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untyped
global function GamemodeCP_Init
global function RateSpawnpoints_CP
// needed for sh_gamemode_cp_dialogue
global array<entity> HARDPOINTS
struct HardpointStruct
{
entity hardpoint
entity trigger
entity prop
array<entity> imcCappers
array<entity> militiaCappers
}
struct {
bool ampingEnabled = true
array<HardpointStruct> hardpoints
} file
void function GamemodeCP_Init()
{
file.ampingEnabled = GetCurrentPlaylistVarInt( "cp_amped_capture_points", 1 ) == 1
RegisterSignal( "HardpointCaptureStart" )
ScoreEvent_SetupEarnMeterValuesForMixedModes()
AddCallback_EntitiesDidLoad( SpawnHardpoints )
AddCallback_GameStateEnter( eGameState.Playing, StartHardpointThink )
}
void function RateSpawnpoints_CP( int checkClass, array<entity> spawnpoints, int team, entity player )
{
if ( HasSwitchedSides() )
team = GetOtherTeam( team )
// check hardpoints, determine which ones we own
array<entity> startSpawns = SpawnPoints_GetPilotStart( team )
vector averageFriendlySpawns
// average out startspawn positions
foreach ( entity spawnpoint in startSpawns )
averageFriendlySpawns += spawnpoint.GetOrigin()
averageFriendlySpawns /= startSpawns.len()
entity friendlyHardpoint // determine our furthest out hardpoint
foreach ( entity hardpoint in HARDPOINTS )
{
if ( hardpoint.GetTeam() == player.GetTeam() && GetGlobalNetFloat( "objective" + hardpoint.kv.hardpointGroup + "Progress" ) >= 0.95 )
{
if ( IsValid( friendlyHardpoint ) )
{
if ( Distance2D( averageFriendlySpawns, hardpoint.GetOrigin() ) > Distance2D( averageFriendlySpawns, friendlyHardpoint.GetOrigin() ) )
friendlyHardpoint = hardpoint
}
else
friendlyHardpoint = hardpoint
}
}
vector ratingPos
if ( IsValid( friendlyHardpoint ) )
ratingPos = friendlyHardpoint.GetOrigin()
else
ratingPos = averageFriendlySpawns
foreach ( entity spawnpoint in spawnpoints )
{
// idk about magic number here really
float rating = 1.0 - ( Distance2D( spawnpoint.GetOrigin(), ratingPos ) / 1000.0 )
spawnpoint.CalculateRating( checkClass, player.GetTeam(), rating, rating )
}
}
void function SpawnHardpoints()
{
foreach ( entity spawnpoint in GetEntArrayByClass_Expensive( "info_hardpoint" ) )
{
if ( GameModeRemove( spawnpoint ) )
continue
// spawnpoints are CHardPoint entities
// init the hardpoint ent
int hardpointID = 0
if ( spawnpoint.kv.hardpointGroup == "B" )
hardpointID = 1
else if ( spawnpoint.kv.hardpointGroup == "C" )
hardpointID = 2
spawnpoint.SetHardpointID( hardpointID )
HardpointStruct hardpointStruct
hardpointStruct.hardpoint = spawnpoint
hardpointStruct.prop = CreatePropDynamic( spawnpoint.GetModelName(), spawnpoint.GetOrigin(), spawnpoint.GetAngles(), 6 )
entity trigger = GetEnt( expect string( spawnpoint.kv.triggerTarget ) )
hardpointStruct.trigger = trigger
file.hardpoints.append( hardpointStruct )
HARDPOINTS.append( spawnpoint ) // for vo script
spawnpoint.s.trigger <- trigger // also for vo script
SetGlobalNetEnt( "objective" + spawnpoint.kv.hardpointGroup + "Ent", spawnpoint )
// set up trigger functions
