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path: root/Northstar.Custom/mod/scripts/vscripts/gamemodes/_gamemode_kr.gnut
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global function GamemodeKR_Init

struct {
	float currentHighestKillraceAmount
	int currentKillraceScore
	entity currentRacer
	array<vector> flagSpawnPoints
} file

void function GamemodeKR_Init()
{
	PrecacheModel( CTF_FLAG_MODEL )

	SetSpawnpointGamemodeOverride( FFA )
	
	Evac_SetEnabled( false )
	Riff_ForceTitanAvailability( eTitanAvailability.Never )
	Riff_ForceBoostAvailability( eBoostAvailability.Disabled )
	
	AddSpawnCallback( "info_hardpoint", AddFlagSpawnPoint )
	
	AddCallback_OnPlayerKilled( OnPlayerKilled )
	AddCallback_OnTouchHealthKit( "item_flag", StartPlayerKillrace )
	
	AddCallback_GameStateEnter( eGameState.Playing, StartKillraceSpawnThink )
}

void function AddFlagSpawnPoint( entity hardpoint )
{
	if ( hardpoint.HasKey( "hardpointGroup" ) && ( hardpoint.kv.hardpointGroup == "A" || hardpoint.kv.hardpointGroup == "B" || hardpoint.kv.hardpointGroup == "C" ) )
		file.flagSpawnPoints.append( hardpoint.GetOrigin() )
}

void function OnPlayerKilled( entity victim, entity attacker, var damageInfo )
{
	if ( !victim.IsPlayer() || !attacker.IsPlayer() || attacker == victim )	
		return
	
	float killRaceTime = attacker.GetPlayerNetTime( "killRaceTime" ) + 5.0
	attacker.SetPlayerNetTime( "killRaceTime", killRaceTime )
	if ( killRaceTime > file.currentHighestKillraceAmount )
		file.currentHighestKillraceAmount = killRaceTime
	if ( file.currentRacer != null )
		file.currentKillraceScore++
}

bool function StartPlayerKillrace( entity player, entity flag )
{
	float killRaceTime = player.GetPlayerNetTime( "killRaceTime" )
	if ( killRaceTime > 0.0 )
	{
		thread PlayerKillrace( player, killRaceTime )
		return true // delete the flag entity
	}
	
	return false // keep it alive
}

void function PlayerKillrace( entity player, float raceTime )
{
	file.currentKillraceScore = 0
	file.currentRacer = player
	int oldMaxHealth = player.GetMaxHealth()

	player.SetMaxHealth( oldMaxHealth * 10 )
	player.SetHealth( player.GetMaxHealth() )
	
	foreach ( entity weapon in player.GetMainWeapons() )
		foreach ( string mod in GetWeaponBurnMods( weapon.GetWeaponClassName() ) )
			weapon.AddMod( mod )
	
	foreach ( entity otherPlayer in GetPlayerArray() )
		Remote_CallFunction_NonReplay( otherPlayer, "ServerCallback_NewKillRacer", player.GetEncodedEHandle(), Time() + raceTime )
	
	float raceEnd = Time() + raceTime
	while ( raceEnd > Time() && IsAlive( player ) )
		WaitFrame()
		
	player.SetPlayerNetTime( "killRaceTime", 0.0 )
	player.SetMaxHealth( oldMaxHealth )
	
	foreach ( entity weapon in player.GetMainWeapons() )
		foreach ( string mod in GetWeaponBurnMods( weapon.GetWeaponClassName() ) )
			weapon.RemoveMod( mod )
	
	foreach ( entity otherPlayer in GetPlayerArray() )
		Remote_CallFunction_NonReplay( otherPlayer, "ServerCallback_EndKillrace", player.GetEncodedEHandle(), file.currentKillraceScore )
	
	if ( GameRules_GetTeamScore( player.GetTeam() ) < file.currentKillraceScore ) 
	{
		GameRules_SetTeamScore( player.GetTeam(), file.currentKillraceScore )
		player.SetPlayerGameStat( PGS_ASSAULT_SCORE, file.currentKillraceScore )
	}
	
	thread KillraceSpawnThink() // go to spawn next flag
}

void function StartKillraceSpawnThink()
{
	thread KillraceSpawnThink()
}

void function KillraceSpawnThink()
{
	file.currentHighestKillraceAmount = 0
	file.currentRacer = null
	file.currentKillraceScore = 0
	float time = Time()
	while ( time + 20.0 > Time() && file.currentHighestKillraceAmount < 25 )
		WaitFrame()
	
	vector spawnpos = file.flagSpawnPoints[ RandomInt( file.flagSpawnPoints.len() ) ]
	foreach ( entity player in GetPlayerArray() )
		Remote_CallFunction_NonReplay( player, "ServerCallback_FlagSpawnIncoming", spawnpos.x, spawnpos.y, spawnpos.z, Time() + 15 )
		
	wait 15.0
	
	// create a flag
	entity flag = CreateEntity( "item_flag" )
	flag.SetValueForModelKey( CTF_FLAG_MODEL )
	SetTargetName( flag, "krflag" )
	DispatchSpawn( flag )
	flag.SetModel( CTF_FLAG_MODEL )
	flag.SetOrigin( spawnpos + < 0, 0, flag.GetBoundingMaxs().z / 2 > ) // get it out of the ground
	flag.SetVelocity( < 0, 0, 1 > ) // make it do gravity again	
}