untyped global function MeleeShared_Init global function CodeCallback_OnMeleePressed //global function CodeCallback_OnMeleeHeld //global function CodeCallback_OnMeleeReleased global function CodeCallback_IsValidMeleeExecutionTarget global function CodeCallback_IsValidMeleeAttackTarget global function CodeCallback_OnMeleeAttackAnimEvent global function AddSyncedMeleeServerCallback global function AddSyncedMeleeServerThink global function GetSyncedMeleeChooser global function CreateSyncedMeleeChooser global function PlayerTriesSyncedMelee global function FindBestSyncedMelee global function GetSyncedMeleeChooserForPlayerVsTarget global function AddSyncedMelee global function GetEyeOrigin global function SetObjectCanBeMeleed global function ObjectCanBeMeleed global function ShouldClampTargetVelocity global function ClampVerticalVelocity global function IsInExecutionMeleeState global function GetLungeTargetForPlayer global function Melee_IsAllowed global function IsAttackerRef global function AddCallback_IsValidMeleeExecutionTarget #if SERVER global function Melee_Enable global function Melee_Disable global function SyncedMelee_Enable global function SyncedMelee_Disable global function InitMeleeAnimEventCallbacks global function GetRefAnglesBetweenEnts global function CreateMeleeScriptMoverBetweenEnts global function ShouldHolsterWeaponForMelee global function ShouldHolsterWeaponForSyncedMelee global function NPCTriesSyncedMeleeVsPlayer #endif const SMOOTH_TIME = 0.2 const INSTA_KILL_TIME_THRESHOLD = 0.35 const BUG_REPRO_MOVEMELEE = 19114 global struct SyncedMelee { string ref bool enabled = true vector direction = < 1, 0, 0 > float distance float distanceSqr string attackerAnimation1p string attackerAnimation3p // void function AddAnimEvent( entity ent, string eventName, void functionref( entity ent ) func, var optionalVar = null ) array attacker3pAnimEvents array target3pAnimEvents string targetAnimation1p string targetAnimation3p string thirdPersonCameraAttachment asset attachModel1p string attachTag1p float minDot = -1.0 // always happens string animRefPos = "target" bool canTargetNPCs = true float percentDamageDealtPerHit = 1.0 bool usableByPlayers = true float targetMinHealthRatio = 0.0 // target health ratio must be at least this high float targetMaxHealthRatio = 1.0 // target health ratio must be at or below this bool onlyIfLethal // only if the strike would be lethal bool isAttackerRef = true } global struct SyncedMeleeChooser { vector functionref( entity ) attackerOriginFunc vector functionref( entity ) targetOriginFunc array syncedMelees bool displayMeleePrompt = true } struct { table > syncedMeleeChoosers table > syncedMeleeServerCallbacks table syncedMeleeServerThink array isValidMeleeExecutionTargetCallBacks string lastExecutionUsed = "" } file function MeleeShared_Init() { FlagInit( "ForceSyncedMelee" ) level.HUMAN_VS_TITAN_MELEE <- 1 level.titan_attack_anim_event_count <- 0 level.titan_attack_push_button_count <- 0 MeleeHumanShared_Init() MeleeTitanShared_Init() MeleeSyncedHumanShared_Init() MeleeSyncedTitanShared_Init() #if SERVER VerifySyncedMelee() MeleeSyncedServer_Init() #endif RegisterSignal( "SyncedMeleeComplete" ) RegisterSignal( "OnSyncedMelee" ) RegisterSignal( "OnSyncedMeleeVictim" ) RegisterSignal( "OnSyncedMeleeAttacker" ) } int function GetPlayerMeleeDamage( entity player ) { Assert( player.IsPlayer() ) foreach ( weapon in player.GetMainWeapons() ) { switch ( weapon.GetWeaponInfoFileKeyField( "fire_mode" ) ) { case "offhand_melee": return expect int( weapon.GetWeaponInfoFileKeyField( "melee_damage" ) ) } } return 0 } void function AddSyncedMeleeServerCallback( SyncedMeleeChooser chooser, void functionref( SyncedMeleeChooser actions, SyncedMelee action, entity player, entity target ) func ) { if ( !