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-rw-r--r--Northstar.CustomServers/mod/scripts/vscripts/mp/_gamestate_mp.nut574
1 files changed, 380 insertions, 194 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/mp/_gamestate_mp.nut b/Northstar.CustomServers/mod/scripts/vscripts/mp/_gamestate_mp.nut
index 5d3777b4..0c66f5a9 100644
--- a/Northstar.CustomServers/mod/scripts/vscripts/mp/_gamestate_mp.nut
+++ b/Northstar.CustomServers/mod/scripts/vscripts/mp/_gamestate_mp.nut
@@ -59,18 +59,21 @@ struct {
bool functionref( entity victim, entity attacker, var damageInfo, bool isRoundEnd ) shouldTryUseProjectileReplayCallback
} file
-void function SetCallback_TryUseProjectileReplay( bool functionref( entity victim, entity attacker, var damageInfo, bool isRoundEnd ) callback )
-{
- file.shouldTryUseProjectileReplayCallback = callback
-}
-bool function ShouldTryUseProjectileReplay( entity victim, entity attacker, var damageInfo, bool isRoundEnd )
-{
- if ( file.shouldTryUseProjectileReplayCallback != null )
- return file.shouldTryUseProjectileReplayCallback( victim, attacker, damageInfo, isRoundEnd )
- // default to true (vanilla behaviour)
- return true
-}
+
+
+
+
+
+
+
+/*
+ ██████ █████ ███ ███ ███████ ███████ ████████ █████ ████████ ███████ ███████
+██ ██ ██ ████ ████ ██ ██ ██ ██ ██ ██ ██ ██
+██ ███ ███████ ██ ████ ██ █████ ███████ ██ ███████ ██ █████ ███████
+██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
+ ██████ ██ ██ ██ ██ ███████ ███████ ██ ██ ██ ██ ███████ ███████
+*/
void function PIN_GameStart()
{
@@ -101,6 +104,61 @@ void function PIN_GameStart()
RegisterSignal( "CleanUpEntitiesForRoundEnd" )
}
+void function GameState_EntitiesDidLoad()
+{
+ if ( GetClassicMPMode() || ClassicMP_ShouldTryIntroAndEpilogueWithoutClassicMP() )
+ ClassicMP_SetupIntro()
+}
+
+void function WaittillGameStateOrHigher( int gameState )
+{
+ while ( GetGameState() < gameState )
+ svGlobal.levelEnt.WaitSignal( "GameStateChanged" )
+}
+
+bool function ShouldTryUseProjectileReplay( entity victim, entity attacker, var damageInfo, bool isRoundEnd )
+{
+ if ( file.shouldTryUseProjectileReplayCallback != null )
+ return file.shouldTryUseProjectileReplayCallback( victim, attacker, damageInfo, isRoundEnd )
+ // default to true (vanilla behaviour)
+ return true
+}
+
+/// This is to move all NPCs that a player owns from one team to the other during a match
+/// Auto-Titans, Turrets, Ticks and Hacked Spectres will all move along together with the player to the new Team
+/// Also possibly prevents mods that spawns other types of NPCs that players can own from breaking when switching (i.e Drones, Hacked Reapers)
+void function OnPlayerChangedTeam( entity player )
+{
+ if ( !player.hasConnected ) // Prevents players who just joined to trigger below code, as server always pre setups their teams
+ return
+
+ if( IsIMCOrMilitiaTeam( player.GetTeam() ) )
+ NotifyClientsOfTeamChange( player, GetOtherTeam( player.GetTeam() ), player.GetTeam() )
+
+ foreach( npc in GetNPCArray() )
+ {
+ entity bossPlayer = npc.GetBossPlayer()
+ if ( IsValidPlayer( bossPlayer ) && bossPlayer == player && IsAlive( npc ) )
+ SetTeam( npc, player.GetTeam() )
+ }
+}
+
+
+
+
+
+
+
+
+
+/*
+ ██████ █████ ███ ███ ███████ ███████ ███████ ████████ ██ ██ ██████
+██ ██ ██ ████ ████ ██ ██ ██ ██ ██ ██ ██ ██
+██ ███ ███████ ██ ████ ██ █████ ███████ █████ ██ ██ ██ ██████
