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|
untyped
globalize_all_functions
global const DEG_TO_RAD = 0.01745329251994 // PI / 180.0
global const RAD_TO_DEG = 57.29577951308232 // 180.0 / PI
global array<string> LEGAL_PLAYER_TITAN_SETTINGS
global struct AllModesAndMapsCompleteData
{
int required
int progress
}
struct
{
int lastHostThreadMode
int lastScriptPrecacheErrors
int lastReportFatal
bool devUnlockedSPMissions
} file
void function ShUtilityAll_Init()
{
#document( "DistanceAlongVector", "" )
#document( "GetClosestPointOnLineSegment", "Get the nearest point on a line segment" )
#document( "GetDistanceFromLineSegment", "" )
#document( "GetDistanceSqrFromLineSegment", "" )
LEGAL_PLAYER_TITAN_SETTINGS = GetAllowedPlayerTitanSettings() //Function reads from the data table, no point doing it over and over when it shouldn't change mid-match/game
}
bool function IsMultiplayer()
{
#if UI
return GetConVarString( "mp_gamemode" ) != "solo"
#else
return GAMETYPE != GAMEMODE_SP
#endif
}
bool function IsSingleplayer()
{
#if UI
return GetConVarString( "mp_gamemode" ) == "solo"
#else
return GAMETYPE == GAMEMODE_SP
#endif
}
function PrintObject( obj, indent, depth, maxDepth )
{
if ( IsTable( obj ) )
{
if ( depth >= maxDepth )
{
printl( "{...}" )
return
}
printl( "{" )
foreach ( k, v in obj )
{
print( TableIndent( indent + 2 ) + k + " = " )
PrintObject( v, indent + 2, depth + 1, maxDepth )
}
printl( TableIndent( indent ) + "}" )
}
else if ( IsArray( obj ) )
{
if ( depth >= maxDepth )
{
printl( "[...]" )
return
}
printl( "[" )
foreach ( v in obj )
{
print( TableIndent( indent + 2 ) )
PrintObject( v, indent + 2, depth + 1, maxDepth )
}
printl( TableIndent( indent ) + "]" )
}
else if ( obj != null )
{
printl( "" + obj )
}
else
{
printl( "<null>" )
}
}
string function FunctionToString( func )
{
Assert( func, "No function passed" )
Assert( type( func ) == "function", "Type " + type( func ) + " is not a function" )
return expect string( func.getinfos().name )
}
// dump the stack trace to the console
function DumpStack( int offset = 1 )
{
for ( int i = offset; i < 20; i++ )
{
if ( !( "src" in getstackinfos(i) ) )
break
printl( i + " File : " + getstackinfos(i)["src"] + " [" + getstackinfos(i)["line"] + "]\n Function : " + getstackinfos(i)["func"] + "() " )
}
}
function DumpPreviousFunction()
{
int i = 3
if ( !( "src" in getstackinfos(i) ) )
return
printl( "Called from: " + getstackinfos(i)["src"] + " [" + getstackinfos(i)["line"] + "] : " + getstackinfos(i)["func"] + "() " )
}
function GetPreviousFunction()
{
int i = 3
if ( !( "src" in getstackinfos(i) ) )
return ""
return "Called from: " + getstackinfos(i)["src"] + " [" + getstackinfos(i)["line"] + "] : " + getstackinfos(i)["func"] + "() "
}
bool function IsNewThread()
{
//return threads.GetCurrentThread().co == getthread()
int i
for ( i = 0; i < 20; i++ )
{
if ( !( "src" in getstackinfos(i) ) )
break
}
return i == 3
}
function AssertParameters( func, paramCount, paramDesc )
{
local funcInfos = func.getinfos()
local funcName = funcInfos.name
// subtract one from the param count for the hidden "this" object
Assert( funcInfos.parameters.len() == (paramCount + 1), "Function \"" + funcName +"\" must have exactly " + paramCount + " parameters (" + paramDesc + ")." )
}
function PrintTable( tbl, indent = 0, maxDepth = 4 )
{
print( TableIndent( indent ) )
PrintObject( tbl, indent, 0, maxDepth )
}
string function TableIndent( indent )
{
return (" ").slice( 0, indent )
}
function GetHattID( id )
{
local result = getconsttable()[ id ]
//printt( "This is hattID: " + result )
return getconsttable()[ id ]
}
function GetCurrentPlaylistVar( val, opVal = null )
{
#if UI
return Code_GetCurrentPlaylistVar( val )
#else
if ( opVal == null )
return Code_GetCurrentPlaylistVar( val )
return GetCurrentPlaylistVarOrUseValue( val, opVal )
#endif
}
function GetCurrentPlaylistVarOrUseValue( val, opVal )
{
if ( typeof opVal != "string" )
opVal = string( opVal )
#if !SERVER
if ( !IsConnected() )
return opVal
#endif
return Code_GetCurrentPlaylistVarOrUseValue( val, opVal ) // HACK
}
int function GetCurrentPlaylistVarInt( string val, int useVal )
{
local result = GetCurrentPlaylistVarOrUseValue( val, useVal )
if ( result == null )
return 0
return int( result )
}
// Return a random entry from a table
function RandomTable( Table )
{
Assert( type( Table ) == "table", "Not a table" )
if ( Table.len() == 0 )
return null
int index = RandomInt( Table.len() )
