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-rw-r--r--Northstar.CustomServers/mod/scripts/vscripts/evac/_evac.gnut21
1 files changed, 14 insertions, 7 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/evac/_evac.gnut b/Northstar.CustomServers/mod/scripts/vscripts/evac/_evac.gnut
index c0242cc19..712fa9de2 100644
--- a/Northstar.CustomServers/mod/scripts/vscripts/evac/_evac.gnut
+++ b/Northstar.CustomServers/mod/scripts/vscripts/evac/_evac.gnut
@@ -87,12 +87,17 @@ bool function IsEvacDropship( entity ent )
// evac epilogue
void function EvacEpilogueSetup()
{
+ // don't do much here because other scripts should be able to call evac stuff themselves
AddCallback_GameStateEnter( eGameState.Epilogue, EvacEpilogue )
}
void function EvacEpilogue()
{
- thread Evac( GetPlayerArray()[0].GetTeam(), EVAC_INITIAL_WAIT, EVAC_ARRIVAL_TIME, EVAC_WAIT_TIME, EvacEpiloguePlayerCanBoard, EvacEpilogueShouldLeaveEarly, EvacEpilogueCompleted )
+ // make sure we don't run this on ffa modes if no epilogue was specified, since evac is default epilogue
+ if ( GetCurrentPlaylistVarInt( "max_teams", 2 ) == 2 )
+ thread Evac( GetPlayerArray()[0].GetTeam(), EVAC_INITIAL_WAIT, EVAC_ARRIVAL_TIME, EVAC_WAIT_TIME, EvacEpiloguePlayerCanBoard, EvacEpilogueShouldLeaveEarly, EvacEpilogueCompleted )
+ else
+ thread EvacEpilogueCompleted( null ) // this is hacky but like, this also shouldn't really be hit in normal gameplay
}
bool function EvacEpiloguePlayerCanBoard( entity dropship, entity player )
@@ -123,14 +128,16 @@ bool function EvacEpilogueShouldLeaveEarly( entity dropship )
void function EvacEpilogueCompleted( entity dropship )
{
wait 5.0
- print( dropship )
- foreach ( entity player in dropship.s.evacSlots )
+ if ( IsValid( dropship ) )
{
- if ( !IsValid( player ) )
- continue
-
- ScreenFadeToBlackForever( player, 2.0 )
+ foreach ( entity player in dropship.s.evacSlots )
+ {
+ if ( !IsValid( player ) )
+ continue
+
+ ScreenFadeToBlackForever( player, 2.0 )
+ }
}
wait 2.0