+██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
+ ██████ ██ ██ ██ ██ ███████ ███████ ███████ ██ ██████ ██
+*/
+
void function SetGameState( int newState )
{
if ( newState == GetGameState() )
@@ -115,23 +173,166 @@ void function SetGameState( int newState )
callbackFunc()
}
-void function GameState_EntitiesDidLoad()
+void function AddTeamScore( int team, int amount )
{
- if ( GetClassicMPMode() || ClassicMP_ShouldTryIntroAndEpilogueWithoutClassicMP() )
- ClassicMP_SetupIntro()
+ GameRules_SetTeamScore( team, GameRules_GetTeamScore( team ) + amount )
+ GameRules_SetTeamScore2( team, GameRules_GetTeamScore2( team ) + amount )
+
+ int scoreLimit
+ if ( IsRoundBased() )
+ scoreLimit = GameMode_GetRoundScoreLimit( GAMETYPE )
+ else
+ scoreLimit = GameMode_GetScoreLimit( GAMETYPE )
+
+ int score = GameRules_GetTeamScore( team )
+ if ( score >= scoreLimit || GetGameState() == eGameState.SuddenDeath )
+ SetWinner( team )
+ else if ( ( file.switchSidesBased && !file.hasSwitchedSides ) && score >= ( scoreLimit.tofloat() / 2.0 ) )
+ SetGameState( eGameState.SwitchingSides )
}
-void function WaittillGameStateOrHigher( int gameState )
+void function SetWinner( int team, string winningReason = "", string losingReason = "" )
+{
+ SetServerVar( "winningTeam", team )
+
+ file.gameWonThisFrame = true
+ thread UpdateGameWonThisFrameNextFrame()
+
+ if ( winningReason.len() == 0 )
+ file.announceRoundWinnerWinningSubstr = 0
+ else
+ file.announceRoundWinnerWinningSubstr = GetStringID( winningReason )
+
+ if ( losingReason.len() == 0 )
+ file.announceRoundWinnerLosingSubstr = 0
+ else
+ file.announceRoundWinnerLosingSubstr = GetStringID( losingReason )
+
+ if ( GamePlayingOrSuddenDeath() )
+ {
+ if ( IsRoundBased() )
+ {
+ if ( team != TEAM_UNASSIGNED )
+ {
+ GameRules_SetTeamScore( team, GameRules_GetTeamScore( team ) + 1 )
+ GameRules_SetTeamScore2( team, GameRules_GetTeamScore2( team ) + 1 )
+ }
+
+ SetGameState( eGameState.WinnerDetermined )
+ ScoreEvent_RoundComplete( team )
+ }
+ else
+ {
+ SetGameState( eGameState.WinnerDetermined )
+ ScoreEvent_MatchComplete( team )
+
+ array<entity> players = GetPlayerArray()
+ int functionref( entity, entity ) compareFunc = GameMode_GetScoreCompareFunc( GAMETYPE )
+ if ( compareFunc != null )
+ {
+ players.sort( compareFunc )
+ int playerCount = players.len()
+ int currentPlace = 1
+ for ( int i = 0; i < 3; i++ )
+ {
+ if ( i >= playerCount )
+ continue
+
+ if ( i > 0 && compareFunc( players[i - 1], players[i] ) != 0 )
+ currentPlace += 1
+
+ switch( currentPlace )
+ {
+ case 1:
+ UpdatePlayerStat( players[i], "game_stats", "mvp" )
+ UpdatePlayerStat( players[i], "game_stats", "mvp_total" )
+ UpdatePlayerStat( players[i], "game_stats", "top3OnTeam" )
+ break
+ case 2:
+ UpdatePlayerStat( players[i], "game_stats", "top3OnTeam" )
+ break
+ case 3:
+ UpdatePlayerStat( players[i], "game_stats", "top3OnTeam" )
+ break
+ }
+ }
+ }
+ }
+ }
+}
+
+void function SetTimeoutWinnerDecisionFunc( int functionref() callback )
{
- while ( GetGameState() < gameState )
- svGlobal.levelEnt.WaitSignal( "GameStateChanged" )
+ file.timeoutWinnerDecisionFunc = callback
}
+void function SetCallback_TryUseProjectileReplay( bool functionref( entity victim, entity attacker, var damageInfo, bool isRoundEnd ) callback )
+{
+ file.shouldTryUseProjectileReplayCallback = callback
+}
-// logic for individual gamestates:
