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untyped
global function Revive_Init
global function PlayerRevivesOrBleedsOut
global function DeathPackage_PlayerRevive
global function ShouldRevivePlayer
const float REVIVE_BLEED_OUT_TIME = 15.0
global const float REVIVE_DEATH_TIME = 2.0
const float REVIVE_DIST_OUTER = 135.0
const float REVIVE_DIST_INNER = 120.0
struct
{
table fakePlayers
} file
function Revive_Init()
{
if ( !ReviveEnabled() )
return
RegisterSignal( "KillReviveNag" )
RegisterSignal( "DoneBleedingOut" )
RegisterSignal( "ReviveSucceeded" )
RegisterSignal( "ReviveFailed" )
RegisterSignal( "ForceBleedOut" )
AddCallback_OnClientDisconnected( ReviveOnClientDisconnect )
}
void function PlayerRevivesOrBleedsOut( entity player )
{
player.EndSignal( "OnDestroy" )
player.EndSignal( "ForceBleedOut" )
svGlobal.levelEnt.EndSignal( "RoundEnd" )
table e = { revived = false }
//thread PlayerReviveVONag( player, 0.5 )
OnThreadEnd(
function() : ( player, e )
{
if ( !IsValid( player ) )
return
player.Signal( "KillReviveNag" )
player.Signal( "DoneBleedingOut" )
player.nv.reviveBleedingOut = -1.0 //-1 means off
if ( e.revived )
{
player.Signal( "ReviveSucceeded")
thread PlayerStandsBackUp( player )
}
else
{
file.fakePlayers[ player ].Destroy()
player.Signal( "ReviveFailed" )
DecideRespawnPlayer( player )
}
}
)
wait( REVIVE_DEATH_TIME )
player.StartObserverMode( OBS_MODE_DEATHCAM )
ForceRespawnIfEntireTeamIsDead( player )
float endTime = Time() + REVIVE_BLEED_OUT_TIME
player.nv.reviveBleedingOut = endTime
bool reviving = false
float doneReviveTime = Time() + 100
float distOuterSqr = pow( REVIVE_DIST_OUTER, 2 )
float distInnerSqr = pow( REVIVE_DIST_INNER, 2 )
while ( true )
{
array<entity> healers = Revive_GetAvailablePlayerHealers( player )
//we were reviving but aren't anymore - set revive to false.
if ( reviving && !FriendlyIsReviving( healers, player, distOuterSqr ) )
{
//thread PlayerReviveVONag( player )
reviving = false
player.nv.reviveHealedTime = -1.0 //-1 means off
}
//we were not reviving but now we are? set the new revive done time.
else if ( !reviving && FriendlyIsReviving( healers, player, distInnerSqr ) )
{
player.Signal( "KillReviveNag" )
doneReviveTime = Time() + REVIVE_TIME_TO_REVIVE
player.nv.reviveHealedTime = doneReviveTime
reviving = true
}
//are we done reviving? then set the value and return
if ( reviving && Time() > doneReviveTime )
{
e.revived = true
return
}
//we didn't make it
if ( !reviving && Time() > endTime )
return
wait 0.2
}
}
void function ForceRespawnIfEntireTeamIsDead( entity player )
{
int playerTeam = player.GetTeam()
array<entity> victimTeamMembers = GetPlayerArrayOfTeam( playerTeam )
foreach ( member in victimTeamMembers )
{
if ( member.p.isReviving || IsAlive( member ) )
return
}
foreach ( member in victimTeamMembers )
{
if ( player != member && member.p.isReviving == false )
member.Signal( "ForceBleedOut" )
}
MessageToTeam( GetOtherTeam( playerTeam ), eEventNotifications.EnemyTeamEliminated )
player.Signal( "ForceBleedOut" )
}
void function PlayerReviveVONag( entity player, float delay = 0.5 )
{
player.EndSignal( "OnDestroy" )
player.EndSignal( "KillReviveNag" )
OnThreadEnd(
function() : ( player )
{
if ( IsValid( player ) )
StopSoundOnEntity( player, "diag_coop_bleedout_help" )
}
)
if ( delay > 0 )
wait delay
while ( true )
{
float time = EmitSoundOnEntity( player, "diag_coop_bleedout_help" )
wait time
wait RandomFloatRange( 10, 15 )
}
}
bool function FriendlyIsReviving( array<entity> healers, entity player, float distSqr )
{
vector origin = player.GetOrigin()
foreach ( friend in healers )
{
if ( !IsAlive( friend ) )
continue
if ( DistanceSqr( friend.GetOrigin(), origin ) < distSqr )
return true
}
return false
}
array<entity> function Revive_GetAvailablePlayerHealers( entity player )
{
int team = player.GetTeam()
array<entity> players = GetPlayerArrayOfTeam( team )
array<entity> playersCanRevive = []
foreach ( player in players )
{
if ( !IsAlive( player ) )
continue
playersCanRevive.append( player )
}
return playersCanRevive
