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global function CodeCallback_MatchIsOver
void function CodeCallback_MatchIsOver()
{
if ( !IsPrivateMatch() && IsMatchmakingServer() )
SetUIVar( level, "putPlayerInMatchmakingAfterDelay", true )
else
SetUIVar( level, "putPlayerInMatchmakingAfterDelay", false )
#if MP
AddCreditsForXPGained()
PopulatePostgameData()
#endif
if ( ShouldReturnToLobby() )
{
SetCurrentPlaylist( "private_match" ) // needed for private lobby to load
if ( IsSingleplayer() )
GameRules_ChangeMap( "mp_lobby", "tdm" ) // need to change back to mp playlist or loadouts will break in lobby
else
GameRules_ChangeMap( "mp_lobby", GAMETYPE )
}
else
{
// iterate over all gamemodes/maps in current playlist, choose map/mode combination that's directly after our current one
// if we reach the end, go back to the first map/mode
bool changeOnNextIteration = false
for ( int i = 0; i < GetCurrentPlaylistGamemodesCount(); i++ )
{
if ( GetCurrentPlaylistGamemodeByIndex( i ) == GAMETYPE )
{
for ( int j = 0; j < GetCurrentPlaylistGamemodeByIndexMapsCount( i ); j++ )
{
if ( changeOnNextIteration )
{
GameRules_ChangeMap( GetCurrentPlaylistGamemodeByIndexMapByIndex( i, j ), GetCurrentPlaylistGamemodeByIndex( i ) )
return
}
if ( GetCurrentPlaylistGamemodeByIndexMapByIndex( i, j ) == GetMapName() )
changeOnNextIteration = true // change to next map/mode we iterate over
}
}
}
// go back to first map/mode
GameRules_ChangeMap( GetCurrentPlaylistGamemodeByIndexMapByIndex( 0, 0 ), GetCurrentPlaylistGamemodeByIndex( 0 ) )
}
#if DEV
if ( !IsMatchmakingServer() )
GameRules_ChangeMap( "mp_lobby", GAMETYPE )
#endif // #if DEV
}
#if MP
void function PopulatePostgameData()
{
// something's busted here because this isn't showing automatically on match end, ag
foreach ( entity player in GetPlayerArray() )
{
int teams = GetCurrentPlaylistVarInt( "max_teams", 2 )
bool standardTeams = teams != 2
int enumModeIndex = 0
int enumMapIndex = 0
try
{
enumModeIndex = PersistenceGetEnumIndexForItemName( "gamemodes", GAMETYPE )
enumMapIndex = PersistenceGetEnumIndexForItemName( "maps", GetMapName() )
}
catch( ex ) {}
player.SetPersistentVar( "postGameData.myTeam", player.GetTeam() )
player.SetPersistentVar( "postGameData.myXuid", player.GetUID() )
player.SetPersistentVar( "postGameData.gameMode", enumModeIndex )
player.SetPersistentVar( "postGameData.map", enumMapIndex )
player.SetPersistentVar( "postGameData.teams", standardTeams )
player.SetPersistentVar( "postGameData.maxTeamSize", teams )
player.SetPersistentVar( "postGameData.privateMatch", true )
player.SetPersistentVar( "postGameData.ranked", true )
player.SetPersistentVar( "postGameData.hadMatchLossProtection", false )
player.SetPersistentVar( "isFDPostGameScoreboardValid", GAMETYPE == FD )
if ( standardTeams )
{
if ( player.GetTeam() == TEAM_MILITIA )
{
player.SetPersistentVar( "postGameData.factionMCOR", GetFactionChoice( player ) )
player.SetPersistentVar( "postGameData.factionIMC", GetEnemyFaction( player ) )
}
else
{
player.SetPersistentVar( "postGameData.factionIMC", GetFactionChoice( player ) )
player.SetPersistentVar( "postGameData.factionMCOR", GetEnemyFaction( player ) )
}
player.SetPersistentVar( "postGameData.scoreMCOR", GameRules_GetTeamScore( TEAM_MILITIA ) )
player.SetPersistentVar( "postGameData.scoreIMC", GameRules_GetTeamScore( TEAM_IMC ) )
}
else
{
player.SetPersistentVar( "postGameData.factionMCOR", GetFactionChoice( player ) )
player.SetPersistentVar( "postGameData.scoreMCOR", GameRules_GetTeamScore( player.GetTeam() ) )
}
array<entity> otherPlayers = GetPlayerArray()
array<int> scoreTypes = GameMode_GetScoreboardColumnScoreTypes( GAMETYPE )
int persistenceArrayCount = PersistenceGetArrayCount( "postGameData.players" )
for ( int i = 0; i < min( otherPlayers.len(), persistenceArrayCount ); i++ )
{
player.SetPersistentVar( "postGameData.players[" + i + "].team", otherPlayers[ i ].GetTeam() )
player.SetPersistentVar( "postGameData.players[" + i + "].name", otherPlayers[ i ].GetPlayerName() )
player.SetPersistentVar( "postGameData.players[" + i + "].xuid", otherPlayers[ i ].GetUID() )
player.SetPersistentVar( "postGameData.players[" + i + "].callsignIconIndex", otherPlayers[ i ].GetPersistentVarAsInt( "activeCallsignIconIndex" ) )
for ( int j = 0; j < scoreTypes.len(); j++ )
player.SetPersistentVar( "postGameData.players[" + i + "].scores[" + j + "]", otherPlayers[ i ].GetPlayerGameStat( scoreTypes[ j ] ) )
}
player.SetPersistentVar( "isPostGameScoreboardValid", true )
}
}
#endif
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