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path: root/Northstar.Custom/mod/scripts/vscripts/gamemodes/sh_gamemode_gg.gnut
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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
}