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untyped
global function CodeCallback_MapInit
struct {
array<entity> marvinSpawners
float introStartTime
entity militiaPod
entity imcPod
vector militiaPodFXEyePos
vector imcPodFXEyePos
} file
void function CodeCallback_MapInit()
{
AddCallback_EntitiesDidLoad( AddEvacNodes )
// dissolve effects
AddDeathCallback( "player", WargamesDissolveDeadEntity )
AddDeathCallback( "npc_soldier", WargamesDissolveDeadEntity )
AddDeathCallback( "npc_spectre", WargamesDissolveDeadEntity )
AddDeathCallback( "npc_pilot_elite", WargamesDissolveDeadEntity )
AddDeathCallback( "npc_marvin", WargamesDissolveDeadEntity )
AddSpawnCallback( "info_spawnpoint_marvin", AddMarvinSpawner )
AddCallback_GameStateEnter( eGameState.Prematch, SpawnMarvinsForRound )
// currently disabled until finished: intro
if ( !IsFFAGame() )
ClassicMP_SetLevelIntro( WargamesIntroSetup, 20.0 )
// Load Frontier Defense Data
if(GameRules_GetGameMode()=="fd")
initFrontierDefenseData()
}
}
void function AddEvacNodes()
{
AddEvacNode( GetEnt( "evac_location1" ) )
AddEvacNode( GetEnt( "evac_location2" ) )
AddEvacNode( GetEnt( "evac_location3" ) )
AddEvacNode( GetEnt( "evac_location4" ) )
SetEvacSpaceNode( GetEnt( "end_spacenode" ) )
}
// dissolve effects
void function WargamesDissolveDeadEntity( entity deadEnt, var damageInfo )
{
if ( deadEnt.IsPlayer() || GamePlayingOrSuddenDeath() || GetGameState() == eGameState.Epilogue )
{
deadEnt.Dissolve( ENTITY_DISSOLVE_CHAR, < 0, 0, 0 >, 0 )
EmitSoundAtPosition( TEAM_UNASSIGNED, deadEnt.GetOrigin(), "Object_Dissolve" )
if ( deadEnt.IsPlayer() )
thread EnsureWargamesDeathEffectIsClearedForPlayer( deadEnt )
}
}
void function EnsureWargamesDeathEffectIsClearedForPlayer( entity player )
{
// this is slightly shit but whatever lol
player.EndSignal( "OnDestroy" )
float startTime = Time()
while ( player.kv.VisibilityFlags != "0" )
{
if ( Time() > startTime + 4.0 ) // if we wait too long, just ignore
return
WaitFrame()
}
player.kv.VisibilityFlags = ENTITY_VISIBLE_TO_EVERYONE
}
void function AddMarvinSpawner( entity spawn )
{
file.marvinSpawners.append( spawn )
}
void function SpawnMarvinsForRound()
{
foreach ( entity spawner in file.marvinSpawners )
{
entity marvin = CreateMarvin( TEAM_UNASSIGNED, spawner.GetOrigin(), spawner.GetAngles() )
marvin.kv.health = 1
marvin.kv.max_health = 1
marvin.kv.spawnflags = 516
marvin.kv.contents = (int(marvin.kv.contents) | CONTENTS_NOGRAPPLE)
DispatchSpawn( marvin )
HideName( marvin )
}
}
// intro stuff:
void function WargamesIntroSetup()
{
PrecacheParticleSystem( FX_POD_SCREEN_IN )
PrecacheParticleSystem( $"P_pod_scan_laser_FP" )
PrecacheParticleSystem( $"P_pod_Dlight_console1" )
PrecacheParticleSystem( $"P_pod_Dlight_console2" )
PrecacheParticleSystem( $"P_pod_door_glow_FP" )
PrecacheModel( $"models/titans/ogre/ogreposeopen.mdl" )
file.militiaPod = GetEnt( "training_pod" )
file.imcPod = GetEnt( "training_pod_imc" )
AddCallback_OnClientConnected( WargamesIntro_AddPlayer )
AddCallback_GameStateEnter( eGameState.Prematch, OnPrematchStart )
}
void function WargamesIntro_AddPlayer( entity player )
{
if ( GetGameState() != eGameState.Prematch )
return
thread PlayerWatchesWargamesIntro( player )
}
void function OnPrematchStart()
{
ClassicMP_OnIntroStarted()
