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|
untyped
globalize_all_functions
//=========================================================
// _global_entities
// Create/initialize various global entities
//=========================================================
// if you set this to zero, various things that spam developer 2 won't run
const SPAMS_DEVELOPER2 = 1
void function MP_PlayerPostInit( entity self )
{
entity player = self
Assert( !player.hasSpawned )
player.InitMPClasses()
player.hasSpawned = true
}
array _PlayerDidSpawnCallbacks = []
function __PlayerDidSpawn( entity player )
{
if ( player.GetPlayerName() == "Replay" )
return
foreach( callback in _PlayerDidSpawnCallbacks )
{
thread callback()
}
svGlobal.levelEnt.Signal( "PlayerDidSpawn", { player=player } )
FlagSet( "PlayerDidSpawn" )
}
function AddCallback_PlayerDidSpawn( callback )
{
_PlayerDidSpawnCallbacks.append( callback )
}
function ClientCommand( client, command, delay = 0 )
{
EntFireByHandle( _cc, "Command", command, delay, client, null )
}
function ServerCommand( command, delay = 0 )
{
EntFireByHandle( _sc, "Command", command, delay, null, null )
}
table __trackedRefs = {}
function AddTrackRef( ref )
{
//printl( "Adding ref for: " + string( ref ) )
__trackedRefs[string( ref )] <- ref.weakref()
}
function RefTrackerThink()
{
foreach ( refName, entity refObj in __trackedRefs )
{
if ( !refObj || !refObj.ref() )
{
delete __trackedRefs[refName]
if ( SPAMS_DEVELOPER2 )
svGlobal.levelEnt.Fire( "CallScriptFunction", "RefTrackerThink", 0.033 )
return
}
if ( IsValid_ThisFrame( refObj ) )
continue
printl( "UNFREED REFERENCE (use weakref for entities): " + refName )
__trackedRefs[ refName ] = null
}
if ( SPAMS_DEVELOPER2 )
svGlobal.levelEnt.Fire( "CallScriptFunction", "RefTrackerThink", 2.0 )
}
function DumpTrackRefs()
{
foreach ( refName, refObj in __trackedRefs )
{
if ( !refObj || !refObj.ref() )
continue
printl( "TRACKREF: " + refName + " " + refObj.ref() )
}
}
function MapRequiresFullFlightpathSupport()
{
return false //GetMapName().find( "mp_" ) == 0
}
function AINFileIsUpToDate_Wrapper()
{
if ( GetAINScriptVersion() != AIN_REV )
return false
return AINFileIsUpToDate()
}
function Hud_Hide( __t__, __tt__ )
{
}
function Hud_Show( __t__, __tt__ )
{
}
function PathsOutOfDate( player )
{
SendHudMessage( player, "Paths Out of Date. Type buildainfile at console.", -1, 0.4, 255, 255, 0, 255, 0.0, 0.5, 0.0 )
// , x_pos, y_pos, R, G, B, A, fade_in_time, hold_time, fade_out_time )
}
function NavmeshOutOfDate( player )
{
SendHudMessage( player, "Navmesh Out of Date. Build in LevelEd", -1, 0.6, 192, 255, 0, 255, 0.0, 0.5, 0.0 )
// , x_pos, y_pos, R, G, B, A, fade_in_time, hold_time, fade_out_time )
}
function NavmeshUpToDateCheck()
{
FlagWait( "PlayerDidSpawn" )
if ( NavMesh_IsUpToDate() )
return
for ( int i = 0; i < 5; i++ )
{
wait 1
array<entity> players = GetPlayerArray()
// let's not spam the whole server
if ( players.len() )
NavmeshOutOfDate( players[0] )
}
}
// paths out of date
function AINFileIsUpToDateCheck()
{
FlagWait( "PlayerDidSpawn" )
if ( AINFileIsUpToDate_Wrapper() )
return
if ( !AINExists() )
return
for ( int i = 0; i < 5; i++ )
{
wait 1
array<entity> players = GetPlayerArray()
