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-rw-r--r--Northstar.Client/mod/scripts/vscripts/client/cl_player.gnut2742
1 files changed, 2742 insertions, 0 deletions
diff --git a/Northstar.Client/mod/scripts/vscripts/client/cl_player.gnut b/Northstar.Client/mod/scripts/vscripts/client/cl_player.gnut
new file mode 100644
index 00000000..fa5428c5
--- /dev/null
+++ b/Northstar.Client/mod/scripts/vscripts/client/cl_player.gnut
@@ -0,0 +1,2742 @@
+untyped
+
+global function ClPlayer_Init
+
+global function PlayIt
+global function JumpRandomlyForever
+
+global function ClientCodeCallback_PlayerDidDamage
+global function ClientCodeCallback_PlayerSpawned
+//global function ClientCodeCallback_OnHudReloadScheme
+global function ClientCodeCallback_HUDThink
+global function Player_AddPlayer
+global function Player_AddClient
+global function PlayerConnectedOrDisconnected
+global function ServerCallback_GameModeAnnouncement
+global function MainHud_InitScoreBars
+
+global function ServerCallback_PlayerConnectedOrDisconnected
+global function ClientCodeCallback_PlayerDisconnected
+global function ServerCallback_PlayerChangedTeams
+global function ClientCodeCallback_OnModelChanged
+global function ServerCallback_RodeoerEjectWarning
+global function ServerCallback_PlayScreenFXWarpJump
+global function PlayShieldBreakEffect
+global function PlayShieldActivateEffect
+global function HandleDoomedState
+global function RewardReadyMessage
+global function TitanReadyMessage
+global function CoreReadyMessage
+
+global function ServerCallback_RewardReadyMessage
+global function ServerCallback_TitanReadyMessage
+
+global function OnClientPlayerAlive
+global function OnClientPlayerDying
+global function PlayPlayerDeathSound
+global function StopPlayerDeathSound
+
+global function ServerCallback_ShowNextSpawnMessage
+global function GetWaveSpawnTime
+global function ServerCallback_HideNextSpawnMessage
+
+global function ClientCodeCallback_OnHealthChanged
+global function ClientCodeCallback_OnCrosshairCurrentTargetChanged
+global function Pressed_TitanNextMode
+global function ClientCodeCallback_OnGib
+global function ClientPilotSpawned
+global function AddCallback_OnPlayerDisconnected
+
+global function IsPlayerEliminated
+
+global function ServerCallback_GiveMatchLossProtection
+global function ServerCallback_OnEntityKilled
+global function ServerCallback_OnTitanKilled
+
+global function ShouldShowSpawnAsTitanHint
+global function ServerCallback_SetAssistInformation
+
+global function GetShieldEffectCurrentColor
+global function ClientPlayerClassChanged
+
+#if DEV
+global function BloodSprayDecals_Toggle
+#endif
+
+const float DEFAULT_GAMEMODE_ANNOUNCEMENT_DURATION = 5.0
+
+struct {
+ var orbitalstrike_tracer = null
+ var law_missile_tracer = null
+ float nextSpawnTime = 0.0
+ entity lastEarnedReward // primarily used to check if we should still show the reward message after a delay
+} file
+
+struct BloodDecalParams
+{
+ float traceDist
+ float secondaryTraceDist
+ asset fxType
+ asset secondaryFxType
+}
+
+void function ClPlayer_Init()
+{
+ ClPilotJumpjet_Init()
+ ClDamageIndicator_Init()
+
+ ClPlayer_Common_Precache()
+
+ RegisterSignal( "OnAnimationDone" )
+ RegisterSignal( "OnAnimationInterrupted" )
+ RegisterSignal( "OnBleedingOut" )
+ RegisterSignal( "PanelAlphaOverTime" )
+ RegisterSignal( "LocalClientPlayerRespawned" )
+ RegisterSignal( "OnClientPlayerAlive" )
+ RegisterSignal( "OnClientPlayerDying" )
+ RegisterSignal( "StopAlertCore" )
+ RegisterSignal( "OnSpectatorMode" )
+ RegisterSignal( "HealthChanged" )
+
+ FlagInit( "DamageDistancePrint" )
+ FlagInit( "EnableTitanModeChange", true )
+ FlagInit( "EnableBloodSprayDecals", true )
+
+ level.vduOpen <- false
+ level.canSpawnAsTitan <- false
+ level.grenadeIndicatorEnabled <- true
+ level.clientsLastKiller <- null
+
+ AddCreateCallback( "player", SetupPlayerAnimEvents )
+ AddCreateCallback( "player", MpClientPlayerInit )
+
+ AddCreateCallback( "first_person_proxy", SetupFirstPersonProxyEvents )
+ AddCreateCallback( "predicted_first_person_proxy", SetupFirstPersonProxyEvents )
+
+ AddCreateCallback( "player", EnableDoDeathCallback )
+ AddCreateCallback( "npc_titan", EnableDoDeathCallback )
+
+ AddCreateCallback( "titan_soul", CreateCallback_TitanSoul )
+
+ AddCallback_OnPlayerLifeStateChanged( PlayerADSDof )
+
+ file.orbitalstrike_tracer = PrecacheParticleSystem( $"Rocket_Smoke_Large" )
+ //DEBUG Remove when bug is fixed.
+ file.law_missile_tracer = PrecacheParticleSystem( $"wpn_orbital_rocket_tracer" )
+
+ level.menuHideGroups <- {}
+
+ level.spawnAsTitanSelected <- false
+
+ AddPlayerFunc( Player_AddPlayer )
+}
+
+entity function FindEnemyRodeoParent( entity player )
+{
+ entity ent = player.GetParent()
+ if ( ent == null )
+ return null
+
+ if ( !ent.IsTitan() )
+ return null
+
+ if ( ent == player.GetPetTitan() )
+ return null
+
+ if ( ent.GetTeam() == player.GetTeam() )
+ return null
+
+ return ent
+}
+
+void function MpClientPlayerInit( entity player )
+{
+ player.ClientCommand( "save_enable 0" )
+}
+
+void function ClientCodeCallback_PlayerSpawned( entity player )
+{
+ if ( !IsValid( player ) )
+ return
+
+ if ( IsMenuLevel() )
+ return
+
+ ClearCrosshairPriority( crosshairPriorityLevel.ROUND_WINNING_KILL_REPLAY )
+
+ if ( !level.clientScriptInitialized )
+ return
+
+ // exists on server and client. Clear it when you respawn.
+ ClearRecentDamageHistory( player )
+ DamageHistoryStruct blankDamageHistory
+ clGlobal.lastDamageHistory = blankDamageHistory
+
+ if ( player == GetLocalViewPlayer() )
+ {
+ foreach ( callbackFunc in clGlobal.onLocalViewPlayerSpawnedCallbacks )
+ {
+ callbackFunc( player )
+ }
+ }
+
+ if ( player == GetLocalClientPlayer() )
+ {
+ player.cv.lastSpawnTime = Time()
+ player.cv.roundSpawnCount++
+
+ foreach ( callbackFunc in clGlobal.onLocalClientPlayerSpawnedCallbacks )
+ {
+ thread callbackFunc( player )
+ }
+ }
+
+ if ( player.IsTitan() )
+ return
+
+ if ( player.GetPlayerClass() == level.pilotClass )
+ {
+ thread ClientPilotSpawned( player )
+ }
+}
+
+
+void function ServerCallback_TitanReadyMessage()
+{
+ //thread TitanReadyMessage( 1.5, false ) //Delay was necessary at some point in time according to Brent, might no longer be true?
+ thread TitanReadyMessage( 0.0, false )
+}
+
+
+void function ServerCallback_RewardReadyMessage( float timeSinceLastRespawn )
+{
+ if ( timeSinceLastRespawn < 1.0 )
+ thread RewardReadyMessage( 6.0, false )
+ else
+ thread RewardReadyMessage( 0.0, false )
+}
+
+
+void function RewardReadyMessage( float delay = 0.0, bool isQuick = false )
+{
+ if ( delay > 0.0 )
+ wait delay
+
+ if ( !GamePlayingOrSuddenDeath() )
+ return
+
+ entity player = GetLocalClientPlayer()
+ if ( !IsAlive( player ) || IsSpectating() || IsWatchingKillReplay() )
+ return
+
+ if ( player.ContextAction_IsMeleeExecution() )
+ return
+
+ entity weapon = player.GetOffhandWeapon( OFFHAND_INVENTORY )
+ if ( !IsValid( weapon ) )
+ return
+
+ file.lastEarnedReward = weapon
+
+ if ( player.IsTitan() )
+ {
+ EmitSoundOnEntity( player, "HUD_Boost_Card_Earned_1P" )
+
+ string rewardReadyMessage = expect string( GetWeaponInfoFileKeyField_WithMods_Global( weapon.GetWeaponClassName(), weapon.GetMods(), "readymessage" ) )
+ string rewardReadyHint = expect string( GetWeaponInfoFileKeyField_WithMods_Global( weapon.GetWeaponClassName(), weapon.GetMods(), "readyhint" ) )
+ asset rewardIcon = GetWeaponInfoFileKeyFieldAsset_WithMods_Global( weapon.GetWeaponClassName(), weapon.GetMods(), "hud_icon" )
+
+ AnnouncementData announcement = CreateAnnouncementMessageQuick( player, rewardReadyMessage, rewardReadyHint, <1, 0.5, 0>, rewardIcon )
+ announcement.displayConditionCallback = LastEarnedRewardStillValid
+ AnnouncementFromClass( player, announcement )
+ }
+ else
+ {
+ EmitSoundOnEntity( player, "HUD_Boost_Card_Earned_1P" )
+
+ string rewardReadyMessage = expect string( GetWeaponInfoFileKeyField_WithMods_Global( weapon.GetWeaponClassName(), weapon.GetMods(), "readymessage" ) )
+ string rewardReadyHint = expect string( GetWeaponInfoFileKeyField_WithMods_Global( weapon.GetWeaponClassName(), weapon.GetMods(), "readyhint" ) )
+ asset rewardIcon = GetWeaponInfoFileKeyFieldAsset_WithMods_Global( weapon.GetWeaponClassName(), weapon.GetMods(), "hud_icon" )
+
+ AnnouncementData announcement = CreateAnnouncementMessageQuick( player, rewardReadyMessage, rewardReadyHint, <1, 0.5, 0>, rewardIcon )
+ announcement.displayConditionCallback = LastEarnedRewardStillValid
+ AnnouncementFromClass( player, announcement )
+ }
+}
+
+void function TitanReadyMessage( float delay = 0.0, bool isQuick = false )
+{
+ if ( delay > 0.0 )
+ wait delay
+
+ if ( !GamePlayingOrSuddenDeath() )
+ return
+
+ entity player = GetLocalClientPlayer()
+ if ( !IsAlive( player ) || IsSpectating() || IsWatchingKillReplay() )
+ return
+
+ if ( player.ContextAction_IsMeleeExecution() )
+ return
+
+ if ( Riff_TitanAvailability() == eTitanAvailability.Never )
+ return
+
+ if ( !IsTitanAvailable( player ) &&
+ (Riff_TitanAvailability() == eTitanAvailability.Custom)
+ )
+ return
+
+ int loadoutIndex = GetPersistentSpawnLoadoutIndex( player, "titan" )
+ TitanLoadoutDef loadout = GetTitanLoadoutFromPersistentData( player, loadoutIndex )
+
+ string titanReadyMessage = GetTitanReadyMessageFromSetFile( loadout.setFile )
+ string titanReadyHint = GetTitanReadyHintFromSetFile( loadout.setFile )
+
+ AnnouncementData announcement = CreateAnnouncementMessageQuick( player, titanReadyMessage, titanReadyHint, TEAM_COLOR_YOU, $"rui/hud/titanfall_marker_arrow_ready" )
+ announcement.displayConditionCallback = ConditionNoTitan
+ AnnouncementFromClass( player, announcement )
+
+ #if FACTION_DIALOGUE_ENABLED
+ if ( !isQuick || CoinFlip() )
+ PlayFactionDialogueOnLocalClientPlayer( "mp_titanReady" ) //Playing here as opposed to on the server since delay is normally not 0
+ #endif
+
+ if ( PlayerEarnMeter_GetMode( player ) == eEarnMeterMode.DEFAULT ) //Help stop spamming "Your Titan is Ready"
+ {
+ Cl_EarnMeter_SetLastHintTime( Time() )
+ }
+}
+
+
+function CoreReadyMessage( entity player, bool isQuick = false )
+{
+ if ( !GamePlayingOrSuddenDeath() )
+ return
+
+ if ( !IsAlive( player ) )
+ return
+
+ if ( GetDoomedState( player ) )
+ return
+
+ if ( !player.IsTitan() )
+ return
+
