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-rw-r--r--Northstar.CustomServers/scripts/vscripts/_global_entities.gnut343
1 files changed, 0 insertions, 343 deletions
diff --git a/Northstar.CustomServers/scripts/vscripts/_global_entities.gnut b/Northstar.CustomServers/scripts/vscripts/_global_entities.gnut
deleted file mode 100644
index 767436d9..00000000
--- a/Northstar.CustomServers/scripts/vscripts/_global_entities.gnut
+++ /dev/null
@@ -1,343 +0,0 @@
-untyped
-
-globalize_all_functions
-
-//=========================================================
-// _global_entities
-// Create/initialize various global entities
-//=========================================================
-
-
-// if you set this to zero, various things that spam developer 2 won't run
-const SPAMS_DEVELOPER2 = 1
-
-void function MP_PlayerPostInit( entity self )
-{
- entity player = self
- Assert( !player.hasSpawned )
-
- player.InitMPClasses()
-
- player.hasSpawned = true
-}
-
-array _PlayerDidSpawnCallbacks = []
-
-function __PlayerDidSpawn( entity player )
-{
- if ( player.GetPlayerName() == "Replay" )
- return
-
- foreach( callback in _PlayerDidSpawnCallbacks )
- {
- thread callback()
- }
-
- svGlobal.levelEnt.Signal( "PlayerDidSpawn", { player=player } )
- FlagSet( "PlayerDidSpawn" )
-}
-
-function AddCallback_PlayerDidSpawn( callback )
-{
- _PlayerDidSpawnCallbacks.append( callback )
-}
-
-function ClientCommand( client, command, delay = 0 )
-{
- EntFireByHandle( _cc, "Command", command, delay, client, null )
-}
-
-function ServerCommand( command, delay = 0 )
-{
- EntFireByHandle( _sc, "Command", command, delay, null, null )
-}
-
-table __trackedRefs = {}
-
-function AddTrackRef( ref )
-{
- //printl( "Adding ref for: " + string( ref ) )
- __trackedRefs[string( ref )] <- ref.weakref()
-}
-
-function RefTrackerThink()
-{
- foreach ( refName, entity refObj in __trackedRefs )
- {
- if ( !refObj || !refObj.ref() )
- {
- delete __trackedRefs[refName]
- if ( SPAMS_DEVELOPER2 )
- svGlobal.levelEnt.Fire( "CallScriptFunction", "RefTrackerThink", 0.033 )
- return
- }
-
- if ( IsValid_ThisFrame( refObj ) )
- continue
-
- printl( "UNFREED REFERENCE (use weakref for entities): " + refName )
- __trackedRefs[ refName ] = null
- }
-
- if ( SPAMS_DEVELOPER2 )
- svGlobal.levelEnt.Fire( "CallScriptFunction", "RefTrackerThink", 2.0 )
-}
-
-function DumpTrackRefs()
-{
- foreach ( refName, refObj in __trackedRefs )
- {
- if ( !refObj || !refObj.ref() )
- continue
-
- printl( "TRACKREF: " + refName + " " + refObj.ref() )
-
- }
-}
-
-function MapRequiresFullFlightpathSupport()
-{
- return false //GetMapName().find( "mp_" ) == 0
-}
-
-function AINFileIsUpToDate_Wrapper()
-{
- if ( GetAINScriptVersion() != AIN_REV )
- return false
-
- return AINFileIsUpToDate()
-}
-
-
-function Hud_Hide( __t__, __tt__ )
-{
-}
-
-function Hud_Show( __t__, __tt__ )
-{
-}
-
-function PathsOutOfDate( player )
-{
- SendHudMessage( player, "Paths Out of Date. Type buildainfile at console.", -1, 0.4, 255, 255, 0, 255, 0.0, 0.5, 0.0 )
- // , x_pos, y_pos, R, G, B, A, fade_in_time, hold_time, fade_out_time )
-}
-
-function NavmeshOutOfDate( player )
-{
- SendHudMessage( player, "Navmesh Out of Date. Build in LevelEd", -1, 0.6, 192, 255, 0, 255, 0.0, 0.5, 0.0 )
- // , x_pos, y_pos, R, G, B, A, fade_in_time, hold_time, fade_out_time )
-}
-
-
-function NavmeshUpToDateCheck()
-{
- FlagWait( "PlayerDidSpawn" )
-
- if ( NavMesh_IsUpToDate() )
- return
-
- for ( int i = 0; i < 5; i++ )
- {
- wait 1
-
- array<entity> players = GetPlayerArray()
- // let's not spam the whole server
- if ( players.len() )
- NavmeshOutOfDate( players[0] )
- }
-}
-
-
-// paths out of date
-function AINFileIsUpToDateCheck()
-{
- FlagWait( "PlayerDidSpawn" )
-
