From b6826f2d1f774316565a511986b7bbc731d44f40 Mon Sep 17 00:00:00 2001 From: x3Karma Date: Tue, 4 Jan 2022 21:33:47 +0800 Subject: Fixed air accel conflicting with sh_custom_air_accel and also fix respawning at end kill replay. --- .../scripts/vscripts/gamemodes/_gamemode_inf.gnut | 417 +++++++++++---------- 1 file changed, 211 insertions(+), 206 deletions(-) diff --git a/Northstar.Custom/mod/scripts/vscripts/gamemodes/_gamemode_inf.gnut b/Northstar.Custom/mod/scripts/vscripts/gamemodes/_gamemode_inf.gnut index 2ccd46ba2..286839040 100644 --- a/Northstar.Custom/mod/scripts/vscripts/gamemodes/_gamemode_inf.gnut +++ b/Northstar.Custom/mod/scripts/vscripts/gamemodes/_gamemode_inf.gnut @@ -1,206 +1,211 @@ -global function GamemodeInfection_Init - -struct { - bool hasHadFirstInfection = false - bool hasHadLastInfection = false - array playersToNotifyOfInfection -} file - -void function GamemodeInfection_Init() -{ - SetSpawnpointGamemodeOverride( FFA ) - SetLoadoutGracePeriodEnabled( false ) // prevent modifying loadouts with grace period - SetWeaponDropsEnabled( false ) - SetShouldUseRoundWinningKillReplay( true ) - Riff_ForceTitanAvailability( eTitanAvailability.Never ) - Riff_ForceBoostAvailability( eBoostAvailability.Disabled ) - ClassicMP_ForceDisableEpilogue( true ) - - SetShouldPlayerStartBleedoutFunc( InfectionShouldPlayerStartBleedout ) - AddCallback_OnClientConnected( InfectionInitPlayer ) - AddCallback_OnPlayerKilled( InfectionOnPlayerKilled ) - AddCallback_OnPlayerRespawned( RespawnInfected ) - AddCallback_GameStateEnter( eGameState.Playing, SelectFirstInfected ) - - SetTimeoutWinnerDecisionFunc( TimeoutCheckSurvivors ) -} - -void function InfectionInitPlayer( entity player ) -{ - if ( GetGameState() < eGameState.Playing ) - SetTeam( player, INFECTION_TEAM_SURVIVOR ) - else - InfectPlayer( player, player ) -} - -void function SelectFirstInfected() -{ - thread SelectFirstInfectedDelayed() -} - -void function SelectFirstInfectedDelayed() -{ - wait 10.0 + RandomFloat( 5.0 ) - - array players = GetPlayerArray() - entity infected = players[ RandomInt( players.len() ) ] - - InfectPlayer( infected, infected ) - RespawnInfected( infected ) -} - -void function InfectionOnPlayerKilled( entity victim, entity attacker, var damageInfo ) -{ - if ( !victim.IsPlayer() || !attacker.IsPlayer() || GetGameState() != eGameState.Playing ) - return - - if ( victim.GetTeam() == INFECTION_TEAM_SURVIVOR ) - InfectPlayer( victim, attacker ) - - if ( attacker.IsPlayer() ) - attacker.SetPlayerGameStat( PGS_ASSAULT_SCORE, attacker.GetPlayerGameStat( PGS_ASSAULT_SCORE ) + 1 ) -} - -void function InfectPlayer( entity player, entity attacker ) -{ - SetTeam( player, INFECTION_TEAM_INFECTED ) - player.SetPlayerGameStat( PGS_ASSAULT_SCORE, 0 ) // reset kills - file.playersToNotifyOfInfection.append( player ) - - // check how many survivors there are - array survivors = GetPlayerArrayOfTeam( INFECTION_TEAM_SURVIVOR ) - if ( survivors.len() == 0 ) - { - SetRespawnsEnabled( false ) - SetKillcamsEnabled( false ) - SetRoundWinningKillReplayAttacker(attacker) - SetWinner( INFECTION_TEAM_INFECTED ) - } - else if ( survivors.len() == 1 && !file.hasHadLastInfection ) - SetLastSurvivor( survivors[ 0 ] ) - - if ( !file.hasHadFirstInfection ) - { - file.hasHadFirstInfection = true - - foreach ( entity otherPlayer in GetPlayerArray() ) - if ( player != otherPlayer ) - Remote_CallFunction_NonReplay( otherPlayer, "ServerCallback_AnnounceFirstInfected", player.GetEncodedEHandle() ) - - PlayMusicToAll( eMusicPieceID.GAMEMODE_1 ) - } -} - -void function RespawnInfected( entity player ) -{ - if ( player.GetTeam() != INFECTION_TEAM_INFECTED ) - return - - // notify newly infected players of infection - if ( file.playersToNotifyOfInfection.contains( player ) ) - { - Remote_CallFunction_NonReplay( player, "ServerCallback_YouAreInfected" ) - file.playersToNotifyOfInfection.remove( file.playersToNotifyOfInfection.find( player ) ) - } - - // set camo to pond scum - player.SetSkin( 1 ) - player.SetCamo( 110 ) - - // if human, remove helmet bodygroup, human models have some weird bloody white thing underneath their helmet that works well for this, imo - if ( !player.IsMechanical() ) - player.SetBodygroup( player.FindBodyGroup( "head" ), 1 ) - - // stats for infected - StimPlayer( player, 9999.9 ) // can't do endless since we don't get the visual effect in endless - player.kv.airAcceleration = 2500 - - // scale health with num of infected, with 50 as base health - player.SetMaxHealth( ( GetPlayerArrayOfTeam( INFECTION_TEAM_SURVIVOR ).len() + 1 ) * 10 ) - - // set loadout - foreach ( entity weapon in player.GetMainWeapons() ) - player.TakeWeaponNow( weapon.GetWeaponClassName() ) - - foreach ( entity weapon in player.GetOffhandWeapons() ) - player.TakeWeaponNow( weapon.GetWeaponClassName() ) - - // TEMP: give archer so player so player has a weapon which lets them use offhands - // need to replace this with a custom empty weapon at some point - //player.GiveWeapon( "mp_weapon_rocket_launcher" ) - player.GiveWeapon( "mp_weapon_mgl" ) - player.GiveOffhandWeapon( "melee_pilot_emptyhanded", OFFHAND_MELEE ) - - thread PlayInfectedSounds( player ) -} - -void function PlayInfectedSounds( entity player ) -{ - player.EndSignal( "OnDeath" ) - player.EndSignal( "OnDestroy" ) - - float nextRandomSound - while ( true ) - { - WaitFrame() - - int meleeState = player.PlayerMelee_GetState() - if ( nextRandomSound < Time() || meleeState != 0 ) - { - string selectedSound - if ( CoinFlip() ) - selectedSound = "prowler_vocal_attack" - else - selectedSound = "prowler_vocal_attackmiss" - - bool canSeeSurvivor - foreach ( entity survivor in GetPlayerArrayOfTeam( INFECTION_TEAM_SURVIVOR ) ) - if ( TraceLineSimple( player.GetOrigin(), survivor.GetOrigin(), survivor ) == 1.0 ) - canSeeSurvivor = true - - // _int sounds are less agressive so only play them if we aren't in some sorta fight - if ( player.GetHealth() == player.GetMaxHealth() || !canSeeSurvivor || meleeState != 0 ) - selectedSound += "_int" - - EmitSoundOnEntity( player, selectedSound ) - - nextRandomSound = Time() + max( 2.5, RandomFloat( 12.0 ) ) - while ( player.PlayerMelee_GetState() != 0 ) // need to ensure this is updated - WaitFrame() - } - } -} - -void function SetLastSurvivor( entity player ) -{ - foreach ( entity otherPlayer in GetPlayerArray() ) - Remote_CallFunction_NonReplay( otherPlayer, "ServerCallback_AnnounceLastSurvivor", player.GetEncodedEHandle() ) - - Highlight_SetEnemyHighlight( player, "enemy_sonar" ) - if ( SpawnPoints_GetTitan().len() > 0 ) - thread CreateTitanForPlayerAndHotdrop( player, GetTitanReplacementPoint( player, false ) ) - - if ( GameTime_TimeLeftSeconds() > 45 ) - SetServerVar( "gameEndTime", Time() + 45.0 ) - - file.hasHadLastInfection = true -} - -int function TimeoutCheckSurvivors() -{ - array survivors = GetPlayerArrayOfTeam( INFECTION_TEAM_SURVIVOR ) - if ( survivors.len() > 0 ) - { - SetRespawnsEnabled( false ) - SetKillcamsEnabled( false ) - SetRoundWinningKillReplayAttacker(survivors[ 0 ]) - return INFECTION_TEAM_SURVIVOR - } - - return INFECTION_TEAM_INFECTED -} - -bool function InfectionShouldPlayerStartBleedout( entity player, var damageInfo ) -{ - return player.GetTeam() != INFECTION_TEAM_INFECTED -} +global function GamemodeInfection_Init + +struct { + bool hasHadFirstInfection = false + bool hasHadLastInfection = false + array playersToNotifyOfInfection +} file + +void function GamemodeInfection_Init() +{ + SetSpawnpointGamemodeOverride( FFA ) + SetLoadoutGracePeriodEnabled( false ) // prevent modifying loadouts with grace period + SetWeaponDropsEnabled( false ) + SetShouldUseRoundWinningKillReplay( true ) + Riff_ForceTitanAvailability( eTitanAvailability.Never ) + Riff_ForceBoostAvailability( eBoostAvailability.Disabled ) + ClassicMP_ForceDisableEpilogue( true ) + + SetShouldPlayerStartBleedoutFunc( InfectionShouldPlayerStartBleedout ) + AddCallback_OnClientConnected( InfectionInitPlayer ) + AddCallback_OnPlayerKilled( InfectionOnPlayerKilled ) + AddCallback_OnPlayerRespawned( RespawnInfected ) + AddCallback_GameStateEnter( eGameState.Playing, SelectFirstInfected ) + + SetTimeoutWinnerDecisionFunc( TimeoutCheckSurvivors ) + + AddCallback_GameStateEnter( eGameState.WinnerDetermined, OnWinnerDetermined ) +} + +void function InfectionInitPlayer( entity player ) +{ + if ( GetGameState() < eGameState.Playing ) + SetTeam( player, INFECTION_TEAM_SURVIVOR ) + else + InfectPlayer( player ) +} + +void function SelectFirstInfected() +{ + thread SelectFirstInfectedDelayed() +} + +void function SelectFirstInfectedDelayed() +{ + wait 10.0 + RandomFloat( 5.0 ) + + array players = GetPlayerArray() + entity infected = players[ RandomInt( players.len() ) ] + + InfectPlayer( infected ) + RespawnInfected( infected ) +} + +void function InfectionOnPlayerKilled( entity victim, entity attacker, var damageInfo ) +{ + if ( !victim.IsPlayer() || GetGameState() != eGameState.Playing ) + return + + if ( victim.GetTeam() == INFECTION_TEAM_SURVIVOR ) + InfectPlayer( victim ) + + if ( attacker.IsPlayer() ) { + attacker.SetPlayerGameStat( PGS_ASSAULT_SCORE, attacker.GetPlayerGameStat( PGS_ASSAULT_SCORE ) + 1 ) + SetRoundWinningKillReplayAttacker(attacker) + } +} + +void function InfectPlayer( entity player ) +{ + SetTeam( player, INFECTION_TEAM_INFECTED ) + player.SetPlayerGameStat( PGS_ASSAULT_SCORE, 0 ) // reset kills + file.playersToNotifyOfInfection.append( player ) + + // check how many survivors there are + array survivors = GetPlayerArrayOfTeam( INFECTION_TEAM_SURVIVOR ) + if ( survivors.len() == 0 ) + SetWinner( INFECTION_TEAM_INFECTED ) + else if ( survivors.len() == 1 && !file.hasHadLastInfection ) + SetLastSurvivor( survivors[ 0 ] ) + + if ( !file.hasHadFirstInfection ) + { + file.hasHadFirstInfection = true + + foreach ( entity otherPlayer in GetPlayerArray() ) + if ( player != otherPlayer ) + Remote_CallFunction_NonReplay( otherPlayer, "ServerCallback_AnnounceFirstInfected", player.GetEncodedEHandle() ) + + PlayMusicToAll( eMusicPieceID.GAMEMODE_1 ) + } +} + +void function RespawnInfected( entity player ) +{ + if ( player.GetTeam() != INFECTION_TEAM_INFECTED ) + return + + // notify newly infected players of infection + if ( file.playersToNotifyOfInfection.contains( player ) ) + { + Remote_CallFunction_NonReplay( player, "ServerCallback_YouAreInfected" ) + file.playersToNotifyOfInfection.remove( file.playersToNotifyOfInfection.find( player ) ) + } + + // set camo to pond scum + player.SetSkin( 1 ) + player.SetCamo( 110 ) + + // if human, remove helmet bodygroup, human models have some weird bloody white thing underneath their helmet that works well for this, imo + if ( !player.IsMechanical() ) + player.SetBodygroup( player.FindBodyGroup( "head" ), 1 ) + + // stats for infected + StimPlayer( player, 9999.9 ) // can't do endless since we don't get the visual effect in endless + + // scale health with num of infected, with 50 as base health + player.SetMaxHealth( ( GetPlayerArrayOfTeam( INFECTION_TEAM_SURVIVOR ).len() + 1 ) * 10 ) + + // set loadout + foreach ( entity weapon in player.GetMainWeapons() ) + player.TakeWeaponNow( weapon.GetWeaponClassName() ) + + foreach ( entity weapon in player.GetOffhandWeapons() ) + player.TakeWeaponNow( weapon.GetWeaponClassName() ) + + // TEMP: give archer so player so player has a weapon which lets them use offhands + // need to replace this with a custom empty weapon at some point + //player.GiveWeapon( "mp_weapon_rocket_launcher" ) + player.GiveWeapon( "mp_weapon_mgl" ) + player.GiveOffhandWeapon( "melee_pilot_emptyhanded", OFFHAND_MELEE ) + + thread GiveAirAccel(player) + thread PlayInfectedSounds( player ) +} + +void function GiveAirAccel(entity player) +{ + WaitFrame() + player.kv.airAcceleration = 2500 // prevents sh_custom_air_accel from not giving infected air acceleration. +} + +void function PlayInfectedSounds( entity player ) +{ + player.EndSignal( "OnDeath" ) + player.EndSignal( "OnDestroy" ) + + float nextRandomSound + while ( true ) + { + WaitFrame() + + int meleeState = player.PlayerMelee_GetState() + if ( nextRandomSound < Time() || meleeState != 0 ) + { + string selectedSound + if ( CoinFlip() ) + selectedSound = "prowler_vocal_attack" + else + selectedSound = "prowler_vocal_attackmiss" + + bool canSeeSurvivor + foreach ( entity survivor in GetPlayerArrayOfTeam( INFECTION_TEAM_SURVIVOR ) ) + if ( TraceLineSimple( player.GetOrigin(), survivor.GetOrigin(), survivor ) == 1.0 ) + canSeeSurvivor = true + + // _int sounds are less agressive so only play them if we aren't in some sorta fight + if ( player.GetHealth() == player.GetMaxHealth() || !canSeeSurvivor || meleeState != 0 ) + selectedSound += "_int" + + EmitSoundOnEntity( player, selectedSound ) + + nextRandomSound = Time() + max( 2.5, RandomFloat( 12.0 ) ) + while ( player.PlayerMelee_GetState() != 0 ) // need to ensure this is updated + WaitFrame() + } + } +} + +void function SetLastSurvivor( entity player ) +{ + foreach ( entity otherPlayer in GetPlayerArray() ) + Remote_CallFunction_NonReplay( otherPlayer, "ServerCallback_AnnounceLastSurvivor", player.GetEncodedEHandle() ) + + Highlight_SetEnemyHighlight( player, "enemy_sonar" ) + if ( SpawnPoints_GetTitan().len() > 0 ) + thread CreateTitanForPlayerAndHotdrop( player, GetTitanReplacementPoint( player, false ) ) + + if ( GameTime_TimeLeftSeconds() > 45 ) + SetServerVar( "gameEndTime", Time() + 45.0 ) + + file.hasHadLastInfection = true +} + +int function TimeoutCheckSurvivors() +{ + if ( GetPlayerArrayOfTeam( INFECTION_TEAM_SURVIVOR ).len() > 0 ) + return INFECTION_TEAM_SURVIVOR + + return INFECTION_TEAM_INFECTED +} + +bool function InfectionShouldPlayerStartBleedout( entity player, var damageInfo ) +{ + return player.GetTeam() != INFECTION_TEAM_INFECTED +} + +void function OnWinnerDetermined() +{ + SetRespawnsEnabled( false ) + SetKillcamsEnabled( false ) +} -- cgit v1.2.3