+ entity weapon = player.GetOffhandWeapon( OFFHAND_EQUIPMENT )
+
+ string coreOnlineMessage = expect string( weapon.GetWeaponInfoFileKeyField( "readymessage" ) )
+ string coreOnlineHint = expect string( weapon.GetWeaponInfoFileKeyField( "readyhint" ) )
+
+ if ( isQuick )
+ {
+ AnnouncementData announcement = CreateAnnouncementMessageQuick( player, coreOnlineMessage, coreOnlineHint, TEAM_COLOR_YOU )
+ announcement.displayConditionCallback = ConditionPlayerIsTitan
+ AnnouncementFromClass( player, announcement )
+ }
+ else
+ {
+ AnnouncementData announcement = CreateAnnouncementMessage( player, coreOnlineMessage, coreOnlineHint, TEAM_COLOR_YOU )
+ announcement.displayConditionCallback = ConditionPlayerIsTitan
+ announcement.subText = coreOnlineHint
+ AnnouncementFromClass( player, announcement )
+ }
+}
+
+
+bool function ConditionPlayerIsTitan()
+{
+ entity player = GetLocalClientPlayer()
+ if ( !IsAlive( player ) )
+ return false
+
+ return player.IsTitan()
+}
+
+
+bool function ConditionPlayerIsNotTitan()
+{
+ entity player = GetLocalClientPlayer()
+ if ( !IsAlive( player ) )
+ return false
+
+ return !player.IsTitan()
+}
+
+bool function LastEarnedRewardStillValid()
+{
+ entity player = GetLocalClientPlayer()
+ if ( !IsAlive( player ) )
+ return false
+
+ entity weapon = player.GetOffhandWeapon( OFFHAND_INVENTORY )
+ if ( !IsValid( weapon ) )
+ return false
+
+ return weapon == file.lastEarnedReward
+}
+
+
+bool function ConditionNoTitan()
+{
+ entity player = GetLocalClientPlayer()
+ if ( !IsAlive( player ) )
+ return false
+
+ if ( IsValid( player.GetPetTitan() ) )
+ return false
+
+ return !player.IsTitan()
+}
+
+
+function ClientPilotSpawned( entity player )
+{
+ player.EndSignal( "SettingsChanged" )
+ player.EndSignal( "OnDestroy" )
+ player.EndSignal( "OnDeath" )
+
+ if ( (player != GetLocalViewPlayer()) )
+ //Turning off for the time being since the front rodeo spot leaves persistent jumpjets in the face of the TItan
+ thread ParentedPlayerJets( player )
+}
+
+void function Player_AddClient( entity player )
+{
+ if ( GetCurrentPlaylistVarInt( "titan_mode_change_allowed", 1 ) )
+ RegisterConCommandTriggeredCallback( "+scriptCommand2", Pressed_TitanNextMode )
+
+ RegisterConCommandTriggeredCallback( "+scriptCommand2", Pressed_RequestTitanfall )
+ RegisterConCommandTriggeredCallback( "+scriptCommand2", Pressed_ActivateMobilityGhost )
+
+ RegisterConCommandTriggeredCallback( "+use", Pressed_OfferRodeoBattery )
+ RegisterConCommandTriggeredCallback( "+use", Pressed_RequestRodeoBattery )
+ RegisterConCommandTriggeredCallback( "+useandreload", Pressed_OfferRodeoBattery )
+ RegisterConCommandTriggeredCallback( "+useandreload", Pressed_RequestRodeoBattery )
+
+ #if MP
+ RegisterConCommandTriggeredCallback( "+use", Pressed_TryNukeGrenade )
+ RegisterConCommandTriggeredCallback( "-use", Released_TryNukeGrenade )
+ RegisterConCommandTriggeredCallback( "+useandreload", Pressed_TryNukeGrenade )
+ RegisterConCommandTriggeredCallback( "-useandreload", Released_TryNukeGrenade )
+ #endif
+
+ Create_DamageIndicatorHUD()
+
+ if ( !IsLobby() )
+ {
+ player.EnableHealthChangedCallback()
+
+ player.cv.deathTime <- 0.0
+ player.cv.lastSpawnTime <- 0.0
+ player.cv.deathOrigin <- <0.0, 0.0, 0.0>
+ player.cv.roundSpawnCount <- 0
+
+ thread CinematicIntroScreen()
+ }
+}
+
+void function Player_AddPlayer( entity player )
+{
+ player.s.weaponUpdateData <- {}
+
+ player.s.trackedAttackers <- {} // for titans
+ player.classChanged = true
+}
+
+function Pressed_RequestTitanfall( entity player )
+{
+ if ( !IsTitanAvailable( player ) )
+ return
+
+ #if DEV
+ printt( player.GetEntIndex(), "Requested replacement Titan from eye pos " + player.EyePosition() + " view angles " + player.EyeAngles() + " player origin " + player.GetOrigin() + " map " + GetMapName() )
+ #endif
+
+ player.ClientCommand( "ClientCommand_RequestTitan" ) //Send client command regardless of whether we can call the titan in or not. Server decides
+ Rumble_Play( "rumble_titanfall_request", {} )
+
+ //
+ //if ( player.cv.announcementActive && player.cv.announcementActive.messageText == "#HUD_TITAN_READY" )
+ //{
+ // clGlobal.levelEnt.Signal( "AnnoucementPurge" )
+ //}
+ //
+ ////PlayMusic( "Music_FR_Militia_TitanFall1" )
+ //EmitSoundOnEntity( player, "titan_callin" )
+ //return
+ //}
+}
+
+function Pressed_TitanNextMode( entity player )
+{
+ if ( player.IsTitan() )
+ return
+
+ if ( IsWatchingReplay() )
+ return
+
+ if ( !IsAlive( player ) )
+ return
+
+ if ( player.IsPhaseShifted() )
+ return
+
+ if ( !IsAlive( player.GetPetTitan() ) )
+ return
+
+ if ( !Flag( "EnableTitanModeChange" ) )
+ return
+
+ // cannot change modes while titan is incoming
+ if ( player.GetHotDropImpactTime() )
+ return
+
+ player.ClientCommand( "TitanNextMode" )
+
+ local newMode = player.GetPetTitanMode() + 1
+ if ( newMode == eNPCTitanMode.MODE_COUNT )
+ newMode = eNPCTitanMode.FOLLOW
+
+ SetAutoTitanModeHudIndicator( player, newMode )
+
+ local guardModeAlias = GenerateTitanOSAlias( player, AUTO_TITAN_GUARD_MODE_DIAG_SUFFIX )
+ local followModeAlias = GenerateTitanOSAlias( player, AUTO_TITAN_FOLLOW_MODE_DIAG_SUFFIX )
+
+ // prevent the sounds from stomping each other if button is pressed rapidly
+ StopSoundOnEntity( player, guardModeAlias )
+ StopSoundOnEntity( player, AUTO_TITAN_GUARD_MODE_SOUND )
+ StopSoundOnEntity( player, followModeAlias )
+ StopSoundOnEntity( player, AUTO_TITAN_FOLLOW_MODE_SOUND )
+
+ if ( newMode == eNPCTitanMode.FOLLOW )
+ {
+ EmitSoundOnEntity( player, followModeAlias )
+ EmitSoundOnEntity( player, AUTO_TITAN_FOLLOW_MODE_SOUND )
+ }
+ else if ( newMode == eNPCTitanMode.STAY )
+ {
+ EmitSoundOnEntity( player, guardModeAlias )
+ EmitSoundOnEntity( player, AUTO_TITAN_GUARD_MODE_SOUND )
+ }
+}
+
+/*
+void function ClientCodeCallback_OnHudReloadScheme()
+{
+}
+*/
+
+void function ClientCodeCallback_HUDThink()
+{
+ PerfStart( PerfIndexClient.ClientCodeCallback_HUDThink )
+
+ entity player = GetLocalViewPlayer()
+
+ if ( !player.p.playerScriptsInitialized )
+ {
+ PerfEnd( PerfIndexClient.ClientCodeCallback_HUDThink )
+ return
+ }
+
+ if ( !IsMenuLevel() )
+ {
+ PerfStart( PerfIndexClient.ClientCodeCallback_HUDThink_4 )
+
+ ClGameState_Think()
+ PerfEnd( PerfIndexClient.ClientCodeCallback_HUDThink_4 )
+
+ PerfStart( PerfIndexClient.ClientCodeCallback_HUDThink_5 )
+ UpdateVoiceHUD()
+ #if PC_PROG
+ UpdateChatHUDVisibility()
+ #endif // PC_PROG
+ PerfEnd( PerfIndexClient.ClientCodeCallback_HUDThink_5 )
+
+ UpdateScreenFade()
+
+ entity clientPlayer = GetLocalClientPlayer()
+ if ( !IsWatchingKillReplay() && clientPlayer.classChanged )
+ {
+ ClientPlayerClassChanged( clientPlayer, clientPlayer.GetPlayerClass() )
+ }
+
+ PerfStart( PerfIndexClient.ClientCodeCallback_HUDThink_6 )
+ SmartAmmo_LockedOntoWarningHUD_Update()
+ WeaponFlyoutThink( player )
+ PerfEnd( PerfIndexClient.ClientCodeCallback_HUDThink_6 )
+ }
+
+ PerfEnd( PerfIndexClient.ClientCodeCallback_HUDThink )
+}
+
+function ClientPlayerClassChanged( entity player, newClass )
+{
+ //printl( "ClientPlayerClassChanged to " + player.GetPlayerClass() )
+ player.classChanged = false
+
+ level.vduOpen = false // vdu goes away when class changes
+
+ Assert( !IsServer() )
+ Assert( newClass, "No class " )
+
+ switch ( newClass )
+ {
+ case "titan":
+ SetStandardAbilityBindingsForTitan( player )
+ SetAbilityBinding( player, 6, "+offhand4", "-offhand4" ) // "+ability 6"
+
+ LinkButtonPair( -1, -1, -1 )
+ break
+
+ case level.pilotClass:
+ SetStandardAbilityBindingsForPilot( player )
+ SetAbilityBinding( player, 6, "+offhand4", "-offhand4" ) // "+ability 6"
+
+ LinkButtonPair( IN_OFFHAND0, IN_OFFHAND1, IN_OFFHAND3 )
+
+ if ( clGlobal.isAnnouncementActive && (clGlobal.activeAnnouncement.messageText == "#HUD_CORE_ONLINE_STRYDER" ||
+ clGlobal.activeAnnouncement.messageText == "#HUD_CORE_ONLINE_ATLAS" ||
+ clGlobal.activeAnnouncement.messageText == "#HUD_CORE_ONLINE_OGRE" ) )
+ {
+ clGlobal.levelEnt.Signal( "AnnoucementPurge" )
+ }
+ break
+
+ case "spectator":
+ LinkButtonPair( -1, -1, -1 )
+ break
+
+ default:
+ Assert( 0, "Unknown class " + newClass )
+ }
+
+ PlayActionMusic()
+}
+
+function ShouldShowSpawnAsTitanHint( entity player )
+{
+ if ( Time() - player.cv.deathTime < GetRespawnButtonCamTime( player ) )
+ return false
+
+ if ( GetGameState() < eGameState.Playing )
+ return false
+
+ if ( GetGameState() == eGameState.SwitchingSides )
+ return false
+
+ return !IsPlayerEliminated( player )
+}
+
+function ServerCallback_PlayerChangedTeams( player_eHandle, oldTeam, newTeam )
+{
+ entity player = GetEntityFromEncodedEHandle( player_eHandle )
+ if ( player == null )
+ return
+ Assert( oldTeam != null )
+ Assert( newTeam != null )
+
+ string playerName = player.GetPlayerNameWithClanTag()
+ vector playerNameColor = OBITUARY_COLOR_ENEMY
+ string teamString = "ENEMY"
+ if ( newTeam == GetLocalViewPlayer().GetTeam() )
+ {
+ playerNameColor = OBITUARY_COLOR_FRIENDLY
+ teamString = "FRIENDLY"
+ }
+
+ Obituary_Print( playerName, "CHANGED TEAMS TO", teamString, playerNameColor, OBITUARY_COLOR_WEAPON, playerNameColor )
+ //"Switching " + player.GetPlayerNameWithClanTag() + " from " + GetTeamStr( team1 ) + " to " + GetTeamStr( team2 )
+}
+
+function ServerCallback_PlayerConnectedOrDisconnected( player_eHandle, state )
+{
+ entity player = GetEntityFromEncodedEHandle( player_eHandle )
+ PlayerConnectedOrDisconnected( player, state )
+
+ if ( !IsLobby() || !IsConnected() )
+ UpdatePlayerStatusCounts()
+}
+
+void function AddCallback_OnPlayerDisconnected( void functionref( entity ) callbackFunc )
+{
+ Assert( !clGlobal.onPlayerDisconnectedFuncs.contains( callbackFunc ), "Already added " + string( callbackFunc ) + " with AddCallback_OnPlayerDisconnected" )
+
+ clGlobal.onPlayerDisconnectedFuncs.append( callbackFunc )
+}
+
+void function ClientCodeCallback_PlayerDisconnected( entity player, string cachedPlayerName )
+{
+ PlayerConnectedOrDisconnected( player, 0, cachedPlayerName )
+
+ if ( ShouldUpdatePlayerStatusCounts() )
+ UpdatePlayerStatusCounts()
+
+ // Added via AddCallback_OnPlayerDisconnected
+ foreach ( callbackFunc in clGlobal.onPlayerDisconnectedFuncs )
+ {
+ callbackFunc( player )
+ }
+}
+
+function ShouldUpdatePlayerStatusCounts()
+{
+ if ( GetGameState() < eGameState.WaitingForPlayers )
+ return false
