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untyped
global function ClassicMP_DefaultDropshipIntro_Setup

const array<string> DROPSHIP_IDLE_ANIMS = [ "Classic_MP_flyin_exit_playerA_idle",
											"Classic_MP_flyin_exit_playerB_idle",
											"Classic_MP_flyin_exit_playerC_idle",
											"Classic_MP_flyin_exit_playerD_idle" ]

const array<string> DROPSHIP_IDLE_ANIMS_POV = [ "Classic_MP_flyin_exit_povA_idle",
                                                "Classic_MP_flyin_exit_povB_idle",
                                                "Classic_MP_flyin_exit_povC_idle",
                                                "Classic_MP_flyin_exit_povD_idle" ]

const array<string> DROPSHIP_JUMP_ANIMS = [	"Classic_MP_flyin_exit_playerA_jump",
                                          	"Classic_MP_flyin_exit_playerB_jump",
                                          	"Classic_MP_flyin_exit_playerC_jump",
                                          	"Classic_MP_flyin_exit_playerD_jump" ]

const array<string> DROPSHIP_JUMP_ANIMS_POV = [ "Classic_MP_flyin_exit_povA_jump",
                                                "Classic_MP_flyin_exit_povB_jump",
                                                "Classic_MP_flyin_exit_povC_jump",
                                                "Classic_MP_flyin_exit_povD_jump" ]

const array<int> DROPSHIP_ANIMS_YAW = [ -18, 8, 8, -16 ]

global const float DROPSHIP_INTRO_LENGTH = 15.0 // TODO tweak this

struct IntroDropship
{
	entity dropship

	int playersInDropship
	entity[4] players
}

struct {
	IntroDropship[2] militiaDropships
	IntroDropship[2] imcDropships
	
	float introStartTime
	int numPlayersInIntro
} file


void function ClassicMP_DefaultDropshipIntro_Setup()
{
	AddCallback_OnClientConnected( DropshipIntro_OnClientConnected )
	AddCallback_OnClientDisconnected( DropshipIntro_OnClientDisconnected )
	
	AddCallback_GameStateEnter( eGameState.Prematch, OnPrematchStart )
}

void function DropshipIntro_OnClientConnected( entity player )
{
	// find the player's team's dropships
	IntroDropship[2] teamDropships = player.GetTeam() == TEAM_MILITIA ? file.militiaDropships : file.imcDropships

	// find a dropship with an empty slot
	foreach ( IntroDropship dropship in teamDropships )
		if ( dropship.playersInDropship < 4 )
			// we've found a valid dropship
			// find an empty player slot
			for ( int i = 0; i < dropship.players.len(); i++ )
				if ( dropship.players[ i ] == null ) // empty slot
				{
					dropship.players[ i ] = player
					dropship.playersInDropship++
					
					// spawn player into intro if we're already doing intro
					if ( GetGameState() == eGameState.Prematch )
						thread SpawnPlayerIntoDropship( player )
					
					return
				}
	
	// if we're at this point, we have more players than we do dropships, oh dear
	RespawnAsPilot( player )
}

void function DropshipIntro_OnClientDisconnected( entity player )
{
	// find the player's dropship
	IntroDropship[2] teamDropships = player.GetTeam() == TEAM_MILITIA ? file.militiaDropships : file.imcDropships
	
	// find the player
	foreach ( IntroDropship dropship in teamDropships )
		for ( int i = 0; i < dropship.players.len(); i++ )
			if ( dropship.players[ i ] == player )
			{
				// we've found the player, remove them
				dropship.players[ i ] = null
				dropship.playersInDropship--
				
				return
			}
}

void function OnPrematchStart()
{
	ClassicMP_OnIntroStarted()

	print( "starting dropship intro!" )
	file.introStartTime = Time()
	
	// spawn dropships
	array<entity> dropshipSpawns = GetEntArrayByClass_Expensive( "info_spawnpoint_dropship_start" )
	foreach ( entity dropshipSpawn in dropshipSpawns )
	{		
		if ( GameModeRemove( dropshipSpawn ) || ( GetSpawnpointGamemodeOverride() != GAMETYPE && dropshipSpawn.HasKey( "gamemode_" + GetSpawnpointGamemodeOverride() ) && dropshipSpawn.kv[ "gamemode_" + GetSpawnpointGamemodeOverride() ] == "0" ) )
			continue
	
		// todo: possibly make this only spawn dropships if we've got enough players to need them
		int createTeam = GetServerVar( "switchedSides" ) != 1 ? dropshipSpawn.GetTeam() : GetOtherTeam( dropshipSpawn.GetTeam() )
		IntroDropship[2] teamDropships = createTeam == TEAM_MILITIA ? file.militiaDropships : file.imcDropships
		int dropshipIndex = !IsValid( teamDropships[ 0 ].dropship ) ? 0 : 1
		
		// create entity
		entity dropship = CreateDropship( createTeam, dropshipSpawn.GetOrigin(), dropshipSpawn.GetAngles() )
		
		teamDropships[ dropshipIndex ].dropship = dropship
		AddAnimEvent( dropship, "dropship_warpout", WarpoutEffect )
		
