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|
untyped
global function TitanShared_Init
global function CodeCallback_PlayerInTitanCockpit
global function DebugNewTitanModels
global function Titan_CreatePhysicsModelsFromParentedModels
global function TemporarilyNonSolidPlayer
#if SERVER
global function NPC_GetNuclearPayload
global function NPC_SetNuclearPayload
global function TempAirControl
global function TempLossOfAirControl
global function TitanEjectPlayer
global function TitanStagger
global function EnableTitanExit
global function DisableTitanExit
global function TitanSkipsDeathOnEject
#endif
global const TITAN_EJECT_SCREECH = "titan_eject_screech"
global const TITAN_DECAY_LIMIT = 0.35 // should be the same as the frac that flames start.
global const TITAN_NUCLEAR_CORE_FX_3P = $"P_xo_exp_nuke_3P_alt"
global const TITAN_NUCLEAR_CORE_FX_1P = $"P_xo_exp_nuke_1P_alt"
global const TITAN_NUCLEAR_CORE_NUKE_FX = $"P_xo_nuke_warn_flare"
global enum eCockpitState
{
Disabled = 0
Enabled = 1
NULL = 3
Open = 5
Close = 7
Eject = 9
}
struct
{
float titanVOEjectNotifyDist = 2000 * 2000
} file
function TitanShared_Init()
{
level._titanCrushables <- {}
RegisterSignal( "TitanBeingEntered" )
RegisterSignal( "TitanEntered" )
RegisterSignal( "TitanExit" )
RegisterSignal( "TitanExitComplete" )
RegisterSignal( "TitanDecay" )
RegisterSignal( "TitanEjectionStarted" )
RegisterSignal( "EjectLand" )
RegisterSignal( "EjectAttempt" )
RegisterSignal( "TempAirControl" )
#if SERVER
AddSoulSettingsChangeFunc( UpdateTitanPanel )
AddSoulSettingsChangeFunc( UpdateTitanArmBadge )
AddSoulTransferFunc( SmartAmmo_TransferMissileLockons )
AddSoulDeathCallback( Titan_RodeoPanelCleanup )
AddSoulDeathCallback( Titan_ArmBadgeCleanup )
#endif
#if SERVER
AddSoulInitFunc( AddPanelToTitan )
AddSoulInitFunc( AddArmBadgeToTitan )
PrecacheParticleSystem( TITAN_NUCLEAR_CORE_FX_3P )
PrecacheParticleSystem( TITAN_NUCLEAR_CORE_FX_1P )
PrecacheParticleSystem( TITAN_NUCLEAR_CORE_NUKE_FX )
PrecacheModel( $"models/industrial/bolt_tiny01.mdl" )
#endif
}
#if SERVER
void function Titan_RodeoPanelCleanup( entity soul, var damageInfo )
{
if ( IsValid( soul.soul.batteryContainer ) )
soul.soul.batteryContainer.Kill_Deprecated_UseDestroyInstead()
}
void function Titan_ArmBadgeCleanup( entity soul, var damageInfo )
{
if ( IsValid( soul.soul.armBadge ) )
soul.soul.armBadge.Kill_Deprecated_UseDestroyInstead()
}
#endif
//Can't just do this by default for all children on the Titan since they need to have physics properties defined
function Titan_CreatePhysicsModelsFromParentedModels( parentedModel, entity soul )
{
if ( !IsValid( parentedModel ) )
return
// Make it not solid so ejection doesn't get caught up on it
parentedModel.NotSolid()
/*
// Stop any running animations
parentedModel.Anim_Stop()
// Spawn a physics version of the models
entity prop_physics = CreateEntity( "prop_physics" )
SetTargetName( prop_physics, UniqueString( "parentedModel" ) )
prop_physics.SetValueForModelKey( parentedModel.GetModelName() )
prop_physics.kv.skin = parentedModel.GetSkin()
prop_physics.kv.spawnflags = 4 // debris nocollide
prop_physics.kv.fadedist = -1
prop_physics.kv.physdamagescale = 0.1
prop_physics.kv.inertiaScale = 1.0
prop_physics.kv.renderamt = 255
prop_physics.kv.rendercolor = "255 255 255"
prop_physics.SetOrigin( parentedModel.GetOrigin() )
prop_physics.SetAngles( parentedModel.GetAngles() )
DispatchSpawn( prop_physics )
//prop_physics.SetAngularVelocity( 0,0,0 )
//prop_physics.SetVelocity( Vector( 0,0,0) )
prop_physics.Kill_Deprecated_UseDestroyInstead( 11.0 )
*/
// Hide pod model, and delete it. We have to hide it first because it doesn't get deleted right away for some reason
parentedModel.Hide()
parentedModel.Kill_Deprecated_UseDestroyInstead()
}
function CodeCallback_PlayerInTitanCockpit( titan, player )
{
expect entity( titan )
expect entity( player )
// clear the damage history when you enter a titan
ClearRecentDamageHistory( player )
#if SERVER
// player.SetUsableByGroup( "enemies" ) // rodeo'able
//player.SetUsable()
//player.SetUsePrompts( "Hold [USE] to rodeo.", "Hold [USE] to rodeo." )