int i = 0
foreach ( entry in Table )
{
if ( i != index )
{
i++
continue
}
return entry
}
}
bool function IsMultiplayerPlaylist()
{
return GetCurrentPlaylistVarInt( "classic_mp", 0 ) ? true : false
}
function SortLowest( a, b )
{
if ( a > b )
return 1
if ( a < b )
return -1
return 0
}
function SortHighest( a, b )
{
if ( a < b )
return 1
if ( a > b )
return -1
return 0
}
float function DegToRad( float degrees )
{
return degrees * DEG_TO_RAD
}
float function RadToDeg( float radians )
{
return radians * RAD_TO_DEG
}
vector function RotateAroundOrigin2D( vector originToRotate, vector origin, float angRadians )
{
vector rotated = Vector( 0.0, 0.0, originToRotate.z )
float sinOffsetAng = sin( angRadians )
float cosOffsetAng = cos( angRadians )
vector offset = originToRotate - origin
rotated.x = origin.x + ( offset.x * cosOffsetAng ) - ( offset.y * sinOffsetAng )
rotated.y = origin.y + ( offset.x * sinOffsetAng ) + ( offset.y * cosOffsetAng )
return rotated
}
bool function IsLobbyMapName( string levelname )
{
if ( levelname == "mp_lobby" )
return true
return false
}
bool function IsLobby()
{
string mapName
#if UI
mapName = GetActiveLevel()
#else
mapName = GetMapName()
#endif
return IsLobbyMapName( mapName )
}
bool function IsFFAGame()
{
return ( MAX_TEAMS > 2 )
}
int function GetEnemyTeam( int team )
{
if ( IsFFAGame() )
return TEAM_UNASSIGNED
Assert( team == TEAM_IMC || team == TEAM_MILITIA )
return (TEAM_IMC + TEAM_MILITIA) - team
}
string function GetTeamName( int team )
{
#if UI
Assert( team == TEAM_IMC || team == TEAM_MILITIA )
#endif
if ( team == TEAM_IMC )
return "#FACTION_APEX"
if ( team == TEAM_MILITIA )
return "#FACTION_64"
return ""
}
string function GetTeamShortName( int team )
{
if ( team == TEAM_IMC )
return "APEX"
if ( team == TEAM_MILITIA )
return "6-4"
return ""
}
string function GetMapDisplayNameAllCaps( string mapname )
{
return "#" + mapname + "_ALLCAPS"
}
string function GetMapDisplayName( string mapname )
{
return "#" + mapname
}
string function GetMapDisplayDesc( string mapname )
{
return "#" + mapname + "_CLASSIC_DESC"
}
string function StringReplace( string baseString, string searchString, string replaceString )
{
var findResult = baseString.find( searchString )
if ( findResult != null )
{
string part1 = baseString.slice( 0, findResult )
string part2 = baseString.slice( findResult + searchString.len(), baseString.len() )
baseString = part1 + replaceString + part2
}
return baseString
}
// Returns float
function RoundToNearestInt( value )
{
return floor( value + 0.5 )
}
float function RoundToNearestMultiplier( float value, float multiplier )
{
float remainder = value % multiplier
value -= remainder
if ( remainder >= ( multiplier / 2 ) )
value += multiplier
return value
}
function DevEverythingUnlocked()
{
return EverythingUnlockedConVarEnabled()
}
table<string, string> function GetByTitanTypes()
{
return {
byTitan_ion = "ion"
byTitan_scorch = "scorch"
byTitan_northstar = "northstar"
byTitan_ronin = "ronin"
byTitan_tone = "tone"
byTitan_legion = "legion"
byTitan_vanguard = "vanguard"
}
}
table<string, string> function GetAsTitanTypes()
{
return {
asTitan_ion = "ion"
asTitan_scorch = "scorch"
asTitan_northstar = "northstar"
asTitan_ronin = "ronin"
asTitan_tone = "tone"
asTitan_legion = "legion"
asTitan_vanguard = "vanguard"
}
}
table<string, string> function GetAsNPCTitanTypes()
{
return {
byNPCTitans_ion = "ion"
byNPCTitans_scorch = "scorch"
byNPCTitans_northstar = "northstar"
byNPCTitans_ronin = "ronin"
byNPCTitans_tone = "tone"
byNPCTitans_legion = "legion"
byNPCTitans_vanguard = "vanguard"
}
}
table<string, string> function GetPluralTitanTypes()
{
return {
titans_ion = "ion"
titans_scorch = "scorch"
titans_northstar = "northstar"
titans_ronin = "ronin"
titans_tone = "tone"
titans_legion = "legion"
titans_vanguard = "vanguard"
}
}
table<string, string> function GetCapitalizedTitanTypes()
{
return {
Ion = "ion"
Scorch = "scorch"
Northstar = "northstar"
Ronin = "ronin"
Tone = "tone"
Legion = "legion"
Vanguard = "vanguard"
}
}
bool function ValidateTitanType( titanSubClass )
{
switch ( titanSubClass )
{
case "ion":
case "scorch":
case "northstar":
case "ronin":
case "tone":
case "legion":
case "vanguard":
return true
}
return false
}
function GetWeaponInfoFileKeyField_GlobalNotNull( ref, variable )
{
local val = GetWeaponInfoFileKeyField_Global( ref, variable )
Assert( val != null, "Tried to get ref " + ref + " var " + variable + " but it was null" )
