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-rw-r--r--Northstar.CustomServers/scripts/vscripts/_powerup.gnut93
1 files changed, 0 insertions, 93 deletions
diff --git a/Northstar.CustomServers/scripts/vscripts/_powerup.gnut b/Northstar.CustomServers/scripts/vscripts/_powerup.gnut
deleted file mode 100644
index 03b9fcfc7..000000000
--- a/Northstar.CustomServers/scripts/vscripts/_powerup.gnut
+++ /dev/null
@@ -1,93 +0,0 @@
-untyped
-global function PowerUps_Init
-
-struct {
- array<entity> powerupSpawns
-} file
-
-void function PowerUps_Init()
-{
- SH_PowerUp_Init()
-
- AddSpawnCallbackEditorClass( "script_ref", "script_power_up_other", AddPowerupSpawn )
- AddCallback_OnTouchHealthKit( "item_powerup", OnPowerupCollected )
- AddCallback_GameStateEnter( eGameState.Prematch, RespawnPowerups )
-}
-
-void function AddPowerupSpawn( entity spawnpoint )
-{
- file.powerupSpawns.append( spawnpoint )
-}
-
-void function RespawnPowerups()
-{
- foreach ( entity spawnpoint in file.powerupSpawns )
- {
- PowerUp powerupDef = GetPowerUpFromItemRef( expect string( spawnpoint.kv.powerUpType ) )
- thread PowerupSpawnerThink( spawnpoint, powerupDef )
- }
-}
-
-void function PowerupSpawnerThink( entity spawnpoint, PowerUp powerupDef )
-{
- svGlobal.levelEnt.EndSignal( "CleanUpEntitiesForRoundEnd" )
-
- entity base = CreatePropDynamic( powerupDef.baseModel, spawnpoint.GetOrigin(), spawnpoint.GetAngles(), 2 )
- OnThreadEnd( function() : ( base )
- {
- base.Destroy()
- })
-
- while ( true )
- {
- if ( !powerupDef.spawnFunc() )
- return
-
- entity powerup = CreateEntity( "item_powerup" )
-
- powerup.SetOrigin( base.GetOrigin() + powerupDef.modelOffset )
- powerup.SetAngles( base.GetAngles() + powerupDef.modelAngles )
- powerup.SetValueForModelKey( powerupDef.model )
-
- DispatchSpawn( powerup )
-
- // unless i'm doing something really dumb, this all has to be done after dispatchspawn to get the powerup to not have gravity
- powerup.StopPhysics()
- powerup.SetOrigin( base.GetOrigin() + powerupDef.modelOffset )
- powerup.SetAngles( base.GetAngles() + powerupDef.modelAngles )
-
- powerup.SetModel( powerupDef.model )
- powerup.s.powerupRef <- powerupDef.itemRef
-
- 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
-
- OnThreadEnd( function() : ( powerup )
- {
- if ( IsValid( powerup ) )
- powerup.Destroy()
- })
-
- powerup.WaitSignal( "OnDestroy" )
- wait powerupDef.respawnDelay
- }
-}
-
-bool function OnPowerupCollected( entity player, entity healthpack )
-{
- PowerUp powerup = GetPowerUpFromItemRef( expect string( healthpack.s.powerupRef ) )
-
- if ( player.IsTitan() == powerup.titanPickup )
- {
- // hack because i couldn't figure out any other way to do this without modifying sh_powerup
- // ensure we don't kill the powerup if it's a battery the player can't pickup
- if ( ( powerup.index == ePowerUps.titanTimeReduction || powerup.index == ePowerUps.LTS_TitanTimeReduction ) && ( player.IsTitan() || PlayerHasMaxBatteryCount( player ) ) )
- return false
-
- // idk why the powerup.destroyFunc doesn't just return a bool? would mean they could just handle stuff like this in powerup code
- powerup.destroyFunc( player )
- return true // destroys the powerup
- }
-
- return false // keeps powerup alive
-} \ No newline at end of file