1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
|
untyped
global function VR_Init
global function VR_GroundTroopsDeathCallback
struct {
string vr_settings = ""
} file
function VR_Init( string settings = "", bool enableDropships = false )
{
if ( reloadingScripts )
return
if ( !enableDropships )
FlagSet( "DisableDropships" )
file.vr_settings = settings
//AddDeathCallback( "npc_soldier", VR_GroundTroopsDeathCallback )
//AddDeathCallback( "npc_spectre", VR_GroundTroopsDeathCallback )
//AddDeathCallback( "npc_marvin", VR_GroundTroopsDeathCallback )
//AddDeathCallback( "player", VR_GroundTroopsDeathCallback )
AddCallback_EntitiesDidLoad( EntitiesDidLoad )
}
void function EntitiesDidLoad()
{
if ( file.vr_settings.find( "no_evac" ) != null )
svGlobal.evacEnabled = false
if ( file.vr_settings.find( "no_npc" ) != null )
{
disable_npcs()
}
if ( file.vr_settings.find( "no_titan" ) != null )
{
Riff_ForceTitanAvailability( eTitanAvailability.Never )
FlagSet( "PilotBot" )
}
}
void function VR_GroundTroopsDeathCallback( entity guy, var damageInfo )
{
EmitSoundAtPosition( TEAM_UNASSIGNED, guy.GetOrigin(), "Object_Dissolve" )
if ( ShouldDoDissolveDeath( guy, damageInfo ) )
guy.Dissolve( ENTITY_DISSOLVE_CHAR, Vector( 0, 0, 0 ), 0 )
}
function ShouldDoDissolveDeath( guy, damageInfo )
{
if ( !guy.IsPlayer() )
return true
// can't dissolve players when they're not playing the game, otherwise when the game starts again they're invisible
local gs = GetGameState()
if ( gs != eGameState.Playing && gs != eGameState.SuddenDeath && gs != eGameState.Epilogue )
{
printt( "Skipping player dissolve death because game is not active ( player:", guy, ")" )
return false
}
return true
}
|