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Diffstat (limited to 'Northstar.CustomServers/scripts/vscripts/pilot/class_wallrun.gnut')
-rw-r--r--Northstar.CustomServers/scripts/vscripts/pilot/class_wallrun.gnut224
1 files changed, 224 insertions, 0 deletions
diff --git a/Northstar.CustomServers/scripts/vscripts/pilot/class_wallrun.gnut b/Northstar.CustomServers/scripts/vscripts/pilot/class_wallrun.gnut
new file mode 100644
index 00000000..58de59c1
--- /dev/null
+++ b/Northstar.CustomServers/scripts/vscripts/pilot/class_wallrun.gnut
@@ -0,0 +1,224 @@
+untyped
+
+global function ClassWallrun_Init
+
+global function Wallrun_AddPlayer
+global function Wallrun_OnPlayerSpawn
+global function Wallrun_OnPlayerDeath
+global function Wallrun_PlayerTookDamage
+global function Wallrun_EnforceWeaponDefaults
+global function Wallrun_CreateCopyOfPilotModel
+
+function ClassWallrun_Init()
+{
+
+ // Make weapons less effective when playing at higher difficulty.
+ level.lethalityMods <- {}
+}
+
+function Wallrun_AddPlayer( player )
+{
+ player.playerClassData[level.pilotClass] <- {}
+}
+
+
+function Wallrun_EnforceWeaponDefaults( player )
+{
+ if ( player.playerClassData[ level.pilotClass ].primaryWeapon )
+ {
+ // settings already exist
+ return
+ }
+
+ player.playerClassData[ level.pilotClass ].primaryWeapon = "mp_weapon_r97"
+ player.playerClassData[ level.pilotClass ].secondaryWeapon = "mp_weapon_sniper"
+
+ local offhandWeaponTable = {}
+ offhandWeaponTable[0] <- { weapon = "mp_weapon_frag_grenade", mods = [] }
+ offhandWeaponTable[1] <- { weapon = "mp_ability_heal", mods = [] }
+
+ player.playerClassData[ level.pilotClass ].offhandWeapons = offhandWeaponTable
+ player.playerClassData[ level.pilotClass ].playerSetFile = DEFAULT_PILOT_SETTINGS
+}
+
+
+function Wallrun_OnPlayerSpawn( player )
+{
+}
+
+
+function Wallrun_PlayerTookDamage( entity player, damageInfo, entity attacker )
+{
+ if ( IsDemigod( player ) )
+ {
+ EntityDemigod_TryAdjustDamageInfo( player, damageInfo )
+ return
+ }
+
+ AdjustDamageForRodeoPlayers( player, damageInfo, attacker )
+
+ #if VERBOSE_DAMAGE_PRINTOUTS
+ printt( " After Wallrun_PlayerTookDamage:", DamageInfo_GetDamage( damageInfo ) )
+ #endif
+
+ if ( player.GetShieldHealthMax() > 0 )
+ {
+ local shieldDamage = PilotShieldHealthUpdate( player, damageInfo )
+ return shieldDamage
+ }
+
+ return
+}
+
+function AdjustDamageForRodeoPlayers( entity player, var damageInfo, entity attacker )
+{
+ if ( player == attacker )
+ return
+
+ local titanSoulRodeoed = player.GetTitanSoulBeingRodeoed()
+ if ( !IsValid( titanSoulRodeoed ) )
+ return
+
+ local playerParent = titanSoulRodeoed.GetTitan()
+
+ // dont let npcs hurt rodeo player
+ if ( attacker.IsNPC() && attacker != playerParent && DamageInfo_GetDamageSourceIdentifier( damageInfo ) != eDamageSourceId.mp_titanability_smoke )
+ {
+ DamageInfo_SetDamage( damageInfo, 0 )
+ return
+ }
+
+ local damage = DamageInfo_GetDamage( damageInfo )
+
+ if ( !ShouldAdjustDamageForRodeoPlayer( damageInfo ) )
+ return
+
+ local maxPer500ms
+
+ if ( attacker == playerParent )
+ {
+ // rodeo'd player can't damage quite as much
+ maxPer500ms = 56
+ }
+ else
+ if ( playerParent.GetTeam() == player.GetTeam() )
+ {
+ // riding same team titan protects you a bit from random fire on that titan
+ if ( DamageInfo_GetCustomDamageType( damageInfo ) & DF_EXPLOSION )
+ {
+ maxPer500ms = 75
+ }
+ else if ( DamageInfo_GetCustomDamageType( damageInfo ) & DF_MELEE ) //If melee, players still die in one hit
+ {
+ maxPer500ms = player.GetMaxHealth() + 1
+ }
+ else
+ {
+ maxPer500ms = 175
+ }
+ }
+ else
+ {
+ return
+ }
+
+ //Set a cap on how much damage the playerParent can do.
