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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 )
if ( GAMETYPE != GAMEMODE_GG )
Sh_GGEarnMeter_Init()
}
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" )
// setup guns
// smgs
// car
GunGameWeapon ggCar = { weapon = "mp_weapon_car", mods = [ "pas_run_and_gun" ], ... }
file.weapons.append( ggCar )
// alternator
GunGameWeapon ggAlternator = { weapon = "mp_weapon_alternator_smg", mods = [ "pas_run_and_gun" ], ... }
file.weapons.append( ggAlternator )
// volt
GunGameWeapon ggVolt = { weapon = "mp_weapon_hemlok_smg", ... }
file.weapons.append( ggVolt )
// rifles
// hemlok
GunGameWeapon ggHemlok = { weapon = "mp_weapon_hemlok", mods = [ ], ... }
file.weapons.append( ggHemlok )
// flatline
GunGameWeapon ggFlatline = { weapon = "mp_weapon_vinson", mods = [ "hcog" ], ... }
file.weapons.append( ggFlatline )
// r201
GunGameWeapon ggR101 = { weapon = "mp_weapon_rspn101", ... }
file.weapons.append( ggR101 )
// lmgs
// devotion
GunGameWeapon ggDevotion = { weapon = "mp_weapon_esaw", ... }
file.weapons.append( ggDevotion )
// l-star
GunGameWeapon ggLstar = { weapon = "mp_weapon_lstar", mods = [ "pas_run_and_gun" ], ... }
if ( RandomInt( 100 ) <= 5 )
ggLstar.mods.append( "rcee" ) // easter egg mod that changes the screen of the lstar
file.weapons.append( ggLstar )
// shotguns
// eva-8
GunGameWeapon ggEva = { weapon = "mp_weapon_shotgun", ... }
file.weapons.append( ggEva )
// mastiff
GunGameWeapon ggMastiff = { weapon = "mp_weapon_mastiff", ... }
file.weapons.append( ggMastiff )
// grenadiers
// softball
GunGameWeapon ggSoftball = { weapon = "mp_weapon_softball", ... }
file.weapons.append( ggSoftball )
// epg
GunGameWeapon ggEpg = { weapon = "mp_weapon_epg", mods = [ "jump_kit" ], ... }
file.weapons.append( ggEpg )
// primary pistols
// mozambique
GunGameWeapon ggMozam = { weapon = "mp_weapon_shotgun_pistol", mods = [ "pas_run_and_gun" ], ... }
file.weapons.append( ggMozam )
// wingman elite
GunGameWeapon ggWme = { weapon = "mp_weapon_wingman_n", mods = [ "pas_run_and_gun", "ricochet" ], ... }
file.weapons.append( ggWme )
// snipers
// double take
GunGameWeapon ggTaketake = { weapon = "mp_weapon_doubletake", ... }
file.weapons.append( ggTaketake )
// kraber
GunGameWeapon ggKraber = { weapon = "mp_weapon_sniper", mods = [ "pas_fast_ads", "ricochet" ], ... }
file.weapons.append( ggKraber )
// secondary pistols
// re-45
GunGameWeapon ggRe45 = { weapon = "mp_weapon_autopistol", mods = [ "pas_run_and_gun", "temp_sight" ], ... }
file.weapons.append( ggRe45 )
// p2016
GunGameWeapon ggP2016 = { weapon = "mp_weapon_semipistol", mods = [ "pas_run_and_gun" ], ... }
file.weapons.append( ggP2016 )
// wingman
GunGameWeapon ggWingman = { weapon = "mp_weapon_wingman", mods = [ "pas_run_and_gun" ], ... }
file.weapons.append( ggWingman )
// final/special weapons
// charge rifle
GunGameWeapon ggChargeRifle = { weapon = "mp_weapon_defender", ... }
file.weapons.append( ggChargeRifle )
// pulse blade
GunGameWeapon ggPulseBlade = { weapon = "mp_weapon_grenade_sonar", mods = [ "pas_power_cell", "amped_tacticals" ], offhandSlot = 0 }
file.weapons.append( ggPulseBlade )
// 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
}
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