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-rw-r--r--Northstar.CustomServers/scripts/vscripts/_entitystructs.gnut692
1 files changed, 0 insertions, 692 deletions
diff --git a/Northstar.CustomServers/scripts/vscripts/_entitystructs.gnut b/Northstar.CustomServers/scripts/vscripts/_entitystructs.gnut
deleted file mode 100644
index 378ceae38..000000000
--- a/Northstar.CustomServers/scripts/vscripts/_entitystructs.gnut
+++ /dev/null
@@ -1,692 +0,0 @@
-global struct BeamEffect
-{
- entity effect
- entity cpoint
-}
-
-global struct SpawnPointData
-{
- table lastRatingData = {}
-}
-
-global struct BallLightningData
-{
- asset zapFx = BALL_LIGHTNING_ZAP_FX
- float zapLifetime = BALL_LIGHTNING_ZAP_LIFETIME
- string zapSound = BALL_LIGHTNING_ZAP_SOUND
- string zapImpactTable = BALL_LIGHTNING_FX_TABLE
- float radius = BALL_LIGHTNING_ZAP_RADIUS
- float humanRadius = BALL_LIGHTNING_ZAP_HUMANSIZE_RADIUS
- float height = BALL_LIGHTNING_ZAP_HEIGHT
- float minDot = -1.0
- float damageToPilots = BALL_LIGHTNING_DAMAGE_TO_PILOTS
- float damage = BALL_LIGHTNING_DAMAGE
- bool zapPylons = false
- int deathPackage = ( DF_DISSOLVE | DF_GIB | DF_ELECTRICAL | DF_STOPS_TITAN_REGEN )
- bool fatalToDoomedTitans = false
-}
-
-global struct PhaseRewindData
-{
- vector origin
- vector angles
- vector velocity
- bool wasInContextAction
- bool wasCrouched
-}
-
-global struct PlayerInputEventCallbackStruct
-{
- int cmdsPressedBitMask = 0
- int cmdsHeldBitMask = 0
- int cmdsReleasedBitMask = 0
- void functionref( entity player ) callbackFunc
-}
-
-global struct PlayerHeldButtonEventCallbackStruct
-{
- int buttonHeld = 0
- void functionref( entity player ) callbackFunc
- float timeHeld = 1.0
-}
-
-global struct PlayerInputAxisEventCallbackStruct
-{
- float horizAxisMinThreshold = -1.0
- float horizAxisMaxThreshold = 1.0
- float vertAxisMinThreshold= -1.0
- float vertAxisMaxThreshold= 1.0
-
- bool functionref( entity player ) callbackFunc
- float debounceTime = 0.0
- float lastTriggeredTime = 0.0
-}
-
-global enum eStatUpdateTime
-{
- DISTANCE,
- TIME_PLAYED,
- WEAPON_USAGE,
- COUNT
-}
-
-global enum eStoredWeaponType
-{
- main,
- offhand
-}
-
-global struct TitanDamage
-{
- int shieldDamage
-
- bool doomedNow
- int doomedDamage
-}
-
-global struct RecentUnlock
-{
- int refGuid = 0
- int parentRefGuid = 0
- int count = 0
-}
-
-global struct StoredWeapon
-{
- string name
- int weaponType = eStoredWeaponType.main
- bool activeWeapon = false
- int inventoryIndex
- array<string> mods
- int modBitfield
- int ammoCount
- int clipCount
- float nextAttackTime
- int skinIndex
- int camoIndex
- bool isProScreenOwner
- #if MP
- string burnReward
- #endif
- int scriptFlags0
- int scriptTime0
-}
-
-global struct ScriptTriggerData
-{
- bool enabled
- float radius
- table<entity> entities
- array<void functionref(entity, entity)> enterCallbacks
- array<void functionref(entity, entity)> leaveCallbacks
- float top
- float bottom
- int flags
- int managedEntArrayHandle
-}
-
-global struct BurnCardPhaseRewindStruct
-{
- array<PhaseRewindData> phaseRetreatSavedPositions
- bool phaseRetreatShouldSave = true
-}
-
-// This struct is hooked up to entity.e in code
-global struct ServerEntityStruct
-{
- entity repairSoul // repair drones
- array<void functionref( entity, var )> entKilledCallbacks
- array<entity> fxArray
- entity cpoint1
- bool moverPathPrecached
- bool blockActive = false
- int embarkCount = 0 // For the Titan soul to know how many times a player has embarked.
