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
|
untyped
// this needs a refactor lol
global function CaptureTheFlag_Init
global function RateSpawnpoints_CTF
const array<string> SWAP_FLAG_MAPS = [
"mp_forwardbase_kodai",
"mp_lf_meadow"
]
struct {
entity imcFlagSpawn
entity imcFlag
entity imcFlagReturnTrigger
entity militiaFlagSpawn
entity militiaFlag
entity militiaFlagReturnTrigger
array<entity> imcCaptureAssistList
array<entity> militiaCaptureAssistList
} file
void function CaptureTheFlag_Init()
{
PrecacheModel( CTF_FLAG_MODEL )
PrecacheModel( CTF_FLAG_BASE_MODEL )
CaptureTheFlagShared_Init()
SetSwitchSidesBased( true )
SetSuddenDeathBased( true )
SetShouldUseRoundWinningKillReplay( true )
SetRoundWinningKillReplayKillClasses( false, false ) // make these fully manual
AddCallback_OnClientConnected( CTFInitPlayer )
AddCallback_GameStateEnter( eGameState.Prematch, CreateFlags )
AddCallback_GameStateEnter( eGameState.Epilogue, RemoveFlags )
AddCallback_OnTouchHealthKit( "item_flag", OnFlagCollected )
AddCallback_OnPlayerKilled( OnPlayerKilled )
AddCallback_OnPilotBecomesTitan( DropFlagForBecomingTitan )
SetSpawnZoneRatingFunc( DecideSpawnZone_CTF )
AddSpawnpointValidationRule( VerifyCTFSpawnpoint )
RegisterSignal( "FlagReturnEnded" )
RegisterSignal( "ResetDropTimeout" )
// setup stuff for the functions in sh_gamemode_ctf
// don't really like using level for stuff but just how it be
level.teamFlags <- {}
// setup score event earnmeter values
ScoreEvent_SetEarnMeterValues( "KillPilot", 0.05, 0.20 )
ScoreEvent_SetEarnMeterValues( "Headshot", 0.0, 0.02 )
ScoreEvent_SetEarnMeterValues( "FirstStrike", 0.0, 0.05 )
ScoreEvent_SetEarnMeterValues( "KillTitan", 0.0, 0.25 )
ScoreEvent_SetEarnMeterValues( "PilotBatteryStolen", 0.0, 0.35 )
ScoreEvent_SetEarnMeterValues( "FlagCarrierKill", 0.0, 0.20 )
ScoreEvent_SetEarnMeterValues( "FlagTaken", 0.0, 0.10 )
ScoreEvent_SetEarnMeterValues( "FlagCapture", 0.0, 0.30 )
ScoreEvent_SetEarnMeterValues( "FlagCaptureAssist", 0.0, 0.20 )
ScoreEvent_SetEarnMeterValues( "FlagReturn", 0.0, 0.20 )
}
void function RateSpawnpoints_CTF( int checkClass, array<entity> spawnpoints, int team, entity player )
{
RateSpawnpoints_SpawnZones( checkClass, spawnpoints, team, player )
}
bool function VerifyCTFSpawnpoint( entity spawnpoint, int team )
{
// ensure spawnpoints aren't too close to enemy base
if ( HasSwitchedSides() )
team = GetOtherTeam( team )
array<entity> startSpawns = SpawnPoints_GetPilotStart( team )
array<entity> enemyStartSpawns = SpawnPoints_GetPilotStart( GetOtherTeam( team ) )
vector averageFriendlySpawns
vector averageEnemySpawns
foreach ( entity spawn in startSpawns )
averageFriendlySpawns += spawn.GetOrigin()
averageFriendlySpawns /= startSpawns.len()
foreach ( entity spawn in enemyStartSpawns )
averageEnemySpawns += spawn.GetOrigin()
averageEnemySpawns /= startSpawns.len()
return Distance2D( spawnpoint.GetOrigin(), averageEnemySpawns ) / Distance2D( averageFriendlySpawns, averageEnemySpawns ) > 0.35
}
void function CTFInitPlayer( entity player )
{
if ( !IsValid( file.imcFlagSpawn ) )
return
vector imcSpawn = file.imcFlagSpawn.GetOrigin()
