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
|
untyped
global function GamemodeMfd_Init
struct {
entity imcLastMark
entity militiaLastMark
bool isMfdPro
} file
void function GamemodeMfd_Init()
{
GamemodeMfdShared_Init()
RegisterSignal( "MarkKilled" )
ScoreEvent_SetupEarnMeterValuesForMixedModes()
// todo
if ( GAMETYPE == MARKED_FOR_DEATH_PRO )
{
file.isMfdPro = true
SetRespawnsEnabled( true )
SetRoundBased( true )
SetShouldUseRoundWinningKillReplay( true )
Riff_ForceSetEliminationMode( eEliminationMode.Pilots )
}
AddCallback_OnClientConnected( SetupMFDPlayer )
AddCallback_OnPlayerKilled( UpdateMarksForKill )
AddCallback_GameStateEnter( eGameState.Playing, CreateInitialMarks )
}
void function SetupMFDPlayer( entity player )
{
player.s.roundsSincePicked <- 0
}
void function CreateInitialMarks()
{
entity imcMark = CreateEntity( MARKER_ENT_CLASSNAME )
imcMark.kv.spawnflags = SF_INFOTARGET_ALWAYS_TRANSMIT_TO_CLIENT
SetTeam( imcMark, TEAM_IMC )
SetTargetName( imcMark, MARKET_ENT_MARKED_NAME ) // why is it market_ent lol
DispatchSpawn( imcMark )
FillMFDMarkers( imcMark )
entity imcPendingMark = CreateEntity( MARKER_ENT_CLASSNAME )
imcPendingMark.kv.spawnflags = SF_INFOTARGET_ALWAYS_TRANSMIT_TO_CLIENT
SetTeam( imcPendingMark, TEAM_IMC )
SetTargetName( imcPendingMark, MARKET_ENT_PENDING_MARKED_NAME )
DispatchSpawn( imcPendingMark )
FillMFDMarkers( imcPendingMark )
entity militiaMark = CreateEntity( MARKER_ENT_CLASSNAME )
militiaMark.kv.spawnflags = SF_INFOTARGET_ALWAYS_TRANSMIT_TO_CLIENT
SetTeam( militiaMark, TEAM_MILITIA )
SetTargetName( militiaMark, MARKET_ENT_MARKED_NAME )
DispatchSpawn( militiaMark )
FillMFDMarkers( militiaMark )
entity militiaPendingMark = CreateEntity( MARKER_ENT_CLASSNAME )
militiaPendingMark.kv.spawnflags = SF_INFOTARGET_ALWAYS_TRANSMIT_TO_CLIENT
SetTeam( militiaPendingMark, TEAM_MILITIA )
SetTargetName( militiaPendingMark, MARKET_ENT_PENDING_MARKED_NAME )
DispatchSpawn( militiaPendingMark )
FillMFDMarkers( militiaPendingMark )
thread MFDThink()
}
void function MFDThink()
{
svGlobal.levelEnt.EndSignal( "GameStateChanged" )
entity imcMark
entity militiaMark
while ( true )
{
if ( !TargetsMarkedImmediately() )
wait MFD_BETWEEN_MARKS_TIME
// wait for enough players to spawn
while ( GetPlayerArrayOfTeam( TEAM_IMC ).len() == 0 || GetPlayerArrayOfTeam( TEAM_MILITIA ).len() == 0 )
WaitFrame()
imcMark = PickTeamMark( TEAM_IMC )
militiaMark = PickTeamMark( TEAM_MILITIA )
level.mfdPendingMarkedPlayerEnt[ TEAM_IMC ].SetOwner( imcMark )
level.mfdPendingMarkedPlayerEnt[ TEAM_MILITIA ].SetOwner( militiaMark )
foreach ( entity player in GetPlayerArray() )
{
Remote_CallFunction_NonReplay( player, "SCB_MarkedChanged" )
Remote_CallFunction_NonReplay( player, "ServerCallback_MFD_StartNewMarkCountdown", Time() + MFD_COUNTDOWN_TIME )
}
