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
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
|
untyped
global function Evac_Init
global function AddEvacNode
global function SetEvacSpaceNode
global function IsEvacDropship
global function EvacEpilogueSetup
global function Evac
const float EVAC_INITIAL_WAIT = 5.0
const float EVAC_ARRIVAL_TIME = 40.0
const float EVAC_WAIT_TIME = 18.0
const int EVAC_SHIP_HEALTH = 25000
const int EVAC_SHIP_SHIELDS = 2000
// we don't use these because they're busted, just keeping them
const array<string> EVAC_EMBARK_ANIMS_1P = [
"ptpov_e3_rescue_side_embark_A",
"ptpov_e3_rescue_side_embark_B",
"ptpov_e3_rescue_side_embark_C",
"ptpov_e3_rescue_side_embark_D",
"ptpov_e3_rescue_side_embark_E",
"ptpov_e3_rescue_side_embark_F",
"ptpov_e3_rescue_side_embark_G",
"ptpov_e3_rescue_side_embark_H"
]
const array<string> EVAC_EMBARK_ANIMS_3P = [
"pt_e3_rescue_side_embark_A",
"pt_e3_rescue_side_embark_B",
"pt_e3_rescue_side_embark_C",
"pt_e3_rescue_side_embark_D",
"pt_e3_rescue_side_embark_E",
"pt_e3_rescue_side_embark_F",
"pt_e3_rescue_side_embark_G",
"pt_e3_rescue_side_embark_H"
]
const array<string> EVAC_IDLE_ANIMS_1P = [
"ptpov_e3_rescue_side_embark_A_idle",
"ptpov_e3_rescue_side_embark_B_idle",
"ptpov_e3_rescue_side_embark_C_idle",
"ptpov_e3_rescue_side_embark_D_idle",
"ptpov_e3_rescue_side_embark_E_idle",
"ptpov_e3_rescue_side_embark_F_idle",
"ptpov_e3_rescue_side_embark_G_idle",
"ptpov_e3_rescue_side_embark_H_idle"
]
const array<string> EVAC_IDLE_ANIMS_3P = [
"pt_e3_rescue_side_idle_A",
"pt_e3_rescue_side_idle_B",
"pt_e3_rescue_side_idle_C",
"pt_e3_rescue_side_idle_D",
"pt_e3_rescue_side_idle_E",
"pt_e3_rescue_side_idle_F",
"pt_e3_rescue_side_idle_G",
"pt_e3_rescue_side_idle_H"
]
struct {
array<entity> evacNodes
entity spaceNode
// this only supports 1 evac at once atm, is this ideal?
entity currentEvacNode
entity evacDropship
entity evacIcon
} file
struct EvacShipSetting
{
asset shipModel
string flyinSound
string hoverSound
string flyoutSound
}
void function Evac_Init()
{
EvacShared_Init()
RegisterSignal( "EvacShipLeaves" )
RegisterSignal( "EvacOver" )
PrecacheParticleSystem( FX_EVAC_MARKER )
}
void function AddEvacNode( entity evacNode )
{
file.evacNodes.append( evacNode )
}
void function SetEvacSpaceNode( entity spaceNode )
{
file.spaceNode = spaceNode
}
bool function IsEvacDropship( entity ent )
{
return file.evacDropship == ent && IsValid( file.evacDropship )
}
// evac epilogue
void function EvacEpilogueSetup()
{
// don't do much here because other scripts should be able to call evac stuff themselves
AddCallback_GameStateEnter( eGameState.Epilogue, EvacEpilogue )
}
void function EvacEpilogue()
{
int winner = GetWinningTeam()
// make sure we don't run evac if it won't be supported for current map/gamestate
bool canRunEvac = GetCurrentPlaylistVarInt( "max_teams", 2 ) == 2 &&
( winner == TEAM_MILITIA || winner == TEAM_IMC ) &&
( file.evacNodes.len() > 0 || IsValid( GetEnt( "escape_node1" ) ) ) // code assumes escape_node1 should be first node if automatically registering
if ( canRunEvac )
{
thread SetRespawnAndWait( false )
// no players can evac? end match
thread CheckIfAnyPlayerLeft( GetOtherTeam( winner ) )