//player.SetUsePrompts( " ", " " )
TitanTaken( player, titan )
titan.GetTitanSoul().soul.lastOwner = player
Remote_CallFunction_Replay( player, "ServerCallback_TitanCockpitBoot" )
player.CockpitStartBoot()
Signal( svGlobal.levelEnt, "TitanEntered", { player = player } )
Signal( player, "TitanEntered" )
#elseif CLIENT
Signal( player, "TitanEntered" )
#endif
}
#if SERVER
void function AddPanelToTitan( entity soul )
{
entity titan = soul.GetTitan()
string settings = GetSoulPlayerSettings( soul )
var model = Dev_GetPlayerSettingAssetByKeyField_Global( settings, "hatchmodel" )
if ( model == $"" )
return
expect asset( model )
entity rodeoPanel = CreatePropDynamic( model )
string titanType = GetSoulTitanSubClass( soul )
rodeoPanel.NotSolid()
rodeoPanel.SetParent( titan, "RODEO_BATTERY" )
rodeoPanel.Anim_Play( GetAnimFromAlias( titanType, "hatch_rodeo_up_idle" ) )
rodeoPanel.s.opened <- false
rodeoPanel.s.lastDamageStateThreshold <- 1.1
rodeoPanel.s.lastDamageStateParticleSystem <- null
rodeoPanel.s.damageAnimDone <- true
SetTeam( rodeoPanel, titan.GetTeam() )
rodeoPanel.MarkAsNonMovingAttachment()
rodeoPanel.RemoveFromSpatialPartition()
rodeoPanel.SetSkin( titan.GetSkin() )
soul.soul.batteryContainer = rodeoPanel
}
void function UpdateTitanPanel( entity soul )
{
entity titan = soul.GetTitan()
if ( !IsAlive( titan ) )
return
string settings = GetSoulPlayerSettings( soul )
var model = Dev_GetPlayerSettingAssetByKeyField_Global( settings, "hatchmodel" )
if ( model == $"" )
return
expect asset( model )
entity batteryContainer = soul.soul.batteryContainer
if ( soul.soul.batteryContainerBeingUsed )
return
batteryContainer.SetModel( model )
batteryContainer.SetSkin( titan.GetSkin() )
batteryContainer.ClearParent()
batteryContainer.SetParent( titan, "RODEO_BATTERY" ) //Needed to fix battery being parented to wrong spot after picking a different titan loadout in grace period.
string titanType = GetSoulTitanSubClass( soul )
batteryContainer.Anim_Play( GetAnimFromAlias( titanType, "hatch_rodeo_up_idle" ) )
}
void function AddArmBadgeToTitan( entity soul )
{
thread AddArmBadgeToTitan_Internal( soul )
}
void function AddArmBadgeToTitan_Internal( entity soul )
{
soul.EndSignal( "OnDestroy" )
// wait until the end of the frame to allow the soul to become owned by a boss player
WaitEndFrame()
entity titan = soul.GetTitan()
var model = GetTitanArmBadge( soul )
if ( model == $"" )
return
expect asset( model )
entity soulOwner = soul.GetBossPlayer()
if ( !IsValid( soulOwner ) )
return
entity armBadge = CreatePropDynamic( model )
//string titanType = GetSoulTitanSubClass( soul )
armBadge.NotSolid()
armBadge.SetParent( titan, TITAN_ARM_BADGE_ATTACHMENT )
//armBadge.Anim_Play( GetAnimFromAlias( titanType, "hatch_rodeo_up_idle" ) )
SetTeam( armBadge, titan.GetTeam() )
armBadge.MarkAsNonMovingAttachment()
armBadge.RemoveFromSpatialPartition()
#if MP
int difficulty = FD_GetHighestDifficultyForTitan( soulOwner, GetActiveTitanLoadout( soulOwner ).titanClass )
switch ( difficulty )
{
case eFDDifficultyLevel.HARD:
armBadge.SetBodygroup( 0, 1 )
break
case eFDDifficultyLevel.MASTER:
armBadge.SetBodygroup( 0, 2 )
break
case eFDDifficultyLevel.INSANE:
armBadge.SetBodygroup( 0, 3 )
break
}
#endif
soul.soul.armBadge = armBadge
}
void function UpdateTitanArmBadge( entity soul )
{
entity titan = soul.GetTitan()
if ( !IsAlive( titan ) )
return
var model = GetTitanArmBadge( soul )//Dev_GetPlayerSettingAssetByKeyField_Global( settings, "hatchmodel" )
if ( model == $"" )
return
expect asset( model )
entity soulOwner = soul.GetBossPlayer()
if ( !IsValid( soulOwner ) )
return
entity armBadge = soul.soul.armBadge
if( !IsValid(armBadge) )
return
//armBadge.SetModel( model )
//armBadge.SetSkin( titan.GetSkin() )
armBadge.ClearParent()
armBadge.SetParent( titan, TITAN_ARM_BADGE_ATTACHMENT )
}
int function NPC_GetNuclearPayload( entity npc )
{
return npc.ai.nukeCore
}
void function NPC_SetNuclearPayload( entity npc, int doSet = 4 )
{
npc.ai.nukeCore = doSet
}
#endif //Server only
function DebugNewTitanModels()
{
