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|
untyped
global function ReplacementTitans_Init
global function EmptyTitanPlaysAnim
global function TryReplacementTitanReadyAnnouncement
global function IsReplacementTitanAvailable
global function SetTitanRespawnTimer
global function GetTitanRespawnTimer
global function DecrementBuildTimer
global function ReplacementTitanTimerFinished
global function GetAttachmentAtTimeFromModel
global function TryETATitanReadyAnnouncement
global function TryUpdateTitanRespawnTimerForNewTitanSelection
global function IsReplacementDropInProgress
global function req
global function ReplacementTitan
global function TryAnnounceTitanfallWarningToEnemyTeam
global function GetTitanForPlayer
global function ShouldSetTitanRespawnTimer
global function PauseTitanTimers
global function PauseTitansThink
global function IsReplacementTitanAvailableForGameState
global function SetReplacementTitanGamemodeRules
global function SetRequestTitanGamemodeRules
global function CreateTitanForPlayerAndHotdrop
struct {
array<int> ETATimeThresholds = [ 120, 60, 30, 15 ]
float ETA2MinUpperBound = 123
float ETA2MinLowerBound = 115
float ETA60sUpperBound = 63
float ETA60sLowerBound = 55
float ETA30sUpperBound = 33
float ETA30sLowerBound = 25
float ETA15sUpperBound = 18
float ETA15sLowerBound = 12
float ETAAnnouncementAllowanceTime = 6.0
bool buildTimerDisabled = false
table warpFallDebounce = {}
bool functionref( entity ) ReplacementTitanGamemodeRules
bool functionref( entity, vector ) RequestTitanGamemodeRules
} file
const nagInterval = 40
global const float WARPFALL_SOUND_DELAY = 1.1
global const float WARPFALL_FX_DELAY = 0.9
function ReplacementTitans_Init()
{
ReplacementTitansDrop_Init()
RegisterSignal( "titan_impact" )
RegisterSignal( "SetTitanRespawnTimer" )
RegisterSignal( "CalledInReplacementTitan" )
PrecacheEffect( TURBO_WARP_FX )
PrecacheEffect( TURBO_WARP_COMPANY )
AddCallback_OnClientConnecting( ReplacementTitan_InitPlayer )
AddClientCommandCallback( "ClientCommand_RequestTitan", ClientCommand_RequestTitan )
AddSoulDeathCallback( ResetTitanReplacementAnnouncements )
level.maxTitansPerTeam <- 2
if ( file.ReplacementTitanGamemodeRules == null )
file.ReplacementTitanGamemodeRules = ReplacementTitanGamemodeRules_Default
if ( file.RequestTitanGamemodeRules == null )
file.RequestTitanGamemodeRules = RequestTitanGamemodeRules_Default
FlagInit( "LevelHasRoof" )
}
void function ReplacementTitan_InitPlayer( entity player )
{
player.p.replacementTitanETATimer = GetTimeLimit_ForGameMode() * 60.0
}
bool function IsReplacementTitanAvailable( player, timeBuffer = 0 )
{
expect entity( player )
if ( !IsReplacementTitanAvailableForGameState() )
return false
if ( player.IsTitan() )
return false
if ( IsAlive( player.GetPetTitan() ) )
return false
if ( player.isSpawning )
return false
if ( !file.ReplacementTitanGamemodeRules( player ) )
return false
switch ( Riff_TitanAvailability() )
{
case eTitanAvailability.Default:
if ( player.titansBuilt == 0 )
return true
else
break
default:
return Riff_IsTitanAvailable( player )
}
if ( player.IsBot() )
return true
return ReplacementTitanTimerFinished( player, timeBuffer )
}
function IsReplacementTitanAvailableForGameState()
{
#if HAS_GAMEMODES
local currentGameState = GetGameState()
switch ( currentGameState ) //need to add a new entry in here for every new game state we make
{
case eGameState.WaitingForCustomStart:
case eGameState.WaitingForPlayers:
case eGameState.PickLoadout:
case eGameState.Prematch:
case eGameState.SwitchingSides:
case eGameState.Postmatch:
return false
case eGameState.Playing:
case eGameState.SuddenDeath:
return true
case eGameState.WinnerDetermined:
case eGameState.Epilogue:
{
if ( IsRoundBased() )
{
if ( !IsRoundBasedGameOver() )
return false
if ( !ShouldRunEvac() )
return false
}
return true
}
default:
Assert( false, "Unknown Game State: " + currentGameState )
return false
}
#endif
return true
}
void function SetReplacementTitanGamemodeRules( bool functionref( entity ) rules )
{
file.ReplacementTitanGamemodeRules = rules
}
void function SetRequestTitanGamemodeRules( bool functionref( entity, vector ) rules )
{
file.RequestTitanGamemodeRules = rules
}
bool function ReplacementTitanGamemodeRules_Default( entity player )
{
return true
}
bool function RequestTitanGamemodeRules_Default( entity player, vector origin )
{
return true
}
float function GetTitanRespawnTimer( entity player )
{
return player.GetNextTitanRespawnAvailable() - Time()
}
#if SP
void function DecrementBuildTimer( entity player, float amount )
{
if ( !player.IsTitan() )
return
// core ability in use
if ( TitanCoreInUse( player ) )
return
if ( !IsAlive( player ) )
return
SetTitanCoreTimer( player, GetTitanCoreTimer( player ) - amount )
}
#endif
#if MP
void function DecrementBuildTimer( entity player, float amount )
{
Assert( !TitanDamageRewardsTitanCoreTime() || !player.IsTitan() )
amount = ModifyBuildTimeForPlayerBonuses( player, amount )
bool shouldDecrementBuildTimer = true
if ( player.IsTitan() )
{
// core ability in use
if ( TitanCoreInUse( player ) )
return
if ( !IsAlive( player ) )
return
}
else
{
//Don't decrement build time for Titan if already have Titan in map
if ( player.GetPetTitan() )
return
}
if ( player.IsTitan() )
{
SetTitanCoreTimer( player, GetTitanCoreTimer( player ) - amount )
}
else if ( shouldDecrementBuildTimer )
{
float remainingTime = GetTitanRespawnTimer( player )
SetTitanRespawnTimer( player, remainingTime - amount )
}
}
#endif
float function ModifyBuildTimeForPlayerBonuses( entity player, float amount )
{
if ( PlayerHasServerFlag( player, SFLAG_FAST_BUILD2 ) )
amount *= 2.0
else if ( PlayerHasServerFlag( player, SFLAG_FAST_BUILD1 ) )
amount *= 1.5
return amount
}
void function TryUpdateTitanRespawnTimerForNewTitanSelection( entity player )
{
if ( GetCurrentPlaylistVarInt( "titan_build_time_use_set_file", 0 ) == 1 )
{
if ( ShouldSetTitanRespawnTimer( player ) )
{
if ( player.GetTitanBuildTime() != GetTitanBuildTime( player ) )
{
float timeElapsed = player.GetTitanBuildTime() - ( player.GetNextTitanRespawnAvailable() - Time() )
ResetTitanBuildTime( player ) // update titan build time here
float newTime = Time() + ( player.GetTitanBuildTime() - timeElapsed )
player.SetNextTitanRespawnAvailable( max( 0, newTime ) )
}
}
}
}
void function SetTitanRespawnTimer( entity player, float timeDiff )
{
//printt( "SetTitanRespawnTimer with timeDiff: " + timeDiff )
if ( ShouldSetTitanRespawnTimer( player ) == false )
return
float newTime = Time() + timeDiff
player.SetNextTitanRespawnAvailable( max( Time() - 1, newTime ) )
thread WaitToAnnounceTitanETA( player, timeDiff )
}
bool function ShouldSetTitanRespawnTimer( player )
{
if ( Riff_TitanAvailability() == eTitanAvailability.Custom )
return false
if ( Riff_TitanAvailability() == eTitanAvailability.Default )