+void function AddCallback_OnRoundEndCleanup( void functionref() callback )
+{
+ file.roundEndCleanupCallbacks.append( callback )
+}
+
+void function SetShouldUsePickLoadoutScreen( bool shouldUse )
+{
+ file.usePickLoadoutScreen = shouldUse
+}
+void function SetSwitchSidesBased( bool switchSides )
+{
+ file.switchSidesBased = switchSides
+}
+
+void function SetSuddenDeathBased( bool suddenDeathBased )
+{
+ file.suddenDeathBased = suddenDeathBased
+}
+
+void function SetTimerBased( bool timerBased )
+{
+ file.timerBased = timerBased
+}
+
+void function SetShouldUseRoundWinningKillReplay( bool shouldUse )
+{
+ SetServerVar( "roundWinningKillReplayEnabled", shouldUse )
+}
+
+void function SetRoundWinningKillReplayKillClasses( bool pilot, bool titan )
+{
+ file.roundWinningKillReplayTrackPilotKills = pilot
+ file.roundWinningKillReplayTrackTitanKills = titan // player kills in titans should get tracked anyway, might be worth renaming this
+}
+
+void function SetRoundWinningKillReplayAttacker( entity attacker, int inflictorEHandle = -1 )
+{
+ file.roundWinningKillReplayTime = Time()
+ file.roundWinningKillReplayHealthFrac = GetHealthFrac( attacker )
+ file.roundWinningKillReplayAttacker = attacker
+ file.roundWinningKillReplayInflictorEHandle = inflictorEHandle == -1 ? attacker.GetEncodedEHandle() : inflictorEHandle
+ file.roundWinningKillReplayTimeOfDeath = Time()
+}
+
+
+
+
+
+
+
+
+
+
+/*
+ ██████ ██ ██ ███████ ████████ ██████ ███ ███ ███████ ████████ █████ ██████ ████████
+██ ██ ██ ██ ██ ██ ██ ████ ████ ██ ██ ██ ██ ██ ██ ██
+██ ██ ██ ███████ ██ ██ ██ ██ ████ ██ ███████ ██ ███████ ██████ ██
+██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
+ ██████ ██████ ███████ ██ ██████ ██ ██ ███████ ██ ██ ██ ██ ██ ██
+*/
-// eGameState.WaitingForCustomStart
void function GameStateEnter_WaitingForCustomStart()
{
// unused in release, comments indicate this was supposed to be used for an e3 demo
@@ -139,7 +340,22 @@ void function GameStateEnter_WaitingForCustomStart()
}
-// eGameState.WaitingForPlayers
+
+
+
+
+
+
+
+
+/*
+██ ██ █████ ██ ████████ ██ ███ ██ ██████ ███████ ██████ ██████ ██████ ██ █████ ██ ██ ███████ ██████ ███████
+██ ██ ██ ██ ██ ██ ██ ████ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
+██ █ ██ ███████ ██ ██ ██ ██ ██ ██ ██ ███ █████ ██ ██ ██████ ██████ ██ ███████ ████ █████ ██████ ███████
+██ ███ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
+ ███ ███ ██ ██ ██ ██ ██ ██ ████ ██████ ██ ██████ ██ ██ ██ ███████ ██ ██ ██ ███████ ██ ██ ███████
+*/
+
void function GameStateEnter_WaitingForPlayers()
{
foreach ( entity player in GetPlayerArray() )
@@ -171,7 +387,22 @@ void function WaitingForPlayers_ClientConnected( entity player )
ScreenFadeToBlackForever( player, 0.0 )
}
-// eGameState.PickLoadout
+
+
+
+
+
+
+
+
+/*
+██████ ██ ██████ ██ ██ ██ ██████ █████ ██████ ██████ ██ ██ ████████
+██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
+██████ ██ ██ █████ ██ ██ ██ ███████ ██ ██ ██ ██ ██ ██ ██
+██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
+██ ██ ██████ ██ ██ ███████ ██████ ██ ██ ██████ ██████ ██████ ██
+*/
+
void function GameStateEnter_PickLoadout()
{
thread GameStateEnter_PickLoadout_Threaded()
@@ -190,7 +421,22 @@ void function GameStateEnter_PickLoadout_Threaded()
}
-// eGameState.Prematch
+
+
+
+
+
+
+
+
+/*
+██████ ██████ ███████ ███ ███ █████ ████████ ██████ ██ ██
+██ ██ ██ ██ ██ ████ ████ ██ ██ ██ ██ ██ ██
