aboutsummaryrefslogtreecommitdiff
path: root/Northstar.CustomServers/mod/scripts/vscripts/burnmeter/_burnmeter.gnut
blob: 81f7fbc2a4880c5393783971abb51da7a8ed224c (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
untyped

global function BurnMeter_Init
global function BurnMeter_SetBoostLimit
global function BurnMeter_SetBoostRewardCount
global function BurnMeter_GetLimitedRewardCount
global function ForceSetGlobalBurncardOverride
global function GetSelectedBurncardRefFromWeaponOrPlayer
global function RunBurnCardUseFunc
global function UseBurnCardWeapon
global function UseBurnCardWeaponInCriticalSection
global function BurnMeter_GiveRewardDirect
global function GetBurnCardWeaponSkin
global function InitBurnMeterPersistentData

const float PHASE_REWIND_LENGTH = 2.0
// taken from wraith portal in apex, assuming it's the same as tf2's
// 0.1 can be too fast for ttf2 scripts
const float PHASE_REWIND_PATH_SNAPSHOT_INTERVAL = 0.2 // mainly controlled by this const, the higher the rewind path will be longer, assuming this one is like vanilla's
const int PHASE_REWIND_MAX_SNAPSHOTS = int( PHASE_REWIND_LENGTH / PHASE_REWIND_PATH_SNAPSHOT_INTERVAL ) - 1
const int PHASE_REWIND_DATA_MAX_POSITIONS = int( PHASE_REWIND_LENGTH * 10 ) + 1 // hardcoded but maybe good

const float AMPED_WEAPONS_LENGTH = 30.0

const int MAPHACK_PULSE_COUNT = 4
const float MAPHACK_PULSE_DELAY = 2.0
const float MAPHACK_PULSE_LENGTH = 0.5

struct
{
	string forcedGlobalBurncardOverride = ""
	table<string, int> boostRewardCount
	table<string, int> boostLimits
} file

void function BurnMeter_Init()
{
	// turret precaches
	// do we have to cache these on client? release builds sure don't
	PrecacheModel( Dev_GetAISettingAssetByKeyField_Global( "npc_turret_sentry_burn_card_ap", "DefaultModelName" ) )
    PrecacheModel( Dev_GetAISettingAssetByKeyField_Global( "npc_turret_sentry_burn_card_at", "DefaultModelName" ) )

	// setup burncard use funcs
	BurnReward_GetByRef( "burnmeter_amped_weapons" ).rewardAvailableCallback = PlayerUsesAmpedWeaponsBurncard
	BurnReward_GetByRef( "burnmeter_smart_pistol" ).rewardAvailableCallback = PlayerUsesSmartPistolBurncard
	BurnReward_GetByRef( "burnmeter_emergency_battery" ).rewardAvailableCallback = Burnmeter_EmergencyBattery
	BurnReward_GetByRef( "burnmeter_radar_jammer" ).rewardAvailableCallback = PlayerUsesRadarJammerBurncard
	BurnReward_GetByRef( "burnmeter_maphack" ).rewardAvailableCallback = PlayerUsesMaphackBurncard
	BurnReward_GetByRef( "burnmeter_phase_rewind" ).rewardAvailableCallback = PlayerUsesPhaseRewindBurncard

	// these ones aren't so important, they're either for fd ( unsupported rn ) or unused
	BurnReward_GetByRef( "burnmeter_harvester_shield" ).rewardAvailableCallback = PlayerUsesHarvesterShieldBurncard
	BurnReward_GetByRef( "burnmeter_amped_weapons_permanent" ).rewardAvailableCallback = PlayerUsesPermanentAmpedWeaponsBurncard
	BurnReward_GetByRef( "burnmeter_instant_battery" ).rewardAvailableCallback = Burnmeter_AmpedBattery
	BurnReward_GetByRef( "burnmeter_rodeo_grenade" ).rewardAvailableCallback = PlayerUsesRodeoGrenadeBurncard
	BurnReward_GetByRef( "burnmeter_nuke_titan" ).rewardAvailableCallback = PlayerUsesNukeTitanBurncard // unused in vanilla, fun though

	BurnMeter_SetBoostRewardCount( "burnmeter_ticks", 2 )

