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-rw-r--r--Northstar.Custom/mod/scripts/vscripts/gamemodes/_gamemode_inf.gnut417
1 files changed, 211 insertions, 206 deletions
diff --git a/Northstar.Custom/mod/scripts/vscripts/gamemodes/_gamemode_inf.gnut b/Northstar.Custom/mod/scripts/vscripts/gamemodes/_gamemode_inf.gnut
index 2ccd46ba..28683904 100644
--- a/Northstar.Custom/mod/scripts/vscripts/gamemodes/_gamemode_inf.gnut
+++ b/Northstar.Custom/mod/scripts/vscripts/gamemodes/_gamemode_inf.gnut
@@ -1,206 +1,211 @@
-global function GamemodeInfection_Init
-
-struct {
- bool hasHadFirstInfection = false
- bool hasHadLastInfection = false
- array<entity> playersToNotifyOfInfection
-} file
-
-void function GamemodeInfection_Init()
-{
- SetSpawnpointGamemodeOverride( FFA )
- SetLoadoutGracePeriodEnabled( false ) // prevent modifying loadouts with grace period
- SetWeaponDropsEnabled( false )
- SetShouldUseRoundWinningKillReplay( true )
- Riff_ForceTitanAvailability( eTitanAvailability.Never )
- Riff_ForceBoostAvailability( eBoostAvailability.Disabled )
- ClassicMP_ForceDisableEpilogue( true )
-
- SetShouldPlayerStartBleedoutFunc( InfectionShouldPlayerStartBleedout )
- AddCallback_OnClientConnected( InfectionInitPlayer )
- AddCallback_OnPlayerKilled( InfectionOnPlayerKilled )
- AddCallback_OnPlayerRespawned( RespawnInfected )
- AddCallback_GameStateEnter( eGameState.Playing, SelectFirstInfected )
-
- SetTimeoutWinnerDecisionFunc( TimeoutCheckSurvivors )
-}
-
-void function InfectionInitPlayer( entity player )
-{
- if ( GetGameState() < eGameState.Playing )
- SetTeam( player, INFECTION_TEAM_SURVIVOR )
- else
- InfectPlayer( player, player )
-}
-
-void function SelectFirstInfected()
-{
- thread SelectFirstInfectedDelayed()
-}
-
-void function SelectFirstInfectedDelayed()
-{
- wait 10.0 + RandomFloat( 5.0 )
-
- array<entity> players = GetPlayerArray()
- entity infected = players[ RandomInt( players.len() ) ]
-
- InfectPlayer( infected, infected )
- RespawnInfected( infected )
-}
-
-void function InfectionOnPlayerKilled( entity victim, entity attacker, var damageInfo )
-{
- if ( !victim.IsPlayer() || !attacker.IsPlayer() || GetGameState() != eGameState.Playing )
- return
-
- if ( victim.GetTeam() == INFECTION_TEAM_SURVIVOR )
- InfectPlayer( victim, attacker )
-
- if ( attacker.IsPlayer() )
- attacker.SetPlayerGameStat( PGS_ASSAULT_SCORE, attacker.GetPlayerGameStat( PGS_ASSAULT_SCORE ) + 1 )
-}
-
-void function InfectPlayer( entity player, entity attacker )
-{
- SetTeam( player, INFECTION_TEAM_INFECTED )
- player.SetPlayerGameStat( PGS_ASSAULT_SCORE, 0 ) // reset kills
- file.playersToNotifyOfInfection.append( player )
-
- // check how many survivors there are
- array<entity> survivors = GetPlayerArrayOfTeam( INFECTION_TEAM_SURVIVOR )
- if ( survivors.len() == 0 )
- {
- SetRespawnsEnabled( false )
- SetKillcamsEnabled( false )
- SetRoundWinningKillReplayAttacker(attacker)
- SetWinner( INFECTION_TEAM_INFECTED )
- }
- else if ( survivors.len() == 1 && !file.hasHadLastInfection )
- SetLastSurvivor( survivors[ 0 ] )
-
- if ( !file.hasHadFirstInfection )
- {
- file.hasHadFirstInfection = true
-
- foreach ( entity otherPlayer in GetPlayerArray() )
- if ( player != otherPlayer )
- Remote_CallFunction_NonReplay( otherPlayer, "ServerCallback_AnnounceFirstInfected", player.GetEncodedEHandle() )
-
- PlayMusicToAll( eMusicPieceID.GAMEMODE_1 )
- }
-}
-
-void function RespawnInfected( entity player )