+██████ ██████ █████ ██ ████ ██ ███████ ██ ██ ███████
+██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
+██ ██ ██ ███████ ██ ██ ██ ██ ██ ██████ ██ ██
+*/
+
void function GameStateEnter_Prematch()
{
int timeLimit = GameMode_GetTimeLimit( GAMETYPE ) * 60
@@ -236,7 +482,22 @@ void function StartGameWithoutClassicMP()
}
-// eGameState.Playing
+
+
+
+
+
+
+
+
+/*
+██████ ██ █████ ██ ██ ██ ███ ██ ██████
+██ ██ ██ ██ ██ ██ ██ ██ ████ ██ ██
+██████ ██ ███████ ████ ██ ██ ██ ██ ██ ███
+██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
+██ ███████ ██ ██ ██ ██ ██ ████ ██████
+*/
+
void function GameStateEnter_Playing()
{
thread GameStateEnter_Playing_Threaded()
@@ -279,7 +540,22 @@ void function GameStateEnter_Playing_Threaded()
}
-// eGameState.WinnerDetermined
+
+
+
+
+
+
+
+
+/*
+██ ██ ██ ███ ██ ███ ██ ███████ ██████ ██████ ███████ ████████ ███████ ██████ ███ ███ ██ ███ ██ ███████ ██████
+██ ██ ██ ████ ██ ████ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ████ ████ ██ ████ ██ ██ ██ ██
+██ █ ██ ██ ██ ██ ██ ██ ██ ██ █████ ██████ ██ ██ █████ ██ █████ ██████ ██ ████ ██ ██ ██ ██ ██ █████ ██ ██
+██ ███ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
+ ███ ███ ██ ██ ████ ██ ████ ███████ ██ ██ ██████ ███████ ██ ███████ ██ ██ ██ ██ ██ ██ ████ ███████ ██████
+*/
+
// these are likely innacurate
const float ROUND_END_FADE_KILLREPLAY = 1.0
const float ROUND_END_DELAY_KILLREPLAY = 3.0
@@ -446,7 +722,22 @@ void function PlayerWatchesRoundWinningKillReplay( entity player, float replayLe
}
-// eGameState.SwitchingSides
+
+
+
+
+
+
+
+
+/*
+███████ ██ ██ ██ ████████ ██████ ██ ██ ██ ███ ██ ██████ ███████ ██ ██████ ███████ ███████
+██ ██ ██ ██ ██ ██ ██ ██ ██ ████ ██ ██ ██ ██ ██ ██ ██ ██
+███████ ██ █ ██ ██ ██ ██ ███████ ██ ██ ██ ██ ██ ███ ███████ ██ ██ ██ █████ ███████
+ ██ ██ ███ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
+███████ ███ ███ ██ ██ ██████ ██ ██ ██ ██ ████ ██████ ███████ ██ ██████ ███████ ███████
+*/
+
void function GameStateEnter_SwitchingSides()
{
thread GameStateEnter_SwitchingSides_Threaded()
@@ -537,7 +828,22 @@ void function PlayerWatchesSwitchingSidesKillReplay( entity player, bool doRepla
}
-// eGameState.SuddenDeath
+
+
+
+
+
+
+
+
+/*
+███████ ██ ██ ██████ ██████ ███████ ███ ██ ██████ ███████ █████ ████████ ██ ██
+██ ██ ██ ██ ██ ██ ██ ██ ████ ██ ██ ██ ██ ██ ██ ██ ██ ██
+███████ ██ ██ ██ ██ ██ ██ █████ ██ ██ ██ ██ ██ █████ ███████ ██ ███████
+ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
+███████ ██████ ██████ ██████ ███████ ██ ████ ██████ ███████ ██ ██ ██ ██ ██
+*/
+
void function GameStateEnter_SuddenDeath()
{
// disable respawns, suddendeath calling is done on a kill callback
@@ -559,7 +865,22 @@ void function GameStateEnter_SuddenDeath()
}
-// eGameState.Postmatch
+
+
+
+
+
+
+
+
+/*
+██████ ██████ ███████ ████████ ███ ███ █████ ████████ ██████ ██ ██
+██ ██ ██ ██ ██ ██ ████ ████ ██ ██ ██ ██ ██ ██
+██████ ██ ██ ███████ ██ ██ ████ ██ ███████ ██ ██ ███████
+██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
+██ ██████ ███████ ██ ██ ██ ██ ██ ██ ██████ ██ ██
+*/
+
void function GameStateEnter_Postmatch()
{
foreach ( entity player in GetPlayerArray() )
@@ -592,7 +913,21 @@ void function ForceFadeToBlack( entity player )
}
-// shared across multiple gamestates
+
+
+
+
+
+
+
+
+/*
+██ ██ ██ ██ ██ ██████ █████ ██ ██ ██████ █████ ██████ ██ ██ ███████
+██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
