diff options
Diffstat (limited to 'Northstar.Custom/mod')
4 files changed, 17 insertions, 13 deletions
diff --git a/Northstar.Custom/mod/scripts/vscripts/gamemodes/_gamemode_fastball_intro.gnut b/Northstar.Custom/mod/scripts/vscripts/gamemodes/_gamemode_fastball_intro.gnut index b4e5ef2b..5f2e6adc 100644 --- a/Northstar.Custom/mod/scripts/vscripts/gamemodes/_gamemode_fastball_intro.gnut +++ b/Northstar.Custom/mod/scripts/vscripts/gamemodes/_gamemode_fastball_intro.gnut @@ -127,10 +127,7 @@ void function FastballPlayer( entity player ) player.EndSignal( "OnDeath" ) - // do this here so it's in OnThreadEnd - var oldVisibility = player.kv.VisibilityFlags - - OnThreadEnd( function() : ( player, oldVisibility ) + OnThreadEnd( function() : ( player ) { if ( IsValid( player ) ) { @@ -140,7 +137,7 @@ void function FastballPlayer( entity player ) player.DeployWeapon() player.PlayerCone_Disable() player.ClearInvulnerable() - player.kv.VisibilityFlags = oldVisibility // restore visibility + player.kv.VisibilityFlags = ENTITY_VISIBLE_TO_EVERYONE // restore visibility } }) diff --git a/Northstar.Custom/mod/scripts/vscripts/gamemodes/_gamemode_hs.gnut b/Northstar.Custom/mod/scripts/vscripts/gamemodes/_gamemode_hs.gnut index ed245152..4fb45a74 100644 --- a/Northstar.Custom/mod/scripts/vscripts/gamemodes/_gamemode_hs.gnut +++ b/Northstar.Custom/mod/scripts/vscripts/gamemodes/_gamemode_hs.gnut @@ -184,8 +184,8 @@ void function PlayHintSoundsForHider( entity player ) while ( true ) { - wait 1.0 - EmitSoundOnEntity( player, "weapon_chargerifle_fire_3p" ) + wait 60.0 + EmitSoundOnEntityToTeamExceptPlayer( player, "weapon_chargerifle_fire_3p", HIDEANDSEEK_TEAM_SEEKER, null ) } } diff --git a/Northstar.Custom/mod/scripts/vscripts/sh_3psequence_to_1p_hacks.gnut b/Northstar.Custom/mod/scripts/vscripts/sh_3psequence_to_1p_hacks.gnut index 3d7e65aa..abfd269a 100644 --- a/Northstar.Custom/mod/scripts/vscripts/sh_3psequence_to_1p_hacks.gnut +++ b/Northstar.Custom/mod/scripts/vscripts/sh_3psequence_to_1p_hacks.gnut @@ -148,7 +148,8 @@ void function CleanupForced1PSequenceAfterAnimDone( FirstPersonSequenceStruct se OnThreadEnd( function() : ( cleanupData ) { - CleanupForced1PSequence( cleanupData ) + if ( IsValid( cleanupData.player ) ) + CleanupForced1PSequence( cleanupData ) }) FirstPersonSequence( sequence, player, other ) diff --git a/Northstar.Custom/mod/scripts/vscripts/sh_bleedout_damage.gnut b/Northstar.Custom/mod/scripts/vscripts/sh_bleedout_damage.gnut index 3306d1bd..a0f27227 100644 --- a/Northstar.Custom/mod/scripts/vscripts/sh_bleedout_damage.gnut +++ b/Northstar.Custom/mod/scripts/vscripts/sh_bleedout_damage.gnut @@ -12,6 +12,12 @@ struct { void function BleedoutDamage_PreInit() { AddCallback_OnRegisteringCustomNetworkVars( Bleedout_RegisterRemoteFunctions ) + + #if CLIENT + // because playlist var overrides fucking suck, they aren't actually updated by this point + // client bleedout can be inited late enough that we can just init it on local player spawn + AddCallback_LocalClientPlayerSpawned( InitClientBleedoutForLocalPlayer ) + #endif } void function Bleedout_RegisterRemoteFunctions() @@ -43,9 +49,9 @@ void function BleedoutDamage_Init() AddPrivateMatchModeSettingArbitrary( "#MODE_SETTING_CATEGORY_BLEEDOUT", "player_bleedout_aiBleedingPlayerMissChance", DEFAULT_AI_BLEEDING_PLAYER_MISS_CHANCE.tostring() ) #if CLIENT - // because playlist var overrides fucking suck, they aren't actually updated by this point - // client bleedout can be inited late enough that we can just init it on local player spawn - AddCallback_LocalClientPlayerSpawned( InitClientBleedoutForLocalPlayer ) + // manually register signals here: defensive fix so we don't crash + RegisterSignal( "Bleedout_OnRevive" ) + RegisterSignal( "Bleedout_StopFirstAid" ) #elseif SERVER // sh_riff_settings should set this correctly on server if ( !Riff_PlayerBleedout() ) @@ -114,7 +120,7 @@ void function HandleDamageForBleedout( entity player, var damageInfo ) void function OnPlayerBleedoutBegin( entity player ) { file.bleedingPlayers.append( player ) - EmitSoundOnEntity( player, "Player_Death_Begin" ) + EmitSoundOnEntityOnlyToPlayer( player, player, "Player_Death_Begin" ) thread PlayerBleedoutGracePeriod( player ) @@ -134,7 +140,7 @@ void function PlayerBleedoutGracePeriod( entity player ) }) player.SetInvulnerable() - wait 2.5 + wait 0.25 } void function TrackPlayerBleedout( entity player ) |