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-rw-r--r--Northstar.CustomServers/mod/scripts/vscripts/_powerup.gnut21
-rw-r--r--Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_lts.nut2
-rw-r--r--Northstar.CustomServers/mod/scripts/vscripts/mp/_base_gametype_mp.gnut11
-rw-r--r--Northstar.CustomServers/mod/scripts/vscripts/mp/_gamestate_mp.nut5
4 files changed, 30 insertions, 9 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/_powerup.gnut b/Northstar.CustomServers/mod/scripts/vscripts/_powerup.gnut
index 60c4560f..5fb0778c 100644
--- a/Northstar.CustomServers/mod/scripts/vscripts/_powerup.gnut
+++ b/Northstar.CustomServers/mod/scripts/vscripts/_powerup.gnut
@@ -33,21 +33,17 @@ void function PowerupSpawnerThink( entity spawnpoint, PowerUp powerupDef )
svGlobal.levelEnt.EndSignal( "CleanUpEntitiesForRoundEnd" )
entity base = CreatePropDynamic( powerupDef.baseModel, spawnpoint.GetOrigin(), spawnpoint.GetAngles(), 2 )
-
- entity powerup
- OnThreadEnd( function() : ( base, powerup )
+ OnThreadEnd( function() : ( base )
{
base.Destroy()
- if ( IsValid( powerup ) )
- powerup.Destroy()
})
-
+
while ( true )
{
if ( !powerupDef.spawnFunc() )
return
- powerup = CreateEntity( "item_powerup" )
+ entity powerup = CreateEntity( "item_powerup" )
powerup.SetOrigin( base.GetOrigin() + powerupDef.modelOffset )
powerup.SetAngles( base.GetAngles() + powerupDef.modelAngles )
@@ -66,11 +62,22 @@ void function PowerupSpawnerThink( entity spawnpoint, PowerUp powerupDef )
PickupGlow glow = CreatePickupGlow( powerup, powerupDef.glowColor.x.tointeger(), powerupDef.glowColor.y.tointeger(), powerupDef.glowColor.z.tointeger() )
glow.glowFX.SetOrigin( spawnpoint.GetOrigin() ) // want the glow to be parented to the powerup, but have the position of the spawnpoint
+ thread TrackPowerupCleanup( powerup )
+
powerup.WaitSignal( "OnDestroy" )
wait powerupDef.respawnDelay
}
}
+void function TrackPowerupCleanup( entity powerup )
+{
+ powerup.EndSignal( "OnDestroy" )
+
+ svGlobal.levelEnt.WaitSignal( "CleanUpEntitiesForRoundEnd" )
+ if ( IsValid( powerup ) )
+ powerup.Destroy()
+}
+
bool function OnPowerupCollected( entity player, entity healthpack )
{
PowerUp powerup = GetPowerUpFromItemRef( expect string( healthpack.s.powerupRef ) )
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_lts.nut b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_lts.nut
index 89f9c991..194db8a0 100644
--- a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_lts.nut
+++ b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_lts.nut
@@ -46,6 +46,8 @@ void function WaitForThirtySecondsLeftThreaded()
// wait until 30sec left
wait ( endTime - 30 ) - Time()
+ PlayMusicToAll( eMusicPieceID.LEVEL_LAST_MINUTE )
+
foreach ( entity player in GetPlayerArray() )
{
// warn there's 30 seconds left
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/mp/_base_gametype_mp.gnut b/Northstar.CustomServers/mod/scripts/vscripts/mp/_base_gametype_mp.gnut
index 5a0ec989..0425f1d7 100644
--- a/Northstar.CustomServers/mod/scripts/vscripts/mp/_base_gametype_mp.gnut
+++ b/Northstar.CustomServers/mod/scripts/vscripts/mp/_base_gametype_mp.gnut
@@ -40,6 +40,8 @@ void function BaseGametype_Init_MPSP()
AddDamageCallback( "player", AddToTitanDamageStat )
AddDamageCallback( "npc_titan", AddToTitanDamageStat )
+
+ RegisterSignal( "PlayerRespawnStarted" )
}
void function SetIntermissionCamera( entity camera )
@@ -394,6 +396,8 @@ void function RespawnAsPilot( entity player, bool manualPosition = false )
void function RespawnAsTitan( entity player, bool manualPosition = false )
{
+ player.Signal( "PlayerRespawnStarted" )
+
player.isSpawning = true
entity spawnpoint = FindSpawnPoint( player, true, ShouldStartSpawn( player ) && !IsFFAGame() )
@@ -459,9 +463,16 @@ void function PlayerBecomesSpectator( entity player )
player.EndSignal( "OnRespawned" )
player.EndSignal( "OnDestroy" )
+ player.EndSignal( "PlayerRespawnStarted" )
int targetIndex = 0
+ OnThreadEnd( function() : ( player )
+ {
+ if ( IsValid( player ) )
+ player.StopObserverMode()
+ })
+
while ( true )
{
table result = player.WaitSignal( "ObserverTargetChanged" )
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/mp/_gamestate_mp.nut b/Northstar.CustomServers/mod/scripts/vscripts/mp/_gamestate_mp.nut
index 58c8bb9b..83d889dd 100644
--- a/Northstar.CustomServers/mod/scripts/vscripts/mp/_gamestate_mp.nut
+++ b/Northstar.CustomServers/mod/scripts/vscripts/mp/_gamestate_mp.nut
@@ -320,10 +320,11 @@ void function GameStateEnter_WinnerDetermined_Threaded()
foreach( entity player in GetPlayerArray() )
{
player.FreezeControlsOnServer()
- ScreenFadeToBlackForever( player, 2.0 )
+ ScreenFadeToBlackForever( player, 4.0 )
}
- wait 2.5
+ wait 6.5
+ CleanUpEntitiesForRoundEnd() // fade should be done by this point, so cleanup stuff now when people won't see
foreach( entity player in GetPlayerArray() )
player.UnfreezeControlsOnServer()