From 957f6a3ac6ff0cca3168e15a362cee80c8e9dcf0 Mon Sep 17 00:00:00 2001 From: William Miller Date: Mon, 2 Sep 2024 20:33:36 -0300 Subject: Complete overhaul for the CTF script (#830) Refactors CTF script that was dearly needed for a while --- .../scripts/vscripts/gamemodes/_gamemode_ctf.nut | 358 +++++++++++++-------- 1 file changed, 220 insertions(+), 138 deletions(-) (limited to 'Northstar.CustomServers/mod') diff --git a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut index c82dcf8fc..85b80d744 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut +++ b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut @@ -1,5 +1,4 @@ untyped -// this needs a refactor lol global function CaptureTheFlag_Init global function RateSpawnpoints_CTF @@ -12,16 +11,31 @@ const array SWAP_FLAG_MAPS = [ struct { entity imcFlagSpawn entity imcFlag - entity imcFlagReturnTrigger entity militiaFlagSpawn entity militiaFlag - entity militiaFlagReturnTrigger array imcCaptureAssistList array militiaCaptureAssistList } file + + + + + + + + + +/* + ██████ █████ ██████ ████████ ██ ██ ██████ ███████ ████████ ██ ██ ███████ ███████ ██ █████ ██████ +██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ +██ ███████ ██████ ██ ██ ██ ██████ █████ ██ ███████ █████ █████ ██ ███████ ██ ███ +██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ + ██████ ██ ██ ██ ██ ██████ ██ ██ ███████ ██ ██ ██ ███████ ██ ███████ ██ ██ ██████ +*/ + void function CaptureTheFlag_Init() { PrecacheModel( CTF_FLAG_MODEL ) @@ -30,30 +44,31 @@ void function CaptureTheFlag_Init() PrecacheParticleSystem( FLAG_FX_ENEMY ) CaptureTheFlagShared_Init() + SetSwitchSidesBased( true ) SetSuddenDeathBased( true ) + SetShouldUseRoundWinningKillReplay( true ) - SetRoundWinningKillReplayKillClasses( false, false ) // make these fully manual + SetRoundWinningKillReplayKillClasses( false, false ) AddCallback_OnClientConnected( CTFInitPlayer ) - + AddCallback_OnClientDisconnected( CTFPlayerDisconnected ) + AddCallback_GameStateEnter( eGameState.Prematch, CreateFlags ) AddCallback_GameStateEnter( eGameState.Epilogue, RemoveFlags ) + AddCallback_GameStateEnter( eGameState.Playing, OnPlaying ) + AddCallback_OnTouchHealthKit( "item_flag", OnFlagCollected ) + AddCallback_OnPlayerKilled( OnPlayerKilled ) AddCallback_OnPilotBecomesTitan( DropFlagForBecomingTitan ) - SetSpawnZoneRatingFunc( DecideSpawnZone_CTF ) AddSpawnpointValidationRule( VerifyCTFSpawnpoint ) - RegisterSignal( "FlagReturnEnded" ) RegisterSignal( "ResetDropTimeout" ) - // setup stuff for the functions in sh_gamemode_ctf - // don't really like using level for stuff but just how it be level.teamFlags <- {} - // setup score event earnmeter values ScoreEvent_SetEarnMeterValues( "KillPilot", 0.05, 0.20 ) ScoreEvent_SetEarnMeterValues( "Headshot", 0.0, 0.02 ) ScoreEvent_SetEarnMeterValues( "FirstStrike", 0.0, 0.05 ) @@ -67,33 +82,42 @@ void function CaptureTheFlag_Init() ScoreEvent_SetEarnMeterValues( "FlagReturn", 0.0, 0.20 ) } + + + + + + + + +/* +███████ ██████ █████ ██ ██ ███ ██ ██ ██████ ██████ ██ ██████ +██ ██ ██ ██ ██ ██ ██ ████ ██ ██ ██ ██ ██ ██ ██ +███████ ██████ ███████ ██ █ ██ ██ ██ ██ ██ ██ ██ ██ ███ ██ ██ + ██ ██ ██ ██ ██ ███ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ +███████ ██ ██ ██ ███ ███ ██ ████ ███████ ██████ ██████ ██ ██████ +*/ + void function CreateFlags() { if ( IsValid( file.imcFlagSpawn ) ) { file.imcFlagSpawn.Destroy() file.imcFlag.Destroy() - file.imcFlagReturnTrigger.Destroy() } if ( IsValid( file.militiaFlagSpawn ) ) { file.militiaFlagSpawn.Destroy() file.militiaFlag.Destroy() - file.militiaFlagReturnTrigger.Destroy() } foreach ( entity spawn in GetEntArrayByClass_Expensive( "info_spawnpoint_flag" ) ) { - // on some maps flags are on the opposite side from what they should be - // likely this is because respawn uses distance checks from spawns to check this in official - // but i don't like doing that so just using a list of maps to swap them on lol bool switchedSides = HasSwitchedSides() == 1 - - // i dont know why this works and whatever we had before didn't, but yeah + bool shouldSwap = switchedSides - if (!shouldSwap && SWAP_FLAG_MAPS.contains( GetMapName() )) + if ( !shouldSwap && SWAP_FLAG_MAPS.contains( GetMapName() ) ) shouldSwap = !shouldSwap - int flagTeam = spawn.GetTeam() if ( shouldSwap ) @@ -101,48 +125,33 @@ void function CreateFlags() flagTeam = GetOtherTeam( flagTeam ) SetTeam( spawn, flagTeam ) } - - // create flag base + entity base = CreatePropDynamic( CTF_FLAG_BASE_MODEL, spawn.GetOrigin(), spawn.GetAngles(), 0 ) SetTeam( base, spawn.GetTeam() ) svGlobal.flagSpawnPoints[ flagTeam ] = base - // create flag entity flag = CreateEntity( "item_flag" ) flag.SetValueForModelKey( CTF_FLAG_MODEL ) SetTeam( flag, flagTeam ) flag.MarkAsNonMovingAttachment() - flag.Minimap_AlwaysShow( TEAM_IMC, null ) // show flag icon on minimap + flag.Minimap_AlwaysShow( TEAM_IMC, null ) flag.Minimap_AlwaysShow( TEAM_MILITIA, null ) flag.Minimap_SetAlignUpright( true ) DispatchSpawn( flag ) flag.SetModel( CTF_FLAG_MODEL ) - flag.SetOrigin( spawn.GetOrigin() + < 0, 0, base.GetBoundingMaxs().z * 2 > ) // ensure flag doesn't spawn clipped into geometry + flag.SetOrigin( spawn.GetOrigin() + < 0, 0, base.GetBoundingMaxs().z * 2 > ) flag.SetVelocity( < 0, 0, 1 > ) flag.s.canTake <- true - flag.s.playersReturning <- [] level.teamFlags[ flag.GetTeam() ] <- flag - - entity returnTrigger = CreateEntity( "trigger_cylinder" ) - SetTeam( returnTrigger, flagTeam ) - returnTrigger.SetRadius( CTF_GetFlagReturnRadius() ) - returnTrigger.SetAboveHeight( CTF_GetFlagReturnRadius() ) - returnTrigger.SetBelowHeight( CTF_GetFlagReturnRadius() ) - - returnTrigger.SetEnterCallback( OnPlayerEntersFlagReturnTrigger ) - returnTrigger.SetLeaveCallback( OnPlayerExitsFlagReturnTrigger ) - DispatchSpawn( returnTrigger ) - - thread TrackFlagReturnTrigger( flag, returnTrigger ) + thread FlagProximityTracker( flag ) if ( flagTeam == TEAM_IMC ) { file.imcFlagSpawn = base file.imcFlag = flag - file.imcFlagReturnTrigger = returnTrigger SetGlobalNetEnt( "imcFlag", file.imcFlag ) SetGlobalNetEnt( "imcFlagHome", file.imcFlagSpawn ) @@ -151,52 +160,76 @@ void