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global function SH_PowerUp_Init
global function GetPowerUpFromIndex
global function GetPowerUpFromItemRef
//Proto Use Functions
global function PowerUp_Func_GiveEPG
global function PowerUp_Func_GiveHELL
global function PowerUp_Func_GiveLSTAR
global function PowerUp_Func_GiveSHOTGUN
global function PowerUp_Func_GiveArmorSmall
global function PowerUp_Func_GiveArmorMedium
global function PowerUp_Func_GiveArmorLarge
global function PowerUp_Func_TitanBuildTime
global function PowerUp_Func_PilotUpgrade
global function PowerUp_Func_GiveTicks
global struct PowerUp
{
int index
string name
asset icon
asset model
asset baseModel
string itemRef
vector modelOffset
vector modelAngles
float respawnDelay
vector glowColor
bool titanPickup
int maxInWorld
void functionref( entity ) destroyFunc
bool functionref() spawnFunc
}
const bool TITAN_PICKUP = true
const bool PILOT_PICKUP = false
struct
{
array<PowerUp> powerUps
}file
const TEST_MODEL = $"models/communication/terminal_com_station.mdl"
const TEST_ICON = $"vgui/HUD/coop/minimap_coop_nuke_titan"
void function SH_PowerUp_Init()
{
#if SERVER || CLIENT
PrecacheWeapon( "mp_weapon_epg" )
PrecacheWeapon( "mp_weapon_arena1" )
PrecacheWeapon( "mp_weapon_arena2" )
PrecacheWeapon( "mp_weapon_arena3" )
PrecacheWeapon( "mp_weapon_lstar" )
PrecacheWeapon( "mp_weapon_shotgun_doublebarrel" )
PrecacheWeapon( "mp_weapon_frag_drone" )
#endif
file.powerUps.resize( ePowerUps.count )
CreatePowerUp( ePowerUps.weaponEPG, "mp_weapon_epg", "EPG", 60.0, 0, DefaultShouldSpawnPowerUp, PowerUp_Func_GiveEPG, <255,0,0>, PILOT_PICKUP, $"vgui/HUD/op_ammo_mini", $"models/weapons/auto_rocket_launcher_ARL/w_ARL.mdl", $"models/communication/flag_base.mdl", < 0, 0, 32 >, < 0, 0, 0 > )
CreatePowerUp( ePowerUps.weaponHELL, "mp_weapon_arena3", "HELL", 90.0, 0, DefaultShouldSpawnPowerUp, PowerUp_Func_GiveHELL, <255,0,0>, PILOT_PICKUP, $"vgui/HUD/op_ammo_mini", $"models/weapons/defender/w_defender.mdl", $"models/communication/flag_base.mdl", < 0, 0, 32 >, < 0, 0, 0 > )
CreatePowerUp( ePowerUps.weaponLSTAR, "mp_weapon_lstar", "LSTAR", 45.0, 0, DefaultShouldSpawnPowerUp, PowerUp_Func_GiveLSTAR, <255,0,0>, PILOT_PICKUP, $"vgui/HUD/op_ammo_mini", $"models/weapons/lstar/w_lstar.mdl", $"models/communication/flag_base.mdl", < 0, 0, 32 >, < 0, 0, 0 > )
CreatePowerUp( ePowerUps.weaponSHOTGUN, "mp_weapon_shotgun_doublebarrel", "Shrapnel Shotgun", 30.0, 0, DefaultShouldSpawnPowerUp, PowerUp_Func_GiveSHOTGUN, <255,0,0>, PILOT_PICKUP, $"vgui/HUD/op_ammo_mini", $"models/weapons/mastiff_stgn/w_mastiff.mdl", $"models/communication/flag_base.mdl", < 0, 0, 32 >, < 0, 0, 0 > )
CreatePowerUp( ePowerUps.armorSmall, "mp_loot_armor_small", "Armor +5", 30.0, 0, DefaultShouldSpawnPowerUp, PowerUp_Func_GiveArmorSmall, <0,0,255>, PILOT_PICKUP, $"vgui/HUD/op_health_mini", $"models/gameplay/health_pickup_small.mdl", $"models/containers/plastic_pallet_01.mdl", < 0, 0, 32 >, < 0, 0, 0 > )
CreatePowerUp( ePowerUps.armorMedium, "mp_loot_armor_medium", "Armor +25", 60.0, 0, DefaultShouldSpawnPowerUp, PowerUp_Func_GiveArmorMedium, <0,0,255>, PILOT_PICKUP, $"vgui/HUD/op_health_mini", $"models/gameplay/health_pickup_small.mdl", $"models/containers/plastic_pallet_01.mdl", < 0, 0, 32 >, < 0, 0, 0 > )
