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-rw-r--r--Northstar.CustomServers/mod/scripts/vscripts/mp/levels/mp_wargames.nut45
1 files changed, 43 insertions, 2 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/mp/levels/mp_wargames.nut b/Northstar.CustomServers/mod/scripts/vscripts/mp/levels/mp_wargames.nut
index 11587947..3f3a05f2 100644
--- a/Northstar.CustomServers/mod/scripts/vscripts/mp/levels/mp_wargames.nut
+++ b/Northstar.CustomServers/mod/scripts/vscripts/mp/levels/mp_wargames.nut
@@ -2,6 +2,8 @@ untyped
global function CodeCallback_MapInit
struct {
+ array<entity> marvinSpawners
+
float introStartTime
entity militiaPod
entity imcPod
@@ -20,13 +22,14 @@ void function CodeCallback_MapInit()
SetEvacSpaceNode( GetEnt( "end_spacenode" ) )
// dissolve effects
- AddDeathCallback( "player", WargamesDissolveDeadEntity )
+ AddDeathCallback( "player", WargamesDissolveDeadEntity )
AddDeathCallback( "npc_soldier", WargamesDissolveDeadEntity )
AddDeathCallback( "npc_spectre", WargamesDissolveDeadEntity )
AddDeathCallback( "npc_pilot_elite", WargamesDissolveDeadEntity )
AddDeathCallback( "npc_marvin", WargamesDissolveDeadEntity )
- FlagClear( "Disable_Marvins" )
+ AddSpawnCallback( "info_spawnpoint_marvin", AddMarvinSpawner )
+ AddCallback_GameStateEnter( eGameState.Prematch, SpawnMarvinsForRound )
// currently disabled until finished: intro
if ( !IsFFAGame() )
@@ -40,6 +43,44 @@ void function WargamesDissolveDeadEntity( entity deadEnt, var damageInfo )
{
deadEnt.Dissolve( ENTITY_DISSOLVE_CHAR, < 0, 0, 0 >, 0 )
EmitSoundAtPosition( TEAM_UNASSIGNED, deadEnt.GetOrigin(), "Object_Dissolve" )
+
+ if ( deadEnt.IsPlayer() )
+ thread EnsureWargamesDeathEffectIsClearedForPlayer( deadEnt )
+ }
+}
+
+void function EnsureWargamesDeathEffectIsClearedForPlayer( entity player )
+{
+ // this is slightly shit but whatever lol
+ player.EndSignal( "OnDestroy" )
+
+ float startTime = Time()
+ while ( player.kv.VisibilityFlags != "0" )
+ {
+ if ( Time() > startTime + 4.0 ) // if we wait too long, just ignore
+ return
+
+ WaitFrame()
+ }
+
+ player.kv.VisibilityFlags = ENTITY_VISIBLE_TO_EVERYONE
+}
+
+void function AddMarvinSpawner( entity spawn )
+{
+ file.marvinSpawners.append( spawn )
+}
+
+void function SpawnMarvinsForRound()
+{
+ foreach ( entity spawner in file.marvinSpawners )
+ {
+ entity marvin = CreateMarvin( TEAM_UNASSIGNED, spawner.GetOrigin(), spawner.GetAngles() )
+ marvin.kv.health = 1
+ marvin.kv.max_health = 1
+ marvin.kv.spawnflags = 516
+ DispatchSpawn( marvin )
+ HideName( marvin )
}
}