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-rw-r--r--Northstar.CustomServers/mod/scripts/vscripts/burnmeter/_burnmeter.gnut70
1 files changed, 56 insertions, 14 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/burnmeter/_burnmeter.gnut b/Northstar.CustomServers/mod/scripts/vscripts/burnmeter/_burnmeter.gnut
index fbdf1789..e2ca9917 100644
--- a/Northstar.CustomServers/mod/scripts/vscripts/burnmeter/_burnmeter.gnut
+++ b/Northstar.CustomServers/mod/scripts/vscripts/burnmeter/_burnmeter.gnut
@@ -22,6 +22,7 @@ const float AMPED_WEAPONS_LENGTH = 30.0
const int MAPHACK_PULSE_COUNT = 4
const float MAPHACK_PULSE_DELAY = 2.0
+const float MAPHACK_PULSE_LENGTH = 0.5
struct
{
@@ -369,31 +370,72 @@ void function PlayerUsesMaphackBurncard( entity player )
void function PlayerUsesMaphackBurncardThreaded( entity player )
{
player.EndSignal( "OnDestroy" )
- player.EndSignal( "OnDeath" )
+
+ // If the user disconnects, we need to clean up hanging sonar effects, so hold relevant data here.
+ int playerTeam = player.GetTeam()
+ bool cleanup = false
+ array<entity> entities, affectedEntities
+
+ OnThreadEnd(
+ function() : ( cleanup, playerTeam, affectedEntities )
+ {
+ if ( !cleanup ) // Map hack ended when sonar wasn't active, no cleanup needed
+ return
+
+ foreach ( entity ent in affectedEntities )
+ {
+ if ( IsValid( ent ) )
+ SonarEnd( ent, playerTeam )
+ }
+ DecrementSonarPerTeam( playerTeam )
+ }
+ )
// todo: potentially look into ScanMinimap in _passives for doing this better? boost is pretty likely based off it pretty heavily
for ( int i = 0; i < MAPHACK_PULSE_COUNT; i++ )
{
EmitSoundOnEntityOnlyToPlayer( player, player, "Burn_Card_Map_Hack_Radar_Pulse_V1_1P" )
- array<entity> aliveplayers = GetPlayerArray()
- foreach ( entity otherPlayer in GetPlayerArray() )
+
+ entities = GetPlayerArray()
+ entities.extend( GetNPCArray() )
+ entities.extend( GetPlayerDecoyArray() )
+
+ IncrementSonarPerTeam( playerTeam )
+ foreach ( entity ent in entities )
{
- Remote_CallFunction_Replay( otherPlayer, "ServerCallback_SonarPulseFromPosition", player.GetOrigin().x, player.GetOrigin().y, player.GetOrigin().z, SONAR_GRENADE_RADIUS )
+ if ( !IsValid( ent ) ) // Not sure why we can get invalid entities at this point
+ continue
- if ( otherPlayer.GetTeam() != player.GetTeam() && aliveplayers.find(otherPlayer) != -1 && aliveplayers.find(player) != -1 )
+ if ( ent.IsPlayer() )
{
- StatusEffect_AddTimed( otherPlayer, eStatusEffect.maphack_detected, 1.0, MAPHACK_PULSE_DELAY / 2, 0.0 )
- SonarStart( otherPlayer, player.GetOrigin(), player.GetTeam(), player )
- IncrementSonarPerTeam( player.GetTeam() )
+ if ( IsAlive( player ) )
+ Remote_CallFunction_Replay( ent, "ServerCallback_SonarPulseFromPosition", player.GetOrigin().x, player.GetOrigin().y, player.GetOrigin().z, SONAR_GRENADE_RADIUS )
+
+ // Map Hack also gives radar on enemies for longer than the sonar duration.
+ if ( ent.GetTeam() == playerTeam )
+ thread ScanMinimap( ent, false, MAPHACK_PULSE_DELAY - 0.2 )
}
- }
- wait MAPHACK_PULSE_DELAY
- foreach ( entity otherPlayer in GetPlayerArray() ) {
- if ( otherPlayer.GetTeam() != player.GetTeam() && aliveplayers.find(otherPlayer) != -1 && aliveplayers.find(player) != -1 ) {
- SonarEnd (otherPlayer, player.GetTeam() )
- DecrementSonarPerTeam( player.GetTeam() )
+
+ if ( ent.GetTeam() != playerTeam )
+ {
+ StatusEffect_AddTimed( ent, eStatusEffect.maphack_detected, 1.0, MAPHACK_PULSE_DELAY, 0.0 )
+ affectedEntities.append( ent )
+ SonarStart( ent, player.GetOrigin(), playerTeam, player )
}
}
+ cleanup = true
+ wait MAPHACK_PULSE_LENGTH
+
+ DecrementSonarPerTeam( playerTeam )
+ // JFS - loop through entities that were explicitly given sonar in case they switched teams during the wait
+ foreach ( entity ent in affectedEntities )
+ {
+ if ( IsValid( ent ) )
+ SonarEnd( ent, playerTeam )
+ }
+ cleanup = false
+ affectedEntities.clear()
+ wait MAPHACK_PULSE_DELAY - MAPHACK_PULSE_LENGTH
}
}