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untyped

global function PIN_GameStart
global function SetGameState
global function GameState_EntitiesDidLoad
global function WaittillGameStateOrHigher
global function AddCallback_OnRoundEndCleanup

global function SetShouldUsePickLoadoutScreen
global function SetSwitchSidesBased
global function SetSuddenDeathBased
global function SetTimerBased
global function SetShouldUseRoundWinningKillReplay
global function SetRoundWinningKillReplayKillClasses
global function SetRoundWinningKillReplayAttacker
global function SetCallback_TryUseProjectileReplay
global function ShouldTryUseProjectileReplay
global function SetWinner
global function SetTimeoutWinnerDecisionFunc
global function AddTeamScore
global function GetWinningTeamWithFFASupport

global function GameState_GetTimeLimitOverride
global function IsRoundBasedGameOver
global function ShouldRunEvac
global function GiveTitanToPlayer
global function GetTimeLimit_ForGameMode

struct {
	// used for togglable parts of gamestate
	bool usePickLoadoutScreen
	bool switchSidesBased
	bool suddenDeathBased
	bool timerBased = true
	int functionref() timeoutWinnerDecisionFunc
	
	// for waitingforplayers
	int numPlayersFullyConnected
	
	bool hasSwitchedSides
	
	int announceRoundWinnerWinningSubstr
	int announceRoundWinnerLosingSubstr
		
	bool roundWinningKillReplayTrackPilotKills = true 
	bool roundWinningKillReplayTrackTitanKills = false
	
	bool gameWonThisFrame
	bool hasKillForGameWonThisFrame
	float roundWinningKillReplayTime
	entity roundWinningKillReplayVictim
	entity roundWinningKillReplayAttacker
	int roundWinningKillReplayInflictorEHandle // this is either the inflictor or the attacker
	int roundWinningKillReplayMethodOfDeath
	float roundWinningKillReplayTimeOfDeath
	float roundWinningKillReplayHealthFrac
	
	array<void functionref()> roundEndCleanupCallbacks
	bool functionref( entity victim, entity attacker, var damageInfo, bool isRoundEnd ) shouldTryUseProjectileReplayCallback
} file

void function SetCallback_TryUseProjectileReplay( bool functionref( entity victim, entity attacker, var damageInfo, bool isRoundEnd ) callback )
{
	file.shouldTryUseProjectileReplayCallback = callback
}

bool function ShouldTryUseProjectileReplay( entity victim, entity attacker, var damageInfo, bool isRoundEnd )
{
	if ( file.shouldTryUseProjectileReplayCallback != null )
		return file.shouldTryUseProjectileReplayCallback( victim, attacker, damageInfo, isRoundEnd )
	// default to true (vanilla behaviour)
	return true
}

void function PIN_GameStart()
{
	// todo: using the pin telemetry function here, weird and was done veeery early on before i knew how this all worked, should use a different one

	// called from InitGameState
	//FlagInit( "ReadyToStartMatch" )
	
	SetServerVar( "switchedSides", 0 )
	SetServerVar( "winningTeam", -1 )
		
	AddCallback_GameStateEnter( eGameState.WaitingForCustomStart, GameStateEnter_WaitingForCustomStart )
	AddCallback_GameStateEnter( eGameState.WaitingForPlayers, GameStateEnter_WaitingForPlayers )
	AddCallback_OnClientConnected( WaitingForPlayers_ClientConnected )
	
	AddCallback_GameStateEnter( eGameState.PickLoadout, GameStateEnter_PickLoadout )
	AddCallback_GameStateEnter( eGameState.Prematch, GameStateEnter_Prematch )
	AddCallback_GameStateEnter( eGameState.Playing, GameStateEnter_Playing )
	AddCallback_GameStateEnter( eGameState.WinnerDetermined, GameStateEnter_WinnerDetermined )
	AddCallback_GameStateEnter( eGameState.SwitchingSides, GameStateEnter_SwitchingSides )
	AddCallback_GameStateEnter( eGameState.SuddenDeath, GameStateEnter_SuddenDeath )
	AddCallback_GameStateEnter( eGameState.Postmatch, GameStateEnter_Postmatch )
	
	AddCallback_OnPlayerKilled( OnPlayerKilled )
	AddDeathCallback( "npc_titan", OnTitanKilled )
	
	RegisterSignal( "CleanUpEntitiesForRoundEnd" )
}

void function SetGameState( int newState )
{
	if ( newState == GetGameState() )
		return

	SetServerVar( "gameStateChangeTime", Time() )
	SetServerVar( "gameState", newState )
	svGlobal.levelEnt.Signal( "GameStateChanged" )

	// added in AddCallback_GameStateEnter
	foreach ( callbackFunc in svGlobal.gameStateEnterCallbacks[ newState ] )
		callbackFunc()
}

void function GameState_EntitiesDidLoad()
{
	if ( GetClassicMPMode() || ClassicMP_ShouldTryIntroAndEpilogueWithoutClassicMP() )
		ClassicMP_SetupIntro()
}

void function WaittillGameStateOrHigher( int gameState )
{
	while ( GetGameState() < gameState )
		svGlobal.levelEnt.WaitSignal( "GameStateChanged" )
}