+
+ if ( !IsLobby() )
+ return true
+
+ if ( !IsConnected() )
+ return true
+
+ return false
+}
+
+function PlayerConnectedOrDisconnected( entity player, state, string disconnectingPlayerName = "" )
+{
+ if ( IsLobby() || GetMapName() == "" )
+ // HACK: If you are disconnecting GetMapName() in IsLobby() will return ""
+ return
+
+ if ( !IsValid( player ) )
+ return
+
+ Assert( state == 0 || state == 1 )
+
+ if ( !IsValid( GetLocalViewPlayer() ) )
+ return
+
+ string playerName
+ if ( state == 0 )
+ {
+ if ( disconnectingPlayerName == "" )
+ return
+
+ playerName = disconnectingPlayerName
+ Assert( typeof( playerName ) == "string" )
+ }
+ else
+ {
+ playerName = player.GetPlayerNameWithClanTag()
+ Assert( typeof( playerName ) == "string" )
+ }
+
+ vector playerNameColor = player.GetTeam() == GetLocalViewPlayer().GetTeam() ? OBITUARY_COLOR_FRIENDLY : OBITUARY_COLOR_ENEMY
+ string connectionString = (state == 0) ? "#MP_PLAYER_DISCONNECTED" : "#MP_PLAYER_CONNECTED"
+
+ Obituary_Print_Generic( connectionString, playerName, <255, 255, 255>, playerNameColor )
+}
+
+void function ClientCodeCallback_PlayerDidDamage( PlayerDidDamageParams params )
+{
+ if ( IsWatchingThirdPersonKillReplay() )
+ return
+
+ entity attacker = GetLocalViewPlayer()
+ if ( !IsValid( attacker ) )
+ return
+
+ entity victim = params.victim
+ if ( !IsValid( victim ) )
+ return
+
+ vector damagePosition = params.damagePosition
+ int hitBox = params.hitBox
+ int damageType = params.damageType
+ float damageAmount = params.damageAmount
+ int damageFlags = params.damageFlags
+ int hitGroup = params.hitGroup
+ entity weapon = params.weapon
+ float distanceFromAttackOrigin = params.distanceFromAttackOrigin
+
+ bool playHitSound = true
+ bool showCrosshairHitIndicator = true
+ bool hitIneffective = false
+ bool victimIsHeavyArmor = false
+ bool isCritShot = (damageType & DF_CRITICAL) ? true : false
+ bool isHeadShot = (damageType & DF_HEADSHOT) ? true : false
+ bool isKillShot = (damageType & DF_KILLSHOT) ? true : false
+ bool isMelee = (damageType & DF_MELEE) ? true : false
+ bool isExplosion = (damageType & DF_EXPLOSION) ? true : false
+ bool isBullet = (damageType & DF_BULLET) ? true : false
+ bool isShotgun = (damageType & DF_SHOTGUN) ? true : false
+ bool isDoomFatality = (damageType & DF_DOOM_FATALITY) ? true : false
+ bool isDoomProtected = ((damageType & DF_DOOM_PROTECTED) && !isDoomFatality) ? true : false
+ victimIsHeavyArmor = victim.GetArmorType() == ARMOR_TYPE_HEAVY
+
+ isDoomFatality = false
+ isDoomProtected = false
+
+ if ( isDoomProtected )
+ RegisterDoomProtectionHintDamage( damageAmount )
+
+ bool playKillSound = isKillShot
+
+ if ( !attacker.IsTitan() )
+ {
+ if ( victimIsHeavyArmor )
+ {
+ showCrosshairHitIndicator = true
+ if ( victim.IsTitan() )
+ hitIneffective = false //!IsHitEffectiveVsTitan( victim, damageType )
+ else
+ hitIneffective = isCritShot || isHeadShot || !IsHitEffectiveVsNonTitan( victim, damageType )
+ }
+ else
+ {
+ switch ( victim.GetSignifierName() )
+ {
+ case "npc_super_spectre":
+ //if ( !( damageType & DF_CRITICAL ) )
+ // hitIneffective = true
+
+ default:
+ if ( (damageType & DF_BULLET && damageType & DF_MAX_RANGE) )
+ hitIneffective = true
+ break
+ }
+ }
+ }
+ else
+ {
+ if ( victim.IsTitan() && victim.IsPlayer() )
+ {
+ if ( PlayerHasPassive( victim, ePassives.PAS_BERSERKER ) )
+ hitIneffective = true
+ }
+ }
+
+ if ( damageType & DF_MAX_RANGE && damageType & DF_BULLET )
+ // TODO: this is crap; these damage types should just send DF_NO_HITBEEP
+ playHitSound = false
+
+ if ( damageType & DF_TITAN_STEP )
+ // TODO: this is crap; these damage types should just send DF_NO_HITBEEP
+ {
+ playHitSound = false
+ playKillSound = false
+ }
+
+ if ( damageType & DF_MELEE )
+ // TODO: this is crap; these damage types should just send DF_NO_HITBEEP
+ {
+ playHitSound = false
+ playKillSound = false
+ }
+
+ if ( damageType & DF_NO_HITBEEP )
+ {
+ playHitSound = false
+ playKillSound = false
+ }
+
+ if ( damageFlags & DAMAGEFLAG_VICTIM_HAS_VORTEX )
+ showCrosshairHitIndicator = false
+
+ if ( damageType & DF_SHIELD_DAMAGE )
+ {
+ PlayShieldHitEffect( params )
+ showCrosshairHitIndicator = true
+ }
+ else if ( damageAmount <= 0 )
+ {
+ playHitSound = false
+ playKillSound = false
+ showCrosshairHitIndicator = false
+ }
+
+ if ( damageType & DF_NO_INDICATOR )
+ {
+ playHitSound = false
+ playKillSound = false
+ showCrosshairHitIndicator = false
+ }
+
+ if ( isDoomProtected )
+ playHitSound = false
+
+ if ( showCrosshairHitIndicator )
+ {
+ Tracker_PlayerAttackedTarget( attacker, victim )
+
+ //if ( hitIneffective )
+ // Crosshair_ShowHitIndicator( CROSSHAIR_HIT_INEFFECTIVE )
+ //else
+ // Crosshair_ShowHitIndicator( CROSSHAIR_HIT_NORMAL )
+ //
+ //if ( (isCritShot || isDoomFatality) && !isDoomProtected )
+ // Crosshair_ShowHitIndicator( CROSSHAIR_HIT_CRITICAL )
+ //
+ //if ( isHeadShot )
+ // Crosshair_ShowHitIndicator( CROSSHAIR_HIT_HEADSHOT )
+
+ if ( IsMultiplayer() && !victim.IsTitan() && !victim.IsHologram() )
+ PROTO_HitIndicatorEffect( attacker, victim, damagePosition, isHeadShot, isKillShot )
+
+ if ( isKillShot )
+ KillShotBloodSpray( attacker, victim, damagePosition, isExplosion, isBullet, isShotgun )
+
+ if ( victim.IsTitan() && isKillShot )
+ ClientScreenShake( 8, 10, 1, Vector( 0, 0, 0 ) )
+
+ BloodSprayDecals( attacker, victim, damagePosition, damageAmount, isHeadShot, isKillShot, isMelee, isExplosion, isBullet, isShotgun )
+
+ DamageFlyout( damageAmount, damagePosition, victim, isHeadShot || isCritShot, hitIneffective )
+ }
+
+ bool playedHitSound = false
+ if ( playHitSound )
+ {
+ if ( isHeadShot )
+ playedHitSound = PlayHeadshotConfirmSound( attacker, victim, isKillShot )
+ else if ( playKillSound )
+ playedHitSound = PlayKillshotConfirmSound( attacker, victim, damageType )
+ }
+
+ if ( IsSpectre( victim ) )
+ {
+ if ( isHeadShot )
+ victim.Signal( "SpectreGlowEYEGLOW" )
+ }
+
+ // Play a hit sound effect if we didn't play a kill shot sound, and other conditions are met
+ if ( playHitSound && IsAlive( victim ) && !playedHitSound )
+ {
+ PlayHitSound( victim, attacker, damageFlags, isCritShot, victimIsHeavyArmor, isKillShot, hitGroup )
+ }
+
+ if ( PlayerHasPassive( attacker, ePassives.PAS_SMART_CORE ) && isKillShot )
+ {
+ attacker.p.smartCoreKills++
+ }
+
+ foreach ( callback in clGlobal.onLocalPlayerDidDamageCallback )
+ {
+ callback( attacker, victim, damagePosition, damageType )
+ }
+}
+
+void function PlayHitSound( entity victim, entity attacker, int damageFlags, bool isCritShot, bool victimIsHeavyArmor, bool isKillShot, int hitGroup )
+{
+ if ( damageFlags & DAMAGEFLAG_VICTIM_INVINCIBLE )
+ {
+ EmitSoundOnEntity( attacker, "Player.HitbeepInvincible" )
+ }
+ else if ( damageFlags & DAMAGEFLAG_VICTIM_HAS_VORTEX )
+ {
+ EmitSoundOnEntity( attacker, "Player.HitbeepVortex" )
+ }
+ else if ( isCritShot && victimIsHeavyArmor )
+ {
+ EmitSoundOnEntity( attacker, "titan_damage_crit" )
+ }
+ else if ( isCritShot )
+ {
+ EmitSoundOnEntity( attacker, "Player.Hitbeep_crit" )
+ }
+ else
+ {
+ EmitSoundOnEntity( attacker, "Player.Hitbeep" )
+ }
+}
+
+function PROTO_HitIndicatorEffect( entity player, entity victim, vector damagePosition, bool isHeadShot, bool isKillShot )
+{
+ int fxId
+ if ( isKillShot )
+ fxId = GetParticleSystemIndex( $"P_ar_impact_pilot_kill" )
+ else if ( isHeadShot && !isKillShot )
+ return
+ // fxId = GetParticleSystemIndex( $"P_ar_impact_pilot_headshot" )
+ else
+ return
+ // fxId = GetParticleSystemIndex( $"P_ar_impact_pilot" )
+
+ vector victimVelocity = victim.GetVelocity()
+ damagePosition += (Length( victimVelocity ) * 0.15) * Normalize( victimVelocity )
+ vector fxOffset = damagePosition - victim.GetOrigin()
+ StartParticleEffectOnEntityWithPos( victim, fxId, FX_PATTACH_ABSORIGIN_FOLLOW, -1, damagePosition - victim.GetOrigin(), <0, 0, 0> )
+}
+
+void function KillShotBloodSpray( entity player, entity victim, vector damagePosition, bool isExplosion, bool isBullet, bool isShotgun )
+{
+ if ( IsSoftenedLocale() )
+ return
+
+ if ( !victim.IsHuman() && !IsProwler( victim ) )
+ return
+
+ if ( victim.IsMechanical() )
+ return
+
+ if ( victim.IsHologram() )
+ return
+
+ if ( !isExplosion && !isBullet && !isShotgun )
+ return
+
+ int fxId = GetParticleSystemIndex( FX_KILLSHOT_BLOODSPRAY )
+
+ vector victimVelocity = victim.GetVelocity()
+ damagePosition += (Length( victimVelocity ) * 0.15) * Normalize( victimVelocity )
+ StartParticleEffectOnEntityWithPos( victim, fxId, FX_PATTACH_ABSORIGIN_FOLLOW, -1, damagePosition - victim.GetOrigin(), <0, 0, 0> )
+}
+
+void function BloodSprayDecals( entity player, entity victim, vector damagePosition, float damageAmount, bool isHeadShot, bool isKillShot, bool isMelee, bool isExplosion, bool isBullet, bool isShotgun )
+{
+ if ( IsSoftenedLocale() || !Flag( "EnableBloodSprayDecals" ) )
+ return
+
+ if ( !victim.IsHuman() && !IsProwler( victim ) )
+ return
+
+ if ( victim.IsMechanical() )
+ return
+
+ if ( victim.IsHologram() )
+ return
+
+ if ( !isMelee && !isExplosion && !isBullet && !isShotgun )
+ return
+
+ // in MP, too expensive to do on every shot
+ if ( IsMultiplayer() && !isKillShot )
+ return
+
+ thread BloodSprayDecals_Think( player, victim, damagePosition, damageAmount, isHeadShot, isKillShot, isMelee, isExplosion, isBullet, isShotgun )
+}
+
+void function BloodSprayDecals_Think( entity player, entity victim, vector damagePosition, float damageAmount, bool isHeadShot, bool isKillShot, bool isMelee, bool isExplosion, bool isBullet, bool isShotgun )
+{
+ player.EndSignal( "OnDestroy" )
+ victim.EndSignal( "OnDestroy" )
+
+ BloodDecalParams params = BloodDecal_GetParams( damageAmount, isHeadShot, isKillShot, isMelee, isExplosion, isBullet, isShotgun )
+ float traceDist = params.traceDist
+ float secondaryTraceDist = params.secondaryTraceDist
+ asset fxType = params.fxType
+ asset secondaryFxType = params.secondaryFxType
+
+ int fxId = GetParticleSystemIndex( fxType )
+
+ // PRIMARY TRACES
+ vector traceStart = damagePosition
+ vector traceFwd = player.GetViewVector()
+
+ if ( isExplosion || isMelee )
+ {
+ // for explosion/melee damage, use chest instead of actual damage position
+ int attachID = victim.LookupAttachment( "CHESTFOCUS" )
+ traceStart = victim.GetAttachmentOrigin( attachID )
+
+ if ( isExplosion )
