globalize_all_functions //========================================================= // _utility // //========================================================= int functionref( bool = false ) ornull te = null int EntTracker = 0 global const C_PLAYFX_SINGLE = 0 global const C_PLAYFX_MULTIPLE = 1 global const C_PLAYFX_LOOP = 2 global const MUTEALLFADEIN = 2 global struct ZipLine { entity start entity mid entity end } global int HUMAN_RAGDOLL_IMPACT_TABLE_IDX = -1 global struct ArrayDotResultStruct { entity ent float dot } global struct ShieldDamageModifier { float permanentDamageFrac = TITAN_SHIELD_PERMAMENT_DAMAGE_FRAC bool normalizeShieldDamage = false float damageScale = 1.0 } struct { bool isSkyboxView = false } file void function Utility_Init() { te = TotalEnts EntTracker = 0 #document( "SetDeathFuncName", "Sets the name of a function that runs when the NPC dies." ) #document( "CenterPrint", "Print to the screen" ) #document( "GetAllSoldiers", "Get all living soldiers." ) #document( "ClearDeathFuncName", "Clears the script death function." ) HUMAN_RAGDOLL_IMPACT_TABLE_IDX = PrecacheImpactEffectTable( "ragdoll_human" ) RegisterSignal( "PetTitanUpdated" ) RegisterSignal( "WaitDeadTimeOut" ) RegisterSignal( "InventoryChanged" ) AddClientCommandCallback( "OnDevnetBugScreenshot", ClientCommand_OnDevnetBugScreenshot ) #if DEV FlagInit( "AimAssistSwitchTest_Enabled" ) AddClientCommandCallback( "DoomTitan", ClientCommand_DoomTitan ) #endif } void function GiveAllTitans() { array<entity> players = GetPlayerArray() foreach ( player in players ) { #if MP GiveTitanToPlayer( player ) #endif if ( player.IsTitan() ) { entity soul = player.GetTitanSoul() if ( soul ) { SoulTitanCore_SetNextAvailableTime( soul, 1 ) } } } array<entity> titans = GetNPCArrayByClass( "npc_titan" ) foreach ( titan in titans ) { entity soul = titan.GetTitanSoul() if ( soul ) SoulTitanCore_SetNextAvailableTime( soul, 1 ) } } #if DEV void function KillAllBadguys() { array<entity> npcs = GetNPCArrayOfEnemies( GetPlayerArray()[0].GetTeam() ) foreach ( n in npcs ) { if ( n.GetClassName() == "npc_bullseye" ) continue if ( !IsAlive( n ) ) continue n.Die() } } bool function ClientCommand_DoomTitan( entity player, array<string> args ) { entity titan if ( player.IsTitan() ) titan = player else titan = player.GetPetTitan() if ( !IsAlive( titan ) ) return true if ( GetDoomedState( titan ) ) return true entity soul = titan.GetTitanSoul() soul.SetShieldHealth( 0 ) titan.TakeDamage( titan.GetHealth(), null, null, { damageSourceId=damagedef_suicide, scriptType = DF_SKIP_DAMAGE_PROT } ) return true } #endif void function PrintPlaylists() { printt( "=== PLAYLIST NAMES: ===" ) int count = GetPlaylistCount() for ( int i = 0; i < count; i++ ) { printt( "--", GetPlaylistName( i ) ) } } entity function CreateEntity( string name ) { // if ( name == "npc_titan" ) // { // DumpStack(3) // } // if ( name == "info_particle_system" ) // { // printl( " " ) // DumpStack(3) // } return Entities_CreateByClassname( name ) } // used from the console to quick-test fields void function setnpcfields( string key, var val ) { array<entity> npcs = GetNPCArrayByClass( "npc_soldier" ) foreach ( npc in npcs ) { npc.kv[ key ] = val } } void function WaitUntilNumDead( array<entity> guys, int numDead ) { Assert( numDead <= guys.len(), "asked for " + numDead + " guys to die, but only passed in an array of " + guys.len() + " guys." ) float timeout = -1 __WaitUntilDeadInternal( guys, numDead, timeout, __WaitUntilDeadTracker ) } void function WaitUntilNumDeadWithTimeout( array<entity> guys, int numDead, float timeout ) { Assert( numDead <= guys.len(), "asked for " + numDead + " guys to die, but only passed in an array of " + guys.len() + " guys." ) Assert( timeout > 0 ) __WaitUntilDeadInternal( guys, numDead, timeout, __WaitUntilDeadTracker ) } void function WaitUntilAllDead( array<entity> guys ) { int count = guys.len() float timeout = -1 __WaitUntilDeadInternal( guys, count, timeout, __WaitUntilDeadTracker ) } void function WaitUntilAllDeadWithTimeout( array<entity> guys, float timeout ) { int count = guys.len() Assert( timeout > 0 ) __WaitUntilDeadInternal( guys, count, timeout, __WaitUntilDeadTracker ) } void function WaitUntilNumDeadOrLeeched( array<entity> guys, int numDead ) { Assert( numDead <= guys.len(), "asked for " + numDead + " guys to die, but only passed in an array of " + guys.len() + " guys." ) float timeout = -1 __WaitUntilDeadInternal( guys, numDead, timeout, __WaitUntilDeadOrLeechedTracker ) } void function WaitUntilNumDeadOrLeechedWithTimeout( array<entity> guys, int numDead, float timeout ) { Assert( numDead <= guys.len(), "asked for " + numDead + " guys to die, but only passed in an array of " + guys.len() + " guys." ) Assert( timeout > 0 ) __WaitUntilDeadInternal( guys, numDead, timeout, __WaitUntilDeadOrLeechedTracker ) } void function WaitUntilAllDeadOrLeeched( array<entity> guys ) { int count = guys.len() float timeout = -1 __WaitUntilDeadInternal( guys, count, timeout, __WaitUntilDeadOrLeechedTracker ) } void function WaitUntilAllDeadOrLeechedWithTimeout( array<entity> guys, float timeout ) { int count = guys.len() Assert( timeout > 0 ) __WaitUntilDeadInternal( guys, count, timeout, __WaitUntilDeadOrLeechedTracker ) } void function __WaitUntilDeadInternal( array<entity> guys, int numDead, float timeout, void functionref( entity, table<string, int> ) deathTrackerFunc ) { table<string, int> master = { count = numDead } if ( timeout > 0.0 ) thread __WaitUntilDeadTrackerDelayedSignal( master, "WaitDeadTimeOut", timeout ) //when the thread ends, let child threads know OnThreadEnd( function() : ( master ) { Signal( master, "OnDestroy" ) } ) foreach ( guy in guys ) thread deathTrackerFunc( guy, master ) while ( master.count > 0 ) { table result = WaitSignal( master, "OnDeath", "WaitDeadTimeOut" ) if ( result.signal == "WaitDeadTimeOut" ) //can't do endsignal, because it will kill the calling function too return } } void function __WaitUntilDeadTrackerDelayedSignal( table<string, int> master, string signal, float delay ) { EndSignal( master, signal ) wait delay if ( IsValid( master ) ) Signal( master, signal ) } void function __WaitUntilDeadTracker( entity guy, table<string, int> master ) { EndSignal( master, "OnDestroy" ) if ( IsAlive( guy ) ) WaitSignal( guy, "OnDeath", "OnDestroy" ) master.count-- Signal( master, "OnDeath" ) } void function __WaitUntilDeadOrLeechedTracker( entity guy, table<string, int> master ) { EndSignal( master, "OnDestroy" ) if ( IsAlive( guy ) ) WaitSignal( guy, "OnDeath", "OnDestroy", "OnLeeched" ) master.count-- Signal( master, "OnDeath" ) } void function SetRebreatherMaskVisible( entity ent, bool visible ) { asset modelname = ent.GetModelName() int maskIdx = ent.FindBodyGroup( "mask" ) if ( maskIdx == -1 ) return int visibleIdx = 1 if ( !visible ) visibleIdx = 0 ent.SetBodygroup( maskIdx, visibleIdx ) } int function EntHasSpawnflag( entity ent, int spawnflagHexVal ) { return ( expect int( ent.kv.spawnflags ) & spawnflagHexVal ) } entity function CreateInfoTarget( vector origin = <0,0,0>, vector angles = <0,0,0> ) { entity info_target = CreateEntity( "info_target" ) info_target.SetOrigin( origin ) info_target.SetAngles( angles ) DispatchSpawn( info_target ) return info_target } entity function CreateExpensiveScriptMover( vector origin = <0.0, 0.0, 0.0>, vector angles = <0.0, 0.0, 0.0>, int solidType = 0 ) { entity script_mover = CreateEntity( "script_mover" ) script_mover.kv.solid = solidType script_mover.SetValueForModelKey( $"models/dev/empty_model.mdl" ) script_mover.kv.SpawnAsPhysicsMover = 0 script_mover.SetOrigin( origin ) script_mover.SetAngles( angles ) DispatchSpawn( script_mover ) return script_mover } entity function CreateScriptMover( vector origin = <0.0, 0.0, 0.0>, vector angles = <0.0, 0.0, 0.0>, int solidType = 0 ) { entity script_mover = CreateEntity( "script_mover_lightweight" ) script_mover.kv.solid = solidType script_mover.SetValueForModelKey( $"models/dev/empty_model.mdl" ) script_mover.kv.SpawnAsPhysicsMover = 0 script_mover.SetOrigin( origin ) script_mover.SetAngles( angles ) DispatchSpawn( script_mover ) return script_mover } entity function CreateScriptMoverModel( asset model, vector origin = <0.0, 0.0, 0.0>, vector angles = <0.0, 0.0, 0.0>, int solidType = 0, float fadeDist = -1 ) { entity script_mover = CreateEntity( "script_mover_lightweight" ) script_mover.kv.solid = solidType script_mover.kv.fadedist = fadeDist script_mover.SetValueForModelKey( model ) script_mover.kv.SpawnAsPhysicsMover = 0 script_mover.SetOrigin( origin ) script_mover.SetAngles( angles ) DispatchSpawn( script_mover ) return script_mover } entity function CreateExpensiveScriptMoverModel( asset model, vector origin = <0.0, 0.0, 0.0>, vector angles = <0.0, 0.0, 0.0>, int solidType = 0, float fadeDist = -1 ) { entity script_mover = CreateEntity( "script_mover" ) script_mover.kv.solid = solidType script_mover.kv.fadedist = fadeDist script_mover.SetValueForModelKey( model ) script_mover.kv.SpawnAsPhysicsMover = 0 script_mover.SetOrigin( origin ) script_mover.SetAngles( angles ) DispatchSpawn( script_mover ) return script_mover } entity function CreateOwnedScriptMover( entity owner ) { entity script_mover = CreateEntity( "script_mover" ) script_mover.kv.solid = 0 script_mover.SetValueForModelKey( $"models/dev/empty_model.mdl" ) script_mover.kv.SpawnAsPhysicsMover = 0 script_mover.SetOrigin( owner.GetOrigin() ) script_mover.SetAngles( owner.GetAngles() ) DispatchSpawn( script_mover ) script_mover.Hide() script_mover.SetOwner( owner ) return script_mover } // useful for finding out what ents are in a level. Should only be used for debugging. int function TotalEnts( bool hidden = false ) { array<entity> entities EntTracker++ entity ent = Entities_FindInSphere( null, < 0, 0, 0 >, 90000 ) string name for ( ;; ) { if ( ent == null ) break entities.append( ent ) name = ent.GetTargetName() string strPrefix = "Old ent" if ( ent.e.totalEntsStoredID == 0 ) { string strPrefix = "* New ent" ent.e.totalEntsStoredID = EntTracker } string strPostfix = "" if ( name != "" ) strPostfix = " \"" + name + "\"" if ( !hidden ) printl( strPrefix + " (" + ent.e.totalEntsStoredID + "): " + ent + strPostfix ) ent = Entities_FindInSphere( ent, < 0, 0, 0 >, 90000 ) } if ( !hidden ) printl( "Total entities " + entities.len() ) return entities.len() } bool function IsThreadTop() { return getstackinfos( 3 ) == null } string function ThisFunc() { return expect string( expect table( getstackinfos( 2 ) )[ "func" ] ) } entity function ge( int index ) // shorthand version for typing from console { return GetEntByIndex( index ) } entity function GetEnt( string name ) { entity ent = Entities_FindByName( null, name ) if ( ent == null ) { ent = Entities_FindByClassname( null, name ) Assert( Entities_FindByClassname( ent, name ) == null, "Tried to GetEnt but there were multiple entities with that name" ) } else { Assert( Entities_FindByName( ent, name ) == null, "Tried to GetEnt but there were multiple entities with name " + name ) } return ent } array<entity> function ArrayWithinCenter( array<entity> ents, vector start, int range ) { array<entity> Array foreach ( ent in ents ) { if ( Distance( start, ent.GetWorldSpaceCenter() ) > range ) continue Array.append( ent ) } return Array } vector function GetCenter( array<entity> ents ) { vector total foreach ( ent in ents ) { total += ent.GetOrigin() } total.x /= float( ents.len() ) total.y /= float( ents.len() ) total.z /= float( ents.len() ) return total } void function TableRemoveInvalid( table<entity, entity> Table ) { array<entity> deleteKey = [] foreach ( entity key, entity value in Table ) { if ( !IsValid_ThisFrame( key ) ) deleteKey.append( key ) if ( !IsValid_ThisFrame( value ) ) deleteKey.append( key ) } foreach ( key in deleteKey ) { // in this search, two things could end up on the same key if ( key in Table ) delete Table[ key ] } } void function TableRemoveInvalidByValue( table<entity, entity> Table ) { array<entity> deleteKey = [] foreach ( key, entity value in Table ) { if ( !IsValid_ThisFrame( value ) ) deleteKey.append( key ) } foreach ( key in deleteKey ) { delete Table[ key ] } } void function TableRemoveDeadByKey( table<entity, entity> Table ) { array<entity> deleteKey = [] foreach ( key, value in Table ) { if ( !IsAlive( key ) ) deleteKey.append( key ) } foreach ( key in deleteKey ) { delete Table[ key ] } } void function ArrayDump( array<var> Array ) { for ( int i = 0; i < Array.len(); i++ ) { printl( "index " + i + " is: " + Array[i] ) } } int function DotCompareLargest( ArrayDotResultStruct a, ArrayDotResultStruct b ) { if ( a.dot < b.dot ) return 1 else if ( a.dot > b.dot ) return -1 return 0 } int function DotCompareSmallest( ArrayDotResultStruct a, ArrayDotResultStruct b ) { if ( a.dot > b.dot ) return 1 else if ( a.dot < b.dot ) return -1 return 0 } array<ArrayDotResultStruct> function ArrayDotResults( array<entity> Array, entity ent ) { array<ArrayDotResultStruct> allResults foreach ( arrayEnt in Array ) { ArrayDotResultStruct results results.dot = VectorDot_EntToEnt( ent, arrayEnt ) results.ent = arrayEnt allResults.append( results ) } return allResults } // Return an array of entities ordered from closest to furthest from the facing of the entity array<entity> function ArrayClosestToView( array<entity> Array, entity ent ) { Assert( type( Array ) == "array" ) array<ArrayDotResultStruct> allResults = ArrayDotResults( Array, ent ) allResults.sort( DotCompareLargest ) array<entity> returnEntities = [] foreach ( index, result in allResults ) { //printl( "Results are " + result.dot ) returnEntities.insert( index, result.ent ) } // the actual distances aren't returned return returnEntities } entity function SpawnRefEnt( entity ent ) { printl( "Ent model " + ent.GetValueForModelKey() ) int attach = ent.LookupAttachment( "ref" ) vector origin = ent.GetAttachmentOrigin( attach ) vector angles = ent.GetAttachmentAngles( attach ) entity ref = CreateEntity( "prop_dynamic" ) //ref.kv.SpawnAsPhysicsMover = 0 ref.SetValueForModelKey( $"models/dev/empty_model.mdl" ) DispatchSpawn( ref ) ref.SetOrigin( origin ) ref.SetAngles( angles ) ref.Hide() return ref } entity function CreateScriptRef( vector ornull origin = null, vector ornull angles = null ) { entity ent = CreateEntity( "script_ref" ) if ( origin ) ent.SetOrigin( expect vector( origin ) ) if ( angles ) ent.SetAngles( expect vector( angles ) ) DispatchSpawn( ent ) return ent } entity function CreateScriptRefMinimap( vector origin, vector angles ) { entity ent = CreateEntity( "script_ref_minimap" ) ent.SetOrigin( origin ) ent.SetAngles( angles ) DispatchSpawn( ent ) return ent } bool function exists( table tbl, string val ) { if ( !