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untyped
global function SvLoadoutsMP_Init
global function SetLoadoutGracePeriodEnabled
global function SetWeaponDropsEnabled
global function GetTitanLoadoutForPlayer
struct {
bool loadoutGracePeriodEnabled = true
bool weaponDropsEnabled = true
array<entity> dirtyLoadouts
} file
void function SvLoadoutsMP_Init()
{
InitDefaultLoadouts() // titan loadout code relies on this, not called on server by default
// most of these are fairly insecure right now, could break pdata if called maliciously, need fixing eventually
RegisterSignal( "EndUpdateCachedLoadouts" )
RegisterSignal( "GracePeriodDone" ) // temp to get weapons\_weapon_utility.nut:2271 to behave
AddCallback_OnClientConnected( LoadoutsMPInitPlayer )
AddClientCommandCallback( "RequestPilotLoadout", ClientCommandCallback_RequestPilotLoadout )
AddClientCommandCallback( "RequestTitanLoadout", ClientCommandCallback_RequestTitanLoadout )
AddClientCommandCallback( "SetPersistentLoadoutValue", ClientCommandCallback_SetPersistentLoadoutValue )
AddClientCommandCallback( "SwapSecondaryAndWeapon3PersistentLoadoutData", ClientCommandCallback_SwapSecondaryAndWeapon3PersistentLoadoutData )
AddClientCommandCallback( "SetBurnCardPersistenceSlot", ClientCommandCallback_SetBurnCardPersistenceSlot )
if ( IsLobby() ) // can't usually set these in real games
{
AddClientCommandCallback( "SetCallsignIcon", ClientCommandCallback_SetCallsignIcon )
AddClientCommandCallback( "SetCallsignCard", ClientCommandCallback_SetCallsignCard )
AddClientCommandCallback( "SetFactionChoicePersistenceSlot", ClientCommandCallback_SetFactionChoicePersistenceSlot )
}
else
{
AddClientCommandCallback( "InGameMPMenuClosed", ClientCommandCallback_InGameMPMenuClosed )
AddClientCommandCallback( "LoadoutMenuClosed", ClientCommandCallback_LoadoutMenuClosed )
}
AddCallback_OnPlayerKilled( DestroyDroppedWeapon )
}
void function SetLoadoutGracePeriodEnabled( bool enabled )
{
file.loadoutGracePeriodEnabled = enabled
}
void function SetWeaponDropsEnabled( bool enabled )
{
file.weaponDropsEnabled = enabled
}
void function DestroyDroppedWeapon( entity victim, entity attacker, var damageInfo )
{
if ( !file.weaponDropsEnabled && IsValid( victim.GetActiveWeapon() ) )
thread DelayDestroyDroppedWeapon( victim.GetActiveWeapon() )
}
void function DelayDestroyDroppedWeapon( entity weapon )
{
WaitEndFrame()
if ( IsValid( weapon ) )
weapon.Destroy()
}
TitanLoadoutDef function GetTitanLoadoutForPlayer( entity player )
{
SetActiveTitanLoadout( player ) // set right loadout
// fix bug with titan weapons having null mods
// null mods aren't valid and crash if we try to give them to npc
TitanLoadoutDef def = GetActiveTitanLoadout( player )
def.primaryMods.removebyvalue( "null" )
return def
}
void function LoadoutsMPInitPlayer( entity player )
{
player.s.loadoutDirty <- false
// these netints are required for callsigns and such to display correctly on other clients
player.SetPlayerNetInt( "activeCallingCardIndex", player.GetPersistentVarAsInt( "activeCallingCardIndex" ) )
player.SetPlayerNetInt( "activeCallsignIconIndex", player.GetPersistentVarAsInt( "activeCallsignIconIndex" ) )
}
// loadout clientcommands
bool function ClientCommandCallback_RequestPilotLoadout( entity player, array<string> args )
{
if ( args.len() != 1 )
return true