+ traceFwd = AnglesToForward( victim.GetAngles() ) * -1
+ }
+
+ vector traceEnd = damagePosition + (traceFwd * traceDist)
+ //TraceResults traceResult = TraceLine( traceStart, traceEnd, victim, TRACE_MASK_SHOT, TRACE_COLLISION_GROUP_NONE )
+
+ var deferredTrace_primary = DeferredTraceLineHighDetail( traceStart, traceEnd, victim, TRACE_MASK_SHOT, TRACE_COLLISION_GROUP_NONE )
+
+ while( !IsDeferredTraceFinished( deferredTrace_primary ) )
+ WaitFrame()
+
+ TraceResults traceResult = GetDeferredTraceResult( deferredTrace_primary )
+
+ vector primaryTraceEndPos = traceResult.endPos
+ vector primaryTraceNormal = traceResult.surfaceNormal
+ //DebugDrawLine( traceStart, traceEnd, 255, 150, 0, true, 5 )
+ //DebugDrawSphere( primaryTraceEndPos, 8.0, 255, 0, 0, true, 5 )
+
+ bool doGravitySplat = isMelee ? false : true
+
+ if ( traceResult.fraction < 1.0 )
+ {
+ vector normAng = VectorToAngles( traceResult.surfaceNormal )
+ vector fxAng = AnglesCompose( normAng, < 90, 0, 0 > )
+
+ StartParticleEffectInWorld( fxId, primaryTraceEndPos, fxAng )
+ //DebugDrawAngles( endPos, fxAng, 5 )
+ }
+ else if ( doGravitySplat )
+ {
+ // trace behind the guy on the ground and put a decal there
+ float gravitySplatBackTraceDist = 58.0 // how far behind the guy to put the gravity splat
+ float gravitySplatDownTraceDist = 100.0 // max dist vertically to try to trace and put a gravity splat
+ vector groundTraceStartPos = damagePosition + (traceFwd * gravitySplatBackTraceDist)
+ vector groundTraceEndPos = groundTraceStartPos - <0, 0, 100>
+
+ var deferredTrace_gravitySplat = DeferredTraceLineHighDetail( groundTraceStartPos, groundTraceEndPos, victim, TRACE_MASK_SHOT, TRACE_COLLISION_GROUP_NONE )
+
+ while( !IsDeferredTraceFinished( deferredTrace_gravitySplat ) )
+ WaitFrame()
+
+ TraceResults downTraceResult = GetDeferredTraceResult( deferredTrace_gravitySplat )
+
+ if ( downTraceResult.fraction < 1.0 )
+ {
+ //DebugDrawLine( groundTraceStartPos, downTraceResult.endPos, 255, 150, 0, true, 5 )
+ //DebugDrawSphere( downTraceResult.endPos, 4.0, 255, 0, 0, true, 5 )
+
+ vector normAng = VectorToAngles( downTraceResult.surfaceNormal )
+ vector fxAng = AnglesCompose( normAng, < 90, 0, 0 > )
+
+ //DebugDrawAngles( downTraceResult.endPos, fxAng, 5 )
+
+ StartParticleEffectInWorld( fxId, downTraceResult.endPos, fxAng )
+ }
+ }
+
+ // MP doesn't want secondaries, too expensive
+ if ( IsMultiplayer() )
+ return
+
+ // SECONDARY TRACES
+ array<vector> testVecs = []
+ vector tempAng = VectorToAngles( traceFwd )
+
+ if ( isExplosion )
+ {
+ // for explosions, different & more angles for secondary splatter
+ testVecs.append( AnglesToRight( tempAng ) )
+ testVecs.append( AnglesToRight( tempAng ) * -1 )
+ testVecs.append( traceFwd * -1 )
+ testVecs.append( AnglesToUp( tempAng ) )
+ testVecs.append( AnglesToUp( tempAng ) * -1 )
+ }
+ else
+ {
+ // mostly to cover edge cases involving corners
+ vector traceRight = AnglesToRight( tempAng )
+ vector traceLeft = traceRight * -1
+ vector backLeft = (traceFwd + traceLeft) * 0.5
+ vector backRight = (traceFwd + traceRight) * 0.5
+ testVecs.append( backRight )
+ testVecs.append( backLeft )
+
+ // add blood on the ground for these weapons too
+ if ( isBullet || isShotgun )
+ testVecs.append( AnglesToUp( tempAng ) * -1 )
+ }
+
+ if ( !testVecs.len() )
+ return
+
+ array<var> secondaryDeferredTraces = []
+ foreach ( testVec in testVecs )
+ {
+ vector secondaryTraceEnd = traceStart + (testVec * secondaryTraceDist)
+ var secondaryDeferredTrace = DeferredTraceLineHighDetail( traceStart, secondaryTraceEnd, victim, TRACE_MASK_SHOT, TRACE_COLLISION_GROUP_NONE )
+ secondaryDeferredTraces.append( secondaryDeferredTrace )
+ }
+
+ int secondaryFxId = GetParticleSystemIndex( secondaryFxType )
+
+ float startTime = Time()
+ array<var> processedResults = []
+ while ( processedResults.len() < secondaryDeferredTraces.len() )
+ {
+ WaitFrame()
+
+ foreach ( deferredTrace in secondaryDeferredTraces )
+ {
+ if ( processedResults.contains( deferredTrace ) )
+ continue
+
+ if ( !IsDeferredTraceFinished( deferredTrace ) )
+ continue
+
+ processedResults.append( deferredTrace )
+
+ TraceResults traceResult = GetDeferredTraceResult( deferredTrace )
+
+ if ( traceResult.fraction == 1.0 )
+ continue
+
+ // don't put secondaries on the same wall as the primary
+ vector secondaryTraceNormal = traceResult.surfaceNormal
+ if ( primaryTraceNormal == secondaryTraceNormal )
+ continue
+
+ vector normAng = VectorToAngles( secondaryTraceNormal )
+ vector fxAng = AnglesCompose( normAng, < 90, 0, 0 > )
+
+ vector endPos = traceResult.endPos
+ //DebugDrawSphere( endPos, 4.0, 255, 0, 0, true, 5 )
+ StartParticleEffectInWorld( secondaryFxId, endPos, fxAng )
+ }
+
+ // timeout if traces aren't returning
+ if ( Time() - startTime >= 0.3 )
+ return
+ }
+}
+
+BloodDecalParams function BloodDecal_GetParams( float damageAmount, bool isHeadShot, bool isKillShot, bool isMelee, bool isExplosion, bool isBullet, bool isShotgun )
+{
+ // default: bullet damage
+ float traceDist = 175
+ float secondaryTraceDist = 100
+ asset fxType = FX_BLOODSPRAY_DECAL_SML
+ asset secondaryFxType = FX_BLOODSPRAY_DECAL_SML
+
+ if ( isBullet )
+ {
+ // HACK- shotguns report isBullet also
+ if ( isShotgun )
+ {
+ //if ( isKillShot )
+ // fxType = FX_BLOODSPRAY_DECAL_LRG
+ //else
+ fxType = FX_BLOODSPRAY_DECAL_MED
+ }
+ else
+ {
+ if ( isKillShot )
+ fxType = FX_BLOODSPRAY_DECAL_MED
+ else
+ fxType = FX_BLOODSPRAY_DECAL_SML
+
+ if ( damageAmount >= 200 )
+ {
+ traceDist = 216
+ fxType = FX_BLOODSPRAY_DECAL_LRG
+ secondaryFxType = FX_BLOODSPRAY_DECAL_MED
+ }
+ }
+ }
+
+ else if ( isExplosion )
+ {
+ secondaryTraceDist = traceDist
+
+ float maxDmg = 100
+ float medDmg = 75
+
+ if ( damageAmount >= maxDmg )
+ {
+ fxType = FX_BLOODSPRAY_DECAL_LRG
+ secondaryFxType = FX_BLOODSPRAY_DECAL_LRG
+ }
+ else if ( damageAmount >= medDmg )
+ {
+ fxType = FX_BLOODSPRAY_DECAL_LRG
+ secondaryFxType = FX_BLOODSPRAY_DECAL_MED
+ }
+ else if ( isKillShot )
+ {
+ fxType = FX_BLOODSPRAY_DECAL_MED
+ secondaryFxType = FX_BLOODSPRAY_DECAL_MED
+ }
+ }
+
+ else if ( isMelee )
+ {
+ traceDist = 96
+
+ if ( isKillShot )
+ fxType = FX_BLOODSPRAY_DECAL_MED
+ }
+
+ // for kills, increase trace distance a bit
+ if ( isKillShot )
+ {
+ traceDist = traceDist + (traceDist * 0.1)
+ secondaryTraceDist = secondaryTraceDist + (secondaryTraceDist * 0.1)
+ }
+
+ BloodDecalParams params
+ params.traceDist = traceDist
+ params.secondaryTraceDist = secondaryTraceDist
+ params.fxType = fxType
+ params.secondaryFxType = secondaryFxType
+ return params
+}
+
+#if DEV
+string function BloodSprayDecals_Toggle()
+{
+ string returnStr = ""
+
+ if ( Flag( "EnableBloodSprayDecals" ) )
+ {
+ FlagClear( "EnableBloodSprayDecals" )
+ returnStr = "Blood spray decals DISABLED"
+ }
+ else
+ {
+ FlagSet( "EnableBloodSprayDecals" )
+ returnStr = "Blood spray decals ENABLED"
+ }
+
+ return returnStr
+}
+#endif
+
+function ServerCallback_RodeoerEjectWarning( soulHandle, ejectTime )
+{
+ entity soul = GetEntityFromEncodedEHandle( soulHandle )
+
+ if ( !IsValid( soul ) )
+ return
+
+ thread TitanEjectHatchSequence( soul, ejectTime )
+}
+
+function TitanEjectHatchSequence( soul, ejectTime )
+{
+ expect entity( soul )
+
+ soul.EndSignal( "OnSoulTransfer" )
+ soul.EndSignal( "OnTitanDeath" )
+ soul.EndSignal( "OnDestroy" )
+
+ local effects = []
+
+ OnThreadEnd(
+ function() : ( effects )
+ {
+ foreach ( effect in effects )
+ {
+ if ( !EffectDoesExist( effect ) )
+ continue
+
+ EffectStop( effect, true, true )
+ }
+ }
+ )
+
+ int boltCount = 6
+ int fxID = GetParticleSystemIndex( $"xo_spark_bolt" )
+
+ for ( int index = 0; index < boltCount; index++ )
+ {
+ entity titan = soul.GetTitan()
+
+ WaitEndFrame() // so OnTitanDeath/Destroy can happen
+
+ if ( !IsAlive( titan ) )
+ return
+
+ if ( !titan.IsTitan() )
+ {
+ printt( "WARNING: " + titan + " is not a Titan!" )
+ return
+ }
+
+ int attachID = titan.LookupAttachment( "HATCH_BOLT" + (index + 1) )
+ //printt( "attachID is " + attachID )
+ vector boltOrgin = titan.GetAttachmentOrigin( attachID )
+ vector boltAngles = titan.GetAttachmentAngles( attachID )
+ vector launchVec = AnglesToForward( boltAngles ) * 500
+
+ CreateClientsideGib( $"models/industrial/bolt_tiny01.mdl", boltOrgin, boltAngles, launchVec, < 0, 0, 0 >, 3.0, 1000.0, 200.0 )
+ int effect = PlayFXOnTag( titan, fxID, attachID )
+ effects.append( effect )
+ EmitSoundOnEntity( titan, "titan_bolt_loose" )
+
+ wait (ejectTime / boltCount)
+ }
+}
+
+void function ServerCallback_OnEntityKilled( attackerEHandle, victimEHandle, int scriptDamageType, damageSourceId )
+{
+ expect int( damageSourceId )
+
+ bool isHeadShot = (scriptDamageType & DF_HEADSHOT) > 0
+
+ entity victim = GetEntityFromEncodedEHandle( victimEHandle )
+ entity attacker = attackerEHandle ? GetHeavyWeightEntityFromEncodedEHandle( attackerEHandle ) : null
+ entity localClientPlayer = GetLocalClientPlayer()
+
+ if ( !IsValid( victim ) )
+ return
+
+ Signal( victim, "OnDeath" )
+
+ if ( victim == localClientPlayer )
+ {
+ victim.cv.deathOrigin = victim.GetOrigin()
+ level.clientsLastKiller = attacker
+ }
+
+ if ( damageSourceId == eDamageSourceId.indoor_inferno )
+ {
+ if ( victim == localClientPlayer )
+ thread PlayerFieryDeath( victim )
+ }
+
+ UpdatePlayerStatusCounts()
+
+ if ( IsValid( attacker ) && attacker.IsPlayer() )
+ {
+ PlayTargetEliminatedTitanVO( attacker, victim )
+
+ if ( attacker == GetLocalViewPlayer() )
+ WeaponFlyoutRefresh() // refreshes to display xp gained from kills
+ }
+ else if ( victim.IsPlayer() )
+ {
+ if ( ("latestAssistTime" in victim.s) && victim.s.latestAssistTime >= Time() - MAX_NPC_KILL_STEAL_PREVENTION_TIME )
+ {
+ attacker = expect entity( victim.s.latestAssistPlayer )
+ damageSourceId = expect int( victim.s.latestAssistDamageSource )
+ }
+ }
+
+ if ( victim.IsPlayer() && victim != attacker )
+ {
+ if ( attacker == localClientPlayer )
+ {
+ thread PlayKillConfirmedSound( "Pilot_Killed_Indicator" )
+ }
+ else if ( IsValid( attacker ) && attacker.IsTitan() )
+ {
+ entity bossPlayer = attacker.GetBossPlayer()
+ if ( bossPlayer && bossPlayer == localClientPlayer )
+ thread PlayKillConfirmedSound( "Pilot_Killed_Indicator" )
+ }
+ }
+ else if ( (IsGrunt( victim ) || IsSpectre( victim )) && attacker == localClientPlayer )