return GetCurrentPlaylistVarInt( "r2_titan_models", 0 )
}
/*
open
openIdle
close
closeIdle
frontToBack
backToFront
backIdle
*/
#if SERVER
const TITAN_PLAYEREJECT_DELAY = 0.4
const TITAN_PLAYEREJECT_DURATION = 0.8 // long enough foranimation
const MAX_EJECT_LATENCY_COMPENSATION = 0.4
function TitanSkipsDeathOnEject( entity titan )
{
entity soul = titan.GetTitanSoul()
soul.soul.diesOnEject = false
}
function TitanEjectPlayer( entity ejectTitan, bool instant = false ) //TODO: This needs a refactor badly. Way too long and unwieldy. I think it was a mistake to handle both player Titan eject and NPC titan eject in the same function
{
ejectTitan.Signal( "EjectAttempt" )
Assert( ejectTitan.IsTitan() )
Assert( IsAlive( ejectTitan ), "Ejecting titan expected to be alive. IsPlayer? " + ejectTitan.IsPlayer() + " ent: " + ejectTitan )
if ( ejectTitan.ContextAction_IsActive() )
return
entity soul = ejectTitan.GetTitanSoul()
if ( soul.IsEjecting() )
return
if ( ejectTitan.IsPlayer() )
{
if ( IsPlayerDisembarking( ejectTitan ) )
return
}
local e = {}
e.titan <- ejectTitan
e.team <- ejectTitan.GetTeam()
e.player <- null
e.npcPilot <- null
bool ejectTitanHasNpcPilot = false
if ( ejectTitan.IsPlayer() )
e.player = ejectTitan
#if NPC_TITAN_PILOT_PROTOTYPE
if ( TitanHasNpcPilot( ejectTitan ) )
{
ejectTitanHasNpcPilot = true
}
#endif
e.nukeFX <- []
e.attacker <- ( "attacker" in soul.lastAttackInfo ) ? soul.lastAttackInfo.attacker : null
e.inflictor <- ( "inflictor" in soul.lastAttackInfo ) ? soul.lastAttackInfo.inflictor : null
e.damageSourceId <- ( "damageSourceId" in soul.lastAttackInfo ) ? soul.lastAttackInfo.damageSourceId : -1
e.damageTypes <- soul.lastAttackInfo.scriptType
e.overrideAttacker <- soul.soul.nukeAttacker
local nuclearPayload = 0
if ( IsValid( e.player ) )
nuclearPayload = GetNuclearPayload( ejectTitan )
else
nuclearPayload = NPC_GetNuclearPayload( ejectTitan )
e.nuclearPayload <- nuclearPayload
if ( e.nuclearPayload )
{
e.needToClearNukeFX <- false
e.nukeFXInfoTarget <- CreateEntity( "info_target" )
e.nukeFXInfoTarget.kv.spawnflags = SF_INFOTARGET_ALWAYS_TRANSMIT_TO_CLIENT
DispatchSpawn( e.nukeFXInfoTarget )
AI_CreateDangerousArea_DamageDef( damagedef_nuclear_core, e.nukeFXInfoTarget, ejectTitan.GetTeam(), true, true )
}
entity rodeoPilot = GetRodeoPilot( ejectTitan )
if ( rodeoPilot && rodeoPilot == e.attacker )
e.damageSourceId = eDamageSourceId.rodeo_forced_titan_eject
ejectTitan.Signal( "TitanEjectionStarted" )
ejectTitan.EndSignal( "OnDeath" )
OnThreadEnd(
function() : ( e, ejectTitan )
{
if ( IsAlive( ejectTitan ) )
{
thread ClearEjectInvulnerability( ejectTitan )
}
else if ( IsValid( ejectTitan ) )
{
ejectTitan.ClearInvulnerable()
}
if ( IsValid( e.player ) )
{
e.player.UnfreezeControlsOnServer()
}
entity titan = expect entity( e.titan )
if ( e.nuclearPayload )
{
if ( e.needToClearNukeFX )
{
if ( IsAlive( titan ) )
{
//Nuclear eject sequence got interrupted early, probably because Pilot died
Assert( titan.IsTitan() )
thread NuclearCoreExplosion( titan.GetOrigin(), e )
}
else
{
//Nuclear eject fired, needs to be cleaned up
ClearNuclearBlueSunEffect( e )
}
}
//Nuclear core handles cleaning up the left over titan by itself, so just return out early
return
}
if ( !IsAlive( titan ) )
return
entity soul = titan.GetTitanSoul()
if ( !soul.soul.diesOnEject )
return
Assert( titan.IsTitan() )
Assert( soul.IsEjecting() )
titan.Die( e.attacker, e.inflictor, { scriptType = damageTypes.titanEjectExplosion | e.damageTypes, damageSourceId = e.damageSourceId } )
}
)
soul.SetEjecting( true )
ejectTitan.SetInvulnerable() //Give both player and ejectTitan temporary invulnerability in the course of ejecting. Player invulnerability gets cleared in ClearEjectInvulnerability
#if SERVER
StatusEffect_StopAll( expect entity( e.titan ), eStatusEffect.lockon_detected_titan )
#endif
#if HAS_STATS
if ( IsValid( e.player ) )
{
UpdatePlayerStat( expect entity( e.player ), "misc_stats", "timesEjected" )
if ( nuclearPayload )
UpdatePlayerStat( expect entity( e.player ), "misc_stats", "timesEjectedNuclear" )
}
#endif
#if SERVER && MP
