aboutsummaryrefslogtreecommitdiff
path: root/Northstar.CustomServers/mod/scripts/vscripts/sh_progression.nut
diff options
context:
space:
mode:
Diffstat (limited to 'Northstar.CustomServers/mod/scripts/vscripts/sh_progression.nut')
-rw-r--r--Northstar.CustomServers/mod/scripts/vscripts/sh_progression.nut1091
1 files changed, 1091 insertions, 0 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/sh_progression.nut b/Northstar.CustomServers/mod/scripts/vscripts/sh_progression.nut
new file mode 100644
index 000000000..00bdff60c
--- /dev/null
+++ b/Northstar.CustomServers/mod/scripts/vscripts/sh_progression.nut
@@ -0,0 +1,1091 @@
+global function Progression_Init
+global function ProgressionEnabledForPlayer
+#if CLIENT || UI
+global function Progression_SetPreference
+global function Progression_GetPreference
+global function UpdateCachedLoadouts_Delayed
+#endif
+
+// SO FOR SOME GOD DAMN REASON, PUTTING THESE INTO ONE STRUCT
+// AND PUTTING THE #if STUFF AROUND THE VARS CAUSES A COMPILE
+// ERROR, SO I HAVE TO DO THIS AWFULNESS
+
+#if SERVER
+struct {
+ table<entity, bool> progressionEnabled
+} file
+#else // UI || CLIENT
+struct {
+ bool isUpdatingCachedLoadouts = false
+} file
+#endif
+
+
+void function Progression_Init()
+{
+ #if SERVER
+ AddCallback_OnClientDisconnected( OnClientDisconnected )
+ AddClientCommandCallback( "ns_progression", ClientCommand_SetProgression )
+ AddCallback_GameStateEnter( eGameState.Playing, OnPlaying )
+ #elseif CLIENT
+ AddCallback_OnClientScriptInit( OnClientScriptInit )
+ #endif
+}
+
+bool function ProgressionEnabledForPlayer( entity player )
+{
+ #if SERVER
+ if ( player in file.progressionEnabled )
+ return file.progressionEnabled[player]
+
+ return false
+ #else // CLIENT || UI
+ return GetConVarBool( "ns_progression_enabled" )
+ #endif
+}
+
+#if SERVER
+void function OnPlaying()
+{
+ SetUIVar( level, "penalizeDisconnect", false ) // dont show the "you will lose merits thing"
+}
+
+void function OnClientDisconnected( entity player )
+{
+ // cleanup table when player leaves
+ if ( player in file.progressionEnabled )
+ delete file.progressionEnabled[player]
+}
+
+bool function ClientCommand_SetProgression( entity player, array<string> args )
+{
+ if ( args.len() != 1 )
+ return false
+ if ( args[0] != "0" && args[0] != "1" )
+ return false
+
+ file.progressionEnabled[player] <- args[0] == "1"
+
+ // loadout validation when progression is turned on
+ if ( file.progressionEnabled[player] )
+ ValidateEquippedItems( player )
+
+ return true
+}
+#endif
+
+#if CLIENT
+void function OnClientScriptInit( entity player )
+{
+ // unsure if this is needed, just being safe
+ if ( player != GetLocalClientPlayer() )
+ return
+
+ Progression_SetPreference( GetConVarBool( "ns_progression_enabled" ) )
+ UpdateCachedLoadouts_Delayed()
+}
+#endif
+
+#if CLIENT || UI
+void function Progression_SetPreference( bool enabled )
+{
+ SetConVarBool( "ns_progression_enabled", enabled )
+
+ #if CLIENT
+ GetLocalClientPlayer().ClientCommand( "ns_progression " + enabled.tointeger() )
+ #else // UI
+ ClientCommand( "ns_progression " + enabled.tointeger() )
+ #endif
+}
+
+bool function Progression_GetPreference()
+{
+ return GetConVarBool( "ns_progression_enabled" )
+}
+
+void function UpdateCachedLoadouts_Delayed()
+{
+ if ( file.isUpdatingCachedLoadouts )
+ return
+
+ file.isUpdatingCachedLoadouts = true
+
+ #if UI
+ RunClientScript( "UpdateCachedLoadouts_Delayed" ) // keep client and UI synced
+ #else // CLIENT
+ RunUIScript( "UpdateCachedLoadouts_Delayed" ) // keep client and UI synced
+ #endif
+
+ thread UpdateCachedLoadouts_Threaded()
+}
+
+void function UpdateCachedLoadouts_Threaded()
+{
+ wait 1.0 // give the server time to network our new persistence
+
+ UpdateCachedLoadouts()
+
+ // below here is just making all the menu models update properly and such
+
+ #if UI
+ uiGlobal.pilotSpawnLoadoutIndex = GetPersistentSpawnLoadoutIndex( GetUIPlayer(), "pilot" )
+ uiGlobal.titanSpawnLoadoutIndex = GetPersistentSpawnLoadoutIndex( GetUIPlayer(), "titan" )
+ #endif
+
+ #if CLIENT
+ entity player = GetLocalClientPlayer()
+ ClearAllTitanPreview( player )
+ ClearAllPilotPreview( player )
+ UpdateTitanModel( player, GetPersistentSpawnLoadoutIndex( player, "titan" ) )
+ UpdatePilotModel( player, GetPersistentSpawnLoadoutIndex( player, "pilot" ) )
+ #endif
+
+ file.isUpdatingCachedLoadouts = false
+}
+#endif
+
+#if SERVER
+void function ValidateEquippedItems( entity player )
+{
+ printt( "VALIDATING EQUIPPED ITEMS FOR PLAYER: " + player.GetPlayerName() )
+
+ // banner
+ CallingCard card = PlayerCallingCard_GetActive( player )
+ if ( IsItemLocked( player, card.ref ) )
+ {
+ printt( "- BANNER CARD IS LOCKED, RESETTING" )
+ PlayerCallingCard_SetActiveByRef( player, "callsign_16_col" ) // copied from _persistentdata.gnut
+ }
+
+ // patch
+ CallsignIcon icon = PlayerCallsignIcon_GetActive( player )
+ if ( IsItemLocked( player, icon.ref ) )
+ {
+ printt( "- BANNER PATCH IS LOCKED, RESETTING" )
+ PlayerCallsignIcon_SetActiveByRef( player, "gc_icon_titanfall" ) // copied from _persistentdata.gnut
+ }
+
+ // faction
+ int factionIndex = player.GetPersistentVarAsInt( "factionChoice" )
+ string factionRef = PersistenceGetEnumItemNameForIndex( "faction", factionIndex )
+ if ( IsItemLocked( player, factionRef ) )
+ {
+ printt( "- FACTION IS LOCKED, RESETTING" )
+ player.SetPersistentVar( "factionChoice", "faction_marauder" ) // im so sorry that i am setting you to use sarah, you don't deserve this
+ }
+
+ // boost