// logic for individual gamestates:


// eGameState.WaitingForCustomStart
void function GameStateEnter_WaitingForCustomStart()
{
	// unused in release, comments indicate this was supposed to be used for an e3 demo
	// perhaps games in this demo were manually started by an employee? no clue really
}


// eGameState.WaitingForPlayers
void function GameStateEnter_WaitingForPlayers()
{
	foreach ( entity player in GetPlayerArray() )
		WaitingForPlayers_ClientConnected( player )
		
	thread WaitForPlayers() // like 90% sure there should be a way to get number of loading clients on server but idk it
}

void function WaitForPlayers( )
{
	// note: atm if someone disconnects as this happens the game will just wait forever
	float endTime = Time() + 30.0
	
	while ( ( GetPendingClientsCount() != 0 && endTime > Time() ) || GetPlayerArray().len() == 0 )
		WaitFrame()
	
	print( "done waiting!" )
	
	wait 1.0 // bit nicer
	if ( file.usePickLoadoutScreen )
		SetGameState( eGameState.PickLoadout )
	else
		SetGameState( eGameState.Prematch ) 
}

void function WaitingForPlayers_ClientConnected( entity player )
{
	if ( GetGameState() == eGameState.WaitingForPlayers )
		ScreenFadeToBlackForever( player, 0.0 )
}

// eGameState.PickLoadout
void function GameStateEnter_PickLoadout()
{
	thread GameStateEnter_PickLoadout_Threaded()
}

void function GameStateEnter_PickLoadout_Threaded()
{	
	float pickloadoutLength = 20.0 // may need tweaking
	SetServerVar( "minPickLoadOutTime", Time() + pickloadoutLength )
	
	// titan selection menu can change minPickLoadOutTime so we need to wait manually until we hit the time
	while ( Time() < GetServerVar( "minPickLoadOutTime" ) )
		WaitFrame()
	
	SetGameState( eGameState.Prematch )
}


// eGameState.Prematch
void function GameStateEnter_Prematch()
{	
	int timeLimit = GameMode_GetTimeLimit( GAMETYPE ) * 60
	if ( file.switchSidesBased )
		timeLimit /= 2 // endtime is half of total per side
	
	SetServerVar( "gameEndTime", Time() + timeLimit + ClassicMP_GetIntroLength() )
	SetServerVar( "roundEndTime", Time() + ClassicMP_GetIntroLength() + GameMode_GetRoundTimeLimit( GAMETYPE ) * 60 )
	
	if ( !GetClassicMPMode() && !ClassicMP_ShouldTryIntroAndEpilogueWithoutClassicMP() )
		thread StartGameWithoutClassicMP()

	// Initialise any spectators. Hopefully they are all initialised already in CodeCallback_OnClientConnectionCompleted
	// (_base_gametype_mp.gnut) but for modes like LTS this doesn't seem to happen late enough to work properly.
	foreach ( player in GetPlayerArray() )
	{
		if ( IsPrivateMatchSpectator( player ) )
			InitialisePrivateMatchSpectatorPlayer( player )
	}
}

void function StartGameWithoutClassicMP()
{
	foreach ( entity player in GetPlayerArray() )
		if ( IsAlive( player ) )
			player.Die()

	WaitFrame() // wait for callbacks to finish
	
	// need these otherwise game will complain
	SetServerVar( "gameStartTime", Time() )
	SetServerVar( "roundStartTime", Time() )
	
	foreach ( entity player in GetPlayerArray() )
	{
		if ( !IsPrivateMatchSpectator( player ) )
			RespawnAsPilot( player )
			
		ScreenFadeFromBlack( player, 0 )
	}
	
	SetGameState( eGameState.Playing )
}


// eGameState.Playing
void function GameStateEnter_Playing()
{
	thread GameStateEnter_Playing_Threaded()
}

void function GameStateEnter_Playing_Threaded()
{
	WaitFrame() // ensure timelimits are all properly set

	thread DialoguePlayNormal() // runs dialogue play function

	while ( GetGameState() == eGameState.Playing )
	{
		// could cache these, but what if we update it midgame?
		float endTime
		if ( IsRoundBased() )
			endTime = expect float( GetServerVar( "roundEndTime" ) )
		else
			endTime = expect float( GetServerVar( "gameEndTime" ) )
	
		// time's up!
		if ( Time() >= endTime && file.timerBased )
		{
			int winningTeam
			if ( file.timeoutWinnerDecisionFunc != null )
				winningTeam = file.timeoutWinnerDecisionFunc()
			else
				winningTeam = GetWinningTeamWithFFASupport()
			
			if ( file.switchSidesBased && !file.hasSwitchedSides && !IsRoundBased() ) // in roundbased modes, we handle this in setwinner
				SetGameState( eGameState.SwitchingSides )
			else if ( file.suddenDeathBased && winningTeam == TEAM_UNASSIGNED ) // suddendeath if we draw and suddendeath is enabled and haven't switched sides
				SetGameState( eGameState.SuddenDeath )
			else
				SetWinner( winningTeam )
		}
		
