From 3f31a4a37a2acf8df302117c99c060cec5996704 Mon Sep 17 00:00:00 2001 From: BobTheBob <32057864+BobTheBob9@users.noreply.github.com> Date: Wed, 23 Jun 2021 20:46:07 +0100 Subject: fix bug with ejects crashing roundwinningkillreplay --- .../scripts/vscripts/_powerup.gnut | 15 +- .../scripts/vscripts/gamemodes/_gamemode_lts.nut | 9 +- .../scripts/vscripts/mp/_base_gametype_mp.gnut | 6 - .../scripts/vscripts/mp/_gamestate_mp.nut | 33 +- .../scripts/vscripts/mp/levels/mp_wargames.nut | 408 --------------------- 5 files changed, 33 insertions(+), 438 deletions(-) (limited to 'Northstar.CustomServers') diff --git a/Northstar.CustomServers/scripts/vscripts/_powerup.gnut b/Northstar.CustomServers/scripts/vscripts/_powerup.gnut index a154ddb6f..3a0ce2733 100644 --- a/Northstar.CustomServers/scripts/vscripts/_powerup.gnut +++ b/Northstar.CustomServers/scripts/vscripts/_powerup.gnut @@ -11,6 +11,7 @@ void function PowerUps_Init() AddSpawnCallbackEditorClass( "script_ref", "script_power_up_other", AddPowerupSpawn ) AddCallback_OnTouchHealthKit( "item_powerup", OnPowerupCollected ) + AddCallback_GameStateEnter( eGameState.Prematch, RespawnPowerups ) } void function AddPowerupSpawn( entity spawnpoint ) @@ -40,22 +41,20 @@ void function PowerupSpawnerThink( entity spawnpoint, PowerUp powerupDef ) while ( true ) { if ( !powerupDef.spawnFunc() ) - { - // unsure if this is the best way of doing it - WaitFrame() - continue - } + return entity powerup = CreateEntity( "item_powerup" ) + // need to do this otherwise the position seems to mess up occasionally + powerup.SetOrigin( base.GetOrigin() ) + powerup.SetAngles( base.GetAngles() ) powerup.SetParent( base ) // parenting ensures that gravity isn't an issue powerup.SetValueForModelKey( powerupDef.model ) DispatchSpawn( powerup ) - // offset from parent's position/angles - powerup.SetOrigin( powerupDef.modelOffset ) - powerup.SetAngles( powerupDef.modelAngles ) + powerup.SetLocalOrigin( powerupDef.modelOffset ) + powerup.SetLocalAngles( powerupDef.modelAngles ) powerup.SetModel( powerupDef.model ) powerup.s.powerupRef <- powerupDef.itemRef diff --git a/Northstar.CustomServers/scripts/vscripts/gamemodes/_gamemode_lts.nut b/Northstar.CustomServers/scripts/vscripts/gamemodes/_gamemode_lts.nut index e8231aad8..82c304b69 100644 --- a/Northstar.CustomServers/scripts/vscripts/gamemodes/_gamemode_lts.nut +++ b/Northstar.CustomServers/scripts/vscripts/gamemodes/_gamemode_lts.nut @@ -14,6 +14,7 @@ void function GamemodeLts_Init() { // gamemode settings SetShouldUsePickLoadoutScreen( true ) + SetSwitchSidesBased( true ) SetRoundBased( true ) SetRespawnsEnabled( false ) Riff_ForceSetEliminationMode( eEliminationMode.PilotsTitans ) @@ -28,7 +29,7 @@ void function GamemodeLts_Init() SetTimeoutWinnerDecisionFunc( CheckTitanHealthForDraw ) - ClassicMP_SetCustomIntro( GamemodeLTS_Intro, 0.0 ) // dont any sorta + ClassicMP_SetCustomIntro( GamemodeLTS_Intro, 0.0 ) // dont any sorta timer } // this should also probably be moved into a generic intro rather than being lts-specific @@ -71,10 +72,10 @@ void function GamemodeLTS_PlayingThink() { svGlobal.levelEnt.EndSignal( "RoundEnd" ) // end this on round