	BurnMeter_SetBoostLimit( "burnmeter_ticks", 6 )
	BurnMeter_SetBoostLimit( "burnmeter_ap_turret_weapon", 3 )
	BurnMeter_SetBoostLimit( "burnmeter_at_turret_weapon", 3 )
	BurnMeter_SetBoostLimit( "burnmeter_holopilot_nova", 3 )

	// setup player callbacks
	AddCallback_GameStateEnter( eGameState.Playing, InitBurncardsForIntroPlayers )
	AddCallback_OnClientConnected( InitBurncardsForLateJoiner )

	AddCallback_OnPlayerRespawned( StartPhaseRewindLifetime )
	AddCallback_OnTitanBecomesPilot( RemoveAmpedWeaponsForTitanPilot )

	// necessary signals
	RegisterSignal( "StopAmpedWeapons" )
}

void function BurnMeter_SetBoostLimit( string burnRef, int limit )
{
	file.boostLimits[burnRef] <- limit
}


void function BurnMeter_SetBoostRewardCount( string burnRef, int rewardCount )
{
	file.boostRewardCount[burnRef] <- rewardCount
}

int function BurnMeter_GetLimitedRewardCount( entity player, string burnRef = "" )
{
	// added burnRef as a parameter, used for dice roll
	// means we dont call two lots of BurnReward_GetRandom() whilst also being able to give multiple items per dice roll (ticks)
	if (burnRef == "")
	{
		EarnObject earnObject = PlayerEarnMeter_GetReward( player )
		burnRef = earnObject.ref
	}

	int limit = -1
	int rewardCount = 1

	if ( burnRef in file.boostLimits )
		limit = file.boostLimits[burnRef]

	if ( burnRef in file.boostRewardCount )
		rewardCount = file.boostRewardCount[burnRef]

	if ( limit < 0 )
		return rewardCount

	int current = PlayerInventory_CountBurnRef( player, burnRef )
	int delta = limit - current

	if ( delta <= 0 )
		return 0

	return int( min( delta, rewardCount ) )
}

void function ForceSetGlobalBurncardOverride( string ref )
{
	file.forcedGlobalBurncardOverride = ref
}

string function GetSelectedBurncardRefFromWeaponOrPlayer( entity weapon, entity player )
{
	// determine the burncard we're using
	// in actual gameplay, this will always be the player's selected burncard
	// however, if we want to manually give burncards and such, we want to make sure they'll still work
	// so some extra work goes into this

	string ref = GetSelectedBurnCardRef( player )

	if ( file.forcedGlobalBurncardOverride.len() > 0 )
		ref = file.forcedGlobalBurncardOverride

	if ( IsValid( weapon ) )
	{
		// determine via weapon mods, this assumes weapon mod names are the same as burn refs, which works in practice but is a bit weird
		// this does crash with the burnmeter_doublexp mod, but who cares, it doesn't get hit normally
		if ( weapon.GetWeaponClassName() == "mp_ability_burncardweapon" )
		{
			foreach ( string mod in weapon.GetMods() )
				if ( mod.find( "burnmeter_" ) == 0 )
					return mod
		}
		// determine via weapon name in the case of stuff like holopilot etc
		else
		{
			// unfortunately, we have to hardcode this, we don't have a way of getting refs directly from weapons other than the burncard weapon
			// this should be modular at some point, wish we could just iterate over burncards and find ones with the current weapon, but this isn't possible
			switch ( weapon.GetWeaponClassName() )
			{
				case "mp_ability_holopilot_nova":
					return "burnmeter_holopilot_nova"

				case "mp_weapon_arc_trap":
					return "burnmeter_arc_trap"

				case "mp_weapon_frag_drone":
					return "burnmeter_ticks"

				case "mp_weapon_hard_cover":
					return "burnmeter_hard_cover"

				case "mp_ability_turretweapon":
					// turret has 2 burncards, antititan and antipilot
					if( weapon.HasMod( "burnmeter_at_turret_weapon" ) || weapon.HasMod( "burnmeter_at_turret_weapon_inf" ) )
						return "burnmeter_at_turret_weapon"
					else
						return "burnmeter_ap_turret_weapon"

				// note: cloak and stim both have burn_card_weapon_mod mods, but they aren't used and don't call burncard code at all, likely for tf1 infinite stim/cloak burncards?