// let's not spam the whole server
if ( players.len() )
PathsOutOfDate( players[0] )
}
}
function PlayerSeesGraphWarning( player )
{
player.EndSignal( "OnDestroy" )
local i
float minWait = 0.03
float maxWait = 0.7
local result
int max = 15
for ( i = 0; i < max; i++ )
{
result = Graph( i, 0, max, maxWait, minWait )
wait result
if ( !IsValid( player ) )
return
if ( GetNPCArray().len() == 0 )
continue
wait result * 0.5
if ( !IsValid( player ) )
return
PathsOutOfDate( player )
}
for ( ;; )
{
wait 0.5
if ( !IsValid( player ) )
return
if ( GetNPCArray().len() == 0 )
continue
wait 0.3
if ( !IsValid( player ) )
return
PathsOutOfDate( player )
}
}
// Look up and set damageSourceIds for environmental damage triggers
// This works this way so maps don't have to be recompiled if any damageSourceIds change
void function InitDamageTriggers( entity self )
{
if ( !self.HasKey( "damageSourceName" ) )
return
switch ( self.GetValueForKey( "damageSourceName" ) )
{
case "fall":
self.kv.damageSourceId = eDamageSourceId.fall
break
case "splat":
self.kv.damageSourceId = eDamageSourceId.splat
break
case "burn":
self.kv.damageSourceId = eDamageSourceId.burn
break
case "submerged":
self.kv.damageSourceId = eDamageSourceId.submerged
break
case "electric_conduit":
self.kv.damageSourceId = eDamageSourceId.electric_conduit
break
case "turbine":
self.kv.damageSourceId = eDamageSourceId.turbine
break
case "lasergrid":
self.kv.damageSourceId = eDamageSourceId.lasergrid
break
case "crush":
self.kv.damageSourceId = eDamageSourceId.damagedef_crush
break
case "toxic_sludge":
self.kv.damageSourceId = eDamageSourceId.toxic_sludge
break
default:
Assert( false, "Unsupported damage source name on trigger_hurt: " + self.GetValueForKey( "damageSourceName" ) )
}
}
bool function IsDamageFromDamageTrigger( damageInfo )
{
switch ( DamageInfo_GetDamageSourceIdentifier( damageInfo ) )
{
case eDamageSourceId.fall:
case eDamageSourceId.splat:
case eDamageSourceId.burn:
case eDamageSourceId.submerged:
return true
}
return false
}
function ScriptLeakDetector()
{
svGlobal.levelEnt.Signal( "GameEnd" )
OnThreadEnd(
function() : ()
{
TotalEnts()
}
)
WaitFrame()
TotalEnts()
for ( ;; )
{
wait 60
TotalEnts()
}
}
void function NavmeshSeparatorThink( entity separator )
{
bool connected = true
if ( separator.HasKey( "startDisconnected" ) && separator.kv.startDisconnected == "1" )
connected = false
ToggleNPCPathsForEntity( separator, connected )
if ( connected )
separator.NotSolid()
else
separator.Solid()
if ( separator.HasKey( "script_flag" ) && separator.kv.script_flag != "" )
{
string flag = string( separator.kv.script_flag )
FlagInit( flag, connected )
while( IsValid( separator ) )
{
if ( connected )
FlagWaitClear( flag )
else
FlagWait( flag )
connected = !connected
ToggleNPCPathsForEntity( separator, connected )
if ( connected )
separator.NotSolid()
else
separator.Solid()
}
}
}
void function DevDebugText( entity node )
{
Assert( node.HasKey( "text" ) && node.kv.text != "", "info_debug_text at " + node.GetOrigin() + " doesn't have text set on it." )
// Debug text doesn't work right away becuase of code, this delay makes them show up
wait 3.0
DebugDrawText( node.GetOrigin(), string( node.kv.text ), true, 999999.9 )
}
|