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global function SNS_Init
struct {
string score_leader_highlight = "enemy_boss_bounty" // highlight effect applied to person in 1st place
string offhand_weapon = "mp_weapon_thermite_grenade" // offhand weapon
bool reset_pulse_blade_cooldown_on_pulse_blade_kill
bool softball_enabled
int wme_kill_value
int softball_kill_value
int offhand_kill_value
int reset_kill_value
int melee_kill_value
} file
void function SNS_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_OnPlayerKilled( OnPlayerKilled )
AddCallback_OnPlayerRespawned( OnPlayerRespawned )
AddCallback_OnClientDisconnected(OnPlayerDisconnected)
AddCallback_GameStateEnter( eGameState.WinnerDetermined, OnWinnerDetermined )
file.reset_pulse_blade_cooldown_on_pulse_blade_kill = GetCurrentPlaylistVarInt( "sns_reset_pulse_blade_cooldown_on_pulse_blade_kill", 1 ) == 1
file.softball_enabled = GetCurrentPlaylistVarInt( "sns_softball_enabled", 0 ) == 1
file.wme_kill_value = GetCurrentPlaylistVarInt( "sns_wme_kill_value", 10 )
file.softball_kill_value = GetCurrentPlaylistVarInt( "sns_softball_kill_value", 10 )
file.offhand_kill_value = GetCurrentPlaylistVarInt( "sns_offhand_kill_value", 10 )
file.reset_kill_value = GetCurrentPlaylistVarInt( "sns_reset_kill_value", 5 )
file.melee_kill_value = GetCurrentPlaylistVarInt( "sns_melee_kill_value", 5 )
}
void function OnPlayerDisconnected(entity player)
{
if (GetWinningPlayer() == player)
thread CheckNewHighlight(player)
}
void function CheckNewHighlight(entity player)
{
while (IsValid(player)) //wait till disconnected player not exist
wait 0.25
entity winner = GetWinningPlayer()
if (IsValid(winner))
SetHighlight(winner)
}
void function OnPlayerKilled( entity victim, entity attacker, var damageInfo )
{
if ( victim != attacker && victim.IsPlayer() && attacker.IsPlayer() && GetGameState() == eGameState.Playing )
{
SetRoundWinningKillReplayAttacker(attacker)
if ( DamageInfo_GetDamageSourceIdentifier( damageInfo ) == eDamageSourceId.mp_weapon_grenade_sonar || DamageInfo_GetDamageSourceIdentifier( damageInfo ) == eDamageSourceId.human_execution)
{
if (victim == GetWinningPlayer())
{
foreach ( entity otherPlayer in GetPlayerArray() )
{
if (otherPlayer == victim)
continue
Remote_CallFunction_NonReplay( otherPlayer, "ServerCallback_AnnounceKillLeaderBankrupt", victim.GetEncodedEHandle(), attacker.GetEncodedEHandle() )
}
}
if (file.reset_pulse_blade_cooldown_on_pulse_blade_kill)
{
attacker.TakeWeaponNow( "mp_weapon_grenade_sonar" ) // resets cooldown if you kill with it
attacker.GiveOffhandWeapon( "mp_weapon_grenade_sonar", OFFHAND_LEFT )
}
EmitSoundOnEntityOnlyToPlayer( attacker, attacker, "UI_CTF_3P_TeamGrabFlag" )
bankrupt(victim, attacker)
AddTeamScore( attacker.GetTeam(), file.reset_kill_value )
attacker.AddToPlayerGameStat( PGS_ASSAULT_SCORE, file.reset_kill_value )
attacker.AddToPlayerGameStat( PGS_TITAN_KILLS, 1 )
}
else if ( DamageInfo_GetDamageSourceIdentifier( damageInfo ) == eDamageSourceId.melee_pilot_emptyhanded )
{
AddTeamScore( attacker.GetTeam(), file.melee_kill_value )
attacker.AddToPlayerGameStat( PGS_ASSAULT_SCORE, file.melee_kill_value )
}
else if ( DamageInfo_GetDamageSourceIdentifier( damageInfo ) == eDamageSourceId.mp_weapon_wingman_n )
{
AddTeamScore( attacker.GetTeam(), file.wme_kill_value )
attacker.AddToPlayerGameStat( PGS_ASSAULT_SCORE, file.wme_kill_value )
}
else if ( DamageInfo_GetDamageSourceIdentifier( damageInfo ) == eDamageSourceId.mp_weapon_softball )
{
AddTeamScore( attacker.GetTeam(), file.softball_kill_value )
attacker.AddToPlayerGameStat( PGS_ASSAULT_SCORE, file.softball_kill_value )
}
else
{
AddTeamScore( attacker.GetTeam(), file.offhand_kill_value )
attacker.AddToPlayerGameStat( PGS_ASSAULT_SCORE, file.offhand_kill_value )
}
if (attacker == GetWinningPlayer())
SetHighlight( attacker )
}
}
void function bankrupt(entity player, entity attacker) {
while (GameRules_GetTeamScore(player.GetTeam()) > 0) {
AddTeamScore( player.GetTeam(), -1 )
}
player.SetPlayerGameStat( PGS_ASSAULT_SCORE, 0)
Remote_CallFunction_NonReplay( player , "ServerCallback_AnnounceBankrupt", attacker.GetEncodedEHandle() )
EmitSoundOnEntityOnlyToPlayer( player, player, "UI_InGame_MarkedForDeath_PlayerMarked" )
}
void function OnWinnerDetermined()
{
SetRespawnsEnabled( false )
SetKillcamsEnabled( false )
}
void function OnPlayerRespawned( entity player )
{
foreach ( entity weapon in player.GetMainWeapons() )
player.TakeWeaponNow( weapon.GetWeaponClassName() )
foreach ( entity weapon in player.GetOffhandWeapons() )
player.TakeWeaponNow( weapon.GetWeaponClassName() )
array<string> mods = ["sns", "pas_fast_ads", "tactical_cdr_on_kill", "pas_run_and_gun", "pas_fast_swap"]
player.GiveWeapon( "mp_weapon_wingman_n", mods)
if (file.softball_enabled) {
mods.append("jump_kit") // the funny
player.GiveWeapon( "mp_weapon_softball", mods)
}
player.GiveOffhandWeapon( "melee_pilot_emptyhanded", OFFHAND_MELEE )
player.GiveOffhandWeapon( file.offhand_weapon, OFFHAND_RIGHT )
player.GiveOffhandWeapon( "mp_weapon_grenade_sonar", OFFHAND_LEFT )
if (player == GetWinningPlayer())
SetHighlight( 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 )
}
entity function GetWinningPlayer()
{
entity bestplayer
foreach ( entity player in GetPlayerArray() ) {
if (bestplayer == null)
bestplayer = player
if (GameRules_GetTeamScore(player.GetTeam()) > GameRules_GetTeamScore(bestplayer.GetTeam()))
bestplayer = player
}
return bestplayer
}
void function SetHighlight(entity player) {
foreach ( entity player in GetPlayerArray() )
Highlight_ClearEnemyHighlight(player)
Highlight_SetEnemyHighlight( player, file.score_leader_highlight )
}
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