thread Evac( GetOtherTeam( winner ), EVAC_INITIAL_WAIT, EVAC_ARRIVAL_TIME, EVAC_WAIT_TIME, EvacEpiloguePlayerCanBoard, EvacEpilogueShouldLeaveEarly, EvacEpilogueCompleted )
}
else
{
thread SetRespawnAndWait( false ) //prevent respawns during the fade to black, should only be an issue if the match is a draw
thread EvacEpilogueCompleted( null ) //this is hacky but like, this also shouldn't really be hit in normal gameplay
}
}
void function EvacSpectatorFunc( entity player )
{
svGlobal.levelEnt.EndSignal( "GameStateChanged" )
file.evacDropship.EndSignal( "OnDestroy" )
entity cam = GetEnt( expect string( file.currentEvacNode.kv.target ) )
if ( !IsValid( cam ) )
return
player.SetObserverModeStaticPosition( cam.GetOrigin() )
player.SetObserverModeStaticAngles( cam.GetAngles() )
player.StartObserverMode( OBS_MODE_STATIC )
file.evacDropship.WaitSignal( "EvacOver" )
}
void function SetRespawnAndWait( bool mode )
{
wait GAME_EPILOGUE_PLAYER_RESPAWN_LEEWAY
SetRespawnsEnabled( mode )
// clear any respawn availablity, or players are able to save there respawn for whenever they want
foreach( entity player in GetPlayerArray() )
ClearRespawnAvailable( player )
}
bool function EvacEpiloguePlayerCanBoard( entity dropship, entity player )
{
// can't board a dropship on a different team
if ( dropship.GetTeam() != player.GetTeam() )
return false
// check if there are any free slots on the dropship, if there are then they can board
foreach ( entity player in dropship.s.evacSlots )
if ( !IsValid( player ) )
return true
// no empty slots
return false
}
bool function EvacEpilogueShouldLeaveEarly( entity dropship )
{
int numEvacing
foreach ( entity player in dropship.s.evacSlots )
if ( IsValid( player ) )
numEvacing++
return GetPlayerArrayOfTeam_Alive( dropship.GetTeam() ).len() == numEvacing || numEvacing == dropship.s.evacSlots.len()
}
void function EvacEpilogueCompleted( entity dropship )
{
wait 5.0
foreach ( entity player in GetPlayerArray() )
ScreenFadeToBlackForever( player, 2.0 )
wait 2.0
if( GetGameState() != eGameState.Postmatch )
SetGameState( eGameState.Postmatch )
}
// global evac func, anything can call this, it's not necessarily an epilogue thing
void function Evac( int evacTeam, float initialWait, float arrivalTime, float waitTime, bool functionref( entity, entity ) canBoardCallback, bool functionref( entity ) shouldLeaveEarlyCallback, void functionref( entity ) completionCallback, entity customEvacNode = null )
{
// get evac ship sound and model for specific team
EvacShipSetting evacShip = GetEvacShipSettingByTeam( evacTeam )
wait initialWait
// setup evac nodes if not manually registered
if ( file.evacNodes.len() == 0 && !IsValid( customEvacNode ) )
{
for ( int i = 1; ; i++ )
{
entity newNode = GetEnt( "escape_node" + i )
if ( !IsValid( newNode ) )
break
file.evacNodes.append( newNode )
}
}
// setup space node if not manually registered
if ( !IsValid( file.spaceNode ) )
file.spaceNode = GetEnt( "spaceNode" )
entity evacNode = customEvacNode
if ( !IsValid( customEvacNode ) )
evacNode = file.evacNodes.getrandom()
file.currentEvacNode = evacNode
// setup client evac position
file.evacIcon = CreateEntity( "info_target" )
file.evacIcon.SetOrigin( evacNode.GetOrigin() )