print( player + " RequestPilotLoadout " + args[0] )
// insecure, could be used to set invalid spawnloadout index potentially
SetPersistentSpawnLoadoutIndex( player, "pilot", args[0].tointeger() )
SetPlayerLoadoutDirty( player )
return true
}
bool function ClientCommandCallback_RequestTitanLoadout( entity player, array<string> args )
{
if ( args.len() != 1 )
return true
print( player + " RequestTitanLoadoutLoadout " + args[0] )
// insecure, could be used to set invalid spawnloadout index potentially
SetPersistentSpawnLoadoutIndex( player, "titan", args[0].tointeger() )
if ( !IsLobby() )
EarnMeterMP_SetTitanLoadout( player )
return true
}
bool function ClientCommandCallback_SetPersistentLoadoutValue( entity player, array<string> args )
{
//if ( args.len() != 4 )
// return true
if ( args.len() < 4 )
return true
string val = args[ 3 ]
if ( args.len() > 4 ) // concat args after 3 into last arg so we can do strings with spaces and such
for ( int i = 4; i < args.len(); i++ )
val += " " + args[ i ]
val = strip( val ) // remove any tailing whitespace
print( player + " SetPersistentLoadoutValue " + args[0] + " " + args[1] + " " + args[2] + " " + val )
// VERY temp and insecure
SetPersistentLoadoutValue( player, args[0], args[1].tointeger(), args[2], val )
print( args[ 0 ] )
if ( args[0] == "pilot" )
SetPlayerLoadoutDirty( player )
return true
}
bool function ClientCommandCallback_SwapSecondaryAndWeapon3PersistentLoadoutData( entity player, array<string> args )
{
if ( args.len() != 1 )
return true
print( "SwapSecondaryAndWeapon3PersistentLoadoutData " + args[0] )
// get loadout
int index = args[0].tointeger()
PilotLoadoutDef loadout = GetPilotLoadoutFromPersistentData( player, index )
// swap loadouts
// is this a good way of doing it? idk i think this is the best way of doing it
// can't use validation because when you swap, you'll have a secondary/weapon3 in 2 slots at once at one point, which fails validation
SetPlayerPersistentVarWithoutValidation( player, "pilot", index, "secondary", loadout.weapon3 )
SetPlayerPersistentVarWithoutValidation( player, "pilot", index, "secondaryMod1", loadout.weapon3Mod1 )
SetPlayerPersistentVarWithoutValidation( player, "pilot", index, "secondaryMod2", loadout.weapon3Mod2 )
SetPlayerPersistentVarWithoutValidation( player, "pilot", index, "secondaryMod3", loadout.weapon3Mod3 )
SetPlayerPersistentVarWithoutValidation( player, "pilot", index, "secondarySkinIndex", loadout.weapon3SkinIndex.tostring() )
SetPlayerPersistentVarWithoutValidation( player, "pilot", index, "secondaryCamoIndex", loadout.weapon3CamoIndex.tostring() )
SetPlayerPersistentVarWithoutValidation( player, "pilot", index, "weapon3", loadout.secondary )
SetPlayerPersistentVarWithoutValidation( player, "pilot", index, "weapon3Mod1", loadout.secondaryMod1 )
SetPlayerPersistentVarWithoutValidation( player, "pilot", index, "weapon3Mod2", loadout.secondaryMod2 )
SetPlayerPersistentVarWithoutValidation( player, "pilot", index, "weapon3Mod3", loadout.secondaryMod3 )
SetPlayerPersistentVarWithoutValidation( player, "pilot", index, "weapon3SkinIndex", loadout.secondarySkinIndex.tostring() )
SetPlayerPersistentVarWithoutValidation( player, "pilot", index, "weapon3CamoIndex", loadout.secondaryCamoIndex.tostring() )
SetPlayerLoadoutDirty( player )
return true
}