+ local damageTaken = GetTotalDamageTakenInTime( player, 0.5 )
+
+ local allowedDamage = maxPer500ms - damageTaken
+ if ( damage < allowedDamage )
+ return
+
+ damage = allowedDamage
+ if ( damage <= 0 )
+ damage = 0
+
+ DamageInfo_SetDamage( damageInfo, damage )
+}
+
+
+function ShouldAdjustDamageForRodeoPlayer( damageInfo )
+{
+ int sourceID = DamageInfo_GetDamageSourceIdentifier( damageInfo )
+
+ switch( sourceID )
+ {
+ case eDamageSourceId.rodeo_trap:
+ case eDamageSourceId.mp_titanweapon_vortex_shield:
+ case eDamageSourceId.mp_titanweapon_vortex_shield_ion:
+ case eDamageSourceId.mp_titanability_smoke:
+ case eDamageSourceId.mp_weapon_satchel: //added so that rodeoing players are no longer invulnerable to their satchels when detonated by Titan's smoke
+ return false
+
+ default:
+ return true
+ }
+}
+
+
+function Wallrun_OnPlayerDeath( entity player, damageInfo )
+{
+ if ( IsValidHeadShot( damageInfo, player ) )
+ {
+ int damageType = DamageInfo_GetCustomDamageType( damageInfo )
+ local soundAlias
+ if ( damageType & DF_SHOTGUN )
+ {
+ EmitSoundOnEntityOnlyToPlayer( player, player, "Flesh.Shotgun.BulletImpact_Headshot_3P_vs_1P" )
+ soundAlias = "Flesh.Shotgun.BulletImpact_Headshot_3P_vs_3P"
+ }
+ else if ( damageType & damageTypes.bullet || damageType & DF_BULLET )
+ {
+ EmitSoundOnEntityOnlyToPlayer( player, player, "Flesh.Light.BulletImpact_Headshot_3P_vs_1P" )
+ soundAlias = "Flesh.Light.BulletImpact_Headshot_3P_vs_3P"
+ }
+ else if ( damageType & damageTypes.largeCaliber || damageType & DF_GIB )
+ {
+ EmitSoundOnEntityOnlyToPlayer( player, player, "Flesh.Heavy.BulletImpact_Headshot_3P_vs_1P" )
+ soundAlias = "Flesh.Heavy.BulletImpact_Headshot_3P_vs_3P"
+ }
+
+ if ( soundAlias )
+ {
+ entity attacker = DamageInfo_GetAttacker( damageInfo )
+ array<entity> pilotArray = GetPlayerArray()
+ //Iterating because we need to not play this sound on 2 pilots and the function only allows for 1. Performance difference is negligible according to Eric M between this and adding a specific code function.
+ foreach ( pilot in pilotArray )
+ {
+ if ( !IsValid( pilot ) )
+ continue
+
+ if ( pilot == player || pilot == attacker )
+ continue
+
+ EmitSoundOnEntityOnlyToPlayer( player, pilot, soundAlias )
+ }
+ }
+ }
+}
+
+
+entity function Wallrun_CreateCopyOfPilotModel( entity player )
+{
+ const string PLAYER_SETTINGS_FIELD = "bodymodel"
+
+ asset modelName
+ if ( player.IsTitan() )
+ {
+ modelName = GetPlayerSettingsAssetForClassName( player.s.storedPlayerSettings, PLAYER_SETTINGS_FIELD )
+ }
+ else
+ {
+ modelName = player.GetPlayerSettingsAsset( PLAYER_SETTINGS_FIELD )
+ }
+
+ entity model = CreatePropDynamic( modelName )
+
+ SetTeam( model, player.GetTeam() )
+
+ //model.SetSkin( 0 )
+
+ RandomizeHead( model )
+
+ return model
+}