( chooser in file.syncedMeleeServerCallbacks ) ) file.syncedMeleeServerCallbacks[ chooser ] <- [] file.syncedMeleeServerCallbacks[ chooser ].append( func ) } void function AddSyncedMeleeServerThink( SyncedMeleeChooser chooser, bool functionref( SyncedMelee action, entity player, entity target ) func ) { file.syncedMeleeServerThink[ chooser ] <- func } function VerifySyncedMelee() { foreach ( attackerChoosers in file.syncedMeleeChoosers ) { foreach ( chooser in attackerChoosers ) { //Assert( chooser in file.syncedMeleeServerCallbacks, "Need to add synced server melee callback for synced melee chooser" ) //Assert( file.syncedMeleeServerCallbacks[ chooser ].len() > 0, "Need to create a callback for chooser" ) Assert( chooser in file.syncedMeleeServerThink, "Need to add synced server melee callback for synced melee chooser" ) } } } SyncedMeleeChooser function GetSyncedMeleeChooser( string attackerType, string victimType ) { return file.syncedMeleeChoosers[ attackerType ][ victimType ] } SyncedMeleeChooser function CreateSyncedMeleeChooser( string attackerType, string victimType ) { SyncedMeleeChooser chooser chooser.attackerOriginFunc = GetEyeOrigin chooser.targetOriginFunc = GetEyeOrigin if ( !( attackerType in file.syncedMeleeChoosers ) ) file.syncedMeleeChoosers[ attackerType ] <- {} Assert( !( victimType in file.syncedMeleeChoosers[ attackerType ] ), "Already has " + victimType ) file.syncedMeleeChoosers[ attackerType ][ victimType ] <- chooser return chooser } vector function GetEyeOrigin( entity ent ) { return ent.EyePosition() } void function AddCallback_IsValidMeleeExecutionTarget( bool functionref( entity attacker, entity target ) callbackFunc ) { file.isValidMeleeExecutionTargetCallBacks.append( callbackFunc ) } //Called after pressing the melee button to recheck for targets bool function CodeCallback_IsValidMeleeExecutionTarget( entity attacker, entity target ) { if ( attacker == target ) return false if ( !ShouldPlayerExecuteTarget( attacker, target ) ) return false if ( !attacker.IsOnGround() && attacker.IsHuman() ) return false if ( !IsAlive( target ) ) return false if ( target.IsInvulnerable() ) return false if ( !CanBeMeleed( target ) ) return false if ( target.IsNPC() && !target.CanBeMeleeExecuted() ) return false // Disallow executing someone that is already in execution. That road leads to script errors and asserts. if ( target.ContextAction_IsMeleeExecution() ) return false if ( attacker.IsTitan() && target.IsTitan() ) { // no melee execute for berserker if ( PlayerHasPassive( attacker, ePassives.PAS_BERSERKER ) ) return false if ( PlayerHasPassive( attacker, ePassives.PAS_SHIFT_CORE ) ) return false if ( HasSoul( target ) && target.GetTitanSoul().IsEjecting() ) return false if ( attacker.ContextAction_IsActive() ) return false if ( target.ContextAction_IsActive() ) return false if ( GetCurrentPlaylistVarInt( "vortex_blocks_melee", 0 ) == 1 ) { vector traceStartPos = attacker.EyePosition() vector traceEndPos = target.EyePosition() VortexBulletHit ornull vortexHit = VortexBulletHitCheck( attacker, traceStartPos, traceEndPos ) if ( vortexHit != null ) { return false } } } if ( !CheckVerticallyCloseEnough( attacker, target ) ) return false //No necksnaps while wall running or mantling if ( attacker.IsWallRunning() ) return false if ( attacker.IsTraversing() ) return false if ( target.IsPlayer() ) //Disallow execution