return true
if ( player.IsTitan() )
return true
if ( IsValid( player.GetPetTitan() ) )
return true
if ( player.GetNextTitanRespawnAvailable() < 0 )
return false
return true
}
function WaitToAnnounceTitanETA( entity player, timeDiff )
{
player.EndSignal( "OnDestroy" )
player.Signal( "SetTitanRespawnTimer" )
player.EndSignal( "SetTitanRespawnTimer" )
player.EndSignal( "CalledInReplacementTitan" )
player.EndSignal( "ChoseToSpawnAsTitan" )
if ( timeDiff > 0 )
wait GetTimeTillNextETAAnnouncement( player )
TryETATitanReadyAnnouncement( player )
}
float function GetTimeTillNextETAAnnouncement( entity player )
{
// if ( !IsValid( player ) )
// return 0
float timeTillNextTitan = player.GetNextTitanRespawnAvailable() - Time()
if ( timeTillNextTitan <= 0 )
{
//printt( "Waiting 0, Titan Ready" )
return 0
}
// if ( !( "replacementTitanETATimer" in player.s ) )
// return 0
if ( timeTillNextTitan >= file.ETA2MinUpperBound && player.p.replacementTitanETATimer > 120 ) //Give some leadup time to conversation starting
{
//printt( "Waiting " + ( timeTillNextTitan - file.ETA2MinUpperBound ) + " till 2 min announcement" )
return timeTillNextTitan - file.ETA2MinUpperBound
}
if ( timeTillNextTitan >= file.ETA2MinLowerBound && player.p.replacementTitanETATimer > 120 )
{
//printt( "Waiting 0 till 2 min announcement" )
return 0 //Play 2 min ETA announcement immediately
}
if ( timeTillNextTitan >= file.ETA60sUpperBound && player.p.replacementTitanETATimer > 60 )
{
//printt( "Waiting " + ( timeTillNextTitan - file.ETA60sUpperBound ) + " till 60s announcement" )
return timeTillNextTitan - file.ETA60sUpperBound
}
if ( timeTillNextTitan >= file.ETA60sLowerBound && player.p.replacementTitanETATimer > 60 )
{
//printt( "Waiting 0 till 60s announcement" )
return 0
}
if ( timeTillNextTitan >= file.ETA30sUpperBound && player.p.replacementTitanETATimer > 30 )
{
//printt( "Waiting " + ( timeTillNextTitan - file.ETA30sUpperBound ) + " till 30s announcement" )
return timeTillNextTitan - file.ETA30sUpperBound
}
if ( timeTillNextTitan >= file.ETA30sLowerBound && player.p.replacementTitanETATimer > 30 )
{
//printt( "Waiting 0 till 30 announcement" )
return 0
}
if ( timeTillNextTitan >= file.ETA15sUpperBound && player.p.replacementTitanETATimer > 15 )
{
//printt( "Waiting " + ( timeTillNextTitan - file.ETA15sUpperBound ) + " till 15s announcement" )
return timeTillNextTitan - file.ETA15sUpperBound
}
if ( timeTillNextTitan >= file.ETA15sLowerBound && player.p.replacementTitanETATimer > 15 )
{
//printt( "Waiting 0 till 15s announcement" )
return 0
}
//printt( "Waiting " + timeTillNextTitan + " till next Titan" )
return timeTillNextTitan
}
function TryETATitanReadyAnnouncement( entity player )
{
//printt( "TryETATitanReadyAnnouncement" )
if ( !IsAlive( player ) )
return
if ( GetPlayerTitanInMap( player ) )
return
if ( player.GetNextTitanRespawnAvailable() < 0 )
return
if ( GetGameState() > eGameState.SuddenDeath )
return
if ( GameTime_PlayingTime() < 5.0 )
return
local timeTillNextTitan = player.GetNextTitanRespawnAvailable() - Time()
//printt( "TryETATitanReadyAnnouncement timetillNextTitan: " + timeTillNextTitan )
if ( floor(timeTillNextTitan) <= 0 )
{
//Titan is ready, let TryReplacementTitanReadyAnnouncement take care of it
TryReplacementTitanReadyAnnouncement( player )
return
}
//This entire loop is probably too complicated now for what it's doing. Simplify next game!