end - float endTime = expect float ( GetServerVar( "gameEndTime" ) ) + float endTime = expect float ( GetServerVar( "roundEndTime" ) ) // wait until 30sec left - wait endTime - 30 - Time() + wait ( endTime - 30 ) - Time() foreach ( entity player in GetPlayerArray() ) { // warn there's 30 seconds left @@ -87,7 +88,7 @@ void function GamemodeLTS_PlayingThink() void function RefreshThirtySecondWallhackHighlight( entity player, entity titan ) { - if ( TimeSpentInCurrentState() < 30.0 ) + if ( TimeSpentInCurrentState() < expect float ( GetServerVar( "roundEndTime" ) ) - 30.0 ) return Highlight_SetEnemyHighlight( player, "enemy_sonar" ) // i think this needs a different effect, this works for now tho diff --git a/Northstar.CustomServers/scripts/vscripts/mp/_base_gametype_mp.gnut b/Northstar.CustomServers/scripts/vscripts/mp/_base_gametype_mp.gnut index 8069b4a57..69fcfb501 100644 --- a/Northstar.CustomServers/scripts/vscripts/mp/_base_gametype_mp.gnut +++ b/Northstar.CustomServers/scripts/vscripts/mp/_base_gametype_mp.gnut @@ -231,12 +231,6 @@ void function CodeCallback_OnPlayerKilled( entity player, var damageInfo ) void function PostDeathThread_MP( entity player, var damageInfo ) // based on gametype_sp: postdeaththread_sp { - // honestly this feels jank af, it's messy and the sp code it's based off is a bit of a pain imo, needs a rewrite at some point - // also this likely needs an onthreadend to set a couple values - - //if ( player.p.watchingPetTitanKillReplay ) - // return - if ( player.s.inPostDeath ) return diff --git a/Northstar.CustomServers/scripts/vscripts/mp/_gamestate_mp.nut b/Northstar.CustomServers/scripts/vscripts/mp/_gamestate_mp.nut index 21d529e4d..97e06377b 100644 --- a/Northstar.CustomServers/scripts/vscripts/mp/_gamestate_mp.nut +++ b/Northstar.CustomServers/scripts/vscripts/mp/_gamestate_mp.nut @@ -218,7 +218,7 @@ void function GameStateEnter_Playing_Threaded() else winningTeam = GameScore_GetWinningTeam() - if ( file.switchSidesBased && !file.hasSwitchedSides ) + if ( file.switchSidesBased && !file.hasSwitchedSides && !IsRoundBased() ) // in roundbased modes, we handle this in setwinner SetGameState( eGameState.SwitchingSides ) else if ( file.suddenDeathBased && winningTeam == TEAM_UNASSIGNED ) // suddendeath if we draw and suddendeath is enabled and haven't switched sides SetGameState( eGameState.SuddenDeath ) @@ -258,7 +258,10 @@ void function GameStateEnter_WinnerDetermined_Threaded() float replayLength = 2.0 // extra delay if no replay if ( doReplay ) { - replayLength = min( ROUND_WINNING_KILL_REPLAY_LENGTH_OF_REPLAY, Time() - replayAttacker.s.respawnTime ) // 7.5s unless player lifetime < that + replayLength = ROUND_WINNING_KILL_REPLAY_LENGTH_OF_REPLAY + if ( "respawnTime" in replayAttacker.s && Time() - replayAttacker.s.respawnTime < replayLength ) + replayLength += Time() - expect float ( replayAttacker.s.respawnTime ) + SetServerVar( "roundWinningKillReplayEntHealthFrac", file.roundWinningKillReplayHealthFrac ) } @@ -278,11 +281,15 @@ void function GameStateEnter_WinnerDetermined_Threaded() if ( IsRoundBased() ) { svGlobal.levelEnt.Signal( "RoundEnd" ) - SetServerVar( "roundsPlayed", GetServerVar( "roundsPlayed" ) + 