// reset if mark leaves
bool shouldReset
float endTime = Time() + MFD_COUNTDOWN_TIME
while ( endTime > Time() || ( !IsAlive( imcMark ) || !IsAlive( militiaMark ) ) )
{
if ( !IsValid( imcMark ) || !IsValid( militiaMark ) )
{
shouldReset = true
break
}
WaitFrame()
}
if ( shouldReset )
continue
waitthread MarkPlayers( imcMark, militiaMark )
}
}
entity function PickTeamMark( int team )
{
array<entity> possibleMarks
int maxRounds
foreach ( entity player in GetPlayerArrayOfTeam( team ) )
{
if ( maxRounds < player.s.roundsSincePicked )
{
maxRounds = expect int( player.s.roundsSincePicked )
possibleMarks = [ player ]
}
else if ( maxRounds == player.s.roundsSincePicked )
possibleMarks.append( player )
}
entity mark = possibleMarks.getrandom()
foreach ( entity player in GetPlayerArrayOfTeam( team ) )
if ( player != mark )
player.s.roundsSincePicked++
return mark
}
void function MarkPlayers( entity imcMark, entity militiaMark )
{
imcMark.EndSignal( "OnDestroy" )
imcMark.EndSignal( "Disconnected" )
militiaMark.EndSignal( "OnDestroy" )
militiaMark.EndSignal( "Disconnected" )
OnThreadEnd( function() : ( imcMark, militiaMark )
{
// clear marks
level.mfdActiveMarkedPlayerEnt[ TEAM_IMC ].SetOwner( null )
level.mfdActiveMarkedPlayerEnt[ TEAM_MILITIA ].SetOwner( null )
imcMark.Minimap_Hide( TEAM_MILITIA, null )
militiaMark.Minimap_Hide( TEAM_IMC, null )
foreach ( entity player in GetPlayerArray() )
Remote_CallFunction_NonReplay( player, "SCB_MarkedChanged" )
})
// clear pending marks
level.mfdPendingMarkedPlayerEnt[ TEAM_IMC ].SetOwner( null )
level.mfdPendingMarkedPlayerEnt[ TEAM_MILITIA ].SetOwner( null )
// set marks
level.mfdActiveMarkedPlayerEnt[ TEAM_IMC ].SetOwner( imcMark )
level.mfdActiveMarkedPlayerEnt[ TEAM_MILITIA ].SetOwner( militiaMark )
imcMark.Minimap_AlwaysShow( TEAM_MILITIA, null )
militiaMark.Minimap_AlwaysShow( TEAM_IMC, null )
foreach ( entity player in GetPlayerArray() )
Remote_CallFunction_NonReplay( player, "SCB_MarkedChanged" )
// wait until mark dies
entity deadMark = expect entity( svGlobal.levelEnt.WaitSignal( "MarkKilled" ).mark )
// award points
entity livingMark = GetMarked( GetOtherTeam( deadMark.GetTeam() ) )
livingMark.SetPlayerGameStat( PGS_DEFENSE_SCORE, livingMark.GetPlayerGameStat( PGS_DEFENSE_SCORE ) + 1 )
// thread this so we don't kill our own thread
thread AddTeamScore( livingMark.GetTeam(), 1 )
}
void function UpdateMarksForKill( entity victim, entity attacker, var damageInfo )
{
if ( victim == GetMarked( victim.GetTeam() ) )
{
MessageToAll( eEventNotifications.MarkedForDeathKill, null, victim, attacker.GetEncodedEHandle() )
svGlobal.levelEnt.Signal( "MarkKilled", { mark = victim } )
if ( attacker.IsPlayer() )
attacker.SetPlayerGameStat( PGS_ASSAULT_SCORE, attacker.GetPlayerGameStat( PGS_ASSAULT_SCORE ) + 1 )
}
}
|