file.evacIcon.kv.spawnFlags = SF_INFOTARGET_ALWAYS_TRANSMIT_TO_CLIENT
DispatchSpawn( file.evacIcon )
file.evacIcon.DisableHibernation()
// start evac beam
int index = GetParticleSystemIndex( FX_EVAC_MARKER )
entity effectFriendly = StartParticleEffectInWorld_ReturnEntity( index, evacNode.GetOrigin(), < 0,0,0 > )
SetTeam( effectFriendly, evacTeam )
effectFriendly.kv.VisibilityFlags = ENTITY_VISIBLE_TO_FRIENDLY
wait 0.5 // need to wait here, or the target won't appear on clients for some reason
// eta until arrive
SetTeamActiveObjective( evacTeam, "EG_DropshipExtract", Time() + arrivalTime, file.evacIcon )
SetTeamActiveObjective( GetOtherTeam( evacTeam ), "EG_StopExtract", Time() + arrivalTime, file.evacIcon )
foreach( entity player in GetPlayerArrayOfTeam( evacTeam ) ) //Show the Evac Match Goal for players of the team that lost the match
Remote_CallFunction_UI( player, "SCB_SetEvacMeritState", 0 )
// would've liked to use cd_dropship_rescue_side_start length here, but can't since this is done before dropship spawn, can't
wait arrivalTime - 4.33333
entity dropship = CreateDropship( evacTeam, evacNode.GetOrigin(), evacNode.GetAngles() )
thread DropShipTempHide( dropship ) // prevent showing model and health bar on spawn
dropship.SetModel( evacShip.shipModel )
dropship.SetValueForModelKey( evacShip.shipModel )
dropship.SetMaxHealth( EVAC_SHIP_HEALTH )
dropship.SetHealth( EVAC_SHIP_HEALTH )
dropship.SetShieldHealth( EVAC_SHIP_SHIELDS )
SetTargetName( dropship, "#NPC_EVAC_DROPSHIP" )
DispatchSpawn( dropship )
// reduce nuclear core's damage
AddEntityCallback_OnDamaged( dropship, EvacDropshipDamaged )
AddEntityCallback_OnKilled( dropship, EvacDropshipKilled )
dropship.s.evacSlots <- [ null, null, null, null, null, null, null, null ]
file.evacDropship = dropship
dropship.EndSignal( "OnDestroy" )
OnThreadEnd( function() : ( evacTeam, completionCallback, dropship )
{
if ( "evacTrigger" in dropship.s )
dropship.s.evacTrigger.Destroy()
// this should be for both teams
if( !IsValid( dropship ) )
{
SetTeamActiveObjective( evacTeam, "EG_DropshipExtractDropshipDestroyed" )
SetTeamActiveObjective( GetOtherTeam( evacTeam ), "EG_DropshipExtractDropshipDestroyed" )
foreach( entity player in GetPlayerArrayOfTeam( evacTeam ) )
SetPlayerChallengeEvacState( player, 0 )
}
foreach ( entity player in dropship.s.evacSlots )
{
if ( !IsValid( player ) )
continue
player.ClearInvulnerable()
}
// this is called whether dropship is destroyed or evac finishes, callback can handle this itself
thread completionCallback( dropship )
})
// flyin
Spectator_SetCustomSpectatorFunc( EvacSpectatorFunc )
thread PlayAnim( dropship, "cd_dropship_rescue_side_start", evacNode )
// fly in sound and effect
EmitSoundOnEntity( dropship, evacShip.flyinSound )
thread WarpInEffectEvacShip( dropship )
// calculate time until idle start
float sequenceDuration = dropship.GetSequenceDuration( "cd_dropship_rescue_side_start" )
float cycleFrac = dropship.GetScriptedAnimEventCycleFrac( "cd_dropship_rescue_side_start", "ReadyToLoad" )
wait sequenceDuration * cycleFrac
thread PlayAnim( dropship, "cd_dropship_rescue_side_idle", evacNode )
// hover sound
EmitSoundOnEntity( dropship, evacShip.hoverSound )
// eta until leave