return val
}
bool function IsWeaponKeyFieldDefined( string ref, string variable )
{
var val = GetWeaponInfoFileKeyField_Global( ref, variable )
if ( val != null )
return true
return false
}
string function GetWeaponInfoFileKeyField_GlobalString( string ref, string variable )
{
var val = GetWeaponInfoFileKeyField_Global( ref, variable )
Assert( val != null, "Weapon key \"" + variable + "\" does not exist in weapon \"" + ref + "\" !" )
return expect string( val )
}
int function GetWeaponInfoFileKeyField_GlobalInt( string ref, string variable )
{
var val = GetWeaponInfoFileKeyField_Global( ref, variable )
Assert( val != null, "Weapon key \"" + variable + "\" does not exist in weapon \"" + ref + "\" !" )
return expect int( val )
}
float function GetWeaponInfoFileKeyField_GlobalFloat( string ref, string variable )
{
var val = GetWeaponInfoFileKeyField_Global( ref, variable )
Assert( val != null, "Weapon key \"" + variable + "\" does not exist in weapon \"" + ref + "\" !" )
return expect float( val )
}
function PrintTimeParts( Table )
{
printt( " ", Table["month"] + "/" + Table["day"] + "/" + Table["year"], "-", Table["hour"] + ":" + Table["minute"] + ":" + Table["second"] )
}
function WaitFrame()
{
//Don't use wait 0 since it doesn't actually wait a game frame. For example, if you have a client loop that does wait 0 even if the game is paused the loop will still run
wait 0.0001
}
function TableRemoveInvalidKeys( table Table )
{
array deleteKey = []
foreach ( key, value in Table )
{
if ( !IsValid( key ) )
deleteKey.append( key )
}
foreach ( key in deleteKey )
{
// in this search, two things could end up on the same key
if ( key in Table )
delete Table[ key ]
}
}
string function VectorToString( vector vec )
{
return "Vector( " + vec.x + ", " + vec.y + ", " + vec.z + " )"
}
bool function PROTO_RTS_HealthDisplay()
{
return SharedPlaylistVarInt( "rts_style_health_bars", 0 ) > 0
}
int function SharedPlaylistVarInt( string name, int defaultVal )
{
#if UI
if ( !IsConnected() )
return defaultVal
#endif
return GetCurrentPlaylistVarInt( name, defaultVal )
}
function DeepClone( data )
{
if ( type( data ) == "table" )
{
table newTable = {}
foreach( key, value in data )
{
newTable[ key ] <- DeepClone( value )
}
return newTable
}
else if ( type( data ) == "array" )
{
array newArray = []
for ( int i = 0; i < data.len(); i++ )
{
newArray.append( DeepClone( data[ i ] ) )
}
return newArray
}
else
{
return data
}
}
vector function GetClosestPointOnPlane( vector a, vector b, vector c, vector p, bool clampInside = false )
{
vector n = CrossProduct( b - a, c - a )
float eqTop = DotProduct( p - a, n )
float eqBot = DotProduct( n, n )
//can't devide by 0 -> this is a degenerate triangle
if ( fabs( eqBot ) < 0.001 )
return GetClosestPointOnLineSegment( a, b, p )
float magnitude = eqTop / eqBot
vector endPoint = p - ( n * magnitude )
if ( clampInside )
{
float testAB = DotProduct( CrossProduct( b - a, n ), p - a )
float testBC = DotProduct( CrossProduct( c - b, n ), p - b )
float testCA = DotProduct( CrossProduct( a - c, n ), p - c )
//if the results are negative - we're outside the triangle
if ( testAB * testBC < 0 || testBC * testCA < 0 )
{
vector lineAB = GetClosestPointOnLineSegment( a, b, p )
vector lineBC = GetClosestPointOnLineSegment( b, c, p )
vector lineCA = GetClosestPointOnLineSegment( c, a, p )
vector closestVector = lineAB
float closestDist = DistanceSqr( p, lineAB )
float dist = DistanceSqr( p, lineBC )
if ( dist < closestDist )
{
closestDist = dist
closestVector = lineBC
}
dist = DistanceSqr( p, lineCA )
if ( dist < closestDist )
{
closestDist = dist
closestVector = lineCA
}
return closestVector
}
//if we got this far - there are no outliers
}
return endPoint
}
float function DistanceAlongVector( vector origin, vector lineStart, vector lineForward )
{
vector originDif = origin - lineStart
return DotProduct( originDif, lineForward )
}
// NearestPointOnLine
vector function GetClosestPointOnLineSegment( vector a, vector b, vector p )
{
float distanceSqr = LengthSqr( a - b )
if ( distanceSqr == 0.0 )
return a
float t = DotProduct( p - a, b - a ) / distanceSqr
if ( t < 0.0 )
return a
else if ( t > 1.0 )
return b
return a + t * (b - a)
}
float function GetDistanceFromLineSegment( vector a, vector b, vector p )
{
vector closestPoint = GetClosestPointOnLineSegment( a, b, p )
return Distance( p, closestPoint )
}