+ {
+ thread PlayKillConfirmedSound( "HUD_Grunt_Killed_Indicator" )
+ }
+
+ //if it's an auto titan, the obit was already printed when doomed
+ if ( (victim.IsTitan()) && (!victim.IsPlayer()) )
+ return
+
+ Obituary( attacker, "", victim, scriptDamageType, damageSourceId, isHeadShot )
+}
+
+
+const float KILL_CONFIRM_DEBOUNCE = 0.025
+void function PlayKillConfirmedSound( string sound )
+{
+ while ( true )
+ {
+ if ( Time() - clGlobal.lastKillConfirmTime > KILL_CONFIRM_DEBOUNCE )
+ {
+ clGlobal.lastKillConfirmTime = Time()
+ EmitSoundOnEntity( GetLocalClientPlayer(), sound )
+ return
+ }
+
+ WaitFrame()
+ }
+}
+
+void function ServerCallback_OnTitanKilled( int attackerEHandle, int victimEHandle, int scriptDamageType, int damageSourceId )
+{
+ //Gets run on every client whenever a titan is doomed by another player
+ bool isHeadShot = false
+ entity attacker = attackerEHandle != -1 ? GetEntityFromEncodedEHandle( attackerEHandle ) : null
+ entity victim = GetEntityFromEncodedEHandle( victimEHandle )
+
+ if ( (!IsValid( victim )) || (!IsValid( attacker )) )
+ return
+
+ //Obit: titans get scored/obits when doomed, so we don't want to just see "Player" in the obit, we want to see "Player's Titan"
+ bool victimIsOwnedTitan = victim.IsPlayer()
+ Obituary( attacker, "", victim, scriptDamageType, damageSourceId, isHeadShot, victimIsOwnedTitan )
+}
+
+function PlayTargetEliminatedTitanVO( attacker, victim )
+{
+ entity localPlayer = GetLocalViewPlayer()
+
+ if ( attacker != localPlayer )
+ return
+
+ if ( !victim.IsPlayer() )
+ return
+
+ if ( victim.IsTitan() )
+ {
+ // a bit more delay for a titan explosion to clear
+ thread TitanCockpit_PlayDialogDelayed( localPlayer, 1.3, "elimTarget" )
+ }
+ else
+ {
+ thread TitanCockpit_PlayDialogDelayed( localPlayer, 0.8, "elimEnemyPilot" )
+ }
+}
+
+function ServerCallback_SetAssistInformation( damageSourceId, attackerEHandle, entityEHandle, assistTime )
+{
+ local ent = GetHeavyWeightEntityFromEncodedEHandle( entityEHandle )
+ if ( !ent )
+ return
+
+ local latestAssistPlayer = GetEntityFromEncodedEHandle ( attackerEHandle )
+ if ( !("latestAssistPlayer" in ent.s) )
+ {
+ ent.s.latestAssistPlayer <- latestAssistPlayer
+ ent.s.latestAssistDamageSource <- damageSourceId
+ ent.s.latestAssistTime <- assistTime
+ }
+ else
+ {
+ ent.s.latestAssistPlayer = latestAssistPlayer
+ ent.s.latestAssistDamageSource = damageSourceId
+ ent.s.latestAssistTime = assistTime
+ }
+}
+
+void function ClientCodeCallback_OnModelChanged( entity ent )
+{
+/*
+ // OnModelChanged gets called for each model change, but gets processed after the model has done all switches
+
+ if ( !IsValid( ent ) )
+ return;
+
+ if ( !("creationCount" in ent.s) )
+ return;
+
+ Assert( ent instanceof C_BaseAnimating );
+*/
+}
+
+
+void function ClientCodeCallback_OnHealthChanged( entity ent, int oldHealth, int newHealth )
+{
+ if ( IsLobby() )
+ return
+
+ entity player = GetLocalViewPlayer()
+ if ( !IsValid( player ) )
+ return
+
+ if ( !IsValid( ent ) )
+ return
+
+ ent.Signal( "HealthChanged", { oldHealth = oldHealth, newHealth = newHealth } )
+}
+
+void function ClientCodeCallback_OnCrosshairCurrentTargetChanged( entity player, entity newTarget )
+{
+ if ( IsLobby() )
+ return;
+ if ( !IsValid( player ) )
+ return
+
+ if ( IsValid( newTarget ) )
+ TryOfferRodeoBatteryHint( newTarget )
+}
+
+void function SetupPlayerAnimEvents( entity player )
+{
+ SetupPlayerJumpJetAnimEvents( player )
+ AddAnimEvent( player, "WallHangAttachDataKnife", WallHangAttachDataKnife )
+}
+
+void function JumpRandomlyForever()
+{
+ for (;; )
+ {
+ if ( IsWatchingReplay() )
+ {
+ wait 1
+ continue
+ }
+
+ entity player = GetLocalClientPlayer()
+ if ( !IsAlive( player ) || player != GetLocalViewPlayer() )
+ {
+ wait 1
+ continue
+ }
+
+ printt( "jump!" )
+ player.ClientCommand( "+jump" )
+ wait 0
+ player.ClientCommand( "-jump" )
+
+ wait RandomFloatRange( 0.2, 1.1 )
+ }
+}
+
+void function RemoteTurretFadeoutAnimEvent( entity ent )
+{
+ entity player = GetLocalViewPlayer()
+ ScreenFade( player, 0, 0, 0, 255, 0.1, 0.25, FFADE_OUT );
+}
+
+void function SetupFirstPersonProxyEvents( entity firstPersonProxy )
+{
+ //printt( "SetupFirstPersonProxyEvents" )
+
+ AddAnimEvent( firstPersonProxy, "mantle_smallmantle", OnSmallMantle )
+ AddAnimEvent( firstPersonProxy, "mantle_mediummantle", OnMediumMantle )
+ AddAnimEvent( firstPersonProxy, "mantle_lowmantle", OnLowMantle )
+ AddAnimEvent( firstPersonProxy, "mantle_extralowmantle", OnExtraLowMantle )
+ AddAnimEvent( firstPersonProxy, "remoteturret_fadeout", RemoteTurretFadeoutAnimEvent )
+}
+
+void function OnSmallMantle( entity firstPersonProxy ) //Was set up in script instead of anim to be able to play quieter sounds with stealth passive. No longer needed, but more work to move inside of anim
+{
+ entity player = GetLocalViewPlayer()
+ EmitSoundOnEntity( firstPersonProxy, "mantle_smallmantle" )
+}
+
+void function OnMediumMantle( entity firstPersonProxy ) //Was set up in script instead of anim to be able to play quieter sounds with stealth passive. No longer needed, but more work to move inside of anim
+{
+ entity player = GetLocalViewPlayer()
+ EmitSoundOnEntity( firstPersonProxy, "mantle_mediummantle" )
+}
+
+void function OnLowMantle( entity firstPersonProxy ) //Was set up in script instead of anim to be able to play quieter sounds with stealth passive. No longer needed, but more work to move inside of anim
+{
+ entity player = GetLocalViewPlayer()
+ EmitSoundOnEntity( firstPersonProxy, "mantle_lowmantle" )
+}
+
+void function OnExtraLowMantle( entity firstPersonProxy ) //Was set up in script instead of anim to be able to play quieter sounds with stealth passive. No longer needed, but more work to move inside of anim
+{
+ entity player = GetLocalViewPlayer()
+ EmitSoundOnEntity( firstPersonProxy, "mantle_extralow" )
+}
+
+void function CreateCallback_TitanSoul( entity ent )
+{
+}
+
+bool function ShouldHideRespawnSelectionText( entity player )
+{
+ if ( player != GetLocalClientPlayer() )
+ return false
+ if ( player.GetPlayerClass() != "spectator" )
+ return false
+ if ( IsWatchingReplay() )
+ return false
+
+ return true
+}
+
+
+
+void function WallHangAttachDataKnife( entity player )
+{
+ int attachIdx = player.LookupAttachment( "l_hand" )
+ if ( attachIdx == 0 )
+ // hack while i wait for the attachment to be fixed
+ return
+
+ entity dataknife = CreateClientSidePropDynamic( player.GetAttachmentOrigin( attachIdx ), player.GetAttachmentAngles( attachIdx ), DATA_KNIFE_MODEL )
+ dataknife.SetParent( player, "l_hand" )
+
+ thread DeleteDataKnifeAfterWallHang( player, dataknife )
+}
+
+void function DeleteDataKnifeAfterWallHang( entity player, entity dataknife )
+{
+ OnThreadEnd(
+ function() : ( dataknife )
+ {
+ if ( IsValid( dataknife ) )
+ dataknife.Kill_Deprecated_UseDestroyInstead()
+ }
+ )
+
+ player.EndSignal( "OnDeath" )
+ player.EndSignal( "OnDestroy" )
+
+ for (;; )
+ {
+ Wait( 0.1 )
+ if ( !player.IsWallHanging() )
+ break
+ }
+}
+
+bool function ClientCodeCallback_OnGib( entity victim, vector attackDir )
+{
+ if ( !victim.IsMechanical() )
+ return SpawnFleshGibs( victim, attackDir )
+
+ return false
+}
+
+bool function SpawnFleshGibs( entity victim, vector attackDir )
+{
+ asset modelName = $"models/gibs/human_gibs.mdl"
+ attackDir = Normalize( attackDir )
+
+ float cullDist = 2048.0
+ if ( "gibDist" in victim.s )
+ cullDist = expect float( victim.s.gibDist )
+
+ vector startOrigin = victim.GetWorldSpaceCenter() + (attackDir * -30)
+
+ vector origin = victim.GetOrigin() + < RandomIntRange( 10, 20 ), RandomIntRange( 10, 20 ), RandomIntRange( 32, 64 ) >
+ vector angles = < 0, 0, 0 >
+ vector flingDir = attackDir * RandomIntRange( 80, 200 )
+
+ int fxID
+ bool isSoftenedLocale = IsSoftenedLocale()
+
+ if ( isSoftenedLocale )
+ {
+ if ( victim.GetModelName() == FLYER_MODEL )
+ fxID = StartParticleEffectOnEntity( victim, GetParticleSystemIndex( $"death_pinkmist_LG_nochunk" ), FX_PATTACH_ABSORIGIN_FOLLOW, 0 )
+ else
+ fxID = StartParticleEffectOnEntity( victim, GetParticleSystemIndex( $"death_pinkmist_nochunk" ), FX_PATTACH_ABSORIGIN_FOLLOW, 0 )
+ }
+ else
+ {
+ if ( victim.GetModelName() == FLYER_MODEL )
+ fxID = StartParticleEffectOnEntity( victim, GetParticleSystemIndex( $"death_pinkmist_LG" ), FX_PATTACH_ABSORIGIN_FOLLOW, 0 )
+ else
+ fxID = StartParticleEffectOnEntity( victim, GetParticleSystemIndex( $"death_pinkmist" ), FX_PATTACH_ABSORIGIN_FOLLOW, 0 )
+ }
+
+ EffectSetControlPointVector( fxID, 1, flingDir )
+
+ if ( isSoftenedLocale )
+ return true
+
+ vector angularVel = < 0, 0, 0 >
+ float lifeTime = 10.0
+ CreateClientsideGibWithBodyGroupGibs( modelName, victim.GetOrigin(), angles, attackDir, angularVel, lifeTime, cullDist, 1024 )
+
+ return true
+}
+
+function ServerCallback_PlayScreenFXWarpJump()
+{
+ if ( IsWatchingReplay() )
+ return false
+
+ thread PlayScreenFXWarpJump( GetLocalClientPlayer() )
+}
+
+void function PlayScreenFXWarpJump( entity clientPlayer )
+{
+ clientPlayer.EndSignal( "OnDeath" )
+ clientPlayer.EndSignal( "OnDestroy" )
+
+ entity player = GetLocalViewPlayer()
+ int index = GetParticleSystemIndex( SCREENFX_WARPJUMP )
+ int indexD = GetParticleSystemIndex( SCREENFX_WARPJUMPDLIGHT )
+ int fxID = StartParticleEffectInWorldWithHandle( index, < 0, 0, 0 >, < 0, 0, 0 > )
+ int fxID2 = -1
+ if ( IsValid( player.GetCockpit() ) )
+ {
+ fxID2 = StartParticleEffectOnEntity( player, indexD, FX_PATTACH_POINT_FOLLOW, player.GetCockpit().LookupAttachment( "CAMERA" ) )
+ EffectSetIsWithCockpit( fxID2, true )
+ }
+
+ OnThreadEnd(
+ function() : ( clientPlayer, fxID, fxID2 )
+ {
+ if ( IsValid( clientPlayer ) && !IsAlive( clientPlayer ) )
+ {
+ EffectStop( fxID, true, false )
+ if ( fxID2 > -1 )
+ EffectStop( fxID2, true, false )
+ }
+ }
+ )
+
+ wait 3.2
+ if ( IsValid( player.GetCockpit() ) )
+ thread TonemappingUpdateAfterWarpJump()
+}
+
+const EXPOSURE_RAMPDOWN_DURATION = 2
+const EXPOSURE_RAMPDOWN_MAX = 20
+const EXPOSURE_RAMPDOWN_MIN = 0
+const MAX_RAMPDOWN_DURATION = 5
+const MAX_RAMPDOWN_MAX = 3
+const MAX_RAMPDOWN_MIN = 1
+
+function TonemappingUpdateAfterWarpJump()
+{
+ // Turn cubemaps black inside drop ship, since it's pretty dark in there anyway and we don't have a great way to take a valid cubemap shot for that location.
