimeoutWinnerDecisionFunc( int functionref() callback ) { - while ( GetGameState() < gameState ) - svGlobal.levelEnt.WaitSignal( "GameStateChanged" ) + file.timeoutWinnerDecisionFunc = callback } +void function SetCallback_TryUseProjectileReplay( bool functionref( entity victim, entity attacker, var damageInfo, bool isRoundEnd ) callback ) +{ + file.shouldTryUseProjectileReplayCallback = callback +} -// logic for individual gamestates: +void function AddCallback_OnRoundEndCleanup( void functionref() callback ) +{ + file.roundEndCleanupCallbacks.append( callback ) +} + +void function SetShouldUsePickLoadoutScreen( bool shouldUse ) +{ + file.usePickLoadoutScreen = shouldUse +} +void function SetSwitchSidesBased( bool switchSides ) +{ + file.switchSidesBased = switchSides +} + +void function SetSuddenDeathBased( bool suddenDeathBased ) +{ + file.suddenDeathBased = suddenDeathBased +} + +void function SetTimerBased( bool timerBased ) +{ + file.timerBased = timerBased +} + +void function SetShouldUseRoundWinningKillReplay( bool shouldUse ) +{ + SetServerVar( "roundWinningKillReplayEnabled", shouldUse ) +} + +void function SetRoundWinningKillReplayKillClasses( bool pilot, bool titan ) +{ + file.roundWinningKillReplayTrackPilotKills = pilot + file.roundWinningKillReplayTrackTitanKills = titan // player kills in titans should get tracked anyway, might be worth renaming this +} + +void function SetRoundWinningKillReplayAttacker( entity attacker, int inflictorEHandle = -1 ) +{ + file.roundWinningKillReplayTime = Time() + file.roundWinningKillReplayHealthFrac = GetHealthFrac( attacker ) + file.roundWinningKillReplayAttacker = attacker + file.roundWinningKillReplayInflictorEHandle = inflictorEHandle == -1 ? attacker.GetEncodedEHandle() : inflictorEHandle + file.roundWinningKillReplayTimeOfDeath = Time() +} + + + + + + + + + + +/* + ██████ ██ ██ ███████ ████████ ██████ ███ ███ ███████ ████████ █████ ██████ ████████ +██ ██ ██ ██ ██ ██ ██ ████ ████ ██ ██ ██ ██ ██ ██ ██ +██ ██ ██ ███████ ██ ██ ██ ██ ████ ██ ███████ ██ ███████ ██████ ██ +██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ + ██████ ██████ ███████ ██ ██████ ██ ██ ███████ ██ ██ ██ ██ ██ ██ +*/ -// eGameState.WaitingForCustomStart void function GameStateEnter_WaitingForCustomStart() { // unused in release, comments indicate this was supposed to be used for an e3 demo @@ -139,7 +340,22 @@ void function GameStateEnter_WaitingForCustomStart() } -// eGameState.WaitingForPlayers + + + + + + + + +/* +██ ██ █████ ██ ████████ ██ ███ ██ ██████ ███████ ██████ ██████ ██████ ██ █████ ██ ██ ███████ ██████ ███████ +██ ██ ██ ██ ██ ██ ██ ████ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ +██ █ ██ ███████ ██ ██ ██ ██ ██ ██ ██ ███ █████ ██ ██ ██████ ██████ ██ ███████ ████ █████ ██████ ███████ +██ ███ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ + ███ ███ ██ ██ ██ ██ ██ ██ ████ ██████ ██ ██████ ██ ██ ██ ███████ ██ ██ ██ ███████ ██ ██ ███████ +*/ + void function GameStateEnter_WaitingForPlayers() { foreach ( entity player in GetPlayerArray() ) @@ -171,7 +387,22 @@ void function WaitingForPlayers_ClientConnected( entity player ) ScreenFadeToBlackForever( player, 0.0 ) } -// eGameState.PickLoadout + + + + + + + + +/* +██████ ██ ██████ ██ ██ ██ ██████ █████ ██████ ██████ ██ ██ ████████ +██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ +██████ ██ ██ █████ ██ ██ ██ ███████ ██ ██ ██ ██ ██ ██ ██ +██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ +██ ██ ██████ ██ ██ ███████ ██████ ██ ██ ██████ ██████ ██████ ██ +*/ + void function GameStateEnter_PickLoadout() { thread GameStateEnter_PickLoadout_Threaded() @@ -190,7 +421,22 @@ void function GameStateEnter_PickLoadout_Threaded() } -// eGameState.Prematch + + + + + + + + +/* +██████ ██████ ███████ ███ ███ █████ ████████ ██████ ██ ██ +██ ██ ██ ██ ██ ████ ████ ██ ██ ██ ██ ██ ██ +██████ ██████ █████ ██ ████ ██ ███████ ██ ██ ███████ +██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ +██ ██ ██ ███████ ██ ██ ██ ██ ██ ██████ ██ ██ +*/ + void function GameStateEnter_Prematch() { int timeLimit = GameMode_GetTimeLimit( GAMETYPE ) * 60 @@ -236,7 +482,22 @@ void function StartGameWithoutClassicMP() } -// eGameState.Playing + + + + + + + + +/* +██████ ██ █████ ██ ██ ██ ███ ██ ██████ +██ ██ ██ ██ ██ ██ ██ ██ ████ ██ ██ +██████ ██ ███████ ████ ██ ██ ██ ██ ██ ███ +██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ +██ ███████ ██ ██ ██ ██ ██ ████ ██████ +*/ + void function GameStateEnter_Playing() { thread GameStateEnter_Playing_Threaded() @@ -279,7 +540,22 @@ void function GameStateEnter_Playing_Threaded() } -// eGameState.WinnerDetermined + + + + + + + + +/* +██ ██ ██ ███ ██ ███ ██ ███████ ██████ ██████ ███████ ████████ ███████ ██████ ███ ███ ██ ███ ██ ███████ ██████ +██ ██ ██ ████ ██ ████ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ████ ████ ██ ████ ██ ██ ██ ██ +██ █ ██ ██ ██ ██ ██ ██ ██ ██ █████ ██████ ██ ██ █████ ██ █████ ██████ ██ ████ ██ ██ ██ ██ ██ █████ ██ ██ +██ ███ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ + ███ ███ ██ ██ ████ ██ ████ ███████ ██ ██ ██████ ███████ ██ ███████ ██ ██ ██ ██ ██ ██ ████ ███████ ██████ +*/ + // these are likely innacurate const float ROUND_END_FADE_KILLREPLAY = 1.0 const float ROUND_END_DELAY_KILLREPLAY = 3.0 @@ -446,7 +722,22 @@ void function PlayerWatchesRoundWinningKillReplay( entity player, float replayLe } -// eGameState.SwitchingSides + + + + + + + + +/* +███████ ██ ██ ██ ████████ ██████ ██ ██ ██ ███ ██ ██████ ███████ ██ ██████ ███████ ███████ +██ ██ ██ ██ ██ ██ ██ ██ ██ ████ ██ ██ ██ ██ ██ ██ ██ ██ +███████ ██ █ ██ ██ ██ ██ ███████ ██ ██ ██ ██ ██ ███ ███████ ██ ██ ██ █████ ███████ + ██ ██ ███ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ +███████ ███ ███ ██ ██ ██████ ██ ██ ██ ██ ████ ██████ ███████ ██ ██████ ███████ ███████ +*/ + void function GameStateEnter_SwitchingSides() { thread GameStateEnter_SwitchingSides_Threaded() @@ -537,7 +828,22 @@ void function PlayerWatchesSwitchingSidesKillReplay( entity player, bool doRepla } -// eGameState.SuddenDeath + + + + + + + + +/* +███████ ██ ██ ██████ ██████ ███████ ███ ██ ██████ ███████ █████ ████████ ██ ██ +██ ██ ██ ██ ██ ██ ██ ██ ████ ██ ██ ██ ██ ██ ██ ██ ██ ██ +███████ ██ ██ ██ ██ ██ ██ █████ ██ ██ ██ ██ ██ █████ ███████ ██ ███████ + ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ +███████ ██████ ██████ ██████ ███████ ██ ████ ██████ ███████ ██ ██ ██ ██ ██ +*/ + void function GameStateEnter_SuddenDeath() { // disable respawns, suddendeath calling is done on a kill callback @@ -559,7 +865,22 @@ void function GameStateEnter_SuddenDeath() } -// eGameState.Postmatch + + + + + + + + +/* +██████ ██████ ███████ ████████ ███ ███ █████ ████████ ██████ ██ ██ +██ ██ ██ ██ ██ ██ ████ ████ ██ ██ ██ ██ ██ ██ +██████ ██ ██ ███████ ██ ██ ████ ██ ███████ ██ ██ ███████ +██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ +██ ██████ ███████ ██ ██ ██ ██ ██ ██ ██████ ██ ██ +*/ + void function GameStateEnter_Postmatch() { foreach ( entity player in GetPlayerArray() ) @@ -592,7 +913,21 @@ void function