From ba9988a1be3baab498e7dd9dbaf191266653481a Mon Sep 17 00:00:00 2001 From: BobTheBob <32057864+BobTheBob9@users.noreply.github.com> Date: Thu, 30 Dec 2021 02:43:37 +0000 Subject: remove unnecessary files from prs --- _burnmeter.gnut | 441 ----------------------------------------------------- _gamemode_ps.nut | 27 ---- _gamemode_tdm.nut | 31 ---- _gamemode_ttdm.nut | 87 ----------- 4 files changed, 586 deletions(-) delete mode 100644 _burnmeter.gnut delete mode 100644 _gamemode_ps.nut delete mode 100644 _gamemode_tdm.nut delete mode 100644 _gamemode_ttdm.nut diff --git a/_burnmeter.gnut b/_burnmeter.gnut deleted file mode 100644 index 3eb6bda6..00000000 --- a/_burnmeter.gnut +++ /dev/null @@ -1,441 +0,0 @@ -untyped - -global function BurnMeter_Init -global function ForceSetGlobalBurncardOverride -global function GetSelectedBurncardRefFromWeaponOrPlayer -global function RunBurnCardUseFunc -global function UseBurnCardWeapon -global function UseBurnCardWeaponInCriticalSection -global function BurnMeter_GiveRewardDirect -global function GetBurnCardWeaponSkin -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 ) - -const float AMPED_WEAPONS_LENGTH = 30.0 - -const int MAPHACK_PULSE_COUNT = 4 -const float MAPHACK_PULSE_DELAY = 2.0 - -struct { - string forcedGlobalBurncardOverride = "" -} file - -void function BurnMeter_Init() -{ - // turret precaches - // do we have to cache these on client? release builds sure don't - PrecacheModel( Dev_GetAISettingAssetByKeyField_Global( "npc_turret_sentry_burn_card_ap", "DefaultModelName" ) ) - PrecacheModel( Dev_GetAISettingAssetByKeyField_Global( "npc_turret_sentry_burn_card_at", "DefaultModelName" ) ) - - // setup burncard use funcs - BurnReward_GetByRef( "burnmeter_amped_weapons" ).rewardAvailableCallback = PlayerUsesAmpedWeaponsBurncard - BurnReward_GetByRef( "burnmeter_smart_pistol" ).rewardAvailableCallback = PlayerUsesSmartPistolBurncard - BurnReward_GetByRef( "burnmeter_emergency_battery" ).rewardAvailableCallback = PlayerUsesBatteryBurncard - BurnReward_GetByRef( "burnmeter_radar_jammer" ).rewardAvailableCallback = PlayerUsesRadarJammerBurncard - BurnReward_GetByRef( "burnmeter_maphack" ).rewardAvailableCallback = PlayerUsesMaphackBurncard - BurnReward_GetByRef( "burnmeter_phase_rewind" ).rewardAvailableCallback = PlayerUsesPhaseRewindBurncard - - // these ones aren't so important, they're either for fd ( unsupported rn ) or unused - //BurnReward_GetByRef( "burnmeter_harvester_shield" ).rewardAvailableCallback = - BurnReward_GetByRef( "burnmeter_rodeo_grenade" ).rewardAvailableCallback = PlayerUsesRodeoGrenadeBurncard - BurnReward_GetByRef( "burnmeter_nuke_titan" ).rewardAvailableCallback = PlayerUsesNukeTitanBurncard // unused in vanilla, fun though - - // setup player callbacks - AddCallback_GameStateEnter( eGameState.Playing, InitBurncardsForIntroPlayers ) - AddCallback_OnClientConnected( InitBurncardsForLateJoiner ) - - AddCallback_OnPlayerRespawned( StartPhaseRewindLifetime ) - AddCallback_OnTitanBecomesPilot( RemoveAmpedWeaponsForTitanPilot ) - - // necessary signals - RegisterSignal( "StopAmpedWeapons" ) -} - -void function ForceSetGlobalBurncardOverride( string ref ) -{ - file.forcedGlobalBurncardOverride = ref -} - -string function GetSelectedBurncardRefFromWeaponOrPlayer( entity weapon, entity player ) -{ - // determine the burncard we're using - // in actual gameplay, this will always be the player's selected burncard - // however, if we want to manually give burncards and such, we want to make sure they'll still work - // so some extra work goes into