diff options
Diffstat (limited to 'Northstar.Custom/mod/scripts/vscripts/titan')
-rw-r--r-- | Northstar.Custom/mod/scripts/vscripts/titan/sh_titan.gnut | 1276 |
1 files changed, 1276 insertions, 0 deletions
diff --git a/Northstar.Custom/mod/scripts/vscripts/titan/sh_titan.gnut b/Northstar.Custom/mod/scripts/vscripts/titan/sh_titan.gnut new file mode 100644 index 00000000..0793acd2 --- /dev/null +++ b/Northstar.Custom/mod/scripts/vscripts/titan/sh_titan.gnut @@ -0,0 +1,1276 @@ +untyped + +global function TitanShared_Init +global function CodeCallback_PlayerInTitanCockpit +global function DebugNewTitanModels +global function Titan_CreatePhysicsModelsFromParentedModels +global function TemporarilyNonSolidPlayer + +#if SERVER + global function NPC_GetNuclearPayload + global function NPC_SetNuclearPayload + global function TempAirControl + global function TempLossOfAirControl + global function TitanEjectPlayer + global function TitanStagger + global function EnableTitanExit + global function DisableTitanExit + global function TitanSkipsDeathOnEject +#endif + +global const TITAN_EJECT_SCREECH = "titan_eject_screech" +global const TITAN_DECAY_LIMIT = 0.35 // should be the same as the frac that flames start. + +global const TITAN_NUCLEAR_CORE_FX_3P = $"P_xo_exp_nuke_3P_alt" +global const TITAN_NUCLEAR_CORE_FX_1P = $"P_xo_exp_nuke_1P_alt" +global const TITAN_NUCLEAR_CORE_NUKE_FX = $"P_xo_nuke_warn_flare" + + +global enum eCockpitState +{ + Disabled = 0 + Enabled = 1 + NULL = 3 + Open = 5 + Close = 7 + Eject = 9 +} + +struct +{ + float titanVOEjectNotifyDist = 2000 * 2000 +} file + + +function TitanShared_Init() +{ + level._titanCrushables <- {} + + RegisterSignal( "TitanBeingEntered" ) + RegisterSignal( "TitanEntered" ) + RegisterSignal( "TitanExit" ) + RegisterSignal( "TitanExitComplete" ) + RegisterSignal( "TitanDecay" ) + RegisterSignal( "TitanEjectionStarted" ) + RegisterSignal( "EjectLand" ) + RegisterSignal( "EjectAttempt" ) + RegisterSignal( "TempAirControl" ) + + #if SERVER + AddSoulSettingsChangeFunc( UpdateTitanPanel ) + AddSoulSettingsChangeFunc( UpdateTitanArmBadge ) + AddSoulTransferFunc( SmartAmmo_TransferMissileLockons ) + AddSoulDeathCallback( Titan_RodeoPanelCleanup ) + AddSoulDeathCallback( Titan_ArmBadgeCleanup ) + #endif + + #if SERVER + AddSoulInitFunc( AddPanelToTitan ) + AddSoulInitFunc( AddArmBadgeToTitan ) + + PrecacheParticleSystem( TITAN_NUCLEAR_CORE_FX_3P ) + PrecacheParticleSystem( TITAN_NUCLEAR_CORE_FX_1P ) + PrecacheParticleSystem( TITAN_NUCLEAR_CORE_NUKE_FX ) + + PrecacheModel( $"models/industrial/bolt_tiny01.mdl" ) + #endif +} + +#if SERVER +void function Titan_RodeoPanelCleanup( entity soul, var damageInfo ) +{ + if ( IsValid( soul.soul.batteryContainer ) ) + soul.soul.batteryContainer.Kill_Deprecated_UseDestroyInstead() +} + +void function Titan_ArmBadgeCleanup( entity soul, var damageInfo ) +{ + if ( IsValid( soul.soul.armBadge ) ) + soul.soul.armBadge.Kill_Deprecated_UseDestroyInstead() +} +#endif + +//Can't just do this by default for all children on the Titan since they need to have physics properties defined +function Titan_CreatePhysicsModelsFromParentedModels( parentedModel, entity soul ) +{ + if ( !IsValid( parentedModel ) ) + return + + // Make it not solid so ejection doesn't get caught up on it + parentedModel.NotSolid() + +/* + // Stop any running animations + parentedModel.Anim_Stop() + + // Spawn a physics version of the models + entity prop_physics = CreateEntity( "prop_physics" ) + SetTargetName( prop_physics, UniqueString( "parentedModel" ) ) + prop_physics.SetValueForModelKey( parentedModel.GetModelName() ) + prop_physics.kv.skin = parentedModel.GetSkin() + prop_physics.kv.spawnflags = 4 // debris nocollide + prop_physics.kv.fadedist = -1 + prop_physics.kv.physdamagescale = 0.1 + prop_physics.kv.inertiaScale = 1.0 + prop_physics.kv.renderamt = 255 + prop_physics.kv.rendercolor = "255 255 255" + prop_physics.SetOrigin( parentedModel.GetOrigin() ) + prop_physics.SetAngles( parentedModel.GetAngles() ) + DispatchSpawn( prop_physics ) + //prop_physics.SetAngularVelocity( 0,0,0 ) + //prop_physics.SetVelocity( Vector( 0,0,0) ) + prop_physics.Kill_Deprecated_UseDestroyInstead( 11.0 ) +*/ + + // Hide pod model, and delete it. We have to hide it first because it doesn't get deleted right away for some reason + parentedModel.Hide() + parentedModel.Kill_Deprecated_UseDestroyInstead() + +} + +function CodeCallback_PlayerInTitanCockpit( titan, player ) +{ + expect entity( titan ) + expect entity( player ) + + // clear the damage history when you enter a titan + ClearRecentDamageHistory( player ) + + #if SERVER +// player.SetUsableByGroup( "enemies" ) // rodeo'able + //player.SetUsable() + //player.SetUsePrompts( "Hold [USE] to rodeo.", "Hold [USE] to rodeo." ) + //player.SetUsePrompts( " ", " " ) + + TitanTaken( player, titan ) + titan.GetTitanSoul().soul.lastOwner = player + + Remote_CallFunction_Replay( player, "ServerCallback_TitanCockpitBoot" ) + player.CockpitStartBoot() + + Signal( svGlobal.levelEnt, "TitanEntered", { player = player } ) + Signal( player, "TitanEntered" ) + #elseif CLIENT + Signal( player, "TitanEntered" ) + #endif +} + +#if SERVER +void function AddPanelToTitan( entity soul ) +{ + entity titan = soul.GetTitan() + + string settings = GetSoulPlayerSettings( soul ) + var model = Dev_GetPlayerSettingAssetByKeyField_Global( settings, "hatchmodel" ) + if ( model == $"" ) + return + expect asset( model ) + + entity rodeoPanel = CreatePropDynamic( model ) + + string titanType = GetSoulTitanSubClass( soul ) + + rodeoPanel.NotSolid() + rodeoPanel.SetParent( titan, "RODEO_BATTERY" ) + rodeoPanel.Anim_Play( GetAnimFromAlias( titanType, "hatch_rodeo_up_idle" ) ) + rodeoPanel.s.opened <- false + rodeoPanel.s.lastDamageStateThreshold <- 1.1 + rodeoPanel.s.lastDamageStateParticleSystem <- null + rodeoPanel.s.damageAnimDone <- true + SetTeam( rodeoPanel, titan.GetTeam() ) + rodeoPanel.MarkAsNonMovingAttachment() + rodeoPanel.RemoveFromSpatialPartition() + rodeoPanel.SetSkin( titan.GetSkin() ) + + soul.soul.batteryContainer = rodeoPanel +} + +void function UpdateTitanPanel( entity soul ) +{ + entity titan = soul.GetTitan() + if ( !IsAlive( titan ) ) + return + + string settings = GetSoulPlayerSettings( soul ) + var model = Dev_GetPlayerSettingAssetByKeyField_Global( settings, "hatchmodel" ) + if ( model == $"" ) + return + expect asset( model ) + + entity batteryContainer = soul.soul.batteryContainer + + if ( soul.soul.batteryContainerBeingUsed ) + return + + batteryContainer.SetModel( model ) + batteryContainer.SetSkin( titan.GetSkin() ) + batteryContainer.ClearParent() + batteryContainer.SetParent( titan, "RODEO_BATTERY" ) //Needed to fix battery being parented to wrong spot after picking a different titan loadout in grace period. + + string titanType = GetSoulTitanSubClass( soul ) + batteryContainer.Anim_Play( GetAnimFromAlias( titanType, "hatch_rodeo_up_idle" ) ) + +} + +void function AddArmBadgeToTitan( entity soul ) +{ + thread AddArmBadgeToTitan_Internal( soul ) +} + +void function AddArmBadgeToTitan_Internal( entity soul ) +{ + soul.EndSignal( "OnDeath" ) + + // wait until the end of the frame to allow the soul to become owned by a boss player + WaitEndFrame() + + entity titan = soul.GetTitan() + + var model = GetTitanArmBadge( soul ) + if ( model == $"" ) + return + expect asset( model ) + + entity soulOwner = soul.GetBossPlayer() + if ( !IsValid( soulOwner ) ) + return + + entity armBadge = CreatePropDynamic( model ) + + //string titanType = GetSoulTitanSubClass( soul ) + + armBadge.NotSolid() + armBadge.SetParent( titan, TITAN_ARM_BADGE_ATTACHMENT ) + //armBadge.Anim_Play( GetAnimFromAlias( titanType, "hatch_rodeo_up_idle" ) ) + SetTeam( armBadge, titan.GetTeam() ) + armBadge.MarkAsNonMovingAttachment() + armBadge.RemoveFromSpatialPartition() + #if MP + int difficulty = FD_GetHighestDifficultyForTitan( soulOwner, GetActiveTitanLoadout( soulOwner ).titanClass ) + switch ( difficulty ) + { + case eFDDifficultyLevel.HARD: + armBadge.SetBodygroup( 0, 1 ) + break + case eFDDifficultyLevel.MASTER: + armBadge.SetBodygroup( 0, 2 ) + break + case eFDDifficultyLevel.INSANE: + armBadge.SetBodygroup( 0, 3 ) + break + } + #endif + + soul.soul.armBadge = armBadge +} + +void function UpdateTitanArmBadge( entity soul ) +{ + entity titan = soul.GetTitan() + if ( !IsAlive( titan ) ) + return + + var model = GetTitanArmBadge( soul )//Dev_GetPlayerSettingAssetByKeyField_Global( settings, "hatchmodel" ) + if ( model == $"" ) + return + expect asset( model ) + + entity soulOwner = soul.GetBossPlayer() + if ( !IsValid( soulOwner ) ) + return + + entity armBadge = soul.soul.armBadge + if(armBadge == null) + return + + //armBadge.SetModel( model ) + //armBadge.SetSkin( titan.GetSkin() ) + armBadge.ClearParent() + armBadge.SetParent( titan, TITAN_ARM_BADGE_ATTACHMENT ) +} + +int function NPC_GetNuclearPayload( entity npc ) +{ + return npc.ai.nukeCore +} + +void function NPC_SetNuclearPayload( entity npc, int doSet = 4 ) +{ + npc.ai.nukeCore = doSet +} +#endif //Server only + +function DebugNewTitanModels() +{ + return GetCurrentPlaylistVarInt( "r2_titan_models", 0 ) +} + +/* +open +openIdle +close +closeIdle +frontToBack +backToFront +backIdle +*/ + +#if SERVER +const TITAN_PLAYEREJECT_DELAY = 0.4 +const TITAN_PLAYEREJECT_DURATION = 0.8 // long enough foranimation +const MAX_EJECT_LATENCY_COMPENSATION = 0.4 + +function TitanSkipsDeathOnEject( entity titan ) +{ + entity soul = titan.GetTitanSoul() + soul.soul.diesOnEject = false +} + +function TitanEjectPlayer( entity ejectTitan, bool instant = false ) //TODO: This needs a refactor badly. Way too long and unwieldy. I think it was a mistake to handle both player Titan eject and NPC titan eject in the same function +{ + ejectTitan.Signal( "EjectAttempt" ) + + Assert( ejectTitan.IsTitan() ) + Assert( IsAlive( ejectTitan ), "Ejecting titan expected to be alive. IsPlayer? " + ejectTitan.IsPlayer() + " ent: " + ejectTitan ) + + if ( ejectTitan.ContextAction_IsActive() ) + return + + entity soul = ejectTitan.GetTitanSoul() + + if ( soul.IsEjecting() ) + return + + if ( ejectTitan.IsPlayer() ) + { + if ( IsPlayerDisembarking( ejectTitan ) ) + return + } + + local e = {} + e.titan <- ejectTitan + e.team <- ejectTitan.GetTeam() + + e.player <- null + e.npcPilot <- null + bool ejectTitanHasNpcPilot = false + if ( ejectTitan.IsPlayer() ) + e.player = ejectTitan + + #if NPC_TITAN_PILOT_PROTOTYPE + if ( TitanHasNpcPilot( ejectTitan ) ) + { + ejectTitanHasNpcPilot = true + } + #endif + + e.nukeFX <- [] + e.attacker <- ( "attacker" in soul.lastAttackInfo ) ? soul.lastAttackInfo.attacker : null + e.inflictor <- ( "inflictor" in soul.lastAttackInfo ) ? soul.lastAttackInfo.inflictor : null + e.damageSourceId <- ( "damageSourceId" in soul.lastAttackInfo ) ? soul.lastAttackInfo.damageSourceId : -1 + e.damageTypes <- soul.lastAttackInfo.scriptType + e.overrideAttacker <- soul.soul.nukeAttacker + + local nuclearPayload = 0 + if ( IsValid( e.player ) ) + nuclearPayload = GetNuclearPayload( ejectTitan ) + else + nuclearPayload = NPC_GetNuclearPayload( ejectTitan ) + + e.nuclearPayload <- nuclearPayload + + if ( e.nuclearPayload ) + { + e.needToClearNukeFX <- false + e.nukeFXInfoTarget <- CreateEntity( "info_target" ) + e.nukeFXInfoTarget.kv.spawnflags = SF_INFOTARGET_ALWAYS_TRANSMIT_TO_CLIENT + DispatchSpawn( e.nukeFXInfoTarget ) + + AI_CreateDangerousArea_DamageDef( damagedef_nuclear_core, e.nukeFXInfoTarget, ejectTitan.GetTeam(), true, true ) + } + + entity rodeoPilot = GetRodeoPilot( ejectTitan ) + if ( rodeoPilot && rodeoPilot == e.attacker ) + e.damageSourceId = eDamageSourceId.rodeo_forced_titan_eject + + ejectTitan.Signal( "TitanEjectionStarted" ) + ejectTitan.EndSignal( "OnDeath" ) + + OnThreadEnd( + function() : ( e, ejectTitan ) + { + if ( IsAlive( ejectTitan ) ) + { + thread ClearEjectInvulnerability( ejectTitan ) + } + else if ( IsValid( ejectTitan ) ) + { + ejectTitan.ClearInvulnerable() + } + + if ( IsValid( e.player ) ) + { + e.player.UnfreezeControlsOnServer() + } + + entity titan = expect entity( e.titan ) + + if ( e.nuclearPayload ) + { + if ( e.needToClearNukeFX ) + { + if ( IsAlive( titan ) ) + { + //Nuclear eject sequence got interrupted early, probably because Pilot died + Assert( titan.IsTitan() ) + thread NuclearCoreExplosion( titan.GetOrigin(), e ) + } + else + { + //Nuclear eject fired, needs to be cleaned up + ClearNuclearBlueSunEffect( e ) + } + } + //Nuclear core handles cleaning up the left over titan by itself, so just return out early + return + } + + if ( !IsAlive( titan ) ) + return + + entity soul = titan.GetTitanSoul() + if ( !soul.soul.diesOnEject ) + return + + Assert( titan.IsTitan() ) + Assert( soul.IsEjecting() ) + titan.Die( e.attacker, e.inflictor, { scriptType = damageTypes.titanEjectExplosion | e.damageTypes, damageSourceId = e.damageSourceId } ) + } + ) + + soul.SetEjecting( true ) + ejectTitan.SetInvulnerable() //Give both player and ejectTitan temporary invulnerability in the course of ejecting. Player invulnerability