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//=========================================================
// _mapspawn.nut
// Called on newgame or transitions, BEFORE entities have been created and initialized
//=========================================================
global function CodeCallback_MapSpawn
global function CodeCallback_ClientCommand
global table _ClientCommandCallbacks = {}
global entity _cc = null
global entity _sc = null
global struct spawnCallbackFuncArray
{
array<void functionref( entity )> callbackArray
string entityClassname
}
global struct spawnCallbackFuncArray_scriptNoteworthy
{
array<void functionref( entity )> callbackArray
string scriptNoteworthy
}
global struct spawnCallbackEditorClassFuncArray
{
array<void functionref( entity )> callbackArray
string entityClassname
string entityEditorClassname
}
global typedef pilotEliminationDialogueCallbackType void functionref( int, array<entity>, int, array<entity> )
global struct SvGlobals
{
entity worldspawn
array<spawnCallbackFuncArray> spawnCallbackFuncs
array<spawnCallbackEditorClassFuncArray> spawnCallbackEditorClassFuncs
array<spawnCallbackFuncArray_scriptNoteworthy> spawnCallbackFuncs_scriptNoteworthy
table<string, array<void functionref( entity )> > spawnCallbacks_scriptName
array<pilotEliminationDialogueCallbackType> pilotEliminationDialogueCallbacks
table<string, array<bool functionref( entity player, entity healthpack)> > onTouchHealthKitCallbacks
array<void functionref( entity )> onClientConnectedCallbacks
array<void functionref(entity)> onPlayerRespawnedCallbacks
array<void functionref( entity player, entity npc_titan )> onPilotBecomesTitanCallbacks
array<void functionref( entity player, entity npc_titan )> onTitanBecomesPilotCallbacks
array<void functionref( entity, entity, entity) > soulTransferFuncs
array<void functionref( entity titanSoul )> soulSettingsChangeFuncs
array<void functionref( entity titanSoul )> soulInitFuncs
table<string, array<void functionref( entity, var )> > damageByCallbacks
bool functionref( entity ) gameModeAbandonPenaltyApplies
bool functionref() timelimitCompleteFunc
bool functionref( entity ) titanAvailabilityCheck
bool cloakBreaksOnMelee = true //Reexamine if still needed if we have same behavior for cloak in MP/SP.
float defaultPilotLeechTime = 2.8
int winReason
string winReasonText
string lossReasonText
string gameWonAnnouncement
string gameLostAnnouncement
table< int, int > npcsSpawnedThisFrame_scriptManagedArray
float pilotRespawnDelay = 0.0
array<void functionref( entity, var )> soulDeathFuncs
table<string, void functionref(entity)> globalAnimEventCallbacks
array<void functionref( entity titan, TitanLoadoutDef newTitanLoadout )> onTitanGetsNewLoadoutCallbacks
array<void functionref( entity player, PilotLoadoutDef newTitanLoadout )> onPlayerGetsNewPilotLoadoutCallbacks
array<void functionref( TitanLoadoutDef newTitanLoadout )> onUpdateDerivedTitanLoadoutCallbacks
array<void functionref( entity player, TitanLoadoutDef newTitanLoadout )> onUpdateDerivedPlayerTitanLoadoutCallbacks
array<void functionref( PilotLoadoutDef newPilotLoadout )> onUpdateDerivedPilotLoadoutCallbacks
array<void functionref( entity victim, entity attacker, var damageInfo )> onPlayerKilledCallbacks
array<void functionref( entity victim, entity attacker, var damageInfo )> onNPCKilledCallbacks
array<void functionref( entity victim, var damageInfo )> onTitanDoomedCallbacks
array<void functionref( entity victim, entity attacker )> onTitanHealthSegmentLostCallbacks
array<void functionref( entity player )> onClientConnectingCallbacks
array<void functionref( entity player )> onClientDisconnectedCallbacks
array<void functionref( entity attacker, entity victim )> onPlayerAssistCallbacks
array<void functionref( entity player )> onPlayerDropsScriptedItemsCallbacks
array<void functionref( entity player )> onPlayerClassChangedCallbacks
array<void functionref( entity ship, string anim )> onWaveSpawnDropshipSpawned
table<string, array<void functionref( entity ent )> >onEntityChangedTeamCallbacks
table<string, bool functionref( entity player, array<string>args )> clientCommandCallbacks
array<void functionref()>[ eGameState._count_ ] gameStateEnterCallbacks