//Loop might be pretty hard to read, a particular iteration of the loop is written in comments below
for ( int i = 0; i < file.ETATimeThresholds.len(); ++i )
{
if ( fabs( timeTillNextTitan - file.ETATimeThresholds[ i ] ) < file.ETAAnnouncementAllowanceTime )
{
if ( player.p.replacementTitanETATimer > file.ETATimeThresholds[ i ] )
{
if ( player.titansBuilt )
PlayConversationToPlayer( "TitanReplacementETA" + file.ETATimeThresholds[ i ] + "s" , player )
else
PlayConversationToPlayer( "FirstTitanETA" + file.ETATimeThresholds[ i ] + "s", player )
player.p.replacementTitanETATimer = float ( file.ETATimeThresholds[ i ] )
wait timeTillNextTitan - file.ETATimeThresholds[ i ]
if ( IsAlive( player ) )
SetTitanRespawnTimer( player, player.GetNextTitanRespawnAvailable() - Time() )
return
}
}
}
/*if ( fabs( timeTillNextTitan - 120 ) < ETAAnnouncementAllowanceTime && player.p.replacementTitanETATimer > 120 )
{
if ( player.titansBuilt )
PlayConversationToPlayer( "TitanReplacementETA120s", player )
else
PlayConversationToPlayer( "FirstTitanETA120s", player )
player.p.replacementTitanETATimer = 120
wait timeTillNextTitan - 120
SetTitanRespawnTimer( player, player.GetNextTitanRespawnAvailable() - Time() )
return
}
*/
}
function TryReplacementTitanReadyAnnouncement( entity player )
{
while( true )
{
//printt( "TryReplacementTitanReadyAnnouncementLoop" )
if ( !IsAlive( player ) )
return
if ( GetGameState() > eGameState.SuddenDeath )
return
if ( GetPlayerTitanInMap( player ) )
return
if ( level.nv.titanDropEnabledForTeam != TEAM_BOTH && level.nv.titanDropEnabledForTeam != player.GetTeam() )
return
if ( player.p.replacementTitanReady_lastNagTime == 0 || Time() - player.p.replacementTitanReady_lastNagTime >= nagInterval )
{
//Don't play Titan Replacement Announcements if you don't have it ready
switch ( Riff_TitanAvailability() )
{
case eTitanAvailability.Default:
break
default:
if ( !Riff_IsTitanAvailable( player ) )
return
}
if ( player.titansBuilt )
{
PlayConversationToPlayer( "TitanReplacementReady", player )
}
else
{
PlayConversationToPlayer( "FirstTitanReady", player )
}
player.p.replacementTitanReady_lastNagTime = Time()
}
wait 5.0 // Once every 5 seconds should be fine
}
}
void function ResetTitanReplacementAnnouncements( entity soul, var damageInfo )
{
entity player = soul.GetBossPlayer()
if ( !IsValid( player ) )
return
player.p.replacementTitanETATimer = expect float( level.nv.gameEndTime )
}
function req()
{
ReplacementTitan( GetPlayerArray()[0] )
}
bool function ClientCommand_RequestTitan( entity player, array<string> args )
{
ReplacementTitan( player ) //Separate function because other functions will call ReplacementTitan
return true
}
// This a baseline titan request function; the only things that prevent this from happening are
// common cases; wrong gamestate, already has a titan, is currently dead, etc...
bool function RequestTitan( entity player )
{
if ( !IsReplacementTitanAvailableForGameState() )
return false
if ( player.IsTitan() )
return false
if ( IsAlive( player.GetPetTitan() ) )
return false
if ( player.isSpawning )
return false
if ( !IsAlive( player ) )
return false
Point spawnPoint = GetTitanReplacementPoint( player, false )
local origin = spawnPoint.origin
Assert( origin )
//Check titanfall request against any custom gamemode rules
if ( !file.RequestTitanGamemodeRules( player, spawnPoint.origin ) )
return false
//if ( ShouldDoTitanfall() )
thread CreateTitanForPlayerAndHotdrop( player, spawnPoint )
//else
// thread ForcePilotToBecomeTitan( player )
return true
}
bool function ReplacementTitan( entity player )
{
if ( !IsAlive( player ) )
{
printt( "ReplacementTitan", player, player.entindex(), "failed", "IsAlive( player ) was false" )
return false
}
if ( !IsReplacementTitanAvailable( player, 0 ) )
{
printt( "ReplacementTitan", player, player.entindex(), "failed", "IsReplacementTitanAvailable was false" )
return false
}
entity titan = GetPlayerTitanInMap( player )
if ( IsAlive( titan ) )
{
printt( "ReplacementTitan", player, player.entindex(), "failed", "GetPlayerTitanInMap was true" )
return false
}
if ( player in file.warpFallDebounce )
{
if ( Time() - file.warpFallDebounce[ player ] < 3.0 )
{
printt( "ReplacementTitan", player, player.entindex(), "failed", "player in file.warpFallDebounce was true" )
return false
}
}
Point spawnPoint = GetTitanReplacementPoint( player, false )
local origin = spawnPoint.origin
Assert( origin )
#if MP