gets cleared in ClearEjectInvulnerability + + #if SERVER + StatusEffect_StopAll( expect entity( e.titan ), eStatusEffect.lockon_detected_titan ) + #endif + + #if HAS_STATS + if ( IsValid( e.player ) ) + { + UpdatePlayerStat( expect entity( e.player ), "misc_stats", "timesEjected" ) + if ( nuclearPayload ) + UpdatePlayerStat( expect entity( e.player ), "misc_stats", "timesEjectedNuclear" ) + } + #endif + #if SERVER && MP + PIN_AddToPlayerCountStat( expect entity( e.player ), "ejects" ) + #endif + + if ( !ejectTitan.ContextAction_IsBusy() ) + ejectTitan.ContextAction_SetBusy() + + local standing = true + if ( IsValid( e.player ) ) + standing = e.player.IsStanding() + else + standing = soul.GetStance() == STANCE_STAND + + local titanEjectAnimPlayer, titanEjectAnimTitan + if ( standing ) + { + if ( nuclearPayload ) + { + titanEjectAnimPlayer = "at_nuclear_eject_standing" + titanEjectAnimTitan = "at_nuclear_eject_standing_idle" + } + else + { + titanEjectAnimPlayer = "at_MP_eject_stand_start" + titanEjectAnimTitan = "at_MP_eject_stand_end" + } + } + else + { + titanEjectAnimPlayer = "at_MP_eject_crouch_idle" + titanEjectAnimTitan = "at_MP_eject_crouch_start" + } + + float ejectDuration // = TITAN_PLAYEREJECT_DURATION + if ( nuclearPayload ) + ejectDuration = TITAN_PLAYEREJECT_DURATION * 2.0 + else + ejectDuration = TITAN_PLAYEREJECT_DURATION + +// ejectDuration = ejectTitan.GetSequenceDuration( titanEjectAnimPlayer ) + + if ( nuclearPayload ) + { + array<entity> players = GetPlayerArray() + local frequency = 40 + local duration = 8.5 + vector origin = ejectTitan.GetOrigin() + + foreach ( guy in players ) + { + if ( guy == e.player ) + continue + + if ( !IsAlive( guy ) ) + continue + + float dist = Distance( guy.GetOrigin(), origin ) + float result = Graph( dist, 750, 1500, 5.0, 0.0 ) + Remote_CallFunction_Replay( guy, "ServerCallback_ScreenShake", result, frequency, duration ) + } + + e.needToClearNukeFX = true + e.nukeFXInfoTarget.SetParent( ejectTitan, "CHESTFOCUS" ) //Play FX and sound on entity since we need something that lasts across the player titan -> pilot transition + e.nukeFX.append( PlayFXOnEntity( TITAN_NUCLEAR_CORE_NUKE_FX, expect entity( e.nukeFXInfoTarget ) ) ) + e.nukeFX.append( e.nukeFXInfoTarget ) + //ejectDuration += 0.5 + + EmitSoundOnEntity( e.nukeFXInfoTarget, "titan_nuclear_death_charge" ) + } + + entity rodeoPlayer = GetRodeoPilot( ejectTitan ) + if ( IsValid( rodeoPlayer ) ) + Remote_CallFunction_Replay( rodeoPlayer, "ServerCallback_RodeoerEjectWarning", ejectTitan.GetTitanSoul().GetEncodedEHandle(), TITAN_PLAYEREJECT_DELAY + ejectDuration ) + + if ( IsValid( e.player ) ) + e.player.CockpitStartEject() + + float blendDelay = 0.15 + vector origin = ejectTitan.GetOrigin() + + if ( !instant ) + { + if ( IsValid( e.player ) ) + { + Remote_CallFunction_Replay( e.player, "ServerCallback_EjectConfirmed" ) + EmitSoundAtPositionExceptToPlayer( e.team, ejectTitan.GetOrigin(), e.player, "Titan_Eject_Servos_3P" ) + e.player.FreezeControlsOnServer() + } + else + { + EmitSoundAtPosition( e.team, ejectTitan.GetOrigin(), "Titan_Eject_Servos_3P" ) + } + + if ( !ejectTitan.IsTitan() ) + { + // must be a titan, something bad has happened + KillStuckPlayer( ejectTitan ) + return + } + + ejectTitan.Anim_Play( titanEjectAnimPlayer ) + + wait blendDelay // wait for ejectTitan to blend into disembark pose + + Assert( ejectDuration > MAX_EJECT_LATENCY_COMPENSATION ) + wait ejectDuration - MAX_EJECT_LATENCY_COMPENSATION + + if ( IsValid( e.player ) ) + { + // subtract player latency so that the client gets the eject at the same time they finish the animation + float latency = expect entity( e.player ).GetLatency() + float waitduration = MAX_EJECT_LATENCY_COMPENSATION - min( latency, MAX_EJECT_LATENCY_COMPENSATION ) + //printt( "Eject: compensating for " + latency + " seconds of latency; wait " + waitduration ) + wait waitduration + } + } + + // Defensive fix for if player becomes a spectator between initiating eject and now + if ( IsValid( e.player ) && e.player.GetPlayerSettings() == "spectator" ) + return + + if ( ejectTitan.GetTitanSoul() == null ) + return + + if ( IsValid( e.player ) ) + EmitSoundAtPositionExceptToPlayer( e.team, ejectTitan.GetOrigin(), e.player, "Titan_Eject_PilotLaunch_3P" ) + else + EmitSoundAtPosition( e.team, ejectTitan.GetOrigin(), "Titan_Eject_PilotLaunch_3P" ) + + entity