		WaitFrame()
	}
}


// eGameState.WinnerDetermined
// these are likely innacurate
const float ROUND_END_FADE_KILLREPLAY = 1.0
const float ROUND_END_DELAY_KILLREPLAY = 3.0 
const float ROUND_END_FADE_NOKILLREPLAY = 8.0
const float ROUND_END_DELAY_NOKILLREPLAY = 10.0 

void function GameStateEnter_WinnerDetermined()
{	
	thread GameStateEnter_WinnerDetermined_Threaded()
}

void function GameStateEnter_WinnerDetermined_Threaded()
{
	// do win announcement
	int winningTeam = GetWinningTeamWithFFASupport()
		
	DialoguePlayWinnerDetermined() // play a faction dialogue when winner is determined

	foreach ( entity player in GetPlayerArray() )
	{
		int announcementSubstr
		if ( winningTeam != TEAM_UNASSIGNED )
			announcementSubstr = player.GetTeam() == winningTeam ? file.announceRoundWinnerWinningSubstr : file.announceRoundWinnerLosingSubstr
	
		if ( IsRoundBased() )
			Remote_CallFunction_NonReplay( player, "ServerCallback_AnnounceRoundWinner", winningTeam, announcementSubstr, ROUND_WINNING_KILL_REPLAY_SCREEN_FADE_TIME, GameRules_GetTeamScore2( TEAM_MILITIA ), GameRules_GetTeamScore2( TEAM_IMC ) )
		else
			Remote_CallFunction_NonReplay( player, "ServerCallback_AnnounceWinner", winningTeam, announcementSubstr, ROUND_WINNING_KILL_REPLAY_SCREEN_FADE_TIME )
	
		if ( player.GetTeam() == winningTeam )
			UnlockAchievement( player, achievements.MP_WIN )
	}
	
	WaitFrame() // wait a frame so other scripts can setup killreplay stuff
	
	// set gameEndTime to current time, so hud doesn't display time left in the match
	SetServerVar( "gameEndTime", Time() )
	SetServerVar( "roundEndTime", Time() )

	entity replayAttacker = file.roundWinningKillReplayAttacker
	bool doReplay = Replay_IsEnabled() && IsRoundWinningKillReplayEnabled() && IsValid( replayAttacker ) && !ClassicMP_ShouldRunEpilogue()
				 && Time() - file.roundWinningKillReplayTime <= ROUND_WINNING_KILL_REPLAY_LENGTH_OF_REPLAY && winningTeam != TEAM_UNASSIGNED
 	
	float replayLength = 2.0 // extra delay if no replay
	if ( doReplay )
	{
		bool killcamsWereEnabled = KillcamsEnabled()
		if ( killcamsWereEnabled ) // dont want killcams to interrupt stuff
			SetKillcamsEnabled( false )
	
		replayLength = ROUND_WINNING_KILL_REPLAY_LENGTH_OF_REPLAY
		if ( "respawnTime" in replayAttacker.s && Time() - replayAttacker.s.respawnTime < replayLength )
			replayLength += Time() - expect float ( replayAttacker.s.respawnTime )
		
		SetServerVar( "roundWinningKillReplayEntHealthFrac", file.roundWinningKillReplayHealthFrac )
		
		foreach ( entity player in GetPlayerArray() )
			thread PlayerWatchesRoundWinningKillReplay( player, replayLength )
	
		wait ROUND_WINNING_KILL_REPLAY_SCREEN_FADE_TIME
		CleanUpEntitiesForRoundEnd() // fade should be done by this point, so cleanup stuff now when people won't see
		wait replayLength 
		
		WaitFrame() // prevent a race condition with PlayerWatchesRoundWinningKillReplay
		file.roundWinningKillReplayAttacker = null // clear this
		file.roundWinningKillReplayInflictorEHandle = -1
		
		if ( killcamsWereEnabled )
			SetKillcamsEnabled( true )
	}
	else if ( IsRoundBased() || !ClassicMP_ShouldRunEpilogue() )
	{
		// these numbers are temp and should really be based on consts of some kind
		foreach( entity player in GetPlayerArray() )
		{
			player.FreezeControlsOnServer()
			ScreenFadeToBlackForever( player, 4.0 )
		}
		
		wait ROUND_WINNING_KILL_REPLAY_LENGTH_OF_REPLAY
		CleanUpEntitiesForRoundEnd() // fade should be done by this point, so cleanup stuff now when people won't see
		
		foreach( entity player in GetPlayerArray() )
			player.UnfreezeControlsOnServer()
	}
	
	if ( IsRoundBased() )
	{
		svGlobal.levelEnt.Signal( "RoundEnd" )
		int roundsPlayed = expect int ( GetServerVar( "roundsPlayed" ) )
		SetServerVar( "roundsPlayed", roundsPlayed + 1 )
		
		int winningTeam = GetWinningTeamWithFFASupport()
		
		int highestScore = GameRules_GetTeamScore( winningTeam )
		int roundScoreLimit = GameMode_GetRoundScoreLimit( GAMETYPE )
		
