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//Bleed Out Mechanic Shared by several game modes.
global function Bleedout_Init
global function Bleedout_StartPlayerBleedout
global function Bleedout_SetCallback_OnPlayerStartBleedout
global function Bleedout_SetCallback_OnPlayerGiveFirstAid
global function Bleedout_ShouldAIMissBleedingPlayer
const asset FX_BLOODTRAIL = $"skit_blood_decal_LG"
const float BLEEDOUT_MAX_USE_DIST2_MOD = 64 * 64
struct
{
table<entity,bool> isBleeding
table<entity, entity> IsGettingFirstAidFrom
table<entity,entity> lastAttacker
void functionref(entity) Callback_OnPlayerStartBleedout
void functionref(entity) Callback_OnPlayerGiveFirstAid
int firstAidAttemptID = 0 //The ID that identifies the first aid attempt. Used to distinguish between simultainous healing attempts on the client
} file
void function Bleedout_Init()
{
RegisterSignal( "BleedOut_StopBleeding" )
RegisterSignal( "BleedOut_OnRevive" )
RegisterSignal( "BleedOut_OnStartDying" )
RegisterSignal( "OnContinousUseStopped" )
AddCallback_OnClientConnected( Bleedout_OnClientConnected )
AddCallback_OnClientDisconnected( Bleedout_OnClientDisconnected )
PrecacheParticleSystem( FX_BLOODTRAIL )
}
void function Bleedout_OnClientConnected( entity player )
{
file.isBleeding[ player ] <- false
file.IsGettingFirstAidFrom[ player ] <- null
file.lastAttacker[ player ] <- svGlobal.worldspawn
}
void function Bleedout_OnClientDisconnected( entity player )
{
delete file.isBleeding[ player ]
delete file.IsGettingFirstAidFrom[ player ]
delete file.lastAttacker[ player ]
}
void function Bleedout_SetCallback_OnPlayerStartBleedout( void functionref(entity) callback )
{
file.Callback_OnPlayerStartBleedout = callback
}
void function Bleedout_SetCallback_OnPlayerGiveFirstAid( void functionref(entity) callback )
{
file.Callback_OnPlayerGiveFirstAid = callback
}
void function Bleedout_StartPlayerBleedout( entity player, entity attacker )
{
//if the player is already bleeding don't restart bleeding logic.
if ( file.isBleeding[ player ] )
return
player.Signal( "BleedOut_StopBleeding" )
player.Signal( "BleedOut_OnStartDying" )
file.lastAttacker[ player ] = attacker
if ( IsValid( file.Callback_OnPlayerStartBleedout ) && !file.isBleeding[ player ] )
file.Callback_OnPlayerStartBleedout( player )
thread BloodTrail( player )
thread PlayerDying( player )
thread EnablePlayerRes( player )
//Start selfhealing thread if enabled.
if ( Bleedout_GetSelfResEnabled() )
thread EnablePlayerSelfRes( player )
if ( Bleedout_GetDeathOnTeamBleedout() )
CheckForTeamBleedout( player.GetTeam() )
}
void function PlayerDying( entity player )
{
Assert( IsNewThread(), "Must be threaded off." )
player.EndSignal( "OnDeath" )
player.EndSignal( "BleedOut_OnRevive" )
player.EndSignal( "BleedOut_OnStartDying" )
float bleedoutTime = Bleedout_GetBleedoutTime()
bool forceHolster = Bleedout_GetForceWeaponHolster()
array<int> ids = []
ids.append( StatusEffect_AddEndless( player, eStatusEffect.move_slow, 0.25 ) )
ids.append( StatusEffect_AddEndless( player, eStatusEffect.turn_slow, 0.3 ) )
if ( bleedoutTime > 0 )
ids.append( StatusEffect_AddEndless( player, eStatusEffect.bleedoutDOF, 1.0 ) )
file.isBleeding[ player ] = true
player.ForceCrouch()
player.SetOneHandedWeaponUsageOn()
if ( forceHolster )
HolsterAndDisableWeapons( player )
OnThreadEnd(
function() : ( player, ids, forceHolster )
{
if ( IsValid( player ) )
{
foreach ( id in ids )
StatusEffect_Stop( player, id )
file.isBleeding[ player ] = false
file.lastAttacker[ player ] = svGlobal.worldspawn
player.UnforceCrouch()
player.SetOneHandedWeaponUsageOff()
//Remote_CallFunction_NonReplay( player, "ServerCallback_BLEEDOUT_PlayerRevivedDOF" )
if ( forceHolster )
DeployAndEnableWeapons( player )
//Hide wounded icon for wounded player's allies
int woundedPlayerEHandle = player.GetEncodedEHandle()
array<entity> teamPlayers = GetPlayerArrayOfTeam( player.GetTeam() )
foreach ( entity teamPlayer in teamPlayers )
{
if ( teamPlayer == player )
continue
Remote_CallFunction_NonReplay( teamPlayer, "ServerCallback_BLEEDOUT_HideWoundedMarker", woundedPlayerEHandle )
}
}
}
)
//if ( bleedoutTime > 0 )
// StatusEffect_AddTimed( player, eStatusEffect.bleedoutDOF, 1.0, bleedoutTime, 0.0 )
//Remote_CallFunction_NonReplay( player, "ServerCallback_BLEEDOUT_StartDyingDOF", bleedoutTime )
