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|
global struct BeamEffect
{
entity effect
entity cpoint
}
global struct SpawnPointData
{
table lastRatingData = {}
}
global struct BallLightningData
{
asset zapFx = BALL_LIGHTNING_ZAP_FX
float zapLifetime = BALL_LIGHTNING_ZAP_LIFETIME
string zapSound = BALL_LIGHTNING_ZAP_SOUND
string zapImpactTable = BALL_LIGHTNING_FX_TABLE
float radius = BALL_LIGHTNING_ZAP_RADIUS
float humanRadius = BALL_LIGHTNING_ZAP_HUMANSIZE_RADIUS
float height = BALL_LIGHTNING_ZAP_HEIGHT
float minDot = -1.0
float damageToPilots = BALL_LIGHTNING_DAMAGE_TO_PILOTS
float damage = BALL_LIGHTNING_DAMAGE
bool zapPylons = false
int deathPackage = ( DF_DISSOLVE | DF_GIB | DF_ELECTRICAL | DF_STOPS_TITAN_REGEN )
bool fatalToDoomedTitans = false
}
global struct PhaseRewindData
{
vector origin
vector angles
vector velocity
bool wasInContextAction
bool wasCrouched
}
global struct PlayerInputEventCallbackStruct
{
int cmdsPressedBitMask = 0
int cmdsHeldBitMask = 0
int cmdsReleasedBitMask = 0
void functionref( entity player ) callbackFunc
}
global struct PlayerHeldButtonEventCallbackStruct
{
int buttonHeld = 0
void functionref( entity player ) callbackFunc
float timeHeld = 1.0
}
global struct PlayerInputAxisEventCallbackStruct
{
float horizAxisMinThreshold = -1.0
float horizAxisMaxThreshold = 1.0
float vertAxisMinThreshold= -1.0
float vertAxisMaxThreshold= 1.0
bool functionref( entity player ) callbackFunc
float debounceTime = 0.0
float lastTriggeredTime = 0.0
}
global enum eStatUpdateTime
{
DISTANCE,
TIME_PLAYED,
WEAPON_USAGE,
COUNT
}
global enum eStoredWeaponType
{
main,
offhand
}
global struct TitanDamage
{
int shieldDamage
bool doomedNow
int doomedDamage
}
global struct RecentUnlock
{
int refGuid = 0
int parentRefGuid = 0
int count = 0
}
global struct StoredWeapon
{
string name
int weaponType = eStoredWeaponType.main
bool activeWeapon = false
int inventoryIndex
array<string> mods
int modBitfield
int ammoCount
int clipCount
float nextAttackTime
int skinIndex
int camoIndex
bool isProScreenOwner
#if MP
string burnReward
#endif
int scriptFlags0
int scriptTime0
}
global struct ScriptTriggerData
{
bool enabled
float radius
table<entity> entities
array<void functionref(entity, entity)> enterCallbacks
array<void functionref(entity, entity)> leaveCallbacks
float top
float bottom
int flags
int managedEntArrayHandle
}
global struct BurnCardPhaseRewindStruct
{
array<PhaseRewindData> phaseRetreatSavedPositions
bool phaseRetreatShouldSave = true
}
// This struct is hooked up to entity.e in code
global struct ServerEntityStruct
{
entity repairSoul // repair drones
array<void functionref( entity, var )> entKilledCallbacks
array<entity> fxArray
entity cpoint1
bool moverPathPrecached
bool blockActive = false
int embarkCount = 0 // For the Titan soul to know how many times a player has embarked.
