aboutsummaryrefslogtreecommitdiff
path: root/Northstar.CustomServers/scripts/vscripts/mp/_bleedout.gnut
diff options
context:
space:
mode:
Diffstat (limited to 'Northstar.CustomServers/scripts/vscripts/mp/_bleedout.gnut')
-rw-r--r--Northstar.CustomServers/scripts/vscripts/mp/_bleedout.gnut403
1 files changed, 0 insertions, 403 deletions
diff --git a/Northstar.CustomServers/scripts/vscripts/mp/_bleedout.gnut b/Northstar.CustomServers/scripts/vscripts/mp/_bleedout.gnut
deleted file mode 100644
index 2192b4b1e..000000000
--- a/Northstar.CustomServers/scripts/vscripts/mp/_bleedout.gnut
+++ /dev/null
@@ -1,403 +0,0 @@
-//Bleed Out Mechanic Shared by several game modes.
-global function Bleedout_Init
-global function Bleedout_StartPlayerBleedout
-global function Bleedout_SetCallback_OnPlayerStartBleedout
-global function Bleedout_SetCallback_OnPlayerGiveFirstAid
-global function Bleedout_ShouldAIMissBleedingPlayer
-
-const asset FX_BLOODTRAIL = $"skit_blood_decal_LG"
-const float BLEEDOUT_MAX_USE_DIST2_MOD = 64 * 64
-
-struct
-{
- table<entity,bool> isBleeding
- table<entity, entity> IsGettingFirstAidFrom
- table<entity,entity> lastAttacker
- void functionref(entity) Callback_OnPlayerStartBleedout
- void functionref(entity) Callback_OnPlayerGiveFirstAid
- int firstAidAttemptID = 0 //The ID that identifies the first aid attempt. Used to distinguish between simultainous healing attempts on the client
-} file
-
-void function Bleedout_Init()
-{
- RegisterSignal( "BleedOut_StopBleeding" )
- RegisterSignal( "BleedOut_OnRevive" )
- RegisterSignal( "BleedOut_OnStartDying" )
- RegisterSignal( "OnContinousUseStopped" )
-
- AddCallback_OnClientConnected( Bleedout_OnClientConnected )
- AddCallback_OnClientDisconnected( Bleedout_OnClientDisconnected )
-
- PrecacheParticleSystem( FX_BLOODTRAIL )
-}
-
-void function Bleedout_OnClientConnected( entity player )
-{
- file.isBleeding[ player ] <- false
- file.IsGettingFirstAidFrom[ player ] <- null
- file.lastAttacker[ player ] <- svGlobal.worldspawn
-}
-
-void function Bleedout_OnClientDisconnected( entity player )
-{
- delete file.isBleeding[ player ]
- delete file.IsGettingFirstAidFrom[ player ]
- delete file.lastAttacker[ player ]
-}
-
-void function Bleedout_SetCallback_OnPlayerStartBleedout( void functionref(entity) callback )
-{
- file.Callback_OnPlayerStartBleedout = callback
-}
-
-void function Bleedout_SetCallback_OnPlayerGiveFirstAid( void functionref(entity) callback )
-{
- file.Callback_OnPlayerGiveFirstAid = callback
-}
-
-void function Bleedout_StartPlayerBleedout( entity player, entity attacker )
-{
- //if the player is already bleeding don't restart bleeding logic.
- if ( file.isBleeding[ player ] )
- return
-
- player.Signal( "BleedOut_StopBleeding" )
- player.Signal( "BleedOut_OnStartDying" )
-
- file.lastAttacker[ player ] = attacker
-
- if ( IsValid( file.Callback_OnPlayerStartBleedout ) && !file.isBleeding[ player ] )
- file.Callback_OnPlayerStartBleedout( player )
-
- thread BloodTrail( player )
- thread PlayerDying( player )
- thread EnablePlayerRes( player )
-
- //Start selfhealing thread if enabled.
