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global function SvXP_Init
global function PlayerProgressionAllowed
global function HandleXPGainForScoreEvent
void function SvXP_Init()
{
AddCallback_OnClientConnected( SetupPlayerPreviousXPValues )
}
void function SetupPlayerPreviousXPValues( entity player )
{
InitXP( player )
foreach ( string xpFaction in GetAllFactionRefs() )
player.SetPersistentVar( "previousFactionXP[" + xpFaction + "]", FactionGetXP( player, xpFaction ) )
foreach ( string xpTitan in shTitanXP.titanClasses )
player.SetPersistentVar( "previousTitanXP[" + xpTitan + "]", TitanGetXP( player, xpTitan ) )
foreach ( string xpWeapon in shWeaponXP.weaponClassNames )
player.SetPersistentVar( GetItemPersistenceStruct( xpWeapon ) + ".previousWeaponXP", WeaponGetXP( player, xpWeapon ) )
}
bool function PlayerProgressionAllowed( entity player )
{
return true
}
void function HandleXPGainForScoreEvent( entity player, ScoreEvent event )
{
// note: obviously all xp stuff can be cheated in if people want to on customs, this is mainly just here for fun for those who want it and feature completeness
// most score events don't have this, so we'll set this to the xp value of other categories later if needed
int xpValue = ScoreEvent_GetXPValue( event )
int weaponXp = ScoreEvent_GetXPValueWeapon( event )
int titanXp = ScoreEvent_GetXPValueTitan( event )
if ( xpValue < weaponXp )
xpValue = weaponXp
else if ( xpValue < titanXp )
xpValue = titanXp
if ( ShouldTrackXPForWeapon( player.GetActiveWeapon().GetWeaponClassName() ) )
AddWeaponXP( player, xpValue )
// if we specifically gain titan xp, then give titan xp no matter what, otherwise only give it when we're in a titan
if ( titanXp != 0 || player.IsTitan() )
AddTitanXP( player, xpValue )
// most events don't have faction xp but almost everything should give it
int factionXp = ScoreEvent_GetXPValueFaction( event )
if ( xpValue > factionXp )
factionXp = xpValue
else if ( xpValue < factionXp )
xpValue = factionXp
if ( factionXp != 0 )
AddFactionXP( player, factionXp )
if ( xpValue == 0 )
return
// global xp
int oldXp = player.GetPersistentVarAsInt( "xp" )
int oldLevel = GetLevelForXP( oldXp )
player.SetPersistentVar( "xp", min( oldXp + xpValue, PlayerGetMaxXPPerGen() ) )
player.XPChanged() // network xp change to client, gen can't change here
int newXp = player.GetPersistentVarAsInt( "xp" )
int newLevel = GetLevelForXP( newXp )
if ( newLevel != oldLevel )
Remote_CallFunction_NonReplay( player, "ServerCallback_PlayerLeveledUp", player.GetPersistentVarAsInt( "gen" ), newLevel )
}
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