(val in tbl) ) return false return tbl[ val ] != null } var function TableRandomIndex( table Table ) { array Array = [] foreach ( index, _ in Table ) { Array.append( index ) } return Array.getrandom() } // should improve this float function YawDifference( float yaw1, float yaw2 ) { Assert( yaw1 >= 0 ) Assert( yaw1 <= 360 ) Assert( yaw2 >= 0 ) Assert( yaw2 <= 360 ) float diff = fabs( yaw1 - yaw2 ) if ( diff > 180 ) return 360 - diff else return diff unreachable } /*function TrackIsTouching( ent ) { return // now uses IsTouching //ent.s.touching <- {} //ent.ConnectOutput( "OnStartTouch", TrackIsTouching_OnStartTouch ) //ent.ConnectOutput( "OnEndTouch", TrackIsTouching_OnEndTouch ) } void function TrackIsTouching_OnStartTouch( entity self, entity activator, entity caller, var value ) { if ( activator ) { self.s.touching[ activator ] <- true } } void function TrackIsTouching_OnEndTouch( entity self, entity activator, entity caller, var value ) { if ( activator ) { if ( activator in self.s.touching ) { delete self.s.touching[ activator ] } } }*/ void function NPC_NoTarget( entity self ) { self.SetNoTarget( true ) self.SetNoTargetSmartAmmo( true ) } vector function GetSimpleTraceEnd( vector start, vector end, float frac ) { vector vec = end - start vec *= frac return start + vec } bool function LoadedMain() { if ( "LoadedMain" in level ) return true level.LoadedMain <- true return false } void function Warning( string msg ) { printl( "*** WARNING ***" ) printl( msg ) DumpStack() printl( "*** WARNING ***" ) } void function TimeOut( float time ) { table Table = {} EndSignal( Table, "OnDeath" ) delaythread( time ) Signal( Table, "OnDeath" ) } string function GetActiveWeaponClass( entity player ) { entity weapon = player.GetActiveWeapon() Assert( weapon != null ) string weaponclass = weapon.GetWeaponClassName() return weaponclass } bool function HasWeapon( entity ent, string weaponClassName, array<string> mods = [] ) { Assert( ent.IsPlayer() || ent.IsNPC() ) array<entity> weaponArray = ent.GetMainWeapons() foreach ( weapon in weaponArray ) { if ( weapon.GetWeaponClassName() == weaponClassName ) { if ( WeaponHasSameMods( weapon, mods ) ) return true } } return false } bool function HasOrdnance( entity ent, string weaponClassName, array<string> mods = [] ) { return HasOffhandForSlot( ent, OFFHAND_ORDNANCE, weaponClassName, mods ) } bool function HasCoreAbility( entity ent, string weaponClassName, array<string> mods = [] ) { return HasOffhandForSlot( ent, OFFHAND_EQUIPMENT, weaponClassName, mods ) } bool function HasSpecial( entity ent, string weaponClassName, array<string> mods = [] ) { return HasOffhandForSlot( ent, OFFHAND_SPECIAL, weaponClassName, mods ) } bool function HasAntiRodeo( entity ent, string weaponClassName, array<string> mods = [] ) { return HasOffhandForSlot( ent, OFFHAND_ANTIRODEO, weaponClassName, mods ) } bool function HasMelee( entity ent, string weaponClassName, array<string> mods = [] ) { return HasOffhandForSlot( ent, OFFHAND_MELEE, weaponClassName, mods ) } bool function HasOffhandForSlot( entity ent, int slot, string weaponClassName, array<string> mods = [] ) { Assert( ent.IsPlayer() || ent.IsNPC() ) entity weapon = ent.GetOffhandWeapon( slot ) if ( !IsValid( weapon ) ) return false if ( weapon.GetWeaponClassName() != weaponClassName ) return false return WeaponHasSameMods( weapon, mods ) } bool function WeaponHasSameMods( entity weapon, array<string> mods = [] ) { array hasMods = clone mods foreach ( mod in weapon.GetMods() ) { hasMods.removebyvalue( mod ) } // has all the same mods. return hasMods.len() == 0 } bool function HasOffhandWeapon( entity ent, string weaponClassName ) { Assert( ent.IsPlayer() || ent.IsNPC() ) array<entity> weaponArray = ent.GetOffhandWeapons() foreach ( weapon in weaponArray ) { if ( weapon.GetWeaponClassName() == weaponClassName ) return true } return false } float function GetFraction( float value, float min, float max ) { return ( value - min ) / ( max - min ) } float function GetFractionClamped( float value, float min, float max ) { float frac = GetFraction( value, min, max ) return clamp( frac, 0.0, 1.0 ) } float function GetValueFromFraction( float value, float value_min, float value_max, float return_min, float return_max ) { float frac = GetFractionClamped( value, value_min, value_max ) float retVal = return_min + ( ( return_max - return_min ) * frac ) return clamp( retVal, return_min, return_max ) } bool function VectorCompare( vector vec1, vector vec2 ) { if ( vec1.x != vec2.x ) return false if ( vec1.y != vec2.y ) return false return vec1.z == vec2.z } // returns vectordot from viewEnt to targetEnt float function VectorDot_EntToEnt( entity viewEnt, entity targetEnt ) { vector maxs = targetEnt.GetBoundingMaxs() vector mins = targetEnt.GetBoundingMins() maxs += mins maxs.x *= 0.5 maxs.y *= 0.5 maxs.z *= 0.5 vector targetOrg = targetEnt.GetOrigin() + maxs maxs = viewEnt.GetBoundingMaxs() mins = viewEnt.GetBoundingMins() maxs += mins maxs.x *= 0.5 maxs.y *= 0.5 maxs.z *= 0.5 vector viewOrg = viewEnt.GetOrigin() + maxs //DebugDrawLine( targetOrg, viewOrg, 255, 255, 255, true, 0.5 ) vector vecToEnt = ( targetOrg - viewOrg ) vecToEnt = Normalize( vecToEnt ) float dotVal = DotProduct( vecToEnt, viewEnt.GetForwardVector() ) return dotVal } void function PrecacheEffect( asset effectName ) { entity warningParticle = CreateEntity( "info_particle_system" ) warningParticle.SetValueForEffectNameKey( effectName ) warningParticle.kv.start_active = 0 DispatchSpawn( warningParticle ) warningParticle.Destroy() } void function PrecacheEntity( string entName, asset model = $"" ) { entity tempEnt = CreateEntity( entName ) if ( model != $"" ) tempEnt.SetValueForModelKey( model ) tempEnt.kv.spawnflags = SF_NPC_ALLOW_SPAWN_SOLID DispatchSpawn( tempEnt ) tempEnt.Destroy() } void function PrecacheProjectileEntity( string entName, string weaponClassName, asset model = $"" ) { entity tempEnt = Entities_CreateProjectileByClassname( entName, weaponClassName ) if ( model != $"" ) tempEnt.SetValueForModelKey( model ) tempEnt.kv.spawnflags = SF_NPC_ALLOW_SPAWN_SOLID DispatchSpawn( tempEnt ) tempEnt.Destroy() } void function PrecacheSprite( asset spriteName ) { entity sprite = CreateEntity( "env_sprite_oriented" ) sprite.SetValueForModelKey( spriteName ) sprite.kv.spawnflags = 1 DispatchSpawn( sprite ) sprite.Destroy() } entity function CreatePointMessage( string msg, vector origin, int displayRadius = 512 ) { entity point_message = CreateEntity( "point_message" ) point_message.SetOrigin( origin ) point_message.kv.message = msg point_message.kv.radius = displayRadius DispatchSpawn( point_message ) return point_message } entity function CreateGameText( string msg, float xPos, float yPos, int channel, string color = "255 255 255", float fadein = 2, float fadeout = 0.5, float holdtime = 2 ) { entity game_text = CreateEntity( "game_text" ) game_text.SetScriptName( "gt" + UniqueString() ) game_text.kv.message = msg game_text.kv["x"] = xPos game_text.kv["y"] = yPos game_text.kv.channel = channel game_text.kv.color = color game_text.kv.color2 = "240 110 0" // doesn't appear to do anything atm, not supporting in params game_text.kv.fadein = fadein game_text.kv.fadeout = fadeout game_text.kv.holdtime = holdtime game_text.kv.fxtime = "0.25" DispatchSpawn( game_text ) return game_text } // pass the origin where the player's feet would be // tests a player sized box for any collision and returns true only if it's clear bool function PlayerCanTeleportHere( entity player, vector testOrg, entity ignoreEnt = null ) //TODO: This is a copy of SP's PlayerPosInSolid(). Not changing it to avoid patching SP. Merge into one function next game { int solidMask = TRACE_MASK_PLAYERSOLID vector mins vector maxs int collisionGroup = TRACE_COLLISION_GROUP_PLAYER array<entity> ignoreEnts = [ player ] if ( IsValid( ignoreEnt ) ) ignoreEnts.append( ignoreEnt ) TraceResults result mins = player.GetPlayerMins() maxs = player.GetPlayerMaxs() result = TraceHull( testOrg, testOrg + < 0, 0, 1 >, mins, maxs, ignoreEnts, solidMask, collisionGroup ) if ( result.startSolid ) return false return true } enum eAttach { No ViewAndTeleport View Teleport ThirdPersonView } void function LoadDiamond() { printl( " " ) printl( " " ) printl( " " ) // Draw a diamond of a random size and phase (of the moon) so it is easy to separate sections of logs. int random_spread = RandomIntRange( 4, 7 ) float random_fullness = RandomFloat( 2.0 ) bool functionref( int, int ) compare_func string msg if ( RandomFloat( 1.0 ) > 0.5 ) { compare_func = bool function( int a, int b ) { return a <= b } } else { compare_func = bool function( int a, int b ) { return a >= b } } for ( int i = 0; i <= random_spread - 2; i++ ) { msg = "" for ( int p = 0; p <= random_spread - i; p++ ) { msg = msg + " " } for ( int p = 0; p <= i * 2; p++ ) { if ( p == i * 2 || p == 0 ) { msg = msg + "*" } else { int an_int = int( i * random_fullness ) if ( compare_func( p, an_int ) ) msg = msg + "*" else msg = msg + " " } } printl( msg ) } for ( int i = random_spread - 1; i >= 0; i-- ) { msg = "" for ( int p = 0; p <= random_spread - i; p++ ) { msg = msg + " " } for ( int p = 0; p <= i * 2; p++ ) { if ( p == i * 2 || p == 0 ) { msg = msg + "*" } else { if ( compare_func( p, int( i * random_fullness ) ) ) { msg = msg + "*" } else { msg = msg + " " } } } printl( msg ) } printl( " " ) printl( " " ) printl( " " ) } // this will clear all dropped weapons in the map void function ClearDroppedWeapons( float delayTime = 0.0 ) { if ( delayTime > 0 ) wait delayTime bool onlyNotOwnedWeapons = true // don't get the ones in guys' hands array<entity> weapons = GetWeaponArray( onlyNotOwnedWeapons ) foreach ( weapon in weapons ) { // don't clean up weapon pickups that were placed in leveled int spawnflags = expect string( weapon.kv.spawnflags ).tointeger() if ( spawnflags & SF_WEAPON_START_CONSTRAINED ) continue weapon.Destroy() } } void function ClearActiveProjectilesForTeam( int team, vector searchOrigin = <0,0,0>, float searchDist = -1 ) { array<entity> projectiles = GetProjectileArrayEx( "any", team, TEAM_ANY, searchOrigin, searchDist ) printt( "cleaning up", projectiles.len(), "weapon projectiles for team", team ) foreach ( proj in projectiles ) { if( !IsValid( proj ) ) continue proj.Destroy() } } void function RestockPlayerAmmo_Silent( entity player = null ) { RestockPlayerAmmo( player, true ) } void function RestockPlayerAmmo( entity player = null, bool isSilent = false ) { array<entity> players if ( IsAlive( player ) ) players.append( player ) else players = GetPlayerArray_Alive() foreach( player in players ) { player.RefillAllAmmo() if ( !isSilent ) EmitSoundOnEntityOnlyToPlayer( player, player, "Coop_AmmoBox_AmmoRefill" ) } } entity function CreateLightSprite( vector origin, vector angles, string lightcolor = "255 0 0", float scale = 0.5 ) { // attach a light so we can see it entity env_sprite = CreateEntity( "env_sprite" ) env_sprite.SetScriptName( UniqueString( "molotov_sprite" ) ) env_sprite.kv.rendermode = 5 env_sprite.kv.origin = origin env_sprite.kv.angles = angles env_sprite.kv.rendercolor = lightcolor env_sprite.kv.renderamt = 255 env_sprite.kv.framerate = "10.0" env_sprite.SetValueForModelKey( $"sprites/glow_05.vmt" ) env_sprite.kv.scale = string( scale ) env_sprite.kv.spawnflags = 1 env_sprite.kv.GlowProxySize = 16.0 env_sprite.kv.HDRColorScale = 1.0 DispatchSpawn( env_sprite ) EntFireByHandle( env_sprite, "ShowSprite", "", 0, null, null ) return env_sprite } // defaultWinner: if it's a tie, return this value int function GetCurrentWinner( int defaultWinner = TEAM_MILITIA ) { int imcScore int militiaScore if ( IsRoundBased() ) { imcScore = GameRules_GetTeamScore2( TEAM_IMC ) militiaScore = GameRules_GetTeamScore2( TEAM_MILITIA ) if ( IsRoundBasedUsingTeamScore() && ( imcScore == militiaScore ) ) { imcScore = GameRules_GetTeamScore( TEAM_IMC ) militiaScore = GameRules_GetTeamScore( TEAM_MILITIA ) } } else { imcScore = GameRules_GetTeamScore( TEAM_IMC ) militiaScore = GameRules_GetTeamScore( TEAM_MILITIA ) } int currentWinner = defaultWinner if ( militiaScore > imcScore ) currentWinner = TEAM_MILITIA else if ( imcScore > militiaScore ) currentWinner = TEAM_IMC return currentWinner } void function SetNpcFollowsPlayerOverride( entity player, void functionref( entity, entity ) override ) { player.p.followPlayerOverride = override } void function ClearNpcFollowsPlayerOverride( entity player ) { player.p.followPlayerOverride = null } void function AddCallback_GameStateEnter( int gameState, void functionref() callbackFunc ) { Assert( gameState < svGlobal.gameStateEnterCallbacks.len() ) Assert( !svGlobal.gameStateEnterCallbacks[ gameState ].contains( callbackFunc ), "Already added " + string( callbackFunc ) + " with AddCallback_GameStateEnter" ) svGlobal.gameStateEnterCallbacks[ gameState ].append( callbackFunc ) } void function GM_SetObserverFunc( void functionref( entity ) callbackFunc ) { svGlobal.observerFunc = callbackFunc } void function GM_AddPlayingThinkFunc( void functionref() callbackFunc ) { Assert( !svGlobal.playingThinkFuncTable.contains( callbackFunc ), "Already added " + string( callbackFunc ) + " with GM_AddPlayingThinkFunc" ) svGlobal.playingThinkFuncTable.append( callbackFunc ) } void function GM_AddThirtySecondsLeftFunc( void functionref() callbackFunc ) { Assert( !svGlobal.thirtySecondsLeftFuncTable.contains( callbackFunc ), "Already added " + string( callbackFunc ) + " with GM_AddThirtySecondsLeftFunc" ) svGlobal.thirtySecondsLeftFuncTable.append( callbackFunc ) } void function GM_SetMatchProgressAnnounceFunc( void functionref( int ) callbackFunc ) { svGlobal.matchProgressAnnounceFunc = callbackFunc } // Get an absolute offset poistion to an entity even if it's been rotated in world space vector function GetEntPosPlusOffset( entity ent, float offsetX, float offsetY, float offsetZ ) { vector entAngles = ent.GetAngles() vector entOrg = ent.GetOrigin() vector right = AnglesToRight( entAngles ) right = Normalize( right ) vector pos = entOrg + ( right * offsetY ) vector forward = AnglesToForward( entAngles ) forward = Normalize( forward ) pos = pos + ( forward * offsetX ) vector up = AnglesToUp( entAngles ) up = Normalize( up ) pos = pos + ( up * offsetZ ) return pos } void function EmitSoundToTeamPlayers( string alias, int team ) { array<entity> players = GetPlayerArrayOfTeam( team ) foreach ( player in players ) EmitSoundOnEntityOnlyToPlayer( player, player, alias ) } void function EmitDifferentSoundsAtPositionForPlayerAndWorld( string soundForPlayer, string soundForWorld, vector position, entity player, int teamNum ) { if ( IsValid( player ) && player.IsPlayer() ) { EmitSoundAtPositionExceptToPlayer( teamNum, position, player, soundForWorld ) EmitSoundAtPositionOnlyToPlayer( teamNum, position, player, soundForPlayer) } else { EmitSoundAtPosition( teamNum, position, soundForWorld ) } } void function EmitDifferentSoundsOnEntityForPlayerAndWorld( string soundForPlayer, string soundForWorld, entity soundEnt, entity player ) { if ( IsValid( player ) && player.IsPlayer() ) { EmitSoundOnEntityExceptToPlayerNotPredicted( soundEnt, player, soundForWorld ) EmitSoundOnEntityOnlyToPlayer(soundEnt, player, soundForPlayer) } else { EmitSoundOnEntity( soundEnt, soundForWorld ) } } // Drop an entity to the ground by tracing straight down from its z-axis void function DropToGround( entity ent ) { vector targetOrigin = OriginToGround( ent.GetOrigin() + <0,0,1> ) ent.SetOrigin( targetOrigin ) } void function DropTitanToGround( entity titan, array<entity> ignoreEnts ) { vector endOrigin = titan.GetOrigin() - < 0, 0, 20000 > vector mins = GetBoundsMin( HULL_TITAN ) vector maxs = GetBoundsMax( HULL_TITAN ) TraceResults traceResult = TraceHull( titan.GetOrigin(), endOrigin, mins, maxs, ignoreEnts, TRACE_MASK_TITANSOLID, TRACE_COLLISION_GROUP_NONE ) titan.SetOrigin( traceResult.endPos ) } vector function OriginToGround( vector origin ) { vector endOrigin = origin - < 0, 0, 20000 > TraceResults traceResult = TraceLine( origin, endOrigin, [], TRACE_MASK_NPCWORLDSTATIC, TRACE_COLLISION_GROUP_NONE ) return traceResult.endPos } float function GetVerticalClearance( vector origin ) { vector endOrigin = origin + < 0, 0, 20000 > TraceResults traceResult = TraceLine( origin, endOrigin, [], TRACE_MASK_NPCWORLDSTATIC, TRACE_COLLISION_GROUP_NONE ) vector endPos = traceResult.endPos float zDelta = ( endPos.z - origin.z ) return zDelta } // --------------------------------------------------------------------- // Determine if an entity is a valid player spawnpoint // --------------------------------------------------------------------- bool function PlayerSpawnpointIsValid( entity ent ) { if ( ent.GetClassName() != "prop_dynamic" ) return false if ( ent.GetValueForModelKey() != $"models/humans/pete/mri_male.mdl" ) return false return true } // --------------------------------------------------------------------- // Make an NPC or the player invincible (true/false) // (_npc.nut intercepts incoming damage and negates it if the ent is tagged as invincible) // --------------------------------------------------------------------- void function MakeInvincible( entity ent ) { Assert( IsValid( ent ), "Tried to make invalid " + ent + " invincible" ) Assert( ent.IsNPC() || ent.IsPlayer(), "MakeInvincible() can only be called on NPCs and the player" ) Assert( IsAlive( ent ), "Tried to make dead ent " + ent + " invincible" ) ent.SetInvulnerable() } void function ClearInvincible( entity ent ) { Assert( IsValid( ent ), "Tried to clear invalid " + ent + " invincible" ) ent.ClearInvulnerable() } bool function IsInvincible( entity ent ) { return ent.IsInvulnerable() } //------------------------------------- // Teleport an entity (teleporter) to an entity's org and angles (ent) //-------------------------------------- void function TeleportToEnt( entity teleporter, entity ent ) { Assert( teleporter != null, "Unable to teleport null entity" ) Assert( ent != null, "Unable to teleport to a null entity" ) teleporter.SetOrigin( ent.GetOrigin() ) teleporter.SetAngles( ent.GetAngles() ) } //----------------------------------------------------------- // CreateShake() - create and fire an env_shake at a specified origin // - returns the shake in case you want to parent it //------------------------------------------------------------ entity function CreateShake_internal( vector org, float amplitude, float frequency, float duration, float radius, int spawnFlags ) { entity env_shake = CreateEntity( "env_shake" ) env_shake.kv.amplitude = amplitude env_shake.kv.radius = radius env_shake.kv.duration = duration env_shake.kv.frequency = frequency env_shake.kv.spawnflags = spawnFlags DispatchSpawn( env_shake ) env_shake.SetOrigin( org ) EntFireByHandle( env_shake, "StartShake", "", 0, null, null ) EntFireByHandle( env_shake, "Kill", "", ( duration + 1 ), null, null ) return env_shake } entity function CreateShake( vector org, float amplitude = 16, float frequency = 150, float duration = 1.5, float radius = 2048 ) { return CreateShake_internal( org, amplitude, frequency, duration, radius, 0 ); } entity function CreateShakeRumbleOnly( vector org, float amplitude = 16, float frequency = 150, float duration = 1.5, float radius = 2048 ) { return CreateShake_internal( org, amplitude, frequency, duration, radius, SF_SHAKE_RUMBLE_ONLY ); } entity function CreateShakeNoRumble( vector org, float amplitude = 16, float frequency = 150, float duration = 1.5, float radius = 2048 ) { return CreateShake_internal( org, amplitude, frequency, duration, radius, SF_SHAKE_NO_RUMBLE ); } entity function CreateAirShake( vector org, float amplitude = 16, float frequency = 150, float duration = 1.5, float radius = 2048 ) { return CreateShake_internal( org, amplitude, frequency, duration, radius, SF_SHAKE_INAIR ); } entity function CreateAirShakeRumbleOnly( vector org, float amplitude = 16, float frequency = 150, float duration = 1.5, float radius = 2048 ) { return CreateShake_internal( org, amplitude, frequency, duration, radius, (SF_SHAKE_INAIR | SF_SHAKE_RUMBLE_ONLY) ); } entity function CreateAirShakeNoRumble( vector org, float amplitude = 16, float frequency = 150, float duration = 1.5, float radius = 2048 ) { return CreateShake_internal( org, amplitude, frequency, duration, radius, (SF_SHAKE_INAIR | SF_SHAKE_NO_RUMBLE) ); } //------------------------------------- // CreatePhysExplosion - physExplosion...small, medium or large //-------------------------------------- entity function CreatePhysExplosion( vector org, float radius, int magnitude = 1, int flags = 1, bool dealsDamage = true ) { entity env_physexplosion = CreateEntity( "env_physexplosion" ) env_physexplosion.kv.spawnflags = flags // default 1 = No Damage - Only Force env_physexplosion.kv.magnitude = magnitude env_physexplosion.kv.radius = string( radius ) env_physexplosion.SetOrigin( org ) env_physexplosion.kv.scriptDamageType = damageTypes.explosive DispatchSpawn( env_physexplosion ) EntFireByHandle( env_physexplosion, "Explode", "", 0, null, null ) EntFireByHandle( env_physexplosion, "Kill", "", 2, null, null ) } //----------------------------------------------------------- // CreatePropDynamic( model ) - create a generic prop_dynamic with default properties //------------------------------------------------------------ entity function CreatePropDynamic( asset model, vector ornull origin = null, vector ornull angles = null, var solidType = 0, float fadeDist = -1 ) { entity prop_dynamic = CreateEntity( "prop_dynamic" ) prop_dynamic.SetValueForModelKey( model ) prop_dynamic.kv.fadedist = fadeDist prop_dynamic.kv.renderamt = 255 prop_dynamic.kv.rendercolor = "255 255 255" prop_dynamic.kv.solid = solidType // 0 = no collision, 2 = bounding box, 6 = use vPhysics, 8 = hitboxes only if ( origin ) { // hack: Setting origin twice. SetOrigin needs to happen before DispatchSpawn, otherwise the prop may not touch triggers prop_dynamic.SetOrigin( expect vector( origin ) ) if ( angles ) prop_dynamic.SetAngles( expect vector( angles ) ) } DispatchSpawn( prop_dynamic ) if ( origin ) { // hack: Setting origin twice. SetOrigin needs to happen after DispatchSpawn, otherwise origin is snapped to nearest whole unit prop_dynamic.SetOrigin( expect vector( origin ) ) if ( angles ) prop_dynamic.SetAngles( expect vector( angles ) ) } return prop_dynamic } //----------------------------------------------------------- // CreatePropDynamicLightweight( model ) - create a generic prop_dynamic_lightweight with default properties //------------------------------------------------------------ entity function CreatePropDynamicLightweight( asset model, vector ornull origin = null, vector ornull angles = null, var solidType = 0, float fadeDist = -1 ) { entity prop_dynamic = CreateEntity( "prop_dynamic_lightweight" ) prop_dynamic.SetValueForModelKey( model ) prop_dynamic.kv.fadedist = fadeDist prop_dynamic.kv.renderamt = 255 prop_dynamic.kv.rendercolor = "255 255 255" prop_dynamic.kv.solid = solidType // 0 = no collision, 2 = bounding box, 6 = use vPhysics, 8 = hitboxes only if ( origin ) { // hack: Setting origin twice. SetOrigin needs to happen before DispatchSpawn, otherwise the prop may not touch triggers prop_dynamic.SetOrigin( expect vector( origin ) ) if ( angles ) prop_dynamic.SetAngles( expect vector( angles ) ) } DispatchSpawn( prop_dynamic ) if ( origin ) { // hack: Setting origin twice. SetOrigin needs to happen after DispatchSpawn, otherwise origin is snapped to nearest whole unit prop_dynamic.SetOrigin( expect vector( origin ) ) if ( angles ) prop_dynamic.SetAngles( expect vector( angles ) ) } return prop_dynamic } //----------------------------------------------------------- // CreatePropScript( model ) - create a generic prop_script with default properties //------------------------------------------------------------ entity function CreatePropScript( asset model, vector ornull origin = null, vector ornull angles = null, int solidType = 0, float fadeDist = -1 ) { entity prop_script = CreateEntity( "prop_script" ) prop_script.SetValueForModelKey( model ) prop_script.kv.fadedist = fadeDist prop_script.kv.renderamt = 255 prop_script.kv.rendercolor = "255 255 255" prop_script.kv.solid = solidType // 0 = no collision, 2 = bounding box, 6 = use vPhysics, 8 = hitboxes only if ( origin ) { // hack: Setting origin twice. SetOrigin needs to happen before DispatchSpawn, otherwise the prop may not touch triggers prop_script.SetOrigin( expect vector( origin ) ) if ( angles ) prop_script.SetAngles( expect vector( angles ) ) } DispatchSpawn( prop_script ) if ( origin ) { // hack: Setting origin twice. SetOrigin needs to happen after DispatchSpawn, otherwise origin is snapped to nearest whole unit prop_script.SetOrigin( expect vector( origin ) ) if ( angles ) prop_script.SetAngles( expect vector( angles ) ) } return prop_script } //----------------------------------------------------------- // CreatePropPhysics( model ) - create a generic prop_physics with default properties //------------------------------------------------------------ entity function CreatePropPhysics( asset model, vector origin, vector angles ) { entity prop_physics = CreateEntity( "prop_physics" ) prop_physics.SetValueForModelKey( model ) prop_physics.kv.spawnflags = 0 prop_physics.kv.fadedist = -1 prop_physics.kv.physdamagescale = 0.1 prop_physics.kv.inertiaScale = 1.0 prop_physics.kv.renderamt = 255 prop_physics.kv.rendercolor = "255 255 255" SetTeam( prop_physics, TEAM_BOTH ) // need to have a team other then 0 or it won't take impact damage prop_physics.SetOrigin( origin ) prop_physics.SetAngles( angles ) DispatchSpawn( prop_physics ) return prop_physics } //----------------------------------------------------------- // SpawnBullseye() - creates a npc_bullseye and attaches it to an entity //------------------------------------------------------------ entity function SpawnBullseye( int team, entity ent = null ) { entity bullseye = CreateEntity( "npc_bullseye" ) bullseye.SetScriptName( UniqueString( "bullseye" ) ) bullseye.kv.rendercolor = "255 255 255" bullseye.kv.renderamt = 0 bullseye.kv.health = 9999 bullseye.kv.max_health = -1 bullseye.kv.spawnflags = 516 bullseye.kv.FieldOfView = 0.5 bullseye.kv.FieldOfViewAlert = 0.2 