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untyped
global function GamemodeColiseum_Init
global function GamemodeColiseum_CustomIntro
// outro anims
// winner anims are for the winner, loser anims are for the loser
const array< array<string> > OUTROANIMS_WINNER = [
[ "pt_coliseum_winner_gunkick", "pt_coliseum_winner_compassion", "pt_coliseum_winner_drinking" ], // winner lost 0 rounds
[ "pt_coliseum_winner_respect", "pt_coliseum_winner_headlock", "pt_coliseum_winner_authority" ], // winner lost 1 round
[ "pt_coliseum_winner_punch", "pt_coliseum_winner_kick", "pt_coliseum_winner_stomp" ] // winner lost 2 rounds
]
const array< array<string> > OUTROANIMS_LOSER = [
[ "pt_coliseum_loser_gunkick", "pt_coliseum_loser_compassion", "pt_coliseum_loser_drinking" ], // winner lost 0 rounds
[ "pt_coliseum_loser_respect", "pt_coliseum_loser_headlock", "pt_coliseum_loser_authority" ], // winner lost 1 round
[ "pt_coliseum_loser_punch", "pt_coliseum_loser_kick", "pt_coliseum_loser_stomp" ], // winner lost 2 rounds
]
struct {
bool hasShownIntroScreen
} file
void function GamemodeColiseum_Init()
{
// gamemode settings
SetRoundBased( true )
SetRespawnsEnabled( false )
SetShouldUseRoundWinningKillReplay( true )
Riff_ForceTitanAvailability( eTitanAvailability.Never )
Riff_ForceBoostAvailability( eBoostAvailability.Disabled )
Riff_ForceSetEliminationMode( eEliminationMode.Pilots )
SetLoadoutGracePeriodEnabled( false ) // prevent modifying loadouts with grace period
ClassicMP_SetCustomIntro( ClassicMP_DefaultNoIntro_Setup, ClassicMP_DefaultNoIntro_GetLength() )
AddCallback_GameStateEnter( eGameState.Prematch, ShowColiseumIntroScreen )
AddCallback_OnPlayerRespawned( GivePlayerColiseumLoadout )
ClassicMP_SetEpilogue( SetupColiseumEpilogue )
}
// stub function referenced in sh_gamemodes_mp
void function GamemodeColiseum_CustomIntro( entity player )
{
}
void function ShowColiseumIntroScreen()
{
if ( !file.hasShownIntroScreen )
thread ShowColiseumIntroScreenThreaded()
file.hasShownIntroScreen = true
}
void function ShowColiseumIntroScreenThreaded()
{
wait 5
foreach ( entity player in GetPlayerArray() )
{
array<entity> otherTeam = GetPlayerArrayOfTeam( GetOtherTeam( player.GetTeam() ) )
int winstreak = 0
int wins = 0
int losses = 0
if ( otherTeam.len() != 0 )
{
entity enemy = otherTeam[ 0 ]
winstreak = enemy.GetPersistentVarAsInt( "coliseumWinStreak" )
wins = enemy.GetPersistentVarAsInt( "coliseumTotalWins" )
losses = enemy.GetPersistentVarAsInt( "coliseumTotalLosses" )
}
Remote_CallFunction_NonReplay( player, "ServerCallback_ColiseumIntro", winstreak, wins, losses ) // stub numbers atm because lazy
}
}
void function GivePlayerColiseumLoadout( entity player )
{
if ( GetCurrentPlaylistVarInt( "coliseum_loadouts_enabled", 1 ) == 0 )
return
// create loadout struct
PilotLoadoutDef coliseumLoadout = clone GetActivePilotLoadout( player )
/* from playlists.txt
coliseum_primary "mp_weapon_lstar"
coliseum_primary_attachment ""
coliseum_primary_mod1 ""
coliseum_primary_mod2 ""
coliseum_primary_mod3 ""
coliseum_secondary "mp_weapon_softball"
coliseum_secondary_mod1 ""
coliseum_secondary_mod2 ""
coliseum_secondary_mod3 ""
coliseum_weapon3 ""
coliseum_weapon3_mod1 ""
coliseum_weapon3_mod2 ""
coliseum_weapon3_mod3 ""
coliseum_melee "melee_pilot_emptyhanded"
coliseum_special "mp_ability_heal"
coliseum_ordnance "mp_weapon_frag_drone"
coliseum_passive1 "pas_fast_health_regen"
coliseum_passive2 "pas_wallhang"*/
coliseumLoadout.primary = GetColiseumItem( "primary" )
coliseumLoadout.primaryMods = [ GetColiseumItem( "primary_attachment" ), GetColiseumItem( "primary_mod1" ), GetColiseumItem( "primary_mod2" ), GetColiseumItem( "primary_mod3" ) ]
coliseumLoadout.primaryAttachments = [] // will likely crash if we dont do this
coliseumLoadout.secondary = GetColiseumItem( "secondary" )
coliseumLoadout.secondaryMods = [ GetColiseumItem( "secondary_mod1" ), GetColiseumItem( "secondary_mod2" ), GetColiseumItem( "secondary_mod3" ) ]
