diff options
-rw-r--r-- | _burnmeter.gnut | 441 |
1 files changed, 441 insertions, 0 deletions
diff --git a/_burnmeter.gnut b/_burnmeter.gnut new file mode 100644 index 00000000..8bfcab8a --- /dev/null +++ b/_burnmeter.gnut @@ -0,0 +1,441 @@ +untyped
+
+global function BurnMeter_Init
+global function ForceSetGlobalBurncardOverride
+global function GetSelectedBurncardRefFromWeaponOrPlayer
+global function RunBurnCardUseFunc
+global function UseBurnCardWeapon
+global function UseBurnCardWeaponInCriticalSection
+global function BurnMeter_GiveRewardDirect
+global function GetBurnCardWeaponSkin
+global function InitBurnMeterPersistentData
+
+const float PHASE_REWIND_LENGTH = 2.0
+// taken from wraith portal in apex, assuming it's the same as tf2's
+const float PHASE_REWIND_PATH_SNAPSHOT_INTERVAL = 0.1
+const int PHASE_REWIND_MAX_SNAPSHOTS = int( PHASE_REWIND_LENGTH / PHASE_REWIND_PATH_SNAPSHOT_INTERVAL )
+
+const float AMPED_WEAPONS_LENGTH = 30.0
+
+const int MAPHACK_PULSE_COUNT = 4
+const float MAPHACK_PULSE_DELAY = 2.0
+
+struct {
+ string forcedGlobalBurncardOverride = ""
+} file
+
+void function BurnMeter_Init()
+{
+ // turret precaches
+ // do we have to cache these on client? release builds sure don't
+ PrecacheModel( Dev_GetAISettingAssetByKeyField_Global( "npc_turret_sentry_burn_card_ap", "DefaultModelName" ) )
+ PrecacheModel( Dev_GetAISettingAssetByKeyField_Global( "npc_turret_sentry_burn_card_at", "DefaultModelName" ) )
+
+ // setup burncard use funcs
+ BurnReward_GetByRef( "burnmeter_amped_weapons" ).rewardAvailableCallback = PlayerUsesAmpedWeaponsBurncard
+ BurnReward_GetByRef( "burnmeter_smart_pistol" ).rewardAvailableCallback = PlayerUsesSmartPistolBurncard
+ BurnReward_GetByRef( "burnmeter_emergency_battery" ).rewardAvailableCallback = PlayerUsesBatteryBurncard
+ BurnReward_GetByRef( "burnmeter_radar_jammer" ).rewardAvailableCallback = PlayerUsesRadarJammerBurncard
+ BurnReward_GetByRef( "burnmeter_maphack" ).rewardAvailableCallback = PlayerUsesMaphackBurncard
+ BurnReward_GetByRef( "burnmeter_phase_rewind" ).rewardAvailableCallback = PlayerUsesPhaseRewindBurncard
+
+ // these ones aren't so important, they're either for fd ( unsupported rn ) or unused
+ //BurnReward_GetByRef( "burnmeter_harvester_shield" ).rewardAvailableCallback =
+ BurnReward_GetByRef( "burnmeter_rodeo_grenade" ).rewardAvailableCallback = PlayerUsesRodeoGrenadeBurncard
+ BurnReward_GetByRef( "burnmeter_nuke_titan" ).rewardAvailableCallback = PlayerUsesNukeTitanBurncard // unused in vanilla, fun though
+
+ // setup player callbacks
+ AddCallback_GameStateEnter( eGameState.Playing, InitBurncardsForIntroPlayers )
+ AddCallback_OnClientConnected( InitBurncardsForLateJoiner )
+
+ AddCallback_OnPlayerRespawned( StartPhaseRewindLifetime )
+ AddCallback_OnTitanBecomesPilot( RemoveAmpedWeaponsForTitanPilot )
+
+ // necessary signals
+ RegisterSignal( "StopAmpedWeapons" )
+}
+
+void function ForceSetGlobalBurncardOverride( string ref )
+{
+ file.forcedGlobalBurncardOverride = ref
+}
+
+string function GetSelectedBurncardRefFromWeaponOrPlayer( entity weapon, entity player )
+{
+ // determine the burncard we're using
+ // in actual gameplay, this will always be the player's selected burncard