PIN_PlayerAbility( player, "titanfall", "titanfall", {pos = origin} )
#endif
//Check titanfall request against any custom gamemode rules
if ( !file.RequestTitanGamemodeRules( player, spawnPoint.origin ) )
return false
#if SP
thread CreateTitanForPlayerAndHotdrop( player, spawnPoint )
#endif
#if MP
if ( ShouldDoTitanfall() )
thread CreateTitanForPlayerAndHotdrop( player, spawnPoint )
else
thread ForcePilotToBecomeTitan( player )
#endif
return true
}
#if MP
void function ForcePilotToBecomeTitan( entity player )
{
float fadeTime = 0.5
float holdTime = 2.0
player.EndSignal( "OnDeath" )
player.EndSignal( "OnDestroy" )
if ( GAMETYPE != SST )
{
#if FACTION_DIALOGUE_ENABLED
PlayFactionDialogueToPlayer( "mp_titanInbound" , player )
#else
if ( player.titansBuilt )
PlayConversationToPlayer( "TitanReplacement", player )
else
PlayConversationToPlayer( "FirstTitanInbound", player )
#endif
}
player.Signal( "RodeoOver" )
player.Signal( "ScriptAnimStop" )
table<string,bool> e = {}
e.settingsRestored <- false
OnThreadEnd(
function() : ( player, e )
{
if ( IsValid( player ) && !e.settingsRestored )
{
Rodeo_Allow( player )
player.Show()
player.MakeVisible()
}
}
)
Rodeo_Disallow( player )
ScreenFadeToBlack( player, fadeTime, holdTime )
player.DissolveNonLethal( ENTITY_DISSOLVE_CORE, Vector( 0, 0, 0 ), 500 )
wait fadeTime
player.SetInvulnerable()
player.Hide()
wait holdTime
ScreenFadeFromBlack( player, 1.0, 0.5 )
waitthread TitanPlayerHotDropsIntoLevel( player )
e.settingsRestored = true
Rodeo_Allow( player )
player.Show()
player.MakeVisible()
player.ClearInvulnerable()
}
#endif
bool function IsReplacementDropInProgress( entity player )
{
return expect bool( player.s.replacementDropInProgress )
}
void function CreateTitanForPlayerAndHotdrop( entity player, Point spawnPoint, TitanLoadoutDef ornull overrideLoadout = null )
{
Assert( IsValid( player ) )
if ( player.isSpawning )
{
printt( "CreateTitanForPlayerAndHotdrop", player, player.entindex(), "failed", "player.isSpawning was true" )
return
}
if ( player.s.replacementDropInProgress )
{
printt( "CreateTitanForPlayerAndHotdrop", player, player.entindex(), "failed", "player.s.replacementDropInProgress was true" )
return
}
player.s.replacementDropInProgress = true
entity titanFallDisablingEntity = CreateInfoTarget()
OnThreadEnd(
function() : ( player, titanFallDisablingEntity )
{
if ( IsValid( titanFallDisablingEntity ) ) //As a fail safe. Should have been cleaned up in OnThreadEnd of CleanupTitanFallDisablingEntity
titanFallDisablingEntity.Destroy()
if ( !IsValid( player ) )
return
player.s.replacementDropInProgress = false
player.ClearHotDropImpactTime()
}
)
player.EndSignal( "OnDestroy" )
if ( GAMETYPE != SST )
{
#if FACTION_DIALOGUE_ENABLED
PlayFactionDialogueToPlayer( "mp_titanInbound" , player )
#else
if ( player.titansBuilt )
PlayConversationToPlayer( "TitanReplacement", player )
else
PlayConversationToPlayer( "FirstTitanInbound", player )
#endif
}
vector origin = spawnPoint.origin
vector angles
if ( spawnPoint.angles != < 0.0, 0.0, 0.0 > )
angles = spawnPoint.angles
else
angles = VectorToAngles( FlattenVector( player.GetViewVector() ) * -1 ) // face the player
printt( "Dropping replacement titan at " + origin + " with angles " + angles )
#if HAS_STATS
UpdatePlayerStat( player, "misc_stats", "titanFalls" )
#endif
#if SERVER && MP
PIN_AddToPlayerCountStat( player, "titanfalls" )
#endif
if ( !level.firstTitanfall )
{
AddPlayerScore( player, "FirstTitanfall", player )
#if HAS_STATS
UpdatePlayerStat( player, "misc_stats", "titanFallsFirst" )
#endif
level.firstTitanfall = true
}
else
{
AddPlayerScore( player, "Titanfall", player )
}
player.Signal( "CalledInReplacementTitan" )
int playerTeam = player.GetTeam()
TryAnnounceTitanfallWarningToEnemyTeam( playerTeam, origin )
titanFallDisablingEntity.SetOrigin( origin )
DisableTitanfallForLifetimeOfEntityNearOrigin( titanFallDisablingEntity, origin, TITANHOTDROP_DISABLE_ENEMY_TITANFALL_RADIUS )
entity titan
string animation
string regularTitanfallAnim = "at_hotdrop_drop_2knee_turbo"
TitanLoadoutDef loadout
if ( overrideLoadout == null )
{
loadout = GetTitanLoadoutForPlayer( player )
}
else
{
loadout = expect TitanLoadoutDef( overrideLoadout )
}
bool hasWarpfall = loadout.passive3 == "pas_warpfall"
if ( hasWarpfall || Flag( "LevelHasRoof" ) )
{
ClearTitanAvailable( player ) //Normally this is done when the Titan is spawned, but for warpfall the Titan isn't spawned instaneously after requesting it.