		if ( highestScore >= roundScoreLimit )
		{
			if ( ClassicMP_ShouldRunEpilogue() )
			{
				ClassicMP_SetupEpilogue()
				SetGameState( eGameState.Epilogue )
			}
			else
				SetGameState( eGameState.Postmatch )
		}
		else if ( file.switchSidesBased && !file.hasSwitchedSides && highestScore >= ( roundScoreLimit.tofloat() / 2.0 ) ) // round up
			SetGameState( eGameState.SwitchingSides ) // note: switchingsides will handle setting to pickloadout and prematch by itself
		else if ( file.usePickLoadoutScreen )
			SetGameState( eGameState.PickLoadout )
		else
			SetGameState ( eGameState.Prematch )
	}
	else
	{
		if ( ClassicMP_ShouldRunEpilogue() )
		{
			ClassicMP_SetupEpilogue()
			SetGameState( eGameState.Epilogue )
		}
		else
			SetGameState( eGameState.Postmatch )
	}
}

void function PlayerWatchesRoundWinningKillReplay( entity player, float replayLength )
{
	// end if player dcs 
	player.EndSignal( "OnDestroy" )
	
	player.FreezeControlsOnServer()
	ScreenFadeToBlackForever( player, ROUND_WINNING_KILL_REPLAY_SCREEN_FADE_TIME )
	wait ROUND_WINNING_KILL_REPLAY_SCREEN_FADE_TIME
	
	player.SetPredictionEnabled( false ) // prediction fucks with replays
	
	entity attacker = file.roundWinningKillReplayAttacker
	if ( IsValid( attacker ) )
	{
		player.SetKillReplayDelay( Time() - replayLength, THIRD_PERSON_KILL_REPLAY_ALWAYS )
		player.SetKillReplayInflictorEHandle( file.roundWinningKillReplayInflictorEHandle )
		player.SetKillReplayVictim( file.roundWinningKillReplayVictim )
		player.SetViewIndex( attacker.GetIndexForEntity() )
		player.SetIsReplayRoundWinning( true )
	}
	
	if ( replayLength >= ROUND_WINNING_KILL_REPLAY_LENGTH_OF_REPLAY - 0.5 ) // only do fade if close to full length replay
	{
		// this doesn't work because fades don't work on players that are in a replay, unsure how official servers do this
		wait replayLength - 2.0
		ScreenFadeToBlackForever( player, 2.0 )
	
		wait 2.0
	}
	else
		wait replayLength
		
	//player.SetPredictionEnabled( true ) doesn't seem needed, as native code seems to set this on respawn
	player.ClearReplayDelay()
	player.ClearViewEntity()
	player.UnfreezeControlsOnServer()
}


// eGameState.SwitchingSides
void function GameStateEnter_SwitchingSides()
{
	thread GameStateEnter_SwitchingSides_Threaded()
}

void function GameStateEnter_SwitchingSides_Threaded()
{
	bool killcamsWereEnabled = KillcamsEnabled()
	if ( killcamsWereEnabled ) // dont want killcams to interrupt stuff
		SetKillcamsEnabled( false )
		
	WaitFrame() // wait a frame so callbacks can set killreplay info

	entity replayAttacker = file.roundWinningKillReplayAttacker
	bool doReplay = Replay_IsEnabled() && IsRoundWinningKillReplayEnabled() && IsValid( replayAttacker ) && !IsRoundBased() // for roundbased modes, we've already done the replay
				 && Time() - file.roundWinningKillReplayTime <= SWITCHING_SIDES_DELAY
	
	float replayLength = SWITCHING_SIDES_DELAY_REPLAY // extra delay if no replay
	if ( doReplay )
	{		
		replayLength = SWITCHING_SIDES_DELAY
		if ( "respawnTime" in replayAttacker.s && Time() - replayAttacker.s.respawnTime < replayLength )
			replayLength += Time() - expect float ( replayAttacker.s.respawnTime )
			
		SetServerVar( "roundWinningKillReplayEntHealthFrac", file.roundWinningKillReplayHealthFrac )
	}
	
	foreach ( entity player in GetPlayerArray() )
		thread PlayerWatchesSwitchingSidesKillReplay( player, doReplay, replayLength )

	wait SWITCHING_SIDES_DELAY_REPLAY
	CleanUpEntitiesForRoundEnd() // fade should be done by this point, so cleanup stuff now when people won't see
	wait replayLength
	
	if ( killcamsWereEnabled )
		SetKillcamsEnabled( true )
	
	file.hasSwitchedSides = true
	svGlobal.levelEnt.Signal( "RoundEnd" ) // might be good to get a new signal for this? not 100% necessary tho i think
	SetServerVar( "switchedSides", 1 )
	file.roundWinningKillReplayAttacker = null // reset this after replay
	file.roundWinningKillReplayInflictorEHandle = -1
	
	if ( file.usePickLoadoutScreen )
		SetGameState( eGameState.PickLoadout )
	else
		SetGameState ( eGameState.Prematch )
}

void function PlayerWatchesSwitchingSidesKillReplay( entity player, bool doReplay, float replayLength )
{
	player.EndSignal( "OnDestroy" )
	player.FreezeControlsOnServer()