				default:
					print( "tried to use unknown burncard weapon " + weapon.GetWeaponClassName() )
					return "burnmeter_amped_weapons"
			}
		}
	}

	return ref
}

void function InitPlayerBurncards( entity player )
{
	string ref = GetSelectedBurncardRefFromWeaponOrPlayer( null, player )
	BurnReward reward = BurnReward_GetByRef( ref )
	player.SetPlayerNetInt( TOP_INVENTORY_ITEM_BURN_CARD_ID, reward.id )

	if ( IsAlive( player ) )
		thread PhaseRewindLifetime( player )
}

void function InitBurncardsForIntroPlayers()
{
	// gotta do this, since sh_burnmeter uses this netint
	foreach ( entity player in GetPlayerArray() )
		InitPlayerBurncards( player )
}

void function InitBurncardsForLateJoiner( entity player )
{
	// gotta do this, since sh_burnmeter uses this netint
	if ( GetGameState() > eGameState.Prematch )
		InitPlayerBurncards( player )
}

void function StartPhaseRewindLifetime( entity player )
{
	thread PhaseRewindLifetime( player )
}

void function PhaseRewindLifetime( entity player )
{
	player.EndSignal( "OnDestroy" )
	player.EndSignal( "OnDeath" )

	OnThreadEnd( function() : ( player )
	{
		player.p.burnCardPhaseRewindStruct.phaseRetreatSavedPositions.clear()
	})

	while ( true )
	{
		PhaseRewindData rewindData
		rewindData.origin = player.GetOrigin()
		rewindData.angles = < 0, player.EyeAngles().y, 0 >
		rewindData.velocity = player.GetVelocity()
		rewindData.wasInContextAction = player.ContextAction_IsActive()
		rewindData.wasCrouched = player.IsCrouched()

		if ( player.p.burnCardPhaseRewindStruct.phaseRetreatSavedPositions.len() >= PHASE_REWIND_DATA_MAX_POSITIONS )
		{
			// shift all snapshots left
			for ( int i = 0; i < PHASE_REWIND_DATA_MAX_POSITIONS - 1; i++ )
				player.p.burnCardPhaseRewindStruct.phaseRetreatSavedPositions[ i ] = player.p.burnCardPhaseRewindStruct.phaseRetreatSavedPositions[ i + 1 ]

			player.p.burnCardPhaseRewindStruct.phaseRetreatSavedPositions[ PHASE_REWIND_DATA_MAX_POSITIONS - 1 ] = rewindData
		}
		else
			player.p.burnCardPhaseRewindStruct.phaseRetreatSavedPositions.append( rewindData )

		wait PHASE_REWIND_PATH_SNAPSHOT_INTERVAL
	}
}

void function RunBurnCardUseFunc( entity player, string itemRef )
{
	print( itemRef )

	void functionref( entity ) ornull func = BurnReward_GetByRef( itemRef ).rewardAvailableCallback
	if ( func != null )
		( expect void functionref( entity ) ( func ) )( player )
	else
		print( "tried to call usefunc for burncard " + itemRef + ", but func did not exist!" )
}

void function UseBurnCardWeapon( entity weapon, entity player )
{
	string ref = GetSelectedBurncardRefFromWeaponOrPlayer( weapon, player )

	Remote_CallFunction_Replay( player, "ServerCallback_RewardUsed", BurnReward_GetByRef( ref ).id )
	RunBurnCardUseFunc( player, ref )

	if ( PlayerEarnMeter_IsRewardAvailable( player ) )
		PlayerEarnMeter_SetRewardUsed( player )

	thread PlayerInventory_PopInventoryItem( player )
}

void function UseBurnCardWeaponInCriticalSection( entity weapon, entity ownerPlayer )
{
	// ignoring critical section stuff, assuming it was necessary in tf1 where burncards were part of inventory, but not here
	UseBurnCardWeapon( weapon, ownerPlayer )
}

void function BurnMeter_GiveRewardDirect( entity player, string itemRef )
{
	PlayerInventory_PushInventoryItemByBurnRef( player, itemRef )
	Remote_CallFunction_Replay( player, "ServerCallback_RewardReadyMessage", player.s.respawnTime )
}

int function GetBurnCardWeaponSkin( entity weapon )
{
	return GetBoostSkin( GetSelectedBurncardRefFromWeaponOrPlayer( weapon, weapon.GetOwner() ) )
}