file.introStartTime = Time()
// set up shared objects
// this breaks glowlights, not sure why
//file.imcPod.RenderWithViewModels( true )
//file.militiaPod.RenderWithViewModels( true )
PodFXLights( file.imcPod )
PodFXLights( file.militiaPod )
FirstPersonSequenceStruct openPodSequence
openPodSequence.thirdPersonAnimIdle = "trainingpod_doors_open_idle"
thread FirstPersonSequence( openPodSequence, file.imcPod )
thread FirstPersonSequence( openPodSequence, file.militiaPod )
// militia titans/marvins
entity militiaOgre = CreatePropDynamic( $"models/titans/ogre/ogreposeopen.mdl", < -2060, 2856, -1412.5 >, < 0, 0, 0 > )
entity militiaOgreMarvin1 = CreateMarvin( TEAM_UNASSIGNED, < -2113, 2911, -1412 >, < 0, 20, 0 > )
DispatchSpawn( militiaOgreMarvin1 )
thread PlayAnim( militiaOgreMarvin1, "mv_idle_weld" )
entity militiaOgreMarvin2 = CreateMarvin( TEAM_UNASSIGNED, < -2040, 2788, -1412 >, < 0, 140, 0 > )
DispatchSpawn( militiaOgreMarvin2 )
thread PlayAnim( militiaOgreMarvin2, "mv_idle_weld" )
entity militiaOgreMarvin3 = CreateMarvin( TEAM_UNASSIGNED, < -2116, 2868, -1458 >, < 0, 127, 0 > )
DispatchSpawn( militiaOgreMarvin3 )
thread PlayAnim( militiaOgreMarvin3, "mv_turret_repair_A_idle" )
entity militiaIon = CreatePropDynamic( $"models/titans/medium/titan_medium_ajax.mdl", < -1809.98, 2790.39, -1409 >, < 0, 80, 0 > )
thread PlayAnim( militiaIon, "at_titan_activation_wargames_intro" )
militiaIon.Anim_SetInitialTime( 4.5 )
entity militiaPilot = CreateElitePilot( TEAM_UNASSIGNED, < 0, 0, 0 >, < 0, 0, 0 > )
DispatchSpawn( militiaPilot )
militiaPilot.SetParent( militiaIon, "HIJACK" )
militiaPilot.MarkAsNonMovingAttachment()
militiaPilot.Anim_ScriptedPlay( "pt_titan_activation_pilot" )
militiaPilot.Anim_EnableUseAnimatedRefAttachmentInsteadOfRootMotion()
entity militiaMarvinChillin = CreateMarvin( TEAM_UNASSIGNED, < -1786, 3060, -1412 >, < 0, -120, 0 > )
DispatchSpawn( militiaMarvinChillin )
thread PlayAnim( militiaMarvinChillin, "mv_idle_unarmed" )
// imc grunts
entity imcGrunt1 = CreatePropDynamic( $"models/humans/grunts/imc_grunt_rifle.mdl", < -2915, 2867, -1788 >, < 0, -137, 0 > )
thread PlayAnim( imcGrunt1, "pt_console_idle" )
entity imcGrunt2 = CreatePropDynamic( $"models/humans/grunts/imc_grunt_rifle.mdl", < -2870, 2746, -1786 >, < 0, -167, 0 > )
thread PlayAnim( imcGrunt2, "pt_console_idle" )
imcGrunt2.Anim_SetInitialTime( 2.0 )
entity imcGrunt3 = CreatePropDynamic( $"models/humans/grunts/imc_grunt_rifle.mdl", < -3037, 2909, -1786 >, < 0, -60, 0 > )
thread PlayAnim( imcGrunt3, "pt_console_idle" )
imcGrunt3.Anim_SetInitialTime( 4.0 )
entity imcGrunt4 = CreatePropDynamic( $"models/humans/grunts/imc_grunt_rifle.mdl", < -3281, 2941, -1790 >, < 0, 138, 0 > )
thread PlayAnim( imcGrunt4, "pt_console_idle" )
imcGrunt4.Anim_SetInitialTime( 6.0 )
// launch players into intro
foreach ( entity player in GetPlayerArray() )
{
if ( !IsPrivateMatchSpectator( player ) )
thread PlayerWatchesWargamesIntro( player )
else
RespawnPrivateMatchSpectator( player )
}
// 7 seconds of nothing until we start the pod sequence
wait 7.0
FirstPersonSequenceStruct podCloseSequence
podCloseSequence.thirdPersonAnim = "trainingpod_doors_close"
podCloseSequence.thirdPersonAnimIdle = "trainingpod_doors_close_idle"
thread FirstPersonSequence( podCloseSequence, file.imcPod )
