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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 )
{
// setup guns
// smg
GunGameWeapon ggCar = { weapon = "mp_weapon_car", mods = ["extended_ammo", "pas_fast_reload", "holosight"], ... }
GunGameWeapon ggAlternator = { weapon = "mp_weapon_alternator_smg", mods = ["extended_ammo", "pas_fast_reload"], ... }
GunGameWeapon ggVolt = { weapon = "mp_weapon_hemlok_smg", mods = ["extended_ammo", "pas_fast_reload", "holosight"], ... }
GunGameWeapon ggR97 = { weapon = "mp_weapon_r97", mods = ["extended_ammo", "pas_fast_reload", "holosight"], ... }
// ar
GunGameWeapon ggHemlok = { weapon = "mp_weapon_hemlok", mods = ["extended_ammo", "pas_fast_reload", "hcog"], ... }
GunGameWeapon ggFlatline = { weapon = "mp_weapon_vinson", mods = ["extended_ammo", "pas_fast_reload", "hcog"], ... }
GunGameWeapon ggR201 = { weapon = "mp_weapon_rspn101", mods = ["extended_ammo", "pas_fast_reload", "hcog"], ... }
GunGameWeapon ggG2 = { weapon = "mp_weapon_g2", mods = ["extended_ammo", "pas_fast_reload", "hcog"], ... }
GunGameWeapon ggR101 = { weapon = "mp_weapon_rspn101_og", mods = ["extended_ammo", "pas_fast_reload", "hcog"], ... }
// lmg
GunGameWeapon ggDevotion = { weapon = "mp_weapon_esaw", mods = ["extended_ammo", "pas_fast_reload"], ... }
GunGameWeapon ggLstar = { weapon = "mp_weapon_lstar", mods = ["extended_ammo"], ... }
GunGameWeapon ggSpitfire = { weapon = "mp_weapon_lmg", mods = ["extended_ammo", "pas_fast_reload"], ... }
// shotgun
GunGameWeapon ggEva = { weapon = "mp_weapon_shotgun", mods = ["extended_ammo", "pas_fast_reload"], ... }
GunGameWeapon ggMastiff = { weapon = "mp_weapon_mastiff", mods = ["extended_ammo", "pas_fast_reload"], ... }
// grenadier
GunGameWeapon ggSoftball = { weapon = "mp_weapon_softball", mods = ["extended_ammo", "pas_fast_reload"], ... }
GunGameWeapon ggEpg = { weapon = "mp_weapon_epg", mods = ["extended_ammo", "pas_fast_reload"], ... }
GunGameWeapon ggSmr = { weapon = "mp_weapon_smr", mods = ["extended_ammo", "pas_fast_reload"], ... }
GunGameWeapon ggColdwar = { weapon = "mp_weapon_pulse_lmg", mods = ["extended_ammo", "pas_fast_reload"], ... }
// main pistol
GunGameWeapon ggMozambique = { weapon = "mp_weapon_shotgun_pistol", mods = ["extended_ammo", "pas_fast_reload"], ... }
GunGameWeapon ggWingmanElite = { weapon = "mp_weapon_wingman_n", mods = ["extended_ammo", "pas_fast_reload"], ... }
// sniper
GunGameWeapon ggDoubletake = { weapon = "mp_weapon_doubletake", mods = ["extended_ammo", "pas_fast_ads"], ... }
GunGameWeapon ggKraber = { weapon = "mp_weapon_sniper", mods = ["extended_ammo", "pas_fast_ads"], ... }
GunGameWeapon ggLongbow = { weapon = "mp_weapon_dmr", mods = ["extended_ammo", "pas_fast_ads"], ... }
// side pistol
GunGameWeapon ggRe45 = { weapon = "mp_weapon_autopistol", mods = ["extended_ammo", "pas_fast_reload", "temp_sight"], ... }
GunGameWeapon ggP2016 = { weapon = "mp_weapon_semipistol", mods = ["extended_ammo", "pas_fast_reload"], ... }
GunGameWeapon ggWingman = { weapon = "mp_weapon_wingman", mods = ["extended_ammo", "pas_fast_reload"], ... }
// final
GunGameWeapon ggChargerifle = { weapon = "mp_weapon_defender", mods = ["extended_ammo", "pas_fast_ads"], ... }
GunGameWeapon ggPulse = { weapon = "mp_weapon_grenade_sonar", mods = [ "pas_power_cell", "amped_tacticals" ], offhandSlot = 0 }
// add guns
// smg
file.weapons.append(ggCar)
file.weapons.append(ggAlternator)
file.weapons.append(ggVolt)
file.weapons.append(ggR97)
// ar
file.weapons.append(ggHemlok)
file.weapons.append(ggFlatline)
file.weapons.append(ggR201)
file.weapons.append(ggG2)
file.weapons.append(ggR101)
// lmg
file.weapons.append(ggDevotion)
file.weapons.append(ggLstar)
file.weapons.append(ggSpitfire)
// shotgun
file.weapons.append(ggEva)
file.weapons.append(ggMastiff)
// grenadier
file.weapons.append(ggSoftball)
file.weapons.append(ggEpg)
file.weapons.append(ggSmr)
file.weapons.append(ggColdwar)
// main pistol
file.weapons.append(ggMozambique)
file.weapons.append(ggWingmanElite)
// sniper
file.weapons.append(ggDoubletake)
file.weapons.append(ggKraber)
file.weapons.append(ggLongbow)
// side pistol
file.weapons.append(ggRe45)
file.weapons.append(ggP2016)
file.weapons.append(ggWingman)
// final
file.weapons.append(ggChargerifle)
file.weapons.append(ggPulse)
}
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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