// stub
void function InitBurnMeterPersistentData( entity player )
{}


// burncard use funcs

void function PlayerUsesAmpedWeaponsBurncard( entity player )
{
	thread PlayerUsesAmpedWeaponsBurncardThreaded( player )
}

void function PlayerUsesAmpedWeaponsBurncardThreaded( entity player )
{
	array<entity> weapons = player.GetMainWeapons()
	//weapons.extend( player.GetOffhandWeapons() ) // idk? unsure of vanilla behaviour here
	foreach ( entity weapon in weapons )
	{
		if( weapon.GetWeaponPrimaryClipCountMax() > 0 )
			weapon.SetWeaponPrimaryClipCount( weapon.GetWeaponPrimaryClipCountMax() ) // kind of a fix to get ammo to full, cba to give new weapon

		weapon.RemoveMod( "silencer" ) // both this and the burnmod will override firing fx, if a second one overrides this we crash
		foreach ( string mod in GetWeaponBurnMods( weapon.GetWeaponClassName() ) )
		{
			// catch incompatibilities just in case
			try
			{
				weapon.AddMod( mod )
			}
			catch( ex )
			{
				weapons.removebyvalue( weapon )
			}
		}

		// needed to display amped weapon time left
		weapon.SetScriptFlags0( weapon.GetScriptFlags0() | WEAPONFLAG_AMPED )
		weapon.SetScriptTime0( Time() + AMPED_WEAPONS_LENGTH )
	}

	wait AMPED_WEAPONS_LENGTH

	// note: weapons may have been destroyed or picked up by other people by this point, so need to verify this
	foreach ( entity weapon in weapons )
	{
		if ( !IsValid( weapon ) )
			continue

		foreach ( string mod in GetWeaponBurnMods( weapon.GetWeaponClassName() ) )
			weapon.RemoveMod( mod )

		weapon.SetScriptFlags0( weapon.GetScriptFlags0() & ~WEAPONFLAG_AMPED )
	}
}

void function RemoveAmpedWeaponsForTitanPilot( entity player, entity titan )
{
	foreach ( entity weapon in player.GetMainWeapons() )
		foreach ( string mod in GetWeaponBurnMods( weapon.GetWeaponClassName() ) )
			weapon.RemoveMod( mod )
}

void function PlayerUsesSmartPistolBurncard( entity player )
{
	// take secondary weapon
	array<entity> sidearms = player.GetMainWeapons()
	if ( sidearms.len() > 1 )
		player.TakeWeaponNow( sidearms[ 1 ].GetWeaponClassName() ) // take secondary weapon

	player.GiveWeapon( "mp_weapon_smart_pistol" )
	player.SetActiveWeaponByName( "mp_weapon_smart_pistol" )

	// do we need to track the player losing smart pistol, then give their old weapon back? idk not implementing for now, check later
}

void function PlayerUsesRadarJammerBurncard( entity player )
{
	foreach ( entity otherPlayer in GetPlayerArray() )
	{
		MessageToPlayer( otherPlayer, eEventNotifications.BurnMeter_RadarJammerUsed, player )

		if ( otherPlayer.GetTeam() != player.GetTeam() )
			StatusEffect_AddTimed( otherPlayer, eStatusEffect.minimap_jammed, 1.0, RADAR_JAM_TIME, RADAR_JAM_TIME )
	}
}

void function PlayerUsesMaphackBurncard( entity player )
{
	thread PlayerUsesMaphackBurncardThreaded( player )
}

void function PlayerUsesMaphackBurncardThreaded( entity player )
{
	player.EndSignal( "OnDestroy" )

	// If the user disconnects, we need to clean up hanging sonar effects, so hold relevant data here.
	int playerTeam = player.GetTeam()
	bool cleanup = false
	array<entity> entities, affectedEntities

	OnThreadEnd(
		function() : ( cleanup, playerTeam, affectedEntities )
		{
			if ( !cleanup ) // Map hack ended when sonar wasn't active, no cleanup needed
				return
			
			foreach ( entity ent in affectedEntities )
			{
				if ( IsValid( ent ) )
					SonarEnd( ent, playerTeam )
			}
			DecrementSonarPerTeam( playerTeam )
		}
	)

	// todo: potentially look into ScanMinimap in _passives for doing this better? boost is pretty likely based off it pretty heavily
	for ( int i = 0; i < MAPHACK_PULSE_COUNT; i++ )
	{
		EmitSoundOnEntityOnlyToPlayer( player, player, "Burn_Card_Map_Hack_Radar_Pulse_V1_1P" )

		entities = GetPlayerArray()
		entities.extend( GetNPCArray() )
		entities.extend( GetPlayerDecoyArray() )