float function GetDistanceSqrFromLineSegment( vector a, vector b, vector p )
{
vector closestPoint = GetClosestPointOnLineSegment( a, b, p )
return DistanceSqr( p, closestPoint )
}
float function GetProgressAlongLineSegment( vector P, vector A, vector B )
{
vector AP = P - A
vector AB = B - A
float ab2 = DotProduct( AB, AB ) // AB.x*AB.x + AB.y*AB.y
float ap_ab = DotProduct( AP, AB ) // AP.x*AB.x + AP.y*AB.y
float t = ap_ab / ab2
return t
}
array<string> function UntypedArrayToStringArray( array arr )
{
// work around for old arrays in code functions
array<string> newArray
for ( int i = 0; i < arr.len(); i++ )
{
newArray.append( expect string( arr[i] ) )
}
return newArray
}
string function PadString( string str, int len )
{
for ( int i = str.len(); i < len; i++ )
str += " "
return str
}
bool function IsSpawner( entity ent )
{
return ( IsValid( ent ) && ent.GetClassName() == "spawner" )
}
string function Dev_GetEnumString( table enumTable, int enumValue )
{
foreach ( string k, int v in enumTable )
{
if ( v == enumValue )
return k
}
unreachable
}
string function GetAllowedTitanAISettingsSearchString()
{
if ( IsSingleplayer() )
return "titanLoadoutInSP"
return "mp_npcUseAllowed"
}
string function GetAISettingsStringForMode()
{
if ( IsSingleplayer() )
return "sp_aiSettingsFile"
return "aiSettingsFile"
}
array<string> function GetAllowedPlayerTitanSettings() //Based off AllowedTItanAISettings, which is based off the titan_properties table
{
string searchString
if ( IsSingleplayer() )
searchString = "titanLoadoutInSP"
else
searchString = "mp_npcUseAllowed"
array<string> list = []
var dataTable = GetDataTable( $"datatable/titan_properties.rpak" )
int numRows = GetDatatableRowCount( dataTable )
for ( int r=0; r<numRows; r++ )
{
bool allowed = GetDataTableBool( dataTable, r, GetDataTableColumnByName( dataTable, searchString ) )
if ( allowed )
{
string titanRef = GetDataTableString( dataTable, r, GetDataTableColumnByName( dataTable, "titanRef" ) )
#if MP
if ( IsDisabledRef( titanRef ) )
continue
#endif
list.append( GetDataTableString( dataTable, r, GetDataTableColumnByName( dataTable, "setFile" ) ) )
}
}
return list
}
array<string> function GetAllowedTitanAISettings( string settings = "" )
{
if ( settings == "" )
{
settings = GetAISettingsStringForMode()
}
string searchString = GetAllowedTitanAISettingsSearchString()
array<string> list = []
var dataTable = GetDataTable( $"datatable/titan_properties.rpak" )
int numRows = GetDatatableRowCount( dataTable )
for ( int r=0; r<numRows; r++ )
{
bool allowed = GetDataTableBool( dataTable, r, GetDataTableColumnByName( dataTable, searchString ) )
if ( allowed )
{
list.append( GetDataTableString( dataTable, r, GetDataTableColumnByName( dataTable, "setFile" ) ) )
}
}
for ( int i=0; i<list.len(); i++ )
{
string aiSettings = expect string( Dev_GetPlayerSettingByKeyField_Global( list[i], settings ) )
list[i] = aiSettings
}
return list
}
array<string> function GetAllNPCSettings()
{
// should be replaced with a getter that gets the content of classes.txt
array<string> aiSettings
// these npcs appear in the dev menu. Dev menu presence should be changed to a key in the settings file
aiSettings.append( "npc_drone" )
aiSettings.append( "npc_drone_beam" )
aiSettings.append( "npc_drone_plasma" )
aiSettings.append( "npc_drone_worker" )
aiSettings.append( "npc_dropship" )
aiSettings.append( "npc_frag_drone" )
aiSettings.append( "npc_frag_drone_throwable" )
aiSettings.append( "npc_marvin" )
aiSettings.append( "npc_prowler" )
aiSettings.append( "npc_soldier" )
aiSettings.append( "npc_soldier_hero_bear" )
aiSettings.append( "npc_soldier_hero_sarah" )
aiSettings.append( "npc_soldier_shield_captain" )
aiSettings.append( "npc_soldier_sidearm" )
aiSettings.append( "npc_soldier_specialist" )
aiSettings.append( "npc_soldier_specialist_militia" )
aiSettings.append( "npc_spectre" )
aiSettings.append( "npc_stalker" )
aiSettings.append( "npc_stalker_zombie" )
aiSettings.append( "npc_stalker_zombie_mossy" )
aiSettings.append( "npc_super_spectre" )
aiSettings.append( "npc_titan_sarah" )
aiSettings.append( "npc_titan_vanguard" )
// insert titans here!
aiSettings.extend( GetAllowedTitanAISettings() )
aiSettings.extend( [
"npc_turret_mega"
"npc_turret_sentry"
"npc_turret_sentry_plasma"
"npc_turret_sentry_tday"
] )
return aiSettings
}
array<string> function GetAllDeprecatedNPCSettings()
{
// this is all the npc settings, then the legal settings are subtracted from it.