- if ( Bleedout_GetSelfResEnabled() )
- thread EnablePlayerSelfRes( player )
-
- if ( Bleedout_GetDeathOnTeamBleedout() )
- CheckForTeamBleedout( player.GetTeam() )
-}
-
-void function PlayerDying( entity player )
-{
- Assert( IsNewThread(), "Must be threaded off." )
- player.EndSignal( "OnDeath" )
- player.EndSignal( "BleedOut_OnRevive" )
- player.EndSignal( "BleedOut_OnStartDying" )
-
- float bleedoutTime = Bleedout_GetBleedoutTime()
- bool forceHolster = Bleedout_GetForceWeaponHolster()
-
- array<int> ids = []
- ids.append( StatusEffect_AddEndless( player, eStatusEffect.move_slow, 0.25 ) )
- ids.append( StatusEffect_AddEndless( player, eStatusEffect.turn_slow, 0.3 ) )
-
- if ( bleedoutTime > 0 )
- ids.append( StatusEffect_AddEndless( player, eStatusEffect.bleedoutDOF, 1.0 ) )
-
- file.isBleeding[ player ] = true
-
- player.ForceCrouch()
- player.SetOneHandedWeaponUsageOn()
-
- if ( forceHolster )
- HolsterAndDisableWeapons( player )
-
- OnThreadEnd(
- function() : ( player, ids, forceHolster )
- {
- if ( IsValid( player ) )
- {
- foreach ( id in ids )
- StatusEffect_Stop( player, id )
-
- file.isBleeding[ player ] = false
- file.lastAttacker[ player ] = svGlobal.worldspawn
-
- player.UnforceCrouch()
- player.SetOneHandedWeaponUsageOff()
- //Remote_CallFunction_NonReplay( player, "ServerCallback_BLEEDOUT_PlayerRevivedDOF" )
-
- if ( forceHolster )
- DeployAndEnableWeapons( player )
-
- //Hide wounded icon for wounded player's allies
- int woundedPlayerEHandle = player.GetEncodedEHandle()
- array<entity> teamPlayers = GetPlayerArrayOfTeam( player.GetTeam() )
- foreach ( entity teamPlayer in teamPlayers )
- {
- if ( teamPlayer == player )
- continue
- Remote_CallFunction_NonReplay( teamPlayer, "ServerCallback_BLEEDOUT_HideWoundedMarker", woundedPlayerEHandle )
- }
- }
- }
- )
-
- //if ( bleedoutTime > 0 )
- // StatusEffect_AddTimed( player, eStatusEffect.bleedoutDOF, 1.0, bleedoutTime, 0.0 )
- //Remote_CallFunction_NonReplay( player, "ServerCallback_BLEEDOUT_StartDyingDOF", bleedoutTime )
-
- //Show wounded icon for wounded player's allies
- int woundedPlayerEHandle = player.GetEncodedEHandle()
- array<entity> teamPlayers = GetPlayerArrayOfTeam( player.GetTeam() )
- foreach ( entity teamPlayer in teamPlayers )
- {
- if ( teamPlayer == player )
- continue
-
- Remote_CallFunction_NonReplay( teamPlayer, "ServerCallback_BLEEDOUT_ShowWoundedMarker", woundedPlayerEHandle, Time(), Time() + bleedoutTime )
- }
-
- if ( bleedoutTime > 0 )
- wait bleedoutTime
- else
- WaitForever()
-
- PlayerDiesFromBleedout( player, file.lastAttacker[ player ] )
-}
-
-void function EnablePlayerRes( entity player )
-{
- Assert( IsNewThread(), "Must be threaded off." )
- player.EndSignal( "OnDeath" )
- player.EndSignal( "BleedOut_OnStartDying" )
- player.EndSignal( "BleedOut_OnRevive" )
-
- Highlight_SetFriendlyHighlight( player, "interact_object_los_line" )
-
- if ( IsPilotEliminationBased() )
- SetPlayerEliminated( player )
-
- OnThreadEnd(
- function() : ( player )
- {
- if ( IsValid( player ) )
- {
- player.UnsetUsable()
- Highlight_ClearFriendlyHighlight( player )
- }
- }
- )
-
- while ( true )
- {
- //If the player is not currently being treated or is self healing. (Team healing should always override self-healing)
- if ( !IsPlayerGettingFirstAid( player ) || IsPlayerSelfHealing( player ) )
- {
- player.SetUsableByGroup( "friendlies pilot" )
- player.SetUsePrompts( "#BLEEDOUT_USE_TEAMMATE_RES", "#BLEEDOUT_USE_TEAMMATE_RES_PC" )
-
- entity playerHealer = expect entity ( player.WaitSignal( "OnPlayerUse" ).player )
- player.UnsetUsable()
-
- //Player can only res other players if they are not bleeding out themselves.
