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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)
}