PIN_AddToPlayerCountStat( expect entity( e.player ), "ejects" )
#endif
if ( !ejectTitan.ContextAction_IsBusy() )
ejectTitan.ContextAction_SetBusy()
local standing = true
if ( IsValid( e.player ) )
standing = e.player.IsStanding()
else
standing = soul.GetStance() == STANCE_STAND
local titanEjectAnimPlayer, titanEjectAnimTitan
if ( standing )
{
if ( nuclearPayload )
{
titanEjectAnimPlayer = "at_nuclear_eject_standing"
titanEjectAnimTitan = "at_nuclear_eject_standing_idle"
}
else
{
titanEjectAnimPlayer = "at_MP_eject_stand_start"
titanEjectAnimTitan = "at_MP_eject_stand_end"
}
}
else
{
titanEjectAnimPlayer = "at_MP_eject_crouch_idle"
titanEjectAnimTitan = "at_MP_eject_crouch_start"
}
float ejectDuration // = TITAN_PLAYEREJECT_DURATION
if ( nuclearPayload )
ejectDuration = TITAN_PLAYEREJECT_DURATION * 2.0
else
ejectDuration = TITAN_PLAYEREJECT_DURATION
// ejectDuration = ejectTitan.GetSequenceDuration( titanEjectAnimPlayer )
if ( nuclearPayload )
{
array<entity> players = GetPlayerArray()
local frequency = 40
local duration = 8.5
vector origin = ejectTitan.GetOrigin()
foreach ( guy in players )
{
if ( guy == e.player )
continue
if ( !IsAlive( guy ) )
continue
float dist = Distance( guy.GetOrigin(), origin )
float result = Graph( dist, 750, 1500, 5.0, 0.0 )
Remote_CallFunction_Replay( guy, "ServerCallback_ScreenShake", result, frequency, duration )
}
e.needToClearNukeFX = true
e.nukeFXInfoTarget.SetParent( ejectTitan, "CHESTFOCUS" ) //Play FX and sound on entity since we need something that lasts across the player titan -> pilot transition
e.nukeFX.append( PlayFXOnEntity( TITAN_NUCLEAR_CORE_NUKE_FX, expect entity( e.nukeFXInfoTarget ) ) )
e.nukeFX.append( e.nukeFXInfoTarget )
//ejectDuration += 0.5
EmitSoundOnEntity( e.nukeFXInfoTarget, "titan_nuclear_death_charge" )
}
entity rodeoPlayer = GetRodeoPilot( ejectTitan )
if ( IsValid( rodeoPlayer ) )
Remote_CallFunction_Replay( rodeoPlayer, "ServerCallback_RodeoerEjectWarning", ejectTitan.GetTitanSoul().GetEncodedEHandle(), TITAN_PLAYEREJECT_DELAY + ejectDuration )
if ( IsValid( e.player ) )
e.player.CockpitStartEject()
float blendDelay = 0.15
vector origin = ejectTitan.GetOrigin()
if ( !instant )
{
if ( IsValid( e.player ) )
{
Remote_CallFunction_Replay( e.player, "ServerCallback_EjectConfirmed" )
EmitSoundAtPositionExceptToPlayer( e.team, ejectTitan.GetOrigin(), e.player, "Titan_Eject_Servos_3P" )
e.player.FreezeControlsOnServer()
}
else
{
EmitSoundAtPosition( e.team, ejectTitan.GetOrigin(), "Titan_Eject_Servos_3P" )
}
if ( !ejectTitan.IsTitan() )
{
// must be a titan, something bad has happened
KillStuckPlayer( ejectTitan )
return
}
ejectTitan.Anim_Play( titanEjectAnimPlayer )
wait blendDelay // wait for ejectTitan to blend into disembark pose
Assert( ejectDuration > MAX_EJECT_LATENCY_COMPENSATION )
wait ejectDuration - MAX_EJECT_LATENCY_COMPENSATION
if ( IsValid( e.player ) )
{
// subtract player latency so that the client gets the eject at the same time they finish the animation
float latency = expect entity( e.player ).GetLatency()
float waitduration = MAX_EJECT_LATENCY_COMPENSATION - min( latency, MAX_EJECT_LATENCY_COMPENSATION )
//printt( "Eject: compensating for " + latency + " seconds of latency; wait " + waitduration )
wait waitduration
}
}
// Defensive fix for if player becomes a spectator between initiating eject and now
if ( IsValid( e.player ) && e.player.GetPlayerSettings() == "spectator" )
return
if ( ejectTitan.GetTitanSoul() == null )
return
if ( IsValid( e.player ) )
EmitSoundAtPositionExceptToPlayer( e.team, ejectTitan.GetOrigin(), e.player, "Titan_Eject_PilotLaunch_3P" )
else
EmitSoundAtPosition( e.team, ejectTitan.GetOrigin(), "Titan_Eject_PilotLaunch_3P" )
entity titan
if ( IsValid( e.player ) )
{
entity player = expect entity( e.player )
titan = CreateAutoTitanForPlayer_ForTitanBecomesPilot( player )
DispatchSpawn( titan )
player.p.lastEjectTime = Time()
HolsterAndDisableWeapons( player ) //Primarily done to not play the holster animation, then deploy animation of weapon if we happened to switch the active weapon in GiveWeaponsFromStoredArray()
