From ce76836d138eedb836454b662b463f850bd9593f Mon Sep 17 00:00:00 2001 From: ASpoonPlaysGames <66967891+ASpoonPlaysGames@users.noreply.github.com> Date: Thu, 31 Mar 2022 21:45:35 +0100 Subject: Various CTF fixes (#282) Fixing the following: - Various crashes - Being able to capture flags during epilogue and halftime - Weird flag spawning stuff --- .../scripts/vscripts/gamemodes/_gamemode_ctf.nut | 53 ++++++++++++++++++++-- 1 file changed, 48 insertions(+), 5 deletions(-) (limited to 'Northstar.CustomServers') diff --git a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut index b4ab26eae..99f34164e 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut +++ b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut @@ -36,6 +36,7 @@ void function CaptureTheFlag_Init() AddCallback_OnClientConnected( CTFInitPlayer ) AddCallback_GameStateEnter( eGameState.Prematch, CreateFlags ) + AddCallback_GameStateEnter( eGameState.Epilogue, RemoveFlags ) AddCallback_OnTouchHealthKit( "item_flag", OnFlagCollected ) AddCallback_OnPlayerKilled( OnPlayerKilled ) AddCallback_OnPilotBecomesTitan( DropFlagForBecomingTitan ) @@ -109,6 +110,8 @@ void function CTFInitPlayer( entity player ) 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 ( victim != attacker && attacker.IsPlayer() ) @@ -137,8 +140,13 @@ void function CreateFlags() // 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 - bool shouldSwap = SWAP_FLAG_MAPS.contains( GetMapName() ) ? !switchedSides : switchedSides - + + // 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() )) + shouldSwap = !shouldSwap + + int flagTeam = spawn.GetTeam() if ( shouldSwap ) { @@ -199,10 +207,35 @@ void function CreateFlags() } } + // 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 ) ) + { + file.imcFlagSpawn.Destroy() + file.imcFlag.Destroy() + file.imcFlagReturnTrigger.Destroy() + } + if ( IsValid( file.militiaFlagSpawn ) ) + { + 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 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 @@ -270,10 +303,11 @@ void function DropFlagIfPhased( entity player, entity flag ) OnThreadEnd( function() : ( player ) { - DropFlag( player, true ) + if (GetGameState() == eGameState.Playing || GetGameState() == eGameState.SuddenDeath) + DropFlag( player, true ) }) - - while( flag.GetParent() == player ) + // the IsValid check is purely to prevent a crash due to a destroyed flag (epilogue) + while( IsValid(flag) && flag.GetParent() == player ) WaitFrame() } @@ -331,6 +365,9 @@ void function TrackFlagDropTimeout( entity flag ) 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 @@ -355,6 +392,12 @@ void function ResetFlag( 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) + { + printt( player + " tried to capture the flag, but the game state was " + GetGameState() + " not " + eGameState.Playing + " or " + eGameState.SuddenDeath) + return + } // reset flag ResetFlag( flag ) -- cgit v1.2.3