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author | BobTheBob <32057864+BobTheBob9@users.noreply.github.com> | 2021-08-31 23:14:58 +0100 |
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committer | BobTheBob <32057864+BobTheBob9@users.noreply.github.com> | 2021-08-31 23:14:58 +0100 |
commit | 9a96d0bff56f1969c68bb52a2f33296095bdc67d (patch) | |
tree | 4175928e488632705692e3cccafa1a38dd854615 /Northstar.CustomServers/scripts/vscripts/_entitystructs.gnut | |
parent | 27bd240871b7c0f2f49fef137718b2e3c208e3b4 (diff) | |
download | NorthstarMods-9a96d0bff56f1969c68bb52a2f33296095bdc67d.tar.gz NorthstarMods-9a96d0bff56f1969c68bb52a2f33296095bdc67d.zip |
move to new mod format
Diffstat (limited to 'Northstar.CustomServers/scripts/vscripts/_entitystructs.gnut')
-rw-r--r-- | Northstar.CustomServers/scripts/vscripts/_entitystructs.gnut | 692 |
1 files changed, 0 insertions, 692 deletions
diff --git a/Northstar.CustomServers/scripts/vscripts/_entitystructs.gnut b/Northstar.CustomServers/scripts/vscripts/_entitystructs.gnut deleted file mode 100644 index 378ceae3..00000000 --- a/Northstar.CustomServers/scripts/vscripts/_entitystructs.gnut +++ /dev/null @@ -1,692 +0,0 @@ -global struct BeamEffect -{ - entity effect - entity cpoint -} - -global struct SpawnPointData -{ - table lastRatingData = {} -} - -global struct BallLightningData -{ - asset zapFx = BALL_LIGHTNING_ZAP_FX - float zapLifetime = BALL_LIGHTNING_ZAP_LIFETIME - string zapSound = BALL_LIGHTNING_ZAP_SOUND - string zapImpactTable = BALL_LIGHTNING_FX_TABLE - float radius = BALL_LIGHTNING_ZAP_RADIUS - float humanRadius = BALL_LIGHTNING_ZAP_HUMANSIZE_RADIUS - float height = BALL_LIGHTNING_ZAP_HEIGHT - float minDot = -1.0 - float damageToPilots = BALL_LIGHTNING_DAMAGE_TO_PILOTS - float damage = BALL_LIGHTNING_DAMAGE - bool zapPylons = false - int deathPackage = ( DF_DISSOLVE | DF_GIB | DF_ELECTRICAL | DF_STOPS_TITAN_REGEN ) - bool fatalToDoomedTitans = false -} - -global struct PhaseRewindData -{ - vector origin - vector angles - vector velocity - bool wasInContextAction - bool wasCrouched -} - -global struct PlayerInputEventCallbackStruct -{ - int cmdsPressedBitMask = 0 - int cmdsHeldBitMask = 0 - int cmdsReleasedBitMask = 0 - void functionref( entity player ) callbackFunc -} - -global struct PlayerHeldButtonEventCallbackStruct -{ - int buttonHeld = 0 - void functionref( entity player ) callbackFunc - float timeHeld = 1.0 -} - -global struct PlayerInputAxisEventCallbackStruct -{ - float horizAxisMinThreshold = -1.0 - float horizAxisMaxThreshold = 1.0 - float vertAxisMinThreshold= -1.0 - float vertAxisMaxThreshold= 1.0 - - bool functionref( entity player ) callbackFunc - float debounceTime = 0.0 - float lastTriggeredTime = 0.0 -} - -global enum eStatUpdateTime -{ - DISTANCE, - TIME_PLAYED, - WEAPON_USAGE, - COUNT -} - -global enum eStoredWeaponType -{ - main, - offhand -} - -global struct TitanDamage -{ - int shieldDamage - - bool doomedNow - int doomedDamage -} - -global struct RecentUnlock -{ - int refGuid = 0 - int parentRefGuid = 0 - int count = 0 -} - -global struct StoredWeapon -{ - string name - int weaponType = eStoredWeaponType.main - bool activeWeapon = false - int inventoryIndex - array<string> mods - int modBitfield - int ammoCount - int clipCount - float nextAttackTime - int skinIndex - int camoIndex - bool isProScreenOwner - #if MP - string burnReward - #endif - int scriptFlags0 - int scriptTime0 -} - -global struct ScriptTriggerData -{ - bool enabled - float radius - table<entity> entities - array<void functionref(entity, entity)> enterCallbacks - array<void functionref(entity, entity)> leaveCallbacks - float top - float bottom - int flags - int managedEntArrayHandle -} - -global struct BurnCardPhaseRewindStruct -{ - array<PhaseRewindData> phaseRetreatSavedPositions - bool phaseRetreatShouldSave = true -} - -// This struct is hooked up to entity.e in code -global struct ServerEntityStruct -{ - entity repairSoul // repair drones - array<void functionref( entity, var )> entKilledCallbacks - array<entity> fxArray - entity cpoint1 - bool moverPathPrecached - bool blockActive = false - int embarkCount = 0 // For the Titan soul to know how many times a player has embarked. - - entity syncedMeleeAttacker - entity lastSyncedMeleeAttacker - bool markedForExecutionDeath - - bool proto_weakToPilotWeapons - - bool isHotDropping - - bool spawnPointInUse - entity lastAttacker - - // sticky props - float spawnTime = 0.0 - bool isStickyCrit = false - int stickyRoundsArrayId = -1 //script managed ent array index - - table<string,AnimEventData> animEventDataForEntity - - array<DamageHistoryStruct> recentDamageHistory - - float lastTakeDamageTime_thermite // meteor thermite does an extra burst of damage on first contact - float lastTakeDamageTime_laser_cannon - - // tracker rounds - int myTrackerRoundsIdx = -1 //script managed ent array index - int myReservedTrackerRoundsIdx = -1 //script managed ent array index - int trackerRoundsOnMeIdx = -1 //script managed ent array index - bool allowLifetimeDeath = true - - // entities - float nextAllowStickyExplodeTime = 0.0 - float stickyClearTime = 0.0 - - entity shieldWallFX - entity cpoint - - // vortex rules - var functionref( entity, var ) BulletHitRules - bool functionref( entity, entity, bool ) ProjectileHitRules - - // soul shield - float nextShieldDecayTime = 0.0 - float forcedRegenTime = 0.0 - - // ball lightning - BallLightningData ballLightningData - int ballLightningTargetsIdx = -1 - int arcPylonArrayIdx = -1 //script managed ent array index - float lastArcTime = 0.0 - - // laser tripwire - int laserPylonArrayIdx = -1 //script managed ent array index - - //Survivor - int crateType - - //Bomb - // TODO: remove hasBomb and replace with deterministic checks - bool hasBomb = false - bool destroyOutOfBounds = false - bool destroyTriggerHurt = false - - //Rodeo - entity lastRodeoAttacker - - array<int> smokeScreenSlowdownIdx - - // number of shield beacons affecting me - int shieldBeaconCount - array<BeamEffect> shieldBeaconFXArray - - //Ping - entity lastPlayerToSpot - float lastSpotTime = -9999.0 - - bool forceRagdollDeath = false - - int projectileID - - bool windPushEnabled = true - bool inWindTunnel - float windTunnelStartTime - float windTunnelStrength - vector windTunnelDirection - - bool forceGibDeath = false - - SpawnPointData spawnPointData - - array<void functionref( entity ent, var damageInfo )> entDamageCallbacks - array<void functionref( entity ent, var damageInfo )> entPostDamageCallbacks - array<void functionref( entity titan, entity attacker )> entSegmentLostCallbacks - array<void functionref( entity ent, var damageInfo, float actualShieldDamage )> entPostShieldDamageCallbacks - - // Used for weapons and abilities that have multiple ticks, but we only want a single tick to hit each player - array<entity> damagedEntities - bool onlyDamageEntitiesOnce = false - bool onlyDamageEntitiesOncePerTick = false - float lastDamageTickTime - - array<entity> attachedEnts - - //Scorch Variables - table< int, array<entity> > waveLinkFXTable //Wave FX Link - Used for the wide projectile attacks so we can link FX across the rows. - table< int, vector > fireTrapEndPositions //Used to spawn 1 particle per arm instead of many. - table< int, entity > fireTrapMovingGeo //Used track which piece of moving geo the fire trap arms are on - - //Legion Variables - bool ammoSwapPlaying = false - bool gunShieldActive = false - - int fxType - array<entity> fxControlPoints - - int totalEntsStoredID = 0 - int AT_BossID - - ScriptTriggerData scriptTriggerData - - bool noOwnerFriendlyFire = false - - bool hasDefaultEnemyHighlight - - bool isDisabled = false - - int gameModeId - - // PVE // - int roamerSpawnType = -1 - int pveSpawnType = -1 - int pveSpawnFlags = 0 - bool roamerIsAggro = false - // - int objectiveGoalVersion = 0 - int objectiveGoalFlags = 0 // eObjectiveTracking.* - ///////// - - array<entity> sonarTriggers - - string enemyHighlight = "" - string burnReward = "" - int fd_roundDeployed = -1 -} - -global struct MeritData -{ - int scoreMeritState - int completionMeritState - int winMeritState - int evacMeritState - - int weaponMerits - int titanMerits - - int happyHourMeritState -} - -// This struct is hooked up to entity.p in code -global struct ServerPlayerStruct -{ - float connectTime - bool clientScriptInitialized = false - - bool hasMatchLossProtection = false - - bool usingLoadoutCrate - int activePilotLoadoutIndex = -1 - int activeTitanLoadoutIndex = -1 - int npcFollowersArrayID - entity lastFriendlyTriggerTouched - float titanDamageDealt // Does not include shield damage - float titanDamageDealt_Stat // Does not include shield damage - string spectreSquad - bool fastballActivatePressed - float nextATShieldRegenTime - bool demigod - bool partyMember - - bool[OFFHAND_COUNT] offhandSlotLocked = [ false, false, false, false, false, false ] - float[OFFHAND_COUNT] lastPilotOffhandUseTime = [ -99.0, -99.0, -99.0, -99.0, -99.0, -99.0 ] - float[OFFHAND_COUNT] lastPilotOffhandChargeFrac = [ -1.0, -1.0, -1.0, -1.0, -1.0, -1.0 ] - float[OFFHAND_COUNT] lastPilotClipFrac = [ 1.0, 1.0, 1.0, 1.0, 1.0, 1.0 ] - float[OFFHAND_COUNT] lastTitanOffhandUseTime = [ -99.0, -99.0, -99.0, -99.0, -99.0, -99.0 ] - float[OFFHAND_COUNT] lastTitanOffhandChargeFrac = [ -1.0, -1.0, -1.0, -1.0, -1.0, -1.0 ] - float[OFFHAND_COUNT] lastTitanClipFrac = [ 1.0, 1.0, 1.0, 1.0, 1.0, 1.0 ] - float lastSuitPower = -1.0 - - entity currentTargetPlayerOrSoul_Ent - float currentTargetPlayerOrSoul_LastHitTime - - entity lastPrimaryWeaponEnt // track when your primary changes - - void functionref( entity, entity ) followPlayerOverride - - float postDeathThreadStartTime - float lastSelectSPTitanLoadoutTime - - float lastNpcSyncedMeleeVsPlayerTime = -99 - - bool watchingPetTitanKillReplay - - bool hasSniperWeapon = false - - int controllableProjectiles_scriptManagedID = -1 - - float lastDroneShieldStunPushTime - - float lastRespawnTime - float lastDamageTime - float lastDeathTime - vector deathOrigin - vector deathAngles - vector rematchOrigin - - entity lastKiller - array<float> recentPlayerKilledTimes - array<float> recentAllKilledTimes - bool seekingRevenge - table<entity, int> playerKillStreaks - int playerOrTitanKillsSinceLastDeath //This used to only be player Kills, changed primarily for challenge unlock. See 207007 - float lastOnslaughtTime = -ONSLAUGHT_REQUIREMENT_TIME - float lastMayhemTime = -MAYHEM_REQUIREMENT_TIME - - entity lastSpawnPoint - - string lastExecutionUsed - - MeritData meritData - - void functionref( entity ) currViewConeFunction = null - RodeoPackageStruct& rodeoPackage //To assign into a nested struct, reference is needed. Less efficient than directly changing values of struct - bool rodeoReadyForAction = true - float lastClamberFailedTime = 0.0 - - table<int, array<void functionref( entity )> > playerMovementEventCallbacks - array<PlayerInputEventCallbackStruct> playerInputEventCallbacks - array<PlayerHeldButtonEventCallbackStruct> playerHeldButtonEventCallbacks - array<PlayerInputAxisEventCallbackStruct> playerInputAxisEventCallbacks - - // for titan zipline - entity activeZiplineBolt - table<entity> activeZiplineEnts - int activeZiplineTargetID - string ogTitanOffhandWeaponName - - array<PlayerSlowDownEffect> slowEffects - - //AT Turrets - float PROTO_UseDebounceEndTime = 0.0 //Working around hacky implementation. - - entity deployableAmmoBeacon - - bool pilotLoadoutChanged - bool titanLoadoutChanged - int pilotModelNeedsUpdate = -1 - int titanModelNeedsUpdate = -1 - - int lastActivatedSpreeRewardsWeaponReward - - float empEndTime - - int disableOffhandWeaponsStackCount - - float timeTitanUpgradesStartCountingDown = -1.0 - float timeTitanUpgradesAccumulatedPauseTime = -1.0 - - bool isEmbarking = false - bool isDisembarking = false - bool isCustomDisembark = false - - vector ornull quickDeathOrigin = null - vector ornull quickDeathAngles = null - bool doingQuickDeath = false - bool quickDeathRealDeathFadesToBlack = false - - int numberOfDeaths = 0 - int numberOfDeathsSinceLastKill = 0 - - float lastGrappledTime - - bool isReviving = false - - float lastEjectTime = 0 - - bool showingMobilityGhost - float timeNearMobilityGhostHint - - array<StoredWeapon> storedWeapons - - bool rodeoShouldAdjustJumpOffVelocity = false - float rodeoRequestBatteryHintLastShownTime = 0.0 - float batteryLastTouchedNotificationTime = 0.0 - - entity leechTarget = null - float lastLeechTypeSoundTime = -1 - table<entity, entity> leechedEnts = {} - - float lastFullHealthTime - - bool isDisconnected = false - array<int> empStatusEffectsToClearForPhaseShift //Not great, done to avoid needing code work to get a separate empSlow/empSTurnEffects - - float stats_wallrunTime = 0 - float stats_wallhangTime = 0 - float stats_airTime = 0 - float[ eStatUpdateTime.COUNT ] statUpdateTimes - table<string, float> lastPlayerDidDamageTimes - bool rewardedMatchCredit = false - - bool lastPosForDistanceStatValid = false - vector lastPosForDistanceStat - - bool pilotEjecting = false - float pilotEjectStartTime - float pilotEjectEndTime - - array<int> deathHintViews - - float earnMeterOwnedFrac - float earnMeterOverdriveFrac - float earnMeterRewardFrac - - BurnCardPhaseRewindStruct burnCardPhaseRewindStruct - array<entity> rodeoAnimTempProps - - bool controllingTurret = false - - int pveTacticalType = -1 - int pveTacticalLevel = -1 - - array<RecentUnlock> challengeUnlocks - - float lastDpadSayTime = -999 - int consecutiveDpadMessages = 0 - float replacementTitanETATimer = 0 - float replacementTitanReady_lastNagTime = 0 - - int turretArrayId = -1 - - float hotStreakTime = 0.0 -} - -global struct TitanSettings -{ - string titanSetFile = "" - array<string> titanSetFileMods -} - -global struct NPCDefaultWeapon -{ - string wep - array<string> mods -} - -// This struct is hooked up to entity.ai in code -global struct ServerAIStruct -{ - TitanSettings titanSettings - - TitanLoadoutDef& titanSpawnLoadout - - vector spawnOrigin - - NPCDefaultWeapon ornull mySpawnOptions_weapon - - string droneSpawnAISettings - - float startCrawlingTime - bool crawling = false - bool transitioningToCrawl = false - bool preventOwnerDamage - bool invulnerableToNPC = false - bool buddhaMode - bool killShotSound = true - - table<int,int> stalkerHitgroupDamageAccumulated // used to decide when to blow off limbs - table<int,float> stalkerHitgroupLastHitTime // used to decide when to blow off limbs - - bool fragDroneArmed = true - entity suicideSpectreExplodingAttacker - float suicideSpectreDefaultExplosionDelay - float suicideSpectreExplosionDelay - float suicideSpectreExplosionDistance - float suicideSpectreExplosionTraceTime - - bool superSpectreEnableFragDrones = true - int fragDroneMin = 0 - int fragDroneMax = 0 - int fragDroneBatch = 0 - int activeMinionEntArrayID = -1 - - bool readyToFire = true - - float nextRegenTime - float nextAllowAnnounceTime - - bool enableFriendlyFollower = true - entity lastFriendlyTrigger - - - bool leechInProgress = false - float leechStartTime = -1 - - //Marvins - entity carryBarrel - entity mortarTarget - - int bossTitanType - bool bossTitanVDUEnabled = true - bool bossTitanPlayIntro = true - int mercCharacterID - string bossCharacterName - - int killCount - int scoreCount - - bool shouldDropBattery = true - int nukeCore = 0 - - int playerDoomedProficiency - int defaultProficiency - - string dropshipSpawnStyle = "" - float spawnTime -} - - -// hooked up to entity.w in code -global struct ServerWeaponStruct -{ - float startChargeTime = 0.0 - bool wasCharged = false - bool initialized = false - entity lastProjectileFired - array vortexImpactData - - array<PhaseRewindData> phaseRetreatSavedPositions - bool phaseRetreatShouldSave = true - - entity laserWorldModel - entity guidedMissileTarget = null - array<entity> salvoMissileArray - - entity weaponOwner - entity bubbleShield - array<int> statusEffects - array<entity> fxHandles - float lastFireTime - - table< entity, int> targetLockEntityStatusEffectID - void functionref(entity, entity) missileFiredCallback - int savedKillCount -} - - -global struct RemoteTurretSettings -{ - vector turretOrigin - vector turretAngles - vector panelOrigin - vector panelAngles - - asset turretModel - asset panelModel - - string turretSettingsName - string weaponName - - bool viewClampEnabled - float viewClampRangeYaw - float viewClampRangePitch - float viewStartPitch -} - -// hooked up to entity.remoteturret in code -global struct ServerRemoteTurretStruct -{ - RemoteTurretSettings ornull settings - entity controlPanel - int statusEffectID -} - - -// hooked up to entity.proj in code -global struct ServerProjectileStruct -{ - bool isChargedShot = false - float damageScale = 1.0 - bool onlyAllowSmartPistolDamage = false - bool selfPropelled = true - bool startPlanting = false - entity trackedEnt - int projectileBounceCount = 0 - array<entity> projectileGroup - int projectileID - bool tetherAttached - vector savedOrigin - vector savedRelativeDelta - entity savedMovingGeo - vector savedAngles - entity inflictorOverride - bool hasBouncedOffVortex = false - bool isPlanted = false -} - -// hooked up to entity.soul in code -global struct ServerTitanSoulStruct -{ - bool rebooting = false - float lastSegmentLossTime = 0.0 - float batteryTime - entity bubbleShield - NPCPilotStruct seatedNpcPilot - bool skipDoomState - bool regensHealth = true - bool diesOnEject = true - float doomedStartTime = 0.0 - entity batteryContainer = null - entity armBadge = null - bool batteryContainerBeingUsed = false - bool batteryContainerPastPointOfNoReturn = false - entity lastOwner - int upgradeCount = 0 - TitanLoadoutDef& titanLoadout - entity nukeAttacker = null - bool batteryMovedDown = false -} - -// hooked up to entity.decoy in code -global struct ServerPlayerDecoyStruct -{ - array< entity > fxHandles - array< string > loopingSounds -} - -// hooked up to entity.sp in code -global struct ServerSpawnpointStruct -{ - bool enabled - float lastUsedTime - array< int > zones - array< entity > visibleToTurret -} - -global struct ServerFirstPersonProxyStruct -{ - entity battery -}
\ No newline at end of file |