on a bunch of player-only actions { if ( target.IsHuman() ) { if ( target.IsWallRunning() ) return false if ( target.IsTraversing() ) return false if ( !target.IsOnGround() ) //disallow mid-air necksnaps. Can't really do that for Titan executions since dash puts them in mid air... will have visual glitches unfortunately. return false if ( target.IsCrouched() ) return false if ( Rodeo_IsAttached( target ) ) return false } } if ( target.IsPhaseShifted() ) return false //Disallow executions on contextActions marked Busy. Note that this allows //execution on melee and leeching context actions! if ( target.ContextAction_IsBusy() ) return false if ( target.IsNPC() ) //NPC only checks { if ( target.ContextAction_IsActive() ) return false if ( !target.IsInterruptable() ) return false } if ( attacker.GetTeam() == target.GetTeam() ) return false #if SERVER if ( "syncedMeleeAttacker" in target.s ) //Don't allow necksnap on a guy who'se already getting necksnapped return false #endif // #if SERVER SyncedMeleeChooser ornull actions = GetSyncedMeleeChooserForPlayerVsTarget( attacker, target ) if ( actions == null ) return false expect SyncedMeleeChooser( actions ) SyncedMelee ornull action = FindBestSyncedMelee( attacker, target, actions ) if ( action == null ) return false if ( !PlayerMelee_IsExecutionReachable( attacker, target, 0.3 ) ) return false foreach ( callbackFunc in file.isValidMeleeExecutionTargetCallBacks ) { if ( !callbackFunc( attacker, target ) ) { return false } } return true } bool function CodeCallback_IsValidMeleeAttackTarget( entity attacker, entity target ) { if ( attacker == target ) return false if ( target.IsBreakableGlass() ) return true if ( !CanBeMeleed( target ) ) return false if ( attacker.GetTeam() == target.GetTeam() ) return false #if SERVER if ( target.IsPlayer() ) { //Make titans not able to melee the pilot who is doing the embark animation if ( GetTitanBeingRodeoed( target ) == attacker ) return false } #endif // #if SERVER if ( target.IsPhaseShifted() ) return false if ( target.GetParent() == attacker ) return false #if SERVER //Awkward, needed because it's CBaseCombatCharacter on server and C_BaseCombatCharacter on client, and because we allow melee on non BaseCombatCharacters like props that don't have ContextActions defined if ( target instanceof CBaseCombatCharacter && target.ContextAction_IsMeleeExecutionTarget() ) //Don't lunge towards a victim that is already being executed ) return false #elseif CLIENT if ( target instanceof C_BaseCombatCharacter && target.ContextAction_IsMeleeExecutionTarget() ) //Don't lunge towards a victim that is already being executed ) return false #endif entity meleeWeapon = attacker.GetMeleeWeapon() if ( !IsValid( meleeWeapon ) ) return false; if ( !meleeWeapon.GetMeleeCanHitHumanSized() && IsHumanSized( target ) ) return false; if ( !meleeWeapon.GetMeleeCanHitTitans() && target.IsTitan() ) return false; return true } void function CodeCallback_OnMeleePressed( entity player ) { if ( !Melee_IsAllowed( player ) ) { #if SERVER print( "SERVER: Melee_IsAllowed() for " + player + " is false\n" ) #else print( "CLIENT: Melee_IsAllowed() for " + player + " is false\n" ) #endif return } #if SERVER if ( svGlobal.cloakBreaksOnMelee && IsCloaked( player ) ) player.SetCloakFlicker( 1.0, 2.0 ) #endif // #if SERVER if ( player.IsWeaponDisabled() ) { #if SERVER print( "SERVER: IsWeaponDisabled() for " + player + " is true\n" ) #else print( "CLIENT: IsWeaponDisabled() for " + player + " is true\n" ) #endif return } if ( player.PlayerMelee_GetState() != PLAYER_MELEE_STATE_NONE ) return