TitanBecomesPilot( ejectTitan, titan )
DeployAndEnableWeapons( player )//Undo Holster
player.UnfreezeControlsOnServer()
}
else
{
// the titan is an AI
titan = ejectTitan
}
#if NPC_TITAN_PILOT_PROTOTYPE
if ( ejectTitanHasNpcPilot )
e.npcPilot = NpcTitanBecomesPilot( ejectTitan )
#endif
vector titanOrigin = titan.GetOrigin()
// HACKY, surprised there isn't a wrapper for this yet
if ( !( "disableAutoTitanConversation" in titan.s ) )
titan.s.disableAutoTitanConversation <- true // no auto titan chatter
titan.SetInvulnerable() //Titan dies at the end of eject sequence by script
titan.SetNPCPriorityOverride_NoThreat() // AI shouldn't consider this ejecting titan as an enemy and shoot it, etc
if ( e.nuclearPayload )
{
e.nukeFXInfoTarget.SetParent( titan, "CHESTFOCUS" )
}
local isInDeepWater = ( "isInDeepWater" in ejectTitan.s && ejectTitan.s.isInDeepWater )
if ( e.nuclearPayload || isInDeepWater )
{
thread TitanNonSolidTemp( titan )
}
ejectTitan.Anim_Stop()
e.titan = titan
if ( ejectTitan.ContextAction_IsBusy() )
ejectTitan.ContextAction_ClearBusy()
FirstPersonSequenceStruct sequence
sequence.thirdPersonAnim = expect string ( titanEjectAnimTitan )
sequence.teleport = true
thread FirstPersonSequence( sequence, titan )
if ( IsValid( e.player ) )
{
entity player = expect entity( e.player )
thread TempAirControl( player )
PutEntityInSafeSpot( player, titan, null, origin + <0,0,60>, player.GetOrigin() + <0,0,60> )
}
vector ejectAngles = titan.GetAngles()
ejectAngles.x = 270
//ejectAngles.x = RandomIntRange( 263, 277 ) //5 degrees back of straight up was 245
float speed = RandomFloatRange( 1500, 1700 ) //was 1000
if ( nuclearPayload )
speed += 400
if ( isInDeepWater )
speed += 1000
e.singleRodeoPilot <- null //HACKY. Need to store it off because after time passes we don't have a handle to the rider anymore. Terribly hacky
entity rider = GetRodeoPilot( titan )
if ( rider && rider.GetParent() == titan )
{
e.singleRodeoPilot = rider //Need to store it off because after time passes we don't have a handle to the rider anymore. Terribly hacky
if ( IsValid( e.player ) )
thread TemporarilyNonSolidPlayer( expect entity( e.player ) )
thread TemporarilyNonSolidPlayer( rider )
vector riderEjectAngles = AnglesCompose( ejectAngles, < 5, 0, 0 > )
float gravityScale = expect float ( rider.GetPlayerSettingsField( "gravityscale" ) )
vector riderVelocity = AnglesToForward( riderEjectAngles ) * (speed * gravityScale) * 0.95
ThrowRiderOff( rider, titan, riderVelocity )
wait 0.05
}
if ( IsAlive( expect entity( e.player ) ) )
{
if ( PlayerHasPassive( expect entity( e.player ), ePassives.PAS_PHASE_EJECT ) )
{
PhaseShift( expect entity( e.player ), 0.0, 3.0 )
ejectAngles.x = 315
speed *= 0.5
}
ejectAngles = AnglesCompose( ejectAngles, < -5, 0, 0 > )
float gravityScale = expect float ( e.player.GetPlayerSettingsField( "gravityscale" ) )
vector velocity = AnglesToForward( ejectAngles ) * speed * sqrt( gravityScale )
e.player.SetOrigin( e.player.GetOrigin() )
e.player.SetVelocity( velocity )
vector player_look_angles = titan.GetAngles()
player_look_angles.x = 80 //was 35
e.player.SetAngles( player_look_angles )
thread EjectFlightTracker( expect entity( e.player ) )
entity rider = expect entity( e.singleRodeoPilot )
if ( IsAlive( rider ) && e.player.GetTeam() != rider.GetTeam() )
thread LookAtEachOther( rider, expect entity( e.player ) )
}
else if ( ejectTitanHasNpcPilot && IsAlive( expect entity( e.npcPilot ) ) )
{
speed *= 0.6//magic number
vector velocity = < 0, 0, speed > //straight up
e.npcPilot.SetOrigin( titan.GetOrigin() /* + Vector(0,0,100)*/ )
e.npcPilot.SetAngles( titan.GetAngles() )
e.npcPilot.Anim_ScriptedPlay( "running_jump_F_float" )
e.npcPilot.SetVelocity( velocity )
}
if ( IsValid( e.player ) )
TitanEjectVO( expect entity( e.player ), titanOrigin )
wait 0.15
vector explosionOrigin = titanOrigin + Vector( 0, 0, 200 )
if ( nuclearPayload )
{
thread NuclearCoreExplosion( explosionOrigin, e )
}
else
{
entity explosionOwner = GetExplosionOwner( e )
entity inflictor
if ( IsValid( titan ) )
inflictor = titan
else