coliseumLoadout.weapon3 = GetColiseumItem( "weapon3" )
coliseumLoadout.weapon3Mods = [ GetColiseumItem( "weapon3_mod1" ), GetColiseumItem( "weapon3_mod2" ), GetColiseumItem( "weapon3_mod3" ) ]
coliseumLoadout.melee = GetColiseumItem( "melee" )
coliseumLoadout.special = GetColiseumItem( "special" )
coliseumLoadout.ordnance = GetColiseumItem( "ordnance" )
coliseumLoadout.passive1 = GetColiseumItem( "passive1" )
coliseumLoadout.passive2 = GetColiseumItem( "passive2" )
coliseumLoadout.setFile = GetSuitAndGenderBasedSetFile( "coliseum", coliseumLoadout.race == RACE_HUMAN_FEMALE ? "female" : "male" )
GivePilotLoadout( player, coliseumLoadout )
}
string function GetColiseumItem( string name )
{
return expect string ( GetCurrentPlaylistVar( "coliseum_" + name ) )
}
void function SetupColiseumEpilogue()
{
AddCallback_GameStateEnter( eGameState.Epilogue, RunColiseumOutro )
}
void function RunColiseumOutro()
{
// also since this runs on game end, do winstreak stuff
foreach ( entity player in GetPlayerArray() )
{
if ( GetWinningTeam() == player.GetTeam() )
{
player.SetPersistentVar( "coliseumTotalWins", player.GetPersistentVarAsInt( "coliseumTotalWins" ) + 1 )
player.SetPersistentVar( "coliseumWinStreak", player.GetPersistentVarAsInt( "coliseumWinStreak" ) + 1 )
}
else
{
player.SetPersistentVar( "coliseumTotalWins", maxint( player.GetPersistentVarAsInt( "coliseumTotalWins" ) - 1, 0 ) )
player.SetPersistentVar( "coliseumWinStreak", 0 )
}
}
entity outroAnimPoint = GetEnt( "intermission" )
array<entity> winningPlayers = GetPlayerArrayOfTeam( GetWinningTeam() )
if ( GetPlayerArray().len() > 0 && IsValid( outroAnimPoint ) && GetWinningTeam() != -1 && winningPlayers.len() != 0 ) // this will fail if we don't have players or a spot to do it
thread RunColiseumOutroThreaded( outroAnimPoint.GetOrigin(), winningPlayers[ 0 ] )
else
SetGameState( eGameState.Postmatch )
}
void function RunColiseumOutroThreaded( vector point, entity winningPlayer )
{
OnThreadEnd( function() : ()
{
SetGameState( eGameState.Postmatch )
})
winningPlayer.EndSignal( "OnDestroy" )
// pick winner and loser anims
int numLost = GameRules_GetTeamScore( GetOtherTeam( GetWinningTeam() ) )
int animIndex = RandomInt( OUTROANIMS_WINNER[ numLost ].len() )
string winnerAnim = OUTROANIMS_WINNER[ numLost ][ animIndex ]
string loserAnim = OUTROANIMS_LOSER[ numLost ][ animIndex ]
foreach ( entity player in GetPlayerArray() )
{
if ( !IsAlive( player ) )
player.RespawnPlayer( null )
AddCinematicFlag( player, CE_FLAG_HIDE_MAIN_HUD )
ScreenFadeFromBlack( player, 0.5 )
player.SetOrigin( point )
player.SetNameVisibleToEnemy( false )
player.SetNameVisibleToFriendly( false )
// for some reason this just doesn't use the mp music system, so have to manually play this
// odd game
EmitSoundOnEntityOnlyToPlayer( player, player, "music_mp_speedball_game_win" )
FirstPersonSequenceStruct outroSequence
outroSequence.thirdPersonCameraAttachments = [ "VDU" ]
outroSequence.blendTime = 0.25
outroSequence.attachment = "ref"
outroSequence.enablePlanting = true
outroSequence.playerPushable = false
// for when we kill any active weapons if not needed for anim
entity playerWeapon = player.GetActiveWeapon()
if ( player.GetTeam() == GetWinningTeam() )
{
if ( IsValid( playerWeapon ) )
playerWeapon.Destroy()
outroSequence.thirdPersonAnim = winnerAnim
outroSequence.noParent = true
outroSequence.gravity = true
thread FirstPersonSequence( outroSequence, player )
}
else
{
// need weapon for this anim in particular
if ( IsValid( playerWeapon ) && loserAnim != "pt_coliseum_loser_gunkick" )
playerWeapon.Destroy()
outroSequence.thirdPersonAnim = loserAnim
outroSequence.useAnimatedRefAttachment = true
thread FirstPersonSequence( outroSequence, player, winningPlayer )
}
}
// all outro anims should be the same length ideally
wait winningPlayer.GetSequenceDuration( winnerAnim ) - 0.75
foreach ( entity player in GetPlayerArray() )
ScreenFadeToBlackForever( player, 0.75 )
wait 0.75
}
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