+ SetConVarFloat( "mat_envmap_scale", 0 );
+
+ AutoExposureSetMaxExposureMultiplier( 500 ); // allow exposure to actually go bright, even if it's clamped in the level.
+
+ // Start the exposure super bright behind the white FX, and ramp it down quickly to normal.
+ local startTime = Time()
+ while( 1 )
+ {
+ local time = Time() - startTime
+ float factor = GraphCapped( time, 0, EXPOSURE_RAMPDOWN_DURATION, 1, 0 )
+ local toneMapScale = EXPOSURE_RAMPDOWN_MIN + (EXPOSURE_RAMPDOWN_MAX - EXPOSURE_RAMPDOWN_MIN) * factor * factor * factor * factor
+ AutoExposureSetExposureCompensationBias( toneMapScale )
+ AutoExposureSnap()
+ wait 0
+ if ( factor == 0 )
+ break;
+ }
+
+ // Ramp the max exposure multiplier back down to 1 gently
+ startTime = Time()
+ while( 1 )
+ {
+ local time = Time() - startTime
+ float factor = GraphCapped( time, 0, MAX_RAMPDOWN_DURATION, 1, 0 )
+ local scale = MAX_RAMPDOWN_MIN + (MAX_RAMPDOWN_MAX - MAX_RAMPDOWN_MIN) * factor * factor
+ AutoExposureSetMaxExposureMultiplier( scale );
+ wait 0
+ if ( factor == 0 )
+ break;
+ }
+}
+
+function SetPanelAlphaOverTime( panel, alpha, duration )
+{
+ // HACK this should be a code command - Mackey
+ Signal( panel, "PanelAlphaOverTime" )
+ EndSignal( panel, "PanelAlphaOverTime" )
+ EndSignal( panel, "OnDestroy" )
+
+ local startTime = Time()
+ local endTime = startTime + duration
+ local startAlpha = panel.GetPanelAlpha()
+
+ while( Time() <= endTime )
+ {
+ float a = GraphCapped( Time(), startTime, endTime, startAlpha, alpha )
+ panel.SetPanelAlpha( a )
+ WaitFrame()
+ }
+
+ panel.SetPanelAlpha( alpha )
+}
+
+
+
+function HandleDoomedState( entity player, entity titan )
+{
+ bool isDoomed = GetDoomedState( titan )
+ if ( isDoomed )
+ {
+ titan.Signal( "Doomed" )
+
+ if ( HasSoul( titan ) )
+ {
+ entity soul = titan.GetTitanSoul()
+ soul.Signal( "Doomed" )
+ }
+ }
+}
+
+const asset SHIELD_BREAK_FX = $"P_xo_armor_break_CP"
+function PlayShieldBreakEffect( entity ent )
+{
+ entity shieldEnt = ent
+ if ( IsSoul( ent ) )
+ {
+ shieldEnt = ent.GetTitan()
+ if ( !shieldEnt )
+ return
+ }
+
+ float shieldHealthFrac = GetShieldHealthFrac( shieldEnt )
+
+ int shieldBreakFX = GetParticleSystemIndex( SHIELD_BREAK_FX )
+
+ local attachID
+ if ( shieldEnt.IsTitan() )
+ attachID = shieldEnt.LookupAttachment( "exp_torso_main" )
+ else
+ attachID = shieldEnt.LookupAttachment( "ref" ) // TEMP
+
+ local shieldFXHandle = StartParticleEffectOnEntity( shieldEnt, shieldBreakFX, FX_PATTACH_POINT_FOLLOW, attachID )
+ EffectSetControlPointVector( shieldFXHandle, 1, GetShieldEffectCurrentColor( 1 - shieldHealthFrac ) )
+}
+
+function PlayShieldActivateEffect( entity ent )
+{
+ entity shieldEnt = ent
+ if ( IsSoul( ent ) )
+ {
+ shieldEnt = ent.GetTitan()
+ if ( !shieldEnt )
+ return
+ }
+
+ float shieldHealthFrac = GetShieldHealthFrac( shieldEnt )
+
+ int shieldBreakFX = GetParticleSystemIndex( SHIELD_BREAK_FX )
+
+ local attachID
+ if ( shieldEnt.IsTitan() )
+ attachID = shieldEnt.LookupAttachment( "exp_torso_main" )
+ else
+ attachID = shieldEnt.LookupAttachment( "ref" ) // TEMP
+
+ local shieldFXHandle = StartParticleEffectOnEntity( shieldEnt, shieldBreakFX, FX_PATTACH_POINT_FOLLOW, attachID )
+ EffectSetControlPointVector( shieldFXHandle, 1, GetShieldEffectCurrentColor( 1 - shieldHealthFrac ) )
+}
+
+function PlayIt( entity victim )
+{
+ float shieldHealthFrac = GetShieldHealthFrac( victim )
+
+ int shieldbodyFX = GetParticleSystemIndex( SHIELD_BODY_FX )
+ local attachID
+ if ( victim.IsTitan() )
+ attachID = victim.LookupAttachment( "exp_torso_main" )
+ else
+ attachID = victim.LookupAttachment( "ref" ) // TEMP
+
+ local shieldFXHandle = StartParticleEffectOnEntity( victim, shieldbodyFX, FX_PATTACH_POINT_FOLLOW, attachID )
+
+ EffectSetControlPointVector( shieldFXHandle, 1, GetShieldEffectCurrentColor( 1 - shieldHealthFrac ) )
+}
+
+function PlayShieldHitEffect( PlayerDidDamageParams params )
+{
+ entity player = GetLocalViewPlayer()
+ entity victim = params.victim
+ //vector damagePosition = params.damagePosition
+ //int hitBox = params.hitBox
+ //int damageType = params.damageType
+ //float damageAmount = params.damageAmount
+ //int damageFlags = params.damageFlags
+ //int hitGroup = params.hitGroup
+ //entity weapon = params.weapon
+ //float distanceFromAttackOrigin = params.distanceFromAttackOrigin
+
+ //shieldFX <- GetParticleSystemIndex( SHIELD_FX )
+ //StartParticleEffectInWorld( shieldFX, damagePosition, player.GetViewVector() * -1 )
+
+ float shieldHealthFrac = GetShieldHealthFrac( victim )
+
+ int shieldbodyFX = GetParticleSystemIndex( SHIELD_BODY_FX )
+ local attachID
+ if ( victim.IsTitan() )
+ attachID = victim.LookupAttachment( "exp_torso_main" )
+ else
+ attachID = victim.LookupAttachment( "ref" ) // TEMP
+
+ local shieldFXHandle = StartParticleEffectOnEntity( victim, shieldbodyFX, FX_PATTACH_POINT_FOLLOW, attachID )
+
+ EffectSetControlPointVector( shieldFXHandle, 1, GetShieldEffectCurrentColor( 1 - shieldHealthFrac ) )
+}
+
+const table SHIELD_COLOR_CHARGE_FULL = { r = 115, g = 247, b = 255 } // blue
+const table SHIELD_COLOR_CHARGE_MED = { r = 200, g = 128, b = 80 } // orange
+const table SHIELD_COLOR_CHARGE_EMPTY = { r = 200, g = 80, b = 80 } // red
+
+const SHIELD_COLOR_CROSSOVERFRAC_FULL2MED = 0.75 // from zero to this fraction, fade between full and medium charge colors
+const SHIELD_COLOR_CROSSOVERFRAC_MED2EMPTY = 0.95 // from "full2med" to this fraction, fade between medium and empty charge colors
+
+function GetShieldEffectCurrentColor( shieldHealthFrac )
+{
+ local color1 = SHIELD_COLOR_CHARGE_FULL
+ local color2 = SHIELD_COLOR_CHARGE_MED
+ local color3 = SHIELD_COLOR_CHARGE_EMPTY
+
+ local crossover1 = SHIELD_COLOR_CROSSOVERFRAC_FULL2MED // from zero to this fraction, fade between color1 and color2
+ local crossover2 = SHIELD_COLOR_CROSSOVERFRAC_MED2EMPTY // from crossover1 to this fraction, fade between color2 and color3
+
+ local colorVec = < 0, 0, 0 >
+ // 0 = full charge, 1 = no charge remaining
+ if ( shieldHealthFrac < crossover1 )
+ {
+ colorVec.x = Graph( shieldHealthFrac, 0, crossover1, color1.r, color2.r )
+ colorVec.y = Graph( shieldHealthFrac, 0, crossover1, color1.g, color2.g )
+ colorVec.z = Graph( shieldHealthFrac, 0, crossover1, color1.b, color2.b )
+ }
+ else if ( shieldHealthFrac < crossover2 )
+ {
+ colorVec.x = Graph( shieldHealthFrac, crossover1, crossover2, color2.r, color3.r )
+ colorVec.y = Graph( shieldHealthFrac, crossover1, crossover2, color2.g, color3.g )
+ colorVec.z = Graph( shieldHealthFrac, crossover1, crossover2, color2.b, color3.b )
+ }
+ else
+ {
+ // for the last bit of overload timer, keep it max danger color
+ colorVec.x = color3.r
+ colorVec.y = color3.g
+ colorVec.z = color3.b
+ }
+
+ return colorVec
+}
+
+
+
+void function PlayPlayerDeathSound( entity player )
+{
+ if ( IsPlayerEliminated( player ) )
+ EmitSoundOnEntity( player, "player_death_begin_elimination" )
+ else
+ EmitSoundOnEntity( player, "Player_Death_Begin" )
+}
+
+void function StopPlayerDeathSound( entity player )
+{
+ StopSoundOnEntity( player, "Player_Death_Begin" )
+ EmitSoundOnEntity( player, "Player_Death_PrespawnTransition" )
+}
+
+function OnClientPlayerAlive( entity player )
+{
+ player.Signal( "OnClientPlayerAlive" ) // TEMP; this should not be necessary, but IsWatchingKillReplay is wrong
+ player.EndSignal( "OnClientPlayerAlive" )
+
+ UpdateClientHudVisibility( player )
+
+ if ( IsWatchingReplay() )
+ return
+
+ if ( GetGameState() < eGameState.Playing )
+ return
+}
+
+function OnClientPlayerDying( entity player )
+{
+ player.Signal( "OnClientPlayerDying" ) // TEMP; this should not be necessary, but IsWatchingKillReplay is wrong
+ player.EndSignal( "OnClientPlayerDying" )
+
+ entity player = GetLocalClientPlayer()
+ UpdateClientHudVisibility( player )
+// thread ShowDeathRecap( player )
+
+ if ( IsWatchingReplay() )
+ return
+
+ player.cv.deathTime = Time()
+
+ thread DeathCamCheck( player )
+}
+
+void function ShowDeathRecap( entity player )
+{
+ Assert( player == GetLocalClientPlayer() )
+
+ DisableCallingCardEvents()
+
+ if ( player.e.recentDamageHistory.len() == 0 )
+ return
+
+ DamageHistoryStruct damageHistory = player.e.recentDamageHistory[ 0 ]
+
+ entity attacker = damageHistory.attacker
+
+ if ( !IsValid( attacker ) )
+ return
+
+ EndSignal( attacker, "OnDestroy" )
+
+ if ( !attacker.IsPlayer() )
+ return
+
+ if ( attacker.GetTeam() == player.GetTeam() )
+ return
+
+ wait( 1.0 )
+
+ CallsignEvent( eCallSignEvents.YOU, attacker, Localize( "#DEATH_SCREEN_KILLED_YOU" ) )
+}
+
+void function HideDeathRecap( entity player, var rui )
+{
+ float minDisplayTime = 6.0
+ float startTime = Time()
+
+ waitthread DeathRecapHideDelay( player )
+ wait( 0.5 )
+
+ float elapsedTime = Time() - startTime
+ if ( elapsedTime < minDisplayTime )
+ wait( minDisplayTime - elapsedTime )
+
+ RuiSetBool( rui, "playOutro", true )
+ RuiSetGameTime( rui, "outroStartTime", Time() )
+
+ EnableCallingCardEvents()
+}
+
+void function DeathRecapHideDelay( entity player )
+{
+ EndSignal( clGlobal.levelEnt, "LocalClientPlayerRespawned" )
+ EndSignal( clGlobal.levelEnt, "OnSpectatorMode" )
+
+ WaitForever()
+}
+
+void function DeathCamCheck( entity player )
+{
+ wait GetRespawnButtonCamTime( player )
+}
+
+void function ServerCallback_ShowNextSpawnMessage( float nextSpawnTime )
+{
+ entity player = GetLocalClientPlayer()
+ float camTime = GetRespawnButtonCamTime( player )
+
