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global function ClGamemodeFastball_Init
global function ServerCallback_FastballUpdatePanelRui
global function ServerCallback_FastballPanelHacked
global function ServerCallback_FastballRespawnPlayer
struct {
var panelARui
var panelBRui
var panelCRui
} file
void function ClGamemodeFastball_Init()
{
ClGameState_RegisterGameStateAsset( $"ui/gamestate_info_lts.rpak" )
RegisterLevelMusicForTeam( eMusicPieceID.LEVEL_INTRO, "Music_Beacon_14_BTThrowThruFirstCrane", TEAM_MILITIA )
RegisterLevelMusicForTeam( eMusicPieceID.LEVEL_INTRO, "Music_Beacon_14_BTThrowThruFirstCrane", TEAM_MILITIA )
AddCallback_OnClientScriptInit( FastballCreateRui )
AddCallback_GameStateEnter( eGameState.Postmatch, DisplayPostMatchTop3 )
}
void function FastballCreateRui( entity player )
{
file.panelARui = CreateCockpitRui( $"ui/cp_hardpoint_marker.rpak", 200 )
file.panelBRui = CreateCockpitRui( $"ui/cp_hardpoint_marker.rpak", 200 )
file.panelCRui = CreateCockpitRui( $"ui/cp_hardpoint_marker.rpak", 200 )
}
void function ServerCallback_FastballUpdatePanelRui( int panelHandle, int id )
{
entity panel = GetEntityFromEncodedEHandle( panelHandle )
if (!IsValid(panel))
return
var rui
if ( id == 0 )
rui = file.panelARui
else if ( id == 1 )
rui = file.panelBRui
else if ( id == 2 )
rui = file.panelCRui
RuiSetInt( rui, "hardpointId", id )
RuiTrackFloat3( rui, "pos", panel, RUI_TRACK_OVERHEAD_FOLLOW )
RuiSetInt( rui, "viewerTeam", GetLocalClientPlayer().GetTeam() )
////RuiTrackInt( rui, "cappingTeam", null, RUI_TRACK_SCRIPT_NETWORK_VAR_GLOBAL_INT, GetNetworkedVariableIndex( "panel" + id + "progress" ) )
RuiTrackInt( rui, "hardpointTeamRelation", panel, RUI_TRACK_TEAM_RELATION_VIEWPLAYER )
RuiSetBool( rui, "isVisible", true )
}
void function ServerCallback_FastballPanelHacked( int panelHandle, int id, int capturingPlayerHandle )
{
ServerCallback_FastballUpdatePanelRui( panelHandle, id ) // may not be necessary, just wanna ensure this is always right
entity panel = GetEntityFromEncodedEHandle( panelHandle )
entity capturingPlayer = GetEntityFromEncodedEHandle( capturingPlayerHandle )
if ( capturingPlayer == GetLocalViewPlayer() )
return
string panelIdString
if ( id == 0 )
panelIdString = "A"
if ( id == 1 )
panelIdString = "B"
else if ( id == 2 )
panelIdString = "C"
AnnouncementData announcement = Announcement_Create( Localize( "#FASTBALL_PANEL_CAPTURED", capturingPlayer.GetPlayerName(), panelIdString ) )
if ( capturingPlayer.GetTeam() == GetLocalClientPlayer().GetTeam() )
Announcement_SetTitleColor( announcement, < 0, 0, 1 > )
else
Announcement_SetTitleColor( announcement, < 1, 0, 0 > )
Announcement_SetPurge( announcement, true )
Announcement_SetPriority( announcement, 200 ) //Be higher priority than Titanfall ready indicator etc
Announcement_SetSoundAlias( announcement, SFX_HUD_ANNOUNCE_QUICK )
Announcement_SetStyle( announcement, ANNOUNCEMENT_STYLE_QUICK )
AnnouncementFromClass( GetLocalClientPlayer(), announcement )
}
void function ServerCallback_FastballRespawnPlayer()
{
thread FastballRespawnPlayerEffects_Threaded()
}
void function FastballRespawnPlayerEffects_Threaded()
{
// sometimes this seems to get called before the player has respawned clientside, so we just wait until the client thinks they're alive
entity player = GetLocalClientPlayer()
while ( !IsAlive( player ) || !IsValid( player.GetCockpit() ) )
WaitFrame()
StartParticleEffectOnEntity( player.GetCockpit(), GetParticleSystemIndex( $"P_pod_screen_lasers_OUT" ), FX_PATTACH_ABSORIGIN_FOLLOW, -1 )
}
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