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untyped
global function ClassicMP_DefaultNoIntro_Setup
global function ClassicMP_DefaultNoIntro_GetLength
global const float NOINTRO_INTRO_PILOT_LENGTH = 10.0
global const float TITAN_DROP_SPAWN_INTRO_LENGTH = 0.0 // this intro shouldn't have a countdown visually, so we have to set the length of this intro to 0
global const float TITAN_DROP_SPAWN_INTRO_REAL_LENGTH = 2.0 // we wait roughly this long during the intro, even when it's technically over
void function ClassicMP_DefaultNoIntro_Setup()
{
AddCallback_OnClientConnected( ClassicMP_DefaultNoIntro_SpawnPlayer )
AddCallback_GameStateEnter( eGameState.Prematch, ClassicMP_DefaultNoIntro_Start )
}
float function ClassicMP_DefaultNoIntro_GetLength()
{
if ( ShouldIntroSpawnAsTitan() )
return TITAN_DROP_SPAWN_INTRO_LENGTH
else
return NOINTRO_INTRO_PILOT_LENGTH
unreachable
}
void function ClassicMP_DefaultNoIntro_Start()
{
ClassicMP_OnIntroStarted()
foreach ( entity player in GetPlayerArray() )
ClassicMP_DefaultNoIntro_SpawnPlayer( player )
if ( ShouldIntroSpawnAsTitan() )
wait TITAN_DROP_SPAWN_INTRO_REAL_LENGTH
else
{
wait NOINTRO_INTRO_PILOT_LENGTH
foreach ( entity player in GetPlayerArray() )
{
player.UnfreezeControlsOnServer()
RemoveCinematicFlag( player, CE_FLAG_CLASSIC_MP_SPAWNING )
TryGameModeAnnouncement( player )
}
}
ClassicMP_OnIntroFinished()
}
void function ClassicMP_DefaultNoIntro_SpawnPlayer( entity player )
{
if ( GetGameState() != eGameState.Prematch )
return
if ( IsAlive( player ) )
player.Die()
if ( ShouldIntroSpawnAsTitan() )
thread ClassicMP_DefaultNoIntro_TitanSpawnPlayer( player )
else
thread ClassicMP_DefaultNoIntro_PilotSpawnPlayer( player )
}
// spawn as pilot for intro
void function ClassicMP_DefaultNoIntro_PilotSpawnPlayer( entity player )
{
RespawnAsPilot( player )
player.FreezeControlsOnServer()
AddCinematicFlag( player, CE_FLAG_CLASSIC_MP_SPAWNING )
ScreenFadeFromBlack( player, 0.5, 0.5 )
}
// spawn as titan for intro
void function ClassicMP_DefaultNoIntro_TitanSpawnPlayer( entity player )
{
// blocking call
RespawnAsTitan( player, false )
TryGameModeAnnouncement( player )
}
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