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untyped
global function ClassWallrun_Init
global function Wallrun_AddPlayer
global function Wallrun_OnPlayerSpawn
global function Wallrun_OnPlayerDeath
global function Wallrun_PlayerTookDamage
global function Wallrun_EnforceWeaponDefaults
global function Wallrun_CreateCopyOfPilotModel
function ClassWallrun_Init()
{
// Make weapons less effective when playing at higher difficulty.
level.lethalityMods <- {}
}
function Wallrun_AddPlayer( player )
{
player.playerClassData[level.pilotClass] <- {}
}
function Wallrun_EnforceWeaponDefaults( player )
{
if ( player.playerClassData[ level.pilotClass ].primaryWeapon )
{
// settings already exist
return
}
player.playerClassData[ level.pilotClass ].primaryWeapon = "mp_weapon_r97"
player.playerClassData[ level.pilotClass ].secondaryWeapon = "mp_weapon_sniper"
local offhandWeaponTable = {}
offhandWeaponTable[0] <- { weapon = "mp_weapon_frag_grenade", mods = [] }
offhandWeaponTable[1] <- { weapon = "mp_ability_heal", mods = [] }
player.playerClassData[ level.pilotClass ].offhandWeapons = offhandWeaponTable
player.playerClassData[ level.pilotClass ].playerSetFile = DEFAULT_PILOT_SETTINGS
}
function Wallrun_OnPlayerSpawn( player )
{
}
function Wallrun_PlayerTookDamage( entity player, damageInfo, entity attacker )
{
if ( IsDemigod( player ) )
{
EntityDemigod_TryAdjustDamageInfo( player, damageInfo )
return
}
AdjustDamageForRodeoPlayers( player, damageInfo, attacker )
#if VERBOSE_DAMAGE_PRINTOUTS
printt( " After Wallrun_PlayerTookDamage:", DamageInfo_GetDamage( damageInfo ) )
#endif
if ( player.GetShieldHealthMax() > 0 )
{
local shieldDamage = PilotShieldHealthUpdate( player, damageInfo )
return shieldDamage
}
return
}
function AdjustDamageForRodeoPlayers( entity player, var damageInfo, entity attacker )
{
if ( player == attacker )
return
local titanSoulRodeoed = player.GetTitanSoulBeingRodeoed()
if ( !IsValid( titanSoulRodeoed ) )
return
local playerParent = titanSoulRodeoed.GetTitan()
// dont let npcs hurt rodeo player
if ( attacker.IsNPC() && attacker != playerParent && DamageInfo_GetDamageSourceIdentifier( damageInfo ) != eDamageSourceId.mp_titanability_smoke )
{
DamageInfo_SetDamage( damageInfo, 0 )
return
}
local damage = DamageInfo_GetDamage( damageInfo )
if ( !ShouldAdjustDamageForRodeoPlayer( damageInfo ) )
return
local maxPer500ms
if ( attacker == playerParent )
{
// rodeo'd player can't damage quite as much
maxPer500ms = 56
}
else
if ( playerParent.GetTeam() == player.GetTeam() )
{
// riding same team titan protects you a bit from random fire on that titan
if ( DamageInfo_GetCustomDamageType( damageInfo ) & DF_EXPLOSION )
{
maxPer500ms = 75
}
else if ( DamageInfo_GetCustomDamageType( damageInfo ) & DF_MELEE ) //If melee, players still die in one hit
{
maxPer500ms = player.GetMaxHealth() + 1
}
else
{
maxPer500ms = 175
}
}
else
{
return
}
//Set a cap on how much damage the playerParent can do.
local damageTaken = GetTotalDamageTakenInTime( player, 0.5 )
local allowedDamage = maxPer500ms - damageTaken
if ( damage < allowedDamage )
return
damage = allowedDamage
if ( damage <= 0 )
damage = 0
DamageInfo_SetDamage( damageInfo, damage )
}
function ShouldAdjustDamageForRodeoPlayer( damageInfo )
{
int sourceID = DamageInfo_GetDamageSourceIdentifier( damageInfo )
switch( sourceID )
{
case eDamageSourceId.rodeo_trap:
case eDamageSourceId.mp_titanweapon_vortex_shield:
case eDamageSourceId.mp_titanweapon_vortex_shield_ion:
case eDamageSourceId.mp_titanability_smoke:
case eDamageSourceId.mp_weapon_satchel: //added so that rodeoing players are no longer invulnerable to their satchels when detonated by Titan's smoke
return false
default:
return true
}
}
function Wallrun_OnPlayerDeath( entity player, damageInfo )
{
if ( IsValidHeadShot( damageInfo, player ) )
{
int damageType = DamageInfo_GetCustomDamageType( damageInfo )
local soundAlias
if ( damageType & DF_SHOTGUN )
{
EmitSoundOnEntityOnlyToPlayer( player, player, "Flesh.Shotgun.BulletImpact_Headshot_3P_vs_1P" )
soundAlias = "Flesh.Shotgun.BulletImpact_Headshot_3P_vs_3P"
}
else if ( damageType & damageTypes.bullet || damageType & DF_BULLET )
{
EmitSoundOnEntityOnlyToPlayer( player, player, "Flesh.Light.BulletImpact_Headshot_3P_vs_1P" )
soundAlias = "Flesh.Light.BulletImpact_Headshot_3P_vs_3P"
}
else if ( damageType & damageTypes.largeCaliber || damageType & DF_GIB )
{
EmitSoundOnEntityOnlyToPlayer( player, player, "Flesh.Heavy.BulletImpact_Headshot_3P_vs_1P" )
soundAlias = "Flesh.Heavy.BulletImpact_Headshot_3P_vs_3P"
}
if ( soundAlias )
{
entity attacker = DamageInfo_GetAttacker( damageInfo )
array<entity> pilotArray = GetPlayerArray()
//Iterating because we need to not play this sound on 2 pilots and the function only allows for 1. Performance difference is negligible according to Eric M between this and adding a specific code function.
foreach ( pilot in pilotArray )
{
if ( !IsValid( pilot ) )
continue
if ( pilot == player || pilot == attacker )
continue
EmitSoundOnEntityOnlyToPlayer( player, pilot, soundAlias )
}
}
}
}
entity function Wallrun_CreateCopyOfPilotModel( entity player )
{
const string PLAYER_SETTINGS_FIELD = "bodymodel"
asset modelName
if ( player.IsTitan() )
{
modelName = GetPlayerSettingsAssetForClassName( player.s.storedPlayerSettings, PLAYER_SETTINGS_FIELD )
}
else
{
modelName = player.GetPlayerSettingsAsset( PLAYER_SETTINGS_FIELD )
}
entity model = CreatePropDynamic( modelName )
SetTeam( model, player.GetTeam() )
//model.SetSkin( 0 )
RandomizeHead( model )
return model
}
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