+ BurnReward reward = BurnReward_GetById( player.GetPersistentVarAsInt( "burnmeterSlot" ) )
+ if ( IsItemLocked( player, reward.ref ) )
+ {
+ printt( "- BOOST IS LOCKED, RESETTING" )
+ player.SetPersistentVar( "burnmeterSlot", BurnReward_GetByRef( "burnmeter_amped_weapons" ).id )
+ }
+
+ // titan loadouts
+ for ( int titanLoadoutIndex = 0; titanLoadoutIndex < NUM_PERSISTENT_TITAN_LOADOUTS; titanLoadoutIndex++ )
+ {
+ printt( "- VALIDATING TITAN LOADOUT: " + titanLoadoutIndex )
+
+ bool isSelected = titanLoadoutIndex == player.GetPersistentVarAsInt( "titanSpawnLoadout.index" )
+ TitanLoadoutDef loadout = GetTitanLoadout( player, titanLoadoutIndex )
+ TitanLoadoutDef defaultLoadout = shGlobal.defaultTitanLoadouts[titanLoadoutIndex]
+
+ printt( " - CHASSIS: " + loadout.titanClass )
+
+ // passive1 - "Titan Kit" (things like overcore)
+ if ( loadout.passive1 != defaultLoadout.passive1 && IsSubItemLocked( player, loadout.passive1, loadout.titanClass ) )
+ {
+ printt( " - TITAN KIT EQUIPPED WHEN LOCKED, RESETTING" )
+ player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].passive1", defaultLoadout.passive1 )
+ }
+
+ // passive2 - "<chassis> Kit" (things like zero point tripwire)
+ if ( loadout.passive2 != defaultLoadout.passive2 && IsSubItemLocked( player, loadout.passive2, loadout.titanClass ) )
+ {
+ printt( " - CHASSIS KIT EQUIPPED WHEN LOCKED, RESETTING" )
+ player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].passive2", defaultLoadout.passive2 )
+ }
+
+ // passive3 - "Titanfall Kit" (warpfall/dome shield)
+ if ( loadout.passive3 != defaultLoadout.passive3 && IsSubItemLocked( player, loadout.passive3, loadout.titanClass ) )
+ {
+ printt( " - TITANFALL KIT EQUIPPED WHEN LOCKED, RESETTING" )
+ player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].passive3", defaultLoadout.passive3 )
+ }
+
+ // passive4 - monarch core 1
+ if ( loadout.passive4 != defaultLoadout.passive4 && IsSubItemLocked( player, loadout.passive4, loadout.titanClass ) )
+ {
+ printt( " - MONARCH CORE 1 KIT EQUIPPED WHEN LOCKED, RESETTING" )
+ player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].passive4", defaultLoadout.passive4 )
+ }
+
+ // passive5 - monarch core 2
+ if ( loadout.passive5 != defaultLoadout.passive5 && IsSubItemLocked( player, loadout.passive5, loadout.titanClass ) )
+ {
+ printt( " - MONARCH CORE 2 KIT EQUIPPED WHEN LOCKED, RESETTING" )
+ player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].passive5", defaultLoadout.passive5 )
+ }
+
+ // passive6 - monarch core 3
+ if ( loadout.passive6 != defaultLoadout.passive6 && IsSubItemLocked( player, loadout.passive6, loadout.titanClass ) )
+ {
+ printt( " - MONARCH CORE 3 KIT EQUIPPED WHEN LOCKED, RESETTING" )
+ player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].passive6", defaultLoadout.passive6 )
+ }
+
+ // titanExecution
+ if ( !IsRefValid( loadout.titanExecution ) || !IsValidTitanExecution( titanLoadoutIndex, "titanExecution", "", loadout.titanExecution ) )
+ {
+ printt( " - TITAN EXECUTION IS INVALID FOR CHASSIS, RESETTING" )
+ player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].titanExecution", defaultLoadout.titanExecution )
+ }
+ else if ( IsItemLocked( player, loadout.titanExecution ) )
+ {
+ printt( " - TITAN EXECUTION EQUIPPED WHEN LOCKED, RESETTING" )
+ player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].titanExecution", defaultLoadout.titanExecution )
+ }
+ else if ( GetItemData( loadout.titanExecution ).reqPrime && IsItemLocked( player, loadout.primeTitanRef ) )
+ {
+ printt( " - PRIME TITAN EXECUTION EQUIPPED WHEN PRIME TITAN IS LOCKED, RESETTING" )
+ player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].titanExecution", defaultLoadout.titanExecution )
+ }
+
+ // skinIndex
+ // camoIndex
+ if ( loadout.skinIndex == TITAN_SKIN_INDEX_CAMO )
+ {
+ array<ItemData> camoSkins = GetAllItemsOfType( eItemTypes.CAMO_SKIN )
+ if ( loadout.camoIndex >= camoSkins.len() || loadout.camoIndex < 0 )
+ {
+ printt( " - INVALID TITAN CAMO/SKIN, RESETTING" )
+ player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].skinIndex", defaultLoadout.skinIndex )
+ player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].camoIndex", defaultLoadout.camoIndex )
+ }
+ else
+ {
+ ItemData camoSkin = camoSkins[loadout.camoIndex]
+ if ( IsSubItemLocked( player, camoSkin.ref, loadout.titanClass ) )
+ {
+ printt( " - TITAN CAMO/SKIN EQUIPPED WHEN LOCKED, RESETTING" )
+ player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].skinIndex", defaultLoadout.skinIndex )
+ player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].camoIndex", defaultLoadout.camoIndex )
+ }
+ }
+ }
+ else if ( loadout.skinIndex == 0 )
+ {
+ if ( loadout.camoIndex != 0 )
+ {
+ printt( " - INVALID TITAN CAMO/SKIN, RESETTING" )
+ player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].skinIndex", defaultLoadout.skinIndex )
+ player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].camoIndex", defaultLoadout.camoIndex )
+ }
+ }
+ else
+ {
+ string ref = GetSkinRefFromTitanClassAndPersistenceValue( loadout.titanClass, loadout.skinIndex )
+ if ( ref == INVALID_REF )
+ {
+ printt( " - INVALID TITAN WARPAINT, RESETTING" )
+ player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].skinIndex", defaultLoadout.skinIndex )
+ player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].camoIndex", defaultLoadout.camoIndex )
+ }
+ else if ( IsSubItemLocked( player, ref, loadout.titanClass ) )
+ {
+ printt( " - TITAN WARPAINT EQUIPPED WHEN LOCKED, RESETTING" )