+ // however, if we want to manually give burncards and such, we want to make sure they'll still work
+ // so some extra work goes into this
+
+ string ref = GetSelectedBurnCardRef( player )
+
+ if ( file.forcedGlobalBurncardOverride.len() > 0 )
+ ref = file.forcedGlobalBurncardOverride
+
+ if ( IsValid( weapon ) )
+ {
+ // determine via weapon mods, this assumes weapon mod names are the same as burn refs, which works in practice but is a bit weird
+ // this does crash with the burnmeter_doublexp mod, but who cares, it doesn't get hit normally
+ if ( weapon.GetWeaponClassName() == "mp_ability_burncardweapon" )
+ {
+ foreach ( string mod in weapon.GetMods() )
+ if ( mod.find( "burnmeter_" ) == 0 )
+ return mod
+ }
+ // determine via weapon name in the case of stuff like holopilot etc
+ else
+ {
+ // unfortunately, we have to hardcode this, we don't have a way of getting refs directly from weapons other than the burncard weapon
+ // this should be modular at some point, wish we could just iterate over burncards and find ones with the current weapon, but this isn't possible
+ switch ( weapon.GetWeaponClassName() )
+ {
+ case "mp_ability_holopilot_nova":
+ return "burnmeter_holopilot_nova"
+
+ case "mp_weapon_arc_trap":
+ return "burnmeter_arc_trap"
+
+ case "mp_weapon_frag_drone":
+ return "burnmeter_ticks"
+
+ case "mp_weapon_hard_cover":
+ return "burnmeter_hard_cover"
+
+ case "mp_ability_turretweapon":
+ // turret has 2 burncards, antititan and antipilot
+ if( weapon.HasMod( "burnmeter_at_turret_weapon" ) || weapon.HasMod( "burnmeter_at_turret_weapon_inf" ) )
+ return "burnmeter_at_turret_weapon"
+ else
+ return "burnmeter_ap_turret_weapon"
+
+ // note: cloak and stim both have burn_card_weapon_mod mods, but they aren't used and don't call burncard code at all, likely for tf1 infinite stim/cloak burncards?
+
+ default:
+ print( "tried to use unknown burncard weapon " + weapon.GetWeaponClassName() )
+ return "burnmeter_amped_weapons"
+ }
+ }
+ }
+
+ return ref
+}
+
+void function InitPlayerBurncards( entity player )
+{
+ string ref = GetSelectedBurncardRefFromWeaponOrPlayer( null, player )
+ BurnReward reward = BurnReward_GetByRef( ref )
+ player.SetPlayerNetInt( TOP_INVENTORY_ITEM_BURN_CARD_ID, reward.id )
+
+ if ( IsAlive( player ) )
+ thread PhaseRewindLifetime( player )
+}
+
+void function InitBurncardsForIntroPlayers()
+{
+ // gotta do this, since sh_burnmeter uses this netint
+ foreach ( entity player in GetPlayerArray() )
+ InitPlayerBurncards( player )
+}
+
+void function InitBurncardsForLateJoiner( entity player )
+{
+ // gotta do this, since sh_burnmeter uses this netint
+ if ( GetGameState() > eGameState.Prematch )
+ InitPlayerBurncards( player )
+}
+
+void function StartPhaseRewindLifetime( entity player )
+{
+ thread PhaseRewindLifetime( player )
+}
+
+void function PhaseRewindLifetime( entity player )
+{
+ player.EndSignal( "OnDestroy" )
+ player.EndSignal( "OnDeath" )
+
+ OnThreadEnd( function() : ( player )
+ {
+ player.p.burnCardPhaseRewindStruct.phaseRetreatSavedPositions.clear()
+ })
+
+ while ( true )
+ {
+ PhaseRewindData rewindData
+ rewindData.origin = player.GetOrigin()
+ rewindData.angles = player.GetAngles()
+ rewindData.velocity = player.GetVelocity()
+ rewindData.wasInContextAction = player.ContextAction_IsActive()