function CreateFlags() { file.militiaFlagSpawn = base file.militiaFlag = flag - file.militiaFlagReturnTrigger = returnTrigger SetGlobalNetEnt( "milFlag", file.militiaFlag ) SetGlobalNetEnt( "milFlagHome", file.militiaFlagSpawn ) } } - // reset the flag states, prevents issues where flag is home but doesnt think it's home when halftime goes SetFlagStateForTeam( TEAM_MILITIA, eFlagState.None ) SetFlagStateForTeam( TEAM_IMC, eFlagState.None ) - - foreach ( entity player in GetPlayerArray() ) - CTFInitPlayer( player ) } void function RemoveFlags() { - // destroy all the flag related things if ( IsValid( file.imcFlagSpawn ) ) { PlayFX( $"P_phase_shift_main", file.imcFlagSpawn.GetOrigin() ) file.imcFlagSpawn.Destroy() file.imcFlag.Destroy() - file.imcFlagReturnTrigger.Destroy() } + if ( IsValid( file.militiaFlagSpawn ) ) { PlayFX( $"P_phase_shift_main", file.militiaFlagSpawn.GetOrigin() ) file.militiaFlagSpawn.Destroy() file.militiaFlag.Destroy() - file.militiaFlagReturnTrigger.Destroy() } - - // unsure if this is needed, since the flags are destroyed? idk + SetFlagStateForTeam( TEAM_MILITIA, eFlagState.None ) SetFlagStateForTeam( TEAM_IMC, eFlagState.None ) } void function RateSpawnpoints_CTF( int checkClass, array spawnpoints, int team, entity player ) { - RateSpawnpoints_SpawnZones( checkClass, spawnpoints, team, player ) + vector allyFlagSpot + vector enemyFlagSpot + foreach ( entity spawn in GetEntArrayByClass_Expensive( "info_spawnpoint_flag" ) ) + { + if( spawn.GetTeam() == team ) + allyFlagSpot = spawn.GetOrigin() + else + enemyFlagSpot = spawn.GetOrigin() + } + + foreach ( entity spawn in spawnpoints ) + { + float rating = 0.0 + float allyFlagDistance = Distance2D( spawn.GetOrigin(), allyFlagSpot ) + float enemyFlagDistance = Distance2D( spawn.GetOrigin(), enemyFlagSpot ) + + if( enemyFlagDistance > allyFlagDistance ) + { + rating += spawn.NearbyAllyScore( team, "ai" ) + rating += spawn.NearbyAllyScore( team, "titan" ) + rating += spawn.NearbyAllyScore( team, "pilot" ) + + rating += spawn.NearbyEnemyScore( team, "ai" ) + rating += spawn.NearbyEnemyScore( team, "titan" ) + rating += spawn.NearbyEnemyScore( team, "pilot" ) + + rating = rating / allyFlagDistance + } + + if ( spawn == player.p.lastSpawnPoint ) + rating += GetConVarFloat( "spawnpoint_last_spawn_rating" ) + + spawn.CalculateRating( checkClass, team, rating, rating * 0.25 ) + } } bool function VerifyCTFSpawnpoint( entity spawnpoint, int team ) { - // ensure spawnpoints aren't too close to enemy base vector allyFlagSpot vector enemyFlagSpot foreach ( entity spawn in GetEntArrayByClass_Expensive( "info_spawnpoint_flag" ) ) @@ -213,23 +246,62 @@ bool function VerifyCTFSpawnpoint( entity spawnpoint, int team ) return true } + + + + + + + + +/* +██████ ██ █████ ██ ██ ███████ ██████ ██ ██████ ██████ ██ ██████ +██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ +██████ ██ ███████ ████ █████ ██████ ██ ██ ██ ██ ███ ██ ██ +██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ +██ ███████ ██ ██ ██ ███████ ██ ██ ███████ ██████ ██████ ██ ██████ +*/ + +void function