+ player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].skinIndex", defaultLoadout.skinIndex )
+ player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].camoIndex", defaultLoadout.camoIndex )
+ }
+ }
+
+ // decalIndex
+ string noseArtRef = GetNoseArtRefFromTitanClassAndPersistenceValue( loadout.titanClass, loadout.decalIndex )
+ if ( loadout.decalIndex != defaultLoadout.decalIndex && IsSubItemLocked( player, noseArtRef, loadout.titanClass ) )
+ {
+ printt( " - NOSE ART EQUIPPED WHEN LOCKED, RESETTING" )
+ player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].decalIndex", defaultLoadout.decalIndex )
+ }
+
+ // primarySkinIndex
+ // primaryCamoIndex
+ if ( loadout.primarySkinIndex == WEAPON_SKIN_INDEX_CAMO )
+ {
+ array<ItemData> camoSkins = GetAllItemsOfType( eItemTypes.CAMO_SKIN )
+ if ( loadout.primaryCamoIndex >= camoSkins.len() || loadout.primaryCamoIndex < 0 )
+ {
+ printt( " - INVALID WEAPON CAMO/SKIN, RESETTING" )
+ player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].primarySkinIndex", defaultLoadout.primarySkinIndex )
+ player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].primaryCamoIndex", defaultLoadout.primaryCamoIndex )
+ }
+ else
+ {
+ ItemData camoSkin = camoSkins[loadout.primaryCamoIndex]
+ if ( IsSubItemLocked( player, camoSkin.ref, loadout.titanClass ) )
+ {
+ printt( " - WEAPON CAMO/SKIN EQUIPPED WHEN LOCKED, RESETTING" )
+ player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].primarySkinIndex", defaultLoadout.primarySkinIndex )
+ player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].primaryCamoIndex", defaultLoadout.primaryCamoIndex )
+ }
+ }
+ }
+ else if ( loadout.primarySkinIndex == 0 && loadout.primaryCamoIndex != 0 )
+ {
+ // titan weapons do not have skins, if we ever do add them lots of stuff will
+ //need a refactor outside of here so with that being said, i cannot be bothered
+ printt( " - INVALID WEAPON CAMO/SKIN, RESETTING" )
+ player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].primarySkinIndex", defaultLoadout.primarySkinIndex )
+ player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].primaryCamoIndex", defaultLoadout.primaryCamoIndex )
+ }
+
+
+ // isPrime
+ if ( loadout.isPrime == "titan_is_prime" && IsItemLocked( player, loadout.primeTitanRef ) )
+ {
+ printt( " - PRIME TITAN EQUIPPED WHEN LOCKED, RESETTING" )
+ player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].isPrime", defaultLoadout.isPrime )
+ }
+
+ // primeSkinIndex
+ // primeCamoIndex
+ if ( loadout.primeSkinIndex == TITAN_SKIN_INDEX_CAMO )
+ {
+ array<ItemData> camoSkins = GetAllItemsOfType( eItemTypes.CAMO_SKIN )
+ if ( loadout.primeCamoIndex >= camoSkins.len() || loadout.primeCamoIndex < 0 )
+ {
+ printt( " - INVALID TITAN CAMO/SKIN, RESETTING" )
+ player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].primeSkinIndex", defaultLoadout.primeSkinIndex )
+ player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].primeCamoIndex", defaultLoadout.primeCamoIndex )
+ }
+ else
+ {
+ ItemData camoSkin = camoSkins[loadout.primeCamoIndex]
+ if ( IsSubItemLocked( player, camoSkin.ref, loadout.titanClass ) )
+ {
+ printt( " - TITAN CAMO/SKIN EQUIPPED WHEN LOCKED, RESETTING" )
+ player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].primeSkinIndex", defaultLoadout.primeSkinIndex )
+ player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].primeCamoIndex", defaultLoadout.primeCamoIndex )
+ }
+ }
+ }
+ else if ( loadout.primeSkinIndex == 0 )
+ {
+ if ( loadout.primeCamoIndex != 0 )
+ {
+ printt( " - INVALID TITAN CAMO/SKIN, RESETTING" )
+ player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].primeSkinIndex", defaultLoadout.primeSkinIndex )
+ player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].primeCamoIndex", defaultLoadout.primeCamoIndex )
+ }
+ }
+ else
+ {
+ printt( " - INVALID PRIME TITAN SKIN, RESETTING" )
+ player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].primeSkinIndex", defaultLoadout.primeSkinIndex )
+ player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].primeCamoIndex", defaultLoadout.primeCamoIndex )
+ }
+
+ // primeDecalIndex
+ string primeNoseArtRef = GetNoseArtRefFromTitanClassAndPersistenceValue( loadout.titanClass, loadout.primeDecalIndex )
+ if ( loadout.primeDecalIndex != defaultLoadout.primeDecalIndex && IsSubItemLocked( player, primeNoseArtRef, loadout.titanClass ) )
+ {
+ printt( " - PRIME NOSE ART EQUIPPED WHEN LOCKED, RESETTING" )
+ player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].primeDecalIndex", defaultLoadout.primeDecalIndex )
+ }
+
+ // showArmBadge - equipped and shouldnt be able to
+ if ( loadout.showArmBadge && !CanEquipArmBadge( player, loadout.titanClass ) )
+ {
+ printt( " - ARM BADGE EQUIPPED WHEN LOCKED, RESETTING" )
+ player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].showArmBadge", defaultLoadout.showArmBadge )
+ }
+
+ // equipped titan loadout - equipped titan class is locked
+ if ( isSelected && IsItemLocked( player, loadout.titanClass ) )
+ {
+ printt( " - SELECTED TITAN CLASS IS LOCKED, RESETTING" )
+ player.SetPersistentVar( "titanSpawnLoadout.index", 0 )
+ Remote_CallFunction_NonReplay( player, "ServerCallback_UpdateTitanModel", 0 )
+ }
+ }
+
+ Remote_CallFunction_NonReplay( player, "ServerCallback_UpdateTitanModel", player.GetPersistentVarAsInt( "titanSpawnLoadout.index" ) )
+
+ // pilot loadouts
+ for ( int pilotLoadoutIndex = 0; pilotLoadoutIndex < NUM_PERSISTENT_PILOT_LOADOUTS; pilotLoadoutIndex++ )
+ {