+ rewindData.wasCrouched = player.IsCrouched()
+
+ if ( player.p.burnCardPhaseRewindStruct.phaseRetreatSavedPositions.len() >= PHASE_REWIND_MAX_SNAPSHOTS )
+ {
+ // shift all snapshots left
+ for ( int i = 0; i < PHASE_REWIND_MAX_SNAPSHOTS - 1; i++ )
+ player.p.burnCardPhaseRewindStruct.phaseRetreatSavedPositions[ i ] = player.p.burnCardPhaseRewindStruct.phaseRetreatSavedPositions[ i + 1 ]
+
+ player.p.burnCardPhaseRewindStruct.phaseRetreatSavedPositions[ PHASE_REWIND_MAX_SNAPSHOTS - 1 ] = rewindData
+ }
+ else
+ player.p.burnCardPhaseRewindStruct.phaseRetreatSavedPositions.append( rewindData )
+
+ wait PHASE_REWIND_PATH_SNAPSHOT_INTERVAL
+ }
+}
+
+void function RunBurnCardUseFunc( entity player, string itemRef )
+{
+ void functionref( entity ) ornull func = BurnReward_GetByRef( itemRef ).rewardAvailableCallback
+ if ( func != null )
+ ( expect void functionref( entity ) ( func ) )( player )
+}
+
+void function UseBurnCardWeapon( entity weapon, entity player )
+{
+ string ref = GetSelectedBurncardRefFromWeaponOrPlayer( weapon, player )
+
+ Remote_CallFunction_Replay( player, "ServerCallback_RewardUsed", BurnReward_GetByRef( ref ).id )
+ RunBurnCardUseFunc( player, ref )
+
+ // dont remove in RunBurnCardUseFunc because it can be called in non-burn_card_weapon_mod contexts
+ // TODO: currently not sure how burncards can be stacked ( max clipcount for all burncards is 1, so can't just set that )
+ // if this gets figured out, add a conditional check here to prevent removes if they've got burncards left
+ if ( PlayerEarnMeter_IsRewardAvailable( player ) )
+ PlayerEarnMeter_SetRewardUsed( player )
+
+ player.TakeWeapon( BurnReward_GetByRef( ref ).weaponName )
+}
+
+void function UseBurnCardWeaponInCriticalSection( entity weapon, entity ownerPlayer )
+{
+ // ignoring critical section stuff, assuming it was necessary in tf1 where burncards were part of inventory, but not here
+ UseBurnCardWeapon( weapon, ownerPlayer )
+}
+
+void function BurnMeter_GiveRewardDirect( entity player, string itemRef )
+{
+
+}
+
+int function GetBurnCardWeaponSkin( entity weapon )
+{
+ return GetBoostSkin( GetSelectedBurncardRefFromWeaponOrPlayer( weapon, weapon.GetOwner() ) )
+}
+
+// stub
+void function InitBurnMeterPersistentData( entity player )
+{}
+
+
+// burncard use funcs
+
+void function PlayerUsesAmpedWeaponsBurncard( entity player )
+{
+ thread PlayerUsesAmpedWeaponsBurncardThreaded( player )
+}
+
+void function PlayerUsesAmpedWeaponsBurncardThreaded( entity player )
+{
+ array<entity> weapons = player.GetMainWeapons()
+ //weapons.extend( player.GetOffhandWeapons() ) // idk? unsure of vanilla behaviour here
+ foreach ( entity weapon in weapons )
+ {
+ weapon.RemoveMod( "silencer" ) // both this and the burnmod will override firing fx, if a second one overrides this we crash
+ foreach ( string mod in GetWeaponBurnMods( weapon.GetWeaponClassName() ) )
+ {
+ // catch incompatibilities just in case
+ try
+ {
+ weapon.AddMod( mod )
+ }
+ catch( ex )
+ {
+ weapons.removebyvalue( weapon )
+ }
+ }
+
+ // needed to display amped weapon time left
+ weapon.SetScriptFlags0( weapon.GetScriptFlags0() | WEAPONFLAG_AMPED )
+ weapon.SetScriptTime0( Time() + AMPED_WEAPONS_LENGTH )
+ }
+
+ wait AMPED_WEAPONS_LENGTH