file.warpFallDebounce[ player ] <- Time()
animation = "at_hotdrop_drop_2knee_turbo_upgraded"
string settings = loadout.setFile
asset model = GetPlayerSettingsAssetForClassName( settings, "bodymodel" )
Attachment warpAttach = GetAttachmentAtTimeFromModel( model, animation, "offset", origin, angles, 0 )
entity fakeTitan = CreatePropDynamic( model )
float impactTime = GetHotDropImpactTime( fakeTitan, animation )
float diff = 0.0
if ( !hasWarpfall ) // this means the level requested the warpfall
{
float regularImpactTime = GetHotDropImpactTime( fakeTitan, regularTitanfallAnim ) - (WARPFALL_SOUND_DELAY + WARPFALL_FX_DELAY)
diff = ( regularImpactTime - impactTime )
impactTime = regularImpactTime
}
fakeTitan.Kill_Deprecated_UseDestroyInstead()
local impactStartTime = Time()
impactTime += (WARPFALL_SOUND_DELAY + WARPFALL_FX_DELAY)
player.SetHotDropImpactDelay( impactTime )
Remote_CallFunction_Replay( player, "ServerCallback_ReplacementTitanSpawnpoint", origin.x, origin.y, origin.z, Time() + impactTime )
EmitDifferentSoundsAtPositionForPlayerAndWorld( "Titan_1P_Warpfall_CallIn", "Titan_3P_Warpfall_CallIn", origin, player, playerTeam )
wait diff
wait WARPFALL_SOUND_DELAY
// "Titan_1P_Warpfall_Start" - for first person warp calls, starting right on the button press
// "Titan_3P_Warpfall_Start" - for any 3P other player or NPC when they call in a warp, starting right on their button press
EmitSoundAtPositionOnlyToPlayer( playerTeam, origin, player, "Titan_1P_Warpfall_Start" )
EmitSoundAtPositionExceptToPlayer( playerTeam, origin, player, "Titan_3P_Warpfall_Start" )
PlayFX( TURBO_WARP_FX, warpAttach.position + Vector(0,0,-104), warpAttach.angle )
wait WARPFALL_FX_DELAY
titan = CreateAutoTitanForPlayer_FromTitanLoadout( player, loadout, origin, angles )
DispatchSpawn( titan )
thread PlayFXOnEntity( TURBO_WARP_COMPANY, titan, "offset" )
}
else
{
animation = regularTitanfallAnim
titan = CreateAutoTitanForPlayer_FromTitanLoadout( player, loadout, origin, angles )
DispatchSpawn( titan )
float impactTime = GetHotDropImpactTime( titan, animation )
player.SetHotDropImpactDelay( impactTime )
Remote_CallFunction_Replay( player, "ServerCallback_ReplacementTitanSpawnpoint", origin.x, origin.y, origin.z, Time() + impactTime )
}
SetActiveTitanLoadoutIndex( player, GetPersistentSpawnLoadoutIndex( player, "titan" ) )
#if MP
SetActiveTitanLoadout( player )
#endif
if ( player in file.warpFallDebounce )
delete file.warpFallDebounce[ player ]
titan.EndSignal( "OnDeath" )
Assert( IsAlive( titan ) )
// dont let AI titan get enemies while dropping. Don't do trigger checks
titan.SetEfficientMode( true )
titan.SetTouchTriggers( false )
titan.SetNoTarget( true )
titan.SetAimAssistAllowed( false )
#if R1_VGUI_MINIMAP
thread PingMinimapDuringHotdrop( player, titan, origin )
#endif
thread CleanupTitanFallDisablingEntity( titanFallDisablingEntity, titan ) //needs to be here after titan is created
waitthread PlayersTitanHotdrops( titan, origin, angles, player, animation ) //Note that this function returns after the titan has played the landing anim, not when the titan hits the ground
titan.SetEfficientMode( false )
titan.SetTouchTriggers( true )
titan.SetAimAssistAllowed( true )
player.Signal( "titan_impact" )
thread TitanNPC_WaitForBubbleShield_StartAutoTitanBehavior( titan )
}
