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// note: this is technically vanilla content, since bleedout was shipped with retail, but it needs custom remote functions which would break vanilla compatiblity, so it's not in Northstar.CustomServers
// idk why bleedout was even shipped in retail lmao
global function BleedoutDamage_PreInit
global function BleedoutDamage_Init
global function SetShouldPlayerStartBleedoutFunc
struct {
array<entity> bleedingPlayers // this is in _bleedout already, but it doesn't expose a way to track it, so we have to track it ourselves
bool functionref( entity, var ) shouldPlayerStartBleedoutFunc = null
} file
void function BleedoutDamage_PreInit()
{
AddCallback_OnRegisteringCustomNetworkVars( Bleedout_RegisterRemoteFunctions )
#if CLIENT
// because playlist var overrides fucking suck, they aren't actually updated by this point
// client bleedout can be inited late enough that we can just init it on local player spawn
AddCallback_LocalClientPlayerSpawned( InitClientBleedoutForLocalPlayer )
#endif
}
void function Bleedout_RegisterRemoteFunctions()
{
Remote_RegisterFunction( "ServerCallback_BLEEDOUT_StartFirstAidProgressBar" )
Remote_RegisterFunction( "ServerCallback_BLEEDOUT_StopFirstAidProgressBar" )
Remote_RegisterFunction( "ServerCallback_BLEEDOUT_ShowWoundedMarker" )
Remote_RegisterFunction( "ServerCallback_BLEEDOUT_HideWoundedMarker" )
}
// copied from sh_bleedout
const float DEFAULT_BLEEDOUT_TIME = 30.0
const float DEFAULT_FIRSTAID_TIME = 3.0
const float DEFAULT_FIRSTAID_TIME_SELF = -1.0
const float DEFAULT_FIRSTAID_HEAL_PERCENT = 1.0
const float DEFAULT_AI_BLEEDING_PLAYER_MISS_CHANCE = 0.0
const bool DEFAULT_FORCE_WEAPON_HOLSTER = false
const bool DEFAULT_DEATH_ON_TEAM_BLEEDOUT = false
void function BleedoutDamage_Init()
{
AddPrivateMatchModeSettingEnum( "#MODE_SETTING_CATEGORY_BLEEDOUT", "riff_player_bleedout", [ "#SETTING_DISABLED", "#SETTING_DEFAULT", "#SETTING_ENABLED" ], "0" )
AddPrivateMatchModeSettingEnum( "#MODE_SETTING_CATEGORY_BLEEDOUT", "player_bleedout_forceHolster", [ "#SETTING_DISABLED", "#SETTING_ENABLED" ], DEFAULT_FORCE_WEAPON_HOLSTER.tostring() )
AddPrivateMatchModeSettingEnum( "#MODE_SETTING_CATEGORY_BLEEDOUT", "player_bleedout_forceDeathOnTeamBleedout", [ "#SETTING_DISABLED", "#SETTING_ENABLED" ], DEFAULT_DEATH_ON_TEAM_BLEEDOUT.tostring() )
AddPrivateMatchModeSettingArbitrary( "#MODE_SETTING_CATEGORY_BLEEDOUT", "player_bleedout_bleedoutTime", DEFAULT_BLEEDOUT_TIME.tostring() )
AddPrivateMatchModeSettingArbitrary( "#MODE_SETTING_CATEGORY_BLEEDOUT", "player_bleedout_firstAidTime", DEFAULT_FIRSTAID_TIME.tostring() )
AddPrivateMatchModeSettingArbitrary( "#MODE_SETTING_CATEGORY_BLEEDOUT", "player_bleedout_firstAidTimeSelf", DEFAULT_FIRSTAID_TIME_SELF.tostring() )
AddPrivateMatchModeSettingArbitrary( "#MODE_SETTING_CATEGORY_BLEEDOUT", "player_bleedout_firstAidHealPercent", DEFAULT_FIRSTAID_HEAL_PERCENT.tostring() )
AddPrivateMatchModeSettingArbitrary( "#MODE_SETTING_CATEGORY_BLEEDOUT", "player_bleedout_aiBleedingPlayerMissChance", DEFAULT_AI_BLEEDING_PLAYER_MISS_CHANCE.tostring() )
#if CLIENT
// manually register signals here: defensive fix so we don't crash
RegisterSignal( "Bleedout_OnRevive" )
RegisterSignal( "Bleedout_StopFirstAid" )
#elseif SERVER
// sh_riff_settings should set this correctly on server
if ( !Riff_PlayerBleedout() )
return