1 ) + int roundsPlayed = expect int ( GetServerVar( "roundsPlayed" ) ) + SetServerVar( "roundsPlayed", roundsPlayed + 1 ) + + float highestScore = max( GameRules_GetTeamScore( TEAM_IMC ), GameRules_GetTeamScore( TEAM_MILITIA ) ) + int roundScoreLimit = GameMode_GetRoundScoreLimit( GAMETYPE ) - if ( max( GameRules_GetTeamScore( TEAM_IMC ), GameRules_GetTeamScore( TEAM_MILITIA ) ) >= GameMode_GetRoundScoreLimit( GAMETYPE ) ) + if ( highestScore >= roundScoreLimit ) SetGameState( eGameState.Postmatch ) - else if ( file.switchSidesBased && !file.hasSwitchedSides ) + else if ( file.switchSidesBased && !file.hasSwitchedSides && highestScore >= ( roundScoreLimit.tofloat() / 2.0 ) ) // round up SetGameState( eGameState.SwitchingSides ) // note: switchingsides will handle setting to pickloadout and prematch by itself else if ( file.usePickLoadoutScreen ) SetGameState( eGameState.PickLoadout ) @@ -366,12 +373,15 @@ void function GameStateEnter_SwitchingSides_Threaded() entity replayAttacker = file.roundWinningKillReplayAttacker bool doReplay = Replay_IsEnabled() && IsRoundWinningKillReplayEnabled() && IsValid( replayAttacker ) && !IsRoundBased() // for roundbased modes, we've already done the replay - && Time() - file.roundWinningKillReplayTime <= ROUND_WINNING_KILL_REPLAY_LENGTH_OF_REPLAY + && Time() - file.roundWinningKillReplayTime <= SWITCHING_SIDES_DELAY float replayLength = SWITCHING_SIDES_DELAY_REPLAY // extra delay if no replay if ( doReplay ) - { - replayLength = min( SWITCHING_SIDES_DELAY, Time() - replayAttacker.s.respawnTime ) // 6s unless player lifetime < that + { + replayLength = SWITCHING_SIDES_DELAY + if ( "respawnTime" in replayAttacker.s && Time() - replayAttacker.s.respawnTime < replayLength ) + replayLength += Time() - expect float ( replayAttacker.s.respawnTime ) + SetServerVar( "roundWinningKillReplayEntHealthFrac", file.roundWinningKillReplayHealthFrac ) } @@ -509,7 +519,7 @@ void function OnPlayerKilled( entity victim, entity attacker, var damageInfo ) return // set round winning killreplay info here if no custom replaydelay - if ( file.roundWinningKillReplayTrackPilotKills ) + if ( file.roundWinningKillReplayTrackPilotKills && victim != attacker ) { file.roundWinningKillReplayTime = Time() file.roundWinningKillReplayVictim = victim @@ -554,10 +564,9 @@ void function OnTitanKilled( entity victim, var damageInfo ) return // set round winning killreplay info here if no custom replaydelay - if ( file.roundWinningKillReplayTrackTitanKills ) + entity attacker = DamageInfo_GetAttacker( damageInfo ) + if ( file.roundWinningKillReplayTrackTitanKills && victim != attacker ) { - entity attacker = DamageInfo_GetAttacker( damageInfo ) - file.roundWinningKillReplayTime = Time() file.roundWinningKillReplayVictim = victim file.roundWinningKillReplayAttacker = attacker diff --git a/Northstar.CustomServers/scripts/vscripts/mp/levels/mp_wargames.nut b/Northstar.CustomServers/scripts/vscripts/mp/levels/mp_wargames.nut index 9252cced5..b6c8cfc2f 100644 --- a/Northstar.CustomServers/scripts/vscripts/mp/levels/mp_wargames.nut +++ b/Northstar.CustomServers/scripts/vscripts/mp/levels/mp_wargames.nut @@ -1,415 +1,7 @@ untyped - -const POD_ATTACHPOINT = "REF" - -const FX_LIGHT_ORANGE = "runway_light_orange" -const FX_LIGHT_GREEN = "runway_light_green" -const FX_POD_LASER = "P_pod_scan_laser_FP" -const FX_POD_GLOWLIGHT = "P_pod_door_glow_FP" -const FX_POD_SCREEN_IN = "P_pod_screen_lasers_IN" -const FX_POD_SCREEN_OUT = "P_pod_screen_lasers_OUT" -const FX_POD_DLIGHT_CONSOLE1 = $"P_pod_Dlight_console1" -const FX_POD_DLIGHT_CONSOLE2 = $"P_pod_Dlight_console2" -const FX_POD_DLIGHT_BACKLIGHT_SIDE = "P_pod_Dlight_backlight_side" -const FX_POD_DLIGHT_BACKLIGHT_TOP = "P_pod_Dlight_backlight_top" -const FX_TITAN_COCKPIT_LIGHT = "xo_cockpit_dlight" - -struct TrainingPod_dLightMapping -{ - string scriptAlias - asset fxName - string attachName - entity fxHandle -} - -struct TrainingPod_LaserEmitter -{ - entity ent - string attachName - vector ogAng - bool sweepDone = false - entity fxHandle -} - -struct TrainingPod_GlowLightRow -{ - array fxSpotsL - array fxSpotsR -} - global function CodeCallback_MapInit -global function WargamesIntroStart - -struct { - entity militiaTrainingPod - entity imcTrainingPod - array< TrainingPod_dLightMapping >[2] podDLightMappings - array< TrainingPod_LaserEmitter >[2] podLaserEmitters - - array< entity > playersWatchingIntro - string currentPodAnim - float currentPodAnimStartTime -} file void function CodeCallback_MapInit() -{ - //FlagInit( "TrainingPodSetupDone" ) - //FlagInit( "IntroRunning" ) - // - //FlagSet( "DogFights" ) - //FlagSet( "StratonFlybys" ) - // - //ClassicMP_SetIntroLevelSetupFunc( Wargames_Intro_LevelSetupFunc ) - //ClassicMP_SetIntroPlayerSpawnFunc( Wargames_ClassicMPIntroSpawn ) - //ClassicMP_SetPrematchSpawnPlayersFunc( Wargames_PrematchSpawnPlayersFunc ) - // - //AddCallback_GameStateEnter( eGameState.WaitingForPlayers, WargamesIntroStart ) // This starts the main intro control thread - //AddCallback_GameStateEnter( eGameState.PickLoadout, Wargames_GameStateEnterFunc_PickLoadout ) - //AddCallback_GameStateEnter( eGameState.Prematch, Wargames_GameStateEnterFunc_PrematchCallback ) -} - -// setup - -bool function Wargames_Intro_LevelSetupFunc() -{ - array< entity > militiaTrainingPods = GetEntArrayByName_Expensive( "training_pod" ) - Assert( militiaTrainingPods.len() == 1 ) - file.militiaTrainingPod = militiaTrainingPods[0] - file.militiaTrainingPod.s.teamIdx <- TEAM_MILITIA - - array< entity > imcTrainingPods = GetEntArrayByName_Expensive( "training_pod_imc" ) - Assert( imcTrainingPods.len() == 1 ) - file.imcTrainingPod = imcTrainingPods[0] - file.imcTrainingPod.s.teamIdx <- TEAM_IMC - - SetupTrainingPod( file.militiaTrainingPod ) - SetupTrainingPod( file.imcTrainingPod ) - - FlagSet( "TrainingPodSetupDone" ) - return true -} - -void function SetupTrainingPod( entity pod ) -{ - pod.DisableHibernation() - pod.s.glowLightFXHandles <- [] - pod.s.dLights <- [] - - // FUN hack because can't assign struct => var - int podStructIndex = pod.s.teamIdx == TEAM_MILITIA ? 