- if ( !file.isBleeding[ playerHealer ] && ( !IsPlayerGettingFirstAid( player ) || IsPlayerSelfHealing( player ) ) )
- waitthread PlayerAttemptRes( playerHealer, player )
- }
- else
- {
- WaitFrame()
- }
- }
-}
-
-void function EnablePlayerSelfRes( entity player )
-{
- Assert( IsNewThread(), "Must be threaded off." )
- player.EndSignal( "OnDeath" )
- player.EndSignal( "BleedOut_OnStartDying" )
- player.EndSignal( "BleedOut_OnRevive" )
-
- while ( true )
- {
- if ( !IsPlayerGettingFirstAid( player ) )
- MessageToPlayer( player, eEventNotifications.BLEEDOUT_SelfHealPrompt )
-
- if ( player.UseButtonPressed() && !IsPlayerGettingFirstAid( player ) )
- {
- MessageToPlayer( player, eEventNotifications.Clear )
- waitthread PlayerAttemptRes( player, player )
- }
-
- WaitFrame()
- }
-}
-
-void function PlayerAttemptRes( entity playerHealer, entity playerToRes )
-{
- Assert( IsNewThread(), "Must be threaded off." )
- playerToRes.EndSignal( "OnDeath" )
- playerHealer.EndSignal( "OnDeath" )
- playerHealer.EndSignal( "OnContinousUseStopped" )
-
- HolsterAndDisableWeapons( playerHealer )
-
- playerHealer.MovementDisable()
- playerToRes.MovementDisable()
-
- float firstAidTime = playerHealer == playerToRes ? Bleedout_GetFirstAidTimeSelf() : Bleedout_GetFirstAidTime()
- float firstAidHealPercent = Bleedout_GetFirstAidHealPercent()
-
- float endTime = Time() + firstAidTime
-
- int playerEHandle = playerToRes.GetEncodedEHandle()
- int healerEHandle = playerHealer.GetEncodedEHandle()
- int attemptID = GetNewFirstAidAttemptID()
-
- Remote_CallFunction_NonReplay( playerToRes, "ServerCallback_BLEEDOUT_StartFirstAidProgressBar", endTime, playerEHandle, healerEHandle, attemptID )
- Remote_CallFunction_NonReplay( playerHealer, "ServerCallback_BLEEDOUT_StartFirstAidProgressBar", endTime, playerEHandle, healerEHandle, attemptID )
- file.IsGettingFirstAidFrom[ playerToRes ] = playerHealer
-
- OnThreadEnd(
- function() : ( playerHealer, playerToRes, attemptID )
- {
- if ( IsValid( playerHealer ) )
- {
- DeployAndEnableWeapons( playerHealer )
- playerHealer.MovementEnable()
- Remote_CallFunction_NonReplay( playerHealer, "ServerCallback_BLEEDOUT_StopFirstAidProgressBar", attemptID )
- }
-
- if ( IsValid( playerToRes ) )
- {
- file.IsGettingFirstAidFrom[ playerToRes ] = null
- playerToRes.MovementEnable()
- Remote_CallFunction_NonReplay( playerToRes, "ServerCallback_BLEEDOUT_StopFirstAidProgressBar", attemptID )
- }
- }
- )
-
- waitthread TrackContinuousUse( playerHealer, playerToRes, firstAidTime, true )
-
- //Heal player health
- playerToRes.SetHealth( playerToRes.GetMaxHealth() * firstAidHealPercent )
- file.isBleeding[ playerToRes ] = false
- file.lastAttacker[ playerToRes ] = svGlobal.worldspawn
- if ( IsPilotEliminationBased() )
- ClearPlayerEliminated( playerToRes )
-
- if ( IsValid( file.Callback_OnPlayerGiveFirstAid ) )
- {
- //Do not run this callback if player is self healing.
