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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
}