trigger.SetEnterCallback( OnHardpointEntered )
trigger.SetLeaveCallback( OnHardpointLeft )
}
}
// functions for handling hardpoint netvars
void function SetHardpointState( HardpointStruct hardpoint, int state )
{
SetGlobalNetInt( "objective" + hardpoint.hardpoint.kv.hardpointGroup + "State", state )
hardpoint.hardpoint.SetHardpointState( state )
}
int function GetHardpointState( HardpointStruct hardpoint )
{
return GetGlobalNetInt( "objective" + hardpoint.hardpoint.kv.hardpointGroup + "State" )
}
void function SetHardpointCappingTeam( HardpointStruct hardpoint, int team )
{
SetGlobalNetInt( "objective" + hardpoint.hardpoint.kv.hardpointGroup + "CappingTeam", team )
}
int function GetHardpointCappingTeam( HardpointStruct hardpoint )
{
return GetGlobalNetInt( "objective" + hardpoint.hardpoint.kv.hardpointGroup + "CappingTeam" )
}
void function SetHardpointCaptureProgress( HardpointStruct hardpoint, float progress )
{
SetGlobalNetFloat( "objective" + hardpoint.hardpoint.kv.hardpointGroup + "Progress", progress )
}
float function GetHardpointCaptureProgress( HardpointStruct hardpoint )
{
return GetGlobalNetFloat( "objective" + hardpoint.hardpoint.kv.hardpointGroup + "Progress" )
}
void function StartHardpointThink()
{
thread TrackChevronStates()
foreach ( HardpointStruct hardpoint in file.hardpoints )
thread HardpointThink( hardpoint )
}
void function HardpointThink( HardpointStruct hardpoint )
{
entity hardpointEnt = hardpoint.hardpoint
float lastTime = Time()
float lastScoreTime = Time()
WaitFrame() // wait a frame so deltaTime is never zero
while ( GamePlayingOrSuddenDeath() )
{
int imcCappers = hardpoint.imcCappers.len()
int militiaCappers = hardpoint.militiaCappers.len()
float deltaTime = Time() - lastTime
int cappingTeam
if ( imcCappers > militiaCappers )
cappingTeam = TEAM_IMC
else if ( militiaCappers > imcCappers )
cappingTeam = TEAM_MILITIA
if ( cappingTeam != TEAM_UNASSIGNED )
{
// hardpoint is owned by controlling team
if ( hardpointEnt.GetTeam() == cappingTeam )
{
// hardpoint is being neutralised, reverse the neutralisation
if ( GetHardpointCappingTeam( hardpoint ) != cappingTeam || GetHardpointCaptureProgress( hardpoint ) < 1.0 )
{
SetHardpointCappingTeam( hardpoint, cappingTeam )
SetHardpointCaptureProgress( hardpoint, min( 1.0, GetHardpointCaptureProgress( hardpoint ) + ( deltaTime / CAPTURE_DURATION_CAPTURE ) ) )
}
// hardpoint is fully captured, start amping if amping is enabled
else if ( file.ampingEnabled && GetHardpointState( hardpoint ) < CAPTURE_POINT_STATE_AMPING )
SetHardpointState( hardpoint, CAPTURE_POINT_STATE_AMPING )
// amp the hardpoint
if ( GetHardpointState( hardpoint ) == CAPTURE_POINT_STATE_AMPING )
{
SetHardpointCaptureProgress( hardpoint, min( 2.0, GetHardpointCaptureProgress( hardpoint ) + ( deltaTime / HARDPOINT_AMPED_DELAY ) ) )
if ( GetHardpointCaptureProgress( hardpoint ) == 2.0 )
{
SetHardpointState( hardpoint, CAPTURE_POINT_STATE_AMPED )
// can't use the dialogue functions here because for some reason GamemodeCP_VO_Amped isn't global?