-{
- if ( player.GetTeam() != INFECTION_TEAM_INFECTED )
- return
-
- // notify newly infected players of infection
- if ( file.playersToNotifyOfInfection.contains( player ) )
- {
- Remote_CallFunction_NonReplay( player, "ServerCallback_YouAreInfected" )
- file.playersToNotifyOfInfection.remove( file.playersToNotifyOfInfection.find( player ) )
- }
-
- // set camo to pond scum
- player.SetSkin( 1 )
- player.SetCamo( 110 )
-
- // if human, remove helmet bodygroup, human models have some weird bloody white thing underneath their helmet that works well for this, imo
- if ( !player.IsMechanical() )
- player.SetBodygroup( player.FindBodyGroup( "head" ), 1 )
-
- // stats for infected
- StimPlayer( player, 9999.9 ) // can't do endless since we don't get the visual effect in endless
- player.kv.airAcceleration = 2500
-
- // scale health with num of infected, with 50 as base health
- player.SetMaxHealth( ( GetPlayerArrayOfTeam( INFECTION_TEAM_SURVIVOR ).len() + 1 ) * 10 )
-
- // set loadout
- foreach ( entity weapon in player.GetMainWeapons() )
- player.TakeWeaponNow( weapon.GetWeaponClassName() )
-
- foreach ( entity weapon in player.GetOffhandWeapons() )
- player.TakeWeaponNow( weapon.GetWeaponClassName() )
-
- // TEMP: give archer so player so player has a weapon which lets them use offhands
- // need to replace this with a custom empty weapon at some point
- //player.GiveWeapon( "mp_weapon_rocket_launcher" )
- player.GiveWeapon( "mp_weapon_mgl" )
- player.GiveOffhandWeapon( "melee_pilot_emptyhanded", OFFHAND_MELEE )
-
- thread PlayInfectedSounds( player )
-}
-
-void function PlayInfectedSounds( entity player )
-{
- player.EndSignal( "OnDeath" )
- player.EndSignal( "OnDestroy" )
-
- float nextRandomSound
- while ( true )
- {
- WaitFrame()
-
- int meleeState = player.PlayerMelee_GetState()
- if ( nextRandomSound < Time() || meleeState != 0 )
- {
- string selectedSound
- if ( CoinFlip() )
- selectedSound = "prowler_vocal_attack"
- else
- selectedSound = "prowler_vocal_attackmiss"
-
- bool canSeeSurvivor
- foreach ( entity survivor in GetPlayerArrayOfTeam( INFECTION_TEAM_SURVIVOR ) )
- if ( TraceLineSimple( player.GetOrigin(), survivor.GetOrigin(), survivor ) == 1.0 )
- canSeeSurvivor = true
-
- // _int sounds are less agressive so only play them if we aren't in some sorta fight
- if ( player.GetHealth() == player.GetMaxHealth() || !canSeeSurvivor || meleeState != 0 )
- selectedSound += "_int"
-
- EmitSoundOnEntity( player, selectedSound )
-
- nextRandomSound = Time() + max( 2.5, RandomFloat( 12.0 ) )
- while ( player.PlayerMelee_GetState() != 0 ) // need to ensure this is updated
- WaitFrame()
- }
- }
-}
-
-void function SetLastSurvivor( entity player )
-{
- foreach ( entity otherPlayer in GetPlayerArray() )
- Remote_CallFunction_NonReplay( otherPlayer, "ServerCallback_AnnounceLastSurvivor", player.GetEncodedEHandle() )
-
- Highlight_SetEnemyHighlight( player, "enemy_sonar" )
- if ( SpawnPoints_GetTitan().len() > 0 )
- thread CreateTitanForPlayerAndHotdrop( player, GetTitanReplacementPoint( player, false ) )
-
- if ( GameTime_TimeLeftSeconds() > 45 )
- SetServerVar( "gameEndTime", Time() + 45.0 )
-
- file.hasHadLastInfection = true
-}
-
-int function TimeoutCheckSurvivors()
-{
- array<entity> survivors = GetPlayerArrayOfTeam( INFECTION_TEAM_SURVIVOR )
- if ( survivors.len() > 0 )
- {
- SetRespawnsEnabled( false )
- SetKillcamsEnabled( false )
- SetRoundWinningKillReplayAttacker(survivors[ 0 ])