		DispatchSpawn( dropship )
		
		// have to do this after dispatch otherwise it won't work for some reason
		dropship.SetModel( $"models/vehicle/crow_dropship/crow_dropship_hero.mdl" )
		// could also use $"models/vehicle/goblin_dropship/goblin_dropship_hero.mdl", unsure which
		
		thread PlayAnim( dropship, "dropship_classic_mp_flyin" )
	}
	
	foreach ( entity player in GetPlayerArray() )
		thread SpawnPlayerIntoDropship( player )
}

void function SpawnPlayerIntoDropship( entity player )
{
	if ( IsAlive( player ) )
		player.Die() // kill them so we don't have any issues respawning them later
	
	WaitFrame()

	player.EndSignal( "OnDeath" )
	player.EndSignal( "OnDestroy" )
	player.EndSignal( "Disconnected" )
	
	file.numPlayersInIntro++
	
	// find the player's dropship and seat
	IntroDropship[2] teamDropships = player.GetTeam() == TEAM_MILITIA ? file.militiaDropships : file.imcDropships
	IntroDropship playerDropship
	int playerDropshipIndex
	foreach ( IntroDropship dropship in teamDropships )
		for ( int i = 0; i < dropship.players.len(); i++ )
			if ( dropship.players[ i ] == player )
			{
				playerDropship = dropship
				playerDropshipIndex = i
				
				break
			}
		
	// figure out what anims we're using for idle
	string idleAnim = DROPSHIP_IDLE_ANIMS[ playerDropshipIndex ]
	string idleAnimPov = DROPSHIP_IDLE_ANIMS_POV[ playerDropshipIndex ]
	
	FirstPersonSequenceStruct idleSequence
	idleSequence.firstPersonAnim = idleAnimPov
	idleSequence.thirdPersonAnim = idleAnim
	idleSequence.attachment = "ORIGIN"
	idleSequence.teleport = true
	idleSequence.viewConeFunction = ViewConeRampFree
	idleSequence.hideProxy = true
	idleSequence.setInitialTime = Time() - file.introStartTime
	
	// respawn player and holster their weapons so they aren't out
	player.RespawnPlayer( null )
	player.DisableWeaponViewModel()
	
	// hide hud and fade screen out from black
	AddCinematicFlag( player, CE_FLAG_CLASSIC_MP_SPAWNING )
	ScreenFadeFromBlack( player, 0.5, 0.5 )
	// faction leaders are done clientside, spawn them here
	Remote_CallFunction_NonReplay( player, "ServerCallback_SpawnFactionCommanderInDropship", playerDropship.dropship.GetEncodedEHandle(), file.introStartTime )
	thread FirstPersonSequence( idleSequence, player, playerDropship.dropship )
		
	// wait until the anim is done
	WaittillAnimDone( player ) // unsure if this is the best way to do this
	// todo: possibly rework this to actually get the time the idle anim takes and start the starttime of the jump sequence for very late joiners using that
		
	// honestly go rewrite alot of this too it's messy
	
	// figure out what anims we're using for jump
	string jumpAnim = DROPSHIP_JUMP_ANIMS[ playerDropshipIndex ]
	string jumpAnimPov = DROPSHIP_JUMP_ANIMS_POV[ playerDropshipIndex ]
	
	FirstPersonSequenceStruct jumpSequence
	jumpSequence.firstPersonAnim = jumpAnimPov
	jumpSequence.thirdPersonAnim = jumpAnim
	jumpSequence.attachment = "ORIGIN"
	//jumpSequence.setInitialTime = Time() - ( file.introStartTime + player.GetSequenceDuration( idleAnim ) )
	jumpSequence.setInitialTime = Time() - ( file.introStartTime + 10.9 ) // pretty sure you should do this with GetScriptedAnimEventCycleFrac?
	// idk unsure how to use that, all i know is getsequenceduration > the length it actually should be
	
	thread FirstPersonSequence( jumpSequence, player, playerDropship.dropship )
	WaittillAnimDone( player )

	// unparent player and their camera from the dropship
	player.ClearParent()
	ClearPlayerAnimViewEntity( player )
		
	file.numPlayersInIntro--
	if ( file.numPlayersInIntro == 0 )
		ClassicMP_OnIntroFinished() // set intro as finished
		
	// wait for intro timer to be fully done
	wait( Time() - ( file.introStartTime + DROPSHIP_INTRO_LENGTH ) )
	player.MovementDisable() // disable all movement but let them look around still
	player.ConsumeDoubleJump() // movementdisable doesn't prevent double jumps
	
	// wait for player to hit the ground
	while ( !player.IsOnGround() && !player.IsWallRunning() && !player.IsWallHanging() ) // todo this needs tweaking
		WaitFrame()
	
	// show weapon viewmodel and hud and let them move again
	player.MovementEnable()
	player.EnableWeaponViewModel()
	RemoveCinematicFlag( player, CE_FLAG_CLASSIC_MP_SPAWNING )
	
	if ( GetServerVar( "switchedSides" ) != 1 )
		TryGameModeAnnouncement( player )
}