thread FirstPersonSequence( podCloseSequence, file.militiaPod )
wait 7.0
thread PodBootFXThread( file.imcPod )
thread PodBootFXThread( file.militiaPod )
wait 6.0
ClassicMP_OnIntroFinished()
// make sure we stop using viewmodels for these otherwise everyone can see them in the floor 24/7
file.imcPod.RenderWithViewModels( false )
file.militiaPod.RenderWithViewModels( false )
//PodFXCleanup( file.imcPod )
//PodFXCleanup( file.militiaPod )
// cleanup intro objects
militiaOgre.Destroy()
militiaIon.Destroy()
militiaPilot.Destroy()
militiaOgreMarvin1.Destroy()
militiaOgreMarvin2.Destroy()
militiaOgreMarvin3.Destroy()
militiaMarvinChillin.Destroy()
imcGrunt1.Destroy()
imcGrunt2.Destroy()
imcGrunt3.Destroy()
imcGrunt4.Destroy()
}
void function PlayerWatchesWargamesIntro( entity player )
{
if ( IsAlive( player ) )
player.Die()
OnThreadEnd( function() : ( player )
{
if ( IsValid( player ) )
{
RemoveCinematicFlag( player, CE_FLAG_CLASSIC_MP_SPAWNING )
player.kv.VisibilityFlags = ENTITY_VISIBLE_TO_EVERYONE
ClearPlayerAnimViewEntity( player )
player.EnableWeaponViewModel()
DeployAndEnableWeapons(player)
player.ClearParent()
player.UnforceStand()
player.MovementEnable()
player.ClearInvulnerable()
Remote_CallFunction_NonReplay( player, "ServerCallback_ClearFactionLeaderIntro" )
}
})
// we need to wait a frame if we killed ourselves to spawn into this, so just easier to do it all the time to remove any weirdness
WaitFrame()
player.EndSignal( "OnDestroy" )
player.EndSignal( "OnDeath" )
int factionTeam = ConvertPlayerFactionToIMCOrMilitiaTeam( player )
entity playerPod
if ( factionTeam == TEAM_IMC )
playerPod = file.imcPod
else
playerPod = file.militiaPod
// setup player
int podAttachId = playerPod.LookupAttachment( "REF" )
player.SetOrigin( playerPod.GetAttachmentOrigin( podAttachId ) )
player.SetAngles( playerPod.GetAttachmentAngles( podAttachId ) )
player.RespawnPlayer( null )
player.SetParent( playerPod, "REF" )
player.ForceStand()
if ( !HasAnimEvent( player.GetFirstPersonProxy(), "PlaySound_SimPod_DoorShut" ) )
AddAnimEvent( player.GetFirstPersonProxy(), "PlaySound_SimPod_DoorShut", PlaySound_SimPod_DoorShut )
AddCinematicFlag( player, CE_FLAG_CLASSIC_MP_SPAWNING )
player.kv.VisibilityFlags = ENTITY_VISIBLE_TO_OWNER
TrainingPod_ViewConeLock_PodClosed( player )
player.DisableWeaponViewModel()
HolsterAndDisableWeapons(player)
player.MovementDisable()
player.SetInvulnerable()
if ( factionTeam == TEAM_MILITIA && GetFactionChoice( player ) == "faction_marvin" )
Remote_CallFunction_NonReplay( player, "ServerCallback_SpawnMilitiaFactionLeaderForIntro", file.introStartTime, playerPod.GetEncodedEHandle() )
else if ( factionTeam == TEAM_MILITIA )
Remote_CallFunction_NonReplay( player, "ServerCallback_SpawnMilitiaFactionLeaderForIntro", file.introStartTime + 1.75, playerPod.GetEncodedEHandle() )
else
Remote_CallFunction_NonReplay( player, "ServerCallback_SpawnIMCFactionLeaderForIntro", file.introStartTime + 4.5, playerPod.GetEncodedEHandle() )
// idle pod sequence
FirstPersonSequenceStruct podIdleSequence
podIdleSequence.firstPersonAnimIdle = "ptpov_trainingpod_idle"
podIdleSequence.renderWithViewModels = true
podIdleSequence.attachment = "REF"
thread FirstPersonSequence( podIdleSequence, player, playerPod )