// also commented out settings that we don't want to have appear in the dev menu
table<string,bool> allNpcSettings =
{
//base_vehicle = true
//npc_bullseye = true
npc_drone = true
npc_drone_beam = true
npc_drone_cloaked = true
npc_drone_plasma = true
npc_drone_rocket = true
npc_drone_shield = true
npc_drone_worker = true
//npc_drone_plasma_fast = true
//npc_drone_rocket_fast = true
//npc_drone_worker_fast = true
npc_dropship = true
npc_dropship_dogfighter = true
npc_dropship_hero = true
npc_frag_drone = true
npc_frag_drone_throwable = true
npc_gunship = true
npc_gunship_scripted = true
npc_marvin = true
//npc_pilot_elite = true
npc_pilot_elite_assassin = true
npc_pilot_elite_assassin_cqb = true
npc_pilot_elite_assassin_sniper = true
//npc_pilot_elite_s2s = true
npc_prowler = true
npc_soldier = true
npc_soldier_bish = true
npc_soldier_blisk = true
npc_soldier_drone_summoner = true
npc_soldier_hero_bear = true
npc_soldier_hero_sarah = true
npc_soldier_shield_captain = true
npc_soldier_sidearm = true
npc_soldier_specialist = true
npc_soldier_specialist_militia = true
npc_soldier_spyglass = true
npc_soldier_training_sentry = true
npc_soldier_pve_sandbox = true
npc_soldier_pve_specialist = true
npc_soldier_pve_eliteguard = true
npc_spectre = true
npc_stalker = true
//npc_stalker_crawling = true
npc_stalker_zombie = true
npc_stalker_zombie_mossy = true
npc_super_spectre = true
npc_super_spectre_burnmeter = true
npc_super_spectre_calmer = true
npc_titan = true
npc_titan_arc = true
npc_titan_atlas = true
npc_titan_atlas_stickybomb = true
npc_titan_atlas_tracker = true
npc_titan_atlas_vanguard = true
npc_titan_auto = true
npc_titan_auto_atlas = true
npc_titan_auto_atlas_rocketeer = true
npc_titan_auto_atlas_stickybomb = true
npc_titan_auto_atlas_tracker = true
npc_titan_auto_atlas_vanguard = true
npc_titan_auto_ogre = true
npc_titan_auto_ogre_fighter = true
npc_titan_auto_ogre_meteor = true
npc_titan_auto_ogre_minigun = true
npc_titan_auto_stryder = true
npc_titan_auto_stryder_arc = true
npc_titan_auto_stryder_leadwall = true
npc_titan_auto_stryder_sniper = true
npc_titan_buddy = true
npc_titan_buddy_s2s = true
npc_titan_mortar = true
npc_titan_nuke = true
npc_titan_ogre = true
npc_titan_ogre_fighter = true
npc_titan_ogre_fighter_berserker_core = true
npc_titan_ogre_meteor = true
npc_titan_ogre_minigun = true
npc_titan_proto_stasisgun = true
npc_titan_sarah = true
npc_titan_vanguard = true
npc_titan_sniper = true
npc_titan_stryder = true
npc_titan_stryder_arc = true
npc_titan_stryder_leadwall = true
npc_titan_stryder_leadwall_shift_core = true
npc_titan_stryder_rocketeer = true
npc_titan_stryder_rocketeer_dash_core = true
npc_titan_stryder_sniper = true
npc_turret_mega = true
npc_turret_mega_nowindup = true
//npc_turret_mega_old = true
npc_turret_mega_windup = true
npc_turret_mega_attrition = true
npc_turret_mega_fortwar = true
npc_turret_sentry = true
npc_turret_sentry_plasma = true
npc_turret_sentry_burn_card_at = true
npc_turret_sentry_burn_card_ap = true
npc_turret_sentry_tactical_ability = true
npc_turret_sentry_tday = true
npc_turret_sentry_windup = true
npc_titan_atlas_stickybomb_bounty = true
npc_titan_atlas_tracker_bounty = true
npc_titan_atlas_vanguard_bounty = true
npc_titan_stryder_leadwall_bounty = true
npc_titan_stryder_sniper_bounty = true
npc_titan_ogre_meteor_bounty = true
npc_titan_ogre_minigun_bounty = true
}
foreach ( aiSettings in GetAllNPCSettings() )
{
delete allNpcSettings[ aiSettings ]
}
array<string> settings
foreach ( aiSettings, _ in allNpcSettings )
{
settings.append( aiSettings )
}
settings.sort( SortStringAlphabetize )
return settings
}
///////
// These are Brent's utility functions that match RUI functions of the same name; use these to accurately compute RUI values from script
float function EaseIn( float val )
{
return AttackDecay( 0, 2, val )
}
float function EaseOut( float val )
{
return AttackDecay( 2, 0, val )
}
float function AttackDecay( float attack, float decay, float time )
{
float sum = attack + decay
float a = sum - 2.0
float b = (3.0 - attack) - sum
float c = attack
float t = max( min( time, 1.0 ), 0.0 )
return t * (c + t * (b + t * a))
}
float function Clamp( float value, float minValue, float maxValue )
