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global function Sh_GamemodeGG_Init
global function GetGunGameWeapons
global const string GAMEMODE_GG = "gg"
global struct GunGameWeapon
{
string weapon
array<string> mods = []
int offhandSlot = -1
}
struct {
array<GunGameWeapon> weapons
} file
void function Sh_GamemodeGG_Init()
{
// create custom gamemode
AddCallback_OnCustomGamemodesInit( CreateGamemodeGG )
Sh_GGEarnMeter_Init(GAMEMODE_GG)
}
void function CreateGamemodeGG()
{
GameMode_Create( GAMEMODE_GG )
GameMode_SetName( GAMEMODE_GG, "#GAMEMODE_GG" )
GameMode_SetDesc( GAMEMODE_GG, "#PL_gg_desc" )
GameMode_SetGameModeAnnouncement( GAMEMODE_GG, "ffa_modeDesc" )
GameMode_SetDefaultTimeLimits( GAMEMODE_GG, 10, 0.0 )
GameMode_AddScoreboardColumnData( GAMEMODE_GG, "#SCOREBOARD_SCORE", PGS_ASSAULT_SCORE, 2 )
GameMode_AddScoreboardColumnData( GAMEMODE_GG, "#SCOREBOARD_PILOT_KILLS", PGS_PILOT_KILLS, 2 )
GameMode_SetColor( GAMEMODE_GG, [147, 204, 57, 255] )
AddPrivateMatchMode( GAMEMODE_GG ) // add to private lobby modes
AddPrivateMatchModeSettingArbitrary( "#GAMEMODE_gg", "gg_kill_reward", "1.0" )
AddPrivateMatchModeSettingArbitrary( "#GAMEMODE_gg", "gg_assist_reward", "0.0" )
AddPrivateMatchModeSettingArbitrary( "#GAMEMODE_gg", "gg_execution_reward", "1.0" )
// Custom Weapons
int index = 0
while ( GetCurrentPlaylistVarString( "gg_weapon_" + index, "NOPE" ) != "NOPE" )
{
file.weapons.append( StringToGGWeapon( GetCurrentPlaylistVarString( "gg_weapon_" + index, "" ) ) )
index++
}
// Default Weapons - Don't edit this to make custom lists anymore, please try to use playlist vars so that everything gets synced correctly.
if ( file.weapons.len() == 0 )
{
// SMGs
GunGameWeapon ggCar = { weapon = "mp_weapon_car", mods = [ "pas_run_and_gun" ], ... } // CAR
GunGameWeapon ggAlternator = { weapon = "mp_weapon_alternator_smg", mods = [ "pas_run_and_gun" ], ... } // Alternator
GunGameWeapon ggVolt = { weapon = "mp_weapon_hemlok_smg", ... } // Volt
// Rifles
GunGameWeapon ggHemlok = { weapon = "mp_weapon_hemlok", ... } // Hemlok
GunGameWeapon ggFlatline = { weapon = "mp_weapon_vinson", mods = [ "hcog" ], ... } // Flatline
GunGameWeapon ggR201 = { weapon = "mp_weapon_rspn101", ... } // R201
// LMGs
GunGameWeapon ggDevotion = { weapon = "mp_weapon_esaw", ... } // Devotion
GunGameWeapon ggLstar = { weapon = "mp_weapon_lstar", mods = [ "pas_run_and_gun" ], ... } // L-Star
// Shotguns
GunGameWeapon ggEva = { weapon = "mp_weapon_shotgun", ... } // Eva-8
GunGameWeapon ggMastiff = { weapon = "mp_weapon_mastiff", ... } // Mastiff
// Grenadiers
GunGameWeapon ggSoftball = { weapon = "mp_weapon_softball", ... } // Softball
GunGameWeapon ggEpg = { weapon = "mp_weapon_epg", mods = [ "jump_kit" ], ... } // EPG
// Primary Pistols
GunGameWeapon ggMozam = { weapon = "mp_weapon_shotgun_pistol", mods = [ "pas_run_and_gun" ], ... } // Mozambique
GunGameWeapon ggWme = { weapon = "mp_weapon_wingman_n", mods = [ "pas_run_and_gun", "ricochet" ], ... } // Wingman Elite
// Snipers
GunGameWeapon ggTaketake = { weapon = "mp_weapon_doubletake", ... } // Double Take
