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path: root/Northstar.Custom/mod/scripts/vscripts/sh_bleedout_damage.gnut
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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 )
}

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", [ "Default", "Disabled", "Enabled" ], "0" )
	AddPrivateMatchModeSettingEnum( "#MODE_SETTING_CATEGORY_BLEEDOUT", "player_bleedout_forceHolster", [ "Disabled", "Enabled" ], DEFAULT_FORCE_WEAPON_HOLSTER.tostring() )
	AddPrivateMatchModeSettingEnum( "#MODE_SETTING_CATEGORY_BLEEDOUT", "player_bleedout_forceDeathOnTeamBleedout", [ "Disabled", "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
		// 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 )
	#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 )

	// 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 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