AddDamageCallback( "player", HandleDamageForBleedout ) // do this irregardless of whether scripts inited, given it should always be used for bleedout
Bleedout_SetCallback_OnPlayerStartBleedout( OnPlayerBleedoutBegin ) // kinda sucks we have to use this callback since game scripts could be using it
// dont init if scripts already inited it manually
if ( !Bleedout_IsBleedoutLogicActive() )
{
InitSharedBleedoutWithPlaylistVars()
Bleedout_Init()
}
#endif
}
void function SetShouldPlayerStartBleedoutFunc( bool functionref( entity, var ) func )
{
file.shouldPlayerStartBleedoutFunc = func
}
void function InitSharedBleedoutWithPlaylistVars()
{
BleedoutShared_Init(
GetCurrentPlaylistVarFloat( "player_bleedout_bleedoutTime", DEFAULT_BLEEDOUT_TIME ),
GetCurrentPlaylistVarFloat( "player_bleedout_firstAidTime", DEFAULT_FIRSTAID_TIME ),
GetCurrentPlaylistVarFloat( "player_bleedout_firstAidTimeSelf", DEFAULT_FIRSTAID_TIME_SELF ),
GetCurrentPlaylistVarFloat( "player_bleedout_firstAidHealPercent", DEFAULT_FIRSTAID_HEAL_PERCENT ),
GetCurrentPlaylistVarFloat( "player_bleedout_aiBleedingPlayerMissChance", DEFAULT_AI_BLEEDING_PLAYER_MISS_CHANCE ),
GetCurrentPlaylistVarInt( "player_bleedout_forceHolster", int( DEFAULT_FORCE_WEAPON_HOLSTER ) ) == 1,
GetCurrentPlaylistVarInt( "player_bleedout_forceDeathOnTeamBleedout", int( DEFAULT_DEATH_ON_TEAM_BLEEDOUT ) ) == 1
)
}
#if CLIENT
void function InitClientBleedoutForLocalPlayer( entity player )
{
// dont init if bleedout is disabled or scripts already inited it
if ( !Riff_PlayerBleedout() || Bleedout_IsBleedoutLogicActive() )
return
InitSharedBleedoutWithPlaylistVars()
BleedoutClient_Init()
}
#endif
#if SERVER
void function HandleDamageForBleedout( entity player, var damageInfo )
{
if ( IsInstantDeath( damageInfo ) || DamageInfo_GetForceKill( damageInfo ) || player.IsTitan() || file.bleedingPlayers.contains( player ) )
return
if ( file.shouldPlayerStartBleedoutFunc != null )
if ( !file.shouldPlayerStartBleedoutFunc( player, damageInfo ) )
return
// check if damage would kill player
if ( player.GetHealth() - DamageInfo_GetDamage( damageInfo ) <= 0 )
{
Bleedout_StartPlayerBleedout( player, DamageInfo_GetAttacker( damageInfo ) )
DamageInfo_SetDamage( damageInfo, 1 ) // prevent player from dying, but if we set it to 0, player won't receive any knockback from damage source
}
}
void function OnPlayerBleedoutBegin( entity player )
{
file.bleedingPlayers.append( player )
EmitSoundOnEntityOnlyToPlayer( player, player, "Player_Death_Begin" )
thread PlayerBleedoutGracePeriod( player )
// would prefer to use Bleedout_SetCallback_OnPlayerGiveFirstAid for this, but it doesn't expose the player that's receiving first aid for some reason
thread TrackPlayerBleedout( player )
}
void function PlayerBleedoutGracePeriod( entity player )
{
player.EndSignal( "OnDeath" )
player.EndSignal( "OnDestroy" )
OnThreadEnd( function() : ( player )
{
player.ClearInvulnerable()
StopSoundOnEntity( player, "Player_Death_Begin" )
})
player.SetInvulnerable()
wait 0.25
}
void function TrackPlayerBleedout( entity player )
{
player.EndSignal( "OnDeath" )
player.EndSignal( "OnDestroy" )
OnThreadEnd( function() : ( player )
{
file.bleedingPlayers.remove( file.bleedingPlayers.find( player ) )
})
WaitFrame() // wait a frame, since this gets called before this status effect is added
while ( StatusEffect_Get( player, eStatusEffect.bleedoutDOF ) != 0 )
WaitFrame()
}
#endif
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