}
bool function ShouldRevivePlayer( entity player, var damageInfo )
{
if ( !ReviveEnabled() )
return false
if ( !GamePlaying() )
return false
if ( player.ContextAction_IsMeleeExecution() )
return false
if ( player.IsTitan() )
return false
int source = DamageInfo_GetDamageSourceIdentifier( damageInfo )
if ( source == eDamageSourceId.fall ||
source == eDamageSourceId.submerged ||
source == eDamageSourceId.outOfBounds ||
source == eDamageSourceId.indoor_inferno )
return false
return true
}
entity function SpawnFakePlayer( entity player, int team, vector origin, vector angles, asset weaponModel, asset model )
{
float fadeDist = 10000.0
int solidType = 0// 0 = no collision, 2 = bounding box, 6 = use vPhysics, 8 = hitboxes only
entity fakePlayer = CreatePropDynamic( model, origin, angles, solidType, fadeDist )
if ( !( player in file.fakePlayers ) )
{
file.fakePlayers[ player ] <- null
}
file.fakePlayers[ player ] = fakePlayer
thread FakePlayerTrack( fakePlayer, player )
if ( weaponModel != $"" )
{
entity gun = CreatePropDynamic( weaponModel, origin, angles, 0, fadeDist )
gun.SetParent( fakePlayer, "PROPGUN" )
}
return fakePlayer
}
void function FakePlayerTrack( entity fakePlayer, entity player )
{
fakePlayer.EndSignal( "OnDestroy" )
player.EndSignal( "OnDestroy" )
vector lastPlayerOrg = Vector( 0.0, 0.0, 0.0 )
while ( true )
{
if ( player.GetOrigin() == lastPlayerOrg )
player.SetVelocity( Vector( 0.0, 0.0, 0.0 ) )
lastPlayerOrg = player.GetOrigin()
fakePlayer.SetOrigin( player.GetOrigin() )
WaitFrame()
}
}
void function DeathPackage_PlayerRevive( entity player )
{
player.kv.VisibilityFlags = ENTITY_VISIBLE_TO_NOBODY
vector deathOrg = player.GetOrigin()
vector mins = Vector( -16.0, -16.0, 0.0 )
vector maxs = Vector( 16.0, 16.0, 72.0 )
TraceResults result = TraceHull( deathOrg + Vector( 0.0, 0.0, 8.0 ), deathOrg + Vector( 0.0, 0.0, -16000.0 ), mins, maxs, player, ( TRACE_MASK_PLAYERSOLID_BRUSHONLY | TRACE_MASK_BLOCKLOS ), TRACE_COLLISION_GROUP_NONE )
player.SetVelocity( Vector( 0.0, 0.0, 0.0 ) )
thread ReviveLerpToOrigin( player, deathOrg, result.endPos )
entity activeWeapon = player.GetActiveWeapon()
asset weaponModel = activeWeapon == null ? $"" : activeWeapon.GetModelName()
entity fakePlayer = SpawnFakePlayer( player, player.GetTeam(), deathOrg, player.GetAngles(), weaponModel, player.GetModelName() )
fakePlayer.Anim_Play( "pt_wounded_drag_zinger_A_idle" )
player.Anim_Play( "pt_wounded_drag_zinger_A_idle" )
}
void function ReviveLerpToOrigin( entity player, vector deathOrg, vector endPos )
{
player.EndSignal( "DoneBleedingOut" )
player.EndSignal( "OnDestroy" )
entity mover = CreateScriptMover()
OnThreadEnd(
function() : ( player, mover )
{
if ( IsValid( player ) )
player.ClearParent()
if ( IsValid( mover ) )
mover.Destroy()
}
)
mover.SetOrigin( deathOrg )
player.SetOrigin( deathOrg )
player.SetParent( mover )
float moveTime = GraphCapped( deathOrg.z - endPos.z, 0.0, 768.0, 0.1, 2.0 )
mover.NonPhysicsMoveTo( endPos, moveTime, moveTime, 0.0 )
wait( moveTime )
player.ClearParent()
while ( true )
{
player.SetOrigin( endPos )
WaitFrame()
}
}
void function PlayerStandsBackUp( entity player )
{
player.EndSignal( "OnDestroy" )
svGlobal.levelEnt.EndSignal( "RoundEnd" )
entity fakePlayer = expect entity( file.fakePlayers[ player ] )
file.fakePlayers[ player ] = null
player.p.isReviving = true
OnThreadEnd(
function() : ( player, fakePlayer )
{
if ( IsValid( fakePlayer ) )
fakePlayer.Destroy()
if ( IsValid( player ) )
player.p.isReviving = false
}
)
fakePlayer.Anim_Play( "CQB_knockback_pain_react" )
fakePlayer.Anim_SetInitialTime( 2.0 )
wait( 1.5 )
var settings = player.GetPlayerSettings()
player.SetPlayerSettings( "spectator" )
player.SetPlayerSettings( settings )
player.RespawnPlayer( null )
}
void function ReviveOnClientDisconnect( entity player )
{
if ( player in file.fakePlayers )
{
if ( IsValid( file.fakePlayers[ player ] ) )
file.fakePlayers[ player ].Destroy()
delete file.fakePlayers[ player ]
}
}
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