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untyped
global function GamemodeFastballIntroSetup
global function FastballAddBuddySpawnForLevel
struct {
float introStartTime
table< int, Point > buddySpawns
entity militiaBuddy
entity imcBuddy
} file
void function GamemodeFastballIntroSetup()
{
RegisterSignal( "fastball_start_throw" )
RegisterSignal( "fastball_release" )
AddCallback_GameStateEnter( eGameState.Prematch, OnPrematchStart )
AddCallback_OnClientConnected( AddPlayerToFastballIntro )
}
void function FastballAddBuddySpawnForLevel( string level, int team, vector origin, vector angles )
{
if ( GetMapName() != level )
return
Point spawnPoint
spawnPoint.origin = origin
spawnPoint.angles = angles
file.buddySpawns[ team ] <- spawnPoint
}
void function OnPrematchStart()
{
ClassicMP_OnIntroStarted()
file.introStartTime = Time()
Point militiaBuddySpawn
Point imcBuddySpawn
// figure out positions if there's none manually specified
if ( file.buddySpawns.len() == 0 )
{
array<entity> militiaSpawns
array<entity> imcSpawns
foreach ( entity spawnpoint in GetEntArrayByClass_Expensive( "info_spawnpoint_titan_start" ) )
{
// trace from top to bottom
float result = TraceHullSimple( spawnpoint.GetOrigin() + < 0, 0, 250 >, spawnpoint.GetOrigin(), < -200, -200, 0 >, < 200, 200, 400 >, null )
// don't need to trace much, as long as it's over 0 that means it fits
// cases where it's over 0 but less than 1 are usually caused by terrain
if ( result > 0 )
{
if ( spawnpoint.GetTeam() == TEAM_MILITIA )
militiaSpawns.append( spawnpoint )
else
imcSpawns.append( spawnpoint )
}
}
entity milititaSpawnEnt = militiaSpawns[ RandomInt( militiaSpawns.len() ) ]
militiaBuddySpawn.origin = milititaSpawnEnt.GetOrigin()
militiaBuddySpawn.angles = milititaSpawnEnt.GetAngles()
entity imcSpawnEnt = imcSpawns[ RandomInt( imcSpawns.len() ) ]
imcBuddySpawn.origin = imcSpawnEnt.GetOrigin()
imcBuddySpawn.angles = imcSpawnEnt.GetAngles()
}
else
{
militiaBuddySpawn = file.buddySpawns[ TEAM_MILITIA ]
imcBuddySpawn = file.buddySpawns[ TEAM_IMC ]
}
file.militiaBuddy = CreatePropDynamic( $"models/titans/buddy/titan_buddy.mdl" )
file.militiaBuddy.SetOrigin( militiaBuddySpawn.origin )
file.militiaBuddy.SetAngles( militiaBuddySpawn.angles )
thread AnimateBuddy( file.militiaBuddy )
file.imcBuddy = CreatePropDynamic( $"models/titans/buddy/titan_buddy.mdl" )
file.imcBuddy.SetOrigin( imcBuddySpawn.origin )
file.imcBuddy.SetAngles( imcBuddySpawn.angles )
thread AnimateBuddy( file.imcBuddy )
foreach ( entity player in GetPlayerArray() )
thread FastballPlayer( player )
}
void function AnimateBuddy( entity buddy )
{
print( "buddy spawn at " + buddy.GetOrigin() + " " + buddy.GetAngles() )
thread PlayAnim( buddy, "bt_beacon_fastball_throw_end" )
// play dialogue at the right time
buddy.WaitSignal( "fastball_start_throw" )
float diagDuration = EmitSoundOnEntity( buddy, "diag_sp_spoke1_BE117_04_01_mcor_bt" ) // trust me
StartParticleEffectOnEntity( buddy, GetParticleSystemIndex( $"P_BT_eye_SM" ), FX_PATTACH_POINT_FOLLOW, buddy.LookupAttachment( "EYEGLOW" ) )
wait diagDuration
if ( GetGameState() != eGameState.Playing )
ClassicMP_OnIntroFinished()
buddy.WaitSignal( "fastball_release" )
wait 5.0
buddy.Destroy()
}
void function AddPlayerToFastballIntro( entity player )
{
if ( GetGameState() == eGameState.Prematch )
thread FastballPlayer( player )
}
void function FastballPlayer( entity player )
{
if ( IsAlive( player ) )
player.Die() // kill player if they're alive so there's no issues with that
WaitFrame()
player.EndSignal( "OnDeath" )
player.EndSignal( "OnDestroy" )
// do this here so it's in OnThreadEnd
var oldVisibility = player.kv.VisibilityFlags
OnThreadEnd( function() : ( player, oldVisibility )
{
RemoveCinematicFlag( player, CE_FLAG_CLASSIC_MP_SPAWNING )
player.ClearParent()
ClearPlayerAnimViewEntity( player )
player.DeployWeapon()
player.PlayerCone_Disable()
player.ClearInvulnerable()
player.kv.VisibilityFlags = oldVisibility // restore visibility
})
FirstPersonSequenceStruct throwSequence
throwSequence.attachment = "REF"
throwSequence.useAnimatedRefAttachment = true
throwSequence.hideProxy = true
throwSequence.viewConeFunction = ViewConeFastball // this seemingly does not trigger for some reason
throwSequence.firstPersonAnim = "ptpov_beacon_fastball_throw_end"
// mp models seemingly have no 3p animation for this
throwSequence.firstPersonBlendOutTime = 0.0
throwSequence.teleport = true
throwSequence.setInitialTime = Time() - file.introStartTime
// get our buddy
entity buddy
if ( player.GetTeam() == TEAM_MILITIA )
buddy = file.militiaBuddy
else
buddy = file.imcBuddy
// respawn the player
player.SetOrigin( buddy.GetOrigin() )
player.RespawnPlayer( null )
player.kv.VisibilityFlags = 0 // better than .Hide(), hides weapons and such
player.SetInvulnerable() // in deadly ground we die without this lol
player.HolsterWeapon()
// hide hud, fade screen out from black
AddCinematicFlag( player, CE_FLAG_CLASSIC_MP_SPAWNING )
ScreenFadeFromBlack( player, 0.5, 0.5 )
// start fp sequence
thread FirstPersonSequence( throwSequence, player, buddy )
// manually do this because i can't get viewconefastball to work
player.PlayerCone_FromAnim()
player.PlayerCone_SetMinYaw( -50 )
player.PlayerCone_SetMaxYaw( 25 )
player.PlayerCone_SetMinPitch( -15 )
player.PlayerCone_SetMaxPitch( 15 )
buddy.WaitSignal( "fastball_start_throw" )
// lock in their final angles at this point
vector throwVel = AnglesToForward( player.EyeAngles() ) * 950
throwVel.z = 675.0
// wait for it to finish
buddy.WaitSignal( "fastball_release" )
if ( player.IsInputCommandHeld( IN_JUMP ) )
throwVel.z = 850.0
// have to correct this manually here since due to no 3p animation our position isn't set right during this sequence
player.SetOrigin( buddy.GetAttachmentOrigin( buddy.LookupAttachment( "FASTBALL_R" ) ) )
player.SetVelocity( throwVel )
TryGameModeAnnouncement( player )
}
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