{
return max( min( value, maxValue ), minValue )
}
///////
string function GetCurrentPlaylistVarString( string varName, string defaultValue )
{
var value = GetCurrentPlaylistVar( varName )
if ( value != null )
return expect string( value )
return defaultValue
}
bool function IsPlayerFemale( entity player )
{
return player.Dev_GetPlayerSettingByKeyField( "raceOrSex" ) == "race_human_female"
}
bool function IsPlayerPrimeTitan( entity player )
{
if ( !player.IsTitan() )
return false
return player.Dev_GetPlayerSettingByKeyField( "isPrime" ) == 1
}
int function GetCollectibleLevelIndex( string mapName )
{
foreach( int i, table data in LEVEL_UNLOCKS_COUNT )
{
if ( data.level == mapName )
return i
}
return -1
}
int function GetFoundLionsInLevel( string mapName )
{
int saveIndex = GetCollectibleLevelIndex( mapName )
Assert( saveIndex >= 0 )
return 0
}
int function GetMaxLionsInLevel( string mapName )
{
int saveIndex = GetCollectibleLevelIndex( mapName )
Assert( saveIndex >= 0 )
return expect int( LEVEL_UNLOCKS_COUNT[ saveIndex ].count )
}
int function GetCombinedLionsInLevel( string mapName )
{
int saveIndex = GetCollectibleLevelIndex( mapName )
Assert( saveIndex >= 0 )
array<string> bsps = GetBSPsForLevel( mapName )
int count = 0
foreach( string bsp in bsps )
count += GetMaxLionsInLevel( bsp )
return count
}
int function GetTotalLionsCollected()
{
array<string> bsps = GetAllR2SPBSPs()
int total
foreach ( mapName in bsps )
{
total += GetCollectiblesFoundForLevel( mapName )
}
return total
}
int function GetTotalLionsInGame()
{
array<string> bsps = GetAllR2SPBSPs()
int total
foreach ( mapName in bsps )
{
total += GetMaxLionsInLevel( mapName )
}
return total
}
int function GetCollectiblesFoundForLevel( string mapName )
{
int saveIndex = GetCollectibleLevelIndex( mapName )
if ( saveIndex < 0 )
return 0
int numCollectiblesFound = 0
int numCollectiblesInLevel = GetMaxLionsInLevel( mapName )
string unlockVar = "sp_unlocks_level_" + saveIndex
int bitMask = GetConVarInt( unlockVar )
for ( int i = 0 ; i < numCollectiblesInLevel ; i++ )
{
int _id = 1 << i
if ( bitMask & _id )
numCollectiblesFound++
}
return numCollectiblesFound
}
int function GetCombinedCollectiblesFoundForLevel( string mapName )
{
#if UI || CLIENT
if ( Script_IsRunningTrialVersion() )
return 0
#endif
array<string> bsps = GetBSPsForLevel( mapName )
int count = 0
foreach( string bsp in bsps )
count += GetCollectiblesFoundForLevel( bsp )
return count
}
void function ResetCollectiblesProgress_All()
{
#if DEV
printt( "RESETTING COLLECTIBLE PROGRESS (ALL)" )
#endif
for ( int i = 0 ; i < 15 ; i++ )
{
#if DEV
printt( " sp_unlocks_level_" + i, 0 )
#endif
SetConVarInt( "sp_unlocks_level_" + i, 0 )
}
}
void function RemoveDupesFromSorted_String( array<string> data )
{
for ( int i = 0; i < data.len() - 1; i++ )
{
if ( data[i] == data[i+1] )
{
data.remove( i )
i--
}
}
}
function SortAlphabetize( a, b )
{
if ( a > b )
return 1
if ( a < b )
return -1
return 0
}
int function SortStringAlphabetize( string a, string b )
{
if ( a > b )
return 1
if ( a < b )
return -1
return 0
}
int function SortAssetAlphabetize( asset a, asset b )
{
if ( a > b )
return 1
if ( a < b )
return -1
return 0
}
void function RemoveDupesFromSorted_Asset( array<asset> data )
{
for ( int i = 0; i < data.len() - 1; i++ )
{
if ( data[i] == data[i+1] )
{
data.remove( i )
i--
}
}
}
array<string> function GetBSPsForLevel( string mapName )
{
array<string> bsps
switch( mapName )
{
// Levels aren't split, just return the bsp name of the level
case "sp_training":
case "sp_crashsite":
case "sp_sewers1":
case "sp_tday":
case "sp_s2s":
case "sp_skyway_v1":
case "sp_chadbox":
bsps.append( mapName )
break
// Have to return all bsps that are part of the level
case "sp_boomtown_start":
case "sp_boomtown":
case "sp_boomtown_end":
bsps.append( "sp_boomtown_start" )
bsps.append( "sp_boomtown" )
bsps.append( "sp_boomtown_end" )
break
case "sp_hub_timeshift":
case "sp_timeshift_spoke02":
bsps.append( "sp_hub_timeshift" )
bsps.append( "sp_timeshift_spoke02" )
break
case "sp_beacon":
case "sp_beacon_spoke0":
bsps.append( "sp_beacon" )
bsps.append( "sp_beacon_spoke0" )
break
default:
Assert( 0, "Unhandled collectible level " + mapName + " in GetBSPsForLevel" )
break
}
return bsps
}
array<string> function GetAllR2SPBSPs()
{
return [
"sp_training"
"sp_crashsite"
"sp_sewers1"
"sp_tday"
"sp_s2s"
"sp_skyway_v1"
"sp_boomtown_start"
"sp_boomtown"
"sp_boomtown_end"
"sp_hub_timeshift"
"sp_timeshift_spoke02"
"sp_beacon"
"sp_beacon_spoke0" ]
}
//sp_unlocks_level
asset function GetWeaponModel( string weaponName )
{
asset modelName = GetWeaponInfoFileKeyFieldAsset_Global( weaponName, "playermodel" )
return modelName
}
asset function GetWeaponViewmodel( string weaponName )
{
asset modelName = GetWeaponInfoFileKeyFieldAsset_Global( weaponName, "viewmodel" )
// TODO: In the future all weapon models should be made in a way that doesn't require this kind of HACK.
switch ( modelName )
{
case $"models/weapons/shoulder_rocket_SRAM/ptpov_law.mdl":
modelName = $"models/weapons/shoulder_rocket_SRAM/ptpov_law_menu.mdl"
break
case $"models/weapons/lstar/ptpov_lstar.mdl":
modelName = $"models/weapons/lstar/ptpov_lstar_menu.mdl"
break
case $"models/weapons/softball_at/ptpov_softball_at.mdl":
modelName = $"models/weapons/softball_at/ptpov_softball_at_menu.mdl"
break
case $"models/weapons/mastiff_stgn/ptpov_mastiff.mdl":
modelName = $"models/weapons/mastiff_stgn/ptpov_mastiff_menu.mdl"
break
}
return modelName
}
string function GetTitanClassFromSetFile( string setFile ) //JFS: As of right now titanClass is really just the same thing as "titanCharacterName". Should change this for next game if needed.
{
var result = Dev_GetPlayerSettingByKeyField_Global( setFile, "titanCharacterName" )
expect string( result )
return result
}
string function GetTitanCharacterNameFromSetFile( string setFile )
{
var result = Dev_GetPlayerSettingByKeyField_Global( setFile, "titanCharacterName" )
if ( result == null )
{
CodeWarning( "Warning, no field titanCharacterName found for set file: " + setFile + ", returning default of ion" )
return "ion"
}
expect string( result )
return result
}
string function GetTitanReadyMessageFromSetFile( string setFile )
{
var result = Dev_GetPlayerSettingByKeyField_Global( setFile, "readymessage" )
if ( result == null )
{
CodeWarning( "Warning, no field readymessage found for set file: " + setFile )
return "ion"
}
expect string( result )
return result
}
#if CLIENT || UI
void function DisablePrecacheErrors()
{
file.lastHostThreadMode = GetConVarInt( "host_thread_mode" )
file.lastScriptPrecacheErrors = GetConVarInt( "script_precache_errors" )
file.lastReportFatal = GetConVarInt( "fs_report_sync_opens_fatal" )
#if CLIENT
entity player = GetLocalClientPlayer()
player.ClientCommand( "host_thread_mode 0" )
player.ClientCommand( "script_precache_errors 0" )
player.ClientCommand( "fs_report_sync_opens_fatal 0" )
#endif
#if UI
ClientCommand( "host_thread_mode 0" )
ClientCommand( "script_precache_errors 0" )
ClientCommand( "fs_report_sync_opens_fatal 0" )
#endif
}
void function RestorePrecacheErrors()
{
#if CLIENT
entity player = GetLocalClientPlayer()
player.ClientCommand( "host_thread_mode " + file.lastHostThreadMode )
player.ClientCommand( "script_precache_errors " + file.lastScriptPrecacheErrors )
player.ClientCommand( "fs_report_sync_opens_fatal " + file.lastReportFatal )
#endif
#if UI
ClientCommand( "host_thread_mode " + file.lastHostThreadMode )
ClientCommand( "script_precache_errors " + file.lastScriptPrecacheErrors )
ClientCommand( "fs_report_sync_opens_fatal " + file.lastReportFatal )
#endif
}
#endif
#if SERVER
void function DisablePrecacheErrors()
{
foreach ( player in GetPlayerArray() )
{
Remote_CallFunction_UI( player, "DisablePrecacheErrors" )
}
}
void function RestorePrecacheErrors()
{
foreach ( player in GetPlayerArray() )
{
Remote_CallFunction_UI( player, "RestorePrecacheErrors" )
}
}
#endif
string function GetTitanReadyHintFromSetFile( string setFile )
{
var result = Dev_GetPlayerSettingByKeyField_Global( setFile, "readyhint" )
if ( result == null )
{
CodeWarning( "Warning, no field readyhint found for set file: " + setFile )
return ""
}
expect string( result )
return result
}
void function HideHudElem( var hudelem )
{
hudelem.Hide() // sp does not run as much logic, so these elems don't get hidden on player death/spawn.