//Show wounded icon for wounded player's allies
int woundedPlayerEHandle = player.GetEncodedEHandle()
array<entity> teamPlayers = GetPlayerArrayOfTeam( player.GetTeam() )
foreach ( entity teamPlayer in teamPlayers )
{
if ( teamPlayer == player )
continue
Remote_CallFunction_NonReplay( teamPlayer, "ServerCallback_BLEEDOUT_ShowWoundedMarker", woundedPlayerEHandle, Time(), Time() + bleedoutTime )
}
if ( bleedoutTime > 0 )
wait bleedoutTime
else
WaitForever()
PlayerDiesFromBleedout( player, file.lastAttacker[ player ] )
}
void function EnablePlayerRes( entity player )
{
Assert( IsNewThread(), "Must be threaded off." )
player.EndSignal( "OnDeath" )
player.EndSignal( "BleedOut_OnStartDying" )
player.EndSignal( "BleedOut_OnRevive" )
Highlight_SetFriendlyHighlight( player, "interact_object_los_line" )
if ( IsPilotEliminationBased() )
SetPlayerEliminated( player )
OnThreadEnd(
function() : ( player )
{
if ( IsValid( player ) )
{
player.UnsetUsable()
Highlight_ClearFriendlyHighlight( player )
}
}
)
while ( true )
{
//If the player is not currently being treated or is self healing. (Team healing should always override self-healing)
if ( !IsPlayerGettingFirstAid( player ) || IsPlayerSelfHealing( player ) )
{
player.SetUsableByGroup( "friendlies pilot" )
player.SetUsePrompts( "#BLEEDOUT_USE_TEAMMATE_RES", "#BLEEDOUT_USE_TEAMMATE_RES_PC" )
entity playerHealer = expect entity ( player.WaitSignal( "OnPlayerUse" ).player )
player.UnsetUsable()
//Player can only res other players if they are not bleeding out themselves.
if ( !file.isBleeding[ playerHealer ] && ( !IsPlayerGettingFirstAid( player ) || IsPlayerSelfHealing( player ) ) )
waitthread PlayerAttemptRes( playerHealer, player )
}
else
{
WaitFrame()
}
}
}
void function EnablePlayerSelfRes( entity player )
{
Assert( IsNewThread(), "Must be threaded off." )
player.EndSignal( "OnDeath" )
player.EndSignal( "BleedOut_OnStartDying" )
player.EndSignal( "BleedOut_OnRevive" )
while ( true )
{
if ( !IsPlayerGettingFirstAid( player ) )
MessageToPlayer( player, eEventNotifications.BLEEDOUT_SelfHealPrompt )
if ( player.UseButtonPressed() && !IsPlayerGettingFirstAid( player ) )
{
MessageToPlayer( player, eEventNotifications.Clear )
waitthread PlayerAttemptRes( player, player )
}
WaitFrame()
}
}
void function PlayerAttemptRes( entity playerHealer, entity playerToRes )
{
Assert( IsNewThread(), "Must be threaded off." )
playerToRes.EndSignal( "OnDeath" )
playerHealer.EndSignal( "OnDeath" )
playerHealer.EndSignal( "OnContinousUseStopped" )
HolsterAndDisableWeapons( playerHealer )
playerHealer.MovementDisable()
playerToRes.MovementDisable()
float firstAidTime = playerHealer == playerToRes ? Bleedout_GetFirstAidTimeSelf() : Bleedout_GetFirstAidTime()
float firstAidHealPercent = Bleedout_GetFirstAidHealPercent()
float endTime = Time() + firstAidTime
int playerEHandle = playerToRes.GetEncodedEHandle()
int healerEHandle = playerHealer.GetEncodedEHandle()
int attemptID = GetNewFirstAidAttemptID()
Remote_CallFunction_NonReplay( playerToRes, "ServerCallback_BLEEDOUT_StartFirstAidProgressBar", endTime, playerEHandle, healerEHandle, attemptID )
Remote_CallFunction_NonReplay( playerHealer, "ServerCallback_BLEEDOUT_StartFirstAidProgressBar", endTime, playerEHandle, healerEHandle, attemptID )
file.IsGettingFirstAidFrom[ playerToRes ] = playerHealer
OnThreadEnd(
function() : ( playerHealer, playerToRes, attemptID )
{
if ( IsValid( playerHealer ) )
{
DeployAndEnableWeapons( playerHealer )
playerHealer.MovementEnable()
Remote_CallFunction_NonReplay( playerHealer, "ServerCallback_BLEEDOUT_StopFirstAidProgressBar", attemptID )
}
if ( IsValid( playerToRes ) )
{
file.IsGettingFirstAidFrom[ playerToRes ] = null
playerToRes.MovementEnable()
Remote_CallFunction_NonReplay( playerToRes, "ServerCallback_BLEEDOUT_StopFirstAidProgressBar", attemptID )
}
}
)
waitthread TrackContinuousUse( playerHealer, playerToRes, firstAidTime, true )
//Heal player health
playerToRes.SetHealth( playerToRes.GetMaxHealth() * firstAidHealPercent )
file.isBleeding[ playerToRes ] = false
file.lastAttacker[ playerToRes ] = svGlobal.worldspawn
if ( IsPilotEliminationBased() )
ClearPlayerEliminated( playerToRes )
if ( IsValid( file.Callback_OnPlayerGiveFirstAid ) )
{
//Do not run this callback if player is self healing.