- return INFECTION_TEAM_SURVIVOR
- }
-
- return INFECTION_TEAM_INFECTED
-}
-
-bool function InfectionShouldPlayerStartBleedout( entity player, var damageInfo )
-{
- return player.GetTeam() != INFECTION_TEAM_INFECTED
-}
+global function GamemodeInfection_Init
+
+struct {
+ bool hasHadFirstInfection = false
+ bool hasHadLastInfection = false
+ array<entity> playersToNotifyOfInfection
+} file
+
+void function GamemodeInfection_Init()
+{
+ SetSpawnpointGamemodeOverride( FFA )
+ SetLoadoutGracePeriodEnabled( false ) // prevent modifying loadouts with grace period
+ SetWeaponDropsEnabled( false )
+ SetShouldUseRoundWinningKillReplay( true )
+ Riff_ForceTitanAvailability( eTitanAvailability.Never )
+ Riff_ForceBoostAvailability( eBoostAvailability.Disabled )
+ ClassicMP_ForceDisableEpilogue( true )
+
+ SetShouldPlayerStartBleedoutFunc( InfectionShouldPlayerStartBleedout )
+ AddCallback_OnClientConnected( InfectionInitPlayer )
+ AddCallback_OnPlayerKilled( InfectionOnPlayerKilled )
+ AddCallback_OnPlayerRespawned( RespawnInfected )
+ AddCallback_GameStateEnter( eGameState.Playing, SelectFirstInfected )
+
+ SetTimeoutWinnerDecisionFunc( TimeoutCheckSurvivors )
+
+ AddCallback_GameStateEnter( eGameState.WinnerDetermined, OnWinnerDetermined )
+}
+
+void function InfectionInitPlayer( entity player )
+{
+ if ( GetGameState() < eGameState.Playing )
+ SetTeam( player, INFECTION_TEAM_SURVIVOR )
+ else
+ InfectPlayer( player )
+}
+
+void function SelectFirstInfected()
+{
+ thread SelectFirstInfectedDelayed()
+}
+
+void function SelectFirstInfectedDelayed()
+{
+ wait 10.0 + RandomFloat( 5.0 )
+
+ array<entity> players = GetPlayerArray()
+ entity infected = players[ RandomInt( players.len() ) ]
+
+ InfectPlayer( infected )
+ RespawnInfected( infected )
+}
+
+void function InfectionOnPlayerKilled( entity victim, entity attacker, var damageInfo )
+{
+ if ( !victim.IsPlayer() || GetGameState() != eGameState.Playing )
+ return
+
+ if ( victim.GetTeam() == INFECTION_TEAM_SURVIVOR )
+ InfectPlayer( victim )
+
+ if ( attacker.IsPlayer() ) {
+ attacker.SetPlayerGameStat( PGS_ASSAULT_SCORE, attacker.GetPlayerGameStat( PGS_ASSAULT_SCORE ) + 1 )
+ SetRoundWinningKillReplayAttacker(attacker)
+ }
+}
+
+void function InfectPlayer( entity player )
+{
+ SetTeam( player, INFECTION_TEAM_INFECTED )
+ player.SetPlayerGameStat( PGS_ASSAULT_SCORE, 0 ) // reset kills
+ file.playersToNotifyOfInfection.append( player )
+
+ // check how many survivors there are
+ array<entity> survivors = GetPlayerArrayOfTeam( INFECTION_TEAM_SURVIVOR )
+ if ( survivors.len() == 0 )
+ SetWinner( INFECTION_TEAM_INFECTED )
+ else if ( survivors.len() == 1 && !file.hasHadLastInfection )
+ SetLastSurvivor( survivors[ 0 ] )
+
+ if ( !file.hasHadFirstInfection )
+ {
+ file.hasHadFirstInfection = true
+
+ foreach ( entity otherPlayer in GetPlayerArray() )
+ if ( player != otherPlayer )
+ Remote_CallFunction_NonReplay( otherPlayer, "ServerCallback_AnnounceFirstInfected", player.GetEncodedEHandle() )
+
+ PlayMusicToAll( eMusicPieceID.GAMEMODE_1 )
+ }
+}
+
+void function RespawnInfected( entity player )
+{
+ if ( player.GetTeam() != INFECTION_TEAM_INFECTED )
+ return
+
+ // notify newly infected players of infection
+ if ( file.playersToNotifyOfInfection.contains( player ) )
+ {
+ Remote_CallFunction_NonReplay( player, "ServerCallback_YouAreInfected" )
+ file.playersToNotifyOfInfection.remove( file.playersToNotifyOfInfection.find( player ) )
