//========================================================= // _mapspawn.nut // Called on newgame or transitions, BEFORE entities have been created and initialized //========================================================= global function CodeCallback_MapSpawn global function CodeCallback_ClientCommand global table _ClientCommandCallbacks = {} global entity _cc = null global entity _sc = null global struct spawnCallbackFuncArray { array<void functionref( entity )> callbackArray string entityClassname } global struct spawnCallbackFuncArray_scriptNoteworthy { array<void functionref( entity )> callbackArray string scriptNoteworthy } global struct spawnCallbackEditorClassFuncArray { array<void functionref( entity )> callbackArray string entityClassname string entityEditorClassname } global typedef pilotEliminationDialogueCallbackType void functionref( int, array<entity>, int, array<entity> ) global struct SvGlobals { entity worldspawn array<spawnCallbackFuncArray> spawnCallbackFuncs array<spawnCallbackEditorClassFuncArray> spawnCallbackEditorClassFuncs array<spawnCallbackFuncArray_scriptNoteworthy> spawnCallbackFuncs_scriptNoteworthy table<string, array<void functionref( entity )> > spawnCallbacks_scriptName array<pilotEliminationDialogueCallbackType> pilotEliminationDialogueCallbacks table<string, array<bool functionref( entity player, entity healthpack)> > onTouchHealthKitCallbacks array<void functionref( entity )> onClientConnectedCallbacks array<void functionref(entity)> onPlayerRespawnedCallbacks array<void functionref( entity player, entity npc_titan )> onPilotBecomesTitanCallbacks array<void functionref( entity player, entity npc_titan )> onTitanBecomesPilotCallbacks array<void functionref( entity, entity, entity) > soulTransferFuncs array<void functionref( entity titanSoul )> soulSettingsChangeFuncs array<void functionref( entity titanSoul )> soulInitFuncs table<string, array<void functionref( entity, var )> > damageByCallbacks bool functionref( entity ) gameModeAbandonPenaltyApplies bool functionref() timelimitCompleteFunc bool functionref( entity ) titanAvailabilityCheck bool cloakBreaksOnMelee = true //Reexamine if still needed if we have same behavior for cloak in MP/SP. float defaultPilotLeechTime = 2.8 int winReason string winReasonText string lossReasonText string gameWonAnnouncement string gameLostAnnouncement table< int, int > npcsSpawnedThisFrame_scriptManagedArray float pilotRespawnDelay = 0.0 array<void functionref( entity, var )> soulDeathFuncs table<string, void functionref(entity)> globalAnimEventCallbacks array<void functionref( entity titan, TitanLoadoutDef newTitanLoadout )> onTitanGetsNewLoadoutCallbacks array<void functionref( entity player, PilotLoadoutDef newTitanLoadout )> onPlayerGetsNewPilotLoadoutCallbacks array<void functionref( TitanLoadoutDef newTitanLoadout )> onUpdateDerivedTitanLoadoutCallbacks array<void functionref( entity player, TitanLoadoutDef newTitanLoadout )> onUpdateDerivedPlayerTitanLoadoutCallbacks array<void functionref( PilotLoadoutDef newPilotLoadout )> onUpdateDerivedPilotLoadoutCallbacks array<void functionref( entity victim, entity attacker, var damageInfo )> onPlayerKilledCallbacks array<void functionref( entity victim, entity attacker, var damageInfo )> onNPCKilledCallbacks array<void functionref( entity victim, var damageInfo )> onTitanDoomedCallbacks array<void functionref( entity victim, entity attacker )> onTitanHealthSegmentLostCallbacks array<void functionref( entity player )> onClientConnectingCallbacks array<void functionref( entity player )> onClientDisconnectedCallbacks array<void functionref( entity attacker, entity victim )> onPlayerAssistCallbacks array<void functionref( entity player )> onPlayerDropsScriptedItemsCallbacks array<void functionref( entity player )> onPlayerClassChangedCallbacks array<void functionref( entity ship, string anim )> onWaveSpawnDropshipSpawned table<string, array<void functionref( entity ent )> >onEntityChangedTeamCallbacks table<string, bool functionref( entity player, array<string>args )> clientCommandCallbacks array<void functionref()>[ eGameState._count_ ] gameStateEnterCallbacks bool