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-rw-r--r--Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut53
1 files changed, 48 insertions, 5 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut
index b4ab26ea..99f34164 100644
--- a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut
+++ b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut
@@ -36,6 +36,7 @@ void function CaptureTheFlag_Init()
AddCallback_OnClientConnected( CTFInitPlayer )
AddCallback_GameStateEnter( eGameState.Prematch, CreateFlags )
+ AddCallback_GameStateEnter( eGameState.Epilogue, RemoveFlags )
AddCallback_OnTouchHealthKit( "item_flag", OnFlagCollected )
AddCallback_OnPlayerKilled( OnPlayerKilled )
AddCallback_OnPilotBecomesTitan( DropFlagForBecomingTitan )
@@ -109,6 +110,8 @@ void function CTFInitPlayer( entity player )
void function OnPlayerKilled( entity victim, entity attacker, var damageInfo )
{
+ if ( !IsValid( GetFlagForTeam( GetOtherTeam( victim.GetTeam() ) ) ) ) // getting a crash idk
+ return
if ( GetFlagForTeam( GetOtherTeam( victim.GetTeam() ) ).GetParent() == victim )
{
if ( victim != attacker && attacker.IsPlayer() )
@@ -137,8 +140,13 @@ void function CreateFlags()
// likely this is because respawn uses distance checks from spawns to check this in official
// but i don't like doing that so just using a list of maps to swap them on lol
bool switchedSides = HasSwitchedSides() == 1
- bool shouldSwap = SWAP_FLAG_MAPS.contains( GetMapName() ) ? !switchedSides : switchedSides
-
+
+ // i dont know why this works and whatever we had before didn't, but yeah
+ bool shouldSwap = switchedSides
+ if (!shouldSwap && SWAP_FLAG_MAPS.contains( GetMapName() ))
+ shouldSwap = !shouldSwap
+
+
int flagTeam = spawn.GetTeam()
if ( shouldSwap )
{
@@ -199,10 +207,35 @@ void function CreateFlags()
}
}
+ // reset the flag states, prevents issues where flag is home but doesnt think it's home when halftime goes
+ SetFlagStateForTeam( TEAM_MILITIA, eFlagState.None )
+ SetFlagStateForTeam( TEAM_IMC, eFlagState.None )
+
foreach ( entity player in GetPlayerArray() )
CTFInitPlayer( player )
}
+void function RemoveFlags()
+{
+ // destroy all the flag related things
+ if ( IsValid( file.imcFlagSpawn ) )
+ {
+ file.imcFlagSpawn.Destroy()
+ file.imcFlag.Destroy()
+ file.imcFlagReturnTrigger.Destroy()
+ }
+ if ( IsValid( file.militiaFlagSpawn ) )
+ {
+ file.militiaFlagSpawn.Destroy()
+ file.militiaFlag.Destroy()
+ file.militiaFlagReturnTrigger.Destroy()
+ }
+
+ // unsure if this is needed, since the flags are destroyed? idk
+ SetFlagStateForTeam( TEAM_MILITIA, eFlagState.None )
+ SetFlagStateForTeam( TEAM_IMC, eFlagState.None )
+}
+
void function TrackFlagReturnTrigger( entity flag, entity returnTrigger )
{
// this is a bit of a hack, it seems parenting the return trigger to the flag actually sets the pickup radius of the flag to be the same as the trigger
@@ -270,10 +303,11 @@ void function DropFlagIfPhased( entity player, entity flag )
OnThreadEnd( function() : ( player )
{
- DropFlag( player, true )
+ if (GetGameState() == eGameState.Playing || GetGameState() == eGameState.SuddenDeath)
+ DropFlag( player, true )
})
-
- while( flag.GetParent() == player )
+ // the IsValid check is purely to prevent a crash due to a destroyed flag (epilogue)
+ while( IsValid(flag) && flag.GetParent() == player )
WaitFrame()
}
@@ -331,6 +365,9 @@ void function TrackFlagDropTimeout( entity flag )
void function ResetFlag( entity flag )
{
+ // prevents crash when flag is reset after it's been destroyed due to epilogue
+ if (!IsValid(flag))
+ return
// ensure we can't pickup the flag after it's been dropped but before it's been reset
flag.s.canTake = false
@@ -355,6 +392,12 @@ void function ResetFlag( entity flag )
void function CaptureFlag( entity player, entity flag )
{
+ // can only capture flags during normal play or sudden death
+ if (GetGameState() != eGameState.Playing && GetGameState() != eGameState.SuddenDeath)
+ {
+ printt( player + " tried to capture the flag, but the game state was " + GetGameState() + " not " + eGameState.Playing + " or " + eGameState.SuddenDeath)
+ return
+ }
// reset flag
ResetFlag( flag )