+ printt( "- VALIDATING PILOT LOADOUT: " + pilotLoadoutIndex )
+
+ bool isSelected = pilotLoadoutIndex == player.GetPersistentVarAsInt( "pilotSpawnLoadout.index" )
+ PilotLoadoutDef loadout = GetPilotLoadout( player, pilotLoadoutIndex )
+ PilotLoadoutDef defaultLoadout = shGlobal.defaultPilotLoadouts[pilotLoadoutIndex]
+
+ // note: for readability, I have added {} around the different items,
+ // so that you can collapse them in visual studio code (and other good IDEs)
+
+ // tactical
+ {
+ if ( !IsRefValid( loadout.suit ) )
+ {
+ printt( " - TACTICAL IS INVALID, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].suit", defaultLoadout.suit )
+ }
+ else if ( IsItemLocked( player, loadout.suit ) )
+ {
+ printt( " - TACTICAL IS LOCKED, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].suit", defaultLoadout.suit )
+ }
+ }
+
+ // ordnance
+ {
+ if ( !IsRefValid( loadout.ordnance ) )
+ {
+ printt( " - ORDNANCE IS INVALID, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].ordnance", defaultLoadout.ordnance )
+ }
+ else if ( IsItemLocked( player, loadout.ordnance ) )
+ {
+ printt( " - ORDNANCE IS LOCKED, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].ordnance", defaultLoadout.ordnance )
+ }
+ }
+
+ // race ( gender )
+ {
+ if ( !IsRefValid( loadout.race ) )
+ {
+ printt( " - GENDER IS INVALID, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].race", defaultLoadout.race )
+ }
+ else if ( IsItemLocked( player, loadout.race ) )
+ {
+ printt( " - GENDER IS LOCKED, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].race", defaultLoadout.race )
+ }
+ }
+
+ // camoIndex
+ // skinIndex
+ {
+ if ( loadout.skinIndex == PILOT_SKIN_INDEX_CAMO )
+ {
+ array<ItemData> camoSkins = GetAllItemsOfType( eItemTypes.CAMO_SKIN_PILOT )
+ if ( loadout.camoIndex >= camoSkins.len() || loadout.camoIndex < 0 )
+ {
+ printt( " - INVALID PILOT CAMO/SKIN, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].skinIndex", defaultLoadout.skinIndex )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].camoIndex", defaultLoadout.camoIndex )
+ }
+ else
+ {
+ ItemData camoSkin = camoSkins[loadout.camoIndex]
+ if ( IsItemLocked( player, camoSkin.ref ) )
+ {
+ printt( " - PILOT CAMO/SKIN EQUIPPED WHEN LOCKED, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].skinIndex", defaultLoadout.skinIndex )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].camoIndex", defaultLoadout.camoIndex )
+ }
+ }
+ }
+ else if ( loadout.skinIndex == 0 )
+ {
+ if ( loadout.camoIndex != 0 )
+ {
+ printt( " - INVALID PILOT CAMO/SKIN, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].skinIndex", defaultLoadout.skinIndex )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].camoIndex", defaultLoadout.camoIndex )
+ }
+ }
+ else
+ {
+ // pilots can't have skins other than 0 and 1 right?
+ printt( " - INVALID PILOT SKIN, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].skinIndex", defaultLoadout.skinIndex )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].camoIndex", defaultLoadout.camoIndex )
+ }
+ }
+
+ // primary weapon
+ {
+ if ( !IsRefValid( loadout.primary ) || GetItemType( loadout.primary ) != eItemTypes.PILOT_PRIMARY )
+ {
+ printt( " - PRIMARY WEAPON IS LOCKED, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].primary", defaultLoadout.primary )
+ }
+ else if ( IsItemLocked( player, loadout.primary ) )
+ {
+ printt( " - PRIMARY WEAPON IS LOCKED, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].primary", defaultLoadout.primary )
+ }
+ }
+
+ // primary weapon mods
+ {
+ // mod1
+ if ( loadout.primaryMod1 == "" )
+ {
+ // do nothing
+ }
+ else if ( !HasSubitem( loadout.primary, loadout.primaryMod1 ) )
+ {
+ printt( " - PRIMARY WEAPON MOD 1 IS INVALID, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].primaryMod1", defaultLoadout.primaryMod1 )
+ }
+ else if ( IsSubItemLocked( player, loadout.primaryMod1, loadout.primary ) )
+ {
+ printt( " - PRIMARY WEAPON MOD 1 IS LOCKED, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].primaryMod1", defaultLoadout.primaryMod1 )
+ }
+ // mod2
+ if ( loadout.primaryMod2 == "" )
+ {
+ // do nothing
+ }
+ else if ( IsSubItemLocked( player, "primarymod2", loadout.primary ) )
+ {
+ printt( " - PRIMARY WEAPON MOD 2 SLOT IS LOCKED, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].primaryMod2", defaultLoadout.primaryMod2 )
+ }
+ else if ( !HasSubitem( loadout.primary, loadout.primaryMod2 ) )
+ {
+ printt( " - PRIMARY WEAPON MOD 2 IS INVALID, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].primaryMod2", defaultLoadout.primaryMod2 )
+ }
+ else if ( IsSubItemLocked( player, loadout.primaryMod2, loadout.primary ) )
+ {
+ printt( " - PRIMARY WEAPON MOD 2 IS LOCKED, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].primaryMod2", defaultLoadout.primaryMod2 )
+ }
+ else if ( loadout.primaryMod2 == loadout.primaryMod1 && loadout.primaryMod2 != "" )
+ {
+ printt( " - PRIMARY WEAPON MOD 2 IS DUPLICATE, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].primaryMod2", defaultLoadout.primaryMod2 )
+ }
+ else if ( loadout.primaryAttachment == "threat_scope" )
+ {
+ printt( " - PRIMARY WEAPON MOD 2 IS SET WITH THREAT SCOPE, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].primaryMod2", defaultLoadout.primaryMod2 )
+ }
+ // attachment
+ if ( loadout.primaryAttachment == "" )
+ {
+ // do nothing
+ }
+ else if ( !HasSubitem( loadout.primary, loadout.primaryAttachment ) )
+ {
+ printt( " - PRIMARY WEAPON ATTACHMENT IS INVALID, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].primaryAttachment", defaultLoadout.primaryAttachment )
