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-rw-r--r--Northstar.CustomServers/mod/scripts/vscripts/burnmeter/_burnmeter.gnut72
1 files changed, 61 insertions, 11 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/burnmeter/_burnmeter.gnut b/Northstar.CustomServers/mod/scripts/vscripts/burnmeter/_burnmeter.gnut
index 056f0313..0d189017 100644
--- a/Northstar.CustomServers/mod/scripts/vscripts/burnmeter/_burnmeter.gnut
+++ b/Northstar.CustomServers/mod/scripts/vscripts/burnmeter/_burnmeter.gnut
@@ -15,8 +15,10 @@ global function InitBurnMeterPersistentData
const float PHASE_REWIND_LENGTH = 2.0
// taken from wraith portal in apex, assuming it's the same as tf2's
-const float PHASE_REWIND_PATH_SNAPSHOT_INTERVAL = 0.1
-const int PHASE_REWIND_MAX_SNAPSHOTS = int( PHASE_REWIND_LENGTH / PHASE_REWIND_PATH_SNAPSHOT_INTERVAL )
+// 0.1 can be too fast for ttf2 scripts
+const float PHASE_REWIND_PATH_SNAPSHOT_INTERVAL = 0.2 // mainly controlled by this const, the higher the rewind path will be longer, assuming this one is like vanilla's
+const int PHASE_REWIND_MAX_SNAPSHOTS = int( PHASE_REWIND_LENGTH / PHASE_REWIND_PATH_SNAPSHOT_INTERVAL ) - 1
+const int PHASE_REWIND_DATA_MAX_POSITIONS = int( PHASE_REWIND_LENGTH * 10 ) + 1 // hardcoded but maybe good
const float AMPED_WEAPONS_LENGTH = 30.0
@@ -221,18 +223,18 @@ void function PhaseRewindLifetime( entity player )
{
PhaseRewindData rewindData
rewindData.origin = player.GetOrigin()
- rewindData.angles = player.GetAngles()
+ rewindData.angles = < 0, player.EyeAngles().y, 0 >
rewindData.velocity = player.GetVelocity()
rewindData.wasInContextAction = player.ContextAction_IsActive()
rewindData.wasCrouched = player.IsCrouched()
- if ( player.p.burnCardPhaseRewindStruct.phaseRetreatSavedPositions.len() >= PHASE_REWIND_MAX_SNAPSHOTS )
+ if ( player.p.burnCardPhaseRewindStruct.phaseRetreatSavedPositions.len() >= PHASE_REWIND_DATA_MAX_POSITIONS )
{
// shift all snapshots left
- for ( int i = 0; i < PHASE_REWIND_MAX_SNAPSHOTS - 1; i++ )
+ for ( int i = 0; i < PHASE_REWIND_DATA_MAX_POSITIONS - 1; i++ )
player.p.burnCardPhaseRewindStruct.phaseRetreatSavedPositions[ i ] = player.p.burnCardPhaseRewindStruct.phaseRetreatSavedPositions[ i + 1 ]
- player.p.burnCardPhaseRewindStruct.phaseRetreatSavedPositions[ PHASE_REWIND_MAX_SNAPSHOTS - 1 ] = rewindData
+ player.p.burnCardPhaseRewindStruct.phaseRetreatSavedPositions[ PHASE_REWIND_DATA_MAX_POSITIONS - 1 ] = rewindData
}
else
player.p.burnCardPhaseRewindStruct.phaseRetreatSavedPositions.append( rewindData )
@@ -407,6 +409,10 @@ void function PlayerUsesMaphackBurncardThreaded( entity player )
entities.extend( GetPlayerDecoyArray() )
IncrementSonarPerTeam( playerTeam )
+
+ if ( IsAlive( player ) ) // only owner can see the pulse
+ Remote_CallFunction_Replay( player, "ServerCallback_SonarPulseFromPosition", player.GetOrigin().x, player.GetOrigin().y, player.GetOrigin().z, SONAR_GRENADE_RADIUS )
+
foreach ( entity ent in entities )
{
if ( !IsValid( ent ) ) // Not sure why we can get invalid entities at this point
@@ -414,9 +420,6 @@ void function PlayerUsesMaphackBurncardThreaded( entity player )
if ( ent.IsPlayer() )
{
- if ( IsAlive( player ) )
- Remote_CallFunction_Replay( ent, "ServerCallback_SonarPulseFromPosition", player.GetOrigin().x, player.GetOrigin().y, player.GetOrigin().z, SONAR_GRENADE_RADIUS )
-
// Map Hack also gives radar on enemies for longer than the sonar duration.