	ScreenFadeToBlackForever( player, SWITCHING_SIDES_DELAY_REPLAY ) // automatically cleared 
	wait SWITCHING_SIDES_DELAY_REPLAY
	
	if ( doReplay )
	{
		player.SetPredictionEnabled( false ) // prediction fucks with replays
	
		// delay seems weird for switchingsides? ends literally the frame the flag is collected
	
		entity attacker = file.roundWinningKillReplayAttacker
		player.SetKillReplayDelay( Time() - replayLength, THIRD_PERSON_KILL_REPLAY_ALWAYS )
		player.SetKillReplayInflictorEHandle( file.roundWinningKillReplayInflictorEHandle )
		player.SetKillReplayVictim( file.roundWinningKillReplayVictim )
		player.SetViewIndex( attacker.GetIndexForEntity() )
		player.SetIsReplayRoundWinning( true )
		
		if ( replayLength >= SWITCHING_SIDES_DELAY - 0.5 ) // only do fade if close to full length replay
		{
			// this doesn't work because fades don't work on players that are in a replay, unsure how official servers do this
			wait replayLength - ROUND_WINNING_KILL_REPLAY_SCREEN_FADE_TIME
			ScreenFadeToBlackForever( player, ROUND_WINNING_KILL_REPLAY_SCREEN_FADE_TIME )

			wait ROUND_WINNING_KILL_REPLAY_SCREEN_FADE_TIME
		}
		else
			wait replayLength
	}
	else
		wait SWITCHING_SIDES_DELAY_REPLAY // extra delay if no replay
	
	//player.SetPredictionEnabled( true ) doesn't seem needed, as native code seems to set this on respawn
	player.ClearReplayDelay()
	player.ClearViewEntity()
}


// eGameState.SuddenDeath
void function GameStateEnter_SuddenDeath()
{
	// disable respawns, suddendeath calling is done on a kill callback
	SetRespawnsEnabled( false )

	// defensive fixes, so game won't stuck in SuddenDeath forever
	bool mltElimited = false
	bool imcElimited = false
	if( GetPlayerArrayOfTeam_Alive( TEAM_MILITIA ).len() < 1 )
		mltElimited = true
	if( GetPlayerArrayOfTeam_Alive( TEAM_IMC ).len() < 1 )
		imcElimited = true
	if( mltElimited && imcElimited )
		SetWinner( TEAM_UNASSIGNED )
	else if( mltElimited )
		SetWinner( TEAM_IMC )
	else if( imcElimited )
		SetWinner( TEAM_MILITIA )
}


// eGameState.Postmatch
void function GameStateEnter_Postmatch()
{
	foreach ( entity player in GetPlayerArray() )
	{
		player.FreezeControlsOnServer()
		thread ForceFadeToBlack( player )
	}
		
	thread GameStateEnter_Postmatch_Threaded()
}

void function GameStateEnter_Postmatch_Threaded()
{
	wait GAME_POSTMATCH_LENGTH

	GameRules_EndMatch()
}

void function ForceFadeToBlack( entity player )
{
	// todo: check if this is still necessary
	player.EndSignal( "OnDestroy" )

	// hack until i figure out what deathcam stuff is causing fadetoblacks to be cleared
	while ( true )
	{
		WaitFrame()
		ScreenFadeToBlackForever( player, 0.0 )
	}
}


// shared across multiple gamestates

void function OnPlayerKilled( entity victim, entity attacker, var damageInfo )
{
	if ( !GamePlayingOrSuddenDeath() )
	{
		if ( file.gameWonThisFrame )
		{
			if ( file.hasKillForGameWonThisFrame )
				return
		}
		else
			return
	}

	entity inflictor = DamageInfo_GetInflictor( damageInfo )
	bool shouldUseInflictor = IsValid( inflictor ) && ShouldTryUseProjectileReplay( victim, attacker, damageInfo, true )

	// set round winning killreplay info here if we're tracking pilot kills
	// todo: make this not count environmental deaths like falls, unsure how to prevent this
	if ( file.roundWinningKillReplayTrackPilotKills && victim != attacker && attacker != svGlobal.worldspawn && IsValid( attacker ) )
	{
		if ( file.gameWonThisFrame )
			file.hasKillForGameWonThisFrame = true
		file.roundWinningKillReplayTime = Time()
		file.roundWinningKillReplayVictim = victim
		file.roundWinningKillReplayAttacker = attacker
		file.roundWinningKillReplayInflictorEHandle = ( shouldUseInflictor ? inflictor : attacker ).GetEncodedEHandle()
		file.roundWinningKillReplayMethodOfDeath = DamageInfo_GetDamageSourceIdentifier( damageInfo )
		file.roundWinningKillReplayTimeOfDeath = Time()
		file.roundWinningKillReplayHealthFrac = GetHealthFrac( attacker )
	}

	if ( ( Riff_EliminationMode() == eEliminationMode.Titans || Riff_EliminationMode() == eEliminationMode.PilotsTitans ) && victim.IsTitan() ) // need an extra check for this
		OnTitanKilled( victim, damageInfo )	