- if ( AINFileIsUpToDate_Wrapper() )
- return
-
- if ( !AINExists() )
- return
-
- for ( int i = 0; i < 5; i++ )
- {
- wait 1
-
- array<entity> players = GetPlayerArray()
- // let's not spam the whole server
- if ( players.len() )
- PathsOutOfDate( players[0] )
- }
-}
-
-function PlayerSeesGraphWarning( player )
-{
- player.EndSignal( "OnDestroy" )
- local i
- float minWait = 0.03
- float maxWait = 0.7
- local result
- int max = 15
- for ( i = 0; i < max; i++ )
- {
- result = Graph( i, 0, max, maxWait, minWait )
-
- wait result
- if ( !IsValid( player ) )
- return
-
- if ( GetNPCArray().len() == 0 )
- continue
-
- wait result * 0.5
- if ( !IsValid( player ) )
- return
-
- PathsOutOfDate( player )
- }
-
- for ( ;; )
- {
- wait 0.5
- if ( !IsValid( player ) )
- return
-
- if ( GetNPCArray().len() == 0 )
- continue
-
- wait 0.3
- if ( !IsValid( player ) )
- return
-
- PathsOutOfDate( player )
- }
-}
-
-
-
-// Look up and set damageSourceIds for environmental damage triggers
-// This works this way so maps don't have to be recompiled if any damageSourceIds change
-void function InitDamageTriggers( entity self )
-{
- if ( !self.HasKey( "damageSourceName" ) )
- return
-
- switch ( self.GetValueForKey( "damageSourceName" ) )
- {
- case "fall":
- self.kv.damageSourceId = eDamageSourceId.fall
- break
-
- case "splat":
- self.kv.damageSourceId = eDamageSourceId.splat
- break
-
- case "burn":
- self.kv.damageSourceId = eDamageSourceId.burn
- break
-
- case "submerged":
- self.kv.damageSourceId = eDamageSourceId.submerged
- break
-
- case "electric_conduit":
- self.kv.damageSourceId = eDamageSourceId.electric_conduit
- break
-
- case "turbine":
- self.kv.damageSourceId = eDamageSourceId.turbine
- break
-
- case "lasergrid":
- self.kv.damageSourceId = eDamageSourceId.lasergrid
- break
-
- case "crush":
- self.kv.damageSourceId = eDamageSourceId.damagedef_crush
- break
-
- case "toxic_sludge":
- self.kv.damageSourceId = eDamageSourceId.toxic_sludge
- break
-
- default:
- Assert( false, "Unsupported damage source name on trigger_hurt: " + self.GetValueForKey( "damageSourceName" ) )
- }
-}
-
-bool function IsDamageFromDamageTrigger( damageInfo )
-{
- switch ( DamageInfo_GetDamageSourceIdentifier( damageInfo ) )
- {
- case eDamageSourceId.fall:
- case eDamageSourceId.splat:
- case eDamageSourceId.burn:
- case eDamageSourceId.submerged:
- return true
- }
-
- return false
-}
-
-function ScriptLeakDetector()
-{
- svGlobal.levelEnt.Signal( "GameEnd" )
- OnThreadEnd(
- function() : ()
- {
- TotalEnts()
- }
- )
-
- WaitFrame()
- TotalEnts()
-
- for ( ;; )
- {
- wait 60
- TotalEnts()
- }
-}
-
-void function NavmeshSeparatorThink( entity separator )
-{
- bool connected = true
- if ( separator.HasKey( "startDisconnected" ) && separator.kv.startDisconnected == "1" )
- connected = false
-
- ToggleNPCPathsForEntity( separator, connected )
- if ( connected )
- separator.NotSolid()
- else
- separator.Solid()
-
- if ( separator.HasKey( "script_flag" ) && separator.kv.script_flag != "" )
- {
- string flag = string( separator.kv.script_flag )
- FlagInit( flag, connected )
-
- while( IsValid( separator ) )
- {
- if ( connected )
- FlagWaitClear( flag )
- else
- FlagWait( flag )
-
- connected = !connected
- ToggleNPCPathsForEntity( separator, connected )
- if ( connected )
- separator.NotSolid()
- else
- separator.Solid()
- }
- }
-}
-
-void function DevDebugText( entity node )
-{
- Assert( node.HasKey( "text" ) && node.kv.text != "", "info_debug_text at " + node.GetOrigin() + " doesn't have text set on it." )
- // Debug text doesn't work right away becuase of code, this delay makes them show up
- wait 3.0
- DebugDrawText( node.GetOrigin(), string( node.kv.text ), true, 999999.9 )
-} \ No newline at end of file