+ }
+ else if ( IsSubItemLocked( player, loadout.primaryAttachment, loadout.primary ) )
+ {
+ printt( " - PRIMARY WEAPON ATTACHMENT IS LOCKED, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].primaryAttachment", defaultLoadout.primaryAttachment )
+ }
+ // mod3 (pro screen)
+ if ( loadout.primaryMod3 == "" )
+ {
+ // do nothing
+ }
+ else if ( loadout.primaryMod3 == "pro_screen" )
+ {
+ // fuck you and your three mod slot stuff
+ printt( " - PRIMARY WEAPON PRO SCREEN IS INVALID, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].primaryMod3", defaultLoadout.primaryMod3 )
+ }
+ else if ( IsSubItemLocked( player, loadout.primaryMod3, loadout.primary ) )
+ {
+ printt( " - PRIMARY WEAPON PRO SCREEN IS LOCKED, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].primaryMod3", defaultLoadout.primaryMod3 )
+ }
+ }
+
+ // primary weapon camoIndex
+ // primary weapon skinIndex
+ {
+ if ( loadout.primarySkinIndex == WEAPON_SKIN_INDEX_CAMO )
+ {
+ array<ItemData> camoSkins = GetAllItemsOfType( eItemTypes.CAMO_SKIN )
+ if ( loadout.primaryCamoIndex >= camoSkins.len() || loadout.primaryCamoIndex < 0 )
+ {
+ printt( " - INVALID PRIMARY WEAPON CAMO/SKIN, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].primarySkinIndex", defaultLoadout.primarySkinIndex )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].primaryCamoIndex", defaultLoadout.primaryCamoIndex )
+ }
+ else
+ {
+ ItemData camoSkin = camoSkins[loadout.primaryCamoIndex]
+ if ( IsSubItemLocked( player, camoSkin.ref, loadout.primary ) )
+ {
+ printt( " - PRIMARY WEAPON CAMO/SKIN EQUIPPED WHEN LOCKED, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].primarySkinIndex", defaultLoadout.primarySkinIndex )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].primaryCamoIndex", defaultLoadout.primaryCamoIndex )
+ }
+ }
+ }
+ else if ( loadout.primarySkinIndex == 0 )
+ {
+ if ( loadout.primaryCamoIndex != 0 )
+ {
+ printt( " - INVALID PRIMARY WEAPON CAMO/SKIN, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].primarySkinIndex", defaultLoadout.primarySkinIndex )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].primaryCamoIndex", defaultLoadout.primaryCamoIndex )
+ }
+ }
+ else if ( IsSubItemLocked( player, GetWeaponWarpaintRefByIndex( loadout.primarySkinIndex, loadout.primary ), loadout.primary ) )
+ {
+ printt( " - PRIMARY WEAPON SKIN LOCKED, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].primarySkinIndex", defaultLoadout.primarySkinIndex )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].primaryCamoIndex", defaultLoadout.primaryCamoIndex )
+ }
+ }
+
+ // secondary weapon
+ {
+ if ( !IsRefValid( loadout.secondary ) || GetItemType( loadout.secondary ) != eItemTypes.PILOT_SECONDARY )
+ {
+ printt( " - SECONDARY WEAPON IS LOCKED, RESETTING" )
+ string ref = defaultLoadout.secondary
+ if ( loadout.secondary == ref ) // item dupes swap
+ {
+ ref = defaultLoadout.weapon3
+ }
+ else if ( ItemsInSameMenuCategory( loadout.secondary, ref ) ) // category dupes assign value to other slot and swap
+ {
+ ref = defaultLoadout.weapon3
+ }
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].secondary", ref )
+ }
+ else if ( IsItemLocked( player, loadout.secondary ) )
+ {
+ printt( " - SECONDARY WEAPON IS LOCKED, RESETTING" )
+ string ref = defaultLoadout.secondary
+ if ( loadout.weapon3 == ref ) // item dupes swap
+ {
+ ref = defaultLoadout.weapon3
+ }
+ else if ( ItemsInSameMenuCategory( loadout.weapon3, ref ) ) // category dupes assign value to other slot and swap
+ {
+ ref = defaultLoadout.weapon3
+ }
+
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].secondary", ref )
+ }
+ }
+
+ // secondary weapon mods
+ {
+ // mod1
+ if ( loadout.secondaryMod1 == "" )
+ {
+ // do nothing
+ }
+ else if ( !HasSubitem( loadout.secondary, loadout.secondaryMod1 ) )
+ {
+ printt( " - SECONDARY WEAPON MOD 1 IS INVALID, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].secondaryMod1", defaultLoadout.secondaryMod1 )
+ }
+ else if ( IsSubItemLocked( player, loadout.secondaryMod1, loadout.secondary ) )
+ {
+ printt( " - SECONDARY WEAPON MOD 1 IS LOCKED, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].secondaryMod1", defaultLoadout.secondaryMod1 )
+ }
+ // mod2
+ if ( loadout.secondaryMod2 == "" )
+ {
+ // do nothing
+ }
+ else if ( IsSubItemLocked( player, "secondarymod2", loadout.secondary ) )
+ {
+ printt( " - SECONDARY WEAPON MOD 2 SLOT IS LOCKED, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].secondaryMod2", defaultLoadout.secondaryMod2 )
+ }
+ else if ( !HasSubitem( loadout.secondary, loadout.secondaryMod2 ) )
+ {
+ printt( " - SECONDARY WEAPON MOD 2 IS INVALID, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].secondaryMod2", defaultLoadout.secondaryMod2 )
+ }
+ else if ( IsSubItemLocked( player, loadout.secondaryMod2, loadout.secondary ) )
+ {
+ printt( " - SECONDARY WEAPON MOD 2 IS LOCKED, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].secondaryMod2", defaultLoadout.secondaryMod2 )
+ }
+ else if ( loadout.secondaryMod2 == loadout.secondaryMod1 && loadout.secondaryMod2 != "" )
+ {
+ printt( " - SECONDARY WEAPON MOD 2 IS DUPLICATE, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].secondaryMod2", defaultLoadout.secondaryMod2 )
+ }
+ // mod3 (pro screen)
+ if ( loadout.secondaryMod3 == "" )
+ {
+ // do nothing
+ }
+ else if ( loadout.secondaryMod3 == "pro_screen" )
+ {
+ // fuck you and your three mod slot stuff