this - - string ref = GetSelectedBurnCardRef( player ) - - if ( file.forcedGlobalBurncardOverride.len() > 0 ) - ref = file.forcedGlobalBurncardOverride - - if ( IsValid( weapon ) ) - { - // determine via weapon mods, this assumes weapon mod names are the same as burn refs, which works in practice but is a bit weird - // this does crash with the burnmeter_doublexp mod, but who cares, it doesn't get hit normally - if ( weapon.GetWeaponClassName() == "mp_ability_burncardweapon" ) - { - foreach ( string mod in weapon.GetMods() ) - if ( mod.find( "burnmeter_" ) == 0 ) - return mod - } - // determine via weapon name in the case of stuff like holopilot etc - else - { - // unfortunately, we have to hardcode this, we don't have a way of getting refs directly from weapons other than the burncard weapon - // this should be modular at some point, wish we could just iterate over burncards and find ones with the current weapon, but this isn't possible - switch ( weapon.GetWeaponClassName() ) - { - case "mp_ability_holopilot_nova": - return "burnmeter_holopilot_nova" - - case "mp_weapon_arc_trap": - return "burnmeter_arc_trap" - - case "mp_weapon_frag_drone": - return "burnmeter_ticks" - - case "mp_weapon_hard_cover": - return "burnmeter_hard_cover" - - case "mp_ability_turretweapon": - // turret has 2 burncards, antititan and antipilot - if( weapon.HasMod( "burnmeter_at_turret_weapon" ) || weapon.HasMod( "burnmeter_at_turret_weapon_inf" ) ) - return "burnmeter_at_turret_weapon" - else - return "burnmeter_ap_turret_weapon" - - // note: cloak and stim both have burn_card_weapon_mod mods, but they aren't used and don't call burncard code at all, likely for tf1 infinite stim/cloak burncards? - - default: - print( "tried to use unknown burncard weapon " + weapon.GetWeaponClassName() ) - return "burnmeter_amped_weapons" - } - } - } - - return ref -} - -void function InitPlayerBurncards( entity player ) -{ - string ref = GetSelectedBurncardRefFromWeaponOrPlayer( null, player ) - BurnReward reward = BurnReward_GetByRef( ref ) - player.SetPlayerNetInt( TOP_INVENTORY_ITEM_BURN_CARD_ID, reward.id ) - - if ( IsAlive( player ) ) - thread PhaseRewindLifetime( player ) -} - -void function InitBurncardsForIntroPlayers() -{ - // gotta do this, since sh_burnmeter uses this netint - foreach ( entity player in GetPlayerArray() ) - InitPlayerBurncards( player ) -} - -void function InitBurncardsForLateJoiner( entity player ) -{ - // gotta do this, since sh_burnmeter uses this netint - if ( GetGameState() > eGameState.Prematch ) - InitPlayerBurncards( player ) -} - -void function StartPhaseRewindLifetime( entity player ) -{ - thread PhaseRewindLifetime( player ) -} - -void function PhaseRewindLifetime( entity player ) -{ - player.EndSignal( "OnDestroy" ) - player.EndSignal( "OnDeath" ) - - OnThreadEnd( function() : ( player ) - { - player.p.burnCardPhaseRewindStruct.phaseRetreatSavedPositions.clear() - }) - - while ( true ) - { - PhaseRewindData rewindData - rewindData.origin = player.GetOrigin() - rewindData.angles = player.GetAngles() - rewindData.velocity = player.GetVelocity() - rewindData.wasInContextAction = player.ContextAction_IsActive() - rewindData.wasCrouched = player.IsCrouched() - - if ( player.p.burnCardPhaseRewindStruct.phaseRetreatSavedPositions.len() >= PHASE_REWIND_MAX_SNAPSHOTS ) - { - // shift all snapshots left - for ( int i = 0; i < PHASE_REWIND_MAX_SNAPSHOTS - 1; i++ ) - player.p.burnCardPhaseRewindStruct.phaseRetreatSavedPositions[ i ] = player.p.burnCardPhaseRewindStruct.phaseRetreatSavedPositions[ i + 1 ] - - player.p.burnCardPhaseRewindStruct.phaseRetreatSavedPositions[ PHASE_REWIND_MAX_SNAPSHOTS - 1 ] = rewindData - } - else - player.p.burnCardPhaseRewindStruct.phaseRetreatSavedPositions.append( rewindData ) - - wait PHASE_REWIND_PATH_SNAPSHOT_INTERVAL - } -} - -void function RunBurnCardUseFunc( entity player, string itemRef ) -{ - void functionref( entity ) ornull func = BurnReward_GetByRef( itemRef ).rewardAvailableCallback - if ( func != null ) - ( expect void functionref( entity ) ( func ) )( player ) -} - -void function UseBurnCardWeapon( entity weapon, entity player ) -{ - string ref = GetSelectedBurncardRefFromWeaponOrPlayer( weapon, player ) - - Remote_CallFunction_Replay( player, "ServerCallback_RewardUsed", BurnReward_GetByRef( ref ).id ) - RunBurnCardUseFunc( player, ref ) - - // dont remove in RunBurnCardUseFunc because it can be called in non-burn_card_weapon_mod contexts - // TODO: currently not sure how burncards can be stacked ( max clipcount for all burncards is 1, so can't just set that ) - // if this gets figured out, add a conditional check here to prevent removes if they've got burncards left - if ( PlayerEarnMeter_IsRewardAvailable( player ) ) - PlayerEarnMeter_SetRewardUsed( player ) - - player.TakeWeapon( BurnReward_GetByRef( ref ).weaponName ) -} - -void function UseBurnCardWeaponInCriticalSection( entity weapon, entity ownerPlayer ) -{ - // ignoring critical section stuff, assuming it was necessary in tf1 where burncards were part of inventory, but not here - UseBurnCardWeapon( weapon, ownerPlayer ) -} - -void function BurnMeter_GiveRewardDirect( entity player, string itemRef ) -{ - -} - -int function GetBurnCardWeaponSkin( entity weapon ) -{ - return GetBoostSkin( GetSelectedBurncardRefFromWeaponOrPlayer( weapon, weapon.GetOwner() ) ) -} - -// stub -void function InitBurnMeterPersistentData( entity player ) -{} - - -// burncard use funcs - -void function PlayerUsesAmpedWeaponsBurncard( entity player ) -{ - thread PlayerUsesAmpedWeaponsBurncardThreaded( player ) -} - -void function PlayerUsesAmpedWeaponsBurncardThreaded( entity player ) -{ - array weapons = player.GetMainWeapons() - //weapons.extend( player.GetOffhandWeapons() ) // idk? unsure of vanilla behaviour here - foreach ( entity weapon in weapons ) - { - weapon.RemoveMod( "silencer" ) // both this and the burnmod will override firing fx, if a second one overrides this we crash - foreach ( string mod in GetWeaponBurnMods( weapon.GetWeaponClassName() ) ) - { - // catch incompatibilities just in case - try - { - weapon.AddMod( mod ) - } - catch( ex ) - { - weapons.removebyvalue( weapon ) - } - } - - // needed to display amped weapon time left - weapon.SetScriptFlags0( weapon.GetScriptFlags0() | WEAPONFLAG_AMPED ) - weapon.SetScriptTime0( Time() + AMPED_WEAPONS_LENGTH ) - } - - wait AMPED_WEAPONS_LENGTH - - // note: weapons may have been destroyed or picked up by other people by this point, so need to verify this - foreach ( entity weapon in weapons ) - { - if ( !IsValid( weapon ) ) - continue - - foreach ( string mod in GetWeaponBurnMods( weapon.GetWeaponClassName() ) ) - weapon.RemoveMod( mod ) - - weapon.SetScriptFlags0( weapon.GetScriptFlags0() & ~WEAPONFLAG_AMPED ) - } -} - -void function RemoveAmpedWeaponsForTitanPilot( entity player, entity titan ) -{ - foreach ( entity weapon in player.GetMainWeapons() ) - foreach ( string mod in GetWeaponBurnMods( weapon.GetWeaponClassName() ) ) - weapon.RemoveMod( mod ) -} - -void function PlayerUsesSmartPistolBurncard( entity player ) -{ - // take secondary weapon - array sidearms = player.GetMainWeapons() - if ( sidearms.len() > 1 ) - player.TakeWeaponNow( sidearms[ 1 ].GetWeaponClassName() ) // take secondary weapon - - player.GiveWeapon( "mp_weapon_smart_pistol" ) - player.SetActiveWeaponByName( "mp_weapon_smart_pistol" ) - - // do we need to track the player losing smart pistol, then give their old weapon back? idk not implementing for now, check later -} - -void function PlayerUsesBatteryBurncard( entity player ) -{ - Rodeo_GiveBatteryToPlayer( player ) -} - -void function PlayerUsesRadarJammerBurncard( entity player ) -{ - foreach ( entity otherPlayer in GetPlayerArray() ) - { - MessageToPlayer( otherPlayer, eEventNotifications.BurnMeter_RadarJammerUsed, player ) - - if ( otherPlayer.GetTeam() != player.GetTeam() ) - StatusEffect_AddTimed( otherPlayer, eStatusEffect.minimap_jammed, 1.0, RADAR_JAM_TIME, RADAR_JAM_TIME ) - } -} - -void function PlayerUsesMaphackBurncard( entity player ) -{ - thread PlayerUsesMaphackBurncardThreaded( player ) -} - -void function PlayerUsesMaphackBurncardThreaded( entity player ) -{ - player.EndSignal( "OnDestroy" ) - player.EndSignal( "OnDeath" ) - - // todo: potentially look into ScanMinimap in _passives for doing this better? boost is pretty likely based off it pretty heavily - for ( int i = 0; i < MAPHACK_PULSE_COUNT; i++ ) - { - EmitSoundOnEntityOnlyToPlayer( player, player, "Burn_Card_Map_Hack_Radar_Pulse_V1_1P" ) - array aliveplayers = GetPlayerArray() - foreach ( entity otherPlayer in GetPlayerArray() ) - { - Remote_CallFunction_Replay( otherPlayer, "ServerCallback_SonarPulseFromPosition", player.GetOrigin().x, player.GetOrigin().y, player.GetOrigin().z, SONAR_GRENADE_RADIUS ) - - if ( otherPlayer.GetTeam() != player.GetTeam() && aliveplayers.find(otherPlayer) != -1 && aliveplayers.find(player) != -1 ) - { - StatusEffect_AddTimed( otherPlayer, eStatusEffect.maphack_detected, 1.0, MAPHACK_PULSE_DELAY / 2, 0.0 ) - SonarStart( otherPlayer, player.GetOrigin(), player.GetTeam(), player ) - IncrementSonarPerTeam( player.GetTeam() ) - } - } - wait MAPHACK_PULSE_DELAY - foreach ( entity otherPlayer in GetPlayerArray() ) { - if ( otherPlayer.GetTeam() != player.GetTeam() && aliveplayers.find(otherPlayer) != -1 && aliveplayers.find(player) != -1 ) { - SonarEnd (otherPlayer, player.GetTeam() ) - DecrementSonarPerTeam( player.GetTeam() ) - } - } - } -} - -void function PlayerUsesPhaseRewindBurncard( entity player ) -{ - thread PlayerUsesPhaseRewindBurncardThreaded( player ) -} - -void function PlayerUsesPhaseRewindBurncardThreaded( entity player ) -{ - player.EndSignal( "OnDestroy" ) - player.EndSignal( "OnDeath" ) - - entity mover = CreateScriptMover( player.GetOrigin(), player.GetAngles() ) - player.SetParent( mover, "REF" ) - - OnThreadEnd( function() : ( player, mover ) - { - CancelPhaseShift( player ) - player.DeployWeapon() - player.SetPredictionEnabled( true ) - player.ClearParent() - ViewConeFree( player ) - mover.Destroy() - }) - - array positions = clone player.p.burnCardPhaseRewindStruct.phaseRetreatSavedPositions - - ViewConeZero( player ) - player.HolsterWeapon() - player.SetPredictionEnabled( false ) - PhaseShift( player, 0.0, positions.len() * PHASE_REWIND_PATH_SNAPSHOT_INTERVAL * 1.5 ) - - 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 ) - wait PHASE_REWIND_PATH_SNAPSHOT_INTERVAL - } - - // this isn't vanilla but it's cool lol, should prolly remove it tho - player.SetVelocity( -positions[ positions.len() - 1 ].velocity ) -} - -void function PlayerUsesNukeTitanBurncard( entity player ) -{ - thread PlayerUsesNukeBurncardThreaded( player ) -} - -void