SetTeamActiveObjective( evacTeam, "EG_DropshipExtract2", Time() + waitTime, file.evacIcon )
SetTeamActiveObjective( GetOtherTeam( evacTeam ), "EG_StopExtract2", Time() + waitTime, file.evacIcon )
// dialogue
PlayFactionDialogueToTeam( "mp_evacGo", evacTeam )
PlayFactionDialogueToTeam( "mp_evacStop", GetOtherTeam( evacTeam ) )
// stop evac beam
if( IsValid( effectFriendly ) )
EffectStop( effectFriendly )
// setup evac trigger
entity trigger = CreateEntity( "trigger_cylinder" )
trigger.SetRadius( 150 )
trigger.SetAboveHeight( 100 )
trigger.SetBelowHeight( 100 )
trigger.SetOrigin( dropship.GetOrigin() )
trigger.SetParent( dropship, "ORIGIN" )
DispatchSpawn( trigger )
// have to do this inline since we capture the completionCallback
trigger.SetEnterCallback( void function( entity trigger, entity player ) : ( canBoardCallback, dropship )
{
if ( !player.IsPlayer() || !IsAlive( player ) || player.IsTitan() || player.ContextAction_IsBusy() || !canBoardCallback( dropship, player ) || PlayerInDropship( player, dropship ) )
return
thread AddPlayerToEvacDropship( dropship, player )
})
dropship.s.evacTrigger <- trigger
float waitStartTime = Time()
while ( Time() - waitStartTime < waitTime )
{
if ( shouldLeaveEarlyCallback( dropship ) )
break
WaitFrame()
}
// fly out sound
StopSoundOnEntity( dropship, evacShip.hoverSound )
EmitSoundOnEntity( dropship, evacShip.flyoutSound )
// holster all weapons
foreach ( entity player in dropship.s.evacSlots )
if ( IsValid( player ) )
player.HolsterWeapon()
// fly away
dropship.Signal( "EvacShipLeaves" )
thread PlayAnim( dropship, "cd_dropship_rescue_side_end", evacNode )
SetTeamActiveObjective( evacTeam, "EG_DropshipExtractDropshipFlyingAway" )
SetTeamActiveObjective( GetOtherTeam( evacTeam ), "EG_StopExtractDropshipFlyingAway" )
// todo: play the warpout effect somewhere here
wait dropship.GetSequenceDuration( "cd_dropship_rescue_side_end" ) - WARPINFXTIME
foreach ( entity player in dropship.s.evacSlots )
if ( IsValid( player ) )
Remote_CallFunction_NonReplay( player, "ServerCallback_PlayScreenFXWarpJump" )
wait WARPINFXTIME
dropship.kv.VisibilityFlags = 0 // prevent jetpack trails being like "dive" into ground
WaitFrame() // better wait because we are server
if( !IsValid( dropship ) )
return
thread __WarpOutEffectShared( dropship )
// go to space
// hardcoded angles here are a hack, spacenode position doesn't face the planet in the skybox, for some reason
// nvm removing for now
//file.spaceNode.SetAngles( < 30, -75, 20 > )
dropship.SetOrigin( file.spaceNode.GetOrigin() )
dropship.SetAngles( file.spaceNode.GetAngles() )
dropship.SetInvulnerable()
dropship.Signal( "EvacOver" )
thread PlayAnim( dropship, "ds_space_flyby_dropshipA", file.spaceNode )
foreach( entity player in GetPlayerArray() )
{
// evac-ed players only beyond this point
if ( !PlayerInDropship( player, dropship ) )
{
if ( player.GetTeam() == dropship.GetTeam() )
{
SetPlayerActiveObjective( player, "EG_DropshipExtractFailedEscape" )
SetPlayerChallengeEvacState( player, 2 )
}
continue
}
SetPlayerActiveObjective( player, "EG_DropshipExtractSuccessfulEscape" )
// let evacing team able to see the ship again
dropship.kv.VisibilityFlags = ENTITY_VISIBLE_TO_FRIENDLY
// skybox
player.SetSkyCamera( GetEnt( SKYBOXSPACE ) )
