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//todo change this to be map-based
global function SPMP_MapSpawn_Init
global struct SvSpawnGlobals
{
array<entity> allNormalSpawnpoints
}
global SvSpawnGlobals svSpawnGlobals
void function SPMP_MapSpawn_Init()
{
printl( "Code Script: _mp_mapspawn" )
svGlobal.npcsSpawnedThisFrame_scriptManagedArray[ TEAM_IMC ] <- CreateScriptManagedEntArray()
svGlobal.npcsSpawnedThisFrame_scriptManagedArray[ TEAM_MILITIA ] <- CreateScriptManagedEntArray()
level.spawnActions <- {} // these run after all initial spawn functions have run
svGlobal.levelEnt = CreateEntity( "info_landmark" )
SetTargetName( svGlobal.levelEnt, "Level Ent" )
DispatchSpawn( svGlobal.levelEnt )
level.isTestmap <- false
FlagInit( "EntitiesDidLoad" )
FlagInit( "PlayerDidSpawn" )
level.privateMatchForcedEnd <- null
level.defenseTeam <- TEAM_IMC
level.onRodeoStartedCallbacks <- [] // runs when a player starts rodeoing a titan
level.onRodeoEndedCallbacks <- [] // runs when a player stops rodeoing a titan
FlagInit( "FireteamAutoSpawn" )
FlagInit( "DebugFoundEnemy" )
FlagInit( "OldAnimRefStyle" )
FlagInit( "EarlyCatch" )
FlagInit( "ForceStartSpawn" )
FlagInit( "IgnoreStartSpawn" )
FlagInit( "ReadyToStartMatch" ) // past waiting for players, in prematch
RegisterSignal( "OnChangedPlayerClass" )
RegisterSignal( "Disconnected" )
RegisterSignal( "_disconnectedInternal" )
RegisterSignal( "TeamChange" )
RegisterSignal( "LeftClass" )
RegisterSignal( "forever" )
RegisterSignal( "waitOver" )
RegisterSignal( "HitSky" )
AddSpawnCallback( "trigger_hurt", InitDamageTriggers )
AddSpawnCallbackEditorClass( "func_brush", "func_brush_navmesh_separator", NavmeshSeparatorThink )
//AddCallback_EntitiesDidLoad( ActivateSkyBox )
AddSpawnCallback( "player", MP_PlayerPostInit )
// unsure if this should be done here, but it's required for mp to load
PrecacheModel( $"models/menu/default_environment.mdl" )
//if ( IsMultiplayer() && GetClassicMPMode() && !IsLobby() )
// ClassicMP_TryDefaultIntroSetup()
//InitDefaultLoadouts()
SPMP_Shared_Init()
}
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