entity syncedMeleeAttacker
entity lastSyncedMeleeAttacker
bool markedForExecutionDeath
bool proto_weakToPilotWeapons
bool isHotDropping
bool spawnPointInUse
entity lastAttacker
// sticky props
float spawnTime = 0.0
bool isStickyCrit = false
int stickyRoundsArrayId = -1 //script managed ent array index
table<string,AnimEventData> animEventDataForEntity
array<DamageHistoryStruct> recentDamageHistory
float lastTakeDamageTime_thermite // meteor thermite does an extra burst of damage on first contact
float lastTakeDamageTime_laser_cannon
// tracker rounds
int myTrackerRoundsIdx = -1 //script managed ent array index
int myReservedTrackerRoundsIdx = -1 //script managed ent array index
int trackerRoundsOnMeIdx = -1 //script managed ent array index
bool allowLifetimeDeath = true
// entities
float nextAllowStickyExplodeTime = 0.0
float stickyClearTime = 0.0
entity shieldWallFX
entity cpoint
// vortex rules
var functionref( entity, var ) BulletHitRules
bool functionref( entity, entity, bool ) ProjectileHitRules
// soul shield
float nextShieldDecayTime = 0.0
float forcedRegenTime = 0.0
// ball lightning
BallLightningData ballLightningData
int ballLightningTargetsIdx = -1
int arcPylonArrayIdx = -1 //script managed ent array index
float lastArcTime = 0.0
// laser tripwire
int laserPylonArrayIdx = -1 //script managed ent array index
//Survivor
int crateType
//Bomb
// TODO: remove hasBomb and replace with deterministic checks
bool hasBomb = false
bool destroyOutOfBounds = false
bool destroyTriggerHurt = false
//Rodeo
entity lastRodeoAttacker
array<int> smokeScreenSlowdownIdx
// number of shield beacons affecting me
int shieldBeaconCount
array<BeamEffect> shieldBeaconFXArray
//Ping
entity lastPlayerToSpot
float lastSpotTime = -9999.0
bool forceRagdollDeath = false
int projectileID
bool windPushEnabled = true
bool inWindTunnel
float windTunnelStartTime
float windTunnelStrength
vector windTunnelDirection
bool forceGibDeath = false
SpawnPointData spawnPointData
array<void functionref( entity ent, var damageInfo )> entDamageCallbacks
array<void functionref( entity ent, var damageInfo )> entFinalDamageCallbacks
array<void functionref( entity ent, var damageInfo )> entPostDamageCallbacks
array<void functionref( entity titan, entity attacker )> entSegmentLostCallbacks
array<void functionref( entity ent, var damageInfo, float actualShieldDamage )> entPostShieldDamageCallbacks
// Used for weapons and abilities that have multiple ticks, but we only want a single tick to hit each player
array<entity> damagedEntities
bool onlyDamageEntitiesOnce = false
bool onlyDamageEntitiesOncePerTick = false
float lastDamageTickTime
array<entity> attachedEnts
//Scorch Variables
table< int, array<entity> > waveLinkFXTable //Wave FX Link - Used for the wide projectile attacks so we can link FX across the rows.
table< int, vector > fireTrapEndPositions //Used to spawn 1 particle per arm instead of many.
table< int, entity > fireTrapMovingGeo //Used track which piece of moving geo the fire trap arms are on
//Legion Variables
bool ammoSwapPlaying = false
bool gunShieldActive = false
int fxType
array<entity> fxControlPoints
int totalEntsStoredID = 0
int AT_BossID
ScriptTriggerData scriptTriggerData
bool noOwnerFriendlyFire = false
bool hasDefaultEnemyHighlight
bool isDisabled = false
int gameModeId
// PVE //
int roamerSpawnType = -1
int pveSpawnType = -1
int pveSpawnFlags = 0
bool roamerIsAggro = false
//
int objectiveGoalVersion = 0
int objectiveGoalFlags = 0 // eObjectiveTracking.*
/////////
array<entity> sonarTriggers
string enemyHighlight = ""
string burnReward = ""
int fd_roundDeployed = -1
}
global struct MeritData
{
int scoreMeritState
int completionMeritState
int winMeritState
int evacMeritState
int weaponMerits
int titanMerits
int happyHourMeritState
}
// This struct is hooked up to entity.p in code
global struct ServerPlayerStruct
{
float connectTime
bool clientScriptInitialized = false
bool hasMatchLossProtection = false
bool usingLoadoutCrate
int activePilotLoadoutIndex = -1
int activeTitanLoadoutIndex = -1
int npcFollowersArrayID
entity lastFriendlyTriggerTouched
float titanDamageDealt // Does not include shield damage
float titanDamageDealt_Stat // Does not include shield damage
string spectreSquad
bool fastballActivatePressed
float nextATShieldRegenTime
bool demigod
bool partyMember