Remote_CallFunction_NonReplay( player, "ServerCallback_SetFlagHomeOrigin", TEAM_IMC, imcSpawn.x, imcSpawn.y, imcSpawn.z )
vector militiaSpawn = file.militiaFlagSpawn.GetOrigin()
Remote_CallFunction_NonReplay( player, "ServerCallback_SetFlagHomeOrigin", TEAM_MILITIA, militiaSpawn.x, militiaSpawn.y, militiaSpawn.z )
}
void function OnPlayerKilled( entity victim, entity attacker, var damageInfo )
{
if ( !IsValid( GetFlagForTeam( GetOtherTeam( victim.GetTeam() ) ) ) ) // getting a crash idk
return
if ( GetFlagForTeam( GetOtherTeam( victim.GetTeam() ) ).GetParent() == victim )
{
if ( victim != attacker && attacker.IsPlayer() )
AddPlayerScore( attacker, "FlagCarrierKill", victim )
DropFlag( victim )
}
}
void function CreateFlags()
{
if ( IsValid( file.imcFlagSpawn ) )
{
file.imcFlagSpawn.Destroy()
file.imcFlag.Destroy()
file.imcFlagReturnTrigger.Destroy()
file.militiaFlagSpawn.Destroy()
file.militiaFlag.Destroy()
file.militiaFlagReturnTrigger.Destroy()
}
foreach ( entity spawn in GetEntArrayByClass_Expensive( "info_spawnpoint_flag" ) )
{
// on some maps flags are on the opposite side from what they should be
// likely this is because respawn uses distance checks from spawns to check this in official
// but i don't like doing that so just using a list of maps to swap them on lol
bool switchedSides = HasSwitchedSides() == 1
// i dont know why this works and whatever we had before didn't, but yeah
bool shouldSwap = switchedSides
if (!shouldSwap && SWAP_FLAG_MAPS.contains( GetMapName() ))
shouldSwap = !shouldSwap
int flagTeam = spawn.GetTeam()
if ( shouldSwap )
{
flagTeam = GetOtherTeam( flagTeam )
SetTeam( spawn, flagTeam )
}
// create flag base
entity base = CreatePropDynamic( CTF_FLAG_BASE_MODEL, spawn.GetOrigin(), spawn.GetAngles(), 0 )
SetTeam( base, spawn.GetTeam() )
svGlobal.flagSpawnPoints[ flagTeam ] = base
// create flag
entity flag = CreateEntity( "item_flag" )
flag.SetValueForModelKey( CTF_FLAG_MODEL )
SetTeam( flag, flagTeam )
flag.MarkAsNonMovingAttachment()
DispatchSpawn( flag )
flag.SetModel( CTF_FLAG_MODEL )
flag.SetOrigin( spawn.GetOrigin() + < 0, 0, base.GetBoundingMaxs().z * 2 > ) // ensure flag doesn't spawn clipped into geometry
flag.SetVelocity( < 0, 0, 1 > )
flag.s.canTake <- true
flag.s.playersReturning <- []
level.teamFlags[ flag.GetTeam() ] <- flag
entity returnTrigger = CreateEntity( "trigger_cylinder" )
SetTeam( returnTrigger, flagTeam )
returnTrigger.SetRadius( CTF_GetFlagReturnRadius() )
returnTrigger.SetAboveHeight( CTF_GetFlagReturnRadius() )
returnTrigger.SetBelowHeight( CTF_GetFlagReturnRadius() )
returnTrigger.SetEnterCallback( OnPlayerEntersFlagReturnTrigger )
returnTrigger.SetLeaveCallback( OnPlayerExitsFlagReturnTrigger )
DispatchSpawn( returnTrigger )
thread TrackFlagReturnTrigger( flag, returnTrigger )
if ( flagTeam == TEAM_IMC )
{
file.imcFlagSpawn = base
file.imcFlag = flag
file.imcFlagReturnTrigger = returnTrigger
SetGlobalNetEnt( "imcFlag", file.imcFlag )
SetGlobalNetEnt( "imcFlagHome", file.imcFlagSpawn )
}
else
{
file.militiaFlagSpawn = base
file.militiaFlag = flag
file.militiaFlagReturnTrigger = returnTrigger
SetGlobalNetEnt( "milFlag", file.militiaFlag )
