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|
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_OnPlayerRespawned( InitialisePermenantAmpedWeaponsForPlayer )
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 )
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 )
{
if ( !( "hasPermenantAmpedWeapons" in player.s ) || !player.s.hasPermenantAmpedWeapons )
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 InitialisePermenantAmpedWeaponsForPlayer( entity player )
{
player.s.hasPermenantAmpedWeapons <- false
}
void function PlayerUsesPermanentAmpedWeaponsBurncard( entity player )
{
player.s.hasPermenantAmpedWeapons = true
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 )
}
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