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global function GamemodeGG_Init
void function GamemodeGG_Init()
{
SetSpawnpointGamemodeOverride( FFA )
SetShouldUseRoundWinningKillReplay( true )
ClassicMP_ForceDisableEpilogue( true )
SetLoadoutGracePeriodEnabled( false ) // prevent modifying loadouts with grace period
SetWeaponDropsEnabled( false )
Riff_ForceTitanAvailability( eTitanAvailability.Never )
Riff_ForceBoostAvailability( eBoostAvailability.Disabled )
AddCallback_OnPlayerRespawned( OnPlayerRespawned )
AddCallback_OnPlayerKilled( OnPlayerKilled )
AddCallback_OnClientDisconnected( OnPlayerDisconnected )
AddCallback_GameStateEnter( eGameState.WinnerDetermined, OnWinnerDetermined )
AddCallback_GGEarnMeterFull( OnGGEarnMeterFilled )
// set scorelimit if it's wrong, sort of a jank way to do it but best i've got rn
try
{
if ( GetCurrentPlaylistVarInt( "scorelimit", GetGunGameWeapons().len() ) != GetGunGameWeapons().len() )
SetPlaylistVarOverride( "scorelimit", GetGunGameWeapons().len().tostring() )
}
catch ( ex ) {}
}
void function OnPlayerDisconnected(entity player)
{
// resetting a player's score when they leave prevents a new player to join the leaver's team and having the previous player's points
AddTeamScore( player.GetTeam(), -GameRules_GetTeamScore( player.GetTeam() ) )
}
void function OnPlayerRespawned( entity player )
{
UpdateLoadout( player )
thread OnPlayerRespawned_Threaded( player )
}
void function OnPlayerRespawned_Threaded( entity player )
{
// bit of a hack, need to rework earnmeter code to have better support for completely disabling it
// rn though this just waits for earnmeter code to set the mode before we set it back
WaitFrame()
if ( IsValid( player ) )
PlayerEarnMeter_SetMode( player, eEarnMeterMode.DISABLED )
}
void function OnPlayerKilled( entity victim, entity attacker, var damageInfo )
{
if ( !victim.IsPlayer() || !attacker.IsPlayer() || GetGameState() != eGameState.Playing )
return
if ( attacker == victim ) // suicide
{
string message = victim.GetPlayerName() + " committed suicide."
foreach ( entity player in GetPlayerArray() )
SendHudMessage( player, message, -1, 0.4, 255, 0, 0, 0, 0, 3, 0.15 )
DeRank( victim )
}
else
{
if ( DamageInfo_GetDamageSourceIdentifier( damageInfo ) != eDamageSourceId.melee_pilot_emptyhanded )
{
float percentageReward = GetCurrentPlaylistVarFloat( "gg_kill_reward", 1.0 )
string scoreEvent = "KillPilot"
if ( DamageInfo_GetDamageSourceIdentifier( damageInfo ) == eDamageSourceId.human_execution )
{
string message = victim.GetPlayerName() + " got executed."
foreach ( entity player in GetPlayerArray() )
SendHudMessage( player, message, -1, 0.4, 255, 0, 0, 0, 0, 3, 0.15 )
DeRank( victim )
percentageReward = GetCurrentPlaylistVarFloat( "gg_execution_reward", 1.0 )
scoreEvent = "Execution"
}
Reward( attacker, victim, scoreEvent, percentageReward )
}
}
table<int, bool> alreadyAssisted
foreach( DamageHistoryStruct attackerInfo in victim.e.recentDamageHistory )
{
if ( !IsValid( attackerInfo.attacker ) || !attackerInfo.attacker.IsPlayer() || attackerInfo.attacker == victim )
continue
if ( attackerInfo.attacker != attacker && !( attackerInfo.attacker.GetEncodedEHandle() in alreadyAssisted ) )
{
if ( attackerInfo.damageSourceId != eDamageSourceId.melee_pilot_emptyhanded ) {
alreadyAssisted[attackerInfo.attacker.GetEncodedEHandle()] <- true
Reward( attackerInfo.attacker, victim, "PilotAssist", GetCurrentPlaylistVarFloat( "gg_assist_reward", 0.0 ) )
}
}
}
}
void function Reward( entity player, entity victim, string scoreEvent, float percentageReward )
{
percentageReward = clamp(percentageReward, 0.0, 1.0)
Sv_GGEarnMeter_AddPercentage( player, percentageReward )
Remote_CallFunction_NonReplay( player, "ServerCallback_ScoreEvent", GetScoreEvent(scoreEvent).eventId, 0, eEventDisplayType.MEDAL, victim.GetEncodedEHandle(), 0.0, percentageReward)
}
void function DeRank( entity player )
{
Sv_GGEarnMeter_SetPercentage( player, 0.0 )
if ( GameRules_GetTeamScore( player.GetTeam() ) != 0 )
{
AddTeamScore( player.GetTeam(), -1 ) // get absolutely fucking destroyed lol
player.AddToPlayerGameStat( PGS_ASSAULT_SCORE, -1 )
UpdateLoadout( player )
}
}
bool function OnGGEarnMeterFilled( entity player )
{
AddTeamScore( player.GetTeam(), 1 )
player.AddToPlayerGameStat( PGS_ASSAULT_SCORE, 1 )
UpdateLoadout( player )
int currentScore = GameRules_GetTeamScore( player.GetTeam() )
int maxScore = GetGunGameWeapons().len()
return currentScore >= maxScore
}
void function UpdateLoadout( entity player )
{
// todo: honestly, this should be reworked to use PilotLoadoutDefs instead of directly modifying weapons and shit
int currentWeaponIndex = GameRules_GetTeamScore( player.GetTeam() )
array<GunGameWeapon> weapons = GetGunGameWeapons()
if ( currentWeaponIndex >= weapons.len() )
currentWeaponIndex = weapons.len() - 1
if ( currentWeaponIndex > weapons.len() - 3 ) // play end of game music for special or last few weapons
PlayMusicToAll( eMusicPieceID.LEVEL_LAST_MINUTE ) // this *shouldn't* overlap if done multiple times
GunGameWeapon weapon = weapons[ currentWeaponIndex ]
foreach ( entity weapon in player.GetMainWeapons() )
player.TakeWeaponNow( weapon.GetWeaponClassName() )
foreach ( entity weapon in player.GetOffhandWeapons() )
player.TakeWeaponNow( weapon.GetWeaponClassName() )
if ( weapon.offhandSlot != -1 )
{
player.GiveOffhandWeapon( weapon.weapon, weapon.offhandSlot, weapon.mods )
player.GiveOffhandWeapon( "melee_pilot_emptyhanded", OFFHAND_MELEE, [ "allow_as_primary" ] )
player.SetActiveWeaponByName( "melee_pilot_emptyhanded" ) // Let the player use the melee in the primary slot, and then force equip it. Effectively gives them an empty hand.
}
else
{
player.GiveWeapon( weapon.weapon, weapon.mods )
player.GiveOffhandWeapon( "melee_pilot_emptyhanded", OFFHAND_MELEE )
}
}
void function OnWinnerDetermined()
{
SetRespawnsEnabled( false )
SetKillcamsEnabled( false )
}
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