ForceFadeToBlack( entity player ) } -// shared across multiple gamestates + + + + + + + + +/* +██ ██ ██ ██ ██ ██████ █████ ██ ██ ██████ █████ ██████ ██ ██ ███████ +██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ +█████ ██ ██ ██ ██ ███████ ██ ██ ██████ ███████ ██ █████ ███████ +██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ +██ ██ ██ ███████ ███████ ██████ ██ ██ ███████ ███████ ██████ ██ ██ ██████ ██ ██ ███████ +*/ void function OnPlayerKilled( entity victim, entity attacker, var damageInfo ) { @@ -722,10 +1057,22 @@ void function OnTitanKilled( entity victim, var damageInfo ) } } -void function AddCallback_OnRoundEndCleanup( void functionref() callback ) -{ - file.roundEndCleanupCallbacks.append( callback ) -} + + + + + + + + + +/* +████████ ██████ ██████ ██ ███████ ██ ██ ███ ██ ██████ ████████ ██ ██████ ███ ██ ███████ + ██ ██ ██ ██ ██ ██ ██ ██ ██ ████ ██ ██ ██ ██ ██ ██ ████ ██ ██ + ██ ██ ██ ██ ██ ██ █████ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ███████ + ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ + ██ ██████ ██████ ███████ ██ ██████ ██ ████ ██████ ██ ██ ██████ ██ ████ ███████ +*/ void function CleanUpEntitiesForRoundEnd() { @@ -763,120 +1110,6 @@ void function CleanUpEntitiesForRoundEnd() SetPlayerDeathsHidden( false ) } - - -// stuff for gamemodes to call - -void function SetShouldUsePickLoadoutScreen( bool shouldUse ) -{ - file.usePickLoadoutScreen = shouldUse -} - -void function SetSwitchSidesBased( bool switchSides ) -{ - file.switchSidesBased = switchSides -} - -void function SetSuddenDeathBased( bool suddenDeathBased ) -{ - file.suddenDeathBased = suddenDeathBased -} - -void function SetTimerBased( bool timerBased ) -{ - file.timerBased = timerBased -} - -void function SetShouldUseRoundWinningKillReplay( bool shouldUse ) -{ - SetServerVar( "roundWinningKillReplayEnabled", shouldUse ) -} - -void function SetRoundWinningKillReplayKillClasses( bool pilot, bool titan ) -{ - file.roundWinningKillReplayTrackPilotKills = pilot - file.roundWinningKillReplayTrackTitanKills = titan // player kills in titans should get tracked anyway, might be worth renaming this -} - -void function SetRoundWinningKillReplayAttacker( entity attacker, int inflictorEHandle = -1 ) -{ - file.roundWinningKillReplayTime = Time() - file.roundWinningKillReplayHealthFrac = GetHealthFrac( attacker ) - file.roundWinningKillReplayAttacker = attacker - file.roundWinningKillReplayInflictorEHandle = inflictorEHandle == -1 ? attacker.GetEncodedEHandle() : inflictorEHandle - file.roundWinningKillReplayTimeOfDeath = Time() -} - -void function SetWinner( int team, string winningReason = "", string losingReason = "" ) -{ - SetServerVar( "winningTeam", team ) - - file.gameWonThisFrame = true - thread UpdateGameWonThisFrameNextFrame() - - if ( winningReason.len() == 0 ) - file.announceRoundWinnerWinningSubstr = 0 - else - file.announceRoundWinnerWinningSubstr = GetStringID( winningReason ) - - if ( losingReason.len() == 0 ) - file.announceRoundWinnerLosingSubstr = 0 - else - file.announceRoundWinnerLosingSubstr = GetStringID( losingReason ) - - if ( GamePlayingOrSuddenDeath() ) - { - if ( IsRoundBased() ) - { - if ( team != TEAM_UNASSIGNED ) - { - GameRules_SetTeamScore( team, GameRules_GetTeamScore( team ) + 1 ) - GameRules_SetTeamScore2( team, GameRules_GetTeamScore2( team ) + 1 ) - } - - SetGameState( eGameState.WinnerDetermined ) - ScoreEvent_RoundComplete( team ) - } - else - { - SetGameState( eGameState.WinnerDetermined ) - ScoreEvent_MatchComplete( team ) - - array<entity> players = GetPlayerArray() - int functionref( entity, entity ) compareFunc = GameMode_GetScoreCompareFunc( GAMETYPE ) - if ( compareFunc != null ) - { - players.sort( compareFunc ) - int playerCount = players.len() - int currentPlace = 1 - for ( int i = 0; i < 3; i++ ) - { - if ( i >= playerCount ) - continue - - if ( i > 0 && compareFunc( players[i - 1], players[i] ) != 0 ) - currentPlace += 1 - - switch( currentPlace ) - { - case 1: - UpdatePlayerStat( players[i], "game_stats", "mvp" ) - UpdatePlayerStat( players[i], "game_stats", "mvp_total" ) - UpdatePlayerStat( players[i], "game_stats", "top3OnTeam" ) - break - case 2: - UpdatePlayerStat( players[i], "game_stats", "top3OnTeam" ) - break - case 3: - UpdatePlayerStat( players[i], "game_stats", "top3OnTeam" ) - break - } - } - } - } - } -} - void function UpdateGameWonThisFrameNextFrame() { WaitFrame() @@ -884,29 +1117,6 @@ void function UpdateGameWonThisFrameNextFrame() file.hasKillForGameWonThisFrame = false } -void function AddTeamScore( int team, int amount ) -{ - GameRules_SetTeamScore( team, GameRules_GetTeamScore( team ) + amount ) - GameRules_SetTeamScore2( team, GameRules_GetTeamScore2( team ) + amount ) - - int scoreLimit - if ( IsRoundBased() ) - scoreLimit = GameMode_GetRoundScoreLimit( GAMETYPE ) - else - scoreLimit = GameMode_GetScoreLimit( GAMETYPE ) - - int score = GameRules_GetTeamScore( team ) - if ( score >= scoreLimit || GetGameState() == eGameState.SuddenDeath ) - SetWinner( team ) - else if ( ( file.switchSidesBased && !file.hasSwitchedSides ) && score >= ( scoreLimit.tofloat() / 2.0 ) ) - SetGameState( eGameState.SwitchingSides ) -} - -void function SetTimeoutWinnerDecisionFunc( int functionref() callback ) -{ - file.timeoutWinnerDecisionFunc = callback -} - int function GetWinningTeamWithFFASupport() { if ( !IsFFAGame() ) @@ -936,8 +1146,6 @@ int function GetWinningTeamWithFFASupport() unreachable } -// idk - float function GameState_GetTimeLimitOverride() { return 100 @@ -967,8 +1175,6 @@ float function GetTimeLimit_ForGameMode() return GetCurrentPlaylistVarFloat( playlistString, 10 ) } -// faction dialogue - void function DialoguePlayNormal() { int totalScore = GameMode_GetScoreLimit( GameRules_GetGameMode() ) @@ -1052,24 +1258,4 @@ void function DialoguePlayWinnerDetermined() PlayFactionDialogueToTeam( "scoring_won", winningTeam ) PlayFactionDialogueToTeam( "scoring_lost", losingTeam ) } -} - -/// This is to move all NPCs that a player owns from one team to the other during a match -/// Auto-Titans, Turrets, Ticks and Hacked Spectres will all move along together with the player to the new Team -/// Also possibly prevents mods that spawns other types of NPCs that players can own from breaking when switching (i.e Drones, Hacked Reapers) -void function OnPlayerChangedTeam( entity player ) -{ - if ( !player.hasConnected ) // Prevents players who just joined to trigger below code, as server always pre setups their teams - return - - // only TEAM_IMC and TEAM_MILITIA can use function GetOtherTeam(), doesnt need to notify them when player got a special team - if( IsIMCOrMilitiaTeam( player.GetTeam() ) ) - NotifyClientsOfTeamChange( player, GetOtherTeam( player.GetTeam() ), player.GetTeam() ) - - foreach( npc in GetNPCArray() ) - { - entity bossPlayer = npc.GetBossPlayer() - if ( IsValidPlayer( bossPlayer ) && bossPlayer == player && IsAlive( npc ) ) - SetTeam( npc, player.GetTeam() ) - } -} +}
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