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global function ClGameModeSNS_Init
global function ServerCallback_AnnounceKillLeaderBankrupt
global function ServerCallback_AnnounceBankrupt
void function ClGameModeSNS_Init()
{
ClGameState_RegisterGameStateAsset( $"ui/gamestate_info_ffa.rpak" )
// add music for mode, this is copied directly from the ffa/fra music registered in cl_music.gnut
RegisterLevelMusicForTeam( eMusicPieceID.LEVEL_INTRO, "music_mp_freeagents_intro", TEAM_IMC )
RegisterLevelMusicForTeam( eMusicPieceID.LEVEL_INTRO, "music_mp_freeagents_intro", TEAM_MILITIA )
RegisterLevelMusicForTeam( eMusicPieceID.LEVEL_WIN, "music_mp_freeagents_outro_win", TEAM_IMC )
RegisterLevelMusicForTeam( eMusicPieceID.LEVEL_WIN, "music_mp_freeagents_outro_win", TEAM_MILITIA )
RegisterLevelMusicForTeam( eMusicPieceID.LEVEL_DRAW, "music_mp_freeagents_outro_lose", TEAM_IMC )
RegisterLevelMusicForTeam( eMusicPieceID.LEVEL_DRAW, "music_mp_freeagents_outro_lose", TEAM_MILITIA )
RegisterLevelMusicForTeam( eMusicPieceID.LEVEL_LOSS, "music_mp_freeagents_outro_lose", TEAM_IMC )
RegisterLevelMusicForTeam( eMusicPieceID.LEVEL_LOSS, "music_mp_freeagents_outro_lose", TEAM_MILITIA )
RegisterLevelMusicForTeam( eMusicPieceID.LEVEL_THREE_MINUTE, "music_mp_freeagents_almostdone", TEAM_IMC )
RegisterLevelMusicForTeam( eMusicPieceID.LEVEL_THREE_MINUTE, "music_mp_freeagents_almostdone", TEAM_MILITIA )
RegisterLevelMusicForTeam( eMusicPieceID.LEVEL_LAST_MINUTE, "music_mp_freeagents_lastminute", TEAM_IMC )
RegisterLevelMusicForTeam( eMusicPieceID.LEVEL_LAST_MINUTE, "music_mp_freeagents_lastminute", TEAM_MILITIA )
AddCallback_GameStateEnter( eGameState.Postmatch, DisplayPostMatchTop3 )
}
void function ServerCallback_AnnounceKillLeaderBankrupt( int leaderEHandle, int killerEHandle )
{
entity player = GetEntityFromEncodedEHandle( leaderEHandle )
entity killer = GetEntityFromEncodedEHandle( killerEHandle )
AnnouncementData announcement = Announcement_Create( "#SNS_LEADER_BANKRUPT" )
Announcement_SetSubText( announcement, Localize( "#SNS_LEADER_BANKRUPT_SUB", player.GetPlayerName(), killer.GetPlayerName()))
Announcement_SetTitleColor( announcement, <1,1,0> )
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_AnnounceBankrupt(int killerEHandle)
{
entity killer = GetEntityFromEncodedEHandle( killerEHandle )
AnnouncementData announcement = Announcement_Create( "#SNS_BANKRUPT" )
Announcement_SetSubText( announcement, Localize( "#SNS_BANKRUPT_SUB", killer.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 )
}
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