allowPointsOverLimit = false bool bubbleShieldEnabled = true entity levelEnt //TODO: Get rid of these and use the new StartParticleEffectInWorld_ReturnEntity etc functions entity fx_CP_color_enemy //Used for setting control points on FX entity fx_CP_color_friendly //Used for setting control points on FX entity fx_CP_color_neutral //Used for setting control points on FX array<entity>[ TEAM_COUNT ] classicMPDropships bool evacEnabled = false void functionref( entity player ) observerFunc array<void functionref()> playingThinkFuncTable array<void functionref()> thirtySecondsLeftFuncTable void functionref( int progress ) matchProgressAnnounceFunc void functionref( entity player ) cp_VO_NagFunc void functionref( entity player, entity hardpoint, float distance ) cp_VO_ApproachFunc void functionref( entity touchEnt, entity hardpoint ) cp_VO_LeftTriggerWithoutCappingFunc table<int, string> hardpointStringIDs entity[ TEAM_COUNT ] flagSpawnPoints vector distCheckTestPoint void functionref() scoreEventOverrideFunc array<void functionref( entity, entity )> onLeechedCustomCallbackFunc bool forceSpawnAsTitan = false bool forceSpawnIntoTitan = false bool forceDisableTitanfalls = false bool titanfallEnabled = true //RoundWinningKillReplay related entity roundWinningKillReplayViewEnt = null entity roundWinningKillReplayVictim = null int roundWinningKillReplayInflictorEHandle = -1 bool watchingRoundWinningKillReplay = false bool forceNoFinalRoundDraws = false //Setting this to true will force a round based mode to keep playing rounds until a winner is determined. Game will not end on draw. bool roundBasedTeamScore_RoundReset = true //if true, reset team scores at the start of each round. bool isInPilotGracePeriod = false // if true, all players will be allowed to switch loadouts } global SvGlobals svGlobal void function CodeCallback_MapSpawn() // original script entry point { ScriptCompilerTest() LoadDiamond() _cc = CreateEntity( "point_clientcommand" ) _sc = CreateEntity( "point_servercommand" ) PrecacheEntity( "env_entity_dissolver" ) LevelVarInit() svGlobal.worldspawn = GetEnt( "worldspawn" ) svGlobal.worldspawn.kv.startdark = true PrecacheModel( $"models/dev/editor_ref.mdl" ) PrecacheModel( $"models/dev/empty_model.mdl" ) PrecacheModel( $"models/test/brad/store_card.mdl" ) PrecacheModel( $"models/test/brad/store_card_angel_city.mdl" ) PrecacheModel( $"models/test/brad/store_card_colony.mdl" ) PrecacheModel( $"models/test/brad/store_card_relic.mdl" ) PrecacheModel( $"models/test/brad/store_card_prime_bundle.mdl" ) PrecacheModel( $"models/test/brad/store_titan_warpaint_bundle.mdl" ) PrecacheModel( $"models/test/brad/store_weapon_warpaint_bundle.mdl" ) PrecacheModel( $"models/test/brad/jump_start.mdl" ) PrecacheModel( $"models/weapons/shoulder_rocket_SRAM/ptpov_law_menu.mdl" ) // HACK PrecacheModel( $"models/weapons/lstar/ptpov_lstar_menu.mdl" ) // HACK PrecacheModel( $"models/weapons/softball_at/ptpov_softball_at_menu.mdl" ) // HACK PrecacheModel( $"models/weapons/mastiff_stgn/ptpov_mastiff_menu.mdl" ) // HACK PrecacheModel( $"models/error.mdl" ) // model used when no model is provided if ( DREW_MODE == 2 ) // TEMPHACK PrecacheModel( GREEN_SCREEN_MODEL ) printl( "Code Script: _mapspawn" ) // This will end up in either SP or MP SPMP_MapSpawn_Init() } var function CodeCallback_ClientCommand( entity player, array<string> args ) { /*printl( "############################" ) printl( "CodeCallback_ClientCommand() before" ) printl( "player = " + player ) printl( "args:" ) foreach( key, value in args ) printl( key + " : " + value ) printl( "############################" )*/ string commandString = args.remove( 0 ) //TODO: Track down Why VModEnable is being called from code? //Assert( commandString in svGlobal.clientCommandCallbacks ) if ( commandString in svGlobal.clientCommandCallbacks ) { return svGlobal.clientCommandCallbacks[ commandString ]( player, args ) } else { printl( "############################" ) printl( "CommandString: " + commandString + " was not added via AddClientCommandCallback but is being called in CodeCallback_ClientCommand" ) printl( "############################" ) return false } }