bullseye.kv.AccuracyMultiplier = 1.0 bullseye.kv.physdamagescale = 1.0 bullseye.kv.WeaponProficiency = eWeaponProficiency.VERYGOOD bullseye.kv.minangle = "360" DispatchSpawn( bullseye ) SetTeam( bullseye, team ) if ( ent ) { vector bounds = ent.GetBoundingMaxs() bullseye.SetOrigin( ent.GetOrigin() + < 0, 0, bounds.z * 0.5 > ) bullseye.SetParent( ent ) } return bullseye } void function CenterPrint( ... ) { string msg = "" for ( int i = 0; i < vargc; i++ ) msg = ( msg + " " + string( vargv[ i ] ) ) int words = expect int( vargc ) if ( words < 1 ) words = 1 float delay = GraphCapped( float( words ), 2.0, 8.0, 2.1, 3.5 ) entity ent = CreateGameText( msg, -1, 0.5, 10, "255 255 255", 0.25, 0.25, delay ) EntFireByHandle( ent, "Display", "", 0, null, null ) thread DestroyCenterPrint( ent, delay ) } void function DestroyCenterPrint( entity ent, float delay ) { wait( delay ) ent.Destroy() } bool function IsValidPlayer( entity player ) { if ( !IsValid( player ) ) return false if ( !player.IsPlayer() ) return false if ( IsDisconnected( player ) ) return false return true } bool function IsDisconnected( entity player ) { return player.p.isDisconnected } /****************************************************************************************************\ /* |* PLAY FX \* \****************************************************************************************************/ entity function PlayFX( asset effectName, vector org, vector ornull optionalAng = null, vector ornull overrideAngle = null ) { return __CreateFxInternal( effectName, null, "", org, optionalAng, C_PLAYFX_SINGLE, null, -1, null, overrideAngle ) } entity function PlayFXWithControlPoint( asset effectName, vector org, entity cpoint1, int visibilityFlagOverride = -1, entity visibilityFlagEntOverride = null, vector ornull overrideAngle = null, int _type = C_PLAYFX_SINGLE ) { return __CreateFxInternal( effectName, null, "", org, null, _type, cpoint1, visibilityFlagOverride, visibilityFlagEntOverride, overrideAngle) } entity function PlayFXOnEntityWithControlPoint( asset effectName, entity ent, entity cpoint1, int visibilityFlagOverride = -1, entity visibilityFlagEntOverride = null, vector ornull overrideAngle = null, int _type = C_PLAYFX_SINGLE ) { return __CreateFxInternal( effectName, ent, "", null, null, _type, cpoint1, visibilityFlagOverride, visibilityFlagEntOverride, overrideAngle) } entity function PlayFXOnEntity( asset effectName, entity ent, string optionalTag = "", vector ornull optionalTranslation = null, vector ornull optionalRotation = null, int visibilityFlagOverride = -1, entity visibilityFlagEntOverride = null, vector ornull overrideAngle = null ) { return __CreateFxInternal( effectName, ent, optionalTag, optionalTranslation, optionalRotation, C_PLAYFX_SINGLE, null, visibilityFlagOverride, visibilityFlagEntOverride, overrideAngle ) } entity function PlayFXForPlayer( asset effectName, entity player, vector ornull org, vector ornull optionalAng = null ) { return __CreateFxInternal( effectName, null, "", org, optionalAng, C_PLAYFX_SINGLE, null, ENTITY_VISIBLE_TO_OWNER, player ) } entity function PlayFXOnEntityForEveryoneExceptPlayer( asset effectName, entity ent, entity player, string optionalTag = "", vector ornull optionalTranslation = null, vector ornull optionalRotation = null ) { return __CreateFxInternal( effectName, ent, optionalTag, optionalTranslation, optionalRotation, C_PLAYFX_SINGLE, null, (ENTITY_VISIBLE_TO_FRIENDLY | ENTITY_VISIBLE_TO_ENEMY), player ) } entity function PlayFXForEveryoneExceptPlayer( asset effectName, entity player, vector ornull org, vector ornull optionalAng = null ) { return __CreateFxInternal( effectName, null, "", org, optionalAng, C_PLAYFX_SINGLE, null, (ENTITY_VISIBLE_TO_FRIENDLY | ENTITY_VISIBLE_TO_ENEMY), player ) } void function PlayFXOnTitanPlayerForTime( asset effectName, entity titan, string attachment, float duration ) { titan.EndSignal( "OnDeath" ) titan.EndSignal( "DisembarkingTitan" ) titan.EndSignal( "TitanEjectionStarted" ) entity fx = PlayFXOnEntityForEveryoneExceptPlayer( effectName, titan, titan, attachment ) OnThreadEnd( function() : ( fx ) { if ( IsValid(fx) ) { fx.Destroy() } } ) wait duration } entity function ClientStylePlayFXOnEntity( asset effectName, entity ent, string tag, float duration = 2.0 ) { string name = ent.GetScriptName() ent.SetScriptName( UniqueString() ) // hack because you can only specify control points by name // hack this is also not quite right because we can't specify the attachment type on the server... should be trivial to add in code: // change DEFINE_FIELD( m_parentAttachmentType, FIELD_INTEGER ), to DEFINE_KEYFIELD( m_parentAttachmentType, FIELD_INTEGER, "attachmentType" ), entity result = __CreateFxInternal( effectName, ent, tag, null, null, C_PLAYFX_SINGLE, ent, (ENTITY_VISIBLE_TO_FRIENDLY | ENTITY_VISIBLE_TO_ENEMY), ent ) EntFireByHandle( result, "Kill", "", duration, null, null ) ent.SetScriptName( name ) return result } entity function PlayLoopFX( asset effectName, vector ornull org, vector ornull optionalAng = null ) { return __CreateFxInternal( effectName, null, "", org, optionalAng, C_PLAYFX_LOOP ) } entity function PlayLoopFXOnEntity( asset effectName, entity ent, string optionalTag = "", vector ornull optionalTranslation = null, vector ornull optionalRotation = null, int visibilityFlagOverride = -1, entity visibilityFlagEntOverride = null ) { return __CreateFxInternal( effectName, ent, optionalTag, optionalTranslation, optionalRotation, C_PLAYFX_LOOP, null, visibilityFlagOverride, visibilityFlagEntOverride ) } entity function __CreateFxInternal( asset effectName, entity ent, string optionalTag = "", vector ornull optionalTranslation = <0,0,0>, vector ornull optionalRotation = <0,0,0>, int _type = C_PLAYFX_SINGLE, entity cpointEnt1 = null, int visibilityFlagOverride = -1, entity visibilityFlagEntOverride = null, vector ornull overrideAngle = null ) { entity fx = CreateEntity( "info_particle_system" ) fx.SetValueForEffectNameKey( effectName ) if( visibilityFlagOverride != -1 ) fx.kv.VisibilityFlags = visibilityFlagOverride else fx.kv.VisibilityFlags = ENTITY_VISIBLE_TO_EVERYONE fx.kv.start_active = 1 fx.e.fxType = _type if ( _type == C_PLAYFX_SINGLE ) fx.DoNotCreateFXOnRestore(); vector coreOrg vector coreAng //are we attaching to an ent? if ( ent ) { //are we attaching to a tag on an ent if ( optionalTag != "" ) { int attachID = ent.LookupAttachment( optionalTag ) coreOrg = ent.GetAttachmentOrigin( attachID ) coreAng = ent.GetAttachmentAngles( attachID ) } else { coreOrg = ent.GetOrigin() coreAng = ent.GetAngles() } fx.Code_SetTeam( ent.GetTeam() ); } else //if not we're just playing in space { optionalTag = "" coreOrg = < 0, 0, 0 > coreAng = < 0, 0, 0 > } if ( optionalTranslation ) { expect vector( optionalTranslation ) if ( ent ) coreOrg = PositionOffsetFromEnt( ent, optionalTranslation.x, optionalTranslation.y, optionalTranslation.z ) else coreOrg = coreOrg + optionalTranslation } coreOrg = ClampToWorldspace( coreOrg ) fx.SetOrigin( coreOrg ) if ( overrideAngle ) { expect vector( overrideAngle ) fx.SetAngles( overrideAngle ) } else if ( optionalRotation ) { expect vector( optionalRotation ) fx.SetAngles( coreAng + optionalRotation ) } else { fx.SetAngles( coreAng ) } if ( ent ) { if ( !ent.IsMarkedForDeletion() ) // TODO: This is a hack for shipping. The real solution is to spawn the FX before deleting the parent entity. { fx.SetParent( ent, optionalTag, true ) } } if ( visibilityFlagEntOverride != null ) fx.SetOwner( visibilityFlagEntOverride ) if ( cpointEnt1 ) fx.kv.cpoint1 = cpointEnt1.GetTargetName() DispatchSpawn( fx ) thread __DeleteFxInternal( fx ) //SetTargetName( fx, "FX_" + effectName ) return fx } void function __DeleteFxInternal( entity fx ) { //if it loops or is multiple then don't delete internally if ( fx.e.fxType == C_PLAYFX_MULTIPLE ) return if ( fx.e.fxType == C_PLAYFX_LOOP ) return wait 30 //no way to know when an effect is over if ( !IsValid( fx ) ) return fx.ClearParent() fx.Destroy() } void function StartFX( entity fx ) { Assert( fx.e.fxType == C_PLAYFX_LOOP, "Tried to use StartFX() on effect that is not LOOPING" ) EntFireByHandle( fx, "Start", "", 0, null, null ) } void function StopFX( entity fx ) { Assert( fx.e.fxType == C_PLAYFX_LOOP, "Tried to use StopFX() on effect that is not LOOPING" ) EntFireByHandle( fx, "Stop", "", 0, null, null ) } void function ReplayFX( entity fx ) { Assert( fx.e.fxType == C_PLAYFX_MULTIPLE, "Tried to use ReplayFX() on effect that is not MULTIPLE" ) //thread it because there is a WaitFrame() inside the function thread __ReplayFXInternal( fx ) } void function __ReplayFXInternal( entity fx ) { //for non-looping fx, we must stop first before we can fire again EntFireByHandle( fx, "Stop", "", 0, null, null ) //we can't start in the same frame, WaitFrame() skips 1 false //it should be noted that "WaitFrame()" doesn't work with a timescale above 1 WaitFrame() //may have died since the last frame if ( IsValid( fx ) ) EntFireByHandle( fx, "Start", "", 0, null, null ) } void function Entity_StopFXArray( entity ent ) { foreach( fx in ent.e.fxArray ) { if ( IsValid( fx ) ) { StopFX( fx ) fx.Destroy() } } } /****************************************************************************************************\ |* end play fx \****************************************************************************************************/ table function GetDamageTableFromInfo( var damageInfo ) { table Table = {} Table.damageSourceId <- DamageInfo_GetDamageSourceIdentifier( damageInfo ) Table.origin <- DamageInfo_GetDamagePosition( damageInfo ) Table.force <- DamageInfo_GetDamageForce( damageInfo ) Table.scriptType <- DamageInfo_GetCustomDamageType( damageInfo ) return Table } bool function EntityInSolid( entity ent, entity ignoreEnt = null, int buffer = 0 ) //TODO: This function returns true for a player standing inside a friendly grunt. It also returns true if you are right up against a ceiling.Needs fixing for next game { Assert( IsValid( ent ) ) int solidMask vector mins vector maxs int collisionGroup array<entity> ignoreEnts = [] ignoreEnts.append( ent ) if ( IsValid( ignoreEnt ) ) { ignoreEnts.append( ignoreEnt ) } if ( ent.IsTitan() ) solidMask = TRACE_MASK_TITANSOLID else if ( ent.IsPlayer() ) solidMask = TRACE_MASK_PLAYERSOLID else solidMask = TRACE_MASK_NPCSOLID if ( ent.IsPlayer() ) { mins = ent.GetPlayerMins() maxs = ent.GetPlayerMaxs() collisionGroup = TRACE_COLLISION_GROUP_PLAYER } else { Assert( ent.IsNPC() ) mins = ent.GetBoundingMins() maxs = ent.GetBoundingMaxs() collisionGroup = TRACE_COLLISION_GROUP_NONE } if ( buffer > 0 ) { mins.x -= float( buffer ) mins.y -= float( buffer ) maxs.x += float( buffer ) maxs.y += float( buffer ) } // if we got into solid, teleport back to safe place vector currentOrigin = ent.GetOrigin() TraceResults result = TraceHull( currentOrigin, currentOrigin + < 0, 0, 1 >, mins, maxs, ignoreEnts, solidMask, collisionGroup ) //PrintTable( result ) //DrawArrow( result.endPos, Vector(0,0,0), 5, 150 ) if ( result.startSolid ) return true return result.fraction < 1.0 // TODO: Probably not needed according to Jiesang. Fix after ship. } bool function EntityInSpecifiedEnt( entity ent, entity specifiedEnt, int buffer = 0 ) { Assert( IsValid( ent ) ) Assert( IsValid( specifiedEnt ) ) int solidMask vector mins vector maxs int collisionGroup if ( ent.IsTitan() ) solidMask = TRACE_MASK_TITANSOLID else if ( ent.IsPlayer() ) solidMask = TRACE_MASK_PLAYERSOLID else solidMask = TRACE_MASK_NPCSOLID if ( ent.IsPlayer() ) { mins = ent.GetPlayerMins() maxs = ent.GetPlayerMaxs() collisionGroup = TRACE_COLLISION_GROUP_PLAYER } else { Assert( ent.IsNPC() ) mins = ent.GetBoundingMins() maxs = ent.GetBoundingMaxs() collisionGroup = TRACE_COLLISION_GROUP_NONE } if ( buffer > 0 ) { mins.x -= float( buffer ) mins.y -= float( buffer ) maxs.x += float( buffer ) maxs.y += float( buffer ) } // if we got into solid, teleport back to safe place vector currentOrigin = ent.GetOrigin() TraceResults result = TraceHull( currentOrigin, currentOrigin + < 0, 0, 1 >, mins, maxs, null, solidMask, collisionGroup ) //PrintTable( result ) //DrawArrow( result.endPos, Vector(0,0,0), 5, 150 ) if ( result.startSolid == false ) return false return result.hitEnt == specifiedEnt } void function KillFromInfo( entity ent, var damageInfo ) { entity attacker = DamageInfo_GetAttacker( damageInfo ) entity weapon = DamageInfo_GetWeapon( damageInfo ) //float amount = DamageInfo_GetDamage( damageInfo ) // JFS: if the player became invalid, the attacker becomes the projectile which is bad if ( attacker.IsProjectile() ) attacker = svGlobal.worldspawn if ( !weapon ) weapon = attacker table Table = GetDamageTableFromInfo( damageInfo ) Table.forceKill <- true ent.TakeDamage( 9999, attacker, weapon, Table ) } entity function GetPlayerTitanInMap( entity player ) { // temporarily flipped entity petTitan = player.GetPetTitan() if ( IsValid( petTitan ) && IsAlive( petTitan ) ) return petTitan // first try to return the player's actual titan if ( player.IsTitan() ) return player return null } entity function GetPlayerTitanFromSouls( entity player ) { // returns the first owned titan found array<entity> souls = GetTitanSoulArray() foreach ( soul in souls ) { if ( !IsValid( soul ) ) continue if ( soul.GetBossPlayer() != player ) continue if ( !IsAlive( soul.GetTitan() ) ) continue return soul.GetTitan() } return null } void function DisableTitanShield( entity titan ) { entity soul = titan.GetTitanSoul() soul.SetShieldHealth( 0 ) soul.SetShieldHealthMax( 0 ) } void function DisableShield( entity ent ) { entity soul = ent.GetTitanSoul() if ( soul ) { DisableTitanShield( ent ) return } ent.SetShieldHealth( 0 ) ent.SetShieldHealthMax( 0 ) } void function SetVelocityTowardsEntity( entity entToMove, entity targetEnt, float speed ) { Assert( speed > 0 ) Assert( IsValid( entToMove ) ) Assert( IsValid( targetEnt ) ) vector direction = ( targetEnt.GetWorldSpaceCenter() - entToMove.GetOrigin() ) direction = Normalize( direction ) * speed entToMove.SetVelocity( direction ) } void function SetVelocityTowardsEntityTag( entity entToMove, entity targetEnt, string targetTag, float speed ) { Assert( speed > 0 ) Assert( IsValid( entToMove ) ) Assert( IsValid( targetEnt ) ) int attachID = targetEnt.LookupAttachment( targetTag ) vector attachOrigin = targetEnt.GetAttachmentOrigin( attachID ) vector direction = ( attachOrigin - entToMove.GetOrigin() ) direction = Normalize( direction ) * speed entToMove.SetVelocity( direction ) } void function EntityDemigod_TryAdjustDamageInfo( entity ent, var damageInfo ) { float dmg = DamageInfo_GetDamage( damageInfo ) if ( dmg <= 0 ) return if ( ent.IsTitan() && !GetDoomedState( ent ) ) //Allow demigod titans to go into doomed return int bottomLimit = 5 if ( ent.GetHealth() <= bottomLimit ) ent.SetHealth( bottomLimit + 1 ) //Set it up so that you at least take 1 damage, for hit indicators etc to trigger int health = ent.GetHealth() if ( health - dmg <= bottomLimit ) { int newdmg = health - bottomLimit DamageInfo_SetDamage( damageInfo, newdmg ) //printt( "setting damage to ", newdmg ) } } void function DebugDamageInfo( entity ent, var damageInfo ) { printt( "damage to " + ent + ": " + DamageInfo_GetDamage( damageInfo ) ) int damageType = DamageInfo_GetCustomDamageType( damageInfo ) printt( "explosive: " + ( damageType & DF_EXPLOSION ) ) printt( "bullet: " + ( damageType & DF_BULLET ) ) printt( "gib: " + ( damageType & DF_GIB ) ) vector dampos = DamageInfo_GetDamagePosition( damageInfo ) vector org = DamageInfo_GetInflictor( damageInfo ).GetOrigin() DebugDrawLine( dampos, org, 255, 0, 0, true, 10.0 ) DebugDrawLine( org, ent.GetOrigin(), 255, 255, 0, true, 10.0 ) } vector function RandomVecInDome( vector dir ) { vector angles = VectorToAngles( dir ) vector forward = AnglesToForward( angles ) vector right = AnglesToRight( angles ) vector up = AnglesToUp( angles ) float offsetRight = RandomFloatRange( -1, 1 ) float offsetUp = RandomFloatRange( -1, 1 ) float offsetForward = RandomFloat( 1.0 ) vector endPos = < 0, 0, 0 > endPos += forward * offsetForward endPos += up * offsetUp endPos += right * offsetRight endPos.Norm() return endPos } float function GetAnimEventTime( asset modelname, string anim, string event ) { entity dummy = CreatePropDynamic( modelname ) dummy.Hide() float duration = dummy.GetSequenceDuration( anim ) float frac = dummy.GetScriptedAnimEventCycleFrac( anim, event ) dummy.Destroy() //this might cause some issues in R2 - but we'll fix them as we go - it's important this doesn't silently fail Assert( frac > 0.0, "event: " + event + " doesn't exist in animation: " + anim ) Assert( frac < 1.0, "event: " + event + " doesn't exist in animation: " + anim ) return duration * frac } void function SetDeathFuncName( entity npc, string functionNameString ) { Assert( npc.kv.deathScriptFuncName == "", "deathScriptFuncName was already set" ) npc.kv.deathScriptFuncName = functionNameString } void function ClearDeathFuncName( entity npc ) { npc.kv.deathScriptFuncName = "" } /*function PushSunLightAngles( x, y, z ) { entity clight = GetEnt( "env_cascade_light" ) Assert( clight ) clight.PushAngles( x, y, z ) } function PopSunLightAngles() { entity clight = GetEnt( "env_cascade_light" ) Assert( clight ) clight.PopAngles() }*/ entity function GetPilotAntiPersonnelWeapon( entity player ) { array<entity> weaponsArray = player.GetMainWeapons() foreach( weapon in weaponsArray ) { int weaponType = weapon.GetWeaponType() if ( weaponType == WT_SIDEARM || weaponType == WT_ANTITITAN ) continue; return weapon } return null } entity function GetPilotSideArmWeapon( entity player ) { array<entity> weaponsArray = player.GetMainWeapons() foreach( weapon in weaponsArray ) { if ( weapon.GetWeaponType() == WT_SIDEARM ) return weapon } return null } entity function GetPilotAntiTitanWeapon( entity player ) { array<entity> weaponsArray = player.GetMainWeapons() foreach( weapon in weaponsArray ) { if ( weapon.GetWeaponType() == WT_ANTITITAN ) return weapon } return null } bool function PilotHasSniperWeapon( entity player ) { array<entity> weaponsArray = player.GetMainWeapons() foreach ( weapon in weaponsArray ) { if ( IsValid( weapon ) && weapon.GetWeaponInfoFileKeyField( "is_sniper" ) == 1 ) return true } return false } bool function PilotActiveWeaponIsSniper( entity player ) { entity weapon = player.GetActiveWeapon() if ( IsValid( weapon ) && weapon.GetWeaponInfoFileKeyField( "is_sniper" ) == 1 ) return true return false } void function ScreenFadeToColor( entity player, float r, float g, float b, float a, float fadeTime = 1.7, float holdTime = 0.0 ) { Assert( IsValid( player ) ) ScreenFade( player, r, g, b, a, fadeTime, holdTime, FFADE_OUT | FFADE_PURGE ) } void function ScreenFadeFromColor( entity player, float r, float g, float b, float a, float fadeTime = 2.0, float holdTime = 2.0 ) { Assert( IsValid( player ) ) ScreenFade( player, r, g, b, a, fadeTime, holdTime, FFADE_IN | FFADE_PURGE ) } void function ScreenFadeToBlack( entity player, float fadeTime, float holdTime ) { Assert( IsValid( player ) ) ScreenFade( player, 0, 0, 1, 255, fadeTime, holdTime, FFADE_OUT | FFADE_PURGE ) } void function ScreenFadeFromBlack( entity player, float fadeTime = 2.0, float holdTime = 2.0 ) { Assert( IsValid( player ) ) ScreenFade( player, 0, 1, 0, 255, fadeTime, holdTime, FFADE_IN | FFADE_PURGE ) } void function ScreenFadeToBlackForever( entity player, float fadeTime = 1.7 ) { Assert( IsValid( player ) ) ScreenFade( player, 0, 0, 1, 255, fadeTime, 0, FFADE_OUT | FFADE_STAYOUT ) } /******************************************************* / Server Effects / / CreateServerEffect_Friendly( effectName, team ) / CreateServerEffect_Enemy( effectName, team ) / CreateServerEffect_Owner( effectName, owner ) / SetServerEffectControlPoint( effectEnt, controlPoint, vecValue ) / StartServerEffect( effectEnt ) / StartServerEffectInWorld( effectEnt, origin, angles ) / StartServerEffectOnEntity( effectEnt, ent, tag = null ) / *******************************************************/ // NOTE: this does not play the effect, use StartEffectOnEntity entity function CreateServerEffect_Friendly( asset effectName, int team ) { entity friendlyEffect = _CreateServerEffect( effectName, 2 ) // ENTITY_VISIBLE_TO_FRIENDLY friendlyEffect.kv.TeamNum = team friendlyEffect.kv.teamnumber = team return friendlyEffect } // NOTE: this does not play the effect, use StartEffectOnEntity entity function CreateServerEffect_Enemy( asset effectName, int team ) { entity enemyEffect = _CreateServerEffect( effectName, 4 ) // ENTITY_VISIBLE_TO_ENEMY enemyEffect.kv.TeamNum = team enemyEffect.kv.teamnumber = team return enemyEffect } // NOTE: this does not play the effect, use StartEffectOnEntity entity function CreateServerEffect_Owner( asset effectName, entity owner ) { Assert( IsValid( owner ) ) entity ownerEffect = _CreateServerEffect( effectName, 1 ) // ENTITY_VISIBLE_TO_OWNER ownerEffect.kv.TeamNum = owner.GetTeam() ownerEffect.SetOwner( owner ) return ownerEffect } entity function _CreateServerEffect( asset effectName, int visFlags ) { entity serverEffect = CreateEntity( "info_particle_system" ) serverEffect.SetOrigin( <0, 0, 0> ) serverEffect.SetAngles( <0, 0, 0> ) serverEffect.SetValueForEffectNameKey( effectName ) serverEffect.kv.start_active = 1 serverEffect.kv.VisibilityFlags = visFlags thread _ServerEffectCleanup( serverEffect ) return serverEffect } entity function SetServerEffectControlPoint( entity effectEnt, int controlPoint, vector vecValue ) // for now, only support static { entity helper = CreateEntity( "info_placement_helper" ) helper.SetOrigin( vecValue ) effectEnt.SetControlPointEnt( controlPoint, helper ) effectEnt.e.fxControlPoints.append( helper ) return helper } void function StartServerEffect( entity effectEnt ) { DispatchSpawn( effectEnt ) } void function StartServerEffectInWorld( entity effectEnt, vector origin, vector angles ) { effectEnt.SetOrigin( origin ) effectEnt.SetAngles( angles ) DispatchSpawn( effectEnt ) } void function StartServerEffectOnEntity( entity effectEnt, entity ent, string tag = "" ) { Assert( IsValid( effectEnt ) ) Assert( IsValid( ent ) ) if ( tag != "" ) { int attachID = ent.LookupAttachment( tag ) vector origin = ent.GetAttachmentOrigin( attachID ) vector angles = ent.GetAttachmentAngles( attachID ) origin = ClampToWorldspace( origin ) effectEnt.SetOrigin( origin ) effectEnt.SetAngles( angles ) effectEnt.SetParent( ent, tag, true ) } else { effectEnt.SetParent( ent ) } DispatchSpawn( effectEnt ) } void function _ServerEffectCleanup( entity effectEnt ) { effectEnt.WaitSignal( "OnDestroy" ) foreach ( entity controlPoint in effectEnt.e.fxControlPoints ) { controlPoint.Destroy() } } float function GetYaw( vector org1, vector org2 ) { vector vec = org2 - org1 vector angles = VectorToAngles( vec ) return angles.y } void function HideName( entity ent ) { ent.SetNameVisibleToFriendly( false ) ent.SetNameVisibleToEnemy( false ) ent.SetNameVisibleToNeutral( false ) ent.SetNameVisibleToOwner( false ) } void function ShowName( entity ent ) { ent.SetNameVisibleToFriendly( true ) ent.SetNameVisibleToEnemy( true ) ent.SetNameVisibleToNeutral( true ) ent.SetNameVisibleToOwner( true ) } void function ShowNameToAllExceptOwner( entity ent ) { ent.SetNameVisibleToFriendly( true ) ent.SetNameVisibleToEnemy( true ) ent.SetNameVisibleToNeutral( true ) ent.SetNameVisibleToOwner( false ) } void function EmitSoundOnEntityToTeamExceptPlayer( entity ent, string sound, int team, entity excludePlayer ) { array<entity> players = GetPlayerArrayOfTeam( team ) foreach ( player in players ) { if ( player == excludePlayer ) continue EmitSoundOnEntityOnlyToPlayer( ent, player, sound ) } } #if DEV // DEV function to toggle player view between the skybox and the real world. void function ToggleSkyboxView( float scale = 0.001 ) { entity player = GetEntByIndex( 1 ) entity skyboxCamLevel = GetEnt( "skybox_cam_level" ) Assert( IsValid( skyboxCamLevel ), "Could not find a sky_camera entity named \"skybox_cam_level\" in this map." ) vector skyOrigin = skyboxCamLevel.GetOrigin() if ( !file.isSkyboxView ) { if ( !player.IsNoclipping() ) { ClientCommand( player, "noclip" ) wait( 0.25 ) } ClientCommand( player, "sv_noclipspeed 0.1" ) file.isSkyboxView = true vector offset = player.GetOrigin() offset *= scale player.SetOrigin( skyOrigin + offset - < 0.0, 0.0, 60.0 - (60.0 * scale) > ) } else { ClientCommand( player, "sv_noclipspeed 5" ) file.isSkyboxView = false vector offset = player.GetOrigin() - skyOrigin + < 0.0, 0.0, 60.0 - (60.0 * scale) > offset *= 1.0 / scale offset = ClampToWorldspace( offset ) player.SetOrigin( offset ) } } void function DamageRange( float value, float headShotMultiplier, int playerHealth = 200 ) { printt( "Damage Range: ", value, headShotMultiplier ) float bodyShot = value float headShot = value * headShotMultiplier int maxHeadshots = 0 int simHealth = playerHealth while ( simHealth > 0 ) { simHealth = (simHealth.tofloat() - headShot).tointeger() maxHeadshots++ } printt( "HeadShots: BodyShots: Total:" ) simHealth = playerHealth int numHeadshots = 0 while ( numHeadshots < maxHeadshots ) { simHealth = playerHealth for ( int hsIdx = 0; hsIdx < numHeadshots; hsIdx++ ) { simHealth = (simHealth.tofloat() - headShot).tointeger() } int numBodyShots = 0 while ( simHealth > 0 ) { simHealth = (simHealth.tofloat() - bodyShot).tointeger() numBodyShots++ } printt( format( "%i %i %i", numHeadshots, numBodyShots, numHeadshots + numBodyShots ) ) numHeadshots++ } printt( format( "%i %i %i", numHeadshots, 0, numHeadshots ) ) } #endif // DEV void function MuteAll( entity player, int fadeOutTime = 2 ) { //DumpStack(2) Assert( player.IsPlayer() ) Assert( fadeOutTime >= 1 && fadeOutTime <= 4 , "Only have 4 kinds of fadeout to play, time must be in the range [1,4]" ) string fadeoutSoundString switch( fadeOutTime ) { case 1: fadeoutSoundString = "1_second_fadeout" break case 2: fadeoutSoundString = "2_second_fadeout" break case 3: fadeoutSoundString = "3_second_fadeout" break case 4: fadeoutSoundString = "4_second_fadeout" break default: unreachable } printt( "Apply " + fadeoutSoundString + " to player: " + player ) EmitSoundOnEntityOnlyToPlayer( player, player, fadeoutSoundString ) } //Mutes all except halftime sounds and dialogue void function MuteHalfTime( entity player ) { Assert( player.IsPlayer() ) printt( "Apply HalfTime_fadeout to player: " + player ) EmitSoundOnEntityOnlyToPlayer( player, player, "HalfTime_fadeout" ) } void function UnMuteAll( entity player ) { //DumpStack(2) Assert( player.IsPlayer() ) //Just stop all the possible fadeout sounds. printt( "Stopping all fadeout for player: " + player ) StopSoundOnEntity( player, "1_second_fadeout" ) StopSoundOnEntity( player, "2_second_fadeout" ) StopSoundOnEntity( player, "3_second_fadeout" ) StopSoundOnEntity( player, "4_second_fadeout" ) StopSoundOnEntity( player, "HalfTime_fadeout" ) } void function AllPlayersMuteAll( int time = MUTEALLFADEIN ) { array<entity> players = GetPlayerArray() foreach ( player in players ) MuteAll( player, time ) } void function AllPlayersUnMuteAll() { array<entity> players = GetPlayerArray() foreach ( player in players ) UnMuteAll( player ) } void function TakeAmmoFromPlayer( entity player ) { array<entity> mainWeapons = player.GetMainWeapons() array<entity> offhandWeapons = player.GetOffhandWeapons() foreach ( weapon in mainWeapons ) { weapon.SetWeaponPrimaryAmmoCount( 0 ) if ( weapon.GetWeaponPrimaryClipCountMax() > 0 ) weapon.SetWeaponPrimaryClipCount( 0 ) } foreach ( weapon in offhandWeapons ) { weapon.SetWeaponPrimaryAmmoCount( 0 ) if ( weapon.GetWeaponPrimaryClipCountMax() > 0 ) weapon.SetWeaponPrimaryClipCount( 0 ) } } bool function NearFlagSpawnPoint( vector dropPoint ) { if ( "flagSpawnPoint" in level && IsValid( level.flagSpawnPoint ) ) { vector fspOrigin = expect entity( level.flagSpawnPoint ).GetOrigin() if ( Distance( fspOrigin, dropPoint ) < SAFE_TITANFALL_DISTANCE_CTF ) return true } if ( "flagReturnPoint" in level && IsValid( level.flagReturnPoint ) ) { vector fspOrigin = expect entity( level.flagReturnPoint ).GetOrigin() if ( Distance( fspOrigin, dropPoint ) < SAFE_TITANFALL_DISTANCE_CTF ) return true } if ( "flagSpawnPoints" in level ) { foreach ( flagSpawnPoint in svGlobal.flagSpawnPoints ) { vector fspOrigin = flagSpawnPoint.GetOrigin() if ( Distance( fspOrigin, dropPoint ) < SAFE_TITANFALL_DISTANCE_CTF ) return true } } return false } bool function HasCinematicFlag( entity player, int flag ) { Assert( player.IsPlayer() ) Assert( IsValid( player ) ) return ( player.GetCinematicEventFlags() & flag ) != 0 } void function AddCinematicFlag( entity player, int flag ) { Assert( player.IsPlayer() ) Assert( IsValid( player ) ) player.SetCinematicEventFlags( player.GetCinematicEventFlags() | flag ) player.Signal( "CE_FLAGS_CHANGED" ) } void function RemoveCinematicFlag( entity player, int flag ) { Assert( player.IsPlayer() ) Assert( IsValid( player ) ) player.SetCinematicEventFlags( player.GetCinematicEventFlags() & ( ~flag ) ) player.Signal( "CE_FLAGS_CHANGED" ) } void function SkyScaleDefault( entity ent, float time = 1.0 ) { if ( IsValid( ent ) ) ent.LerpSkyScale( SKYSCALE_DEFAULT, time ) } void function MoveSpawn( string targetName, vector origin, vector angles ) { entity ent = GetEnt( targetName ) ent.SetOrigin( origin ) ent.SetAngles( angles ) } /* function CheckDailyChallengeAchievement( entity player ) { if ( player.GetPersistentVar( "cu8achievement.ach_allDailyChallengesForDay" ) == true ) return int maxRefs = PersistenceGetArrayCount( "activeDailyChallenges" ) int todaysDailiesComplete = 0 int today = Daily_GetDayForCurrentTime() for ( int i = 0; i < maxRefs; i++ ) { int day = player.GetPersistentVarAsInt( "activeDailyChallenges[" + i + "].day" ) if ( day != today ) continue local ref = player.GetPersistentVar( "activeDailyChallenges[" + i + "].ref" ) if ( !IsChallengeComplete( ref, player ) ) continue todaysDailiesComplete++ } if ( todaysDailiesComplete >= 3 ) player.SetPersistentVar( "cu8achievement.ach_allDailyChallengesForDay", true ) } */ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Get an array of all linked entities targeted to one after the other down the chain array<entity> function GetEntityTargetChain_Deprecated( entity ent ) { array<entity> entityChain = [] entity currentEnt = ent entity nextEnt while ( true ) { nextEnt = GetEnt( currentEnt.GetTarget_Deprecated() ) if ( IsValid( nextEnt ) ) entityChain.append( nextEnt ) else return entityChain currentEnt = nextEnt } unreachable } void function PlayImpactFXTable( vector origin, entity owner, string impactFX, int flags = 0 ) { Explosion( origin, //center, owner, //attacker, owner, //inflictor,flags 0, //damage, 0, //damageHeavyArmor, 1, //innerRadius, 1, //outerRadius, flags, //flags, origin, //projectileLaunchOrigin, 0, //explosionForce, damageTypes.explosive, //scriptDamageFlags, -1, //scriptDamageSourceIdentifier, impactFX ) //impactEffectTableName } void function SetSignalDelayed( entity ent, string signal, float delay ) { thread __SetSignalDelayedThread( ent, signal, delay ) } void function __SetSignalDelayedThread( entity ent, string signal, float delay ) { EndSignal( ent, signal ) // so that if we call this again with the same signal on the same ent we won't get multiple signal events. wait delay if ( IsValid( ent ) ) Signal( ent, signal ) } #if DEV table function GetPlayerPos( entity player = null ) { if ( !player ) player = gp()[0] vector org = player.GetOrigin() vector vec = player.GetViewVector() vector ang = VectorToAngles( vec ) return { origin = org, angles = ang } } string function GetScriptPos( entity player = null ) { table playerPos = GetPlayerPos( player ) vector origin = expect vector( playerPos.origin ) vector angles = expect vector( playerPos.angles ) string returnStr = CreateOriginAnglesString( origin, <0, angles.y, 0> ) return returnStr } string function CreateOriginAnglesString( vector origin, vector angles ) { string returnStr = "< " + origin.x + ", " + origin.y + ", " + origin.z + " >, < " + angles.x + ", " + angles.y + ", " + angles.z + " >" return returnStr } void function DistCheck_SetTestPoint() { svGlobal.distCheckTestPoint = expect vector( GetPlayerPos().origin ) printt( "DistCheck test point set to:", svGlobal.distCheckTestPoint ) } void function DistCheck() { vector here = expect vector( GetPlayerPos().origin ) float dist = Distance( here, svGlobal.distCheckTestPoint ) printt( "Distance:", dist, "units from", svGlobal.distCheckTestPoint ) } #endif // DEV void function ClearChildren( entity parentEnt ) //Probably should have code give us a GetChildren() function that returns a list instead of having to iterate through NextMovePeer { entity childEnt = parentEnt.FirstMoveChild() entity nextChildEnt while ( childEnt != null ) { nextChildEnt = childEnt.NextMovePeer() childEnt.ClearParent() childEnt = nextChildEnt } } void function ForceTimeLimitDone() { level.devForcedWin = true level.devForcedTimeLimit = true svGlobal.levelEnt.Signal( "devForcedWin" ) ServerCommand( "mp_enabletimelimit 1" ) ServerCommand( "mp_enablematchending 1" ) } void function UpdateBadRepPresent() { array<entity> players = GetPlayerArray() bool found = false /* always set to false for now foreach ( player in players ) { if ( player.HasBadReputation() ) { found = true break } } */ level.nv.badRepPresent = found level.ui.badRepPresent = found } void function Dev_PrintMessage( entity player, string text, string subText = "", float duration = 7.0, string soundAlias = "" ) { #if DEV // Build the message on the client string sendMessage for ( int textType = 0 ; textType < 2 ; textType++ ) { sendMessage = textType == 0 ? text : subText for ( int i = 0; i < sendMessage.len(); i++ ) { Remote_CallFunction_NonReplay( player, "Dev_BuildClientMessage", textType, sendMessage[i] ) } } Remote_CallFunction_NonReplay( player, "Dev_PrintClientMessage", duration ) if ( soundAlias != "" ) EmitSoundOnEntity( player, soundAlias ) #endif } bool function IsAttackDefendBased() //If needed to, we can make this a .nv and then move this function into utility_shared { return expect bool( level.attackDefendBased ) } bool function IsRoundBasedUsingTeamScore() //If needed to, we can make this a .nv and then move this function into utility_shared { return IsRoundBased() && expect bool( level.roundBasedUsingTeamScore ) } bool function ShouldResetRoundBasedTeamScore() { return IsRoundBased() && svGlobal.roundBasedTeamScore_RoundReset } void function CreateZipline( vector startPos, vector endPos ) { string startpointName = UniqueString( "rope_startpoint" ) string endpointName = UniqueString( "rope_endpoint" ) entity rope_start = CreateEntity( "move_rope" ) SetTargetName( rope_start, startpointName ) rope_start.kv.NextKey = endpointName rope_start.kv.MoveSpeed = 64 rope_start.kv.Slack = 25 rope_start.kv.Subdiv = "2" rope_start.kv.Width = "2" rope_start.kv.Type = "0" rope_start.kv.TextureScale = "1" rope_start.kv.RopeMaterial = "cable/zipline.vmt" rope_start.kv.PositionInterpolator = 2 rope_start.kv.Zipline = "1" rope_start.kv.ZiplineAutoDetachDistance = "150" rope_start.kv.ZiplineSagEnable = "0" rope_start.kv.ZiplineSagHeight = "50" rope_start.SetOrigin( startPos ) entity rope_end = CreateEntity( "keyframe_rope" ) SetTargetName( rope_end, endpointName ) rope_end.kv.MoveSpeed = 64 rope_end.kv.Slack = 25 rope_end.kv.Subdiv = "2" rope_end.kv.Width = "2" rope_end.kv.Type = "0" rope_end.kv.TextureScale = "1" rope_end.kv.RopeMaterial = "cable/zipline.vmt" rope_end.kv.PositionInterpolator = 2 rope_end.kv.Zipline = "1" rope_end.kv.ZiplineAutoDetachDistance = "150" rope_end.kv.ZiplineSagEnable = "0" rope_end.kv.ZiplineSagHeight = "50" rope_end.SetOrigin( endPos ) DispatchSpawn( rope_start ) DispatchSpawn( rope_end ) } string function GetNPCTitanSettingFile( entity titan ) { Assert( titan.IsTitan(), titan + " is not a titan" ) return titan.ai.titanSettings.titanSetFile } void function DecodeBitField( int bitField ) { for ( int bitIndex = 0; bitIndex < 32; bitIndex++ ) { if ( bitField & (1 << bitIndex) ) { printt( "Comparison: ", bitField, "& ( 1 <<", bitIndex, ") = ", bitField & (1 << bitIndex) ) printt( "BIT SET: ", bitIndex, bitField, 1 << bitIndex ) } } } void function DropWeapon( entity npc ) { entity weapon = npc.GetActiveWeapon() if ( !weapon ) return string name = weapon.GetWeaponClassName() // giving the weapon you have drops a new one in its place npc.GiveWeapon( name ) npc.TakeActiveWeapon() } void function TestGiveGunTo( int index, string weaponName ) { entity ent = GetEntByIndex( index ) if ( !ent ) { printt( "No entity for index:", index ) return; } TakePrimaryWeapon( ent ) ent.GiveWeapon( weaponName ) ent.SetActiveWeaponByName( weaponName ) } string function GetEditorClass( entity self ) { if ( self.HasKey( "editorclass" ) ) return expect string( self.kv.editorclass ) return "" } bool function TitanHasRegenningShield( entity soul ) { if ( !TitanShieldRegenEnabled() ) return false if ( !TitanShieldDecayEnabled() ) return true if ( SoulHasPassive( soul, ePassives.PAS_SHIELD_BOOST ) ) return true return false } void function DelayShieldDecayTime( entity soul, float delay ) { soul.e.nextShieldDecayTime = Time() + delay } void function HighlightWeapon( entity weapon ) { #if HAS_WEAPON_PICKUP_HIGHLIGHT if ( weapon.IsLoadoutPickup() ) { Highlight_SetOwnedHighlight( weapon, "sp_loadout_pickup" ) Highlight_SetNeutralHighlight( weapon, "sp_loadout_pickup" ) } else { Highlight_SetOwnedHighlight( weapon, "weapon_drop_active" ) Highlight_SetNeutralHighlight( weapon, "weapon_drop_normal" ) } #endif // #if HAS_WEAPON_PICKUP_HIGHLIGHT } void function WaitTillLookingAt( entity player, entity ent, bool doTrace, float degrees, float minDist = 0, float timeOut = 0, entity trigger = null, string failsafeFlag = "" ) { EndSignal( ent, "OnDestroy" ) EndSignal( player, "OnDeath" ) //trigger = the trigger ther player must be touching while doing the check //failsafeFlag = bypass everything if this flag gets set if ( failsafeFlag != "" ) EndSignal( level, failsafeFlag ) float minDistSqr = minDist * minDist Assert( minDistSqr >= 0 ) float timeoutTime = Time() + timeOut while( true ) { if ( timeOut > 0 && Time() > timeoutTime ) break if ( failsafeFlag != "" && Flag( failsafeFlag ) ) break // Within range? if ( minDistSqr > 0 && DistanceSqr( player.GetOrigin(), ent.GetOrigin() ) > minDistSqr ) { WaitFrame() continue } // Touching trigger? if ( ( trigger != null ) && ( !trigger.IsTouching( player ) ) ) { WaitFrame() continue } if ( PlayerCanSee( player, ent, doTrace, degrees ) ) break WaitFrame() } } void function SetTargetName( entity ent, string name ) { ent.SetValueForKey( "targetname", name ) } ZipLine function CreateZipLine( vector start, vector end, int autoDetachDistance = 150, float ziplineMoveSpeedScale = 1.0 ) { string midpointName = UniqueString( "rope_midpoint" ) string endpointName = UniqueString( "rope_endpoint" ) entity rope_start = CreateEntity( "move_rope" ) rope_start.kv.NextKey = midpointName rope_start.kv.MoveSpeed = 0 rope_start.kv.ZiplineMoveSpeedScale = ziplineMoveSpeedScale rope_start.kv.Slack = 0 rope_start.kv.Subdiv = 0 rope_start.kv.Width = "2" rope_start.kv.TextureScale = "1" rope_start.kv.RopeMaterial = "cable/zipline.vmt" rope_start.kv.PositionInterpolator = 2 rope_start.kv.Zipline = "1" rope_start.kv.ZiplineAutoDetachDistance = string( autoDetachDistance ) rope_start.kv.ZiplineSagEnable = "0" rope_start.kv.ZiplineSagHeight = "0" rope_start.SetOrigin( start ) entity rope_mid = CreateEntity( "keyframe_rope" ) SetTargetName( rope_mid, midpointName ) rope_start.kv.NextKey = endpointName rope_mid.SetOrigin( ( start + end ) * 0.5 ) //rope_mid.SetOrigin( start ) entity rope_end = CreateEntity( "keyframe_rope" ) SetTargetName( rope_end, endpointName ) rope_end.SetOrigin( end ) // Dispatch spawn entities DispatchSpawn( rope_start ) DispatchSpawn( rope_mid ) DispatchSpawn( rope_end ) ZipLine zipLine zipLine.start = rope_start zipLine.mid = rope_mid zipLine.end = rope_end return zipLine } entity function GetPlayerFromEntity( entity ent ) { entity player = null if ( ent.IsPlayer() ) { player = ent } else if ( ent.IsNPC() ) { player = ent.GetBossPlayer() } else { player = ent.GetOwner() if ( !player || !player.IsPlayer() ) return null } if ( IsValid_ThisFrame( player ) ) return player return null } void function SetHumanRagdollImpactTable( entity ent ) { ent.SetRagdollImpactFX( HUMAN_RAGDOLL_IMPACT_TABLE_IDX ) } bool function ScriptManagedEntArrayContains( int handle, entity ent ) { array< entity > ents = GetScriptManagedEntArray( handle ) foreach ( ent in ents ) { if ( ent == ent ) return true } return false } void function HideCrit( entity ent ) { int bodyGroupIndex = ent.FindBodyGroup( "hitpoints" ) if ( bodyGroupIndex == -1 ) { return } ent.SetBodygroup( bodyGroupIndex, 1 ) } void function ShowCrit( entity ent ) { int bodyGroupIndex = ent.FindBodyGroup( "hitpoints" ) if ( bodyGroupIndex == -1 ) { return } ent.SetBodygroup( bodyGroupIndex, 0 ) } #if DEV void function TeleportEnemyBotToView() { entity player = gp()[0] TraceResults traceResults = PlayerViewTrace( player ) if ( traceResults.fraction >= 1.0 ) return array<entity> players = GetPlayerArrayOfEnemies_Alive( player.GetTeam() ) foreach ( enemy in players ) { if ( !enemy.IsBot() ) continue enemy.SetOrigin( traceResults.endPos ) return } } void function TeleportEntityToView( entity ent ) { entity player = gp()[0] TraceResults traceResults = PlayerViewTrace( player ) if ( traceResults.fraction >= 1.0 ) return ent.SetOrigin( traceResults.endPos ) //traceResults.surfaceNormal } void function TeleportFriendlyBotToView() { entity player = gp()[0] TraceResults traceResults = PlayerViewTrace( player ) if ( traceResults.fraction >= 1.0 ) return array<entity> players = GetPlayerArrayOfTeam_Alive( player.GetTeam() ) foreach ( enemy in players ) { if ( !enemy.IsBot() ) continue enemy.SetOrigin( traceResults.endPos ) return } } void function TeleportBotToAbove() { entity player = gp()[0] array<entity> players = GetPlayerArray_AlivePilots() foreach ( enemy in players ) { if ( !enemy.IsBot() ) continue enemy.SetOrigin( player.GetOrigin() + < 0, 0, 512 > ) return } } TraceResults function PlayerViewTrace( entity player, float distance = 10000 ) { vector eyePosition = player.EyePosition() vector viewVector = player.GetViewVector() TraceResults traceResults = TraceLine( eyePosition, eyePosition + viewVector * distance, player, TRACE_MASK_SHOT_BRUSHONLY, TRACE_COLLISION_GROUP_NONE ) return traceResults } #endif void function ClearPlayerAnimViewEntity( entity player, float time = 0.3 ) { entity viewEnt = player.GetFirstPersonProxy() viewEnt.HideFirstPersonProxy() viewEnt.Anim_Stop() player.AnimViewEntity_SetLerpOutTime( time ) player.AnimViewEntity_Clear() player.p.currViewConeFunction = null } void function BrushMoves( entity brush ) { float moveTime = float( brush.kv.move_time ) int movedir = int( brush.kv.movedirection ) BrushMovesInDirection( brush, movedir, moveTime ) } void function BrushMovesInDirection( entity ent, int dir, float moveTime = 0, float blendIn = 0, float blendOut = 0, float lip = 8 ) { entity mover = CreateOwnedScriptMover( ent ) OnThreadEnd( function() : ( ent, mover ) { if ( IsValid( ent ) ) ent.ClearParent() if ( IsValid( mover ) ) mover.Destroy() } ) dir %= 360 if ( dir > 180 ) dir -= 360 else if ( dir < -180 ) dir += 360 string moveAxis = GetMoveAxisFromDir( dir ) ent.SetParent( mover ) vector origin = ent.GetOrigin() float moveAmount if ( ent.HasKey( "move_amount" ) ) { moveAmount = float( ent.kv.move_amount ) - lip switch ( moveAxis ) { case "x": case "y": if ( dir < 0 ) moveAmount *= -1 break case "z": if ( dir == -1 ) moveAmount *= -1 break } } else { switch ( moveAxis ) { case "x": moveAmount = GetEntWidth( ent ) - lip if ( dir < 0 ) moveAmount *= -1 break case "y": moveAmount = GetEntDepth( ent ) - lip if ( dir < 0 ) moveAmount *= -1 break case "z": moveAmount = GetEntHeight( ent ) - lip if ( dir == -1 ) moveAmount *= -1 break } } switch ( moveAxis ) { case "x": origin.x += moveAmount break case "y": origin.y += moveAmount break case "z": origin.z += moveAmount break } if ( moveTime > 0 ) { mover.NonPhysicsMoveTo( origin, moveTime, blendIn, blendOut ) wait moveTime } else { mover.SetOrigin( origin ) } } string function GetMoveAxisFromDir( int dir ) { if ( dir == 1 || dir == -1 ) return "z" if ( dir % 180 == 0 ) return "x" return "y" } float function GetEntHeight( entity ent ) { return ent.GetBoundingMaxs().z - ent.GetBoundingMins().z } float function GetEntWidth( entity ent ) { return ent.GetBoundingMaxs().x - ent.GetBoundingMins().x } float function GetEntDepth( entity ent ) { return ent.GetBoundingMaxs().y - ent.GetBoundingMins().y } void function PushEntWithVelocity( entity ent, vector velocity ) { if ( !ent.IsPlayer() && !ent.IsNPC() ) return if ( !IsAlive( ent ) ) return float scale = 1.0 float pushbackScale = 1.0 if ( ent.IsTitan() ) { entity soul = ent.GetTitanSoul() if ( soul != null ) // defensive fix { string settings = GetSoulPlayerSettings( soul ) var scale = Dev_GetPlayerSettingByKeyField_Global( settings, "pushbackScale" ) if ( scale != null ) { pushbackScale = expect float( scale ) } } } scale = 1.0 - StatusEffect_Get( ent, eStatusEffect.pushback_dampen ) scale = scale * pushbackScale velocity *= scale ent.SetVelocity( velocity ) } bool function IsPlayerMalePilot( entity player ) { Assert( player.IsPlayer() ) if ( !IsPilot( player ) ) return false return !IsPlayerFemale( player ) } bool function IsPlayerFemalePilot( entity player ) { Assert( player.IsPlayer() ) if ( !IsPilot( player ) ) return false return IsPlayerFemale( player ) } bool function IsFacingEnemy( entity guy, entity enemy, int viewAngle = 75 ) { vector dir = enemy.GetOrigin() - guy.GetOrigin() dir = Normalize( dir ) float dot = DotProduct( guy.GetPlayerOrNPCViewVector(), dir ) float yaw = DotToAngle( dot ) return ( yaw < viewAngle ) } void function SetSquad( entity guy, string squadName ) { Assert( IsValid( guy ) ) if ( guy.kv.squadname == squadName ) return // we only want squads containing NPCs of the same class #if HAS_AI_SQUAD_LIMITS Assert( SquadValidForClass( squadName, guy.GetClassName() ), "Can't put AI " + guy + " in squad " + squadName + ", because it contains one or more AI with a different class." ) Assert( SquadCanAcceptNewMembers( guy, squadName ), "Can't add AI " + guy + " to squad " + squadName + ", because that squad already has " + SQUAD_SIZE + " slots filled or reserved." ) #endif guy.SetSquad( squadName ) } void function PushPlayersApart( entity target, entity attacker, float speed ) { vector dif = Normalize( target.GetOrigin() - attacker.GetOrigin() ) dif *= speed PushPlayerAway( target, dif ) PushPlayerAway( attacker, -dif ) } void function PushPlayerAway( entity target, vector velocity ) { #if MP if ( !target.IsPlayer() && !target.IsNPC() ) return #endif vector result = velocity // + target.GetVelocity() result.z = max( 200, fabs( velocity.z ) ) target.SetVelocity( result ) //DebugDrawLine( target.GetOrigin(), target.GetOrigin() + result * 5, 255, 0, 0, true, 5.0 ) } int function SortBySpawnTime( entity ent1, entity ent2 ) { if ( ent1.e.spawnTime > ent2.e.spawnTime ) return 1 if ( ent2.e.spawnTime > ent1.e.spawnTime ) return -1 return 0 } void function HolsterAndDisableWeapons( entity player ) { player.HolsterWeapon() DisableOffhandWeapons( player ) } void function HolsterViewModelAndDisableWeapons( entity player ) //Note that this skips the first person holster animation, and it appears to 3p observers you still have a gun out { player.DisableWeaponViewModel() DisableOffhandWeapons( player ) } void function DeployAndEnableWeapons( entity player ) { player.DeployWeapon() EnableOffhandWeapons( player ) } void function DeployViewModelAndEnableWeapons( entity player ) { if ( IsAlive( player ) ) player.EnableWeaponViewModel() EnableOffhandWeapons( player ) } //Investigate: This might be getting called without enableoffhandweapons being called. If so, Server_TurnOffhandWeaponsDisabledOn() should be used instead of this stack system. void function DisableOffhandWeapons( entity player ) { player.Server_TurnOffhandWeaponsDisabledOn() player.p.disableOffhandWeaponsStackCount++ } void function EnableOffhandWeapons( entity player ) { player.p.disableOffhandWeaponsStackCount-- if ( player.p.disableOffhandWeaponsStackCount <= 0 ) player.Server_TurnOffhandWeaponsDisabledOff() Assert( player.p.disableOffhandWeaponsStackCount >= 0, "Warning! Called EnableOffhandWeapons() but the weapons aren't disabled!" ) } void function PushEntWithDamageInfoAndDistanceScale( entity ent, var damageInfo, float nearRange, float farRange, float nearScale, float farScale, float forceMultiplier_dotBase = 0.5 ) { float scale = GraphCapped( DamageInfo_GetDistFromAttackOrigin( damageInfo ), nearRange, farRange, nearScale, farScale ) if ( scale > 0 ) PushEntWithDamageInfo( ent, damageInfo, forceMultiplier_dotBase, scale ) } void function PushEntWithDamageInfo( entity ent, var damageInfo, float forceMultiplier_dotBase = 0.5, float forceMultiplier_dotScale = 0.5 ) { int source = DamageInfo_GetDamageSourceIdentifier( damageInfo ) switch ( source ) { case eDamageSourceId.mp_titanweapon_vortex_shield: case eDamageSourceId.mp_titanweapon_vortex_shield_ion: return } entity projectile = DamageInfo_GetInflictor( damageInfo ) if ( !IsValid( projectile ) ) return vector attackDirection = Normalize( projectile.GetVelocity() ) float damage = DamageInfo_GetDamage( damageInfo ) PushEntWithDamageFromDirection( ent, damage, attackDirection, forceMultiplier_dotBase, forceMultiplier_dotScale ) } void function PushEntWithDamageFromDirection( entity ent, float damage, vector attackDirection, float forceMultiplier_dotBase = 0.5, float forceMultiplier_dotScale = 0.5 ) { float speed if ( damage < 900 ) speed = GraphCapped( damage, 0, 900, 0, 650 ) else speed = GraphCapped( damage, 900, 1400, 650, 1400 ) vector direction = attackDirection + <0,0,0> direction.z *= 0.25 vector force = direction * speed force += < 0, 0, fabs( direction.z ) * 0.25 > vector velocity = ent.GetVelocity() vector baseVel = Normalize( velocity + <0,0,0> ) float dot = DotProduct( baseVel, attackDirection ) * -1 float dotMultiplier if ( dot > 0 ) { dot *= forceMultiplier_dotScale } else { dot = 0 } force *= ( forceMultiplier_dotBase + dot ) //printt( "force " + Length( force ) ) velocity += force PushEntWithVelocity( ent, velocity ) } void function SetPlayerAnimViewEntity( entity player, entity model ) { // clear any attempts to hide the view anim entity player.Signal( "NewViewAnimEntity" ) player.AnimViewEntity_SetEntity( model ) } void function RandomizeHead( entity model ) //Randomize head across all available heads { int headIndex = model.FindBodyGroup( "head" ) if ( headIndex == -1 ) { //printt( "HeadIndex == -1, returning" ) return } int numOfHeads = model.GetBodyGroupModelCount( headIndex ) - 1 // last one is no head //printt( "Num of Heads: " + numOfHeads ) if ( HasTeamSkin( model ) ) { RandomizeHeadByTeam( model, headIndex, numOfHeads ) return } else { int randomHeadIndex = RandomInt( numOfHeads ) //printt( "Set head to: : " + randomHeadIndex ) model.SetBodygroup( headIndex, randomHeadIndex ) } } bool function HasTeamSkin( entity model ) { return "teamSkin" in model.CreateTableFromModelKeyValues() } void function RandomizeHeadByTeam( entity model, int headIndex, int numOfHeads ) //Randomize head across heads available to a particular team. Assumes for a model all imc heads are first, then all militia heads are later. { float midPoint = float( numOfHeads / 2 ) int randomHeadIndex = 0 if ( model.GetTeam() == TEAM_IMC ) { randomHeadIndex = RandomInt( midPoint ) } else if ( model.GetTeam() == TEAM_MILITIA ) { randomHeadIndex = RandomIntRange( midPoint, numOfHeads ) } //printt( "Model ", model.GetModelName(), " is using ", numOfHeads, " randomHeadIndex") //printt( "Set head to: : " + randomHeadIndex ) model.SetBodygroup( headIndex, randomHeadIndex ) } void function TakeWeaponsForArray( entity ent, array<entity> weapons ) { foreach ( weapon in weapons ) { ent.TakeWeaponNow( weapon.GetWeaponClassName() ) } } void function ScaleHealth( entity ent, float scale ) { Assert( IsAlive( ent ) ) int maxHealth = ent.GetMaxHealth() float healthRatio = float( ent.GetHealth() ) / maxHealth maxHealth = int( maxHealth * scale ) ent.SetHealth( maxHealth * healthRatio ) ent.SetMaxHealth( maxHealth ) } void function TeleportPlayerToEnt( entity player, entity org ) { if ( !IsValid( player ) ) return Assert( player.IsPlayer() ) player.SetOrigin( org.GetOrigin() ) player.SetAngles( org.GetAngles() ) } float function ShieldModifyDamage( entity ent, var damageInfo ) { entity victim if ( ent.IsTitan() ) victim = ent.GetTitanSoul() else victim = ent int shieldHealth = victim.GetShieldHealth() float damage = DamageInfo_GetDamage( damageInfo ) int damageSourceIdentifier = DamageInfo_GetDamageSourceIdentifier( damageInfo ) ShieldDamageModifier damageModifier = GetShieldDamageModifier( damageInfo ) damage *= damageModifier.damageScale float healthFrac = GetHealthFrac( victim ) float permanentDamage = (damage * damageModifier.permanentDamageFrac * healthFrac) float shieldDamage if ( damageSourceIdentifier == eDamageSourceId.titanEmpField ) { shieldDamage = min( 1000.0, float( shieldHealth ) ) } else { if ( damageModifier.normalizeShieldDamage ) shieldDamage = damage * 0.5 else shieldDamage = damage - permanentDamage // if ( IsSoul( victim ) && SoulHasPassive( victim, ePassives.PAS_SHIELD_BOOST ) ) // shieldDamage *= SHIELD_BOOST_DAMAGE_DAMPEN if ( IsSoul( victim ) && SoulHasPassive( victim, ePassives.PAS_BERSERKER ) ) shieldDamage *= BERSERKER_INCOMING_DAMAGE_DAMPEN } float newShieldHealth = shieldHealth - shieldDamage victim.SetShieldHealth( max( 0, newShieldHealth ) ) if ( shieldHealth > 0 && newShieldHealth <= 0 ) { if ( ent.IsPlayer() ) { EmitSoundOnEntityExceptToPlayer( ent, ent, "titan_energyshield_down_3P" ) EmitSoundOnEntityOnlyToPlayer( ent, ent, "titan_energyshield_down_1P" ) } else if ( ent.GetScriptName() == "fw_team_tower" ) { EmitSoundOnEntity( ent, "TitanWar_Harvester_ShieldDown" ) #if FACTION_DIALOGUE_ENABLED PlayFactionDialogueToTeam( "fortwar_baseShieldDownFriendly", ent.GetTeam() ) PlayFactionDialogueToTeam( "fortwar_baseShieldDownEnemy", GetOtherTeam( ent.GetTeam() ) ) #endif } else { EmitSoundOnEntity( ent, "titan_energyshield_down_3P" ) } } DamageInfo_AddCustomDamageType( damageInfo, DF_SHIELD_DAMAGE ) if ( newShieldHealth < 0 ) { DamageInfo_SetDamage( damageInfo, fabs( newShieldHealth ) + permanentDamage ) } else { if ( permanentDamage == 0 ) { entity