+█████ ██ ██ ██ ██ ███████ ██ ██ ██████ ███████ ██ █████ ███████
+██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
+██ ██ ██ ███████ ███████ ██████ ██ ██ ███████ ███████ ██████ ██ ██ ██████ ██ ██ ███████
+*/
void function OnPlayerKilled( entity victim, entity attacker, var damageInfo )
{
@@ -722,10 +1057,22 @@ void function OnTitanKilled( entity victim, var damageInfo )
}
}
-void function AddCallback_OnRoundEndCleanup( void functionref() callback )
-{
- file.roundEndCleanupCallbacks.append( callback )
-}
+
+
+
+
+
+
+
+
+
+/*
+████████ ██████ ██████ ██ ███████ ██ ██ ███ ██ ██████ ████████ ██ ██████ ███ ██ ███████
+ ██ ██ ██ ██ ██ ██ ██ ██ ██ ████ ██ ██ ██ ██ ██ ██ ████ ██ ██
+ ██ ██ ██ ██ ██ ██ █████ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ███████
+ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
+ ██ ██████ ██████ ███████ ██ ██████ ██ ████ ██████ ██ ██ ██████ ██ ████ ███████
+*/
void function CleanUpEntitiesForRoundEnd()
{
@@ -763,120 +1110,6 @@ void function CleanUpEntitiesForRoundEnd()
SetPlayerDeathsHidden( false )
}
-
-
-// stuff for gamemodes to call
-
-void function SetShouldUsePickLoadoutScreen( bool shouldUse )
-{
- file.usePickLoadoutScreen = shouldUse
-}
-
-void function SetSwitchSidesBased( bool switchSides )
-{
- file.switchSidesBased = switchSides
-}
-
-void function SetSuddenDeathBased( bool suddenDeathBased )
-{
- file.suddenDeathBased = suddenDeathBased
-}
-
-void function SetTimerBased( bool timerBased )
-{
- file.timerBased = timerBased
-}
-
-void function SetShouldUseRoundWinningKillReplay( bool shouldUse )
-{
- SetServerVar( "roundWinningKillReplayEnabled", shouldUse )
-}
-
-void function SetRoundWinningKillReplayKillClasses( bool pilot, bool titan )
-{
- file.roundWinningKillReplayTrackPilotKills = pilot
- file.roundWinningKillReplayTrackTitanKills = titan // player kills in titans should get tracked anyway, might be worth renaming this
-}
-
-void function SetRoundWinningKillReplayAttacker( entity attacker, int inflictorEHandle = -1 )
-{
- file.roundWinningKillReplayTime = Time()
- file.roundWinningKillReplayHealthFrac = GetHealthFrac( attacker )
- file.roundWinningKillReplayAttacker = attacker
- file.roundWinningKillReplayInflictorEHandle = inflictorEHandle == -1 ? attacker.GetEncodedEHandle() : inflictorEHandle
- file.roundWinningKillReplayTimeOfDeath = Time()
-}
-
-void function SetWinner( int team, string winningReason = "", string losingReason = "" )
-{
- SetServerVar( "winningTeam", team )
-
- file.gameWonThisFrame = true
- thread UpdateGameWonThisFrameNextFrame()
-
- if ( winningReason.len() == 0 )
- file.announceRoundWinnerWinningSubstr = 0
- else
- file.announceRoundWinnerWinningSubstr = GetStringID( winningReason )
-
- if ( losingReason.len() == 0 )
- file.announceRoundWinnerLosingSubstr = 0
- else
- file.announceRoundWinnerLosingSubstr = GetStringID( losingReason )
-
- if ( GamePlayingOrSuddenDeath() )
- {
- if ( IsRoundBased() )
- {
- if ( team != TEAM_UNASSIGNED )
- {
- GameRules_SetTeamScore( team, GameRules_GetTeamScore( team ) + 1 )
- GameRules_SetTeamScore2( team, GameRules_GetTeamScore2( team ) + 1 )
- }
-
- SetGameState( eGameState.WinnerDetermined )
- ScoreEvent_RoundComplete( team )
- }
- else
- {
- SetGameState( eGameState.WinnerDetermined )
- ScoreEvent_MatchComplete( team )
-
- array<entity> players = GetPlayerArray()