SetGlobalNetEnt( "milFlagHome", file.militiaFlagSpawn )
}
}
// reset the flag states, prevents issues where flag is home but doesnt think it's home when halftime goes
SetFlagStateForTeam( TEAM_MILITIA, eFlagState.None )
SetFlagStateForTeam( TEAM_IMC, eFlagState.None )
foreach ( entity player in GetPlayerArray() )
CTFInitPlayer( player )
}
void function RemoveFlags()
{
// destroy all the flag related things
if ( IsValid( file.imcFlagSpawn ) )
{
file.imcFlagSpawn.Destroy()
file.imcFlag.Destroy()
file.imcFlagReturnTrigger.Destroy()
}
if ( IsValid( file.militiaFlagSpawn ) )
{
file.militiaFlagSpawn.Destroy()
file.militiaFlag.Destroy()
file.militiaFlagReturnTrigger.Destroy()
}
// unsure if this is needed, since the flags are destroyed? idk
SetFlagStateForTeam( TEAM_MILITIA, eFlagState.None )
SetFlagStateForTeam( TEAM_IMC, eFlagState.None )
}
void function TrackFlagReturnTrigger( entity flag, entity returnTrigger )
{
// this is a bit of a hack, it seems parenting the return trigger to the flag actually sets the pickup radius of the flag to be the same as the trigger
// this isn't wanted since only pickups should use that additional radius
flag.EndSignal( "OnDestroy" )
while ( true )
{
returnTrigger.SetOrigin( flag.GetOrigin() )
WaitFrame()
}
}
void function SetFlagStateForTeam( int team, int state )
{
if ( state == eFlagState.Away ) // we tell the client the flag is the player carrying it if they're carrying it
SetGlobalNetEnt( team == TEAM_IMC ? "imcFlag" : "milFlag", ( team == TEAM_IMC ? file.imcFlag : file.militiaFlag ).GetParent() )
else
SetGlobalNetEnt( team == TEAM_IMC ? "imcFlag" : "milFlag", team == TEAM_IMC ? file.imcFlag : file.militiaFlag )
SetGlobalNetInt( team == TEAM_IMC ? "imcFlagState" : "milFlagState", state )
}
bool function OnFlagCollected( entity player, entity flag )
{
if ( !IsAlive( player ) || flag.GetParent() != null || player.IsTitan() || player.IsPhaseShifted() )
return false
if ( player.GetTeam() != flag.GetTeam() && flag.s.canTake )
GiveFlag( player, flag ) // pickup enemy flag
else if ( player.GetTeam() == flag.GetTeam() && IsFlagHome( flag ) && PlayerHasEnemyFlag( player ) )
CaptureFlag( player, GetFlagForTeam( GetOtherTeam( flag.GetTeam() ) ) ) // cap the flag
return false // don't wanna delete the flag entity
}
void function GiveFlag( entity player, entity flag )
{
print( player + " picked up the flag!" )
flag.Signal( "ResetDropTimeout" )
flag.SetParent( player, "FLAG" )
thread DropFlagIfPhased( player, flag )
// do notifications
MessageToPlayer( player, eEventNotifications.YouHaveTheEnemyFlag )
EmitSoundOnEntityOnlyToPlayer( player, player, "UI_CTF_1P_GrabFlag" )
AddPlayerScore( player, "FlagTaken", player )
PlayFactionDialogueToPlayer( "ctf_flagPickupYou", player )
MessageToTeam( player.GetTeam(), eEventNotifications.PlayerHasEnemyFlag, player, player )
EmitSoundOnEntityToTeamExceptPlayer( flag, "UI_CTF_3P_TeamGrabFlag", player.GetTeam(), player )
PlayFactionDialogueToTeamExceptPlayer( "ctf_flagPickupFriendly", player.GetTeam(), player )
MessageToTeam( flag.GetTeam(), eEventNotifications.PlayerHasFriendlyFlag, player, player )
EmitSoundOnEntityToTeam( flag, "UI_CTF_EnemyGrabFlag", flag.GetTeam() )