+ file.nextSpawnTime = nextSpawnTime
+
+ if ( nextSpawnTime > Time() + camTime )
+ thread ShowSpawnDelayMessage( nextSpawnTime )
+}
+
+
+void function ShowSpawnDelayMessage( nextSpawnTime )
+{
+ float waitTime = max( nextSpawnTime - Time(), 0 )
+
+ if ( waitTime < 1.0 )
+ return
+
+ entity player = GetLocalClientPlayer()
+
+ //player.cv.nextSpawnTimeLabel.SetAlpha( 255 )
+ //player.cv.nextSpawnTimeLabel.Show()
+ //player.cv.nextSpawnTimeLabel.SetAutoText( "#GAMEMODE_DEPLOYING_IN_N", HATT_GAME_COUNTDOWN_SECONDS, nextSpawnTime )
+ //
+ //if ( !player.cv.nextSpawnTimeLabel.IsAutoText() )
+ // player.cv.nextSpawnTimeLabel.EnableAutoText()
+
+ while ( !IsAlive( player ) && waitTime > 0.0 )
+ {
+ waitTime = max( nextSpawnTime - Time(), 0 )
+
+ AddPlayerHint( waitTime, 0.25, $"", "#GAMEMODE_DEPLOYING_IN_N", int( waitTime ) )
+
+ wait 1.0
+ }
+}
+void function ServerCallback_HideNextSpawnMessage()
+{
+ entity player = GetLocalClientPlayer()
+
+ HidePlayerHint( "#GAMEMODE_DEPLOYING_IN_N" )
+}
+
+float function GetWaveSpawnTime()
+{
+ return (file.nextSpawnTime)
+}
+
+bool function IsPlayerEliminated( entity player )
+{
+ return (player.GetPlayerGameStat( PGS_ELIMINATED ) > 0)
+}
+
+function PlayerFieryDeath( player )
+{
+ player.EndSignal( "OnDestroy" )
+ player.EndSignal( "OnClientPlayerAlive" )
+ clGlobal.levelEnt.EndSignal( "OnSpectatorMode" )
+
+ local offset = < 0, 0, 0 >
+ if ( player.IsTitan() )
+ offset = < 0, 0, 96 >
+
+ entity scriptRef = CreatePropDynamic( $"models/dev/empty_model.mdl", player.GetOrigin() + offset, player.GetAngles() )
+ scriptRef.SetParent( player )
+
+ local fxHandle = StartParticleEffectOnEntity( scriptRef, GetParticleSystemIndex( $"P_burn_player" ), FX_PATTACH_ABSORIGIN_FOLLOW, -1 )
+
+ OnThreadEnd(
+ function () : ( fxHandle, scriptRef )
+ {
+ EffectStop( fxHandle, false, false )
+ if ( IsValid( scriptRef ) )
+ scriptRef.Destroy()
+ }
+ )
+ WaitForever()
+}
+
+
+function ServerCallback_GiveMatchLossProtection()
+{
+ clGlobal.showMatchLossProtection = true
+}
+
+void function EnableDoDeathCallback( entity ent )
+{
+ ent.DoDeathCallback( true )
+}
+
+
+
+int function UpdateSubText2ForRiffs( AnnouncementData announcement )
+{
+ array<string> riffTexts = []
+
+ if ( IsPilotEliminationBased() )
+ riffTexts.append( "#GAMESTATE_NO_RESPAWNING" )
+
+ if ( Riff_FloorIsLava() )
+ riffTexts.append( "#GAMEMODE_FLOOR_IS_LAVA_SUBTEXT2" )
+
+ if ( level.nv.minimapState == eMinimapState.Hidden )
+ riffTexts.append( "#GAMESTATE_NO_MINIMAP" )
+
+ if ( level.nv.ammoLimit == eAmmoLimit.Limited )
+ riffTexts.append( "#GAMESTATE_LIMITED_AMMUNITION" )
+
+ if ( level.nv.titanAvailability != eTitanAvailability.Default )
+ {
+ switch ( level.nv.titanAvailability )
+ {
+ case eTitanAvailability.Always:
+ riffTexts.append( "#GAMESTATE_UNLIMITED_TITANS" )
+ break
+ case eTitanAvailability.Once:
+ riffTexts.append( "#GAMESTATE_ONE_TITAN" )
+ break
+ case eTitanAvailability.Never:
+ riffTexts.append( "#GAMESTATE_NO_TITANS" )
+ break
+ }
+ }
+
+ if ( level.nv.allowNPCs != eAllowNPCs.Default )
+ {
+ switch ( level.nv.allowNPCs )
+ {
+ case eAllowNPCs.None:
+ //riffTexts.append( "#GAMESTATE_NO_MINIONS" )
+ break
+
+ case eAllowNPCs.GruntOnly:
+ riffTexts.append( "#GAMESTATE_GRUNTS_ONLY" )
+ break
+
+ case eAllowNPCs.SpectreOnly:
+ riffTexts.append( "#GAMESTATE_SPECTRES_ONLY" )
+ break
+ }
+ }
+
+ float pilotHealthMultiplier = GetCurrentPlaylistVarFloat( "pilot_health_multiplier", 0.0 )
+ if ( pilotHealthMultiplier != 0.0 && pilotHealthMultiplier <= 1.5 )
+ riffTexts.append( "#GAMESTATE_LOW_PILOT_HEALTH" )
+ else if ( pilotHealthMultiplier > 1.5 )
+ riffTexts.append( "#GAMESTATE_HIGH_PILOT_HEALTH" )
+
+ switch ( riffTexts.len() )
+ {
+ case 1:
+ Announcement_SetSubText2( announcement, riffTexts[0] )
+ break
+ case 2:
+ Announcement_SetSubText2( announcement, "#GAMEMODE_ANNOUNCEMENT_SUBTEXT_2", riffTexts[0], riffTexts[1] )
+ break
+ case 3:
+ Announcement_SetSubText2( announcement, "#GAMEMODE_ANNOUNCEMENT_SUBTEXT_3", riffTexts[0], riffTexts[1], riffTexts[2] )
+ break
+ case 4:
+ Announcement_SetSubText2( announcement, "#GAMEMODE_ANNOUNCEMENT_SUBTEXT_4", riffTexts[0], riffTexts[1], riffTexts[2], riffTexts[3] )
+ break
+ case 5:
+ Announcement_SetSubText2( announcement, "#GAMEMODE_ANNOUNCEMENT_SUBTEXT_5", riffTexts[0], riffTexts[1], riffTexts[2], riffTexts[3], riffTexts[4] )
+ break
+
+ default:
+ Announcement_SetSubText2( announcement, "", "" )
+ return 0
+ }
+
+ return riffTexts.len()
+}
+
+
+void function ServerCallback_GameModeAnnouncement()
+{
+ entity player = GetLocalClientPlayer()
+ string gameMode = GameRules_GetGameMode()
+
+ if ( GameMode_GetCustomIntroAnnouncement( gameMode ) != null )
+ {
+ void functionref(entity) func = GameMode_GetCustomIntroAnnouncement( gameMode )
+ func(player)
+ return
+ }
+
+ int team = player.GetTeam()
+
+ local totalDuration = 0.0
+
+ AnnouncementData announcement
+
+ if ( GetGameState() == eGameState.Epilogue )
+ {
+ // never gets hit??
+ announcement = Announcement_Create( "#GAMEMODE_EPILOGUE" )
+ }
+ else
+ {
+ announcement = Announcement_Create( GAMETYPE_TEXT[gameMode] )
+ announcement.announcementStyle = ANNOUNCEMENT_STYLE_BIG
+
+ Announcement_SetIcon( announcement, GAMETYPE_ICON[gameMode] )
+ Announcement_SetSubText( announcement, GAMEDESC_CURRENT )
+
+ if ( GameMode_IsDefined( gameMode ) )
+ {
+ if ( GameMode_GetAttackDesc( gameMode ) != "" && team == level.nv.attackingTeam )
+ Announcement_SetSubText( announcement, GameMode_GetAttackDesc( gameMode ) )
+
+ if ( GameMode_GetDefendDesc( gameMode ) != "" && team != level.nv.attackingTeam )
+ Announcement_SetSubText( announcement, GameMode_GetDefendDesc( gameMode ) )
+ }
+ }
+
+ int numRiffs = UpdateSubText2ForRiffs( announcement )
+ float announcementDuration = numRiffs + DEFAULT_GAMEMODE_ANNOUNCEMENT_DURATION
+ if ( gameMode == COLISEUM )
+ announcementDuration = 2.3 //JFS: Make coliseum announcement disappear with the black bars. Note that the rui fade out sequence time is a floor on how low announcementDuration can be set to
+
+ Announcement_SetDuration( announcement, announcementDuration )
+ totalDuration += announcementDuration
+
+ AnnouncementFromClass( player, announcement ) // TODO: team specific goals
+
+ if ( clGlobal.showMatchLossProtection )
+ {
+ announcementDuration = 2.0
+ totalDuration += announcementDuration
+ delaythread( announcementDuration ) DeathHintDisplay( "#LATE_JOIN_NO_LOSS" )
+ }
+ else if ( clGlobal.canShowLateJoinMessage )
+ {
+ if ( level.nv.matchProgress > 5 || GetRoundsPlayed() > 0 )
+ {
+ announcementDuration = 2.0
+ totalDuration += announcementDuration
+ delaythread( announcementDuration ) DeathHintDisplay( "#LATE_JOIN" )
+ }
+ }
+ clGlobal.showMatchLossProtection = false
+ clGlobal.canShowLateJoinMessage = false
+
+ if ( Riff_FloorIsLava() )
+ {
+ announcementDuration = 10.0
+ totalDuration += announcementDuration
+ //printt( "Total duration delayed for lava announcement: " + totalDuration )
+ delaythread( totalDuration ) PlayConversationToLocalClient( "floor_is_lava_announcement" )
+ }
+}
+
+
+function MainHud_InitScoreBars( vgui, entity player, scoreGroup )
+{
+ local hudScores = {}
+ vgui.s.scoreboardProgressBars <- hudScores
+
+ local panel = vgui.GetPanel()
+
+ hudScores.GameInfoBG <- scoreGroup.CreateElement( "GameInfoBG", panel )
+
+ string gameMode = GameRules_GetGameMode()
+ int friendlyTeam = player.GetTeam()
+
+ #if HAS_GAMEMODES
+ if ( IsFFAGame() )
+ {
+ return
+ }
+ #endif
+
+ int enemyTeam = friendlyTeam == TEAM_IMC ? TEAM_MILITIA : TEAM_IMC
+
+ if ( IsRoundBased() )
+ {
+ level.scoreLimit[TEAM_IMC] <- GetRoundScoreLimit_FromPlaylist()
+ level.scoreLimit[TEAM_MILITIA] <- GetRoundScoreLimit_FromPlaylist()
+ }
+ else
+ {
+ level.scoreLimit[TEAM_IMC] <- GetScoreLimit_FromPlaylist()
+ level.scoreLimit[TEAM_MILITIA] <- GetScoreLimit_FromPlaylist()
+ }
+
+ #if HAS_GAMEMODES
+ Assert( gameMode == GameRules_GetGameMode() )
+ switch ( gameMode )
+ {
+ case CAPTURE_THE_FLAG:
+ vgui.s.friendlyFlag <- scoreGroup.CreateElement( "FriendlyFlag", panel )
+ vgui.s.enemyFlag <- scoreGroup.CreateElement( "EnemyFlag", panel )
+
+ vgui.s.friendlyFlagLabel <- scoreGroup.CreateElement( "FriendlyFlagLabel", panel )
+ vgui.s.enemyFlagLabel <- scoreGroup.CreateElement( "EnemyFlagLabel", panel )
+
+ thread CaptureTheFlagThink( vgui, player )
+ break
+
+ case MARKED_FOR_DEATH:
+ case MARKED_FOR_DEATH_PRO:
+ thread MarkedForDeathHudThink( vgui, player, scoreGroup )
+ break
+ }
+ #endif
+
+ thread TitanEliminationThink( vgui, player )
+
+ thread RoundScoreThink( vgui, scoreGroup, player )
+
+ vgui.s.scoreboardProgressGroup <- scoreGroup
+
+ hudScores.GameInfoBG.Show()
+
+ local scoreboardArrays = {}
+ vgui.s.scoreboardArrays <- scoreboardArrays
+
+ //if ( ShouldUsePlayerStatusCount() ) //Can't just do PilotEliminationBased check here because it isn't set when first connecting
+ //{
+ // //ToDo: Eventually turn it on for normal Titan count too. Need to make sure "Titan ready but not called in yet" icon doesn't get hidden by this element
+ // hudScores.Player_Status_BG <- scoreGroup.CreateElement( "Player_Status_BG", panel )
+ // hudScores.Player_Status_BG.Show()
+ //
+ // CreatePlayerStatusElementsFriendly( scoreboardArrays, scoreGroup, panel )
+ // CreatePlayerStatusElementsEnemy( scoreboardArrays, scoreGroup, panel )
+ //
+ // thread ScoreBarsPlayerStatusThink( vgui, player, scoreboardArrays.FriendlyPlayerStatusCount, scoreboardArrays.EnemyPlayerStatusCount )