- int functionref( entity, entity ) compareFunc = GameMode_GetScoreCompareFunc( GAMETYPE )
- if ( compareFunc != null )
- {
- players.sort( compareFunc )
- int playerCount = players.len()
- int currentPlace = 1
- for ( int i = 0; i < 3; i++ )
- {
- if ( i >= playerCount )
- continue
-
- if ( i > 0 && compareFunc( players[i - 1], players[i] ) != 0 )
- currentPlace += 1
-
- switch( currentPlace )
- {
- case 1:
- UpdatePlayerStat( players[i], "game_stats", "mvp" )
- UpdatePlayerStat( players[i], "game_stats", "mvp_total" )
- UpdatePlayerStat( players[i], "game_stats", "top3OnTeam" )
- break
- case 2:
- UpdatePlayerStat( players[i], "game_stats", "top3OnTeam" )
- break
- case 3:
- UpdatePlayerStat( players[i], "game_stats", "top3OnTeam" )
- break
- }
- }
- }
- }
- }
-}
-
void function UpdateGameWonThisFrameNextFrame()
{
WaitFrame()
@@ -884,29 +1117,6 @@ void function UpdateGameWonThisFrameNextFrame()
file.hasKillForGameWonThisFrame = false
}
-void function AddTeamScore( int team, int amount )
-{
- GameRules_SetTeamScore( team, GameRules_GetTeamScore( team ) + amount )
- GameRules_SetTeamScore2( team, GameRules_GetTeamScore2( team ) + amount )
-
- int scoreLimit
- if ( IsRoundBased() )
- scoreLimit = GameMode_GetRoundScoreLimit( GAMETYPE )
- else
- scoreLimit = GameMode_GetScoreLimit( GAMETYPE )
-
- int score = GameRules_GetTeamScore( team )
- if ( score >= scoreLimit || GetGameState() == eGameState.SuddenDeath )
- SetWinner( team )
- else if ( ( file.switchSidesBased && !file.hasSwitchedSides ) && score >= ( scoreLimit.tofloat() / 2.0 ) )
- SetGameState( eGameState.SwitchingSides )
-}
-
-void function SetTimeoutWinnerDecisionFunc( int functionref() callback )
-{
- file.timeoutWinnerDecisionFunc = callback
-}
-
int function GetWinningTeamWithFFASupport()
{
if ( !IsFFAGame() )
@@ -936,8 +1146,6 @@ int function GetWinningTeamWithFFASupport()
unreachable
}
-// idk
-
float function GameState_GetTimeLimitOverride()
{
return 100
@@ -967,8 +1175,6 @@ float function GetTimeLimit_ForGameMode()
return GetCurrentPlaylistVarFloat( playlistString, 10 )
}
-// faction dialogue
-
void function DialoguePlayNormal()
{
int totalScore = GameMode_GetScoreLimit( GameRules_GetGameMode() )
@@ -1052,24 +1258,4 @@ void function DialoguePlayWinnerDetermined()
PlayFactionDialogueToTeam( "scoring_won", winningTeam )
PlayFactionDialogueToTeam( "scoring_lost", losingTeam )
}
-}
-
-/// This is to move all NPCs that a player owns from one team to the other during a match
-/// Auto-Titans, Turrets, Ticks and Hacked Spectres will all move along together with the player to the new Team
-/// Also possibly prevents mods that spawns other types of NPCs that players can own from breaking when switching (i.e Drones, Hacked Reapers)
-void function OnPlayerChangedTeam( entity player )
-{
- if ( !player.hasConnected ) // Prevents players who just joined to trigger below code, as server always pre setups their teams
- return
-
- // only TEAM_IMC and TEAM_MILITIA can use function GetOtherTeam(), doesnt need to notify them when player got a special team
- if( IsIMCOrMilitiaTeam( player.GetTeam() ) )
- NotifyClientsOfTeamChange( player, GetOtherTeam( player.GetTeam() ), player.GetTeam() )
-
- foreach( npc in GetNPCArray() )
- {
- entity bossPlayer = npc.GetBossPlayer()
- if ( IsValidPlayer( bossPlayer ) && bossPlayer == player && IsAlive( npc ) )
- SetTeam( npc, player.GetTeam() )
- }
-}
+} \ No newline at end of file