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global function MenuCallbacks_Init
void function MenuCallbacks_Init()
{
AddClientCommandCallback( "LeaveMatch", ClientCommandCallback_LeaveMatch )
AddClientCommandCallback( "GenUp", ClientCommandCallback_GenUp )
}
bool function ClientCommandCallback_LeaveMatch( entity player, array<string> args )
{
// note: this is imperfect if we have multiple people of the same uid on a server, but that's only a thing in testing
if ( NSIsPlayerLocalPlayer( player ) )
{
if ( GetConVarBool( "ns_should_return_to_lobby" ) && GetMapName() != "mp_lobby" )
{
GameRules_EndMatch()
return true
}
foreach ( entity otherPlayer in GetPlayerArray() )
if ( otherPlayer != player )
thread WritePersistenceAndLeave( otherPlayer )
thread WritePersistenceAndLeaveForLocalPlayerOnly( player )
}
else
thread WritePersistenceAndLeave( player )
return true
}
void function WritePersistenceAndLeaveForLocalPlayerOnly( entity player )
{
float time = Time()
while ( GetPlayerArray().len() != 1 && Time() < time + 5.0 )
WaitFrame()
if ( IsValid( player ) )
WritePersistenceAndLeave( player )
}
void function WritePersistenceAndLeave( entity player )
{
player.EndSignal( "OnDestroy" )
// write player persistence before we leave, since leaving player might load local lobby before server writes persistence, so they won't get newest
// not super essential, but a nice qol thing
NSEarlyWritePlayerPersistenceForLeave( player )
while ( NSIsWritingPlayerPersistence() )
WaitFrame()
// this is a custom concommand which can be called on clients, it causes them to leave and doesn't have issues if they're host
ClientCommand( player, "ns_start_reauth_and_leave_to_lobby" )
}
bool function ClientCommandCallback_GenUp( entity player, array<string> args )
{
int gen = player.GetPersistentVarAsInt( "gen" )
if ( player.GetPersistentVarAsInt( "xp" ) == GetMaxPlayerXP() && gen < MAX_GEN )
{
player.SetPersistentVar( "xp", 0 )
player.SetPersistentVar( "gen", gen + 1 )
// ensure client updates properly
player.GenChanged()
player.XPChanged()
}
RegenPersistentLoadouts(player)
return true
}
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