bool function ClientCommandCallback_SetBurnCardPersistenceSlot( entity player, array<string> args )
{
if ( args.len() != 1 || GetGameState() >= eGameState.Playing )
return true
print( player + " SetBurnCardPersistenceSlot " + args[0] )
// insecure, could be used to set invalid burnmeterslot potentially
if ( IsRefValidAndOfType( args[0], eItemTypes.BURN_METER_REWARD ) )
player.SetPersistentVar( "burnmeterSlot", BurnReward_GetByRef( args[0] ).id )
else
print( player + " invalid ref " + args[0] )
return true
}
// lobby clientcommands
bool function ClientCommandCallback_SetCallsignIcon( entity player, array<string> args )
{
print( player + " SetCallsignIcon " + args[0] )
if ( IsRefValidAndOfType( args[0], eItemTypes.CALLSIGN_ICON ) )
PlayerCallsignIcon_SetActiveByRef( player, args[0] )
else
print( player + " invalid ref " + args[0] )
return true
}
bool function ClientCommandCallback_SetCallsignCard( entity player, array<string> args )
{
print( player + " SetCallsignIcon " + args[0] )
if ( IsRefValidAndOfType( args[0], eItemTypes.CALLING_CARD ) )
PlayerCallingCard_SetActiveByRef( player, args[0] )
else
print( player + " invalid ref " + args[0] )
return true
}
bool function ClientCommandCallback_SetFactionChoicePersistenceSlot( entity player, array<string> args )
{
print( player + " SetFactionChoicePersistenceSlot " + args[0] )
if ( IsRefValidAndOfType( args[0], eItemTypes.FACTION ) )
player.SetPersistentVar( "factionChoice", args[0] ) // no function for this so gotta set directly lol
return true
}
bool function ClientCommandCallback_LoadoutMenuClosed( entity player, array<string> args )
{
TryGivePilotLoadoutForGracePeriod( player )
return true
}
bool function ClientCommandCallback_InGameMPMenuClosed( entity player, array<string> args )
{
TryGivePilotLoadoutForGracePeriod( player )
return true
}
bool function IsRefValidAndOfType( string ref, int itemType )
{
return IsRefValid( ref ) && GetItemType( ref ) == itemType
}
void function SetPlayerLoadoutDirty( entity player )
{
if ( !IsLobby() )
player.s.loadoutDirty = true
}
void function TryGivePilotLoadoutForGracePeriod( entity player )
{
if ( !IsLobby() && IsAlive( player ) && player.s.loadoutDirty && !player.IsTitan() && !player.ContextAction_IsActive() )
{
player.s.loadoutDirty = false
// for intros
float respawnTimeReal
if ( GetGameState() == eGameState.Playing && Time() - expect float( GetServerVar( "gameStateChangeTime" ) ) <= CLASS_CHANGE_GRACE_PERIOD )
respawnTimeReal = expect float( GetServerVar( "gameStateChangeTime" ) )
else
respawnTimeReal = expect float( player.s.respawnTime )
if ( ( ( Time() - respawnTimeReal <= CLASS_CHANGE_GRACE_PERIOD || GetGameState() < eGameState.Playing ) && file.loadoutGracePeriodEnabled ) || player.p.usingLoadoutCrate )
{
// because the game sucks and stuff Loadouts_TryGivePilotLoadout doesn't work in intro so have to do this manually
int loadoutIndex = GetPersistentSpawnLoadoutIndex( player, "pilot" )
GivePilotLoadout( player, GetPilotLoadoutFromPersistentData( player, loadoutIndex ) )
SetActivePilotLoadout( player )
SetActivePilotLoadoutIndex( player, loadoutIndex )
player.p.usingLoadoutCrate = false
}
else
SendHudMessage( player, "#LOADOUT_CHANGE_NEXT_BOTH", -1, 0.4, 255, 255, 255, 255, 0.15, 3.0, 0.5 ) // like 90% sure this is innacurate lol
}
}
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