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global function ClGamemodeHideAndSeek_Init
global function ServerCallback_ShowHideAndSeekCountdown
global function ServerCallback_AnnounceHideAndSeekRole
global function ServerCallback_SeekersIncoming
global function ServerCallback_LastHiderAlive
struct {
var countdownRui
} file
void function ClGamemodeHideAndSeek_Init()
{
ClGameState_RegisterGameStateAsset( $"ui/gamestate_info_lts.rpak" )
RegisterLevelMusicForTeam( eMusicPieceID.GAMEMODE_1, "music_mp_fd_midwave", HIDEANDSEEK_TEAM_SEEKER )
RegisterLevelMusicForTeam( eMusicPieceID.GAMEMODE_1, "music_skyway_01_intro", HIDEANDSEEK_TEAM_HIDER )
RegisterLevelMusicForTeam( eMusicPieceID.GAMEMODE_2, "music_skyway_04_smartpistolrun", TEAM_IMC )
RegisterLevelMusicForTeam( eMusicPieceID.GAMEMODE_2, "music_skyway_04_smartpistolrun", TEAM_MILITIA )
AddCallback_GameStateEnter( eGameState.Postmatch, DisplayPostMatchTop3 )
}
void function ServerCallback_ShowHideAndSeekCountdown( float endTime )
{
file.countdownRui = CreateCockpitRui( $"ui/dropship_intro_countdown.rpak", 0 )
RuiSetResolutionToScreenSize( file.countdownRui )
RuiSetGameTime( file.countdownRui, "gameStartTime", endTime )
}
void function ServerCallback_AnnounceHideAndSeekRole()
{
if ( GetLocalViewPlayer().GetTeam() == HIDEANDSEEK_TEAM_SEEKER )
{
AnnouncementData announcement = Announcement_Create( "#HIDEANDSEEK_YOU_ARE_SEEKER" )
Announcement_SetSubText( announcement, Localize( "#HIDEANDSEEK_SEEKER_DESC", GetCurrentPlaylistVarFloat( "hideandseek_hiding_time", 60.0 ).tostring() ) )
Announcement_SetTitleColor( announcement, <0,0,1> )
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( GetLocalViewPlayer(), announcement )
}
else
{
AnnouncementData announcement = Announcement_Create( "#HIDEANDSEEK_YOU_ARE_HIDER" )
Announcement_SetSubText( announcement, "#HIDEANDSEEK_HIDER_DESC" )
Announcement_SetTitleColor( announcement, <0,0,1> )
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( GetLocalViewPlayer(), announcement )
}
}
void function ServerCallback_SeekersIncoming()
{
AnnouncementData announcement = Announcement_Create( "#HIDEANDSEEK_SEEKERS_INCOMING" )
Announcement_SetSubText( announcement, "#HIDEANDSEEK_DONT_GET_FOUND" )
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( GetLocalViewPlayer(), announcement )
}
void function ServerCallback_LastHiderAlive()
{
if ( GetLocalViewPlayer().GetTeam() == HIDEANDSEEK_TEAM_SEEKER )
{
AnnouncementData announcement = Announcement_Create( Localize( "#HIDEANDSEEK_GET_LAST_HIDER", GetPlayerArrayOfTeam_Alive( HIDEANDSEEK_TEAM_HIDER )[ 0 ].GetPlayerName() ) )
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( GetLocalViewPlayer(), announcement )
}
else
{
AnnouncementData announcement = Announcement_Create( "#HIDEANDSEEK_YOU_ARE_LAST_HIDER" )
Announcement_SetSubText( announcement, "#HIDEANDSEEK_GOT_STIM" )
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( GetLocalViewPlayer(), announcement )
}
}
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