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-rw-r--r--Northstar.Custom/mod/scripts/vscripts/gamemodes/_gamemode_fastball_intro.gnut7
-rw-r--r--Northstar.Custom/mod/scripts/vscripts/gamemodes/_gamemode_hs.gnut4
-rw-r--r--Northstar.Custom/mod/scripts/vscripts/sh_3psequence_to_1p_hacks.gnut3
-rw-r--r--Northstar.Custom/mod/scripts/vscripts/sh_bleedout_damage.gnut16
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 b4e5ef2b3..5f2e6adcd 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 ed2451528..4fb45a740 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 3d7e65aa5..abfd269a2 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 3306d1bd6..a0f272271 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 )