	if ( !GamePlayingOrSuddenDeath() )
		return

	// note: pilotstitans is just win if enemy team runs out of either pilots or titans
	if ( IsPilotEliminationBased() || GetGameState() == eGameState.SuddenDeath )
	{
		if ( GetPlayerArrayOfTeam_Alive( victim.GetTeam() ).len() == 0 )
		{
			// for ffa we need to manually get the last team alive 
			if ( IsFFAGame() )
			{
				array<int> teamsWithLivingPlayers
				foreach ( entity player in GetPlayerArray_Alive() )
				{
					if ( !teamsWithLivingPlayers.contains( player.GetTeam() ) )
						teamsWithLivingPlayers.append( player.GetTeam() )
				}
				
				if ( teamsWithLivingPlayers.len() == 1 )
					SetWinner( teamsWithLivingPlayers[ 0 ], "#GAMEMODE_ENEMY_PILOTS_ELIMINATED", "#GAMEMODE_FRIENDLY_PILOTS_ELIMINATED" )
				else if ( teamsWithLivingPlayers.len() == 0 ) // failsafe: only team was the dead one
					SetWinner( TEAM_UNASSIGNED, "#GAMEMODE_ENEMY_PILOTS_ELIMINATED", "#GAMEMODE_FRIENDLY_PILOTS_ELIMINATED" ) // this is fine in ffa
			}
			else
				SetWinner( GetOtherTeam( victim.GetTeam() ), "#GAMEMODE_ENEMY_PILOTS_ELIMINATED", "#GAMEMODE_FRIENDLY_PILOTS_ELIMINATED" )
		}
	}
}

void function OnTitanKilled( entity victim, var damageInfo )
{
	if ( !GamePlayingOrSuddenDeath() )
	{
		if ( file.gameWonThisFrame )
		{
			if ( file.hasKillForGameWonThisFrame )
				return
		}
		else
			return
	}

	entity inflictor = DamageInfo_GetInflictor( damageInfo )
	bool shouldUseInflictor = IsValid( inflictor ) && ShouldTryUseProjectileReplay( victim, DamageInfo_GetAttacker( damageInfo ), damageInfo, true )

	// set round winning killreplay info here if we're tracking titan kills
	// todo: make this not count environmental deaths like falls, unsure how to prevent this
	entity attacker = DamageInfo_GetAttacker( damageInfo )
	if ( file.roundWinningKillReplayTrackTitanKills && victim != attacker && attacker != svGlobal.worldspawn && IsValid( attacker ) )
	{
		if ( file.gameWonThisFrame )
			file.hasKillForGameWonThisFrame = true
		file.roundWinningKillReplayTime = Time()
		file.roundWinningKillReplayVictim = victim
		file.roundWinningKillReplayAttacker = attacker
		file.roundWinningKillReplayInflictorEHandle = ( shouldUseInflictor ? inflictor : attacker ).GetEncodedEHandle()
		file.roundWinningKillReplayMethodOfDeath = DamageInfo_GetDamageSourceIdentifier( damageInfo )
		file.roundWinningKillReplayTimeOfDeath = Time()
		file.roundWinningKillReplayHealthFrac = GetHealthFrac( attacker )
	}
	
	if ( !GamePlayingOrSuddenDeath() )
		return

	// note: pilotstitans is just win if enemy team runs out of either pilots or titans
	if ( IsTitanEliminationBased() )
	{
		int livingTitans
		foreach ( entity titan in GetTitanArrayOfTeam( victim.GetTeam() ) )
			livingTitans++
	
		if ( livingTitans == 0 )
		{
			// for ffa we need to manually get the last team alive 
			if ( IsFFAGame() )
			{
				array<int> teamsWithLivingTitans
				foreach ( entity titan in GetTitanArray() )
				{
					if ( !teamsWithLivingTitans.contains( titan.GetTeam() ) )
						teamsWithLivingTitans.append( titan.GetTeam() )
				}
				
				if ( teamsWithLivingTitans.len() == 1 )
					SetWinner( teamsWithLivingTitans[ 0 ], "#GAMEMODE_ENEMY_TITANS_DESTROYED", "#GAMEMODE_FRIENDLY_TITANS_DESTROYED" )
				else if ( teamsWithLivingTitans.len() == 0 ) // failsafe: only team was the dead one
					SetWinner( TEAM_UNASSIGNED, "#GAMEMODE_ENEMY_TITANS_DESTROYED", "#GAMEMODE_FRIENDLY_TITANS_DESTROYED" ) // this is fine in ffa
			}
			else
				SetWinner( GetOtherTeam( victim.GetTeam() ), "#GAMEMODE_ENEMY_TITANS_DESTROYED", "#GAMEMODE_FRIENDLY_TITANS_DESTROYED" )
		}
	}
}

void function AddCallback_OnRoundEndCleanup( void functionref() callback )
{
	file.roundEndCleanupCallbacks.append( callback )
}

void function CleanUpEntitiesForRoundEnd()
{
	// this function should clean up any and all entities that need to be removed between rounds, ideally at a point where it isn't noticable to players
	SetPlayerDeathsHidden( true ) // hide death sounds and such so people won't notice they're dying
	