+ printt( " - SECONDARY WEAPON PRO SCREEN IS INVALID, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].secondaryMod3", defaultLoadout.secondaryMod3 )
+ }
+ else if ( IsSubItemLocked( player, "secondarymod3", loadout.secondary ) )
+ {
+ printt( " - SECONDARY WEAPON PRO SCREEN IS LOCKED, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].secondaryMod3", defaultLoadout.secondaryMod3 )
+ }
+ }
+
+ // secondary weapon camoIndex
+ // secondary weapon skinIndex
+ {
+ if ( loadout.secondarySkinIndex == WEAPON_SKIN_INDEX_CAMO )
+ {
+ array<ItemData> camoSkins = GetAllItemsOfType( eItemTypes.CAMO_SKIN )
+ if ( loadout.secondaryCamoIndex >= camoSkins.len() || loadout.secondaryCamoIndex < 0 )
+ {
+ printt( " - INVALID SECONDARY WEAPON CAMO/SKIN, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].secondarySkinIndex", defaultLoadout.secondarySkinIndex )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].secondaryCamoIndex", defaultLoadout.secondaryCamoIndex )
+ }
+ else
+ {
+ ItemData camoSkin = camoSkins[loadout.secondaryCamoIndex]
+ if ( IsSubItemLocked( player, camoSkin.ref, loadout.secondary ) )
+ {
+ printt( " - SECONDARY WEAPON CAMO/SKIN EQUIPPED WHEN LOCKED, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].secondarySkinIndex", defaultLoadout.secondarySkinIndex )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].secondaryCamoIndex", defaultLoadout.secondaryCamoIndex )
+ }
+ }
+ }
+ else if ( loadout.secondarySkinIndex == 0 )
+ {
+ if ( loadout.secondaryCamoIndex != 0 )
+ {
+ printt( " - INVALID SECONDARY WEAPON CAMO/SKIN, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].secondarySkinIndex", defaultLoadout.secondarySkinIndex )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].secondaryCamoIndex", defaultLoadout.secondaryCamoIndex )
+ }
+ }
+ else if ( IsSubItemLocked( player, GetWeaponWarpaintRefByIndex( loadout.secondarySkinIndex, loadout.secondary ), loadout.secondary ) )
+ {
+ printt( " - SECONDARY WEAPON SKIN LOCKED, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].secondarySkinIndex", defaultLoadout.secondarySkinIndex )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].secondaryCamoIndex", defaultLoadout.secondaryCamoIndex )
+ }
+ }
+
+ // weapon3
+ // note: these are always eItemTypes.PILOT_SECONDARY
+ {
+ if ( !IsRefValid( loadout.weapon3 ) || GetItemType( loadout.weapon3 ) != eItemTypes.PILOT_SECONDARY )
+ {
+ printt( " - WEAPON3 WEAPON IS LOCKED, RESETTING" )
+ string ref = defaultLoadout.weapon3
+ if ( loadout.weapon3 == ref ) // item dupes swap
+ {
+ ref = defaultLoadout.secondary
+ }
+ else if ( ItemsInSameMenuCategory( loadout.weapon3, ref ) ) // category dupes assign value to other slot and swap
+ {
+ ref = defaultLoadout.secondary
+ }
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].weapon3", ref )
+ }
+ else if ( IsItemLocked( player, loadout.weapon3 ) )
+ {
+ printt( " - TERTIARY WEAPON IS LOCKED, RESETTING" )
+ string ref = defaultLoadout.weapon3
+ if ( loadout.secondary == ref ) // item dupes swap
+ {
+ ref = defaultLoadout.secondary
+ }
+ else if ( ItemsInSameMenuCategory( loadout.secondary, ref ) ) // category dupes assign value to other slot and swap
+ {
+ ref = defaultLoadout.secondary
+ }
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].weapon3", ref )
+ }
+ }
+
+ // weapon3 mods
+ {
+ // mod1
+ if ( loadout.weapon3Mod1 == "" )
+ {
+ // do nothing
+ }
+ else if ( !HasSubitem( loadout.weapon3, loadout.weapon3Mod1 ) )
+ {
+ printt( " - WEAPON3 MOD 1 IS INVALID, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].weapon3Mod1", defaultLoadout.weapon3Mod1 )
+ }
+ else if ( IsSubItemLocked( player, loadout.weapon3Mod1, loadout.weapon3 ) )
+ {
+ printt( " - WEAPON3 MOD 1 IS LOCKED, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].weapon3Mod1", defaultLoadout.weapon3Mod1 )
+ }
+ // mod2
+ if ( loadout.weapon3Mod2 == "" )
+ {
+ // do nothing
+ }
+ else if ( IsSubItemLocked( player, "secondarymod2", loadout.weapon3 ) )
+ {
+ printt( " - WEAPON3 MOD 2 SLOT IS LOCKED, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].weapon3Mod2", defaultLoadout.weapon3Mod2 )
+ }
+ else if ( !HasSubitem( loadout.weapon3, loadout.weapon3Mod2 ) )
+ {
+ printt( " - WEAPON3 MOD 2 IS INVALID, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].weapon3Mod2", defaultLoadout.weapon3Mod2 )
+ }
+ else if ( IsSubItemLocked( player, loadout.weapon3Mod2, loadout.weapon3 ) )
+ {
+ printt( " - WEAPON3 MOD 2 IS LOCKED, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].weapon3Mod2", defaultLoadout.weapon3Mod2 )
+ }
+ else if ( loadout.weapon3Mod2 == loadout.weapon3Mod1 && loadout.weapon3Mod2 != "" )
+ {
+ printt( " - WEAPON3 MOD 2 IS DUPLICATE, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].weapon3Mod2", defaultLoadout.weapon3Mod2 )
+ }
+ // mod3 (pro screen)
+ if ( loadout.weapon3Mod3 == "" )
+ {
+ // do nothing
+ }
+ else if ( loadout.weapon3Mod3 != "pro_screen" )
+ {
+ // fuck you and your three mod slot stuff
+ printt( " - WEAPON3 PRO SCREEN IS INVALID, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].weapon3Mod3", defaultLoadout.weapon3Mod3 )
+ }
+ else if ( IsSubItemLocked( player, "secondarymod3", loadout.weapon3 ) )
+ {
+ printt( " - WEAPON3 PRO SCREEN IS LOCKED, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].weapon3Mod3", defaultLoadout.weapon3Mod3 )
+ }
+ }
+
+ // weapon3 camoIndex
+ // weapon3 skinIndex
+ {
+ if ( loadout.weapon3SkinIndex == WEAPON_SKIN_INDEX_CAMO )
+ {
+ array<ItemData> camoSkins = GetAllItemsOfType( eItemTypes.CAMO_SKIN )