+
+ // note: weapons may have been destroyed or picked up by other people by this point, so need to verify this
+ foreach ( entity weapon in weapons )
+ {
+ if ( !IsValid( weapon ) )
+ continue
+
+ foreach ( string mod in GetWeaponBurnMods( weapon.GetWeaponClassName() ) )
+ weapon.RemoveMod( mod )
+
+ weapon.SetScriptFlags0( weapon.GetScriptFlags0() & ~WEAPONFLAG_AMPED )
+ }
+}
+
+void function RemoveAmpedWeaponsForTitanPilot( entity player, entity titan )
+{
+ foreach ( entity weapon in player.GetMainWeapons() )
+ foreach ( string mod in GetWeaponBurnMods( weapon.GetWeaponClassName() ) )
+ weapon.RemoveMod( mod )
+}
+
+void function PlayerUsesSmartPistolBurncard( entity player )
+{
+ // take secondary weapon
+ array<entity> sidearms = player.GetMainWeapons()
+ if ( sidearms.len() > 1 )
+ player.TakeWeaponNow( sidearms[ 1 ].GetWeaponClassName() ) // take secondary weapon
+
+ player.GiveWeapon( "mp_weapon_smart_pistol" )
+ player.SetActiveWeaponByName( "mp_weapon_smart_pistol" )
+
+ // do we need to track the player losing smart pistol, then give their old weapon back? idk not implementing for now, check later
+}
+
+void function PlayerUsesBatteryBurncard( entity player )
+{
+ Rodeo_GiveBatteryToPlayer( player )
+}
+
+void function PlayerUsesRadarJammerBurncard( entity player )
+{
+ foreach ( entity otherPlayer in GetPlayerArray() )
+ {
+ MessageToPlayer( otherPlayer, eEventNotifications.BurnMeter_RadarJammerUsed, player )
+
+ if ( otherPlayer.GetTeam() != player.GetTeam() )
+ StatusEffect_AddTimed( otherPlayer, eStatusEffect.minimap_jammed, 1.0, RADAR_JAM_TIME, RADAR_JAM_TIME )
+ }
+}
+
+void function PlayerUsesMaphackBurncard( entity player )
+{
+ thread PlayerUsesMaphackBurncardThreaded( player )
+}
+
+void function PlayerUsesMaphackBurncardThreaded( entity player )
+{
+ player.EndSignal( "OnDestroy" )
+ player.EndSignal( "OnDeath" )
+
+ // todo: potentially look into ScanMinimap in _passives for doing this better? boost is pretty likely based off it pretty heavily
+ for ( int i = 0; i < MAPHACK_PULSE_COUNT; i++ )
+ {
+ EmitSoundOnEntityOnlyToPlayer( player, player, "Burn_Card_Map_Hack_Radar_Pulse_V1_1P" )
+
+ foreach ( entity otherPlayer in GetPlayerArray() )
+ {
+ Remote_CallFunction_Replay( otherPlayer, "ServerCallback_SonarPulseFromPosition", player.GetOrigin().x, player.GetOrigin().y, player.GetOrigin().z, SONAR_GRENADE_RADIUS )
+
+ if ( otherPlayer.GetTeam() != player.GetTeam() )
+ {
+ StatusEffect_AddTimed( otherPlayer, eStatusEffect.maphack_detected, 1.0, MAPHACK_PULSE_DELAY / 2, 0.0 )
+ SonarStart( otherPlayer, player.GetOrigin(), player.GetTeam(), player )
+ IncrementSonarPerTeam( player.GetTeam() )
+ }
+ }
+ wait MAPHACK_PULSE_DELAY
+ foreach ( entity otherPlayer in GetPlayerArray() ) {
+ if ( otherPlayer.GetTeam() != player.GetTeam() ) {
+ SonarEnd (otherPlayer, player.GetTeam() )
+ DecrementSonarPerTeam( player.GetTeam() )
+ }
+ }
+ }
+}
+
+void function PlayerUsesPhaseRewindBurncard( entity player )
+{
+ thread PlayerUsesPhaseRewindBurncardThreaded( player )
+}
+
+void function PlayerUsesPhaseRewindBurncardThreaded( entity player )
+{
+ player.EndSignal( "OnDestroy" )
+ player.EndSignal( "OnDeath" )
+
+ entity mover = CreateScriptMover( player.GetOrigin(), player.GetAngles() )