titan + if ( IsValid( e.player ) ) + { + entity player = expect entity( e.player ) + titan = CreateAutoTitanForPlayer_ForTitanBecomesPilot( player ) + DispatchSpawn( titan ) + player.p.lastEjectTime = Time() + HolsterAndDisableWeapons( player ) //Primarily done to not play the holster animation, then deploy animation of weapon if we happened to switch the active weapon in GiveWeaponsFromStoredArray() + TitanBecomesPilot( ejectTitan, titan ) + DeployAndEnableWeapons( player )//Undo Holster + player.UnfreezeControlsOnServer() + } + else + { + // the titan is an AI + titan = ejectTitan + } + + #if NPC_TITAN_PILOT_PROTOTYPE + if ( ejectTitanHasNpcPilot ) + e.npcPilot = NpcTitanBecomesPilot( ejectTitan ) + #endif + + vector titanOrigin = titan.GetOrigin() + + // HACKY, surprised there isn't a wrapper for this yet + if ( !( "disableAutoTitanConversation" in titan.s ) ) + titan.s.disableAutoTitanConversation <- true // no auto titan chatter + + titan.SetInvulnerable() //Titan dies at the end of eject sequence by script + titan.SetNPCPriorityOverride_NoThreat() // AI shouldn't consider this ejecting titan as an enemy and shoot it, etc + + if ( e.nuclearPayload ) + { + e.nukeFXInfoTarget.SetParent( titan, "CHESTFOCUS" ) + } + + local isInDeepWater = ( "isInDeepWater" in ejectTitan.s && ejectTitan.s.isInDeepWater ) + + if ( e.nuclearPayload || isInDeepWater ) + { + thread TitanNonSolidTemp( titan ) + } + + ejectTitan.Anim_Stop() + e.titan = titan + + if ( ejectTitan.ContextAction_IsBusy() ) + ejectTitan.ContextAction_ClearBusy() + + FirstPersonSequenceStruct sequence + sequence.thirdPersonAnim = expect string ( titanEjectAnimTitan ) + sequence.teleport = true + thread FirstPersonSequence( sequence, titan ) + + if ( IsValid( e.player ) ) + { + entity player = expect entity( e.player ) + thread TempAirControl( player ) + + PutEntityInSafeSpot( player, titan, null, origin + <0,0,60>, player.GetOrigin() + <0,0,60> ) + } + + vector ejectAngles = titan.GetAngles() + ejectAngles.x = 270 + //ejectAngles.x = RandomIntRange( 263, 277 ) //5 degrees back of straight up was 245 + + float speed = RandomFloatRange( 1500, 1700 ) //was 1000 + if ( nuclearPayload ) + speed += 400 + + if ( isInDeepWater ) + speed += 1000 + + e.singleRodeoPilot <- null //HACKY. Need to store it off because after time passes we don't have a handle to the rider anymore. Terribly hacky + + entity rider = GetRodeoPilot( titan ) + if ( rider && rider.GetParent() == titan ) + { + e.singleRodeoPilot = rider //Need to store it off because after time passes we don't have a handle to the rider anymore. Terribly hacky + if ( IsValid( e.player ) ) + thread TemporarilyNonSolidPlayer( expect entity( e.player ) ) + + thread TemporarilyNonSolidPlayer( rider ) + + vector riderEjectAngles = AnglesCompose( ejectAngles, < 5, 0, 0 > ) + + float gravityScale = expect float ( rider.GetPlayerSettingsField( "gravityscale" ) ) + vector riderVelocity = AnglesToForward( riderEjectAngles ) * (speed * gravityScale) * 0.95 + + ThrowRiderOff( rider, titan, riderVelocity ) + + wait 0.05 + } + + if ( IsAlive( expect entity( e.player ) ) ) + { + if ( PlayerHasPassive( expect entity( e.player ), ePassives.PAS_PHASE_EJECT ) ) + { + PhaseShift( expect entity( e.player ), 0.0, 3.0 ) + ejectAngles.x = 315 + speed *= 0.5 + } + ejectAngles = AnglesCompose( ejectAngles, < -5, 0, 0 > ) + + float gravityScale = expect float ( e.player.GetPlayerSettingsField( "gravityscale" ) ) + vector velocity = AnglesToForward( ejectAngles ) * speed * sqrt( gravityScale ) + e.player.SetOrigin( e.player.GetOrigin() ) + e.player.SetVelocity( velocity ) + vector player_look_angles = titan.GetAngles() + player_look_angles.x = 80 //was 35 + e.player.SetAngles( player_look_angles ) + + thread EjectFlightTracker( expect entity( e.player ) ) + + entity rider = expect entity( e.singleRodeoPilot ) + if ( IsAlive( rider ) && e.player.GetTeam() != rider.GetTeam() ) + thread LookAtEachOther( rider, expect entity( e.player ) ) + } + else if ( ejectTitanHasNpcPilot && IsAlive( expect entity( e.npcPilot ) ) ) + { + speed *= 0.6//magic number + vector velocity = < 0, 0, speed > //straight up + e.npcPilot.SetOrigin( titan.GetOrigin() /* + Vector(0,0,100)*/ ) + e.npcPilot.SetAngles( titan.GetAngles() ) + e.npcPilot.Anim_ScriptedPlay( "running_jump_F_float" ) + e.npcPilot.SetVelocity( velocity ) + } + + if ( IsValid( e.player ) ) + TitanEjectVO( expect entity( e.player ), titanOrigin ) + + wait 0.15 + + vector explosionOrigin = titanOrigin + Vector( 0, 0, 200 ) + + if ( nuclearPayload ) + { + thread NuclearCoreExplosion( explosionOrigin, e ) + } + else + { + entity explosionOwner = GetExplosionOwner( e ) + entity inflictor + if ( IsValid( titan ) ) + inflictor = titan + else + inflictor = explosionOwner + + RadiusDamage( + explosionOrigin, // origin + explosionOwner, // owner + inflictor, // inflictor + 1, // normal damage + 1800, // heavy armor damage + 100, // inner radius + 300, // outer radius + SF_ENVEXPLOSION_NO_DAMAGEOWNER, // explosion flags + 0, // distanceFromAttacker + 0, // explosionForce + damageTypes.explosive, // damage flags + eDamageSourceId.titan_explosion // damage source id + ) + + entity shake = CreateEntity( "env_shake" ) + shake.SetOrigin( titanOrigin ) + shake.kv.amplitude = 12 //1-16 + shake.kv.duration = 1 + shake.kv.frequency = 100 //.001 - 255 + shake.kv.radius = 1000 + shake.kv.spawnflags = 4 //in air + DispatchSpawn( shake ) + shake.Fire( "StartShake" ) + shake.Kill_Deprecated_UseDestroyInstead( 1 ) + } + + if ( IsValid( titan ) ) + { + if ( titan.ContextAction_IsBusy() ) + titan.ContextAction_ClearBusy() + } +} + +function TitanEjectVO( entity player, vector titanOrigin ) +{ + array<entity> titans = GetTitanArray() + int team = player.GetTeam() + int voEnum + + foreach ( titan in titans ) + { + if ( !titan.IsPlayer() ) + continue + if ( titan == player ) + continue + + if ( team == titan.GetTeam() ) + { + if ( DistanceSqr( titanOrigin, titan.GetOrigin() ) > file.titanVOEjectNotifyDist ) + return + + voEnum = eTitanVO.FRIENDLY_EJECTED + } + else + { + if ( !ShouldCalloutEjection( player, titanOrigin, titan ) ) + return + + voEnum = eTitanVO.ENEMY_EJECTED + } + + Remote_CallFunction_Replay( titan, "SCB_TitanDialogue", voEnum ) + } +} +#endif // SERVER + +bool function ShouldCalloutEjection( entity player, vector titanOrigin, entity titan ) +{ + if ( DistanceSqr( titanOrigin, titan.GetOrigin() ) < file.titanVOEjectNotifyDist ) + return true + + // have they hit each other recently? To catch LTS sniper war ejections + if ( WasRecentlyHitByEntity( player, titan, 6.0 ) ) + return true + + if ( WasRecentlyHitByEntity( titan, player, 6.0 ) ) + return true + + return false +} + + +function TemporarilyNonSolidPlayer( entity rider ) +{ + rider.EndSignal( "OnDeath" ) + + OnThreadEnd( + function () : ( rider ) + { + if ( IsValid( rider ) ) + { + rider.Solid() + } + } + ) + + rider.NotSolid() + wait 1.5 +} + + +#if SERVER +function TitanNonSolidTemp( entity titan ) +{ + if ( !EntityInSolid( titan ) ) + return + + local collisionGroup = titan.kv.CollisionGroup + + // Blocks bullets, projectiles but not players and not AI + titan.kv.CollisionGroup = TRACE_COLLISION_GROUP_BLOCK_WEAPONS + + titan.EndSignal( "OnDeath" ) + + while( EntityInSolid( titan ) ) + { + wait 0.1 + } + + titan.kv.collisionGroup = collisionGroup +} + +function NuclearCoreExplosion( vector origin, e ) +{ + entity titan = expect entity( e.titan ) + + titan.EndSignal( "OnDeath" ) + + e.needToClearNukeFX = false //This thread and NuclearCoreExplosionChainReaction now take responsibility for clearing the FX + + OnThreadEnd( + function() : ( e ) + { + ClearNuclearBlueSunEffect( e ) + } + ) + + wait 1.3 + Assert( IsValid( titan ) ) + titan.s.silentDeath <- true //Don't play normal titan_death_explode in _deathpackage since we're playing titan_nuclear_death_explode + + EmitSoundAtPosition( titan.GetTeam(), origin, "titan_nuclear_death_explode" ) + + titan.s.noLongerCountsForLTS <- true + + thread NuclearCoreExplosionChainReaction( origin, e ) + + if ( IsAlive( titan ) ) + titan.Die( e.attacker, e.inflictor, { scriptType = DF_EXPLOSION, damageType = DMG_REMOVENORAGDOLL, damageSourceId = e.damageSourceId } ) +} + + +void function KillStuckPlayer( entity player ) +{ + if ( IsAlive( player ) ) + player.Die( svGlobal.worldspawn, svGlobal.worldspawn, { scriptType = DF_DISSOLVE, damageSourceId = damagedef_crush } ) +} +#endif // SERVER + +function ClearNuclearBlueSunEffect( e ) +{ + foreach ( fx in e.nukeFX ) + { + if ( IsValid( fx ) ) + fx.Kill_Deprecated_UseDestroyInstead() + } + e.nukeFX.clear() + e.needToClearNukeFX = false +} + +#if SERVER +function