ScreenFadeFromBlack( player, max( 0.0, ( file.introStartTime + 0.5 ) - Time() ), max( 0.0, ( file.introStartTime + 0.5 ) - Time() ) )
// also get eye positions for fx here
if ( file.imcPodFXEyePos == < 0, 0, 0 > && factionTeam == TEAM_IMC )
file.imcPodFXEyePos = player.EyePosition()
else if ( file.militiaPodFXEyePos == < 0, 0, 0 > && factionTeam == TEAM_MILITIA )
file.militiaPodFXEyePos = player.EyePosition()
// 7 seconds of nothing before we start the pod sequence
wait ( file.introStartTime + 7.0 ) - Time()
FirstPersonSequenceStruct podCloseSequence
podCloseSequence.firstPersonAnim = "ptpov_trainingpod_doors_close"
podCloseSequence.renderWithViewModels = true
podCloseSequence.attachment = "REF"
podCloseSequence.viewConeFunction = TrainingPod_ViewConeLock_SemiStrict
podCloseSequence.setInitialTime = Time() - ( file.introStartTime + 7.0 )
waitthread FirstPersonSequence( podCloseSequence, player, playerPod )
// boot sequence
EmitSoundOnEntityOnlyToPlayer( player, player, "NPE_Scr_SimPod_PowerUp" )
TrainingPod_ViewConeLock_PodClosed( player )
// 10 seconds of starting pod before we run effects and spawn players
// note, this is cool because it waits for a specific time, so we can have a blocking call directly before it just fine
wait ( file.introStartTime + 15.5 ) - Time()
Remote_CallFunction_NonReplay( player, "ServerCallback_PlayPodTransitionScreenFX" )
// need to wait no matter what the delay is here so fx will sync up
wait 3.5
entity spawnpoint = FindSpawnPoint( player, false, true )
spawnpoint.s.lastUsedTime = Time()
player.SetOrigin( spawnpoint.GetOrigin() )
player.SetAngles( spawnpoint.GetAngles() )
thread DelayedGamemodeAnnouncement( player )
}
void function DelayedGamemodeAnnouncement( entity player )
{
wait 1.0
TryGameModeAnnouncement( player )
}
void function PlaySound_SimPod_DoorShut( entity playerFirstPersonProxy ) // stolen from sp_training
{
entity player = playerFirstPersonProxy.GetOwner()
if ( !IsValid( player ) )
return
EmitSoundOnEntityOnlyToPlayer( player, player, "NPE_Scr_SimPod_DoorShut" )
}
// intro viewcones
void function TrainingPod_ViewConeLock_PodOpen( entity player )
{
player.PlayerCone_FromAnim()
player.PlayerCone_SetMinYaw( -25 )
player.PlayerCone_SetMaxYaw( 25 )
player.PlayerCone_SetMinPitch( -30 )
player.PlayerCone_SetMaxPitch( 35 )
}
void function TrainingPod_ViewConeLock_PodClosed( entity player )
{
player.PlayerCone_FromAnim()
player.PlayerCone_SetMinYaw( -25 )
player.PlayerCone_SetMaxYaw( 25 )
player.PlayerCone_SetMinPitch( -30 )
player.PlayerCone_SetMaxPitch( 30 )
}
void function TrainingPod_ViewConeLock_SemiStrict( entity player )
{
player.PlayerCone_FromAnim()
player.PlayerCone_SetMinYaw( -10 )
player.PlayerCone_SetMaxYaw( 10 )
player.PlayerCone_SetMinPitch( -10 )
player.PlayerCone_SetMaxPitch( 10 )
}
// intro pod fx
// here be dragons etc hell code probably
void function PodFXLights( entity pod )
{
// dlights
pod.s.podLightFXHandles <- []
pod.s.podLightFXHandles.append( PlayLoopFXOnEntity( $"P_pod_Dlight_console1", pod, "light_console1" ) )
pod.s.podLightFXHandles.append( PlayLoopFXOnEntity( $"P_pod_Dlight_console2", pod, "light_console2" ) )
}
void function PodFXLasers( entity pod )
{
entity leftEmitter = CreateScriptMover( pod.GetOrigin() )
pod.s.leftLaserEmitter <- leftEmitter