	foreach ( entity player in GetPlayerArray() )
	{
		ClearTitanAvailable( player )
		PROTO_CleanupTrackedProjectiles( player )
		player.SetPlayerNetInt( "batteryCount", 0 ) 
		if ( IsAlive( player ) )
			player.Die( svGlobal.worldspawn, svGlobal.worldspawn, { damageSourceId = eDamageSourceId.round_end } )
	}
	
	foreach ( entity npc in GetNPCArray() )
	{
		if ( !IsValid( npc ) || !IsAlive( npc ) )
			continue
		// kill rather than destroy, as destroying will cause issues with children which is an issue especially for dropships and titans
		npc.Die( svGlobal.worldspawn, svGlobal.worldspawn, { damageSourceId = eDamageSourceId.round_end } )
	}
	
	// destroy weapons
	ClearDroppedWeapons()
		
	foreach ( entity battery in GetEntArrayByClass_Expensive( "item_titan_battery" ) )
		battery.Destroy()
	
	// allow other scripts to clean stuff up too
	svGlobal.levelEnt.Signal( "CleanUpEntitiesForRoundEnd" ) 
	foreach ( void functionref() callback in file.roundEndCleanupCallbacks )
		callback()
	
	SetPlayerDeathsHidden( false )
}



// stuff for gamemodes to call

void function SetShouldUsePickLoadoutScreen( bool shouldUse )
{
	file.usePickLoadoutScreen = shouldUse
}

void function SetSwitchSidesBased( bool switchSides )
{
	file.switchSidesBased = switchSides
}

void function SetSuddenDeathBased( bool suddenDeathBased )
{
	file.suddenDeathBased = suddenDeathBased
}

void function SetTimerBased( bool timerBased )
{
	file.timerBased = timerBased
}

void function SetShouldUseRoundWinningKillReplay( bool shouldUse )
{
	SetServerVar( "roundWinningKillReplayEnabled", shouldUse )
}

void function SetRoundWinningKillReplayKillClasses( bool pilot, bool titan )
{
	file.roundWinningKillReplayTrackPilotKills = pilot
	file.roundWinningKillReplayTrackTitanKills = titan // player kills in titans should get tracked anyway, might be worth renaming this
}

void function SetRoundWinningKillReplayAttacker( entity attacker, int inflictorEHandle = -1 )
{
	file.roundWinningKillReplayTime = Time()
	file.roundWinningKillReplayHealthFrac = GetHealthFrac( attacker )
	file.roundWinningKillReplayAttacker = attacker
	file.roundWinningKillReplayInflictorEHandle = inflictorEHandle == -1 ? attacker.GetEncodedEHandle() : inflictorEHandle
	file.roundWinningKillReplayTimeOfDeath = Time()
}

void function SetWinner( int team, string winningReason = "", string losingReason = "" )
{	
	SetServerVar( "winningTeam", team )
	
	file.gameWonThisFrame = true
	thread UpdateGameWonThisFrameNextFrame()
	
	if ( winningReason.len() == 0 )
		file.announceRoundWinnerWinningSubstr = 0
	else
		file.announceRoundWinnerWinningSubstr = GetStringID( winningReason )
	
	if ( losingReason.len() == 0 )
		file.announceRoundWinnerLosingSubstr = 0
	else
		file.announceRoundWinnerLosingSubstr = GetStringID( losingReason )
	
	if ( GamePlayingOrSuddenDeath() )
	{
		if ( IsRoundBased() )
		{	
			if ( team != TEAM_UNASSIGNED )
			{
				GameRules_SetTeamScore( team, GameRules_GetTeamScore( team ) + 1 )
				GameRules_SetTeamScore2( team, GameRules_GetTeamScore2( team ) + 1 )
			}
			
			SetGameState( eGameState.WinnerDetermined )
		}
		else
			SetGameState( eGameState.WinnerDetermined )

		ScoreEvent_MatchComplete( team )
	}
}

void function UpdateGameWonThisFrameNextFrame()
{
	WaitFrame()
	file.gameWonThisFrame = false
	file.hasKillForGameWonThisFrame = false
}

void function AddTeamScore( int team, int amount )
{
	GameRules_SetTeamScore( team, GameRules_GetTeamScore( team ) + amount )
	GameRules_SetTeamScore2( team, GameRules_GetTeamScore2( team ) + amount )
	
	int scoreLimit
	if ( IsRoundBased() )
		scoreLimit = GameMode_GetRoundScoreLimit( GAMETYPE )
	else
		scoreLimit = GameMode_GetScoreLimit( GAMETYPE )
		
	int score = GameRules_GetTeamScore( team )
	if ( score >= scoreLimit || GetGameState() == eGameState.SuddenDeath )
		SetWinner( team )
	else if ( ( file.switchSidesBased && !file.hasSwitchedSides ) && score >= ( scoreLimit.tofloat() / 2.0 ) )
		SetGameState( eGameState.SwitchingSides )
}

void function SetTimeoutWinnerDecisionFunc( int functionref() callback )
{
	file.timeoutWinnerDecisionFunc = callback
}