SetFlagStateForTeam( flag.GetTeam(), eFlagState.Away ) // used for held
}
void function DropFlagIfPhased( entity player, entity flag )
{
player.EndSignal( "StartPhaseShift" )
player.EndSignal( "OnDestroy" )
OnThreadEnd( function() : ( player )
{
if (GetGameState() == eGameState.Playing || GetGameState() == eGameState.SuddenDeath)
DropFlag( player, true )
})
// the IsValid check is purely to prevent a crash due to a destroyed flag (epilogue)
while( IsValid(flag) && flag.GetParent() == player )
WaitFrame()
}
void function DropFlagForBecomingTitan( entity pilot, entity titan )
{
DropFlag( pilot, true )
}
void function DropFlag( entity player, bool realDrop = true )
{
entity flag = GetFlagForTeam( GetOtherTeam( player.GetTeam() ) )
if ( flag.GetParent() != player )
return
print( player + " dropped the flag!" )
flag.ClearParent()
flag.SetAngles( < 0, 0, 0 > )
flag.SetVelocity( < 0, 0, 0 > )
if ( realDrop )
{
// start drop timeout countdown
thread TrackFlagDropTimeout( flag )
// add to capture assists
if ( player.GetTeam() == TEAM_IMC )
file.imcCaptureAssistList.append( player )
else
file.militiaCaptureAssistList.append( player )
// do notifications
MessageToPlayer( player, eEventNotifications.YouDroppedTheEnemyFlag )
EmitSoundOnEntityOnlyToPlayer( player, player, "UI_CTF_1P_FlagDrop" )
MessageToTeam( player.GetTeam(), eEventNotifications.PlayerDroppedEnemyFlag, player, player )
// todo need a sound here maybe
MessageToTeam( GetOtherTeam( player.GetTeam() ), eEventNotifications.PlayerDroppedFriendlyFlag, player, player )
// todo need a sound here maybe
}
SetFlagStateForTeam( flag.GetTeam(), eFlagState.Home ) // used for return prompt
}
void function TrackFlagDropTimeout( entity flag )
{
flag.EndSignal( "ResetDropTimeout" )
wait CTF_GetDropTimeout()
ResetFlag( flag )
}
void function ResetFlag( entity flag )
{
// prevents crash when flag is reset after it's been destroyed due to epilogue
if (!IsValid(flag))
return
// ensure we can't pickup the flag after it's been dropped but before it's been reset
flag.s.canTake = false
if ( flag.GetParent() != null )
DropFlag( flag.GetParent(), false )
entity spawn
if ( flag.GetTeam() == TEAM_IMC )
spawn = file.imcFlagSpawn
else
spawn = file.militiaFlagSpawn
flag.SetOrigin( spawn.GetOrigin() + < 0, 0, spawn.GetBoundingMaxs().z + 1 > )
// we can take it again now
flag.s.canTake = true
SetFlagStateForTeam( flag.GetTeam(), eFlagState.None ) // used for home
flag.Signal( "ResetDropTimeout" )
}
void function CaptureFlag( entity player, entity flag )
{
// can only capture flags during normal play or sudden death
if (GetGameState() != eGameState.Playing && GetGameState() != eGameState.SuddenDeath)
{
printt( player + " tried to capture the flag, but the game state was " + GetGameState() + " not " + eGameState.Playing + " or " + eGameState.SuddenDeath)
return
}
// reset flag
ResetFlag( flag )
print( player + " captured the flag!" )
// score
int team = player.GetTeam()
AddTeamScore( team, 1 )
AddPlayerScore( player, "FlagCapture", player )
player.AddToPlayerGameStat( PGS_ASSAULT_SCORE, 1 ) // add 1 to captures on scoreboard
SetRoundWinningKillReplayAttacker( player ) // set attacker for last cap replay