if ( playerHealer != playerToRes )
file.Callback_OnPlayerGiveFirstAid( playerHealer )
}
playerToRes.Signal( "BleedOut_OnRevive" )
}
void function BloodTrail( entity player )
{
player.EndSignal( "BleedOut_StopBleeding" )
player.EndSignal( "BleedOut_OnRevive" )
player.EndSignal( "OnDeath")
while ( true )
{
float interval = RandomFloatRange( 0.25, 0.5 )
PlayFXOnEntity( FX_BLOODTRAIL, player )
wait interval
}
}
void function PlayerDiesFromBleedout( entity player, entity attacker )
{
if ( IsValid( attacker ) )
{
player.Die( attacker, attacker, { damageSourceId = eDamageSourceId.bleedout } )
//player.BecomeRagdoll( Vector(0,0,0), false )
}
else
{
player.Die( svGlobal.worldspawn, svGlobal.worldspawn, { damageSourceId = eDamageSourceId.bleedout } )
//player.BecomeRagdoll( Vector(0,0,0), false )
}
}
//This function checks to see if all players on a team are dead or bleeding out.
//If all the players are dead/bleeding out, it kills the surviving team players.
void function CheckForTeamBleedout( int team )
{
array<entity> teamPlayers = GetPlayerArrayOfTeam( team )
foreach ( entity teamPlayer in teamPlayers )
{
if ( IsAlive( teamPlayer ) && !file.isBleeding[ teamPlayer ] )
return
}
//All players on team are bleeding out
foreach ( entity teamPlayer in teamPlayers )
{
if ( IsAlive( teamPlayer ) )
PlayerDiesFromBleedout( teamPlayer, file.lastAttacker[ teamPlayer ] )
}
}
bool function Bleedout_ShouldAIMissBleedingPlayer( entity player )
{
//If the player is not bleeding
if ( !file.isBleeding[ player ] )
return false
//If the bleedout settings don't affect AI accuracy.
if ( !Bleedout_ShouldAIMissPlayer() )
return false
return true
}
bool function IsPlayerGettingFirstAid( entity player )
{
return file.IsGettingFirstAidFrom[ player ] != null
}
bool function IsPlayerSelfHealing( entity player )
{
return file.IsGettingFirstAidFrom[ player ] == player
}
//////////////
//Utilities
//////////////
void function TrackContinuousUse( entity player, entity useTarget, float useTime, bool doRequireUseButtonHeld )
{
player.EndSignal( "OnDeath" )
useTarget.EndSignal( "OnDeath" )
useTarget.EndSignal( "OnDestroy" )
table result = {}
result.success <- false
float maxDist2 = DistanceSqr( player.GetOrigin(), useTarget.GetOrigin() ) + BLEEDOUT_MAX_USE_DIST2_MOD
OnThreadEnd
(
function() : ( player, result )
{
if ( !result.success )
{
player.Signal( "OnContinousUseStopped" )
}
}
)
float startTime = Time()
while ( Time() < startTime + useTime && (!doRequireUseButtonHeld || player.UseButtonPressed()) && !player.IsPhaseShifted() && DistanceSqr( player.GetOrigin(), useTarget.GetOrigin() ) <= maxDist2 )
WaitFrame()
if ( ( !doRequireUseButtonHeld || player.UseButtonPressed() ) && DistanceSqr( player.GetOrigin(), useTarget.GetOrigin() ) <= maxDist2 )
result.success = true
}
int function GetNewFirstAidAttemptID()
{
file.firstAidAttemptID += 1
return file.firstAidAttemptID
}
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