if ( ent.GetTeam() == playerTeam )
thread ScanMinimap( ent, false, MAPHACK_PULSE_DELAY - 0.2 )
@@ -470,18 +473,65 @@ void function PlayerUsesPhaseRewindBurncardThreaded( entity player )
array<PhaseRewindData> positions = clone player.p.burnCardPhaseRewindStruct.phaseRetreatSavedPositions
+ array<PhaseRewindData> tempArray
+ int segment = positions.len() / PHASE_REWIND_MAX_SNAPSHOTS
+ for( int i = 0; i < PHASE_REWIND_MAX_SNAPSHOTS; i++ )
+ {
+ if( positions.len() <= segment * i )
+ break
+ tempArray.append( positions[ segment * i ] )
+ }
+ positions = tempArray
+
+ vector startOrigin = player.GetOrigin()
ViewConeZero( player )
player.HolsterWeapon()
player.SetPredictionEnabled( false )
PhaseShift( player, 0.0, positions.len() * PHASE_REWIND_PATH_SNAPSHOT_INTERVAL * 1.5 )
+ EmitSoundOnEntityOnlyToPlayer( player, player, "pilot_phaserewind_1p" )
+ EmitSoundOnEntityExceptToPlayer( player, player, "pilot_phaserewind_3p" )
for ( int i = positions.len() - 1; i > -1; i-- )
{
- mover.NonPhysicsMoveTo( positions[ i ].origin, PHASE_REWIND_PATH_SNAPSHOT_INTERVAL, 0, 0 )
- mover.NonPhysicsRotateTo( positions[ i ].angles, PHASE_REWIND_PATH_SNAPSHOT_INTERVAL, 0, 0 )
+ // should looks better?
+ float moveTime = PHASE_REWIND_PATH_SNAPSHOT_INTERVAL + 0.1
+ player.SetVelocity( -positions[ i ].velocity )
+ mover.NonPhysicsMoveTo( positions[ i ].origin, moveTime, 0, 0 )
+ mover.NonPhysicsRotateTo( positions[ i ].angles, moveTime, 0, 0 )
wait PHASE_REWIND_PATH_SNAPSHOT_INTERVAL
}
player.SetVelocity( <0, 0, 0> )
+ if( positions[0].wasCrouched )
+ player.SetOrigin( player.GetOrigin() + < 0, 0, 20 > )
+
+ // fix position after rewind
+ PutPhaseRewindedPlayerInSafeSpot( player, 1 )
+}
+
+void function PutPhaseRewindedPlayerInSafeSpot( entity player, int severity )
+{
+ vector baseOrigin = player.GetOrigin()
+
+ if ( PutEntityInSafeSpot( player, player, null, < baseOrigin.x, baseOrigin.y + severity, baseOrigin.z >, baseOrigin ) )
+ return
+
+ if ( PutEntityInSafeSpot( player, player, null, < baseOrigin.x, baseOrigin.y - severity, baseOrigin.z >, baseOrigin ) )
+ return
+
+ if ( PutEntityInSafeSpot( player, player, null, < baseOrigin.x + severity, baseOrigin.y, baseOrigin.z >, baseOrigin ) )
+ return
+
+ if ( PutEntityInSafeSpot( player, player, null, < baseOrigin.x - severity, baseOrigin.y, baseOrigin.z >, baseOrigin ) )
+ return
+
+ if ( PutEntityInSafeSpot( player, player, null, < baseOrigin.x, baseOrigin.y, baseOrigin.z + severity >, baseOrigin ) )
+ return
+
+ if ( PutEntityInSafeSpot( player, player, null, < baseOrigin.x, baseOrigin.y, baseOrigin.z - severity >, baseOrigin ) )
+ return
+
+ return PutPhaseRewindedPlayerInSafeSpot( player, severity + 5 )
+
}
void function PlayerUsesNukeTitanBurncard( entity player )