		IncrementSonarPerTeam( playerTeam )

		if ( IsAlive( player ) ) // only owner can see the pulse
			Remote_CallFunction_Replay( player, "ServerCallback_SonarPulseFromPosition", player.GetOrigin().x, player.GetOrigin().y, player.GetOrigin().z, SONAR_GRENADE_RADIUS )
		
		foreach ( entity ent in entities )
		{
			if ( !IsValid( ent ) ) // Not sure why we can get invalid entities at this point
				continue

			if ( ent.IsPlayer() )
			{
				// Map Hack also gives radar on enemies for longer than the sonar duration.
				if ( ent.GetTeam() == playerTeam )
					thread ScanMinimap( ent, false, MAPHACK_PULSE_DELAY - 0.2 )
			}

			if ( ent.GetTeam() != playerTeam )
			{
				StatusEffect_AddTimed( ent, eStatusEffect.maphack_detected, 1.0, MAPHACK_PULSE_DELAY, 0.0 )
				affectedEntities.append( ent )
				SonarStart( ent, player.GetOrigin(), playerTeam, player )
			}
		}
		cleanup = true
		wait MAPHACK_PULSE_LENGTH

		DecrementSonarPerTeam( playerTeam )
		// JFS - loop through entities that were explicitly given sonar in case they switched teams during the wait
		foreach ( entity ent in affectedEntities )
		{
			if ( IsValid( ent ) )
				SonarEnd( ent, playerTeam )
		}
		cleanup = false
		affectedEntities.clear()
		wait MAPHACK_PULSE_DELAY - MAPHACK_PULSE_LENGTH
	}
}

void function PlayerUsesPhaseRewindBurncard( entity player )
{
	thread PlayerUsesPhaseRewindBurncardThreaded( player )
}

void function PlayerUsesPhaseRewindBurncardThreaded( entity player )
{
	player.EndSignal( "OnDestroy" )
	player.EndSignal( "OnDeath" )

	entity mover = CreateScriptMover( player.GetOrigin(), player.GetAngles() )
	player.SetParent( mover, "REF" )

	OnThreadEnd( function() : ( player, mover )
	{
		CancelPhaseShift( player )
		player.DeployWeapon()
		player.SetPredictionEnabled( true )
		player.ClearParent()
		ViewConeFree( player )
		mover.Destroy()
	})

	array<PhaseRewindData> positions = clone player.p.burnCardPhaseRewindStruct.phaseRetreatSavedPositions

	array<PhaseRewindData> tempArray
	int segment = positions.len() / PHASE_REWIND_MAX_SNAPSHOTS
	for( int i = 0; i < PHASE_REWIND_MAX_SNAPSHOTS; i++ )
	{
		if( positions.len() <= segment * i )
			break
		tempArray.append( positions[ segment * i ] )
	}
	positions = tempArray

	vector startOrigin = player.GetOrigin()
	ViewConeZero( player )
	player.HolsterWeapon()
	player.SetPredictionEnabled( false )
	PhaseShift( player, 0.0, positions.len() * PHASE_REWIND_PATH_SNAPSHOT_INTERVAL * 1.5 )
	EmitSoundOnEntityOnlyToPlayer( player, player, "pilot_phaserewind_1p" )
	EmitSoundOnEntityExceptToPlayer( player, player, "pilot_phaserewind_3p" )

	for ( int i = positions.len() - 1; i > -1; i-- )
	{
		// should looks better?
		float moveTime = PHASE_REWIND_PATH_SNAPSHOT_INTERVAL + 0.1
		player.SetVelocity( -positions[ i ].velocity )
		mover.NonPhysicsMoveTo( positions[ i ].origin, moveTime, 0, 0 )
		mover.NonPhysicsRotateTo( positions[ i ].angles, moveTime, 0, 0 )
		wait PHASE_REWIND_PATH_SNAPSHOT_INTERVAL
	}
	player.SetVelocity( <0, 0, 0> )
	if( positions[0].wasCrouched )
		player.SetOrigin( player.GetOrigin() + < 0, 0, 20 > )

