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global function GamemodeTTDM_Init
const float TTDMIntroLength = 15.0
void function GamemodeTTDM_Init()
{
Riff_ForceSetSpawnAsTitan( eSpawnAsTitan.Always )
Riff_ForceTitanExitEnabled( eTitanExitEnabled.Never )
TrackTitanDamageInPlayerGameStat( PGS_ASSAULT_SCORE )
ScoreEvent_SetupEarnMeterValuesForMixedModes()
SetLoadoutGracePeriodEnabled( false )
ClassicMP_SetCustomIntro( TTDMIntroSetup, TTDMIntroLength )
ClassicMP_ForceDisableEpilogue( true )
SetTimeoutWinnerDecisionFunc( CheckScoreForDraw )
AddCallback_OnPlayerKilled( AddTeamScoreForPlayerKilled ) // dont have to track autotitan kills since you cant leave your titan in this mode
// probably needs scoreevent earnmeter values
}
void function TTDMIntroSetup()
{
// this should show intermission cam for 15 sec in prematch, before spawning players as titans
AddCallback_GameStateEnter( eGameState.Prematch, TTDMIntroStart )
AddCallback_OnClientConnected( TTDMIntroShowIntermissionCam )
}
void function TTDMIntroStart()
{
thread TTDMIntroStartThreaded()
}
void function TTDMIntroStartThreaded()
{
ClassicMP_OnIntroStarted()
foreach ( entity player in GetPlayerArray() )
TTDMIntroShowIntermissionCam( player )
wait TTDMIntroLength
ClassicMP_OnIntroFinished()
}
void function TTDMIntroShowIntermissionCam( entity player )
{
if ( GetGameState() != eGameState.Prematch )
return
thread PlayerWatchesTTDMIntroIntermissionCam( player )
}
void function PlayerWatchesTTDMIntroIntermissionCam( entity player )
{
player.EndSignal( "OnDestroy" )
ScreenFadeFromBlack( player )
entity intermissionCam = GetEntArrayByClass_Expensive( "info_intermission" )[ 0 ]
// the angle set here seems sorta inconsistent as to whether it actually works or just stays at 0 for some reason
player.SetObserverModeStaticPosition( intermissionCam.GetOrigin() )
player.SetObserverModeStaticAngles( intermissionCam.GetAngles() )
player.StartObserverMode( OBS_MODE_STATIC_LOCKED )
wait TTDMIntroLength
RespawnAsTitan( player, false )
TryGameModeAnnouncement( player )
}
void function AddTeamScoreForPlayerKilled( entity victim, entity attacker, var damageInfo )
{
if ( victim == attacker || !victim.IsPlayer() || !attacker.IsPlayer() || GetGameState() != eGameState.Playing )
return
AddTeamScore( GetOtherTeam( victim.GetTeam() ), 1 )
}
int function CheckScoreForDraw()
{
if (GameRules_GetTeamScore(TEAM_IMC) > GameRules_GetTeamScore(TEAM_MILITIA))
return TEAM_IMC
else if (GameRules_GetTeamScore(TEAM_MILITIA) > GameRules_GetTeamScore(TEAM_IMC))
return TEAM_MILITIA
return TEAM_UNASSIGNED
}
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