CreatePowerUp( ePowerUps.armorLarge, "mp_loot_armor_large", "Armor +50", 120.0, 0, DefaultShouldSpawnPowerUp, PowerUp_Func_GiveArmorLarge, <0,0,255>, PILOT_PICKUP, $"vgui/HUD/op_health_mini", $"models/gameplay/health_pickup_large.mdl", $"models/containers/plastic_pallet_01.mdl", < 0, 0, 32 >, < 0, 0, 0 > )
CreatePowerUp( ePowerUps.titanTimeReduction, "mp_loot_titan_build_credit", "Titan Build Time", 20.0, 2, FRAShouldSpawnPowerUp, PowerUp_Func_TitanBuildTime, <0,255,0>, PILOT_PICKUP, $"vgui/HUD/op_drone_mini", $"models/titans/medium/titan_medium_battery_static.mdl", $"models/communication/flag_base.mdl", < 0, 0, 32 >, < 0, 0, 0 > )
CreatePowerUp( ePowerUps.LTS_TitanTimeReduction, "mp_loot_titan_build_credit_lts", "Titan Build Time", 60.0, 0, LTSShouldSpawnPowerUp, PowerUp_Func_TitanBuildTime, <0,255,0>, PILOT_PICKUP, $"vgui/HUD/op_drone_mini", $"models/titans/medium/titan_medium_battery_static.mdl", $"models/communication/flag_base.mdl", < 0, 0, 32 >, < 0, 0, 0 > )
CreatePowerUp( ePowerUps.pilotUpgrade, "mp_loot_pilot_upgrade", "Can of Spinach", 120.0, 0, DefaultShouldSpawnPowerUp, PowerUp_Func_PilotUpgrade, <0,255,0>, PILOT_PICKUP, $"vgui/HUD/op_drone_mini", $"models/humans/pilots/pilot_light_ged_m.mdl", $"models/communication/flag_base.mdl", < 0, 0, 32 >, < 0, 0, 0 > )
CreatePowerUp( ePowerUps.ticks, "mp_weapon_frag_drone", "Ticks", 60.0, 0, DefaultShouldSpawnPowerUp, PowerUp_Func_GiveTicks, <255,0,0>, PILOT_PICKUP, $"vgui/HUD/op_ammo_mini", $"models/robots/drone_frag/frag_drone_proj.mdl", $"models/robots/drone_frag/frag_drone_proj.mdl", < 0, 0, 32 >, < 0, 0, 0 > )
}
bool function FRAShouldSpawnPowerUp()
{
return GAMETYPE == FREE_AGENCY
}
bool function LTSShouldSpawnPowerUp()
{
if ( HasIronRules() )
return false
// modified for fw
//return ( GAMETYPE == LAST_TITAN_STANDING || GAMETYPE == LTS_BOMB )
return ( GAMETYPE == LAST_TITAN_STANDING || GAMETYPE == LTS_BOMB || GAMETYPE == FORT_WAR )
}
bool function DefaultShouldSpawnPowerUp()
{
return GetCurrentPlaylistVarInt( "power_ups_enabled", 0 ) == 1
}
void function CreatePowerUp( int enumIndex, string item, string displayName, float respawnTime, int worldLimit, bool functionref() shouldSpawnFunction, void functionref( entity ) destroyFunction, vector color, bool canTitanPickup, asset worldIcon, asset worldModel, asset worldBase, vector worldModelOffset, vector worldModelAngle )
{
PowerUp power
power.index = enumIndex
power.name = displayName
power.icon = worldIcon
power.model = worldModel
power.baseModel = worldBase
power.itemRef = item
power.modelOffset = worldModelOffset
power.modelAngles = worldModelAngle
power.respawnDelay = respawnTime
power.destroyFunc = destroyFunction
power.spawnFunc = shouldSpawnFunction
power.glowColor = color
power.titanPickup = canTitanPickup
power.maxInWorld = worldLimit
file.powerUps[enumIndex] = power
#if CLIENT
PrecacheHUDMaterial( worldIcon )
#else
PrecacheModel( worldModel )
PrecacheModel( worldBase )
#if R1_VGUI_MINIMAP
Minimap_PrecacheMaterial( worldIcon )
#endif
#endif
}
PowerUp function GetPowerUpFromIndex( int index )
{
return file.powerUps[index]
}
PowerUp function GetPowerUpFromItemRef( string ref )
{
foreach( power in file.powerUps )
{
if ( power.itemRef == ref )
return power
}
Assert( false, "Power Up not found")
unreachable
}
//////////////////////////////////////////////
// PROTO USE FUNCTIONS - Maybe should be a bunch of new item_ classes with their own healthkit callbacks?
