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// atm this is just a stub script since hardpoints are only really used in hardpoint
// respawn probably tried to share this code across multiple modes but atm we just dont need to do that
global function Hardpoints_Init
global function CapturePoint_GetStartProgress
global function CapturePoint_GetCappingTeam
global function CapturePoint_GetOwningTeam
global function CapturePoint_GetGoalProgress
void function Hardpoints_Init()
{
RegisterSignal( "StopHardpointBehavior" )
}
float function CapturePoint_GetStartProgress( entity hardpoint )
{
return GetGlobalNetFloat( "objective" + GetHardpointGroup(hardpoint) + "Progress" )
}
int function CapturePoint_GetCappingTeam( entity hardpoint )
{
return GetGlobalNetInt( "objective" + GetHardpointGroup(hardpoint) + "CappingTeam" )
}
int function CapturePoint_GetOwningTeam( entity hardpoint )
{
return hardpoint.GetTeam()
}
float function CapturePoint_GetGoalProgress( entity hardpoint )
{
return GetGlobalNetFloat( "objective" + GetHardpointGroup(hardpoint) + "Progress" )
}
string function GetHardpointGroup(entity hardpoint) //Hardpoint Entity B on Homestead is missing the Hardpoint Group KeyValue
{
if((GetMapName()=="mp_homestead")&&(!hardpoint.HasKey("hardpointGroup")))
return "B"
return string(hardpoint.kv.hardpointGroup)
}
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