NuclearCoreExplosionChainReaction( vector origin, e ) +{ + int explosions + local innerRadius + float time + bool IsNPC + + local heavyArmorDamage = 2500 + local normalDamage = 75 + + switch ( e.nuclearPayload ) + { + case 4: + // npc nuke: the idea is to be the same as the regular nuke - but with less explosion calls + explosions = 3 + innerRadius = 350 + time = 1.5 //1 is the regular nuke time - but we won't be adding an extra explosion and we want 3 explosions over 1s. This will mathematically give us that. + IsNPC = true + + local fraction = 10.0 / explosions //10 is the regular nuke number + heavyArmorDamage = heavyArmorDamage * fraction + normalDamage = normalDamage * fraction + break + + case 3: + // super nuke: PAS_NUCLEAR_CORE + PAS_BUILD_UP_NUCLEAR_CORE + explosions = 20 + innerRadius = 350 + time = 1.7 + IsNPC = false + break + + case 2: + // super nuke: PAS_NUCLEAR_CORE + explosions = 15 + innerRadius = 350 + time = 1.4 + IsNPC = false + break + + case 1: + // regular nuke: PAS_BUILD_UP_NUCLEAR_CORE + explosions = 10 + innerRadius = 350 + time = 1.0 + IsNPC = false + break + + default: + Assert( 0, "e.nuclearPayload value: " + e.nuclearPayload + " not accounted for." ) + break + } + + float waitPerExplosion = time / explosions + + ClearNuclearBlueSunEffect( e ) + + if ( IsValid( e.player ) ) + { + thread __CreateFxInternal( TITAN_NUCLEAR_CORE_FX_1P, null, "", origin, Vector(0,RandomInt(360),0), C_PLAYFX_SINGLE, null, 1, expect entity( e.player ) ) + thread __CreateFxInternal( TITAN_NUCLEAR_CORE_FX_3P, null, "", origin + Vector( 0, 0, -100 ), Vector(0,RandomInt(360),0), C_PLAYFX_SINGLE, null, 6, expect entity( e.player ) ) + } + else + { + PlayFX( TITAN_NUCLEAR_CORE_FX_3P, origin + Vector( 0, 0, -100 ), Vector(0,RandomInt(360),0) ) + } + + // one extra explosion that does damage to physics entities at smaller radius + if ( !IsNPC ) + explosions += 1 + + local outerRadius + + local baseNormalDamage = normalDamage + local baseHeavyArmorDamage = heavyArmorDamage + local baseInnerRadius = innerRadius + local baseOuterRadius = outerRadius + + // all damage must have an inflictor currently + entity inflictor = CreateEntity( "script_ref" ) + inflictor.SetOrigin( origin ) + inflictor.kv.spawnflags = SF_INFOTARGET_ALWAYS_TRANSMIT_TO_CLIENT + DispatchSpawn( inflictor ) + + OnThreadEnd( + function() : ( inflictor ) + { + if ( IsValid( inflictor ) ) + inflictor.Destroy() + } + ) + + for ( int i = 0; i < explosions; i++ ) + { + local normalDamage = baseNormalDamage + local heavyArmorDamage = baseHeavyArmorDamage + local innerRadius = baseInnerRadius + local outerRadius = baseOuterRadius + + if ( i == 0 && !IsNPC ) + { + normalDamage = 75 + heavyArmorDamage = 0 + outerRadius = 600 + } + else + { + outerRadius = 750 + } + + entity explosionOwner = GetExplosionOwner( e ) + + if ( outerRadius < innerRadius ) + outerRadius = innerRadius + + RadiusDamage_DamageDef( damagedef_nuclear_core, + origin, // origin + explosionOwner, // owner + inflictor, // inflictor + normalDamage, // normal damage + heavyArmorDamage, // heavy armor damage + innerRadius, // inner radius + outerRadius, // outer radius + 0 ) // dist from attacker + + wait waitPerExplosion + } +} + +entity function GetExplosionOwner( e ) +{ + if ( IsValid( expect entity( e.overrideAttacker ) ) ) + return expect entity( e.overrideAttacker ) + + if ( IsValid( expect entity( e.player ) ) ) + return expect entity( e.player ) + + if ( IsValid( expect entity( e.titan ) ) ) + return expect entity( e.titan ) + + return GetTeamEnt( expect int( e.team ) ) +} +#endif // SERVER + +function ClearEjectInvulnerability( entity player ) +{ + if ( !IsValid( player ) ) + return + + player.EndSignal( "OnDeath" ) + + OnThreadEnd( + function () : (player) + { + if ( IsValid( player ) ) + player.ClearInvulnerable() + } + ) + + wait 0.35 +} + +function EjectFlightTracker( entity player ) +{ + player.EndSignal( "OnDeath" ) + player.EndSignal( "EjectLand" ) + player.EndSignal( "RodeoStarted" ) + + OnThreadEnd( + function () : (player) + { + player.p.pilotEjecting = false + player.p.pilotEjectEndTime = Time() + } + ) + + player.p.pilotEjecting = true + player.p.pilotEjectStartTime = Time() + + wait 0.1 + for ( ;; ) + { + if ( player.IsOnGround() ) + player.Signal("EjectLand") + + wait 0.1 + } +} + +#if SERVER +function TempAirControl( entity player ) +{ + player.EndSignal( "TempAirControl" ) + player.EndSignal( "OnDeath" ) + + player.kv.airSpeed = 200 + player.kv.airAcceleration = 800 + + wait 1.5 + + player.kv.airSpeed = 100 + + wait 3.5 + + player.kv.airSpeed = player.GetPlayerSettingsField( "airSpeed" ) + player.kv.airAcceleration = player.GetPlayerSettingsField( "airAcceleration" ) +} + + +function TempLossOfAirControl( entity player, float time ) +{ + player.EndSignal( "OnDeath" ) + + player.kv.airSpeed = 0 + player.kv.airAcceleration = 0 // 500 + + wait time + + player.kv.airSpeed = player.GetPlayerSettingsField( "airSpeed" ) + player.kv.airAcceleration = player.GetPlayerSettingsField( "airAcceleration" ) +} + + +bool function TitanStagger( entity titan, damageInfo ) +{ + if ( !IsAlive( titan ) ) + return false + + if ( !titan.IsPlayer() ) + return false + + if ( Time() - titan.s.lastStaggerTime < 1.0 ) + return false + + if ( titan.GetTitanSoul().GetShieldHealth() ) + return false + + if ( DamageInfo_GetDamage( damageInfo ) < 1000 ) + return false + + switch ( DamageInfo_GetDamageSourceIdentifier( damageInfo ) ) + { + // R1 + // case eDamageSourceId.mp_titanweapon_arc_cannon: + // case eDamageSourceId.titanEmpField: + // case eDamageSourceId.mp_titanweapon_40mm: + // case eDamageSourceId.mp_weapon_rocket_launcher: + // case eDamageSourceId.mp_titanweapon_sniper: + // case eDamageSourceId.mp_titanweapon_shoulder_rockets: + // case eDamageSourceId.mp_titanweapon_homing_rockets: + // case eDamageSourceId.mp_titanweapon_dumbfire_rockets: + // case eDamageSourceId.mp_titanweapon_salvo_rockets: + + // R2 ORDNANCE + case eDamageSourceId.mp_titanweapon_shoulder_rockets: + case eDamageSourceId.mp_titanweapon_tracker_rockets: + // case eDamageSourceId.mp_titanweapon_flame_wall: + case eDamageSourceId.mp_titanweapon_shoulder_rockets: + case eDamageSourceId.mp_titanweapon_laser_lite: + case eDamageSourceId.mp_titanweapon_stun_laser: + case eDamageSourceId.mp_titanweapon_arc_wave: + case eDamageSourceId.mp_titanweapon_dumbfire_rockets: + case eDamageSourceId.mp_titanability_power_shot: + + // R2 PRIMARY WEAPONS + // case eDamageSourceId.mp_titanweapon_xo16_shorty: + case eDamageSourceId.mp_titanweapon_sticky_40mm: + case eDamageSourceId.mp_titanweapon_meteor: + case eDamageSourceId.mp_titanweapon_rocketeer_rocketstream: + case eDamageSourceId.mp_titanweapon_particle_accelerator: + case eDamageSourceId.mp_titanweapon_leadwall: + case eDamageSourceId.mp_titanweapon_sniper: + // case eDamageSourceId.mp_titanweapon_predator_cannon + + // R2 CORES + case eDamageSourceId.mp_titancore_amp_core: + case eDamageSourceId.mp_titancore_salvo_core: + case eDamageSourceId.mp_titancore_flame_wave: + case eDamageSourceId.mp_titanweapon_flightcore_rockets: + case eDamageSourceId.mp_titancore_laser_cannon: + case eDamageSourceId.mp_titancore_shift_core: + case eDamageSourceId.mp_titancore_siege_mode: + + titan.SetStaggering() + titan.s.lastStaggerTime = Time() + return true + + default: + return false + } + + unreachable +} +#endif // SERVER + +function LookAtEachOther( entity rider, entity player ) +{ + rider.EndSignal( "OnDeath" ) + player.EndSignal( "OnDeath" ) + + float endTime = Time() + 0.45 + + for ( ;; ) + { + vector org1 = rider.GetOrigin() + vector org2 = player.GetOrigin() + vector vec1 = org2 - org1 + vector angles1 = VectorToAngles( vec1 ) + vector vec2 = org1 - org2 + vector angles2 = VectorToAngles( vec2 ) + + angles1.x = 0 + angles2.x = 0 + if ( rider.GetParent() == null ) + rider.SetAngles( angles1 ) + if ( player.GetParent() == null ) + player.SetAngles( angles2 ) + + if ( Time() >= endTime ) + return + + WaitFrame() + } +} + +#if SERVER +function EnableTitanExit( entity player ) +{ + if ( CanDisembark( player ) == true ) + return + + Disembark_Allow( player ) + + printt( player, "Titan exit enabled" ) +} + +function DisableTitanExit( entity player ) +{ + if ( !CanDisembark( player ) ) + return + + Disembark_Disallow( player ) + + printt( player, "Titan exit disabled" ) +} + +asset function GetTitanArmBadge( entity soul ) +{ + #if MP + entity soulOwner = soul.GetBossPlayer() + if ( !IsValid( soulOwner ) ) + return $"" + + TitanLoadoutDef loadout = GetActiveTitanLoadout( soulOwner ) + return GetTitanArmBadgeFromLoadoutAndPrimeStatus( loadout ) + #else + return $"" + #endif +} + +#endif
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