diff options
Diffstat (limited to 'Northstar.CustomServers/scripts/vscripts/mp/_gamestate.nut')
-rw-r--r-- | Northstar.CustomServers/scripts/vscripts/mp/_gamestate.nut | 144 |
1 files changed, 0 insertions, 144 deletions
diff --git a/Northstar.CustomServers/scripts/vscripts/mp/_gamestate.nut b/Northstar.CustomServers/scripts/vscripts/mp/_gamestate.nut deleted file mode 100644 index 603c38fa..00000000 --- a/Northstar.CustomServers/scripts/vscripts/mp/_gamestate.nut +++ /dev/null @@ -1,144 +0,0 @@ -untyped - -global function GameState_Init -global function InitGameState - -global function SetRoundBased -global function SetCustomIntroLength - -global function SetGetDifficultyFunc -global function GetDifficultyLevel - -//******************************************************************************************** -// Game State -//******************************************************************************************** -global const PREMATCH_TIMER_INTRO_DEFAULT = 46 -global const PREMATCH_TIMER_NO_INTRO = 7 //shows 5 when fade from black -global const CLEAR_PLAYERS_BUFFER = 2.0 - -global const ENDROUND_FREEZE = 0 -global const ENDROUND_MOVEONLY = 1 -global const ENDROUND_FREE = 3 - -global const NO_DETERMINED_WINNING_TEAM_YET = -1 - -struct -{ - int functionref() difficultyFunc -} file - -global enum eWinReason -{ - DEFAULT, - SCORE_LIMIT, - TIME_LIMIT, - ELIMINATION -} - - -function GameState_Init() -{ - FlagInit( "GamePlaying" ) - FlagInit( "DisableTimeLimit" ) - FlagInit( "DisableScoreLimit" ) - FlagInit( "AnnounceWinnerEnabled", true ) - FlagInit( "AnnounceProgressEnabled", true ) - FlagInit( "DefendersWinDraw" ) - - RegisterSignal( "RoundEnd" ) - RegisterSignal( "GameEnd" ) - RegisterSignal( "GameStateChanged" ) - RegisterSignal( "CatchUpFallBehindVO" ) - RegisterSignal( "ClearedPlayers" ) - - - level.devForcedWin <- false //For dev purposes only. Used to check if we forced a win through dev command - level.devForcedTimeLimit <- false - - level.lastTimeLeftSeconds <- null - - level.lastScoreSwapVOTime <- null - - level.nextMatchProgressAnnouncementLevel <- MATCH_PROGRESS_EARLY //When we make a matchProgressAnnouncement, this variable is set - - level.endOfRoundPlayerState <- ENDROUND_FREEZE - - level._swapGameStateOnNextFrame <- false - level.clearedPlayers <- false - - level.customEpilogueDuration <- null - - level.lastTeamTitans <- {} - level.lastTeamTitans[TEAM_IMC] <- null - level.lastTeamTitans[TEAM_MILITIA] <- null - level.lastTeamPilots <- {} - level.lastTeamPilots[TEAM_IMC] <- null - level.lastTeamPilots[TEAM_MILITIA] <- null - - level.firstTitanfall <- false - - level.lastPlayingEmptyTeamCheck <- 0 - - level.doneWaitingForPlayersTimeout <- 0 - - level.attackDefendBased <- false - - level.roundBasedUsingTeamScore <- false - - level.roundBasedTeamScoreNoReset <- false - - level.customIntroLength <- null - - level.sendingPlayersAway <- false - - level.forceNoMoreRounds <- false - - // prevents ties... need an option to disable in the future - level.firstToScoreLimit <- TEAM_UNASSIGNED - level.allowPointsOverLimit <- false - - file.difficultyFunc = DefaultDifficultyFunc - - #if MP - AddCallback_EntitiesDidLoad( GameState_EntitiesDidLoad ) - #endif -} - - -int function DefaultDifficultyFunc() -{ - return 0 -} - -void function SetGetDifficultyFunc( int functionref() difficultyFunc ) -{ - Assert( file.difficultyFunc == DefaultDifficultyFunc ) - - file.difficultyFunc = difficultyFunc -} - - -// This function is meant to init stuff that _gamestate uses, as opposed -// to stuff that any particular gamestate like Playing uses -function InitGameState() -{ - #if MP - PIN_GameStart() - #endif -} - -function SetRoundBased( state ) -{ - level.nv.roundBased = state -} - -function SetCustomIntroLength( time ) -{ - level.customIntroLength = time -} - -int function GetDifficultyLevel() -{ - return file.difficultyFunc() -} - |