Remote_CallFunction_NonReplay( player, "ServerCallback_DisableHudForEvac" )
Remote_CallFunction_NonReplay( player, "ServerCallback_SetClassicSkyScale", dropship.GetEncodedEHandle(), 0.7 )
Remote_CallFunction_NonReplay( player, "ServerCallback_SetMapSettings", 4.0, false, 0.4, 0.125 )
SetPlayerChallengeEvacState( player, 1 )
// display player [Evacuated] in killfeed
foreach ( entity otherPlayer in GetPlayerArray() )
Remote_CallFunction_NonReplay( otherPlayer, "ServerCallback_EvacObit", player.GetEncodedEHandle() )
}
// award player score to evacing team
int evacCount = 0
array<entity> evacingPlayers = GetPlayerArrayOfTeam( dropship.GetTeam() ) // all players that are supposed to evac in the dropship
// count how many players are in the dropship
foreach ( entity player in evacingPlayers )
{
if ( !PlayerInDropship( player, dropship ) )
continue
evacCount++
}
bool allEvac = evacCount == evacingPlayers.len()
foreach(entity player in evacingPlayers)
{
if ( !PlayerInDropship( player, dropship ) )
continue
AddPlayerScore( player, "HotZoneExtract" )
UpdatePlayerStat( player, "misc_stats", "evacsSurvived" )
if ( allEvac )
AddPlayerScore( player, "TeamBonusFullEvac" )
}
// sole survivor (but not the only one on the team)
if ( evacCount == 1 && !allEvac )
{
// we can assume there is one player in the array because otherwise evacCount wouldn't be 1
AddPlayerScore( evacingPlayers[0], "SoleSurvivor" )
}
}
void function AddPlayerToEvacDropship( entity dropship, entity player )
{
int slot = RandomInt( dropship.s.evacSlots.len() )
for ( int i = 0; i < dropship.s.evacSlots.len(); i++ )
{
if ( !IsValid( dropship.s.evacSlots[ slot ] ) )
{
dropship.s.evacSlots[ slot ] = player
break
}
slot = ( slot + 1 ) % expect int( dropship.s.evacSlots.len() )
}
// no slots available
if ( !PlayerInDropship( player, dropship ) )
return
UpdatePlayerStat( player, "misc_stats", "evacsAttempted" )
// need to cancel if the dropship dies
dropship.EndSignal( "OnDeath", "OnDestroy" )
player.SetInvulnerable()
player.UnforceCrouch()
player.ForceStand()
FirstPersonSequenceStruct fp
//fp.firstPersonAnim = EVAC_EMBARK_ANIMS_1P[ slot ]
fp.thirdPersonAnim = EVAC_EMBARK_ANIMS_3P[ slot ]
fp.attachment = "RESCUE"
fp.teleport = true
fp.thirdPersonCameraAttachments = [ "VDU" ] // this seems wrong, firstperson anim has better angles, but no head
EmitSoundOnEntityOnlyToPlayer( player, player, SHIFTER_START_SOUND_3P )
// should play SHIFTER_START_SOUND_1P when they actually arrive in the ship i think, unsure how this is supposed to be done
PlayPhaseShiftDisappearFX( player )
FirstPersonSequence( fp, player, dropship )
FirstPersonSequenceStruct idleFp
idleFp.firstPersonAnimIdle = EVAC_IDLE_ANIMS_1P[ slot ]
idleFp.thirdPersonAnimIdle = EVAC_IDLE_ANIMS_3P[ slot ]
idleFp.attachment = "RESCUE"
idleFp.teleport = true
idleFp.hideProxy = true
idleFp.viewConeFunction = ViewConeWide
thread FirstPersonSequence( idleFp, player, dropship )
ViewConeWide( player ) // gotta do this after for some reason, adding it to idleFp does not work for some reason
}
bool function PlayerInDropship( entity player, entity dropship )
{
// couldn't get "player in dropship.s.evacSlots" to work for some reason, likely due to static typing?