OnPlaying() +{ + foreach ( entity player in GetPlayerArray() ) + CTFInitPlayer( player ) +} + void function CTFInitPlayer( entity player ) { - if ( !IsValid( file.imcFlagSpawn ) ) + if ( !GamePlaying() ) return - vector imcSpawn = file.imcFlagSpawn.GetOrigin() - Remote_CallFunction_NonReplay( player, "ServerCallback_SetFlagHomeOrigin", TEAM_IMC, imcSpawn.x, imcSpawn.y, imcSpawn.z ) + if ( IsValid( file.imcFlagSpawn ) ) + { + vector imcSpawn = file.imcFlagSpawn.GetOrigin() + Remote_CallFunction_NonReplay( player, "ServerCallback_SetFlagHomeOrigin", TEAM_IMC, imcSpawn.x, imcSpawn.y, imcSpawn.z ) + } + + if ( IsValid( file.militiaFlagSpawn ) ) + { + vector militiaSpawn = file.militiaFlagSpawn.GetOrigin() + Remote_CallFunction_NonReplay( player, "ServerCallback_SetFlagHomeOrigin", TEAM_MILITIA, militiaSpawn.x, militiaSpawn.y, militiaSpawn.z ) + } +} + +void function CTFPlayerDisconnected( entity player ) +{ + // This has no validity checks on the player because the disconnection callback happens in the exact last frame the player entity still exists + if( !GamePlaying() ) + return - vector militiaSpawn = file.militiaFlagSpawn.GetOrigin() - Remote_CallFunction_NonReplay( player, "ServerCallback_SetFlagHomeOrigin", TEAM_MILITIA, militiaSpawn.x, militiaSpawn.y, militiaSpawn.z ) + if ( PlayerHasEnemyFlag( player ) ) + DropFlag( player, false ) } void function OnPlayerKilled( entity victim, entity attacker, var damageInfo ) { if ( !IsValid( GetFlagForTeam( GetOtherTeam( victim.GetTeam() ) ) ) ) // getting a crash idk return - if ( GetFlagForTeam( GetOtherTeam( victim.GetTeam() ) ).GetParent() == victim ) + + if ( PlayerHasEnemyFlag( victim ) ) { if ( victim != attacker && attacker.IsPlayer() ) AddPlayerScore( attacker, "FlagCarrierKill", victim ) @@ -238,31 +310,35 @@ void function OnPlayerKilled( entity victim, entity attacker, var damageInfo ) } } -void function TrackFlagReturnTrigger( entity flag, entity returnTrigger ) -{ - // this is a bit of a hack, it seems parenting the return trigger to the flag actually sets the pickup radius of the flag to be the same as the trigger - // this isn't wanted since only pickups should use that additional radius - flag.EndSignal( "OnDestroy" ) - - while ( true ) - { - returnTrigger.SetOrigin( flag.GetOrigin() ) - WaitFrame() - } -} + + + + + + + + +/* +███████ ██ █████ ██████ ██ ██████ ██████ ██ ██████ +██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ +█████ ██ ███████ ██ ███ ██ ██ ██ ██ ███ ██ ██ +██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ +██ ███████ ██ ██ ██████ ███████ ██████ ██████ ██ ██████ +*/ + bool function OnFlagCollected( entity player, entity flag ) { if ( !IsAlive( player ) || flag.GetParent() != null || player.IsTitan() || player.IsPhaseShifted() ) return false if ( player.GetTeam() != flag.GetTeam() && flag.s.canTake ) - GiveFlag( player, flag ) // pickup enemy flag + GiveFlag( player, flag ) else if ( player.GetTeam() == flag.GetTeam() && IsFlagHome( flag ) && PlayerHasEnemyFlag( player ) ) - CaptureFlag( player, GetFlagForTeam( GetOtherTeam( flag.GetTeam() ) ) ) // cap