+ player.SetParent( mover, "REF" )
+
+ OnThreadEnd( function() : ( player, mover )
+ {
+ CancelPhaseShift( player )
+ player.DeployWeapon()
+ player.SetPredictionEnabled( true )
+ player.ClearParent()
+ ViewConeFree( player )
+ mover.Destroy()
+ })
+
+ array<PhaseRewindData> positions = clone player.p.burnCardPhaseRewindStruct.phaseRetreatSavedPositions
+
+ ViewConeZero( player )
+ player.HolsterWeapon()
+ player.SetPredictionEnabled( false )
+ PhaseShift( player, 0.0, positions.len() * PHASE_REWIND_PATH_SNAPSHOT_INTERVAL * 1.5 )
+
+ for ( int i = positions.len() - 1; i > -1; i-- )
+ {
+ mover.NonPhysicsMoveTo( positions[ i ].origin, PHASE_REWIND_PATH_SNAPSHOT_INTERVAL, 0, 0 )
+ mover.NonPhysicsRotateTo( positions[ i ].angles, PHASE_REWIND_PATH_SNAPSHOT_INTERVAL, 0, 0 )
+ wait PHASE_REWIND_PATH_SNAPSHOT_INTERVAL
+ }
+
+ // this isn't vanilla but it's cool lol, should prolly remove it tho
+ player.SetVelocity( -positions[ positions.len() - 1 ].velocity )
+}
+
+void function PlayerUsesNukeTitanBurncard( entity player )
+{
+ thread PlayerUsesNukeBurncardThreaded( player )
+}
+
+void function PlayerUsesNukeBurncardThreaded( entity player )
+{
+ // if this is given manually ( i.e. not the equipped burnreward in inventory ), this will run at bad times
+ // so do this check here, yes, this will cause people to lose their cards and get nothing, but better than free titan regens
+ if ( !BurnMeterPlayer_CanUseReward( player, BurnReward_GetByRef( "burnmeter_nuke_titan" ) ) )
+ return
+
+ float ownedFrac = PlayerEarnMeter_GetOwnedFrac( player )
+
+ // use player's titan loadout, but with warpfall so faster and no dome
+ TitanLoadoutDef titanLoadout = GetTitanLoadoutForPlayer( player )
+ titanLoadout.passive3 = "pas_warpfall"
+
+ thread CreateTitanForPlayerAndHotdrop( player, GetTitanReplacementPoint( player, false ) )
+
+ entity titan = player.GetPetTitan()
+ SetTeam( titan, TEAM_UNASSIGNED ) // make it so you can kill yourself lol
+ DoomTitan( titan )
+ NPC_SetNuclearPayload( titan )
+ // this should get run after the vanilla set_usable's event, so titan is never embarkable
+ // embarking a titan in this state WILL kill the server so uhh, pretty bad
+ AddAnimEvent( titan, "set_usable", void function( entity titan ) { titan.UnsetUsable() } )
+
+ titan.WaitSignal( "TitanHotDropComplete" )
+ AutoTitan_SelfDestruct( titan )
+
+ while ( PlayerEarnMeter_GetMode( player ) == eEarnMeterMode.PET )
+ WaitFrame()
+
+ // restore original earnmeter values, no way to set earned that's exposed unfortunately
+ PlayerEarnMeter_SetOwnedFrac( player, ownedFrac )
+}
+
+void function PlayerUsesRodeoGrenadeBurncard( entity player )
+{
+ player.SetPlayerNetInt( "numSuperRodeoGrenades", player.GetPlayerNetInt( "numSuperRodeoGrenades" ) + 1 )
+}
+
+// unused burncard that's mentioned in a few areas and has a validiation function in sh_burnmeter ( BurnMeter_SummonReaperCanUse ), thought it'd be neat to add it
+void function PlayerUsesReaperfallBurncard( entity player )
+{
+ Point spawnpoint = GetTitanReplacementPoint( player, false )
+ entity reaper = CreateSuperSpectre( player.GetTeam(), spawnpoint.origin, spawnpoint.angles )
+ DispatchSpawn( reaper )
+
+ thread SuperSpectre_WarpFall( reaper )
+}
\ No newline at end of file |