if ( !IsAlive( player ) ) return thread CodeCallback_OnMeleePressed_InternalThread( player ) } void function CodeCallback_OnMeleePressed_InternalThread( entity player ) { if ( player.IsTitan() ) { TitanUnsyncedMelee( player ) } else if ( player.IsHuman() ) { const float STUN_EFFECT_CUTOFF = 0.05 float movestunEffect = StatusEffect_Get( player, eStatusEffect.move_slow ) bool movestunBlocked = (movestunEffect > STUN_EFFECT_CUTOFF) HumanUnsyncedMelee( player, movestunBlocked ) } } //void function CodeCallback_OnMeleeHeld( entity player ) //{ //} //void function CodeCallback_OnMeleeReleased( entity player ) //{ //} bool function ShouldHolsterWeaponForSyncedMelee( entity player ) { if ( player.GetPlayerSettings() == "titan_ogre_minigun" ) return false return ShouldHolsterWeaponForMelee( player ) } bool function ShouldHolsterWeaponForMelee( entity player ) { #if !SERVER return true #endif if ( !player.IsTitan() ) return true return Time() - player.s.startDashMeleeTime > 1.0 //Fix issue with gun being out when it shouldn't, according to Mackey... } #if SERVER bool function NPCTriesSyncedMeleeVsPlayer( entity npc, entity player ) { Assert( npc.IsNPC() ) Assert( player.IsPlayer() ) Assert( IsAlive( player ) ) Assert( player.IsPlayer() ) Assert( IsPilot( player ) ) if ( player.ContextAction_IsBusy() ) return false //#if SERVER //player.PlayerMelee_SetState( PLAYER_MELEE_STATE_HUMAN_EXECUTION ) //#else //player.PlayerMelee_SetState( PLAYER_MELEE_STATE_HUMAN_EXECUTION_PREDICTED ) //#endif return DoSyncedMelee( npc, player ) } #endif bool function PlayerTriesSyncedMelee( entity player, entity target ) { if ( !target ) return false if ( !IsAlive( target ) ) return false if ( target.ContextAction_IsBusy() ) return false if ( player.IsTitan() ) { #if SERVER player.PlayerMelee_SetState( PLAYER_MELEE_STATE_TITAN_EXECUTION ) #else player.PlayerMelee_SetState( PLAYER_MELEE_STATE_TITAN_EXECUTION_PREDICTED ) #endif } else { #if SERVER player.PlayerMelee_SetState( PLAYER_MELEE_STATE_HUMAN_EXECUTION ) #else player.PlayerMelee_SetState( PLAYER_MELEE_STATE_HUMAN_EXECUTION_PREDICTED ) #endif } if ( !player.Lunge_IsActive() || !player.Lunge_IsGroundExecute() || !player.Lunge_IsLungingToEntity() || (player.Lunge_GetTargetEntity() != target) ) player.Lunge_SetTargetEntity( target, false ) #if SERVER OnThreadEnd( function() : ( player, target ) { if ( IsValid( player ) && player.IsPlayer() ) { RemoveCinematicFlag( player, CE_FLAG_TITAN_3P_CAM ) RemoveCinematicFlag( player, CE_FLAG_EXECUTION ) } if ( IsValid( target ) && target.IsPlayer() ) { RemoveCinematicFlag( target, CE_FLAG_TITAN_3P_CAM ) RemoveCinematicFlag( target, CE_FLAG_EXECUTION ) } } ) if ( player.IsTitan() ) TransferDamageHistoryToTarget( target ) if ( player.IsPlayer() ) { AddCinematicFlag( player, CE_FLAG_TITAN_3P_CAM ) AddCinematicFlag( player, CE_FLAG_EXECUTION ) } if ( IsValid( target ) && target.IsPlayer() ) { AddCinematicFlag( target, CE_FLAG_TITAN_3P_CAM ) AddCinematicFlag( player, CE_FLAG_EXECUTION ) } #endif bool success = DoSyncedMelee( player, target ) if ( !success ) { player.Lunge_ClearTarget() } return success } function TransferDamageHistoryToTarget( entity target ) { entity titanSoul = target.GetTitanSoul() target.e.recentDamageHistory = titanSoul.e.recentDamageHistory } bool function DoSyncedMelee( entity player, entity target ) { SyncedMeleeChooser ornull actions = GetSyncedMeleeChooserForPlayerVsTarget( player, target ) Assert( actions != null, "No melee action for " + player + " vs " + target ) expect SyncedMeleeChooser( actions ) #if SERVER if ( player.IsPlayer() ) { PlayerMelee_StartLagCompensateTargetForLunge( player, target ) } #endif // #if SERVER SyncedMelee ornull action = FindBestSyncedMelee( player, target, actions ) #if SERVER if ( player.IsPlayer() ) { player.ForceStand() player.UnforceStand() PlayerMelee_FinishLagCompensateTarget( player ) } #endif // #if SERVER if ( action == null ) return false expect SyncedMelee( action ) player.Signal( "OnSyncedMelee" ) target.Signal( "OnSyncedMelee" ) player.Signal( "OnSyncedMeleeAttacker" ) target.Signal( "OnSyncedMeleeVictim" ) #if SERVER player.p.lastExecutionUsed = action.ref if ( actions in file.syncedMeleeServerCallbacks ) thread SyncedMeleeServerCallbacks( actions, action, player, target ) bool functionref( SyncedMelee action, entity player, entity target ) think = file.syncedMeleeServerThink[ actions ] return think( action, player, target ) #endif // #if SERVER return true } void function SyncedMeleeServerCallbacks( SyncedMeleeChooser actions, SyncedMelee action, entity player, entity target ) { // Added via AddSyncedMeleeServerCallback foreach ( index, _ in file.syncedMeleeServerCallbacks[ actions ] ) { void functionref( SyncedMeleeChooser actions, SyncedMelee action, entity player, entity target ) item = file.syncedMeleeServerCallbacks[ actions ][ index ] item( actions, action, player, target ) } } /* void function CodeCallback_OnMeleeReleased( entity player ) { } */ function TextDebug( string msg ) { wait 0.5 printt( msg ) } bool function ShouldClampTargetVelocity( vector targetVelocity, vector pushBackVelocity, float clampRatio ) { float dot = DotProduct( targetVelocity, pushBackVelocity ) if ( dot < 0 ) return true if ( dot <= 0 ) return false float velRatio = LengthSqr( targetVelocity ) / LengthSqr( pushBackVelocity ) return velRatio < clampRatio } bool function CanBeMeleed( entity target ) { if ( target.IsPlayer() ) return true if ( target.IsNPC() ) return true if ( ObjectCanBeMeleed( target ) ) return true return false } // IMPORTANT: Only used for non-player, non-living special cases like prop_dynamics we want to be able to melee (drones, etc) bool function ObjectCanBeMeleed( entity ent ) { if ( !( "canBeMeleed" in ent.s ) ) return false return expect bool( ent.s.canBeMeleed ) } // IMPORTANT: Only used for non-player, non-living special cases like prop_dynamics we want to be able to melee (drones, etc) function SetObjectCanBeMeleed( entity ent, bool value ) { Assert( !ent.IsPlayer(), ent + " should not be a player. This is for non-player, non-NPC entities.") Assert( !ent.IsNPC(), ent + " should not be an NPC. This is for non-player, non-NPC entities.") if ( !( "canBeMeleed" in ent.s ) ) ent.s.canBeMeleed <- false ent.s.canBeMeleed = value } //function TitanExposionDeath( entity titan, entity attacker ) //{ // if ( !IsAlive( titan ) ) // return // // ExplodeTitanBits( titan ) // // and your pretty titan too! // // //TitanEjectExplosion // table deathTable = { scriptType = damageTypes.titanMelee, forceKill = true, damageType = DMG_MELEE_EXECUTION, damageSourceId = eDamageSourceId.titan_execution } // titan.TakeDamage( titan.GetMaxHealth() + 1, attacker, attacker, deathTable ) //} #if SERVER vector function GetRefAnglesBetweenEnts( entity attacker, entity target ) { vector endOrigin = target.GetOrigin() vector startOrigin = attacker.GetOrigin() vector refVec = endOrigin - startOrigin vector refAng = VectorToAngles( refVec ) if ( fabs( AngleNormalize( refAng.x ) ) > 35 ) //If pitch is too much, use angles from either attacker or target { if ( attacker.IsTitan() ) refAng = attacker.GetAngles() //Doing titan synced kill from