0 : 1 - - array< TrainingPod_dLightMapping > tempLightMappings - - TrainingPod_dLightMapping m1 - m1.scriptAlias = "console1" - m1.fxName = FX_POD_DLIGHT_CONSOLE1 - m1.attachName = "light_console1" - tempLightMappings.append( m1 ) - - TrainingPod_dLightMapping m2 - m2.scriptAlias = "console2" - m2.fxName = FX_POD_DLIGHT_CONSOLE2 - m2.attachName = "light_console2" - tempLightMappings.append( m2 ) - - file.podDLightMappings[ podStructIndex ] = tempLightMappings - - array< string > laserAttachNames = [ "fx_laser_L", "fx_laser_R" ] - - foreach ( string attachName in laserAttachNames ) - { - entity emitterEnt = CreateScriptMover( pod.GetOrigin(), pod.GetAngles() ) - int attachID = pod.LookupAttachment( attachName ) - vector attachOrg = pod.GetAttachmentOrigin( attachID ) - vector attachAng = pod.GetAttachmentAngles( attachID ) - - TrainingPod_LaserEmitter emitter - emitter.ent = emitterEnt - emitter.attachName = attachName - emitter.ogAng = attachAng - - file.podLaserEmitters[ podStructIndex ].append( emitter ) - } - - // HACK we do this later as well to reset the emitter positions, so it's a separate function - TrainingPod_SnapLaserEmittersToAttachPoints( pod ) -} - -void function TrainingPod_SnapLaserEmittersToAttachPoints( entity pod ) -{ - foreach ( TrainingPod_LaserEmitter emitter in file.podLaserEmitters[ pod.s.teamIdx == TEAM_MILITIA ? 0 : 1 ] ) - { - int attachID = pod.LookupAttachment( emitter.attachName ) - vector attachOrg = pod.GetAttachmentOrigin( attachID ) - vector attachAng = pod.GetAttachmentAngles( attachID ) - - emitter.ent.ClearParent() - emitter.ent.SetOrigin( attachOrg ) // HACK set this to ANYTHING (even 0, 0, 0) and the position is correct, otherwise it's offset from the attachpoint when parented - emitter.ent.SetParent( pod, emitter.attachName ) - } -} - -// spawning/intro sequence - -void function Wargames_ClassicMPIntroSpawn( entity player ) -{ - Assert( !IsAlive( player ) ) - - thread PlayerWatchPodIntro( player ) - // return true -} - -void function Wargames_PrematchSpawnPlayersFunc( array< entity > players ) -{ - -} - -void function PlayerWatchPodIntro( entity player ) -{ - player.EndSignal( "Disconnected" ) - player.EndSignal( "OnDeath" ) - - int team = player.GetTeam() - - entity pod - if ( team == TEAM_MILITIA ) - pod = file.militiaTrainingPod - else - pod = file.imcTrainingPod - - AddCinematicFlag( player, CE_FLAG_INTRO ) - file.playersWatchingIntro.append( player ) - - OnThreadEnd( - function() : ( player ) - { - if ( IsValid( player ) ) - { - printt( "PlayerWatchPodIntro: clearing up player:", player ) - - //ArrayRemove( file.playersWatchingIntro, player ) - file.playersWatchingIntro.remove( file.playersWatchingIntro.find( player ) ) - - player.Anim_Stop() - //player.ClearAnimViewEntity() - //player.ClearParent() - player.UnforceStand() - player.EnableWeaponViewModel() - player.kv.VisibilityFlags = 7 // All can see now that intro is over - - FadeOutSoundOnEntity( player, "Amb_Wargames_Pod_Ambience", 0.13 ) - - // turns hud back on - if ( HasCinematicFlag( player, CE_FLAG_INTRO ) ) - RemoveCinematicFlag( player, CE_FLAG_INTRO ) - } - } - ) - - // FIRST SPAWN - int attachID = pod.LookupAttachment( POD_ATTACHPOINT ) - vector podRefOrg = pod.GetAttachmentOrigin( attachID ) - vector podRefAng = pod.GetAttachmentAngles( attachID ) - player.SetOrigin( podRefOrg ) - player.SetAngles( podRefAng ) - player.RespawnPlayer( null ) - - player.kv.VisibilityFlags = 1 // visible to player only, so others don't see his viewmodel during the anim - player.DisableWeaponViewModel() - player.ForceStand() - - EmitSoundOnEntityOnlyToPlayer( player, player, "Amb_Wargames_Pod_Ambience" ) - thread Intro_StartPlayerFirstPersonSequence( player ) - - FlagWait( "IntroRunning" ) - player.UnfreezeControlsOnServer() - - // wait for intro to finish for OnThreadEnd cleanup - FlagWaitClear( "IntroRunning" ) - printt( "PlayerWatchPodIntro: intro finished normally for player", player ) -} - -void function Intro_StartPlayerFirstPersonSequence( entity player ) -{ - player.EndSignal( "Disconnected" ) - player.EndSignal( "OnDeath" ) - - entity pod - if ( player.GetTeam() == TEAM_MILITIA ) - pod = file.militiaTrainingPod - else - pod = file.imcTrainingPod - - FirstPersonSequenceStruct playerSequence - playerSequence.blendTime = 0.0 - playerSequence.attachment = POD_ATTACHPOINT - playerSequence.renderWithViewModels = true - playerSequence.firstPersonAnimIdle = "ptpov_trainingpod_idle" - - //FirstPersonSequenceStruct podSequence - //podSequence.blendTime = 0.25 - //podSequence.thirdPersonAnim = "trainingpod_doors_close" - //podSequence.thirdPersonAnimIdle = "trainingpod_doors_close_idle" - //podSequence.renderWithViewModels = true - - void functionref( entity ) viewconeFunc = null - viewconeFunc = TrainingPod_ViewConeLock_SemiStrict - - // i don't get this whole animevent system tbh, might just skip it lol - entity viewmodel = player.GetFirstPersonProxy() - //if ( !HasAnimEvent( viewmodel, "PlaySound_SimPod_DoorShut" ) ) - //{ - printt( "adding anim event... this probably won't work", player ) - AddAnimEvent( viewmodel, "PlaySound_SimPod_DoorShut", PlaySound_SimPod_DoorShut ) - AddAnimEvent( viewmodel, "PlaySound_SimPod_DoorShut", PlaySound_SimPod_DoorShut ) - AddAnimEvent( viewmodel, "PlaySound_SimPod_DoorShut", PlaySound_SimPod_DoorShut ) - AddAnimEvent( viewmodel, "PlaySound_SimPod_DoorShut", PlaySound_SimPod_DoorShut ) - AddAnimEvent( viewmodel, "PlaySound_SimPod_DoorShut", PlaySound_SimPod_DoorShut ) - - print( "this SHOULD have caused errors in console due to registering it multiple times but doesn't????" ) - //} - - if ( file.currentPodAnim == "closing" ) - { - playerSequence.firstPersonAnim = "ptpov_trainingpod_doors_close" - } - - // TODO: correct viewcone funcs and catchup stuff - - //thread FirstPersonSequence( podSequence, pod ) - thread FirstPersonSequence( playerSequence, player, pod ) - - if ( viewconeFunc != null ) - viewconeFunc( player ) - - FlagClear( "IntroRunning" ) -} - -void function Intro_StartPlayerFirstPersonSequenceForAll() -{ - foreach ( entity player in file.playersWatchingIntro ) - thread Intro_StartPlayerFirstPersonSequence( player ) -} - -void function TrainingPod_ViewConeLock_SemiStrict( entity player ) -{ - player.PlayerCone_FromAnim() - player.PlayerCone_SetMinYaw( -10 ) - player.PlayerCone_SetMaxYaw( 10 ) - player.PlayerCone_SetMinPitch( -10 ) - player.PlayerCone_SetMaxPitch( 10 ) -} - -void function PlaySound_SimPod_DoorShut( entity playerFirstPersonProxy ) -{ - print( "playing anim event!" ) - // never called lol - - entity player = playerFirstPersonProxy.GetOwner() - if ( !IsValid( player ) ) - return - - EmitSoundOnEntityOnlyToPlayer( player, player, "NPE_Scr_SimPod_DoorShut" ) -} - -void function WargamesIntroStart() -{ - thread WargamesIntroStartThreaded() -} - -void function WargamesIntroStartThreaded() -{ - FlagWait( "TrainingPodSetupDone" ) - - // early connecting players start idling - file.currentPodAnim = "idle" - - file.militiaTrainingPod.s.ambienceLoud <- "Wargames_Emit_MCOR_Intro_HighPass" - file.militiaTrainingPod.s.ambienceQuiet <- "Wargames_Emit_MCOR_Intro_LowPass" - - file.imcTrainingPod.s.ambienceLoud <- "Wargames_Emit_IMC_Intro_HighPass" - file.imcTrainingPod.s.ambienceQuiet <- "Wargames_Emit_IMC_Intro_LowPass" - - OnThreadEnd( - function() : () - { - - } - ) - - // wait for prematch, after waiting for players - WaittillGameStateOrHigher( eGameState.Prematch ) - - EmitSoundOnEntity( file.militiaTrainingPod, "Wargames_Emit_MCOR_Intro_HighPass" ) - EmitSoundOnEntity( file.militiaTrainingPod, "Wargames_Emit_MCOR_Intro_LowPass" ) - - EmitSoundOnEntity( file.imcTrainingPod, "Wargames_Emit_IMC_Intro_HighPass") - EmitSoundOnEntity( file.imcTrainingPod, "Wargames_Emit_IMC_Intro_LowPass" ) - - // todo: intro skits - - FlagSet( "IntroRunning" ) - float startTime = Time() - - file.currentPodAnimStartTime = Time() - FirstPersonSequenceStruct podSequence - podSequence.blendTime = 0.0 - podSequence.thirdPersonAnimIdle = "trainingpod_doors_open_idle" - podSequence.renderWithViewModels = true - - // turn on top lights - TrainingPod_TurnOnInteriorDLight( "console1", file.militiaTrainingPod ) - TrainingPod_TurnOnInteriorDLight( "console2", file.militiaTrainingPod ) - thread FirstPersonSequence( podSequence, file.militiaTrainingPod ) - - TrainingPod_TurnOnInteriorDLight( "console1", file.imcTrainingPod ) - TrainingPod_TurnOnInteriorDLight( "console2", file.imcTrainingPod ) - thread FirstPersonSequence( podSequence, file.imcTrainingPod ) - - //thread Intro_PlayersHearPodVO() - - Intro_StartPlayerFirstPersonSequenceForAll() - wait 8 - - file.currentPodAnim = "closing" - file.currentPodAnimStartTime = Time() - podSequence.blendTime = 0.0 - podSequence.thirdPersonAnim = "trainingpod_doors_close" - podSequence.thirdPersonAnimIdle = "trainingpod_doors_close_idle" - - Intro_StartPlayerFirstPersonSequenceForAll() - - thread FirstPersonSequence( podSequence, file.militiaTrainingPod ) - waitthread FirstPersonSequence( podSequence, file.imcTrainingPod ) - - file.currentPodAnim = "done" - - wait 4.5 - - - FlagClear( "IntroRunning" ) -} - -void function TrainingPod_TurnOnInteriorDLight( string alias, entity pod ) -{ - int teamIdx = pod.s.teamIdx == TEAM_MILITIA ? 0 : 1 - foreach ( TrainingPod_dLightMapping mapping in file.podDLightMappings[ teamIdx ] ) - { - if ( mapping.scriptAlias == alias ) - { - PlayLoopFXOnEntity( mapping.fxName, pod, mapping.attachName ) - pod.s.dLights.append( mapping.fxName ) - break - } - } -} - -void function Wargames_GameStateEnterFunc_PickLoadout() -{ - level.nv.minPickLoadOutTime = Time() + 0.5 -} - -void function Wargames_GameStateEnterFunc_PrematchCallback() { } \ No newline at end of file -- cgit v1.2.3