}
void function ShowHudElem( var hudelem )
{
hudelem.Show()
}
int function GetBestCompletedDifficultyForLevelId( string uniqueIdentifier )
{
int bspNum = GetBSPNum( uniqueIdentifier )
if ( GetCompletedDifficultyForBSPNum( bspNum, "sp_missionMasterCompletion" ) )
return DIFFICULTY_MASTER
if ( GetCompletedDifficultyForBSPNum( bspNum, "sp_missionHardCompletion" ) )
return DIFFICULTY_HARD
if ( GetCompletedDifficultyForBSPNum( bspNum, "sp_missionNormalCompletion" ) )
return DIFFICULTY_NORMAL
if ( GetCompletedDifficultyForBSPNum( bspNum, "sp_missionEasyCompletion" ) )
return DIFFICULTY_EASY
return -1 // not completed
}
bool function GetCompletedDifficultyForLevelId( string uniqueIdentifier, string pvar )
{
int bspNum = GetBSPNum( uniqueIdentifier )
Assert ( bspNum >= 0 )
return GetCompletedDifficultyForBSPNum( bspNum, pvar )
}
bool function DevStartPoints()
{
#if DEV
return true
#endif
return Dev_CommandLineHasParm( "-startpoints" )
}
int function GetBSPNum( string uniqueIdentifier )
{
var dataTable = GetDataTable( $"datatable/sp_levels.rpak" )
int numRows = GetDatatableRowCount( dataTable )
int bspCol = GetDataTableColumnByName( dataTable, "levelId" )
for ( int i = 0; i <numRows; i++ )
{
string levelBsp = GetDataTableString( dataTable, i, bspCol )
if ( levelBsp == uniqueIdentifier )
return i
}
return -1
}
bool function GetCompletedDifficultyForBSPNum( int bspNum, string pvar )
{
#if UI || CLIENT
if ( Script_IsRunningTrialVersion() )
return false
#endif
int bitfield = GetConVarInt( pvar )
return (( bitfield & (1 << bspNum) ) >= 1 )
}
int function GetLastLevelUnlocked()
{
if ( file.devUnlockedSPMissions )
{
return 9
}
return GetConVarInt( "sp_unlockedMission" )
}
void function UnlockSPLocally()
{
file.devUnlockedSPMissions = true
}
bool function CoinFlip()
{
return RandomInt( 2 ) != 0
}
bool function EmotesEnabled()
{
return false
}
array<string> function GetAvailableTitanRefs( entity player )
{
array<string> availableTitanRefs
int enumCount = PersistenceGetEnumCount( "titanClasses" )
for ( int i = 0; i < enumCount; i++ )
{
string enumName = PersistenceGetEnumItemNameForIndex( "titanClasses", i )
if ( enumName == "" )
continue
if ( player.GetPersistentVarAsInt( "titanClassLockState[" + enumName + "]" ) > TITAN_CLASS_LOCK_STATE_AVAILABLE )
continue
availableTitanRefs.append( enumName )
}
return availableTitanRefs
}
#if MP
string function GetTitanRefForLoadoutIndex( entity player, int loadoutIndex )
{
TitanLoadoutDef loadout = GetTitanLoadoutFromPersistentData( player, loadoutIndex )
return loadout.titanClass
}
#endif
bool function DoPrematchWarpSound()
{
return GetCurrentPlaylistVarInt( "pick_loadout_warp_sound", 1 ) == 1
}
int function GetIntFromString( string inString )
{
if ( inString.len() > 0 )
{
string firstChar = inString.slice( 0, 1 )
if ( ( firstChar >= "0" && firstChar <= "9" ) || firstChar == "." )
return int( inString )
else
return expect int( getconsttable()[ inString ] )
}
return 0
}
//Function returns whether the given mode name is a Frontier Defense mode.
bool function IsFDMode( string modeName )
{
bool isFD = false
switch ( modeName )
{
case "fd_easy":
case "fd_normal":
case "fd_hard":
case "fd_master":
case "fd_insane":
isFD = true
}
return isFD
}
// Join an array of strings with a seperator
string function JoinStringArray( array<string> strings, string separator )
{
string output;
foreach( int i, string stringoStarr in strings )
{
if (i == 0)
output = stringoStarr
else
output = output + separator + stringoStarr
}
return output;
}
bool function StartsWith( string target, string startsWith )
{
return target.find( startsWith ) == 0
}
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