PlayFactionDialogueToTeam( "amphp_youAmped" + hardpointEnt.kv.hardpointGroup, cappingTeam )
PlayFactionDialogueToTeam( "amphp_enemyAmped" + hardpointEnt.kv.hardpointGroup, GetOtherTeam( cappingTeam ) )
}
}
}
else // we don't own this hardpoint, cap it
{
SetHardpointCappingTeam( hardpoint, cappingTeam )
GamemodeCP_VO_StartCapping( hardpointEnt ) // this doesn't consistently trigger for some reason
SetHardpointCaptureProgress( hardpoint, min( 1.0, GetHardpointCaptureProgress( hardpoint ) + ( deltaTime / CAPTURE_DURATION_CAPTURE ) ) )
if ( GetHardpointCaptureProgress( hardpoint ) >= 1.0 )
{
SetTeam( hardpointEnt, cappingTeam )
SetTeam( hardpoint.prop, cappingTeam )
SetHardpointState( hardpoint, CAPTURE_POINT_STATE_CAPTURED )
EmitSoundOnEntityToTeamExceptPlayer( hardpointEnt, "hardpoint_console_captured", cappingTeam, null )
GamemodeCP_VO_Captured( hardpointEnt )
}
}
}
// capture halting
else if ( imcCappers > 0 && imcCappers == militiaCappers )
SetHardpointState( hardpoint, CAPTURE_POINT_STATE_HALTED )
// amped decay
else if ( imcCappers == 0 && militiaCappers == 0 && GetHardpointState( hardpoint ) >= CAPTURE_POINT_STATE_AMPING )
{
// it seems like network vars won't change if they're too similar? often we get situations here where it's tryna change from 1.00098 to 1 which doesn't work
// so we need to check the "real" progress manually
// have only gotten this issue here so far, but in theory i think this could be an issue in a good few places, worth looking out for
// tho, idk might not be, we don't work with numbers at this small of a scale too often
float realProgress = max( 1.0, GetHardpointCaptureProgress( hardpoint ) - ( deltaTime / HARDPOINT_AMPED_DELAY ) )
SetHardpointCaptureProgress( hardpoint, realProgress )
if ( realProgress == 1 )
SetHardpointState( hardpoint, CAPTURE_POINT_STATE_CAPTURED )
// dont use unamping atm
//else
// SetHardpointState( hardpoint, CAPTURE_POINT_STATE_SELF_UNAMPING )
}
// scoring
if ( hardpointEnt.GetTeam() != TEAM_UNASSIGNED && GetHardpointState( hardpoint ) >= CAPTURE_POINT_STATE_CAPTURED && Time() - lastScoreTime >= TEAM_OWNED_SCORE_FREQ )
{
lastScoreTime = Time()
// 2x score if amped
if ( GetHardpointState( hardpoint ) == CAPTURE_POINT_STATE_AMPED )
AddTeamScore( hardpointEnt.GetTeam(), 2 )
else
AddTeamScore( hardpointEnt.GetTeam(), 1 )
}
lastTime = Time()
WaitFrame()
}
}
// doing this in HardpointThink is effort since it's for individual hardpoints
// so we do it here instead
void function TrackChevronStates()
{
// you get 1 amped arrow for chevron / 4, 1 unamped arrow for every 1 the amped chevrons
while ( true )
{
int imcChevron
int militiaChevron
foreach ( HardpointStruct hardpoint in file.hardpoints )
{
if ( hardpoint.hardpoint.GetTeam() == TEAM_IMC )
{
if ( hardpoint.hardpoint.GetHardpointState() == CAPTURE_POINT_STATE_AMPED )
imcChevron += 4
else if ( hardpoint.hardpoint.GetHardpointState() >= CAPTURE_POINT_STATE_CAPTURED )
imcChevron++
}
else if ( hardpoint.hardpoint.GetTeam() == TEAM_MILITIA )
{
if ( hardpoint.hardpoint.GetHardpointState() == CAPTURE_POINT_STATE_AMPED )
militiaChevron += 4
else if ( hardpoint.hardpoint.GetHardpointState() >= CAPTURE_POINT_STATE_CAPTURED )
militiaChevron++
}
}
SetGlobalNetInt( "imcChevronState", imcChevron )
SetGlobalNetInt( "milChevronState", militiaChevron )
WaitFrame()
}
}
void function OnHardpointEntered( entity trigger, entity player )
{
HardpointStruct hardpoint
foreach ( HardpointStruct hardpointStruct in file.hardpoints )
if ( hardpointStruct.trigger == trigger )
hardpoint = hardpointStruct
if ( player.GetTeam() == TEAM_IMC )
hardpoint.imcCappers.append( player )
else
hardpoint.militiaCappers.append( player )
}
void function OnHardpointLeft( entity trigger, entity player )
{
HardpointStruct hardpoint
foreach ( HardpointStruct hardpointStruct in file.hardpoints )
if ( hardpointStruct.trigger == trigger )
hardpoint = hardpointStruct
if ( player.GetTeam() == TEAM_IMC )
hardpoint.imcCappers.remove( hardpoint.imcCappers.find( player ) )
else
hardpoint.militiaCappers.remove( hardpoint.militiaCappers.find( player ) )
}
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