Age | Commit message (Collapse) | Author |
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as part of the refactoring effort in #830
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as part of the refactoring effort in #830
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as part of the refactoring effort in #830
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as part of the refactoring effort in #830
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in an effort to have all related functions close to each other
Part of the refactor in #830
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in an effort to have all related functions close to each other
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Co-authored-by: Zanieon <william-millennium@hotmail.com>
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Adds an `IsAlive()` check to temporarily handle a rare crash
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This is a quick fix that will redirect the attacker entity to a proper NPC owned by the player.
By default behavior of the game, attackers are always the final entity in the owning hiearchy, which is always a player if owned NPCs kills enemies.
This change properly redirects the code to the correct NPC whenever they have an owning player.
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to fix script error
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The game have an extra stat especifically to count the total amount of times a player has been MVP in all matches, while the other mvp stat which i previously thought to be absolutely is only registered per map, not globally.
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Prevent suicides registering stats
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Co-authored-by: Zanieon <william-millennium@hotmail.com>
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Co-authored-by: Zanieon <william-millennium@hotmail.com>
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Co-authored-by: Zanieon <william-millennium@hotmail.com>
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taken from #809
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This overhaul makes the Dropships behave consistently now like vanilla and players will only start overlapping each other when both Dropships are full, otherwise code will always attempt to populate them properly instead.
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1. Get rid of the odd logic of limiting the algorithm to 3 spawn points
2. Changes the specific CTF algorithm to calculate the spawn points from the flag bases themselves rather than the initial spawn points which was causing severe inconsistencies.
3. Remove some checks in regards to map side swapping when matches reaches half-times due to odd behaviour in native code
4. Mitigate usage of `GetOtherTeam` for certain checks since that function might return Unreachable when it's a gamemode with more than 2 Teams and intentionally script crash the server.
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for vanilla parity when it comes to the progression system.
See PR description for full details
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Uses a call back that is triggered when the player switches team to update their own entities accordingly.
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Seemingly there are cases where mods can set an invalid Titan loadout index, which then causes the progression checks to attempt to set the player's Titan model to an invalid index.
This commit adds a check to ensure that it is within the bounds of the titan loadout array.
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Move weapon drop callback globalization to `#if MP`
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Adds a callback for when a weapon is dropped.
In the progress this also fixes weapons still dropping unintentionally in certain case.
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Closes #682
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As they cannot be unlocked by levelling up and some players may still want to use them while having progression enabled, we simply keep them unlocked when progression is enabled.
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index (#788)
The previous index passed to the method did not correspond properly with the persistent data index.
Instead pass their class reference and then use that to grab the correct index.
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Adds missing spectator initialisation
Co-authored-by: Khalmee <87766895+Khalmee@users.noreply.github.com>
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(#767)
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Move compiler flag so that `RecalculateHighestTitanFDLevel` is MP only.
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Fixes `spec_mode` bind not working by adding a small spectator replay delay
Co-authored-by: DBmaoha <56738369+DBmaoha@users.noreply.github.com>
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Adds a console command to allow players to reset the Aegis Ranks of their Titans
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This is an initial test to get formatting etc agreed upon to then
build on this further
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Requesting for invalid loadout index using SwapSecondaryAndWeapon3PersistentLoadoutData will cause a crash. This change just adds a check to reset the loadout index.
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* use consts for killingspree and rampage score events
* add Revenge and Quick Revenge score events
* ensure no revenge/quick revenge against non-players
* this is OnPlayerKilled i dont need this check
* implement mayhem and onslaught
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Adds a new callback: `SetCallback_TryUseProjectileReplay` so that servers can write logic to enable/disable this behaviour on a case by case basis
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Fixes wrong attacker receiving stat updates
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Small fix which the wrong item type was being addressed to check for Titan Camos, allowing players to use any camo without fallback to default if they didn't own that item previously when enabling progression.
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Also doesn't show the challenge completion notifications in game as a nice side effect
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Some game modes like Gun Game or Infection are not considered valid yet, causing the warning message to be spammed in the logs.
Necessary work should be done to add the modes to the list of valid modes. Until we will just comment out the print statement in order to prevent log spam.
Co-authored-by: GeckoEidechse <40122905+GeckoEidechse@users.noreply.github.com>
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Titan Assist medals aren't given to players who assisted damage when someone kills a titan, that is due the fact that Titans stores damage history in their Soul component, not the NPC itself.
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Titans stores damage history in their Soul component, not the NPC itself, probably due to how game handles pilot/auto-titan interaction with the Titan entities.
This means that we weren't awarding assist stats properly for titan assists
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Currently dropships take damage from titans stepping on them, this prevents that
Co-authored-by: William Miller <william-millennium@hotmail.com>
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Exposes the previously hidden string argument in the `UpdatePlayerStat` function, that is needed to track some things more easily when hooking stats.
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When turning on progression now, items that should be purchased from the store will remain unlocked.
These items contain among others the prime versions of the various Titans.
Some mods make explicit use of prime Titans to switch to alternate loadouts (Brute, Archon, ...)
Some players would like to opt into progression but decide against it due to losing access to prime Titans
As such we should keep them unlocked, even when progression is enabled as they cannot be obtained through progression alone anyway.
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same character as match (#736)
Find the next replacement starting from the end of the last one, instead of from the start of the string
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Removes some convars we don't need at all
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