bool[OFFHAND_COUNT] offhandSlotLocked = [ false, false, false, false, false, false ]
float[OFFHAND_COUNT] lastPilotOffhandUseTime = [ -99.0, -99.0, -99.0, -99.0, -99.0, -99.0 ]
float[OFFHAND_COUNT] lastPilotOffhandChargeFrac = [ -1.0, -1.0, -1.0, -1.0, -1.0, -1.0 ]
float[OFFHAND_COUNT] lastPilotClipFrac = [ 1.0, 1.0, 1.0, 1.0, 1.0, 1.0 ]
float[OFFHAND_COUNT] lastTitanOffhandUseTime = [ -99.0, -99.0, -99.0, -99.0, -99.0, -99.0 ]
float[OFFHAND_COUNT] lastTitanOffhandChargeFrac = [ -1.0, -1.0, -1.0, -1.0, -1.0, -1.0 ]
float[OFFHAND_COUNT] lastTitanClipFrac = [ 1.0, 1.0, 1.0, 1.0, 1.0, 1.0 ]
float lastSuitPower = -1.0
entity currentTargetPlayerOrSoul_Ent
float currentTargetPlayerOrSoul_LastHitTime
entity lastPrimaryWeaponEnt // track when your primary changes
void functionref( entity, entity ) followPlayerOverride
float postDeathThreadStartTime
float lastSelectSPTitanLoadoutTime
float lastNpcSyncedMeleeVsPlayerTime = -99
bool watchingPetTitanKillReplay
bool hasSniperWeapon = false
int controllableProjectiles_scriptManagedID = -1
float lastDroneShieldStunPushTime
float lastRespawnTime
float lastDamageTime
float lastDeathTime
vector deathOrigin
vector deathAngles
vector rematchOrigin
entity lastKiller
array<float> recentPlayerKilledTimes
array<float> recentAllKilledTimes
bool seekingRevenge
table<entity, int> playerKillStreaks
int playerOrTitanKillsSinceLastDeath //This used to only be player Kills, changed primarily for challenge unlock. See 207007
float lastOnslaughtTime = -ONSLAUGHT_REQUIREMENT_TIME
float lastMayhemTime = -MAYHEM_REQUIREMENT_TIME
entity lastSpawnPoint
string lastExecutionUsed
MeritData meritData
void functionref( entity ) currViewConeFunction = null
RodeoPackageStruct& rodeoPackage //To assign into a nested struct, reference is needed. Less efficient than directly changing values of struct
bool rodeoReadyForAction = true
float lastClamberFailedTime = 0.0
table<int, array<void functionref( entity )> > playerMovementEventCallbacks
array<PlayerInputEventCallbackStruct> playerInputEventCallbacks
array<PlayerHeldButtonEventCallbackStruct> playerHeldButtonEventCallbacks
array<PlayerInputAxisEventCallbackStruct> playerInputAxisEventCallbacks
// for titan zipline
entity activeZiplineBolt
table<entity> activeZiplineEnts
int activeZiplineTargetID
string ogTitanOffhandWeaponName
array<PlayerSlowDownEffect> slowEffects
//AT Turrets
float PROTO_UseDebounceEndTime = 0.0 //Working around hacky implementation.
entity deployableAmmoBeacon
bool pilotLoadoutChanged
bool titanLoadoutChanged
int pilotModelNeedsUpdate = -1
int titanModelNeedsUpdate = -1
int lastActivatedSpreeRewardsWeaponReward
float empEndTime
int disableOffhandWeaponsStackCount
float timeTitanUpgradesStartCountingDown = -1.0
float timeTitanUpgradesAccumulatedPauseTime = -1.0
bool isEmbarking = false
bool isDisembarking = false
bool isCustomDisembark = false
vector ornull quickDeathOrigin = null
vector ornull quickDeathAngles = null
bool doingQuickDeath = false
bool quickDeathRealDeathFadesToBlack = false
int numberOfDeaths = 0
int numberOfDeathsSinceLastKill = 0
float lastGrappledTime
bool isReviving = false
float lastEjectTime = 0
bool showingMobilityGhost
float timeNearMobilityGhostHint
array<StoredWeapon> storedWeapons
bool rodeoShouldAdjustJumpOffVelocity = false
float rodeoRequestBatteryHintLastShownTime = 0.0
float batteryLastTouchedNotificationTime = 0.0
entity leechTarget = null
float lastLeechTypeSoundTime = -1
table<entity, entity> leechedEnts = {}
float lastFullHealthTime
bool isDisconnected = false
array<int> empStatusEffectsToClearForPhaseShift //Not great, done to avoid needing code work to get a separate empSlow/empSTurnEffects
float stats_wallrunTime = 0
float stats_wallhangTime = 0
float stats_airTime = 0
float[ eStatUpdateTime.COUNT ] statUpdateTimes
table<string, float> lastPlayerDidDamageTimes
bool rewardedMatchCredit = false
bool lastPosForDistanceStatValid = false
vector lastPosForDistanceStat
bool pilotEjecting = false
float pilotEjectStartTime
float pilotEjectEndTime
array<int> deathHintViews
float earnMeterOwnedFrac
float earnMeterOverdriveFrac
float earnMeterRewardFrac
BurnCardPhaseRewindStruct burnCardPhaseRewindStruct
array<entity> rodeoAnimTempProps
bool controllingTurret = false
int pveTacticalType = -1
int pveTacticalLevel = -1