the flag + CaptureFlag( player, GetFlagForTeam( GetOtherTeam( flag.GetTeam() ) ) ) - return false // don't wanna delete the flag entity + return false // Don't delete the flag } void function GiveFlag( entity player, entity flag ) @@ -271,7 +347,8 @@ void function GiveFlag( entity player, entity flag ) flag.Signal( "ResetDropTimeout" ) flag.SetParent( player, "FLAG" ) - thread DropFlagIfPhased( player, flag ) + if ( GetCurrentPlaylistVarInt( "phase_shift_drop_flag", 0 ) == 1 ) + thread DropFlagIfPhased( player, flag ) // do notifications MessageToPlayer( player, eEventNotifications.YouHaveTheEnemyFlag ) @@ -292,7 +369,7 @@ void function GiveFlag( entity player, entity flag ) void function CaptureFlag( entity player, entity flag ) { // can only capture flags during normal play or sudden death - if (GetGameState() != eGameState.Playing && GetGameState() != eGameState.SuddenDeath) + if ( GetGameState() != eGameState.Playing && GetGameState() != eGameState.SuddenDeath ) { printt( player + " tried to capture the flag, but the game state was " + GetGameState() + " not " + eGameState.Playing + " or " + eGameState.SuddenDeath) return @@ -344,10 +421,12 @@ void function CaptureFlag( entity player, entity flag ) MessageToTeam( GetOtherTeam( team ), eEventNotifications.PlayerCapturedFriendlyFlag, player, player ) EmitSoundOnEntityToTeam( flag, "UI_CTF_3P_EnemyScores", flag.GetTeam() ) - if ( GameRules_GetTeamScore( team ) == GameMode_GetRoundScoreLimit( GAMETYPE ) - 1 ) + if ( GameRules_GetTeamScore( team ) == GetScoreLimit_FromPlaylist() - 1 ) { PlayFactionDialogueToTeam( "ctf_notifyWin1more", team ) PlayFactionDialogueToTeam( "ctf_notifyLose1more", GetOtherTeam( team ) ) + foreach( entity otherPlayer in GetPlayerArray() ) + Remote_CallFunction_NonReplay( otherPlayer, "ServerCallback_CTF_PlayMatchNearEndMusic" ) } } @@ -355,7 +434,7 @@ void function DropFlag( entity player, bool realDrop = true ) { entity flag = GetFlagForTeam( GetOtherTeam( player.GetTeam() ) ) - if ( flag.GetParent() != player ) + if( !IsValid( flag ) || flag.GetParent() != player ) return print( player + " dropped the flag!" ) @@ -366,94 +445,92 @@ void function DropFlag( entity player, bool realDrop = true ) if ( realDrop ) { - // start drop timeout countdown - thread TrackFlagDropTimeout( flag ) - - // add to capture assists - if ( player.GetTeam() == TEAM_IMC ) + if ( player.GetTeam() == TEAM_IMC && !file.imcCaptureAssistList.contains( player ) ) file.imcCaptureAssistList.append( player ) - else + + else if( !file.militiaCaptureAssistList.contains( player ) ) file.militiaCaptureAssistList.append( player ) - // do notifications MessageToPlayer( player, eEventNotifications.YouDroppedTheEnemyFlag ) EmitSoundOnEntityOnlyToPlayer( player, player, "UI_CTF_1P_FlagDrop" ) MessageToTeam( player.GetTeam(), eEventNotifications.PlayerDroppedEnemyFlag, player, player ) - // todo need a sound here maybe MessageToTeam( GetOtherTeam( player.GetTeam() ), eEventNotifications.PlayerDroppedFriendlyFlag, player, player ) - // todo need a sound here maybe } - SetFlagStateForTeam( flag.GetTeam(), eFlagState.Home ) // used for return prompt + thread TrackFlagDropTimeout( flag ) + SetFlagStateForTeam( flag.GetTeam(), eFlagState.Home ) } void function ResetFlag( entity flag ) { - // prevents crash when flag is reset after it's been destroyed due to epilogue - if (!IsValid(flag)) - return - // ensure we can't pickup the flag after it's been dropped but before it's been reset flag.s.canTake = false if ( flag.GetParent() != null ) DropFlag( flag.GetParent(), false ) - entity spawn + entity flagBase if ( flag.GetTeam() == TEAM_IMC ) - spawn = file.imcFlagSpawn + flagBase = file.imcFlagSpawn else - spawn = file.militiaFlagSpawn + flagBase = file.militiaFlagSpawn - flag.SetOrigin( spawn.GetOrigin() + < 0, 0, spawn.GetBoundingMaxs().z + 1 > ) + flag.SetOrigin( flagBase.GetOrigin() + < 0, 0, flagBase.GetBoundingMaxs().z + 1 > ) - // we can take it again now flag.s.canTake = true - SetFlagStateForTeam( flag.GetTeam(), eFlagState.None ) // used for home + SetFlagStateForTeam( flag.GetTeam(), eFlagState.None ) flag.Signal( "ResetDropTimeout" ) } - -void function OnPlayerEntersFlagReturnTrigger( entity trigger, entity player ) +//----------------------------------------------------------------------------- +// Purpose: Check proximity for flag returns +// Input : flag - The flag entity +//----------------------------------------------------------------------------- +void function FlagProximityTracker( entity flag ) { - entity flag - if ( trigger.GetTeam() == TEAM_IMC ) - flag = file.imcFlag - else - flag = file.militiaFlag - - if( !IsValid( flag ) || !IsValid( player ) ) - return + flag.EndSignal( "OnDestroy" ) - if ( !player.IsPlayer() || player.IsTitan() || player.GetTeam() != flag.GetTeam() || IsFlagHome( flag ) || flag.GetParent() != null ) - return + array < entity > playerInsidePerimeter + while( true ) + { + if( !playerInsidePerimeter.len() ) + ArrayRemoveDead( playerInsidePerimeter ) - thread TryReturnFlag( player, flag ) -} - -void function OnPlayerExitsFlagReturnTrigger( entity trigger, entity player ) -{ - entity flag - if ( trigger.GetTeam() == TEAM_IMC ) - flag = file.imcFlag - else - flag = file.militiaFlag + foreach ( player in GetPlayerArrayOfTeam_Alive( flag.GetTeam() ) ) + { + if ( Distance( player.GetOrigin(), flag.GetOrigin() ) < CTF_GetFlagReturnRadius() ) + { + if ( player.IsTitan() || player.GetTeam() != flag.GetTeam() || IsFlagHome( flag ) || flag.GetParent() != null ) + continue + + if( playerInsidePerimeter.contains( player ) ) + continue + + playerInsidePerimeter.append( player ) + thread TryReturnFlag( player, flag ) + } + else + { + if( playerInsidePerimeter.contains( player ) ) + { + player.Signal( "CTF_LeftReturnTriggerArea" ) // Cut the progress if outside range + playerInsidePerimeter.removebyvalue( player ) + } + } + } - if ( !player.IsPlayer() || player.IsTitan() || player.GetTeam() != flag.GetTeam() || IsFlagHome( flag ) || flag.GetParent() != null ) - return - - player.Signal( "FlagReturnEnded" ) -} + WaitFrame() + } +} void function TryReturnFlag( entity