From dc60309beafb22e34d91593417b09d84e9442089 Mon Sep 17 00:00:00 2001 From: BobTheBob <32057864+BobTheBob9@users.noreply.github.com> Date: Sun, 26 Dec 2021 04:24:26 +0000 Subject: evac, dropship, bleedout, flyout, private lobby, fastball and server browser fixes --- .../scripts/vscripts/gamemodes/_gamemode_fastball_intro.gnut | 7 ++----- .../mod/scripts/vscripts/sh_bleedout_damage.gnut | 12 +++++++++--- 2 files changed, 11 insertions(+), 8 deletions(-) (limited to 'Northstar.Custom/mod/scripts/vscripts') diff --git a/Northstar.Custom/mod/scripts/vscripts/gamemodes/_gamemode_fastball_intro.gnut b/Northstar.Custom/mod/scripts/vscripts/gamemodes/_gamemode_fastball_intro.gnut index b4e5ef2b3..5f2e6adcd 100644 --- a/Northstar.Custom/mod/scripts/vscripts/gamemodes/_gamemode_fastball_intro.gnut +++ b/Northstar.Custom/mod/scripts/vscripts/gamemodes/_gamemode_fastball_intro.gnut @@ -127,10 +127,7 @@ void function FastballPlayer( entity player ) player.EndSignal( "OnDeath" ) - // do this here so it's in OnThreadEnd - var oldVisibility = player.kv.VisibilityFlags - - OnThreadEnd( function() : ( player, oldVisibility ) + OnThreadEnd( function() : ( player ) { if ( IsValid( player ) ) { @@ -140,7 +137,7 @@ void function FastballPlayer( entity player ) player.DeployWeapon() player.PlayerCone_Disable() player.ClearInvulnerable() - player.kv.VisibilityFlags = oldVisibility // restore visibility + player.kv.VisibilityFlags = ENTITY_VISIBLE_TO_EVERYONE // restore visibility } }) diff --git a/Northstar.Custom/mod/scripts/vscripts/sh_bleedout_damage.gnut b/Northstar.Custom/mod/scripts/vscripts/sh_bleedout_damage.gnut index 3306d1bd6..c94e5ff0f 100644 --- a/Northstar.Custom/mod/scripts/vscripts/sh_bleedout_damage.gnut +++ b/Northstar.Custom/mod/scripts/vscripts/sh_bleedout_damage.gnut @@ -12,6 +12,12 @@ struct { void function BleedoutDamage_PreInit() { AddCallback_OnRegisteringCustomNetworkVars( Bleedout_RegisterRemoteFunctions ) + + #if CLIENT + // because playlist var overrides fucking suck, they aren't actually updated by this point + // client bleedout can be inited late enough that we can just init it on local player spawn + AddCallback_LocalClientPlayerSpawned( InitClientBleedoutForLocalPlayer ) + #endif } void function Bleedout_RegisterRemoteFunctions() @@ -43,9 +49,9 @@ void function BleedoutDamage_Init() AddPrivateMatchModeSettingArbitrary( "#MODE_SETTING_CATEGORY_BLEEDOUT", "player_bleedout_aiBleedingPlayerMissChance", DEFAULT_AI_BLEEDING_PLAYER_MISS_CHANCE.tostring() ) #if CLIENT - // because playlist var overrides fucking suck, they aren't actually updated by this point - // client bleedout can be inited late enough that we can just init it on local player spawn - AddCallback_LocalClientPlayerSpawned( InitClientBleedoutForLocalPlayer ) + // manually register signals here: defensive fix so we don't crash + RegisterSignal( "Bleedout_OnRevive" ) + RegisterSignal( "Bleedout_StopFirstAid" ) #elseif SERVER // sh_riff_settings should set this correctly on server if ( !Riff_PlayerBleedout() ) -- cgit v1.2.3