//////////////////////////////////////////////
void function PowerUp_Func_GiveEPG( entity player )
{
#if SERVER
if ( player.IsTitan() )
return
GiveWeaponPowerUp( player, "mp_weapon_arena2" )
#endif
}
void function PowerUp_Func_GiveHELL( entity player )
{
#if SERVER
if ( player.IsTitan() )
return
GiveWeaponPowerUp( player, "mp_weapon_arena3" )
#endif
}
void function PowerUp_Func_GiveLSTAR( entity player )
{
#if SERVER
if ( player.IsTitan() )
return
GiveWeaponPowerUp( player, "mp_weapon_arena1" )
#endif
}
void function PowerUp_Func_GiveSHOTGUN( entity player )
{
#if SERVER
if ( player.IsTitan() )
return
GiveWeaponPowerUp( player, "mp_weapon_shotgun_doublebarrel" )
#endif
}
void function PowerUp_Func_GiveTicks( entity player )
{
#if SERVER
if ( player.IsTitan() )
return
player.TakeOffhandWeapon( OFFHAND_ORDNANCE )
player.GiveOffhandWeapon( "mp_weapon_frag_drone", OFFHAND_ORDNANCE )
thread RestoreDefaultOffhandWeapon( player )
#endif
}
#if SERVER
void function RestoreDefaultOffhandWeapon( entity player )
{
player.EndSignal( "OnDeath" )
player.EndSignal( "OnDestroy" )
while( true )
{
player.WaitSignal( "ThrowGrenade" )
if ( player.IsTitan() )
continue
entity weapon = player.GetOffhandWeapon( OFFHAND_ORDNANCE )
if ( weapon.GetWeaponPrimaryClipCount() == 0 )
{
player.TakeOffhandWeapon( OFFHAND_ORDNANCE )
int loadoutIndex = GetActivePilotLoadoutIndex( player )
PilotLoadoutDef loadout = GetPilotLoadoutFromPersistentData( player, loadoutIndex )
player.GiveOffhandWeapon( loadout.ordnance, OFFHAND_ORDNANCE )
return
}
}
}
void function GiveWeaponPowerUp( entity player, string newWeapon )
{
array<entity> weapons = player.GetMainWeapons()
string weaponToSwitch = player.GetLatestPrimaryWeapon().GetWeaponClassName()
if ( player.GetActiveWeapon() != player.GetAntiTitanWeapon() )
{
foreach ( weapon in weapons )
{
string weaponClassName = weapon.GetWeaponClassName()
if ( weaponClassName == newWeapon )
{
weaponToSwitch = weaponClassName
break
}
}
}
player.TakeWeaponNow( weaponToSwitch )
player.GiveWeapon( newWeapon )
player.SetActiveWeaponByName( newWeapon )
}
#endif
void function PowerUp_Func_GiveArmorSmall( entity player )
{
GiveArmor( player, 5 )
}
void function PowerUp_Func_GiveArmorMedium( entity player )
{
GiveArmor( player, 25 )
}
void function PowerUp_Func_GiveArmorLarge( entity player )
{
GiveArmor( player, 50 )
}
void function GiveArmor( entity player, int amount )
{
#if SERVER
if ( player.IsTitan() )
return
int currentShieldHealth = player.GetShieldHealth()
int currentMaxShieldHealth = player.GetShieldHealthMax()
player.SetShieldHealth( min( 200, amount + currentShieldHealth ) )
player.SetShieldHealthMax( min( 200, amount + currentMaxShieldHealth ) )
#endif
}
void function PowerUp_Func_TitanBuildTime( entity player )
{
#if SERVER
entity battery = Rodeo_CreateBatteryPack()
battery.SetOrigin( player.GetOrigin() )
#endif
}
void function PowerUp_Func_PilotUpgrade( entity player )
{
#if SERVER
if ( player.IsTitan() )
return
int loadoutIndex = GetPersistentSpawnLoadoutIndex( player, "pilot" )
PilotLoadoutDef loadout = GetPilotLoadoutFromPersistentData( player, loadoutIndex )
loadout.primary = "mp_weapon_arena2"
loadout.secondary = "mp_weapon_mgl"
loadout.ordnance = "mp_weapon_grenade_emp"
UpdateDerivedPilotLoadoutData( loadout )
GivePilotLoadout( player, loadout )
SetActivePilotLoadoutIndex( player, loadoutIndex )
#endif
}
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