void function CleanupTitanFallDisablingEntity( entity titanFallDisablingEntity, entity titan )
{
titanFallDisablingEntity.EndSignal( "OnDestroy" ) //titanFallDisablingEntity can be destroyed multiple ways
titan.EndSignal( "ClearDisableTitanfall" ) //This is awkward, CreateBubbleShield() and OnHotDropImpact() signals this to deestroy CleanupTitanFallDisablingEntity
titan.EndSignal( "OnDestroy" )
OnThreadEnd(
function() : ( titanFallDisablingEntity )
{
if( IsValid( titanFallDisablingEntity ) )
titanFallDisablingEntity.Destroy()
}
)
WaitForever()
}
void function DrawReplacementTitanLocation( entity player, vector origin, float delay )
{
// have to keep resending this info because a dead player won't see it
player.EndSignal( "OnDestroy" )
float endTime = Time() + delay
for ( ;; )
{
if ( !IsAlive( player ) )
{
player.WaitSignal( "OnRespawned" )
continue
}
float remainingTime = endTime - Time()
if ( remainingTime <= 0 )
return
player.SetHotDropImpactDelay( remainingTime )
Remote_CallFunction_Replay( player, "ServerCallback_ReplacementTitanSpawnpoint", origin.x, origin.y, origin.z, Time() + remainingTime )
player.WaitSignal( "OnDeath" )
}
}
void function TryAnnounceTitanfallWarningToEnemyTeam( int team, vector origin )
{
float innerDistance = TITANFALL_OUTER_RADIUS * TITANFALL_OUTER_RADIUS
float outerDistance = innerDistance * 4.0
array<entity> enemies = GetPlayerArrayOfEnemies( team )
foreach ( entity enemyPlayer in enemies )
{
float distSqr = DistanceSqr( origin, enemyPlayer.GetOrigin() )
if ( distSqr > outerDistance )
continue
if ( distSqr < innerDistance )
Remote_CallFunction_NonReplay( enemyPlayer, "ServerCallback_TitanFallWarning", true )
else
Remote_CallFunction_NonReplay( enemyPlayer, "ServerCallback_TitanFallWarning", false )
}
}
TitanSettings function GetTitanForPlayer( entity player )
{
string ornull currentTitanSettings
array<string> currentTitanMods
if ( player.IsBot() )
{
string botTitanSettings = GetConVarString( "bot_titan_settings" )
array<string> legalLoadouts = GetAllowedTitanSetFiles()
if ( legalLoadouts.contains( botTitanSettings ) )
currentTitanSettings = botTitanSettings
else
currentTitanSettings = legalLoadouts.getrandom()
}
if ( currentTitanSettings == null )
{
TitanLoadoutDef loadout = GetTitanLoadoutForPlayer( player )
currentTitanSettings = loadout.setFile
foreach ( mod in loadout.setFileMods )
{
currentTitanMods.append( mod )
}
}
if ( DebugNewTitanModels() )
{
switch ( currentTitanSettings )
{
case "titan_atlas":
currentTitanSettings = "titan_medium_ajax"
break
case "titan_stryder":
currentTitanSettings = "titan_light_locust"
break
case "titan_ogre":
currentTitanSettings = "titan_heavy_ogre"
break
}
}
TitanSettings titanSettings
titanSettings.titanSetFile = expect string( currentTitanSettings )
titanSettings.titanSetFileMods = currentTitanMods
return titanSettings
}
Attachment function GetAttachmentAtTimeFromModel( asset model, string animation, string attachment, vector origin, vector angles, float time )
{
entity dummy = CreatePropDynamic( model, origin, angles )
Attachment start = dummy.Anim_GetAttachmentAtTime( animation, attachment, time )
dummy.Destroy()
return start
}
#if R1_VGUI_MINIMAP
function PingMinimapDuringHotdrop( player, titan, impactOrigin )
{
expect entity( player )
expect entity( titan )
player.EndSignal( "titan_impact" )