+ }
+
+ // set camo to pond scum
+ player.SetSkin( 1 )
+ player.SetCamo( 110 )
+
+ // if human, remove helmet bodygroup, human models have some weird bloody white thing underneath their helmet that works well for this, imo
+ if ( !player.IsMechanical() )
+ player.SetBodygroup( player.FindBodyGroup( "head" ), 1 )
+
+ // stats for infected
+ StimPlayer( player, 9999.9 ) // can't do endless since we don't get the visual effect in endless
+
+ // scale health with num of infected, with 50 as base health
+ player.SetMaxHealth( ( GetPlayerArrayOfTeam( INFECTION_TEAM_SURVIVOR ).len() + 1 ) * 10 )
+
+ // set loadout
+ foreach ( entity weapon in player.GetMainWeapons() )
+ player.TakeWeaponNow( weapon.GetWeaponClassName() )
+
+ foreach ( entity weapon in player.GetOffhandWeapons() )
+ player.TakeWeaponNow( weapon.GetWeaponClassName() )
+
+ // TEMP: give archer so player so player has a weapon which lets them use offhands
+ // need to replace this with a custom empty weapon at some point
+ //player.GiveWeapon( "mp_weapon_rocket_launcher" )
+ player.GiveWeapon( "mp_weapon_mgl" )
+ player.GiveOffhandWeapon( "melee_pilot_emptyhanded", OFFHAND_MELEE )
+
+ thread GiveAirAccel(player)
+ thread PlayInfectedSounds( player )
+}
+
+void function GiveAirAccel(entity player)
+{
+ WaitFrame()
+ player.kv.airAcceleration = 2500 // prevents sh_custom_air_accel from not giving infected air acceleration.
+}
+
+void function PlayInfectedSounds( entity player )
+{
+ player.EndSignal( "OnDeath" )
+ player.EndSignal( "OnDestroy" )
+
+ float nextRandomSound
+ while ( true )
+ {
+ WaitFrame()
+
+ int meleeState = player.PlayerMelee_GetState()
+ if ( nextRandomSound < Time() || meleeState != 0 )
+ {
+ string selectedSound
+ if ( CoinFlip() )
+ selectedSound = "prowler_vocal_attack"
+ else
+ selectedSound = "prowler_vocal_attackmiss"
+
+ bool canSeeSurvivor
+ foreach ( entity survivor in GetPlayerArrayOfTeam( INFECTION_TEAM_SURVIVOR ) )
+ if ( TraceLineSimple( player.GetOrigin(), survivor.GetOrigin(), survivor ) == 1.0 )
+ canSeeSurvivor = true
+
+ // _int sounds are less agressive so only play them if we aren't in some sorta fight
+ if ( player.GetHealth() == player.GetMaxHealth() || !canSeeSurvivor || meleeState != 0 )
+ selectedSound += "_int"
+
+ EmitSoundOnEntity( player, selectedSound )
+
+ nextRandomSound = Time() + max( 2.5, RandomFloat( 12.0 ) )
+ while ( player.PlayerMelee_GetState() != 0 ) // need to ensure this is updated
+ WaitFrame()
+ }
+ }
+}
+
+void function SetLastSurvivor( entity player )
+{
+ foreach ( entity otherPlayer in GetPlayerArray() )
+ Remote_CallFunction_NonReplay( otherPlayer, "ServerCallback_AnnounceLastSurvivor", player.GetEncodedEHandle() )
+
+ Highlight_SetEnemyHighlight( player, "enemy_sonar" )
+ if ( SpawnPoints_GetTitan().len() > 0 )
+ thread CreateTitanForPlayerAndHotdrop( player, GetTitanReplacementPoint( player, false ) )
+
+ if ( GameTime_TimeLeftSeconds() > 45 )
+ SetServerVar( "gameEndTime", Time() + 45.0 )
+
+ file.hasHadLastInfection = true
+}
+
+int function TimeoutCheckSurvivors()
+{
+ if ( GetPlayerArrayOfTeam( INFECTION_TEAM_SURVIVOR ).len() > 0 )
+ return INFECTION_TEAM_SURVIVOR
+
+ return INFECTION_TEAM_INFECTED
+}
+
+bool function InfectionShouldPlayerStartBleedout( entity player, var damageInfo )
+{
+ return player.GetTeam() != INFECTION_TEAM_INFECTED
+}
+
+void function OnWinnerDetermined()
+{
+ SetRespawnsEnabled( false )
+ SetKillcamsEnabled( false )
+}