+ //}
+ //else
+ //{
+ // hudScores.Player_Status_BG <- scoreGroup.CreateElement( "Player_Status_BG", panel )
+ // hudScores.Player_Status_BG.Show()
+ // thread ScoreBarsTitanCountThink( vgui, player, hudScores.FriendlyTitanCount, hudScores.FriendlyTitanReadyCount, hudScores.EnemyTitanCount )
+ //}
+
+ if ( IsWatchingReplay() )
+ vgui.s.scoreboardProgressGroup.Hide()
+
+ UpdatePlayerStatusCounts()
+
+ if ( IsSuddenDeathGameMode() )
+ thread SuddenDeathHUDThink( vgui, player )
+}
+
+function CaptureTheFlagThink( vgui, entity player )
+{
+ vgui.EndSignal( "OnDestroy" )
+
+ if ( vgui instanceof C_VGuiScreen )
+ player.EndSignal( "OnDestroy" )
+
+ vgui.s.friendlyFlag.Show()
+ vgui.s.enemyFlag.Show()
+ vgui.s.friendlyFlagLabel.Show()
+ vgui.s.enemyFlagLabel.Show()
+
+ while ( GetGameState() < eGameState.Epilogue )
+ {
+ if ( "friendlyFlagState" in player.s )
+ {
+ switch ( player.s.friendlyFlagState )
+ {
+ case eFlagState.None:
+ vgui.s.friendlyFlagLabel.SetText( "" )
+ break
+ case eFlagState.Home:
+ vgui.s.friendlyFlagLabel.SetText( "#GAMEMODE_FLAG_HOME" )
+ break
+ case eFlagState.Held:
+ vgui.s.friendlyFlagLabel.SetText( player.s.friendlyFlagCarrierName )
+ break
+ case eFlagState.Away:
+ vgui.s.friendlyFlagLabel.SetText( "#GAMEMODE_FLAG_DROPPED" )
+ break
+ }
+
+ switch ( player.s.enemyFlagState )
+ {
+ case eFlagState.None:
+ vgui.s.enemyFlagLabel.SetText( "" )
+ break
+ case eFlagState.Home:
+ vgui.s.enemyFlagLabel.SetText( "#GAMEMODE_FLAG_HOME" )
+ break
+ case eFlagState.Held:
+ vgui.s.enemyFlagLabel.SetText( player.s.enemyFlagCarrierName )
+ break
+ case eFlagState.Away:
+ vgui.s.enemyFlagLabel.SetText( "#GAMEMODE_FLAG_DROPPED" )
+ break
+ }
+ }
+
+ clGlobal.levelEnt.WaitSignal( "FlagUpdate" )
+
+ WaitEndFrame()
+ }
+
+ vgui.s.friendlyFlag.Hide()
+ vgui.s.enemyFlag.Hide()
+ vgui.s.friendlyFlagLabel.Hide()
+ vgui.s.enemyFlagLabel.Hide()
+}
+
+
+
+function TitanEliminationThink( vgui, entity player )
+{
+ vgui.EndSignal( "OnDestroy" )
+ player.EndSignal( "OnDestroy" )
+
+ if ( player != GetLocalClientPlayer() )
+ return
+
+ OnThreadEnd(
+ function() : ( player )
+ {
+ if ( !IsValid( player ) )
+ return
+
+ if ( player.cv.hud.s.lastEventNotificationText == "#GAMEMODE_CALLINTITAN_COUNTDOWN" )
+ HideEventNotification()
+ }
+ )
+
+ while ( true )
+ {
+ if ( Riff_EliminationMode() == eEliminationMode.Titans )
+ {
+ if ( IsAlive( player ) && GamePlayingOrSuddenDeath() && level.nv.secondsTitanCheckTime > Time() && !player.IsTitan() && !IsValid( player.GetPetTitan() ) && player.GetNextTitanRespawnAvailable() >= 0 )
+ {
+ SetTimedEventNotificationHATT( level.nv.secondsTitanCheckTime - Time(), "#GAMEMODE_CALLINTITAN_COUNTDOWN", HATT_GAME_COUNTDOWN_SECONDS_MILLISECONDS, level.nv.secondsTitanCheckTime )
+ }
+ else if ( player.cv.hud.s.lastEventNotificationText == "#GAMEMODE_CALLINTITAN_COUNTDOWN" )
+ {
+ HideEventNotification()
+ }
+ }
+ else if ( Riff_EliminationMode() == eEliminationMode.Pilots )
+ {
+
+ }
+
+ WaitSignal( player, "UpdateLastTitanStanding", "PetTitanChanged", "OnDeath" )
+ }
+}
+
+function RoundScoreThink( var vgui, var scoreGroup, entity player )
+{
+ vgui.EndSignal( "OnDestroy" )
+ player.EndSignal( "OnDestroy" )
+
+ FlagWait( "EntitiesDidLoad" ) //Have to do this because the nv that determines if RoundBased or not might not get set yet
+
+ int friendlyTeam = player.GetTeam()
+ int enemyTeam = friendlyTeam == TEAM_IMC ? TEAM_MILITIA : TEAM_IMC
+
+ local isRoundBased = IsRoundBased()
+ bool showRoundScore = true
+ int roundScoreLimit = GetRoundScoreLimit_FromPlaylist()
+ int scoreLimit = GetScoreLimit_FromPlaylist()
+
+ if ( isRoundBased && showRoundScore )
+ {
+ level.scoreLimit[TEAM_IMC] <- roundScoreLimit
+ level.scoreLimit[TEAM_MILITIA] <- roundScoreLimit
+ }
+ else
+ {
+ level.scoreLimit[TEAM_IMC] <- scoreLimit
+ level.scoreLimit[TEAM_MILITIA] <- scoreLimit
+ }
+
+ local hudScores = vgui.s.scoreboardProgressBars
+
+ while ( true )
+ {
+ if ( isRoundBased && showRoundScore )
+ {
+ hudScores.Friendly_Number.SetAutoText( "", HATT_FRIENDLY_TEAM_ROUND_SCORE, 0 )
+ hudScores.Enemy_Number.SetAutoText( "", HATT_ENEMY_TEAM_ROUND_SCORE, 0 )
+ }
+
+ hudScores.ScoresFriendly.SetBarProgressRemap( 0, level.scoreLimit[friendlyTeam], 0.011, 0.96 )
+ hudScores.ScoresEnemy.SetBarProgressRemap( 0, level.scoreLimit[enemyTeam], 0.011, 0.96 )
+ wait 1.0
+ }
+}
+
+function CreatePlayerStatusElementsFriendly( scoreboardArrays, scoreGroup, panel )
+{
+ scoreboardArrays.FriendlyPlayerStatusCount <- arrayofsize( 8 )
+
+ for ( int i = 0; i < 8; ++i )
+ {
+ scoreboardArrays.FriendlyPlayerStatusCount[ i ] = scoreGroup.CreateElement( "Friendly_Player_Status_" + i, panel )
+ }
+}
+
+function CreatePlayerStatusElementsEnemy( scoreboardArrays, scoreGroup, panel )
+{
+ scoreboardArrays.EnemyPlayerStatusCount <- arrayofsize( 8 )
+
+ for ( int i = 0; i < 8; ++i )
+ {
+ scoreboardArrays.EnemyPlayerStatusCount[ i ] = scoreGroup.CreateElement( "Enemy_Player_Status_" + i, panel )
+ }
+}
+
+
+function ScoreBarsPlayerStatusThink( vgui, entity player, friendlyPlayerStatusElem, enemyPlayerStatusElem )
+{
+ int friendlyTeam = player.GetTeam()
+ int enemyTeam = friendlyTeam == TEAM_IMC ? TEAM_MILITIA : TEAM_IMC
+
+ vgui.EndSignal( "OnDestroy" )
+
+ while( true )
+ {
+ clGlobal.levelEnt.WaitSignal( "UpdatePlayerStatusCounts" )
+
+ if ( IsWatchingReplay() ) //Don't update visibility if the scoreboardgroup should be hidden
+ continue
+
+ UpdatePlayerStatusForTeam( friendlyTeam, friendlyPlayerStatusElem, $"ui/icon_status_titan_friendly", $"ui/icon_status_pilot_friendly", $"ui/icon_status_burncard_friendly", $"ui/icon_status_burncard_friendly" )
+ UpdatePlayerStatusForTeam( enemyTeam, enemyPlayerStatusElem, $"ui/icon_status_titan_enemy", $"ui/icon_status_pilot_enemy", $"ui/icon_status_burncard_enemy", $"ui/icon_status_burncard_enemy" )
+ }
+}
+
+function CountPlayerStatusTypes( array<entity> teamPlayers )
+{
+ table resultTable = {
+ titanWithBurnCard = 0,
+ titan = 0,
+ pilotWithBurnCard = 0
+ pilot = 0,
+ }
+
+ foreach ( player in teamPlayers )
+ {
+ entity playerPetTitan = player.GetPetTitan()
+
+ if ( !IsAlive( player ) )
+ {
+ if ( IsAlive( playerPetTitan ) )
+ resultTable.titan++
+ }
+ else
+ {
+ if ( player.IsTitan() )
+ resultTable.titan++
+ else if ( IsAlive( playerPetTitan ) )
+ resultTable.titan++
+ else
+ resultTable.pilot++
+ }
+
+ }
+
+ return resultTable
+}
+
+
+function UpdatePlayerStatusForTeam( int team, teamStatusElem, titanImage, pilotImage, pilotBurnCardImage, titanBurnCardImage )
+{
+ array<entity> teamPlayers = GetPlayerArrayOfTeam( team )
+ local teamResultTable = CountPlayerStatusTypes( teamPlayers )
+
+ int maxElems = 8
+
+ int index = 0
+ int currentElem = 0
+
+ for ( index = 0; index < teamResultTable.titanWithBurnCard && currentElem < maxElems; index++, currentElem++ )
+ {
+ teamStatusElem[ currentElem ].Show()
+ teamStatusElem[ currentElem ].SetImage( titanBurnCardImage )
+ }
+
+ for ( index = 0; index < teamResultTable.titan && index < maxElems; index++, currentElem++ )
+ {
+ teamStatusElem[ currentElem ].Show()
+ teamStatusElem[ currentElem ].SetImage( titanImage )
+ }
+
+ for ( index = 0; index < teamResultTable.pilotWithBurnCard && index < maxElems; index++, currentElem++ )
+ {
+ teamStatusElem[ currentElem ].Show()
+ teamStatusElem[ currentElem ].SetImage( pilotBurnCardImage )
+ }
+
+ for ( index = 0; index < teamResultTable.pilot && index < maxElems; index++, currentElem++ )
+ {
+ teamStatusElem[ currentElem ].Show()
+ teamStatusElem[ currentElem ].SetImage( pilotImage )
+ }
+
+ for( ; currentElem < maxElems; currentElem++ )
+ {
+ teamStatusElem[ currentElem ].Hide()
+ }
+}
+function SuddenDeathHUDThink( vgui, entity player )
+{
+ Signal( player, "SuddenDeathHUDThink" )
+ player.EndSignal( "SuddenDeathHUDThink" )
+ vgui.EndSignal( "OnDestroy" )
+
+ while ( GetGameState() != eGameState.SuddenDeath )
+ WaitSignal( player, "GameStateChanged" )
+
+ EndSignal( player, "GameStateChanged" )
+
+ local hudScores = vgui.s.scoreboardProgressBars
+
+ OnThreadEnd(
+ function() : ( hudScores, player )
+ {
+ if ( !IsValid( hudScores ) )
+ return
+
+ hudScores.GameInfo_Label.SetColor( 255, 255, 255, 255 )
+
+ string restoredGameModeLabelText = GAMETYPE_TEXT[ GameRules_GetGameMode() ]
+ hudScores.GameModeLabel.SetText( restoredGameModeLabelText )
+
+ if ( player == GetLocalClientPlayer() )
+ {
+ local scoreElemsClient = player.cv.clientHud.s.mainVGUI.s.scoreboardProgressGroup.elements
+ scoreElemsClient.GameModeLabel.SetText( restoredGameModeLabelText )
+ }
+ }
+ )
+
+ string gameModeLabelText = ""
+
+ switch ( GAMETYPE )
+ {
+ case CAPTURE_THE_FLAG:
+ gameModeLabelText = "#GAMEMODE_CAPTURE_THE_FLAG_SUDDEN_DEATH"
+ break
+
+ case TEAM_DEATHMATCH:
+ case HARDCORE_TDM:
+ gameModeLabelText = "#GAMEMODE_PILOT_HUNTER_SUDDEN_DEATH"
+ break
+
+ default:
+ gameModeLabelText = GAMETYPE_TEXT[ GameRules_GetGameMode() ]
+ }
+
+ hudScores.GameModeLabel.SetText( gameModeLabelText )
+
+ if ( player == GetLocalClientPlayer() )
+ {
+ local scoreElemsClient = player.cv.clientHud.s.mainVGUI.s.scoreboardProgressGroup.elements
+ scoreElemsClient.GameModeLabel.SetText( gameModeLabelText )
+ }
+
+ float startTime = Time()
+ float pulseFrac = 0.0
+
+ while ( true )
+ {
+ pulseFrac = Graph( GetPulseFrac( 1.0, startTime ), 0.0, 1.0, 0.05, 1.0 )
+ hudScores.GameInfo_Label.SetColor( 255, 255, 255, 255 * pulseFrac )
+
+ wait( 0.0 )
+ }
+}