player, entity flag ) { - // start return progress bar Remote_CallFunction_NonReplay( player, "ServerCallback_CTF_StartReturnFlagProgressBar", Time() + CTF_GetFlagReturnTime() ) EmitSoundOnEntityOnlyToPlayer( player, player, "UI_CTF_1P_FlagReturnMeter" ) - OnThreadEnd( function() : ( player ) + OnThreadEnd( function() : ( flag, player ) { if ( IsValidPlayer( player ) ) { @@ -462,35 +539,37 @@ void function TryReturnFlag( entity player, entity flag ) } }) - player.EndSignal( "FlagReturnEnded" ) - flag.EndSignal( "FlagReturnEnded" ) // avoid multiple players to return one flag at once + flag.EndSignal( "CTF_ReturnedFlag" ) + flag.EndSignal( "OnDestroy" ) + + player.EndSignal( "CTF_LeftReturnTriggerArea" ) player.EndSignal( "OnDeath" ) + player.EndSignal( "OnDestroy" ) wait CTF_GetFlagReturnTime() - // flag return succeeded - // return flag ResetFlag( flag ) - flag.Signal( "FlagReturnEnded" ) - - // do notifications for return + + MessageToTeam( flag.GetTeam(), eEventNotifications.PlayerReturnedFriendlyFlag, null, player ) + EmitSoundOnEntityToTeam( flag, "UI_CTF_3P_TeamReturnsFlag", flag.GetTeam() ) + PlayFactionDialogueToTeam( "ctf_flagReturnedFriendly", flag.GetTeam() ) + MessageToPlayer( player, eEventNotifications.YouReturnedFriendlyFlag ) AddPlayerScore( player, "FlagReturn", player ) player.AddToPlayerGameStat( PGS_DEFENSE_SCORE, 1 ) - if( !HasPlayerCompletedMeritScore( player ) ) + if ( !HasPlayerCompletedMeritScore( player ) ) { AddPlayerScore( player, "ChallengeCTFRetAssist" ) SetPlayerChallengeMeritScore( player ) } - MessageToTeam( flag.GetTeam(), eEventNotifications.PlayerReturnedFriendlyFlag, null, player ) - EmitSoundOnEntityToTeam( flag, "UI_CTF_3P_TeamReturnsFlag", flag.GetTeam() ) - PlayFactionDialogueToTeam( "ctf_flagReturnedFriendly", flag.GetTeam() ) - MessageToTeam( GetOtherTeam( flag.GetTeam() ), eEventNotifications.PlayerReturnedEnemyFlag, null, player ) EmitSoundOnEntityToTeam( flag, "UI_CTF_3P_EnemyReturnsFlag", GetOtherTeam( flag.GetTeam() ) ) + EmitSoundOnEntityOnlyToPlayer( player, player, "UI_CTF_1P_ReturnsFlag" ) PlayFactionDialogueToTeam( "ctf_flagReturnedEnemy", GetOtherTeam( flag.GetTeam() ) ) + + flag.Signal( "CTF_ReturnedFlag" ) } void function SetFlagStateForTeam( int team, int state ) @@ -507,6 +586,7 @@ void function DropFlagIfPhased( entity player, entity flag ) { player.EndSignal( "StartPhaseShift" ) player.EndSignal( "OnDestroy" ) + flag.EndSignal( "OnDestroy" ) OnThreadEnd( function() : ( player ) { @@ -516,8 +596,8 @@ void function DropFlagIfPhased( entity player, entity flag ) DropFlag( player, true ) } }) - // the IsValid check is purely to prevent a crash due to a destroyed flag (epilogue) - while( IsValid(flag) && flag.GetParent() == player ) + + while( flag.GetParent() == player ) WaitFrame() } @@ -528,7 +608,9 @@ void function DropFlagForBecomingTitan( entity pilot, entity titan ) void function TrackFlagDropTimeout( entity flag ) { + flag.EndSignal( "CTF_ReturnedFlag" ) flag.EndSignal( "ResetDropTimeout" ) + flag.EndSignal( "OnDestroy" ) wait CTF_GetDropTimeout() -- cgit v1.2.3