entity rightEmitter = CreateScriptMover( pod.GetOrigin() )
pod.s.rightLaserEmitter <- rightEmitter
thread PodFXLaserSweep( leftEmitter, pod, pod == file.imcPod ? file.imcPodFXEyePos : file.militiaPodFXEyePos, "fx_laser_L" )
thread PodFXLaserSweep( rightEmitter, pod, pod == file.imcPod ? file.imcPodFXEyePos : file.militiaPodFXEyePos, "fx_laser_R" )
}
void function PodFXLaserSweep( entity emitter, entity pod, vector eyePos, string attachment )
{
// setup emitter attachments
emitter.SetOrigin( < 5, 5, 5 > )
emitter.SetParent( pod, attachment )
float sweepTime = RandomFloatRange( 2.9, 3.15 )
vector centerAng = VectorToAngles( ( eyePos + < 0, 0, 7 > ) - emitter.GetOrigin() )
vector topAng = centerAng + < -270, 0, 0 >
vector bottomAng = centerAng + < -90, 0, 0 >
emitter.s.fxHandle <- PlayLoopFXOnEntity( $"P_pod_scan_laser_FP", emitter )
float finalCenterTime = sweepTime * 0.15
float bigSweepTime = ( sweepTime - finalCenterTime ) / 2
emitter.SetAbsAngles( topAng )
emitter.NonPhysicsRotateTo( topAng, bigSweepTime, 0.0, bigSweepTime * 0.2 )
wait bigSweepTime - 0.1
emitter.NonPhysicsRotateTo( bottomAng, bigSweepTime, 0.0, bigSweepTime * 0.2 )
wait bigSweepTime
emitter.NonPhysicsRotateTo( centerAng, finalCenterTime, 0.0, finalCenterTime * 0.2 )
}
void function PodFXGlowLights( entity pod )
{
// see sp_training:5533 (TrainingPod_GlowLightsArraySetup)
array< array< string > > glowLightGroups = [
[ "fx_glow_L_door012", "fx_glow_R_door014" ],
[ "fx_glow_L_door013", "fx_glow_R_door013" ],
[ "fx_glow_L_door014", "fx_glow_R_door012" ],
[ "fx_glow_L_door011", "fx_glow_R_door011" ],
[ "fx_glow_L_door09", "fx_glow_R_door09" ],
[ "fx_glow_L_door010", "fx_glow_R_door010" ],
[ "fx_glow_L_door07", "fx_glow_R_door07" ],
[ "fx_glow_L_door08", "fx_glow_R_door08" ],
[ "fx_glow_L_door05", "fx_glow_R_door05" ],
[ "fx_glow_L_door06", "fx_glow_R_door06" ],
[ "fx_glow_L_door03", "fx_glow_R_door03" ],
[ "fx_glow_L_door04", "fx_glow_R_door04" ],
[ "fx_glow_L_door01", "fx_glow_R_door01" ],
[ "fx_glow_L_door02", "fx_glow_R_door02" ]
]
pod.s.podGlowLightFXHandles <- []
foreach ( array<string> group in glowLightGroups )
{
foreach ( string attachName in group )
pod.s.podGlowLightFXHandles.append( PlayLoopFXOnEntity( $"P_pod_door_glow_FP", pod, attachName ) )
wait 0.1
}
}
void function PodBootFXThread( entity pod )
{
PodFXGlowLights( pod )
PodFXLasers( pod )
}
void function PodFXCleanup( entity pod )
{
foreach ( entity handle in pod.s.podLightFXHandles )
{
if ( IsValid_ThisFrame( handle ) )
{
handle.SetStopType( "DestroyImmediately" )
handle.ClearParent()
handle.Destroy()
}
}
pod.s.podLightFXHandles = []
foreach ( entity handle in pod.s.podGlowLightFXHandles )
{
if ( IsValid_ThisFrame( handle ) )
{
handle.SetStopType( "DestroyImmediately" )
handle.ClearParent()
handle.Destroy()
}
}
pod.s.podGlowLightFXHandles = []
pod.s.leftLaserEmitter.s.fxHandle.SetStopType( "DestroyImmediately" )
pod.s.leftLaserEmitter.s.fxHandle.ClearParent()
pod.s.leftLaserEmitter.s.fxHandle.Destroy()
pod.s.leftLaserEmitter.Destroy()
pod.s.rightLaserEmitter.s.fxHandle.SetStopType( "DestroyImmediately" )
pod.s.rightLaserEmitter.s.fxHandle.ClearParent()
pod.s.rightLaserEmitter.s.fxHandle.Destroy()
pod.s.rightLaserEmitter.Destroy()
}
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