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author | BobTheBob <32057864+BobTheBob9@users.noreply.github.com> | 2021-06-22 14:30:49 +0100 |
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committer | BobTheBob <32057864+BobTheBob9@users.noreply.github.com> | 2021-06-22 14:30:49 +0100 |
commit | 207facbc402f5639cbcd31f079214351ef605cf2 (patch) | |
tree | 4710b2a88dd64f3dfea1609d31a5de9141640951 /Northstar.CustomServers/scripts/vscripts/_entitystructs.gnut | |
parent | c2d438568df6d98cf731807e30eaa7da31e5ea52 (diff) | |
download | NorthstarMods-207facbc402f5639cbcd31f079214351ef605cf2.tar.gz NorthstarMods-207facbc402f5639cbcd31f079214351ef605cf2.zip |
initial commit after moving to new repo
Diffstat (limited to 'Northstar.CustomServers/scripts/vscripts/_entitystructs.gnut')
-rw-r--r-- | Northstar.CustomServers/scripts/vscripts/_entitystructs.gnut | 692 |
1 files changed, 692 insertions, 0 deletions
diff --git a/Northstar.CustomServers/scripts/vscripts/_entitystructs.gnut b/Northstar.CustomServers/scripts/vscripts/_entitystructs.gnut new file mode 100644 index 00000000..378ceae3 --- /dev/null +++ b/Northstar.CustomServers/scripts/vscripts/_entitystructs.gnut @@ -0,0 +1,692 @@ +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 +}
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