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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" )
	if ( HasSwitchedSides() )
	{
		file.militiaBuddy.SetOrigin( imcBuddySpawn.origin )
		file.militiaBuddy.SetAngles( imcBuddySpawn.angles )
	}
	else
	{
		file.militiaBuddy.SetOrigin( militiaBuddySpawn.origin )
		file.militiaBuddy.SetAngles( militiaBuddySpawn.angles )
	}
	thread AnimateBuddy( file.militiaBuddy )
	
	file.imcBuddy = CreatePropDynamic( $"models/titans/buddy/titan_buddy.mdl" )
	if ( HasSwitchedSides() )
	{
		file.imcBuddy.SetOrigin( militiaBuddySpawn.origin )
		file.imcBuddy.SetAngles( militiaBuddySpawn.angles )
	}
	else
	{
		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
	
	// clear any players off bt to avoid potential crash which can supposedly happen even though i've never seen it happen
	foreach ( entity player in GetPlayerArray() )
		if ( player.GetParent() == buddy )
			player.ClearParent()
	
	buddy.Destroy()
}

void function AddPlayerToFastballIntro( entity player )
{	
	if ( GetGameState() == eGameState.Prematch )
		thread FastballPlayer( player )
}

void function FastballPlayer( entity player )
{
	player.EndSignal( "OnDestroy" )
	
	if ( IsAlive( player ) )
		player.Die() // kill player if they're alive so there's no issues with that
		
	WaitFrame()

	player.EndSignal( "OnDeath" )
		
	OnThreadEnd( function() : ( player )
	{
		if ( IsValid( player ) )
		{
			RemoveCinematicFlag( player, CE_FLAG_CLASSIC_MP_SPAWNING )
			player.ClearParent()
			ClearPlayerAnimViewEntity( player )
			player.DeployWeapon()
			player.PlayerCone_Disable()
			player.ClearInvulnerable()
			player.kv.VisibilityFlags = ENTITY_VISIBLE_TO_EVERYONE // 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 )
}