player.EndSignal( "OnDestroy" )
titan.EndSignal( "OnDeath" )
titan.Minimap_Hide( TEAM_IMC, null )
titan.Minimap_Hide( TEAM_MILITIA, null )
OnThreadEnd(
function() : ( player, titan )
{
if ( !IsAlive( titan ) )
return
titan.Minimap_DisplayDefault( TEAM_IMC, null )
titan.Minimap_DisplayDefault( TEAM_MILITIA, null )
}
)
while ( true )
{
Minimap_CreatePingForPlayer( player, impactOrigin, $"vgui/HUD/threathud_titan_friendlyself", 0.5 )
wait 0.4
}
}
#endif
function EmptyTitanPlaysAnim( titan )
{
local idleAnimAlias = "at_atlas_getin_idle"
if ( titan.HasKey( "idleAnim" ) )
idleAnimAlias = titan.GetValueForKey( "idleAnim" )
thread PlayAnim( titan, idleAnimAlias )
}
function FreeSpawnpointOnEnterTitan( spawnpoint, titan )
{
titan.EndSignal( "OnDestroy" )
titan.EndSignal( "TitanEntered" )
OnThreadEnd(
function() : ( spawnpoint, titan )
{
Assert( IsValid( titan ) )
spawnpoint.e.spawnPointInUse = false
}
)
titan.WaitSignal( "TitanBeingEntered" )
}
function DebugText( origin, text, time )
{
local endTime = Time() + time
while( Time() < endTime )
{
DebugDrawText( origin, text, true, 1.0 )
wait 1
}
}
bool function ReplacementTitanTimerFinished( player, timeBuffer = 0 )
{
local nextTitanTime = player.GetNextTitanRespawnAvailable()
if ( nextTitanTime < 0 )
return false
return nextTitanTime - Time() <= timeBuffer
}
struct
{
float titanTimerPauseTime = 0
table<entity, float> playerPauseStartTimes
} protoFile
void function PauseTitansThink()
{
bool titan
while ( true )
{
array<entity> players = GetPlayerArray()
bool foundTitan = false
foreach ( player in players )
{
if ( player.IsTitan() || IsValid( player.GetPetTitan() ) )
{
foundTitan = true
break
}
}
if ( foundTitan && protoFile.titanTimerPauseTime == 0 )
thread PauseTitanTimers()
else if ( !foundTitan && protoFile.titanTimerPauseTime != 0 )
thread PauseTitanTimers()
WaitFrame()
}
}
void function PauseTitanTimers()
{
RegisterSignal( "PauseTitanTimers" )
svGlobal.levelEnt.Signal( "PauseTitanTimers" )
svGlobal.levelEnt.EndSignal( "PauseTitanTimers" )
if ( protoFile.titanTimerPauseTime != 0 )
{
protoFile.playerPauseStartTimes = {}
protoFile.titanTimerPauseTime = 0
return
}
protoFile.titanTimerPauseTime = Time()
float lastTime = Time()
while ( true )
{
array<entity> players = GetPlayerArray()
float addTime = Time() - protoFile.titanTimerPauseTime
foreach ( player in players )
{
if ( player.IsTitan() )
{
if ( player in protoFile.playerPauseStartTimes )
delete protoFile.playerPauseStartTimes[player]
continue
}
if ( IsValid( player.GetPetTitan() ) )
{
if ( player in protoFile.playerPauseStartTimes )
delete protoFile.playerPauseStartTimes[player]
continue
}
if ( Time() > player.GetNextTitanRespawnAvailable() )
{
if ( player in protoFile.playerPauseStartTimes )
delete protoFile.playerPauseStartTimes[player]
continue
}
if ( !(player in protoFile.playerPauseStartTimes) )
{
protoFile.playerPauseStartTimes[player] <- player.GetNextTitanRespawnAvailable()
}
protoFile.playerPauseStartTimes[player] += Time() - lastTime
player.SetNextTitanRespawnAvailable( protoFile.playerPauseStartTimes[player] )
}
lastTime = Time()
wait 0.1
}
}
bool function ShouldDoTitanfall()
{
if ( svGlobal.forceDisableTitanfalls )
return false
return ( GetCurrentPlaylistVarInt( "enable_titanfalls", 1 ) == 1 )
}
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