+ if ( loadout.weapon3CamoIndex >= camoSkins.len() || loadout.weapon3CamoIndex < 0 )
+ {
+ printt( " - INVALID TERTIARY WEAPON CAMO/SKIN, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].weapon3SkinIndex", defaultLoadout.weapon3SkinIndex )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].weapon3CamoIndex", defaultLoadout.weapon3CamoIndex )
+ }
+ else
+ {
+ ItemData camoSkin = camoSkins[loadout.weapon3CamoIndex]
+ if ( IsSubItemLocked( player, camoSkin.ref, loadout.weapon3 ) )
+ {
+ printt( " - TERTIARY WEAPON CAMO/SKIN EQUIPPED WHEN LOCKED, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].weapon3SkinIndex", defaultLoadout.weapon3SkinIndex )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].weapon3CamoIndex", defaultLoadout.weapon3CamoIndex )
+ }
+ }
+ }
+ else if ( loadout.weapon3SkinIndex == 0 )
+ {
+ if ( loadout.weapon3CamoIndex != 0 )
+ {
+ printt( " - INVALID TERTIARY WEAPON CAMO/SKIN, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].weapon3SkinIndex", defaultLoadout.weapon3SkinIndex )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].weapon3CamoIndex", defaultLoadout.weapon3CamoIndex )
+ }
+ }
+ else if ( IsSubItemLocked( player, GetWeaponWarpaintRefByIndex( loadout.weapon3SkinIndex, loadout.weapon3 ), loadout.weapon3 ) )
+ {
+ printt( " - TERTIARY WEAPON SKIN LOCKED, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].weapon3SkinIndex", defaultLoadout.weapon3SkinIndex )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].weapon3CamoIndex", defaultLoadout.weapon3CamoIndex )
+ }
+ }
+
+ // kit 1
+ {
+ if ( !IsRefValid( loadout.passive1 ) || GetItemType( loadout.passive1 ) != eItemTypes.PILOT_PASSIVE1 )
+ {
+ printt( " - KIT 1 IS INVALID, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].passive1", defaultLoadout.passive1 )
+ }
+ else if ( IsItemLocked( player, loadout.passive1 ) )
+ {
+ printt( " - KIT 1 IS LOCKED, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].passive1", defaultLoadout.passive1 )
+ }
+ }
+
+ // kit 2
+ {
+ if ( !IsRefValid( loadout.passive2 ) || GetItemType( loadout.passive2 ) != eItemTypes.PILOT_PASSIVE2 )
+ {
+ printt( " - KIT 2 IS INVALID, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].passive2", defaultLoadout.passive2 )
+ }
+ else if ( IsItemLocked( player, loadout.passive2 ) )
+ {
+ printt( " - KIT 2 IS LOCKED, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].passive2", defaultLoadout.passive2 )
+ }
+ }
+
+ // execution
+ // note: not sure why defaultLoadout has this set to "", but neck snap should be default
+ {
+ if ( !IsRefValid( loadout.execution ) || GetItemType( loadout.execution ) != eItemTypes.PILOT_EXECUTION )
+ {
+ printt( " - EXECUTION IS INVALID, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].execution", "execution_neck_snap" )
+ }
+ else if ( IsItemLocked( player, loadout.execution ) )
+ {
+ printt( " - EXECUTION IS LOCKED, RESETTING" )
+ player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].execution", "execution_neck_snap" )
+ }
+ }
+
+ // equipped pilot loadout
+ {
+ if ( isSelected && IsItemLocked( player, "pilot_loadout_" + ( pilotLoadoutIndex + 1 ) ) )
+ {
+ printt( " - SELECTED PILOT LOADOUT IS LOCKED, RESETTING" )
+ player.SetPersistentVar( "pilotSpawnLoadout.index", 0 )
+ Remote_CallFunction_NonReplay( player, "ServerCallback_UpdatePilotModel", 0 )
+ }
+ }
+ }
+
+ Remote_CallFunction_NonReplay( player, "ServerCallback_UpdatePilotModel", player.GetPersistentVarAsInt( "pilotSpawnLoadout.index" ) )
+
+ printt( "ITEM VALIDATION COMPLETE FOR PLAYER: " + player.GetPlayerName() )
+}
+
+// basically just PopulateTitanLoadoutFromPersistentData but without validation, we are doing the validation in a better way
+// that doesnt just kick the player and reset the entire loadout, since we want to only reset parts of the loadout that we need
+TitanLoadoutDef function GetTitanLoadout( entity player, int loadoutIndex )
+{
+ TitanLoadoutDef loadout
+
+ loadout.name = GetPersistentLoadoutValue( player, "titan", loadoutIndex, "name" )
+ loadout.titanClass = GetPersistentLoadoutValue( player, "titan", loadoutIndex, "titanClass" )
+ loadout.primaryMod = GetPersistentLoadoutValue( player, "titan", loadoutIndex, "primaryMod" )
+ loadout.special = GetPersistentLoadoutValue( player, "titan", loadoutIndex, "special" )
+ loadout.antirodeo = GetPersistentLoadoutValue( player, "titan", loadoutIndex, "antirodeo" )
+ loadout.passive1 = GetPersistentLoadoutValue( player, "titan", loadoutIndex, "passive1" )
+ loadout.passive2 = GetPersistentLoadoutValue( player, "titan", loadoutIndex, "passive2" )
+ loadout.passive3 = GetPersistentLoadoutValue( player, "titan", loadoutIndex, "passive3" )
+ loadout.passive4 = GetPersistentLoadoutValue( player, "titan", loadoutIndex, "passive4" )
+ loadout.passive5 = GetPersistentLoadoutValue( player, "titan", loadoutIndex, "passive5" )
+ loadout.passive6 = GetPersistentLoadoutValue( player, "titan", loadoutIndex, "passive6" )
+ loadout.camoIndex = GetPersistentLoadoutValueInt( player, "titan", loadoutIndex, "camoIndex" )
+ loadout.skinIndex = GetPersistentLoadoutValueInt( player, "titan", loadoutIndex, "skinIndex" ) //Important: Skin index needs to be gotten after camoIndex for loadout validation purposes
+ loadout.decalIndex = GetPersistentLoadoutValueInt( player, "titan", loadoutIndex, "decalIndex" )
+ loadout.primaryCamoIndex = GetPersistentLoadoutValueInt( player, "titan", loadoutIndex, "primaryCamoIndex" )