inflictor = explosionOwner
RadiusDamage(
explosionOrigin, // origin
explosionOwner, // owner
inflictor, // inflictor
1, // normal damage
1800, // heavy armor damage
100, // inner radius
300, // outer radius
SF_ENVEXPLOSION_NO_DAMAGEOWNER, // explosion flags
0, // distanceFromAttacker
0, // explosionForce
damageTypes.explosive, // damage flags
eDamageSourceId.titan_explosion // damage source id
)
entity shake = CreateEntity( "env_shake" )
shake.SetOrigin( titanOrigin )
shake.kv.amplitude = 12 //1-16
shake.kv.duration = 1
shake.kv.frequency = 100 //.001 - 255
shake.kv.radius = 1000
shake.kv.spawnflags = 4 //in air
DispatchSpawn( shake )
shake.Fire( "StartShake" )
shake.Kill_Deprecated_UseDestroyInstead( 1 )
}
if ( IsValid( titan ) )
{
if ( titan.ContextAction_IsBusy() )
titan.ContextAction_ClearBusy()
}
}
function TitanEjectVO( entity player, vector titanOrigin )
{
array<entity> titans = GetTitanArray()
int team = player.GetTeam()
int voEnum
foreach ( titan in titans )
{
if ( !titan.IsPlayer() )
continue
if ( titan == player )
continue
if ( team == titan.GetTeam() )
{
if ( DistanceSqr( titanOrigin, titan.GetOrigin() ) > file.titanVOEjectNotifyDist )
return
voEnum = eTitanVO.FRIENDLY_EJECTED
}
else
{
if ( !ShouldCalloutEjection( player, titanOrigin, titan ) )
return
voEnum = eTitanVO.ENEMY_EJECTED
}
Remote_CallFunction_Replay( titan, "SCB_TitanDialogue", voEnum )
}
}
#endif // SERVER
bool function ShouldCalloutEjection( entity player, vector titanOrigin, entity titan )
{
if ( DistanceSqr( titanOrigin, titan.GetOrigin() ) < file.titanVOEjectNotifyDist )
return true
// have they hit each other recently? To catch LTS sniper war ejections
if ( WasRecentlyHitByEntity( player, titan, 6.0 ) )
return true
if ( WasRecentlyHitByEntity( titan, player, 6.0 ) )
return true
return false
}
function TemporarilyNonSolidPlayer( entity rider )
{
rider.EndSignal( "OnDeath" )
OnThreadEnd(
function () : ( rider )
{
if ( IsValid( rider ) )
{
rider.Solid()
}
}
)
rider.NotSolid()
wait 1.5
}
#if SERVER
function TitanNonSolidTemp( entity titan )
{
if ( !EntityInSolid( titan ) )
return
local collisionGroup = titan.kv.CollisionGroup
// Blocks bullets, projectiles but not players and not AI
titan.kv.CollisionGroup = TRACE_COLLISION_GROUP_BLOCK_WEAPONS
titan.EndSignal( "OnDeath" )
while( EntityInSolid( titan ) )
{
wait 0.1
}
titan.kv.collisionGroup = collisionGroup
}
function NuclearCoreExplosion( vector origin, e )
{
entity titan = expect entity( e.titan )
titan.EndSignal( "OnDeath" )
e.needToClearNukeFX = false //This thread and NuclearCoreExplosionChainReaction now take responsibility for clearing the FX
OnThreadEnd(
function() : ( e )
{
ClearNuclearBlueSunEffect( e )
}
)
wait 1.3
Assert( IsValid( titan ) )
titan.s.silentDeath <- true //Don't play normal titan_death_explode in _deathpackage since we're playing titan_nuclear_death_explode
EmitSoundAtPosition( titan.GetTeam(), origin, "titan_nuclear_death_explode" )
titan.s.noLongerCountsForLTS <- true
thread NuclearCoreExplosionChainReaction( origin, e )
if ( IsAlive( titan ) )
titan.Die( e.attacker, e.inflictor, { scriptType = DF_EXPLOSION, damageType = DMG_REMOVENORAGDOLL, damageSourceId = e.damageSourceId } )
}
void function KillStuckPlayer( entity player )
{
if ( IsAlive( player ) )
player.Die( svGlobal.worldspawn, svGlobal.worldspawn, { scriptType = DF_DISSOLVE, damageSourceId = damagedef_crush } )
}
#endif // SERVER
function ClearNuclearBlueSunEffect( e )
{
foreach ( fx in e.nukeFX )
{
if ( IsValid( fx ) )
fx.Kill_Deprecated_UseDestroyInstead()
}
e.nukeFX.clear()
e.needToClearNukeFX = false
}
#if SERVER
function NuclearCoreExplosionChainReaction( vector origin, e )
{
int explosions
local innerRadius
float time
bool IsNPC
local heavyArmorDamage = 2500
local normalDamage = 75
switch ( e.nuclearPayload )
{
case 4:
// npc nuke: the idea is to be the same as the regular nuke - but with less explosion calls
explosions = 3
innerRadius = 350
time = 1.5 //1 is the regular nuke time - but we won't be adding an extra explosion and we want 3 explosions over 1s. This will mathematically give us that.