foreach ( entity dropshipPlayer in dropship.s.evacSlots )
if ( dropshipPlayer == player )
return true
return false
}
void function EvacDropshipKilled( entity dropship, var damageInfo )
{
foreach ( entity player in dropship.s.evacSlots )
{
if ( IsValid( player ) )
{
player.ClearParent()
player.Die( DamageInfo_GetAttacker( damageInfo ), DamageInfo_GetWeapon( damageInfo ), { damageSourceId = eDamageSourceId.evac_dropship_explosion, scriptType = DF_GIB } )
}
}
}
// if there's no player left in evacing team, we end this match
void function CheckIfAnyPlayerLeft( int evacTeam )
{
wait GAME_EPILOGUE_PLAYER_RESPAWN_LEEWAY
float startTime = Time()
OnThreadEnd(
function() : ( evacTeam )
{
SetTeamActiveObjective( evacTeam, "EG_DropshipExtractEvacPlayersKilled" )
SetTeamActiveObjective( GetOtherTeam( evacTeam ), "EG_StopExtractEvacPlayersKilled" )
thread EvacEpilogueCompleted( null )
// score for killing the entire evacing team
foreach ( entity player in GetPlayerArray() )
{
if ( player.GetTeam() == evacTeam )
continue
AddPlayerScore( player, "TeamBonusKilledAll")
}
}
)
while( true )
{
if( GetPlayerArrayOfTeam_Alive( evacTeam ).len() == 0 )
break
if( GetGameState() == eGameState.Postmatch )
return
WaitFrame()
}
}
void function DropShipTempHide( entity dropship )
{
dropship.kv.VisibilityFlags = 0 // or it will still shows the jetpack fxs
HideName( dropship )
wait 0.46
if( IsValid( dropship ) )
{
dropship.kv.VisibilityFlags = ENTITY_VISIBLE_TO_EVERYONE
ShowName( dropship )
}
}
EvacShipSetting function GetEvacShipSettingByTeam( int team )
{
EvacShipSetting tempSetting
tempSetting.shipModel = $"models/vehicle/goblin_dropship/goblin_dropship_hero.mdl"
tempSetting.flyinSound = "Goblin_IMC_Evac_Flyin"
tempSetting.hoverSound = "Goblin_IMC_Evac_Hover"
tempSetting.flyoutSound = "Goblin_IMC_Evac_FlyOut"
if( team == TEAM_MILITIA )
{
tempSetting.shipModel = $"models/vehicle/crow_dropship/crow_dropship_hero.mdl"
tempSetting.flyinSound = "Crow_MCOR_Evac_Flyin"
tempSetting.hoverSound = "Crow_MCOR_Evac_Hover"
tempSetting.flyoutSound = "Crow_MCOR_Evac_Flyout"
}
return tempSetting
}
void function EvacDropshipDamaged( entity evacShip, var damageInfo )
{
int damageSourceID = DamageInfo_GetDamageSourceIdentifier( damageInfo )
if( damageSourceID == damagedef_nuclear_core )
DamageInfo_SetDamage( damageInfo, DamageInfo_GetDamage( damageInfo ) * EVAC_SHIP_DAMAGE_MULTIPLIER_AGAINST_NUCLEAR_CORE )
}
void function WarpInEffectEvacShip( entity dropship )
{
dropship.EndSignal( "OnDestroy" )
float sfxWait = 0.1
float totalTime = WARPINFXTIME
float preWaitTime = 0.16 // give it some time so it's actually playing anim, and we can get it's "origin" attatch for playing warp in effect
string sfx = "dropship_warpin"
wait preWaitTime
int attach = dropship.LookupAttachment( "origin" )
vector origin = dropship.GetAttachmentOrigin( attach )
vector angles = dropship.GetAttachmentAngles( attach )
entity fx = PlayFX( FX_GUNSHIP_CRASH_EXPLOSION_ENTRANCE, origin, angles )
fx.FXEnableRenderAlways()
fx.DisableHibernation()
wait sfxWait
EmitSoundAtPosition( TEAM_UNASSIGNED, origin, sfx )
wait totalTime - sfxWait
}
|