+ loadout.primarySkinIndex = GetPersistentLoadoutValueInt( player, "titan", loadoutIndex, "primarySkinIndex" ) //Important: Skin index needs to be gotten after camoIndex for loadout validation purposes
+ loadout.titanExecution = GetPersistentLoadoutValue( player, "titan", loadoutIndex, "titanExecution" )
+ loadout.showArmBadge = GetPersistentLoadoutValueInt( player, "titan", loadoutIndex, "showArmBadge" )
+
+ //Prime Titan related vars
+ loadout.isPrime = GetPersistentLoadoutValue( player, "titan", loadoutIndex, "isPrime" )
+ loadout.primeCamoIndex = GetPersistentLoadoutValueInt( player, "titan", loadoutIndex, "primeCamoIndex" )
+ loadout.primeSkinIndex = GetPersistentLoadoutValueInt( player, "titan", loadoutIndex, "primeSkinIndex" ) //Important: Skin index needs to be gotten after camoIndex for loadout validation purposes
+ loadout.primeDecalIndex = GetPersistentLoadoutValueInt( player, "titan", loadoutIndex, "primeDecalIndex" )
+
+ UpdateDerivedTitanLoadoutData( loadout )
+ OverwriteLoadoutWithDefaultsForSetFile( loadout )
+
+ return loadout
+}
+
+// basically just PopulatePilotLoadoutFromPersistentData but without validation, we are doing the validation in a better way
+// that doesnt just kick the player and reset the entire loadout, since we want to only reset parts of the loadout that we need
+PilotLoadoutDef function GetPilotLoadout( entity player, int loadoutIndex )
+{
+ PilotLoadoutDef loadout
+
+ loadout.name = GetPersistentLoadoutValue( player, "pilot", loadoutIndex, "name" )
+ loadout.suit = GetPersistentLoadoutValue( player, "pilot", loadoutIndex, "suit" )
+ loadout.race = GetPersistentLoadoutValue( player, "pilot", loadoutIndex, "race" )
+ loadout.execution = GetPersistentLoadoutValue( player, "pilot", loadoutIndex, "execution" )
+ loadout.primary = GetPersistentLoadoutValue( player, "pilot", loadoutIndex, "primary" )
+ loadout.primaryAttachment = GetPersistentLoadoutValue( player, "pilot", loadoutIndex, "primaryAttachment" )
+ loadout.primaryMod1 = GetPersistentLoadoutValue( player, "pilot", loadoutIndex, "primaryMod1" )
+ loadout.primaryMod2 = GetPersistentLoadoutValue( player, "pilot", loadoutIndex, "primaryMod2" )
+ loadout.primaryMod3 = GetPersistentLoadoutValue( player, "pilot", loadoutIndex, "primaryMod3" )
+ loadout.secondary = GetPersistentLoadoutValue( player, "pilot", loadoutIndex, "secondary" )
+ loadout.secondaryMod1 = GetPersistentLoadoutValue( player, "pilot", loadoutIndex, "secondaryMod1" )
+ loadout.secondaryMod2 = GetPersistentLoadoutValue( player, "pilot", loadoutIndex, "secondaryMod2" )
+ loadout.secondaryMod3 = GetPersistentLoadoutValue( player, "pilot", loadoutIndex, "secondaryMod3" )
+ loadout.weapon3 = GetPersistentLoadoutValue( player, "pilot", loadoutIndex, "weapon3" )
+ loadout.weapon3Mod1 = GetPersistentLoadoutValue( player, "pilot", loadoutIndex, "weapon3Mod1" )
+ loadout.weapon3Mod2 = GetPersistentLoadoutValue( player, "pilot", loadoutIndex, "weapon3Mod2" )
+ loadout.weapon3Mod3 = GetPersistentLoadoutValue( player, "pilot", loadoutIndex, "weapon3Mod3" )
+ loadout.ordnance = GetPersistentLoadoutValue( player, "pilot", loadoutIndex, "ordnance" )
+ loadout.passive1 = GetPersistentLoadoutValue( player, "pilot", loadoutIndex, "passive1" )
+ loadout.passive2 = GetPersistentLoadoutValue( player, "pilot", loadoutIndex, "passive2" )
+ loadout.camoIndex = GetPersistentLoadoutValueInt( player, "pilot", loadoutIndex, "camoIndex" )
+ loadout.skinIndex = GetPersistentLoadoutValueInt( player, "pilot", loadoutIndex, "skinIndex" ) //Important: Skin index needs to be gotten after camoIndex for loadout validation purposes
+ loadout.primaryCamoIndex = GetPersistentLoadoutValueInt( player, "pilot", loadoutIndex, "primaryCamoIndex" )
+ loadout.primarySkinIndex = GetPersistentLoadoutValueInt( player, "pilot", loadoutIndex, "primarySkinIndex" ) //Important: Skin index needs to be gotten after camoIndex for loadout validation purposes
+ loadout.secondaryCamoIndex = GetPersistentLoadoutValueInt( player, "pilot", loadoutIndex, "secondaryCamoIndex" )
+ loadout.secondarySkinIndex = GetPersistentLoadoutValueInt( player, "pilot", loadoutIndex, "secondarySkinIndex" ) //Important: Skin index needs to be gotten after camoIndex for loadout validation purposes
+ loadout.weapon3CamoIndex = GetPersistentLoadoutValueInt( player, "pilot", loadoutIndex, "weapon3CamoIndex" )
+ loadout.weapon3SkinIndex = GetPersistentLoadoutValueInt( player, "pilot", loadoutIndex, "weapon3SkinIndex" ) //Important: Skin index needs to be gotten after camoIndex for loadout validation purposes
+
+ UpdateDerivedPilotLoadoutData( loadout )
+
+ return loadout
+}
+
+bool function CanEquipArmBadge( entity player, string titanClass )
+{
+ string skinRef
+ switch ( titanClass )
+ {
+ case "ion":
+ skinRef = "ion_skin_fd"
+ break
+ case "scorch":
+ skinRef = "scorch_skin_fd"
+ break
+ case "northstar":
+ skinRef = "northstar_skin_fd"
+ break
+ case "ronin":
+ skinRef = "ronin_skin_fd"
+ break
+ case "tone":
+ skinRef = "tone_skin_fd"
+ break
+ case "legion":
+ skinRef = "legion_skin_fd"
+ break
+ case "vanguard":
+ skinRef = "monarch_skin_fd"
+ break
+ }
+
+ return !IsSubItemLocked( player, skinRef, titanClass )
+}
+
+string function GetWeaponWarpaintRefByIndex( int skinIndex, string parentRef )
+{
+ ItemData parentItem = GetItemData( parentRef )
+ foreach ( subItem in parentItem.subitems )
+ {
+ if ( GetSubitemType( parentRef, subItem.ref ) != eItemTypes.WEAPON_SKIN )
+ continue
+ if ( subItem.i.skinIndex != skinIndex )
+ continue
+
+ return subItem.ref
+ }
+
+ return INVALID_REF
+}
+#endif \ No newline at end of file