- if ( playerHealer != playerToRes )
- file.Callback_OnPlayerGiveFirstAid( playerHealer )
- }
-
- playerToRes.Signal( "BleedOut_OnRevive" )
-
-}
-
-void function BloodTrail( entity player )
-{
- player.EndSignal( "BleedOut_StopBleeding" )
- player.EndSignal( "BleedOut_OnRevive" )
- player.EndSignal( "OnDeath")
-
- while ( true )
- {
- float interval = RandomFloatRange( 0.25, 0.5 )
- PlayFXOnEntity( FX_BLOODTRAIL, player )
- wait interval
- }
-}
-
-void function PlayerDiesFromBleedout( entity player, entity attacker )
-{
- if ( IsValid( attacker ) )
- {
- player.Die( attacker, attacker, { damageSourceId = eDamageSourceId.bleedout } )
- //player.BecomeRagdoll( Vector(0,0,0), false )
- }
- else
- {
- player.Die( svGlobal.worldspawn, svGlobal.worldspawn, { damageSourceId = eDamageSourceId.bleedout } )
- //player.BecomeRagdoll( Vector(0,0,0), false )
- }
-
-
-}
-
-//This function checks to see if all players on a team are dead or bleeding out.
-//If all the players are dead/bleeding out, it kills the surviving team players.
-void function CheckForTeamBleedout( int team )
-{
- array<entity> teamPlayers = GetPlayerArrayOfTeam( team )
- foreach ( entity teamPlayer in teamPlayers )
- {
- if ( IsAlive( teamPlayer ) && !file.isBleeding[ teamPlayer ] )
- return
- }
-
- //All players on team are bleeding out
- foreach ( entity teamPlayer in teamPlayers )
- {
- if ( IsAlive( teamPlayer ) )
- PlayerDiesFromBleedout( teamPlayer, file.lastAttacker[ teamPlayer ] )
- }
-}
-
-bool function Bleedout_ShouldAIMissBleedingPlayer( entity player )
-{
- //If the player is not bleeding
- if ( !file.isBleeding[ player ] )
- return false
-
- //If the bleedout settings don't affect AI accuracy.
- if ( !Bleedout_ShouldAIMissPlayer() )
- return false
-
- return true
-}
-
-bool function IsPlayerGettingFirstAid( entity player )
-{
- return file.IsGettingFirstAidFrom[ player ] != null
-}
-
-bool function IsPlayerSelfHealing( entity player )
-{
- return file.IsGettingFirstAidFrom[ player ] == player
-}
-
-//////////////
-//Utilities
-//////////////
-void function TrackContinuousUse( entity player, entity useTarget, float useTime, bool doRequireUseButtonHeld )
-{
- player.EndSignal( "OnDeath" )
- useTarget.EndSignal( "OnDeath" )
- useTarget.EndSignal( "OnDestroy" )
-
- table result = {}
- result.success <- false
-
- float maxDist2 = DistanceSqr( player.GetOrigin(), useTarget.GetOrigin() ) + BLEEDOUT_MAX_USE_DIST2_MOD
-
- OnThreadEnd
- (
- function() : ( player, result )
- {
- if ( !result.success )
- {
- player.Signal( "OnContinousUseStopped" )
- }
- }
- )
-
- float startTime = Time()
- while ( Time() < startTime + useTime && (!doRequireUseButtonHeld || player.UseButtonPressed()) && !player.IsPhaseShifted() && DistanceSqr( player.GetOrigin(), useTarget.GetOrigin() ) <= maxDist2 )
- WaitFrame()
-
- if ( ( !doRequireUseButtonHeld || player.UseButtonPressed() ) && DistanceSqr( player.GetOrigin(), useTarget.GetOrigin() ) <= maxDist2 )
- result.success = true
-}
-
-int function GetNewFirstAidAttemptID()
-{
- file.firstAidAttemptID += 1
- return file.firstAidAttemptID
-} \ No newline at end of file