-
- entity syncedMeleeAttacker
- entity lastSyncedMeleeAttacker
- bool markedForExecutionDeath
-
- bool proto_weakToPilotWeapons
-
- bool isHotDropping
-
- bool spawnPointInUse
- entity lastAttacker
-
- // sticky props
- float spawnTime = 0.0
- bool isStickyCrit = false
- int stickyRoundsArrayId = -1 //script managed ent array index
-
- table<string,AnimEventData> animEventDataForEntity
-
- array<DamageHistoryStruct> recentDamageHistory
-
- float lastTakeDamageTime_thermite // meteor thermite does an extra burst of damage on first contact
- float lastTakeDamageTime_laser_cannon
-
- // tracker rounds
- int myTrackerRoundsIdx = -1 //script managed ent array index
- int myReservedTrackerRoundsIdx = -1 //script managed ent array index
- int trackerRoundsOnMeIdx = -1 //script managed ent array index
- bool allowLifetimeDeath = true
-
- // entities
- float nextAllowStickyExplodeTime = 0.0
- float stickyClearTime = 0.0
-
- entity shieldWallFX
- entity cpoint
-
- // vortex rules
- var functionref( entity, var ) BulletHitRules
- bool functionref( entity, entity, bool ) ProjectileHitRules
-
- // soul shield
- float nextShieldDecayTime = 0.0
- float forcedRegenTime = 0.0
-
- // ball lightning
- BallLightningData ballLightningData
- int ballLightningTargetsIdx = -1
- int arcPylonArrayIdx = -1 //script managed ent array index
- float lastArcTime = 0.0
-
- // laser tripwire
- int laserPylonArrayIdx = -1 //script managed ent array index
-
- //Survivor
- int crateType
-
- //Bomb
- // TODO: remove hasBomb and replace with deterministic checks
- bool hasBomb = false
- bool destroyOutOfBounds = false
- bool destroyTriggerHurt = false
-
- //Rodeo
- entity lastRodeoAttacker
-
- array<int> smokeScreenSlowdownIdx
-
- // number of shield beacons affecting me
- int shieldBeaconCount
- array<BeamEffect> shieldBeaconFXArray
-
- //Ping
- entity lastPlayerToSpot
- float lastSpotTime = -9999.0
-
- bool forceRagdollDeath = false
-
- int projectileID
-
- bool windPushEnabled = true
- bool inWindTunnel
- float windTunnelStartTime
- float windTunnelStrength
- vector windTunnelDirection
-
- bool forceGibDeath = false
-
- SpawnPointData spawnPointData
-
- array<void functionref( entity ent, var damageInfo )> entDamageCallbacks
- array<void functionref( entity ent, var damageInfo )> entPostDamageCallbacks
- array<void functionref( entity titan, entity attacker )> entSegmentLostCallbacks
- array<void functionref( entity ent, var damageInfo, float actualShieldDamage )> entPostShieldDamageCallbacks
-
- // Used for weapons and abilities that have multiple ticks, but we only want a single tick to hit each player
- array<entity> damagedEntities
- bool onlyDamageEntitiesOnce = false
- bool onlyDamageEntitiesOncePerTick = false
- float lastDamageTickTime
-
- array<entity> attachedEnts
-
- //Scorch Variables
- table< int, array<entity> > waveLinkFXTable //Wave FX Link - Used for the wide projectile attacks so we can link FX across the rows.
- table< int, vector > fireTrapEndPositions //Used to spawn 1 particle per arm instead of many.
