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-rw-r--r--Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut58
1 files changed, 29 insertions, 29 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut
index 81971e00..72f43e18 100644
--- a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut
+++ b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut
@@ -287,26 +287,6 @@ void function GiveFlag( entity player, entity flag )
SetFlagStateForTeam( flag.GetTeam(), eFlagState.Away ) // used for held
}
-void function DropFlagIfPhased( entity player, entity flag )
-{
- player.EndSignal( "StartPhaseShift" )
- player.EndSignal( "OnDestroy" )
-
- OnThreadEnd( function() : ( player )
- {
- if (GetGameState() == eGameState.Playing || GetGameState() == eGameState.SuddenDeath)
- DropFlag( player, true )
- })
- // the IsValid check is purely to prevent a crash due to a destroyed flag (epilogue)
- while( IsValid(flag) && flag.GetParent() == player )
- WaitFrame()
-}
-
-void function DropFlagForBecomingTitan( entity pilot, entity titan )
-{
- DropFlag( pilot, true )
-}
-
void function DropFlag( entity player, bool realDrop = true )
{
entity flag = GetFlagForTeam( GetOtherTeam( player.GetTeam() ) )
@@ -344,15 +324,6 @@ void function DropFlag( entity player, bool realDrop = true )
SetFlagStateForTeam( flag.GetTeam(), eFlagState.Home ) // used for return prompt
}
-void function TrackFlagDropTimeout( entity flag )
-{
- flag.EndSignal( "ResetDropTimeout" )
-
- wait CTF_GetDropTimeout()
-
- ResetFlag( flag )
-}
-
void function ResetFlag( entity flag )
{
// prevents crash when flag is reset after it's been destroyed due to epilogue
@@ -526,3 +497,32 @@ void function SetFlagStateForTeam( int team, int state )
SetGlobalNetInt( team == TEAM_IMC ? "imcFlagState" : "milFlagState", state )
}
+
+void function DropFlagIfPhased( entity player, entity flag )
+{
+ player.EndSignal( "StartPhaseShift" )
+ player.EndSignal( "OnDestroy" )
+
+ OnThreadEnd( function() : ( player )
+ {
+ if (GetGameState() == eGameState.Playing || GetGameState() == eGameState.SuddenDeath)
+ DropFlag( player, true )
+ })
+ // the IsValid check is purely to prevent a crash due to a destroyed flag (epilogue)
+ while( IsValid(flag) && flag.GetParent() == player )
+ WaitFrame()
+}
+
+void function DropFlagForBecomingTitan( entity pilot, entity titan )
+{
+ DropFlag( pilot, true )
+}
+
+void function TrackFlagDropTimeout( entity flag )
+{
+ flag.EndSignal( "ResetDropTimeout" )
+
+ wait CTF_GetDropTimeout()
+
+ ResetFlag( flag )
+}