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global function GamemodeHidden_Init
void function GamemodeHidden_Init()
{
SetShouldUseRoundWinningKillReplay( true )
SetLoadoutGracePeriodEnabled( false ) // prevent modifying loadouts with grace period
SetWeaponDropsEnabled( false )
SetRespawnsEnabled( false )
Riff_ForceTitanAvailability( eTitanAvailability.Never )
Riff_ForceBoostAvailability( eBoostAvailability.Disabled )
Riff_ForceSetEliminationMode( eEliminationMode.Pilots )
ClassicMP_SetCustomIntro( ClassicMP_DefaultNoIntro_Setup, ClassicMP_DefaultNoIntro_GetLength() )
ClassicMP_ForceDisableEpilogue( true )
AddCallback_OnClientConnected( HiddenInitPlayer )
AddCallback_OnPlayerKilled( HiddenOnPlayerKilled )
AddCallback_GameStateEnter( eGameState.Playing, SelectFirstHidden )
AddCallback_GameStateEnter( eGameState.Postmatch, RemoveHidden )
SetTimeoutWinnerDecisionFunc( TimeoutCheckSurvivors )
thread PredatorMain()
}
void function HiddenInitPlayer( entity player )
{
SetTeam( player, TEAM_MILITIA )
}
void function SelectFirstHidden()
{
thread SelectFirstHiddenDelayed()
}
void function SelectFirstHiddenDelayed()
{
wait 10.0 + RandomFloat( 5.0 )
array<entity> players = GetPlayerArray()
entity hidden = players[ RandomInt( players.len() ) ]
if (hidden != null || IsAlive(hidden))
MakePlayerHidden( hidden ) // randomly selected player becomes hidden
foreach ( entity otherPlayer in GetPlayerArray() )
if ( hidden != otherPlayer )
Remote_CallFunction_NonReplay( otherPlayer, "ServerCallback_AnnounceHidden", hidden.GetEncodedEHandle() )
PlayMusicToAll( eMusicPieceID.GAMEMODE_1 )
thread UpdateSurvivorsLoadout()
}
void function UpdateSurvivorsLoadout()
{
foreach (entity player in GetPlayerArray())
{
if (player.GetTeam() != TEAM_MILITIA || !IsAlive(player) || player == null)
continue;
foreach ( entity weapon in player.GetOffhandWeapons() )
player.TakeWeaponNow( weapon.GetWeaponClassName() )
try {
player.GiveOffhandWeapon("mp_ability_cloak", OFFHAND_SPECIAL )
player.GiveOffhandWeapon("mp_weapon_grenade_emp", OFFHAND_ORDNANCE )
player.GiveOffhandWeapon( "melee_pilot_emptyhanded", OFFHAND_MELEE )
} catch (ex) {}
}
}
void function MakePlayerHidden(entity player)
{
if (player == null)
return;
SetTeam( player, TEAM_IMC )
player.SetPlayerGameStat( PGS_ASSAULT_SCORE, 0 ) // reset kills
RespawnHidden( player )
Remote_CallFunction_NonReplay( player, "ServerCallback_YouAreHidden" )
}
void function RespawnHidden(entity player)
{
if (player.GetTeam() != TEAM_IMC )
return
// scale health of the hidden, with 50 as base health
player.SetMaxHealth( 80 + ( (GetPlayerArrayOfTeam( TEAM_MILITIA ).len() + 1 ) * 20) )
player.SetHealth( 80 + ( (GetPlayerArrayOfTeam( TEAM_MILITIA ).len() + 1 ) * 20) )
if ( !player.IsMechanical() )
player.SetBodygroup( player.FindBodyGroup( "head" ), 1 )
// set loadout
foreach ( entity weapon in player.GetMainWeapons() )
player.TakeWeaponNow( weapon.GetWeaponClassName() )
foreach ( entity weapon in player.GetOffhandWeapons() )
player.TakeWeaponNow( weapon.GetWeaponClassName() )
player.GiveWeapon("mp_weapon_wingman_n")
player.GiveOffhandWeapon( "melee_pilot_emptyhanded", OFFHAND_MELEE )
player.GiveOffhandWeapon( "mp_weapon_grenade_sonar", OFFHAND_SPECIAL );
thread UpdateLoadout(player)
thread GiveArcGrenade(player)
}
void function GiveArcGrenade(entity player)
{
wait 45.0
if (IsAlive(player) || player != null)
player.GiveOffhandWeapon( "mp_weapon_grenade_emp", OFFHAND_ORDNANCE );
}
void function HiddenOnPlayerKilled( entity victim, entity attacker, var damageInfo )
{
if ( !victim.IsPlayer() || GetGameState() != eGameState.Playing )
return
if ( attacker.IsPlayer() )
{
// increase kills by 1
attacker.SetPlayerGameStat( PGS_ASSAULT_SCORE, attacker.GetPlayerGameStat( PGS_ASSAULT_SCORE ) + 1 )
}
}
void function UpdateLoadout( entity player )
{
string p2016 = "mp_weapon_wingman_n"
foreach ( entity weapon in player.GetMainWeapons() )
{
if (weapon.GetWeaponClassName() == p2016)
{
weapon.SetWeaponPrimaryAmmoCount(0)
weapon.SetWeaponPrimaryClipCount(weapon.GetWeaponPrimaryClipCountMax())
}
}
WaitFrame()
if ( IsValid( player ) )
PlayerEarnMeter_SetMode( player, eEarnMeterMode.DISABLED )
}
void function RemoveHidden()
{
foreach (entity player in GetPlayerArray())
{
if (player.GetTeam() == TEAM_IMC && player != null)
player.kv.VisibilityFlags = ENTITY_VISIBLE_TO_EVERYONE
}
}
void function PredatorMain()
{
while (true)
{
WaitFrame()
if(!IsLobby())
{
foreach (entity player in GetPlayerArray())
{
if (player == null || !IsValid(player) || !IsAlive(player) || player.GetTeam() != TEAM_IMC)
continue
vector playerVelV = player.GetVelocity()
float playerVel
playerVel = sqrt(playerVelV.x * playerVelV.x + playerVelV.y * playerVelV.y + playerVelV.z * playerVelV.z)
float playerVelNormal = playerVel * 0.068544
if (playerVel/300 < 1.3)
{
player.SetCloakFlicker(0, 0)
player.kv.VisibilityFlags = 0
}
else
{
player.SetCloakFlicker(0.2 , 1 )
player.kv.VisibilityFlags = 0
float waittime = RandomFloat(0.5)
wait waittime
player.kv.VisibilityFlags = ENTITY_VISIBLE_TO_EVERYONE
}
}
}
}
}
int function TimeoutCheckSurvivors()
{
if ( GetPlayerArrayOfTeam( TEAM_MILITIA ).len() > 0 )
return TEAM_IMC
return TEAM_MILITIA
}
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