- table< int, entity > fireTrapMovingGeo //Used track which piece of moving geo the fire trap arms are on
-
- //Legion Variables
- bool ammoSwapPlaying = false
- bool gunShieldActive = false
-
- int fxType
- array<entity> fxControlPoints
-
- int totalEntsStoredID = 0
- int AT_BossID
-
- ScriptTriggerData scriptTriggerData
-
- bool noOwnerFriendlyFire = false
-
- bool hasDefaultEnemyHighlight
-
- bool isDisabled = false
-
- int gameModeId
-
- // PVE //
- int roamerSpawnType = -1
- int pveSpawnType = -1
- int pveSpawnFlags = 0
- bool roamerIsAggro = false
- //
- int objectiveGoalVersion = 0
- int objectiveGoalFlags = 0 // eObjectiveTracking.*
- /////////
-
- array<entity> sonarTriggers
-
- string enemyHighlight = ""
- string burnReward = ""
- int fd_roundDeployed = -1
-}
-
-global struct MeritData
-{
- int scoreMeritState
- int completionMeritState
- int winMeritState
- int evacMeritState
-
- int weaponMerits
- int titanMerits
-
- int happyHourMeritState
-}
-
-// This struct is hooked up to entity.p in code
-global struct ServerPlayerStruct
-{
- float connectTime
- bool clientScriptInitialized = false
-
- bool hasMatchLossProtection = false
-
- bool usingLoadoutCrate
- int activePilotLoadoutIndex = -1
- int activeTitanLoadoutIndex = -1
- int npcFollowersArrayID
- entity lastFriendlyTriggerTouched
- float titanDamageDealt // Does not include shield damage
- float titanDamageDealt_Stat // Does not include shield damage
- string spectreSquad
- bool fastballActivatePressed
- float nextATShieldRegenTime
- bool demigod
- bool partyMember
-
- bool[OFFHAND_COUNT] offhandSlotLocked = [ false, false, false, false, false, false ]
- float[OFFHAND_COUNT] lastPilotOffhandUseTime = [ -99.0, -99.0, -99.0, -99.0, -99.0, -99.0 ]
- float[OFFHAND_COUNT] lastPilotOffhandChargeFrac = [ -1.0, -1.0, -1.0, -1.0, -1.0, -1.0 ]
- float[OFFHAND_COUNT] lastPilotClipFrac = [ 1.0, 1.0, 1.0, 1.0, 1.0, 1.0 ]
- float[OFFHAND_COUNT] lastTitanOffhandUseTime = [ -99.0, -99.0, -99.0, -99.0, -99.0, -99.0 ]
- float[OFFHAND_COUNT] lastTitanOffhandChargeFrac = [ -1.0, -1.0, -1.0, -1.0, -1.0, -1.0 ]
- float[OFFHAND_COUNT] lastTitanClipFrac = [ 1.0, 1.0, 1.0, 1.0, 1.0, 1.0 ]
- float lastSuitPower = -1.0
-
- entity currentTargetPlayerOrSoul_Ent
- float currentTargetPlayerOrSoul_LastHitTime
-
- entity lastPrimaryWeaponEnt // track when your primary changes
-
- void functionref( entity, entity ) followPlayerOverride
-
- float postDeathThreadStartTime
- float lastSelectSPTitanLoadoutTime
-
- float lastNpcSyncedMeleeVsPlayerTime = -99
-
- bool watchingPetTitanKillReplay
-
- bool hasSniperWeapon = false
-
- int controllableProjectiles_scriptManagedID = -1
-
- float lastDroneShieldStunPushTime
-
- float lastRespawnTime
- float lastDamageTime
- float lastDeathTime
- vector deathOrigin
- vector deathAngles
- vector rematchOrigin
-
- entity lastKiller
- array<float> recentPlayerKilledTimes
- array<float> recentAllKilledTimes
- bool seekingRevenge
- table<entity, int> playerKillStreaks
- int playerOrTitanKillsSinceLastDeath //This used to only be player Kills, changed primarily for challenge unlock. See 207007
- float lastOnslaughtTime = -ONSLAUGHT_REQUIREMENT_TIME
- float lastMayhemTime = -MAYHEM_REQUIREMENT_TIME
-
- entity lastSpawnPoint
-
- string lastExecutionUsed
-
- MeritData meritData
-
- void functionref( entity ) currViewConeFunction = null
- RodeoPackageStruct& rodeoPackage //To assign into a nested struct, reference is needed. Less efficient than directly changing values of struct
- bool rodeoReadyForAction = true
- float lastClamberFailedTime = 0.0
-
- table<int, array<void functionref( entity )> > playerMovementEventCallbacks
- array<PlayerInputEventCallbackStruct> playerInputEventCallbacks
- array<PlayerHeldButtonEventCallbackStruct> playerHeldButtonEventCallbacks
- array<PlayerInputAxisEventCallbackStruct> playerInputAxisEventCallbacks
-
- // for titan zipline
- entity activeZiplineBolt
- table<entity> activeZiplineEnts
- int activeZiplineTargetID
- string ogTitanOffhandWeaponName
-
- array<PlayerSlowDownEffect> slowEffects
-
- //AT Turrets
- float PROTO_UseDebounceEndTime = 0.0 //Working around hacky implementation.