GunGameWeapon ggKraber = { weapon = "mp_weapon_sniper", mods = [ "pas_fast_ads", "ricochet" ], ... } // Kraber
// Secondary Pistols
GunGameWeapon ggRe45 = { weapon = "mp_weapon_autopistol", mods = [ "pas_run_and_gun", "temp_sight" ], ... } // RE-45
GunGameWeapon ggP2016 = { weapon = "mp_weapon_semipistol", mods = [ "pas_run_and_gun" ], ... } // P2016
GunGameWeapon ggWingman = { weapon = "mp_weapon_wingman", mods = [ "pas_run_and_gun" ], ... } // Wingman
// Final/Special
GunGameWeapon ggChargeRifle = { weapon = "mp_weapon_defender", ... } // Charge Rifle
GunGameWeapon ggPulseBlade = { weapon = "mp_weapon_grenade_sonar", mods = [ "pas_power_cell", "amped_tacticals" ], offhandSlot = OFFHAND_SPECIAL } // Pulse Blade
file.weapons.append( ggCar )
file.weapons.append( ggAlternator )
file.weapons.append( ggVolt )
file.weapons.append( ggHemlok )
file.weapons.append( ggFlatline )
file.weapons.append( ggR201 )
file.weapons.append( ggDevotion )
file.weapons.append( ggLstar )
file.weapons.append( ggEva )
file.weapons.append( ggMastiff )
file.weapons.append( ggSoftball )
file.weapons.append( ggEpg )
file.weapons.append( ggMozam )
file.weapons.append( ggWme )
file.weapons.append( ggTaketake )
file.weapons.append( ggKraber )
file.weapons.append( ggRe45 )
file.weapons.append( ggP2016 )
file.weapons.append( ggWingman )
file.weapons.append( ggChargeRifle )
file.weapons.append( ggPulseBlade )
}
foreach ( ggWeapon in file.weapons )
if ( ggWeapon.weapon == "mp_weapon_lstar" )
if ( RandomInt( 100 ) <= 5 )
ggWeapon.mods.append( "rcee" ) // Easter egg mod that changes the screen of the lstar.
// Set this to the number of guns.
GameMode_SetDefaultScoreLimits( GAMEMODE_GG, file.weapons.len(), 0 )
#if SERVER
GameMode_AddServerInit( GAMEMODE_GG, GamemodeGG_Init )
GameMode_AddServerInit( GAMEMODE_GG, GamemodeFFAShared_Init )
GameMode_SetPilotSpawnpointsRatingFunc( GAMEMODE_GG, RateSpawnpoints_Generic )
GameMode_SetTitanSpawnpointsRatingFunc( GAMEMODE_GG, RateSpawnpoints_Generic )
#elseif CLIENT
GameMode_AddClientInit( GAMEMODE_GG, ClGamemodeGG_Init )
GameMode_AddClientInit( GAMEMODE_GG, GamemodeFFAShared_Init )
GameMode_AddClientInit( GAMEMODE_GG, ClGamemodeFFA_Init )
#endif
#if !UI
GameMode_SetScoreCompareFunc( GAMEMODE_GG, CompareAssaultScore )
GameMode_AddSharedInit( GAMEMODE_GG, GamemodeFFA_Dialogue_Init )
#endif
}
array<GunGameWeapon> function GetGunGameWeapons()
{
return file.weapons
}
string function GGWeaponToString( GunGameWeapon ggWeapon )
{
// We do it in this order because split works weirdly and won't return empty strings for gaps :c
return ggWeapon.offhandSlot + "|" + ggWeapon.weapon + "|" + JoinStringArray( ggWeapon.mods, "," )
}
GunGameWeapon function StringToGGWeapon( string ggWeaponString )
{
array<string> ggWeaponStringSplit = split( ggWeaponString, "|" )
GunGameWeapon ggWeapon
ggWeapon.offhandSlot = int(ggWeaponStringSplit[0])
ggWeapon.weapon = ggWeaponStringSplit[1]
if ( ggWeaponStringSplit.len() > 2 )
ggWeapon.mods = split( ggWeaponStringSplit[2], "," )
return ggWeapon
}
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