bool allowPointsOverLimit = false
bool bubbleShieldEnabled = true
entity levelEnt
//TODO: Get rid of these and use the new StartParticleEffectInWorld_ReturnEntity etc functions
entity fx_CP_color_enemy //Used for setting control points on FX
entity fx_CP_color_friendly //Used for setting control points on FX
entity fx_CP_color_neutral //Used for setting control points on FX
array<entity>[ TEAM_COUNT ] classicMPDropships
bool evacEnabled = false
void functionref( entity player ) observerFunc
array<void functionref()> playingThinkFuncTable
array<void functionref()> thirtySecondsLeftFuncTable
void functionref( int progress ) matchProgressAnnounceFunc
void functionref( entity player ) cp_VO_NagFunc
void functionref( entity player, entity hardpoint, float distance ) cp_VO_ApproachFunc
void functionref( entity touchEnt, entity hardpoint ) cp_VO_LeftTriggerWithoutCappingFunc
table<int, string> hardpointStringIDs
entity[ TEAM_COUNT ] flagSpawnPoints
vector distCheckTestPoint
void functionref() scoreEventOverrideFunc
array<void functionref( entity, entity )> onLeechedCustomCallbackFunc
bool forceSpawnAsTitan = false
bool forceSpawnIntoTitan = false
bool forceDisableTitanfalls = false
bool titanfallEnabled = true
//RoundWinningKillReplay related
entity roundWinningKillReplayViewEnt = null
entity roundWinningKillReplayVictim = null
int roundWinningKillReplayInflictorEHandle = -1
bool watchingRoundWinningKillReplay = false
bool forceNoFinalRoundDraws = false //Setting this to true will force a round based mode to keep playing rounds until a winner is determined. Game will not end on draw.
bool roundBasedTeamScore_RoundReset = true //if true, reset team scores at the start of each round.
bool isInPilotGracePeriod = false // if true, all players will be allowed to switch loadouts
}
global SvGlobals svGlobal
void function CodeCallback_MapSpawn() // original script entry point
{
ScriptCompilerTest()
LoadDiamond()
_cc = CreateEntity( "point_clientcommand" )
_sc = CreateEntity( "point_servercommand" )
PrecacheEntity( "env_entity_dissolver" )
LevelVarInit()
svGlobal.worldspawn = GetEnt( "worldspawn" )
svGlobal.worldspawn.kv.startdark = true
PrecacheModel( $"models/dev/editor_ref.mdl" )
PrecacheModel( $"models/dev/empty_model.mdl" )
PrecacheModel( $"models/test/brad/store_card.mdl" )
PrecacheModel( $"models/test/brad/store_card_angel_city.mdl" )
PrecacheModel( $"models/test/brad/store_card_colony.mdl" )
PrecacheModel( $"models/test/brad/store_card_relic.mdl" )
PrecacheModel( $"models/test/brad/store_card_prime_bundle.mdl" )
PrecacheModel( $"models/test/brad/store_titan_warpaint_bundle.mdl" )
PrecacheModel( $"models/test/brad/store_weapon_warpaint_bundle.mdl" )
PrecacheModel( $"models/test/brad/jump_start.mdl" )
PrecacheModel( $"models/weapons/shoulder_rocket_SRAM/ptpov_law_menu.mdl" ) // HACK
PrecacheModel( $"models/weapons/lstar/ptpov_lstar_menu.mdl" ) // HACK
PrecacheModel( $"models/weapons/softball_at/ptpov_softball_at_menu.mdl" ) // HACK
PrecacheModel( $"models/weapons/mastiff_stgn/ptpov_mastiff_menu.mdl" ) // HACK
PrecacheModel( $"models/error.mdl" ) // model used when no model is provided
if ( DREW_MODE == 2 ) // TEMPHACK
PrecacheModel( GREEN_SCREEN_MODEL )
printl( "Code Script: _mapspawn" )
// This will end up in either SP or MP
SPMP_MapSpawn_Init()
}
var function CodeCallback_ClientCommand( entity player, array<string> args )
{
/*printl( "############################" )
printl( "CodeCallback_ClientCommand() before" )
printl( "player = " + player )
printl( "args:" )
foreach( key, value in args )
printl( key + " : " + value )
printl( "############################" )*/
string commandString = args.remove( 0 )
//TODO: Track down Why VModEnable is being called from code?
//Assert( commandString in svGlobal.clientCommandCallbacks )
if ( commandString in svGlobal.clientCommandCallbacks )
{
return svGlobal.clientCommandCallbacks[ commandString ]( player, args )
}
else
{
printl( "############################" )
printl( "CommandString: " + commandString + " was not added via AddClientCommandCallback but is being called in CodeCallback_ClientCommand" )
printl( "############################" )
return false
}
}
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