int function GetWinningTeamWithFFASupport()
{
	if ( !IsFFAGame() )
		return GameScore_GetWinningTeam()
	else
	{
		// custom logic for calculating ffa winner as GameScore_GetWinningTeam doesn't handle this
		int winningTeam = TEAM_UNASSIGNED
		int winningScore = 0
		
		foreach ( entity player in GetPlayerArray() )
		{
			int currentScore = GameRules_GetTeamScore( player.GetTeam() )
			
			if ( currentScore == winningScore )
				winningTeam = TEAM_UNASSIGNED // if 2 teams are equal, return TEAM_UNASSIGNED
			else if ( currentScore > winningScore )
			{
				winningTeam = player.GetTeam()
				winningScore = currentScore
			}
		}
		
		return winningTeam
	}
	
	unreachable
}

// idk

float function GameState_GetTimeLimitOverride()
{
	return 100
}

bool function IsRoundBasedGameOver()
{
	return false
}

bool function ShouldRunEvac()
{
	return true
}

void function GiveTitanToPlayer( entity player )
{

}

float function GetTimeLimit_ForGameMode()
{
	string mode = GameRules_GetGameMode()
	string playlistString = "timelimit"

	// default to 10 mins, because that seems reasonable
	return GetCurrentPlaylistVarFloat( playlistString, 10 )
}

// faction dialogue

void function DialoguePlayNormal()
{
	int totalScore = GameMode_GetScoreLimit( GameRules_GetGameMode() )
	int winningTeam
	int losingTeam
	float diagIntervel = 71 // play a faction dailogue every 70 + 1s to prevent play together with winner dialogue

	while( GetGameState() == eGameState.Playing )
	{
		wait diagIntervel
		if( GameRules_GetTeamScore( TEAM_MILITIA ) < GameRules_GetTeamScore( TEAM_IMC ) )
		{
			winningTeam = TEAM_IMC
			losingTeam = TEAM_MILITIA
		}
		if( GameRules_GetTeamScore( TEAM_MILITIA ) > GameRules_GetTeamScore( TEAM_IMC ) )
		{
			winningTeam = TEAM_MILITIA
			losingTeam = TEAM_IMC
		}
		if( GameRules_GetTeamScore( winningTeam ) - GameRules_GetTeamScore( losingTeam ) >= totalScore * 0.4 )
		{
			PlayFactionDialogueToTeam( "scoring_winningLarge", winningTeam )
			PlayFactionDialogueToTeam( "scoring_losingLarge", losingTeam )
		}
		else if( GameRules_GetTeamScore( winningTeam ) - GameRules_GetTeamScore( losingTeam ) <= totalScore * 0.2 )
		{
			PlayFactionDialogueToTeam( "scoring_winningClose", winningTeam )
			PlayFactionDialogueToTeam( "scoring_losingClose", losingTeam )
		}
		else if( GameRules_GetTeamScore( winningTeam ) == GameRules_GetTeamScore( losingTeam ) )
		{
			continue
		}
		else
		{
			PlayFactionDialogueToTeam( "scoring_winning", winningTeam )
			PlayFactionDialogueToTeam( "scoring_losing", losingTeam )
		}
	}
}

void function DialoguePlayWinnerDetermined()
{
	int totalScore = GameMode_GetScoreLimit( GameRules_GetGameMode() )
	int winningTeam
	int losingTeam

	if( GameRules_GetTeamScore( TEAM_MILITIA ) < GameRules_GetTeamScore( TEAM_IMC ) )
	{
		winningTeam = TEAM_IMC
		losingTeam = TEAM_MILITIA
	}
	if( GameRules_GetTeamScore( TEAM_MILITIA ) > GameRules_GetTeamScore( TEAM_IMC ) )
	{
		winningTeam = TEAM_MILITIA
		losingTeam = TEAM_IMC
	}
	if( IsRoundBased() ) // check for round based modes
	{
		if( GameRules_GetTeamScore( winningTeam ) != GameMode_GetRoundScoreLimit( GAMETYPE ) ) // no winner dialogue till game really ends
			return
	}
	if( GameRules_GetTeamScore( winningTeam ) - GameRules_GetTeamScore( losingTeam ) >= totalScore * 0.4 )
	{
		PlayFactionDialogueToTeam( "scoring_wonMercy", winningTeam )
		PlayFactionDialogueToTeam( "scoring_lostMercy", losingTeam )
	}
	else if( GameRules_GetTeamScore( winningTeam ) - GameRules_GetTeamScore( losingTeam ) <= totalScore * 0.2 )
	{
		PlayFactionDialogueToTeam( "scoring_wonClose", winningTeam )
		PlayFactionDialogueToTeam( "scoring_lostClose", losingTeam )
	}
	else if( GameRules_GetTeamScore( winningTeam ) == GameRules_GetTeamScore( losingTeam ) )
	{
		PlayFactionDialogueToTeam( "scoring_tied", winningTeam )
		PlayFactionDialogueToTeam( "scoring_tied", losingTeam )
	}
	else
	{
		PlayFactionDialogueToTeam( "scoring_won", winningTeam )
		PlayFactionDialogueToTeam( "scoring_lost", losingTeam )
	}
}