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global function GamemodeInfection_Init
struct {
bool hasHadFirstInfection = false
array<entity> playersToNotifyOfInfection
} file
void function GamemodeInfection_Init()
{
SetSpawnpointGamemodeOverride( FFA )
SetLoadoutGracePeriodEnabled( false ) // prevent modifying loadouts with grace period
SetWeaponDropsEnabled( false )
SetShouldUseRoundWinningKillReplay( true )
Riff_ForceTitanAvailability( eTitanAvailability.Never )
Riff_ForceBoostAvailability( eBoostAvailability.Disabled )
ClassicMP_ForceDisableEpilogue( true )
SetShouldPlayerStartBleedoutFunc( InfectionShouldPlayerStartBleedout )
AddCallback_OnClientConnected( InfectionInitPlayer )
AddCallback_OnPlayerKilled( InfectionOnPlayerKilled )
AddCallback_OnPlayerRespawned( RespawnInfected )
AddCallback_GameStateEnter( eGameState.Playing, SelectFirstInfected )
SetTimeoutWinnerDecisionFunc( TimeoutCheckSurvivors )
}
void function InfectionInitPlayer( entity player )
{
if ( GetGameState() < eGameState.Playing )
SetTeam( player, INFECTION_TEAM_SURVIVOR )
else
InfectPlayer( player )
}
void function SelectFirstInfected()
{
thread SelectFirstInfectedDelayed()
}
void function SelectFirstInfectedDelayed()
{
wait 10.0 + RandomFloat( 5.0 )
array<entity> players = GetPlayerArray()
entity infected = players[ RandomInt( players.len() ) ]
InfectPlayer( infected )
RespawnInfected( infected )
}
void function InfectionOnPlayerKilled( entity victim, entity attacker, var damageInfo )
{
if ( !victim.IsPlayer() || GetGameState() != eGameState.Playing )
return
if ( victim.GetTeam() == INFECTION_TEAM_SURVIVOR )
InfectPlayer( victim )
if ( attacker.IsPlayer() )
attacker.SetPlayerGameStat( PGS_ASSAULT_SCORE, attacker.GetPlayerGameStat( PGS_ASSAULT_SCORE ) + 1 )
}
void function InfectPlayer( entity player )
{
SetTeam( player, INFECTION_TEAM_INFECTED )
player.SetPlayerGameStat( PGS_ASSAULT_SCORE, 0 ) // reset kills
file.playersToNotifyOfInfection.append( player )
// check how many survivors there are
array<entity> survivors = GetPlayerArrayOfTeam( INFECTION_TEAM_SURVIVOR )
if ( survivors.len() == 0 )
SetWinner( INFECTION_TEAM_INFECTED )
else if ( survivors.len() == 1 )
SetLastSurvivor( survivors[ 0 ] )
if ( !file.hasHadFirstInfection )
{
file.hasHadFirstInfection = true
foreach ( entity otherPlayer in GetPlayerArray() )
if ( player != otherPlayer )
Remote_CallFunction_NonReplay( otherPlayer, "ServerCallback_AnnounceFirstInfected", player.GetEncodedEHandle() )
PlayMusicToAll( eMusicPieceID.GAMEMODE_1 )
}
}
void function RespawnInfected( entity player )
{
if ( player.GetTeam() != INFECTION_TEAM_INFECTED )
return
// notify newly infected players of infection
if ( file.playersToNotifyOfInfection.contains( player ) )
{
Remote_CallFunction_NonReplay( player, "ServerCallback_YouAreInfected" )
file.playersToNotifyOfInfection.remove( file.playersToNotifyOfInfection.find( player ) )
}
// set camo to pond scum
player.SetSkin( 1 )
player.SetCamo( 110 )
// if human, remove helmet bodygroup, human models have some weird bloody white thing underneath their helmet that works well for this, imo
if ( !player.IsMechanical() )
player.SetBodygroup( player.FindBodyGroup( "head" ), 1 )
// stats for infected
StimPlayer( player, 9999.9 ) // can't do endless since we don't get the visual effect in endless
player.kv.airAcceleration = 2500
// scale health with num of infected, with 50 as base health
player.SetMaxHealth( ( GetPlayerArrayOfTeam( INFECTION_TEAM_SURVIVOR ).len() + 1 ) * 10 )
// set loadout
foreach ( entity weapon in player.GetMainWeapons() )
player.TakeWeaponNow( weapon.GetWeaponClassName() )
foreach ( entity weapon in player.GetOffhandWeapons() )
player.TakeWeaponNow( weapon.GetWeaponClassName() )
// TEMP: give archer so player so player has a weapon which lets them use offhands
// need to replace this with a custom empty weapon at some point
//player.GiveWeapon( "mp_weapon_rocket_launcher" )
player.GiveWeapon( "mp_weapon_mgl" )
player.GiveOffhandWeapon( "melee_pilot_emptyhanded", OFFHAND_MELEE )
thread PlayInfectedSounds( player )
}
void function PlayInfectedSounds( entity player )
{
player.EndSignal( "OnDeath" )
player.EndSignal( "OnDestroy" )
float nextRandomSound
while ( true )
{
WaitFrame()
int meleeState = player.PlayerMelee_GetState()
if ( nextRandomSound < Time() || meleeState != 0 )
{
string selectedSound
if ( CoinFlip() )
selectedSound = "prowler_vocal_attack"
else
selectedSound = "prowler_vocal_attackmiss"
bool canSeeSurvivor
foreach ( entity survivor in GetPlayerArrayOfTeam( INFECTION_TEAM_SURVIVOR ) )
if ( TraceLineSimple( player.GetOrigin(), survivor.GetOrigin(), survivor ) == 1.0 )
canSeeSurvivor = true
// _int sounds are less agressive so only play them if we aren't in some sorta fight
if ( player.GetHealth() == player.GetMaxHealth() || !canSeeSurvivor || meleeState != 0 )
selectedSound += "_int"
EmitSoundOnEntity( player, selectedSound )
nextRandomSound = Time() + max( 2.5, RandomFloat( 12.0 ) )
while ( player.PlayerMelee_GetState() != 0 ) // need to ensure this is updated
WaitFrame()
}
}
}
void function SetLastSurvivor( entity player )
{
foreach ( entity otherPlayer in GetPlayerArray() )
Remote_CallFunction_NonReplay( otherPlayer, "ServerCallback_AnnounceLastSurvivor", player.GetEncodedEHandle() )
Highlight_SetEnemyHighlight( player, "enemy_sonar" )
if ( SpawnPoints_GetTitan().len() > 0 )
thread CreateTitanForPlayerAndHotdrop( player, GetTitanReplacementPoint( player, false ) )
if ( GameTime_TimeLeftSeconds() > 45 )
SetServerVar( "gameEndTime", Time() + 45.0 )
}
int function TimeoutCheckSurvivors()
{
if ( GetPlayerArrayOfTeam( INFECTION_TEAM_SURVIVOR ).len() > 0 )
return INFECTION_TEAM_SURVIVOR
return INFECTION_TEAM_INFECTED
}
bool function InfectionShouldPlayerStartBleedout( entity player, var damageInfo )
{
return player.GetTeam() != INFECTION_TEAM_INFECTED
}
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