attacker = DamageInfo_GetAttacker( damageInfo ) vector damageOrigin = GetDamageOrigin( damageInfo, ent ) int damageType = DamageInfo_GetCustomDamageType( damageInfo ) int attackerEHandle = attacker.GetEncodedEHandle() int damageSourceId = DamageInfo_GetDamageSourceIdentifier( damageInfo ) if ( attacker.IsPlayer() ) attacker.NotifyDidDamage( ent, DamageInfo_GetHitBox( damageInfo ), DamageInfo_GetDamagePosition( damageInfo ), damageType, shieldDamage, DamageInfo_GetDamageFlags( damageInfo ), DamageInfo_GetHitGroup( damageInfo ), DamageInfo_GetWeapon( damageInfo ), DamageInfo_GetDistFromAttackOrigin( damageInfo ) ) if ( ent.IsPlayer() ) Remote_CallFunction_Replay( ent, "ServerCallback_TitanTookDamage", shieldDamage, damageOrigin.x, damageOrigin.y, damageOrigin.z, damageType, damageSourceId, attackerEHandle, null, false, 0 ) } DamageInfo_SetDamage( damageInfo, permanentDamage ) } float actualShieldDamage = min( shieldHealth, shieldDamage ) if ( actualShieldDamage > 0 ) { foreach ( func in ent.e.entPostShieldDamageCallbacks ) { func( ent, damageInfo, actualShieldDamage ) } } return actualShieldDamage } ShieldDamageModifier function GetShieldDamageModifier( var damageInfo ) { ShieldDamageModifier damageModifier // Disabling Shield Damage Modifiers and rebalancing the weapons. The below mechanics seem cool in an R1 style system though so leaving them commented out. // NOTE: Changing Damage Scale has a buggy interaction with permanent damage that must be fixed if we re-enable this. /* int damageSourceIdentifier = DamageInfo_GetDamageSourceIdentifier( damageInfo ) switch ( damageSourceIdentifier ) { case eDamageSourceId.mp_weapon_thermite_grenade: damageModifier.permanentDamageFrac = 0.9 break } if ( DamageInfo_GetCustomDamageType( damageInfo ) & DF_ELECTRICAL ) { // amped version if ( damageSourceIdentifier == eDamageSourceId.mp_titanweapon_xo16 ) damageModifier.damageScale *= 1.5 // amped version if ( damageSourceIdentifier == eDamageSourceId.mp_titanweapon_triple_threat ) damageModifier.damageScale *= 1.5 if ( damageSourceIdentifier == eDamageSourceId.mp_titanweapon_arc_cannon ) damageModifier.damageScale *= 1.5 } */ if ( DamageInfo_GetCustomDamageType( damageInfo ) & DF_ELECTRICAL ) { int damageSourceIdentifier = DamageInfo_GetDamageSourceIdentifier( damageInfo ) // Vanguard Arc Rounds if ( damageSourceIdentifier == eDamageSourceId.mp_titanweapon_xo16_vanguard ) damageModifier.damageScale *= 1.5 } return damageModifier } void function AddCallback_NPCLeeched( void functionref( entity, entity ) callbackFunc ) { Assert( !( svGlobal.onLeechedCustomCallbackFunc.contains( callbackFunc ) ) ) svGlobal.onLeechedCustomCallbackFunc.append( callbackFunc ) } void function MessageToPlayer( entity player, int eventID, entity ent = null, var eventVal = null ) { var eHandle = null if ( ent ) eHandle = ent.GetEncodedEHandle() Remote_CallFunction_NonReplay( player, "ServerCallback_EventNotification", eventID, eHandle, eventVal ) //SendHudMessage( player, message, 0.33, 0.28, 255, 255, 255, 255, 0.15, 3.0, 0.5 ) } void function MessageToTeam( int team, int eventID, entity excludePlayer = null, entity ent = null, var eventVal = null ) { array<entity> players = GetPlayerArray() foreach ( player in players ) { if ( player.GetTeam() != team ) continue if ( player == excludePlayer ) continue MessageToPlayer( player, eventID, ent, eventVal ) } } void function MessageToAll( int eventID, entity excludePlayer = null, entity ent = null, var eventVal = null ) { array<entity> players = GetPlayerArray() foreach ( player in players ) { if ( player == excludePlayer ) continue MessageToPlayer( player, eventID, ent, eventVal ) } } string function ReloadScriptsInternal() { reloadingScripts = true reloadedScripts = true ReloadingScriptsBegin() if ( IsMenuLevel() ) { reloadingScripts = false ReloadingScriptsEnd() return "" } TitanEmbark_Init() ReloadScriptCallbacks() reloadingScripts = false ReloadingScriptsEnd() return ( "reloaded server scripts" ) } string function ReloadScripts() { ServerCommand( "fs_report_sync_opens 0" ) // makes reload scripts slow delaythread ( 0 ) ReloadScriptsInternal() return ( "reloaded server scripts" ) } int function GameTime_TimeLimitSeconds() { if ( IsRoundBased() ) { return ( GetRoundTimeLimit_ForGameMode() * 60.0 ).tointeger() } else { if ( IsSuddenDeathGameMode() && GetGameState() == eGameState.SuddenDeath ) return ( GetTimeLimit_ForGameMode() * 60.0 ).tointeger() + ( GetSuddenDeathTimeLimit_ForGameMode() * 60.0 ).tointeger() else return ( GetTimeLimit_ForGameMode() * 60.0 ).tointeger() } unreachable } int function GetSuddenDeathTimeLimit_ForGameMode() { string mode = GameRules_GetGameMode() string playlistString = "suddendeath_timelimit" return GetCurrentPlaylistVarInt( playlistString, 4 ) } int function GameTime_TimeLimitMinutes() { if ( IsRoundBased() ) return floor( GetRoundTimeLimit_ForGameMode() ).tointeger() else return floor( GetTimeLimit_ForGameMode() ).tointeger() unreachable } int function GameTime_TimeLeftMinutes() { if ( GetGameState() == eGameState.WaitingForPlayers ) return 0 if ( GetGameState() == eGameState.Prematch ) return int( ( expect float( GetServerVar( "gameStartTime" ) ) - Time()) / 60.0 ) return floor( GameTime_TimeLimitMinutes() - GameTime_PlayingTime() / 60 ).tointeger() } int function GameTime_TimeLeftSeconds() { if ( GetGameState() == eGameState.Prematch ) return int( expect float( GetServerVar( "gameStartTime" ) ) - Time() ) return floor( GameTime_TimeLimitSeconds() - GameTime_PlayingTime() ).tointeger() } int function GameTime_Seconds() { return floor( Time() ).tointeger() } int function GameTime_Minutes() { return int( floor( GameTime_Seconds() / 60 ) ) } float function GameTime_PlayingTime() { return GameTime_PlayingTimeSince( Time() ) } float function GameTime_PlayingTimeSince( float sinceTime ) { int gameState = GetGameState() // temp fix because i have no fucking clue why this crashes if ( gameState < eGameState.Playing ) return 0 if ( IsRoundBased() ) { if ( gameState > eGameState.SuddenDeath ) return (expect float( GetServerVar( "roundEndTime" ) ) - expect float( GetServerVar( "roundStartTime" ) ) ) else return sinceTime - expect float( GetServerVar( "roundStartTime" ) ) } else { if ( gameState > eGameState.SuddenDeath ) return (expect float( GetServerVar( "gameEndTime" ) ) - expect float( GetServerVar( "gameStartTime" ) ) ) else return sinceTime - expect float( GetServerVar( "gameStartTime" ) ) } unreachable } float function GameTime_TimeSpentInCurrentState() { return Time() - expect float( GetServerVar( "gameStateChangeTime" ) ) } int function GameScore_GetFirstToScoreLimit() { return expect int( level.firstToScoreLimit ) } bool function GameScore_AllowPointsOverLimit() { return svGlobal.allowPointsOverLimit } int function GameScore_GetWinningTeam() { if ( GameScore_GetFirstToScoreLimit() ) return GameScore_GetFirstToScoreLimit() if ( IsRoundBased() ) { if ( GameRules_GetTeamScore2( TEAM_IMC ) > GameRules_GetTeamScore2( TEAM_MILITIA ) ) return TEAM_IMC else if ( GameRules_GetTeamScore2( TEAM_MILITIA ) > GameRules_GetTeamScore2( TEAM_IMC ) ) return TEAM_MILITIA } else { if ( GameRules_GetTeamScore( TEAM_IMC ) > GameRules_GetTeamScore( TEAM_MILITIA ) ) return TEAM_IMC else if ( GameRules_GetTeamScore( TEAM_MILITIA ) > GameRules_GetTeamScore( TEAM_IMC ) ) return TEAM_MILITIA } return TEAM_UNASSIGNED } int function GameScore_GetWinningTeam_ThisRound() { if ( GameScore_GetFirstToScoreLimit() ) return GameScore_GetFirstToScoreLimit() Assert ( IsRoundBased() ) if ( GameRules_GetTeamScore( TEAM_IMC ) > GameRules_GetTeamScore( TEAM_MILITIA ) ) return TEAM_IMC else if ( GameRules_GetTeamScore( TEAM_MILITIA ) > GameRules_GetTeamScore( TEAM_IMC ) ) return TEAM_MILITIA return TEAM_UNASSIGNED } #if DEV void function KillIMC() { array<entity> enemies = GetNPCArrayOfTeam( TEAM_IMC ) foreach ( enemy in enemies ) { enemy.Die() } } void function killtitans() { printt( "Script command: Kill all titans" ) array<entity> titans = GetTitanArray() foreach ( titan in titans ) titan.Die() } void function killminions() { printt( "Script command: Kill all minions" ) array<entity> minions = GetAllMinions() foreach ( minion in minions ) { minion.Die() } } #endif array<entity> function GetTeamMinions( int team ) { array<entity> ai = GetNPCArrayByClass( "npc_soldier" ) ai.extend( GetNPCArrayByClass( "npc_spectre" ) ) for ( int i = 0; i < ai.len(); i++ ) { if ( ai[i].GetTeam() != team ) { ai.remove(i) i-- } } return ai } array<entity> function GetAllMinions() { array<entity> ai = GetNPCArrayByClass( "npc_soldier" ) ai.extend( GetNPCArrayByClass( "npc_spectre" ) ) ai.extend( GetNPCArrayByClass( "npc_drone" ) ) return ai } bool function GameScore_IsLowScoreDifference() { int winningTeam = GameScore_GetWinningTeam() if ( !winningTeam ) return true int losingTeam = GetOtherTeam( winningTeam ) int winningTeamScore int losingTeamScore if ( IsRoundBased() ) { winningTeamScore = GameRules_GetTeamScore2( winningTeam ) losingTeamScore = GameRules_GetTeamScore2( losingTeam ) } else { winningTeamScore = GameRules_GetTeamScore( winningTeam ) losingTeamScore = GameRules_GetTeamScore( losingTeam ) } return ( winningTeamScore - losingTeamScore < 2 ) } bool function IsFastPilot( entity player ) { Assert( IsPilot( player ), "Pilot only check" ) if ( player.IsWallHanging() ) return false if ( player.IsWallRunning() ) return true if ( !player.IsOnGround() ) return true if ( LengthSqr( player.GetSmoothedVelocity() ) > 180*180 || LengthSqr( player.GetVelocity() ) > 180*180 ) return true return false } void function KillPlayer( entity player, int damageSource ) { #if DEV printt( "Played Killed from script: " ) DumpStack() #endif Assert( IsAlive( player ) ) Assert( player.IsPlayer() ) player.Die( svGlobal.worldspawn, svGlobal.worldspawn, { damageSourceId = damageSource, scriptType=DF_SKIP_DAMAGE_PROT | DF_SKIPS_DOOMED_STATE } ) } ////////////////////////////////////////////////////////// void function TurretChangeTeam( entity turret, int team ) { if ( team != TEAM_UNASSIGNED ) { // If a turret is on some player's team it should never be invulnerable MakeTurretVulnerable( turret ) } SetTeam( turret, team ) // refresh the turret client side particle effects UpdateTurretClientSideParticleEffects( turret ) } void function MakeTurretInvulnerable( entity turret ) { Assert( IsValid( turret ) ) turret.SetInvulnerable() turret.SetNoTarget(true) turret.SetNoTargetSmartAmmo(true) } void function MakeTurretVulnerable( entity turret ) { Assert( IsValid( turret ) ) turret.ClearInvulnerable() turret.SetNoTarget(false) turret.SetNoTargetSmartAmmo(false) } void function UpdateTurretClientSideParticleEffects( entity turret ) { if ( !IsValid( turret ) ) return int turretEHandle = turret.GetEncodedEHandle() array<entity> players = GetPlayerArray() foreach( player in players ) { Remote_CallFunction_Replay( player, "ServerCallback_TurretRefresh", turretEHandle ) } } bool function TakePrimaryWeapon( entity player ) { array<entity> weapons = player.GetMainWeapons() foreach ( index, weaponEnt in weapons ) { int weaponType = weaponEnt.GetWeaponType() if ( weaponType == WT_SIDEARM || weaponType == WT_ANTITITAN ) continue; string weapon = weaponEnt.GetWeaponClassName() player.TakeWeaponNow( weapon ) return true } return false } bool function TakeSecondaryWeapon( entity player ) { array<entity> weapons = player.GetMainWeapons() foreach ( index, weaponEnt in weapons ) { if ( weaponEnt.GetWeaponType() != WT_ANTITITAN ) continue string weapon = weaponEnt.GetWeaponClassName() player.TakeWeaponNow( weapon ) return true } return false } bool function TakeSidearmWeapon( entity player ) { array<entity> weapons = player.GetMainWeapons() foreach ( index, weaponEnt in weapons ) { if ( weaponEnt.GetWeaponType() != WT_SIDEARM ) continue string weapon = weaponEnt.GetWeaponClassName() player.TakeWeaponNow( weapon ) return true } return false } void function TakeAllWeapons( entity ent ) { if ( ent.IsPlayer() ) { ent.RemoveAllItems() array<entity> weapons = ent.GetMainWeapons() foreach ( weapon in weapons ) { Assert( 0, ent + " still has weapon " + weapon.GetWeaponClassName() + " after doing takeallweapons" ) } } else { array<entity> weapons = ent.GetMainWeapons() TakeWeaponsForArray( ent, weapons ) weapons = ent.GetOffhandWeapons() foreach ( index, weapon in clone weapons ) { ent.TakeOffhandWeapon( index ) } TakeWeaponsForArray( ent, weapons ) } } void function SetSpawnflags( entity ent, int spawnFlags ) { ent.kv.spawnflags = spawnFlags } void function DestroyAfterDelay( entity ent, float delay ) { Assert( IsNewThread(), "Must be threaded off" ) ent.EndSignal( "OnDestroy" ) wait( delay ) ent.Destroy() } void function UnlockAchievement( entity player, int achievementID ) { Assert( IsValid( player ), "Can't unlock achievement on invalid player entity" ) Assert( player.IsPlayer(), "Can't unlock achivement on non-player entity" ) Assert( achievementID > 0 && achievementID < achievements.MAX_ACHIVEMENTS, "Tried to unlock achievement with invalid enum value" ) Remote_CallFunction_UI( player, "ScriptCallback_UnlockAchievement", achievementID ) } void function UpdateHeroStatsForPlayer( entity player ) { if ( !IsValid( player ) ) return Remote_CallFunction_NonReplay( player, "ServerCallback_UpdateHeroStats" ) } void function TestDeathFall() { entity trigger = GetEntByScriptName( "DeathFallTrigger" ) table results = WaitSignal( trigger, "OnTrigger" ) printt( "DEATH FALL TRIGGERED" ) PrintTable( results ) } bool function PlayerHasTitan( entity player ) { entity titan if ( player.IsTitan() ) titan = player else titan = player.GetPetTitan() if ( IsAlive( titan ) ) return true return false }