front, so use attacker's origin else refAng = target.GetAngles() // Doing rear necksnap, so use target's angles } return refAng } entity function CreateMeleeScriptMoverBetweenEnts( entity attacker, entity target ) { vector refAng = GetRefAnglesBetweenEnts( attacker, target ) vector endOrigin = target.GetOrigin() vector startOrigin = attacker.GetOrigin() vector refVec = endOrigin - startOrigin vector refPos = endOrigin - refVec * 0.5 entity ref = CreateOwnedScriptMover( attacker ) ref.SetOrigin( refPos ) ref.SetAngles( refAng ) return ref } #endif // SERVER void function AddSyncedMelee( SyncedMeleeChooser chooser, SyncedMelee melee ) { // sqr the distance melee.distanceSqr = melee.distance * melee.distance chooser.syncedMelees.append( melee ) } SyncedMelee ornull function FindBestSyncedMelee( entity attacker, entity target, SyncedMeleeChooser actions ) { #if CLIENT Assert( attacker == GetLocalViewPlayer() ) #endif // CLIENT vector absTargetToPlayerDir if ( attacker.IsPlayer() && attacker.Lunge_IsActive() && (attacker.Lunge_GetTargetEntity() == target) ) { absTargetToPlayerDir = attacker.Lunge_GetStartPositionOffset() absTargetToPlayerDir = Normalize( absTargetToPlayerDir ) } else { vector attackerPos = actions.attackerOriginFunc( attacker ) // + ( attacker.GetVelocity() * SMOOTH_TIME ) vector targetPos = actions.targetOriginFunc( target ) if ( attackerPos == targetPos ) { absTargetToPlayerDir = < 1, 0, 0 > } else { absTargetToPlayerDir = Normalize( attackerPos - targetPos ) } } vector angles = attacker.EyeAngles() vector forward = AnglesToForward( angles ) vector relTargetToPlayerDir = CalcRelativeVector( < 0, target.EyeAngles().y, 0 >, absTargetToPlayerDir ) array bestActions float bestDot = -2.0 float distSqr = LengthSqr( actions.attackerOriginFunc( attacker ) - actions.targetOriginFunc( target ) ) bool npcTarget = target.IsNPC() bool playerAttacker = attacker.IsPlayer() int health = target.GetHealth() float healthRatio = HealthRatio( target ) int meleeDamage if ( attacker.IsNPC() ) { meleeDamage = attacker.GetMeleeDamageMaxForTarget( target ) } else if ( attacker.IsPlayer() ) { meleeDamage = GetPlayerMeleeDamage( attacker ) } SyncedMelee ornull returnVal = null #if MP if ( IsPilot( attacker ) ) { PilotLoadoutDef loadout = GetActivePilotLoadout( attacker ) foreach ( action in actions.syncedMelees ) { if ( action.ref != loadout.execution ) continue if ( npcTarget && !action.canTargetNPCs ) break if ( playerAttacker && !action.usableByPlayers ) break if ( healthRatio < action.targetMinHealthRatio ) break if ( healthRatio > action.targetMaxHealthRatio ) break if ( action.onlyIfLethal && health > meleeDamage ) break if ( distSqr > action.distanceSqr ) break float dot = relTargetToPlayerDir.Dot( action.direction ) if ( dot < action.minDot ) break #if SERVER //Random Execution if ( string( attacker.GetPersistentVar( "activePilotLoadout.execution" )) == "execution_random") { returnVal = PickRandomExecution(actions, attacker) break } #endif returnVal = action break } } else { #endif foreach ( action in actions.syncedMelees ) { if ( !action.enabled ) continue if ( npcTarget && !action.canTargetNPCs ) continue if ( playerAttacker && !action.usableByPlayers ) continue if ( healthRatio < action.targetMinHealthRatio ) continue if ( healthRatio > action.targetMaxHealthRatio ) continue if ( action.onlyIfLethal && health > meleeDamage ) continue if ( distSqr > action.distanceSqr ) continue float dot = relTargetToPlayerDir.Dot( action.direction ) //printt( "Dot: " + dot ) if ( dot < action.minDot ) continue if ( dot == bestDot ) { bestActions.append( action ) continue } if ( dot > bestDot ) { // found new best dot bestActions.clear() bestDot = dot bestActions.append( action ) } } if ( bestActions.len() ) returnVal = bestActions.getrandom() #if MP } #endif return returnVal } string function GetAttackerSyncedMelee( entity ent ) { if ( ent.IsPlayer() ) { // TODO: for MP, change this to be based on loadout choice string bodyType = GetPlayerBodyType( ent ) if ( bodyType == "human" ) { entity weapon = ent.GetActiveWeapon() var weaponSyncedMelee if ( IsValid( weapon ) ) weaponSyncedMelee = weapon.GetWeaponInfoFileKeyField( "synced_melee_action" ) if ( weaponSyncedMelee ) return string( weaponSyncedMelee ) } return bodyType } else if ( IsProwler( ent ) ) { return "prowler" } else if ( IsPilotElite( ent ) ) { return "pilotelite" } else if ( IsSpectre( ent ) ) { return "spectre" } else if ( ent.IsNPC() ) { return ent.GetBodyType() } else if ( ent.IsTitan() ) { return "titan" } unreachable } string function GetVictimSyncedMeleeTargetType( entity ent ) { string targetType if ( ent.IsPlayer() && GetPlayerBodyType( ent ) == "human" ) { targetType = "human" } else if ( IsProwler( ent ) ) { targetType = "prowler" } // Disabled to allow for executing NPC Pilots // The way this function works, is that if an entity gets added here, then whatever "targetType" it returns // gets passed to sh_melee_synced_human.gnut or sh_melee_synced_titan.gnut, // which determines what animation set that entity should use when getting executed // If an entity is not included, the it uses its BodyType to determine it ( see line 83 in sh_melee_synced_human) // As you can see: Grunts, and Spectres are not included here, so it gets their BodyType (human) and goes from there // I imagine the reason Respawn added the NPC Pilots to this function, is so they could make unique executions for them, // just like the Prowlers // Unfortunately, they either scrapped them, or simply never got around to making them // That means this piece of code has basically no reason to exist anymore // The only thing it does is break executions and thats it // Since NPC Pilots also use the "human" BodyType, it means we can execute them with no issues /* else if ( IsPilotElite( ent ) ) { targetType = "pilotelite" } */ else if ( ent.IsNPC() ) { targetType = ent.GetBodyType() } else if ( ent.IsTitan() ) { targetType = "titan" } else { Assert( 0, "Unknown ent type" ) } return targetType } SyncedMeleeChooser ornull function GetSyncedMeleeChooserForPlayerVsTarget( entity attacker, entity target ) { string attackerType = GetAttackerSyncedMelee( attacker ) string targetType = GetVictimSyncedMeleeTargetType( target ) if ( !( attackerType in file.syncedMeleeChoosers ) ) return null if ( !( targetType in file.syncedMeleeChoosers[ attackerType ] ) ) return null return file.syncedMeleeChoosers[ attackerType ][ targetType ] } void function CodeCallback_OnMeleeAttackAnimEvent( entity player ) { Assert( IsValid( player ) ) if ( player.PlayerMelee_IsAttackActive() ) { if ( player.IsTitan() ) TitanMeleeAttack( player ) else if ( player.IsHuman() ) HumanMeleeAttack( player ) } } bool function IsInExecutionMeleeState( entity player ) { local meleeState = player.PlayerMelee_GetState() switch ( meleeState ) { case PLAYER_MELEE_STATE_HUMAN_EXECUTION_PREDICTED: case PLAYER_MELEE_STATE_HUMAN_EXECUTION: case PLAYER_MELEE_STATE_TITAN_EXECUTION_PREDICTED: case PLAYER_MELEE_STATE_TITAN_EXECUTION: return true default: return false } unreachable } #if SERVER void function InitMeleeAnimEventCallbacks( entity player ) { AddAnimEvent( player, "screen_blackout", MeleeBlackoutScreen_AE ) } void function MeleeBlackoutScreen_AE( entity player ) { ScreenFadeToBlack( player, 0.7, 1.2 ) } #endif bool function ShouldPlayerExecuteTarget( entity player, entity target ) { if ( player.IsTitan() ) { if ( !target.IsTitan() ) return false if ( Flag( "ForceSyncedMelee" ) ) return true if ( !GetDoomedState( target ) ) return false entity soul = target.GetTitanSoul() if ( soul != null ) { if ( soul.GetShieldHealth() > 0 && GetCurrentPlaylistVarInt( "titan_shield_blocks_execution", 0 ) != 0 ) return false } if ( !SyncedMelee_IsAllowed( player ) ) return false return true } if ( player.IsHuman() ) { if ( !IsHumanSized( target ) ) return false #if SERVER if ( Flag( "ForceSyncedMelee" ) ) return true #endif // #if SERVER if ( !SyncedMelee_IsAllowed( player ) ) return false } return true } vector function ClampVerticalVelocity( vector targetVelocity, float maxVerticalVelocity ) { vector clampedVelocity = targetVelocity if ( clampedVelocity.z > maxVerticalVelocity ) { printt( "clampedVelocity.z: " + clampedVelocity.z +", maxVerticalVelocity:" + maxVerticalVelocity ) clampedVelocity = Vector( targetVelocity.x, targetVelocity.y, maxVerticalVelocity ) } return clampedVelocity } ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// bool function CheckVerticallyCloseEnough( entity attacker, entity target ) { vector attackerOrigin = attacker.GetOrigin() vector targetOrigin = target.GetOrigin() float verticalDistance = fabs( attackerOrigin.z - targetOrigin.z ) float halfHeight = 0 if ( attacker.IsTitan() ) halfHeight = 92.5 else if ( attacker.IsHuman() ) halfHeight = 30 Assert( halfHeight, "Attacker is neither Titan nor Human" ) //printt( "vertical distance: " + verticalDistance ) return verticalDistance < halfHeight } entity function GetLungeTargetForPlayer( entity player ) { // Titan melee does not lunge if ( player.IsTitan() ) return null if ( player.IsPhaseShifted() ) return null entity lungeTarget = PlayerMelee_LungeConeTrace( player, SHARED_CB_IS_VALID_MELEE_ATTACK_TARGET ) return lungeTarget } #if SERVER void function Melee_Enable( entity player ) { player.SetPlayerNetBool( "playerAllowedToMelee", true ) } void function Melee_Disable( entity player ) { player.SetPlayerNetBool( "playerAllowedToMelee", false ) } void function SyncedMelee_Enable( entity player ) { player.SetPlayerNetBool( "playerAllowedToSyncedMelee", true ) } void function SyncedMelee_Disable( entity player ) { player.SetPlayerNetBool( "playerAllowedToSyncedMelee", false ) } #endif bool function Melee_IsAllowed( entity player ) { return player.GetPlayerNetBool( "playerAllowedToMelee" ) } bool function SyncedMelee_IsAllowed( entity player ) { return player.GetPlayerNetBool( "playerAllowedToSyncedMelee" ) } bool function IsAttackerRef( SyncedMelee ornull action, entity target ) { if ( action != null ) { expect SyncedMelee( action ) if ( action.isAttackerRef ) { return true } } if ( !target ) return true if ( !IsValid( target ) ) return true if ( !target.IsPlayer() ) return true return false } #if MP #if SERVER SyncedMelee ornull function PickRandomExecution( SyncedMeleeChooser actions, entity attacker ) { array possibleExecutions = [] SyncedMelee neckSnap foreach ( action in actions.syncedMelees ) { if (action.ref == "execution_neck_snap") neckSnap = action if(!IsItemLocked( attacker, action.ref ) && action.ref != "execution_random" && action.ref != attacker.p.lastExecutionUsed) possibleExecutions.append(action) } if (possibleExecutions.len() == 0) return neckSnap possibleExecutions.randomize() return possibleExecutions[0] } #endif #endif