array<RecentUnlock> challengeUnlocks
float lastDpadSayTime = -999
int consecutiveDpadMessages = 0
float replacementTitanETATimer = 0
float replacementTitanReady_lastNagTime = 0
int turretArrayId = -1
float hotStreakTime = 0.0
}
global struct TitanSettings
{
string titanSetFile = ""
array<string> titanSetFileMods
}
global struct NPCDefaultWeapon
{
string wep
array<string> mods
}
// This struct is hooked up to entity.ai in code
global struct ServerAIStruct
{
TitanSettings titanSettings
TitanLoadoutDef& titanSpawnLoadout
vector spawnOrigin
NPCDefaultWeapon ornull mySpawnOptions_weapon
string droneSpawnAISettings
float startCrawlingTime
bool crawling = false
bool transitioningToCrawl = false
bool preventOwnerDamage
bool invulnerableToNPC = false
bool buddhaMode
bool killShotSound = true
table<int,int> stalkerHitgroupDamageAccumulated // used to decide when to blow off limbs
table<int,float> stalkerHitgroupLastHitTime // used to decide when to blow off limbs
bool fragDroneArmed = true
entity suicideSpectreExplodingAttacker
float suicideSpectreDefaultExplosionDelay
float suicideSpectreExplosionDelay
float suicideSpectreExplosionDistance
float suicideSpectreExplosionTraceTime
bool superSpectreEnableFragDrones = true
int fragDroneMin = 0
int fragDroneMax = 0
int fragDroneBatch = 0
int activeMinionEntArrayID = -1
bool readyToFire = true
float nextRegenTime
float nextAllowAnnounceTime
bool enableFriendlyFollower = true
entity lastFriendlyTrigger
bool leechInProgress = false
float leechStartTime = -1
//Marvins
entity carryBarrel
entity mortarTarget
int bossTitanType
bool bossTitanVDUEnabled = true
bool bossTitanPlayIntro = true
int mercCharacterID
string bossCharacterName
int killCount
int scoreCount
bool shouldDropBattery = true
int nukeCore = 0
int playerDoomedProficiency
int defaultProficiency
string dropshipSpawnStyle = ""
float spawnTime
}
// hooked up to entity.w in code
global struct ServerWeaponStruct
{
float startChargeTime = 0.0
bool wasCharged = false
bool initialized = false
entity lastProjectileFired
array vortexImpactData
array<PhaseRewindData> phaseRetreatSavedPositions
bool phaseRetreatShouldSave = true
entity laserWorldModel
entity guidedMissileTarget = null
array<entity> salvoMissileArray
entity weaponOwner
entity bubbleShield
array<int> statusEffects
array<entity> fxHandles
float lastFireTime
table< entity, int> targetLockEntityStatusEffectID
void functionref(entity, entity) missileFiredCallback
int savedKillCount
}
global struct RemoteTurretSettings
{
vector turretOrigin
vector turretAngles
vector panelOrigin
vector panelAngles
asset turretModel
asset panelModel
string turretSettingsName
string weaponName
bool viewClampEnabled
float viewClampRangeYaw
float viewClampRangePitch
float viewStartPitch
}
// hooked up to entity.remoteturret in code
global struct ServerRemoteTurretStruct
{
RemoteTurretSettings ornull settings
entity controlPanel
int statusEffectID
}
// hooked up to entity.proj in code
global struct ServerProjectileStruct
{
bool isChargedShot = false
float damageScale = 1.0
bool onlyAllowSmartPistolDamage = false
bool selfPropelled = true
bool startPlanting = false
entity trackedEnt
int projectileBounceCount = 0
array<entity> projectileGroup
int projectileID
bool tetherAttached
vector savedOrigin
vector savedRelativeDelta
entity savedMovingGeo
vector savedAngles
entity inflictorOverride
bool hasBouncedOffVortex = false
bool isPlanted = false
}
// hooked up to entity.soul in code
global struct ServerTitanSoulStruct
{
bool rebooting = false
float lastSegmentLossTime = 0.0
float batteryTime
entity bubbleShield
NPCPilotStruct seatedNpcPilot
bool skipDoomState
bool regensHealth = true
bool diesOnEject = true
float doomedStartTime = 0.0
entity batteryContainer = null
entity armBadge = null
bool batteryContainerBeingUsed = false
bool batteryContainerPastPointOfNoReturn = false
entity lastOwner
int upgradeCount = 0
TitanLoadoutDef& titanLoadout
entity nukeAttacker = null
bool batteryMovedDown = false
}
// hooked up to entity.decoy in code
global struct ServerPlayerDecoyStruct
{
array< entity > fxHandles
array< string > loopingSounds
}
// hooked up to entity.sp in code
global struct ServerSpawnpointStruct
{
bool enabled
float lastUsedTime
array< int > zones
array< entity > visibleToTurret
}
global struct ServerFirstPersonProxyStruct
{
entity battery
}
|