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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 )
	
	// 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 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" )
				
			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 )
		
		// 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
}