IsNPC = true
local fraction = 10.0 / explosions //10 is the regular nuke number
heavyArmorDamage = heavyArmorDamage * fraction
normalDamage = normalDamage * fraction
break
case 3:
// super nuke: PAS_NUCLEAR_CORE + PAS_BUILD_UP_NUCLEAR_CORE
explosions = 20
innerRadius = 350
time = 1.7
IsNPC = false
break
case 2:
// super nuke: PAS_NUCLEAR_CORE
explosions = 15
innerRadius = 350
time = 1.4
IsNPC = false
break
case 1:
// regular nuke: PAS_BUILD_UP_NUCLEAR_CORE
explosions = 10
innerRadius = 350
time = 1.0
IsNPC = false
break
default:
Assert( 0, "e.nuclearPayload value: " + e.nuclearPayload + " not accounted for." )
break
}
float waitPerExplosion = time / explosions
ClearNuclearBlueSunEffect( e )
if ( IsValid( e.player ) )
{
thread __CreateFxInternal( TITAN_NUCLEAR_CORE_FX_1P, null, "", origin, Vector(0,RandomInt(360),0), C_PLAYFX_SINGLE, null, 1, expect entity( e.player ) )
thread __CreateFxInternal( TITAN_NUCLEAR_CORE_FX_3P, null, "", origin + Vector( 0, 0, -100 ), Vector(0,RandomInt(360),0), C_PLAYFX_SINGLE, null, 6, expect entity( e.player ) )
}
else
{
PlayFX( TITAN_NUCLEAR_CORE_FX_3P, origin + Vector( 0, 0, -100 ), Vector(0,RandomInt(360),0) )
}
// one extra explosion that does damage to physics entities at smaller radius
if ( !IsNPC )
explosions += 1
local outerRadius
local baseNormalDamage = normalDamage
local baseHeavyArmorDamage = heavyArmorDamage
local baseInnerRadius = innerRadius
local baseOuterRadius = outerRadius
// all damage must have an inflictor currently
entity inflictor = CreateEntity( "script_ref" )
inflictor.SetOrigin( origin )
inflictor.kv.spawnflags = SF_INFOTARGET_ALWAYS_TRANSMIT_TO_CLIENT
DispatchSpawn( inflictor )
OnThreadEnd(
function() : ( inflictor )
{
if ( IsValid( inflictor ) )
inflictor.Destroy()
}
)
for ( int i = 0; i < explosions; i++ )
{
local normalDamage = baseNormalDamage
local heavyArmorDamage = baseHeavyArmorDamage
local innerRadius = baseInnerRadius
local outerRadius = baseOuterRadius
if ( i == 0 && !IsNPC )
{
normalDamage = 75
heavyArmorDamage = 0
outerRadius = 600
}
else
{
outerRadius = 750
}
entity explosionOwner = GetExplosionOwner( e )
if ( outerRadius < innerRadius )
outerRadius = innerRadius
RadiusDamage_DamageDef( damagedef_nuclear_core,
origin, // origin
explosionOwner, // owner
inflictor, // inflictor
normalDamage, // normal damage
heavyArmorDamage, // heavy armor damage
innerRadius, // inner radius
outerRadius, // outer radius
0 ) // dist from attacker
wait waitPerExplosion
}
}
entity function GetExplosionOwner( e )
{
if ( IsValid( expect entity( e.overrideAttacker ) ) )
return expect entity( e.overrideAttacker )
if ( IsValid( expect entity( e.player ) ) )
return expect entity( e.player )
if ( IsValid( expect entity( e.titan ) ) )
return expect entity( e.titan )
return GetTeamEnt( expect int( e.team ) )
}
#endif // SERVER
function ClearEjectInvulnerability( entity player )
{
if ( !IsValid( player ) )
return
player.EndSignal( "OnDeath" )
OnThreadEnd(
function () : (player)
{
if ( IsValid( player ) )
player.ClearInvulnerable()
}
)
wait 0.35
}
function EjectFlightTracker( entity player )
{
player.EndSignal( "OnDeath" )
player.EndSignal( "EjectLand" )
player.EndSignal( "RodeoStarted" )
OnThreadEnd(
function () : (player)
{
player.p.pilotEjecting = false
player.p.pilotEjectEndTime = Time()
}
)
player.p.pilotEjecting = true
player.p.pilotEjectStartTime = Time()
wait 0.1
for ( ;; )
{
if ( player.IsOnGround() )
player.Signal("EjectLand")
wait 0.1
}
}
#if SERVER
function TempAirControl( entity player )
{
player.EndSignal( "TempAirControl" )
player.EndSignal( "OnDeath" )
player.kv.airSpeed = 200
player.kv.airAcceleration = 800
wait 1.5
player.kv.airSpeed = 100
wait 3.5
player.kv.airSpeed = player.GetPlayerSettingsField( "airSpeed" )