array<entity> assistList
if ( player.GetTeam() == TEAM_IMC )
assistList = file.imcCaptureAssistList
else
assistList = file.militiaCaptureAssistList
foreach( entity assistPlayer in assistList )
if ( player != assistPlayer )
AddPlayerScore( assistPlayer, "FlagCaptureAssist", player )
assistList.clear()
// notifs
MessageToPlayer( player, eEventNotifications.YouCapturedTheEnemyFlag )
EmitSoundOnEntityOnlyToPlayer( player, player, "UI_CTF_1P_PlayerScore" )
MessageToTeam( team, eEventNotifications.PlayerCapturedEnemyFlag, player, player )
EmitSoundOnEntityToTeamExceptPlayer( flag, "UI_CTF_3P_TeamScore", player.GetTeam(), player )
MessageToTeam( GetOtherTeam( team ), eEventNotifications.PlayerCapturedFriendlyFlag, player, player )
EmitSoundOnEntityToTeam( flag, "UI_CTF_3P_EnemyScore", flag.GetTeam() )
if ( GameRules_GetTeamScore( team ) == GameMode_GetRoundScoreLimit( GAMETYPE ) - 1 )
{
PlayFactionDialogueToTeam( "ctf_notifyWin1more", team )
PlayFactionDialogueToTeam( "ctf_notifyLose1more", GetOtherTeam( team ) )
}
}
void function OnPlayerEntersFlagReturnTrigger( entity trigger, entity player )
{
entity flag
if ( trigger.GetTeam() == TEAM_IMC )
flag = file.imcFlag
else
flag = file.militiaFlag
if ( !player.IsPlayer() || player.IsTitan() || player.GetTeam() != flag.GetTeam() || IsFlagHome( flag ) || flag.GetParent() != null )
return
thread TryReturnFlag( player, flag )
}
void function OnPlayerExitsFlagReturnTrigger( entity trigger, entity player )
{
entity flag
if ( trigger.GetTeam() == TEAM_IMC )
flag = file.imcFlag
else
flag = file.militiaFlag
if ( !player.IsPlayer() || player.IsTitan() || player.GetTeam() != flag.GetTeam() || IsFlagHome( flag ) || flag.GetParent() != null )
return
player.Signal( "FlagReturnEnded" )
}
void function TryReturnFlag( entity player, entity flag )
{
// start return progress bar
Remote_CallFunction_NonReplay( player, "ServerCallback_CTF_StartReturnFlagProgressBar", Time() + CTF_GetFlagReturnTime() )
EmitSoundOnEntityOnlyToPlayer( player, player, "UI_CTF_1P_FlagReturnMeter" )
OnThreadEnd( function() : ( player )
{
// cleanup
Remote_CallFunction_NonReplay( player, "ServerCallback_CTF_StopReturnFlagProgressBar" )
StopSoundOnEntity( player, "UI_CTF_1P_FlagReturnMeter" )
})
player.EndSignal( "FlagReturnEnded" )
player.EndSignal( "OnDeath" )
wait CTF_GetFlagReturnTime()
// flag return succeeded
// return flag
ResetFlag( flag )
// do notifications for return
MessageToPlayer( player, eEventNotifications.YouReturnedFriendlyFlag )
AddPlayerScore( player, "FlagReturn", player )
player.AddToPlayerGameStat( PGS_DEFENSE_SCORE, 1 )
MessageToTeam( flag.GetTeam(), eEventNotifications.PlayerReturnedFriendlyFlag, null, player )
EmitSoundOnEntityToTeam( flag, "UI_CTF_3P_TeamReturnsFlag", flag.GetTeam() )
PlayFactionDialogueToTeam( "ctf_flagReturnedFriendly", flag.GetTeam() )
MessageToTeam( GetOtherTeam( flag.GetTeam() ), eEventNotifications.PlayerReturnedEnemyFlag, null, player )
EmitSoundOnEntityToTeam( flag, "UI_CTF_3P_EnemyReturnsFlag", GetOtherTeam( flag.GetTeam() ) )
PlayFactionDialogueToTeam( "ctf_flagReturnedEnemy", GetOtherTeam( flag.GetTeam() ) )
}
|