	// fix position after rewind
	PutPhaseRewindedPlayerInSafeSpot( player, 1 )
}

void function PutPhaseRewindedPlayerInSafeSpot( entity player, int severity )
{
	vector baseOrigin = player.GetOrigin()

	if ( PutEntityInSafeSpot( player, player, null, < baseOrigin.x, baseOrigin.y + severity, baseOrigin.z >, baseOrigin ) )
		return

	if ( PutEntityInSafeSpot( player, player, null, < baseOrigin.x, baseOrigin.y - severity, baseOrigin.z >, baseOrigin ) )
		return

	if ( PutEntityInSafeSpot( player, player, null, < baseOrigin.x + severity, baseOrigin.y, baseOrigin.z >, baseOrigin ) )
		return

	if ( PutEntityInSafeSpot( player, player, null, < baseOrigin.x - severity, baseOrigin.y, baseOrigin.z >, baseOrigin ) )
        	return

	if ( PutEntityInSafeSpot( player, player, null, < baseOrigin.x, baseOrigin.y, baseOrigin.z + severity >, baseOrigin ) )
		return

	if ( PutEntityInSafeSpot( player, player, null, < baseOrigin.x, baseOrigin.y, baseOrigin.z - severity >, baseOrigin ) )
		return

	return PutPhaseRewindedPlayerInSafeSpot( player, severity + 5 )

}

void function PlayerUsesNukeTitanBurncard( entity player )
{
	thread PlayerUsesNukeBurncardThreaded( player )
}

void function PlayerUsesNukeBurncardThreaded( entity player )
{
	Point spawnpoint = GetTitanReplacementPoint( player, false )
	entity titan = CreateOgre( TEAM_UNASSIGNED, spawnpoint.origin, spawnpoint.angles )
	DispatchSpawn( titan )

	titan.kv.script_hotdrop = "4"
	thread NPCTitanHotdrops( titan, false, "at_hotdrop_drop_2knee_turbo" )

	Remote_CallFunction_Replay( player, "ServerCallback_ReplacementTitanSpawnpoint", spawnpoint.origin.x, spawnpoint.origin.y, spawnpoint.origin.z, Time() + GetHotDropImpactTime( titan, "at_hotdrop_drop_2knee_turbo" ) + 1.6 )

	DoomTitan( titan )
	titan.SetBossPlayer(player) // Do this so that if we crush something we get awarded the kill.

	entity soul = titan.GetTitanSoul()
	soul.soul.nukeAttacker = player // Use this to get credit for the explosion kills.

	NPC_SetNuclearPayload( titan )

	titan.WaitSignal( "ClearDisableTitanfall" )
	titan.ClearBossPlayer() // Stop being the boss so we don't get an award for this titan blowing up.

	thread TitanEjectPlayer( titan, true )
}

void function PlayerUsesPermanentAmpedWeaponsBurncard( entity player )
{
	array<entity> weapons = player.GetMainWeapons()
	//weapons.extend( player.GetOffhandWeapons() ) // idk? unsure of vanilla behaviour here
	foreach ( entity weapon in weapons )
	{
		weapon.RemoveMod( "silencer" ) // both this and the burnmod will override firing fx, if a second one overrides this we crash
		foreach ( string mod in GetWeaponBurnMods( weapon.GetWeaponClassName() ) )
		{
			// catch incompatibilities just in case
			try
			{
				weapon.AddMod( mod )
			}
			catch( ex )
			{
				weapons.removebyvalue( weapon )
			}
		}

		weapon.SetScriptFlags0( weapon.GetScriptFlags0() | WEAPONFLAG_AMPED )
	}
}

void function PlayerUsesHarvesterShieldBurncard( entity player )
{
	player.SetPlayerNetInt( "numHarvesterShieldBoost", player.GetPlayerNetInt( "numHarvesterShieldBoost" ) + 1 )
}

void function PlayerUsesRodeoGrenadeBurncard( entity player )
{
	player.SetPlayerNetInt( "numSuperRodeoGrenades", player.GetPlayerNetInt( "numSuperRodeoGrenades" ) + 1 )
}

// unused burncard that's mentioned in a few areas and has a validiation function in sh_burnmeter ( BurnMeter_SummonReaperCanUse ), thought it'd be neat to add it
void function PlayerUsesReaperfallBurncard( entity player )
{
	Point spawnpoint = GetTitanReplacementPoint( player, false )
	entity reaper = CreateSuperSpectre( player.GetTeam(), spawnpoint.origin, spawnpoint.angles )
	DispatchSpawn( reaper )

	thread SuperSpectre_WarpFall( reaper )
}