player.kv.airAcceleration = player.GetPlayerSettingsField( "airAcceleration" )
}
function TempLossOfAirControl( entity player, float time )
{
player.EndSignal( "OnDeath" )
player.kv.airSpeed = 0
player.kv.airAcceleration = 0 // 500
wait time
player.kv.airSpeed = player.GetPlayerSettingsField( "airSpeed" )
player.kv.airAcceleration = player.GetPlayerSettingsField( "airAcceleration" )
}
bool function TitanStagger( entity titan, damageInfo )
{
if ( !IsAlive( titan ) )
return false
if ( !titan.IsPlayer() )
return false
if ( Time() - titan.s.lastStaggerTime < 1.0 )
return false
if ( titan.GetTitanSoul().GetShieldHealth() )
return false
if ( DamageInfo_GetDamage( damageInfo ) < 1000 )
return false
switch ( DamageInfo_GetDamageSourceIdentifier( damageInfo ) )
{
// R1
// case eDamageSourceId.mp_titanweapon_arc_cannon:
// case eDamageSourceId.titanEmpField:
// case eDamageSourceId.mp_titanweapon_40mm:
// case eDamageSourceId.mp_weapon_rocket_launcher:
// case eDamageSourceId.mp_titanweapon_sniper:
// case eDamageSourceId.mp_titanweapon_shoulder_rockets:
// case eDamageSourceId.mp_titanweapon_homing_rockets:
// case eDamageSourceId.mp_titanweapon_dumbfire_rockets:
// case eDamageSourceId.mp_titanweapon_salvo_rockets:
// R2 ORDNANCE
case eDamageSourceId.mp_titanweapon_shoulder_rockets:
case eDamageSourceId.mp_titanweapon_tracker_rockets:
// case eDamageSourceId.mp_titanweapon_flame_wall:
case eDamageSourceId.mp_titanweapon_shoulder_rockets:
case eDamageSourceId.mp_titanweapon_laser_lite:
case eDamageSourceId.mp_titanweapon_stun_laser:
case eDamageSourceId.mp_titanweapon_arc_wave:
case eDamageSourceId.mp_titanweapon_dumbfire_rockets:
case eDamageSourceId.mp_titanability_power_shot:
// R2 PRIMARY WEAPONS
// case eDamageSourceId.mp_titanweapon_xo16_shorty:
case eDamageSourceId.mp_titanweapon_sticky_40mm:
case eDamageSourceId.mp_titanweapon_meteor:
case eDamageSourceId.mp_titanweapon_rocketeer_rocketstream:
case eDamageSourceId.mp_titanweapon_particle_accelerator:
case eDamageSourceId.mp_titanweapon_leadwall:
case eDamageSourceId.mp_titanweapon_sniper:
// case eDamageSourceId.mp_titanweapon_predator_cannon
// R2 CORES
case eDamageSourceId.mp_titancore_amp_core:
case eDamageSourceId.mp_titancore_salvo_core:
case eDamageSourceId.mp_titancore_flame_wave:
case eDamageSourceId.mp_titanweapon_flightcore_rockets:
case eDamageSourceId.mp_titancore_laser_cannon:
case eDamageSourceId.mp_titancore_shift_core:
case eDamageSourceId.mp_titancore_siege_mode:
titan.SetStaggering()
titan.s.lastStaggerTime = Time()
return true
default:
return false
}
unreachable
}
#endif // SERVER
function LookAtEachOther( entity rider, entity player )
{
rider.EndSignal( "OnDeath" )
player.EndSignal( "OnDeath" )
float endTime = Time() + 0.45
for ( ;; )
{
vector org1 = rider.GetOrigin()
vector org2 = player.GetOrigin()
vector vec1 = org2 - org1
vector angles1 = VectorToAngles( vec1 )
vector vec2 = org1 - org2
vector angles2 = VectorToAngles( vec2 )
angles1.x = 0
angles2.x = 0
if ( rider.GetParent() == null )
rider.SetAngles( angles1 )
if ( player.GetParent() == null )
player.SetAngles( angles2 )
if ( Time() >= endTime )
return
WaitFrame()
}
}
#if SERVER
function EnableTitanExit( entity player )
{
if ( CanDisembark( player ) == true )
return
Disembark_Allow( player )
printt( player, "Titan exit enabled" )
}
function DisableTitanExit( entity player )
{
if ( !CanDisembark( player ) )
return
Disembark_Disallow( player )
printt( player, "Titan exit disabled" )
}
asset function GetTitanArmBadge( entity soul )
{
#if MP
entity soulOwner = soul.GetBossPlayer()
if ( !IsValid( soulOwner ) )
return $""
TitanLoadoutDef loadout = GetActiveTitanLoadout( soulOwner )
return GetTitanArmBadgeFromLoadoutAndPrimeStatus( loadout )
#else
return $""
#endif
}
#endif
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