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global function GamemodeTT_Init
struct {
entity lastPlayerDropped
} file
void function GamemodeTT_Init()
{
SetSpawnpointGamemodeOverride( TEAM_DEATHMATCH )
Riff_ForceTitanAvailability( eTitanAvailability.Never )
AddCallback_GameStateEnter( eGameState.Playing, OnEnterPlaying )
AddCallback_OnPlayerKilled( OnPlayerKilled )
AddDeathCallback( "npc_titan", OnTitanKilled )
}
void function OnEnterPlaying()
{
thread DropRandomTitan()
}
void function DropRandomTitan()
{
array<entity> players = GetPlayerArray()
if ( players.len() == 1 )
file.lastPlayerDropped = null // don't wanna loop forever if only 1 player
entity titanPlayer
do {
titanPlayer = players[ RandomInt( players.len() ) ]
} while ( titanPlayer == file.lastPlayerDropped )
DropTitanForPlayer( titanPlayer, 5.0 )
}
void function DropTitanForPlayer( entity player, float delay )
{
wait delay
file.lastPlayerDropped = player
CreateTitanForPlayerAndHotdrop( player, GetTitanReplacementPoint( player, false ) )
}
void function AttemptToDropTitanForKill( entity victim, entity attacker, var damageInfo )
{
if ( !victim.IsTitan() )
return
if ( !attacker.IsPlayer() || victim == attacker )
thread DropRandomTitan()
else
thread DropTitanForPlayer( attacker, 2.0 )
}
void function OnPlayerKilled( entity victim, entity attacker, var damageInfo )
{
if ( victim.IsTitan() )
AttemptToDropTitanForKill( victim, attacker, damageInfo )
else if ( attacker.IsTitan() )
{
AddTeamScore( attacker.GetTeam(), 1 )
}
}
void function OnTitanKilled( entity victim, var damageInfo )
{
if ( IsPetTitan( victim ) )
AttemptToDropTitanForKill( victim, DamageInfo_GetAttacker( damageInfo ), damageInfo )
}
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