-
- entity deployableAmmoBeacon
-
- bool pilotLoadoutChanged
- bool titanLoadoutChanged
- int pilotModelNeedsUpdate = -1
- int titanModelNeedsUpdate = -1
-
- int lastActivatedSpreeRewardsWeaponReward
-
- float empEndTime
-
- int disableOffhandWeaponsStackCount
-
- float timeTitanUpgradesStartCountingDown = -1.0
- float timeTitanUpgradesAccumulatedPauseTime = -1.0
-
- bool isEmbarking = false
- bool isDisembarking = false
- bool isCustomDisembark = false
-
- vector ornull quickDeathOrigin = null
- vector ornull quickDeathAngles = null
- bool doingQuickDeath = false
- bool quickDeathRealDeathFadesToBlack = false
-
- int numberOfDeaths = 0
- int numberOfDeathsSinceLastKill = 0
-
- float lastGrappledTime
-
- bool isReviving = false
-
- float lastEjectTime = 0
-
- bool showingMobilityGhost
- float timeNearMobilityGhostHint
-
- array<StoredWeapon> storedWeapons
-
- bool rodeoShouldAdjustJumpOffVelocity = false
- float rodeoRequestBatteryHintLastShownTime = 0.0
- float batteryLastTouchedNotificationTime = 0.0
-
- entity leechTarget = null
- float lastLeechTypeSoundTime = -1
- table<entity, entity> leechedEnts = {}
-
- float lastFullHealthTime
-
- bool isDisconnected = false
- array<int> empStatusEffectsToClearForPhaseShift //Not great, done to avoid needing code work to get a separate empSlow/empSTurnEffects
-
- float stats_wallrunTime = 0
- float stats_wallhangTime = 0
- float stats_airTime = 0
- float[ eStatUpdateTime.COUNT ] statUpdateTimes
- table<string, float> lastPlayerDidDamageTimes
- bool rewardedMatchCredit = false
-
- bool lastPosForDistanceStatValid = false
- vector lastPosForDistanceStat
-
- bool pilotEjecting = false
- float pilotEjectStartTime
- float pilotEjectEndTime
-
- array<int> deathHintViews
-
- float earnMeterOwnedFrac
- float earnMeterOverdriveFrac
- float earnMeterRewardFrac
-
- BurnCardPhaseRewindStruct burnCardPhaseRewindStruct
- array<entity> rodeoAnimTempProps
-
- bool controllingTurret = false
-
- int pveTacticalType = -1
- int pveTacticalLevel = -1
-
- array<RecentUnlock> challengeUnlocks
-
- float lastDpadSayTime = -999
- int consecutiveDpadMessages = 0
- float replacementTitanETATimer = 0
- float replacementTitanReady_lastNagTime = 0
-
- int turretArrayId = -1
-
- float hotStreakTime = 0.0
-}
-
-global struct TitanSettings
-{
- string titanSetFile = ""
- array<string> titanSetFileMods
-}
-
-global struct NPCDefaultWeapon
-{
- string wep
- array<string> mods
-}
-
-// This struct is hooked up to entity.ai in code
-global struct ServerAIStruct
-{
- TitanSettings titanSettings
-
- TitanLoadoutDef& titanSpawnLoadout
-
- vector spawnOrigin
-
- NPCDefaultWeapon ornull mySpawnOptions_weapon
-
- string droneSpawnAISettings
-
- float startCrawlingTime
- bool crawling = false
- bool transitioningToCrawl = false
- bool preventOwnerDamage
- bool invulnerableToNPC = false
- bool buddhaMode
- bool killShotSound = true
-
- table<int,int> stalkerHitgroupDamageAccumulated // used to decide when to blow off limbs
- table<int,float> stalkerHitgroupLastHitTime // used to decide when to blow off limbs
-
- bool fragDroneArmed = true
- entity suicideSpectreExplodingAttacker
- float suicideSpectreDefaultExplosionDelay
- float suicideSpectreExplosionDelay
- float suicideSpectreExplosionDistance
- float suicideSpectreExplosionTraceTime
-
- bool superSpectreEnableFragDrones = true
- int fragDroneMin = 0
- int fragDroneMax = 0