function PlayerUsesNukeBurncardThreaded( entity player ) -{ - // if this is given manually ( i.e. not the equipped burnreward in inventory ), this will run at bad times - // so do this check here, yes, this will cause people to lose their cards and get nothing, but better than free titan regens - if ( !BurnMeterPlayer_CanUseReward( player, BurnReward_GetByRef( "burnmeter_nuke_titan" ) ) ) - return - - float ownedFrac = PlayerEarnMeter_GetOwnedFrac( player ) - - // use player's titan loadout, but with warpfall so faster and no dome - TitanLoadoutDef titanLoadout = GetTitanLoadoutForPlayer( player ) - titanLoadout.passive3 = "pas_warpfall" - - thread CreateTitanForPlayerAndHotdrop( player, GetTitanReplacementPoint( player, false ) ) - - entity titan = player.GetPetTitan() - SetTeam( titan, TEAM_UNASSIGNED ) // make it so you can kill yourself lol - DoomTitan( titan ) - NPC_SetNuclearPayload( titan ) - // this should get run after the vanilla set_usable's event, so titan is never embarkable - // embarking a titan in this state WILL kill the server so uhh, pretty bad - AddAnimEvent( titan, "set_usable", void function( entity titan ) { titan.UnsetUsable() } ) - - titan.WaitSignal( "TitanHotDropComplete" ) - AutoTitan_SelfDestruct( titan ) - - while ( PlayerEarnMeter_GetMode( player ) == eEarnMeterMode.PET ) - WaitFrame() - - // restore original earnmeter values, no way to set earned that's exposed unfortunately - PlayerEarnMeter_SetOwnedFrac( player, ownedFrac ) -} - -void function PlayerUsesRodeoGrenadeBurncard( entity player ) -{ - player.SetPlayerNetInt( "numSuperRodeoGrenades", player.GetPlayerNetInt( "numSuperRodeoGrenades" ) + 1 ) -} - -// unused burncard that's mentioned in a few areas and has a validiation function in sh_burnmeter ( BurnMeter_SummonReaperCanUse ), thought it'd be neat to add it -void function PlayerUsesReaperfallBurncard( entity player ) -{ - Point spawnpoint = GetTitanReplacementPoint( player, false ) - entity reaper = CreateSuperSpectre( player.GetTeam(), spawnpoint.origin, spawnpoint.angles ) - DispatchSpawn( reaper ) - - thread SuperSpectre_WarpFall( reaper ) -} \ No newline at end of file diff --git a/_gamemode_ps.nut b/_gamemode_ps.nut deleted file mode 100644 index 7eec7c89..00000000 --- a/_gamemode_ps.nut +++ /dev/null @@ -1,27 +0,0 @@ -global function GamemodePs_Init - -void function GamemodePs_Init() -{ - Riff_ForceTitanAvailability( eTitanAvailability.Never ) - - AddCallback_OnPlayerKilled( GiveScoreForPlayerKill ) - ScoreEvent_SetupEarnMeterValuesForMixedModes() - SetTimeoutWinnerDecisionFunc( CheckScoreForDraw ) - -} - -void function GiveScoreForPlayerKill( entity victim, entity attacker, var damageInfo ) -{ - if ( victim != attacker && victim.IsPlayer() && attacker.IsPlayer() || GetGameState() != eGameState.Playing ) - AddTeamScore( attacker.GetTeam(), 1 ) -} - -int function CheckScoreForDraw() -{ - if (GameRules_GetTeamScore(TEAM_IMC) > GameRules_GetTeamScore(TEAM_MILITIA)) - return TEAM_IMC - else if (GameRules_GetTeamScore(TEAM_MILITIA) > GameRules_GetTeamScore(TEAM_IMC)) - return TEAM_MILITIA - - return TEAM_UNASSIGNED -} \ No newline at end of file diff --git a/_gamemode_tdm.nut b/_gamemode_tdm.nut deleted file mode 100644 index ba180790..00000000 --- a/_gamemode_tdm.nut +++ /dev/null @@ -1,31 +0,0 @@ -global function GamemodeTdm_Init -global function RateSpawnpoints_Directional - -void function GamemodeTdm_Init() -{ - AddCallback_OnPlayerKilled( GiveScoreForPlayerKill ) - ScoreEvent_SetupEarnMeterValuesForMixedModes() - SetTimeoutWinnerDecisionFunc( CheckScoreForDraw ) -} - -void function GiveScoreForPlayerKill( entity victim, entity attacker, var damageInfo ) -{ - if ( victim != attacker && victim.IsPlayer() && attacker.IsPlayer() || GetGameState() != eGameState.Playing ) - AddTeamScore( attacker.GetTeam(), 1 ) -} - -void function RateSpawnpoints_Directional( int checkclass, array spawnpoints, int team, entity player ) -{ - // temp - RateSpawnpoints_Generic( checkclass, spawnpoints, team, player ) -} - -int function CheckScoreForDraw() -{ - if (GameRules_GetTeamScore(TEAM_IMC) > GameRules_GetTeamScore(TEAM_MILITIA)) - return TEAM_IMC - else if (GameRules_GetTeamScore(TEAM_MILITIA) > GameRules_GetTeamScore(TEAM_IMC)) - return TEAM_MILITIA - - return TEAM_UNASSIGNED -} \ No newline at end of file diff --git a/_gamemode_ttdm.nut b/_gamemode_ttdm.nut deleted file mode 100644 index c72fcb0d..00000000 --- a/_gamemode_ttdm.nut +++ /dev/null @@ -1,87 +0,0 @@ -global function GamemodeTTDM_Init - -const float TTDMIntroLength = 15.0 - -void function GamemodeTTDM_Init() -{ - Riff_ForceSetSpawnAsTitan( eSpawnAsTitan.Always ) - Riff_ForceTitanExitEnabled( eTitanExitEnabled.Never ) - TrackTitanDamageInPlayerGameStat( PGS_ASSAULT_SCORE ) - ScoreEvent_SetupEarnMeterValuesForMixedModes() - SetLoadoutGracePeriodEnabled( false ) - - ClassicMP_SetCustomIntro( TTDMIntroSetup, TTDMIntroLength ) - ClassicMP_ForceDisableEpilogue( true ) - SetTimeoutWinnerDecisionFunc( CheckScoreForDraw ) - - AddCallback_OnPlayerKilled( AddTeamScoreForPlayerKilled ) // dont have to track autotitan kills since you cant leave your titan in this mode - - // probably needs scoreevent earnmeter values -} - -void function TTDMIntroSetup() -{ - // this should show intermission cam for 15 sec in prematch, before spawning players as titans - AddCallback_GameStateEnter( eGameState.Prematch, TTDMIntroStart ) - AddCallback_OnClientConnected( TTDMIntroShowIntermissionCam ) -} - -void function TTDMIntroStart() -{ - thread TTDMIntroStartThreaded() -} - -void function TTDMIntroStartThreaded() -{ - ClassicMP_OnIntroStarted() - - foreach ( entity player in GetPlayerArray() ) - TTDMIntroShowIntermissionCam( player ) - - wait TTDMIntroLength - - ClassicMP_OnIntroFinished() -} - -void function TTDMIntroShowIntermissionCam( entity player ) -{ - if ( GetGameState() != eGameState.Prematch ) - return - - thread PlayerWatchesTTDMIntroIntermissionCam( player ) -} - -void function PlayerWatchesTTDMIntroIntermissionCam( entity player ) -{ - ScreenFadeFromBlack( player ) - - entity intermissionCam = GetEntArrayByClass_Expensive( "info_intermission" )[ 0 ] - - // the angle set here seems sorta inconsistent as to whether it actually works or just stays at 0 for some reason - player.SetObserverModeStaticPosition( intermissionCam.GetOrigin() ) - player.SetObserverModeStaticAngles( intermissionCam.GetAngles() ) - player.StartObserverMode( OBS_MODE_STATIC_LOCKED ) - - wait TTDMIntroLength - - RespawnAsTitan( player, false ) - TryGameModeAnnouncement( player ) -} - -void function AddTeamScoreForPlayerKilled( entity victim, entity attacker, var damageInfo ) -{ - if ( victim == attacker || !victim.IsPlayer() || !attacker.IsPlayer() || GetGameState() != eGameState.Playing ) - return - - AddTeamScore( GetOtherTeam( victim.GetTeam() ), 1 ) -} - -int function CheckScoreForDraw() -{ - if (GameRules_GetTeamScore(TEAM_IMC) > GameRules_GetTeamScore(TEAM_MILITIA)) - return TEAM_IMC - else if (GameRules_GetTeamScore(TEAM_MILITIA) > GameRules_GetTeamScore(TEAM_IMC)) - return TEAM_MILITIA - - return TEAM_UNASSIGNED -} \ No newline at end of file -- cgit v1.2.3