- int fragDroneBatch = 0
- int activeMinionEntArrayID = -1
-
- bool readyToFire = true
-
- float nextRegenTime
- float nextAllowAnnounceTime
-
- bool enableFriendlyFollower = true
- entity lastFriendlyTrigger
-
-
- bool leechInProgress = false
- float leechStartTime = -1
-
- //Marvins
- entity carryBarrel
- entity mortarTarget
-
- int bossTitanType
- bool bossTitanVDUEnabled = true
- bool bossTitanPlayIntro = true
- int mercCharacterID
- string bossCharacterName
-
- int killCount
- int scoreCount
-
- bool shouldDropBattery = true
- int nukeCore = 0
-
- int playerDoomedProficiency
- int defaultProficiency
-
- string dropshipSpawnStyle = ""
- float spawnTime
-}
-
-
-// hooked up to entity.w in code
-global struct ServerWeaponStruct
-{
- float startChargeTime = 0.0
- bool wasCharged = false
- bool initialized = false
- entity lastProjectileFired
- array vortexImpactData
-
- array<PhaseRewindData> phaseRetreatSavedPositions
- bool phaseRetreatShouldSave = true
-
- entity laserWorldModel
- entity guidedMissileTarget = null
- array<entity> salvoMissileArray
-
- entity weaponOwner
- entity bubbleShield
- array<int> statusEffects
- array<entity> fxHandles
- float lastFireTime
-
- table< entity, int> targetLockEntityStatusEffectID
- void functionref(entity, entity) missileFiredCallback
- int savedKillCount
-}
-
-
-global struct RemoteTurretSettings
-{
- vector turretOrigin
- vector turretAngles
- vector panelOrigin
- vector panelAngles
-
- asset turretModel
- asset panelModel
-
- string turretSettingsName
- string weaponName
-
- bool viewClampEnabled
- float viewClampRangeYaw
- float viewClampRangePitch
- float viewStartPitch
-}
-
-// hooked up to entity.remoteturret in code
-global struct ServerRemoteTurretStruct
-{
- RemoteTurretSettings ornull settings
- entity controlPanel
- int statusEffectID
-}
-
-
-// hooked up to entity.proj in code
-global struct ServerProjectileStruct
-{
- bool isChargedShot = false
- float damageScale = 1.0
- bool onlyAllowSmartPistolDamage = false
- bool selfPropelled = true
- bool startPlanting = false
- entity trackedEnt
- int projectileBounceCount = 0
- array<entity> projectileGroup
- int projectileID
- bool tetherAttached
- vector savedOrigin
- vector savedRelativeDelta
- entity savedMovingGeo
- vector savedAngles
- entity inflictorOverride
- bool hasBouncedOffVortex = false
- bool isPlanted = false
-}
-
-// hooked up to entity.soul in code
-global struct ServerTitanSoulStruct
-{
- bool rebooting = false
- float lastSegmentLossTime = 0.0
- float batteryTime
- entity bubbleShield
- NPCPilotStruct seatedNpcPilot
- bool skipDoomState
- bool regensHealth = true
- bool diesOnEject = true
- float doomedStartTime = 0.0
- entity batteryContainer = null
- entity armBadge = null
- bool batteryContainerBeingUsed = false
- bool batteryContainerPastPointOfNoReturn = false
- entity lastOwner
- int upgradeCount = 0
- TitanLoadoutDef& titanLoadout
- entity nukeAttacker = null
- bool batteryMovedDown = false
-}
-
-// hooked up to entity.decoy in code
-global struct ServerPlayerDecoyStruct
-{
- array< entity > fxHandles
- array< string > loopingSounds
-}
-
-// hooked up to entity.sp in code
-global struct ServerSpawnpointStruct
-{
- bool enabled
- float lastUsedTime
- array< int > zones
- array< entity > visibleToTurret
-}
-
-global struct ServerFirstPersonProxyStruct
-{
- entity battery
-} \ No newline at end of file