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|
untyped
global function BurnMeter_Init
global function ForceSetGlobalBurncardOverride
global function GetSelectedBurncardRefFromWeaponOrPlayer
global function RunBurnCardUseFunc
global function UseBurnCardWeapon
global function UseBurnCardWeaponInCriticalSection
global function BurnMeter_GiveRewardDirect
global function GetBurnCardWeaponSkin
global function InitBurnMeterPersistentData
const float PHASE_REWIND_LENGTH = 2.0
// taken from wraith portal in apex, assuming it's the same as tf2's
const float PHASE_REWIND_PATH_SNAPSHOT_INTERVAL = 0.1
const int PHASE_REWIND_MAX_SNAPSHOTS = int( PHASE_REWIND_LENGTH / PHASE_REWIND_PATH_SNAPSHOT_INTERVAL )
const float AMPED_WEAPONS_LENGTH = 30.0
const int MAPHACK_PULSE_COUNT = 4
const float MAPHACK_PULSE_DELAY = 2.0
struct {
string forcedGlobalBurncardOverride = ""
} file
void function BurnMeter_Init()
{
// turret precaches
// do we have to cache these on client? release builds sure don't
PrecacheModel( Dev_GetAISettingAssetByKeyField_Global( "npc_turret_sentry_burn_card_ap", "DefaultModelName" ) )
PrecacheModel( Dev_GetAISettingAssetByKeyField_Global( "npc_turret_sentry_burn_card_at", "DefaultModelName" ) )
// setup burncard use funcs
BurnReward_GetByRef( "burnmeter_amped_weapons" ).rewardAvailableCallback = PlayerUsesAmpedWeaponsBurncard
BurnReward_GetByRef( "burnmeter_smart_pistol" ).rewardAvailableCallback = PlayerUsesSmartPistolBurncard
BurnReward_GetByRef( "burnmeter_emergency_battery" ).rewardAvailableCallback = PlayerUsesBatteryBurncard
BurnReward_GetByRef( "burnmeter_radar_jammer" ).rewardAvailableCallback = PlayerUsesRadarJammerBurncard
BurnReward_GetByRef( "burnmeter_maphack" ).rewardAvailableCallback = PlayerUsesMaphackBurncard
BurnReward_GetByRef( "burnmeter_phase_rewind" ).rewardAvailableCallback = PlayerUsesPhaseRewindBurncard
// these ones aren't so important, they're either for fd ( unsupported rn ) or unused
//BurnReward_GetByRef( "burnmeter_harvester_shield" ).rewardAvailableCallback =
BurnReward_GetByRef( "burnmeter_rodeo_grenade" ).rewardAvailableCallback = PlayerUsesRodeoGrenadeBurncard
BurnReward_GetByRef( "burnmeter_nuke_titan" ).rewardAvailableCallback = PlayerUsesNukeTitanBurncard // unused in vanilla, fun though
// setup player callbacks
AddCallback_GameStateEnter( eGameState.Playing, InitBurncardsForIntroPlayers )
AddCallback_OnClientConnected( InitBurncardsForLateJoiner )
AddCallback_OnPlayerRespawned( StartPhaseRewindLifetime )
AddCallback_OnTitanBecomesPilot( RemoveAmpedWeaponsForTitanPilot )
// necessary signals
RegisterSignal( "StopAmpedWeapons" )
}
void function ForceSetGlobalBurncardOverride( string ref )
{
file.forcedGlobalBurncardOverride = ref
}
string function GetSelectedBurncardRefFromWeaponOrPlayer( entity weapon, entity player )
{
// determine the burncard we're using
// in actual gameplay, this will always be the player's selected burncard
// however, if we want to manually give burncards and such, we want to make sure they'll still work
// so some extra work goes into this
string ref = GetSelectedBurnCardRef( player )
if ( file.forcedGlobalBurncardOverride.len() > 0 )
ref = file.forcedGlobalBurncardOverride
if ( IsValid( weapon ) )
{
// determine via weapon mods, this assumes weapon mod names are the same as burn refs, which works in practice but is a bit weird
// this does crash with the burnmeter_doublexp mod, but who cares, it doesn't get hit normally
if ( weapon.GetWeaponClassName() == "mp_ability_burncardweapon" )
{
foreach ( string mod in weapon.GetMods() )
if ( mod.find( "burnmeter_" ) == 0 )
return mod
}
// determine via weapon name in the case of stuff like holopilot etc
else
{
// unfortunately, we have to hardcode this, we don't have a way of getting refs directly from weapons other than the burncard weapon
// this should be modular at some point, wish we could just iterate over burncards and find ones with the current weapon, but this isn't possible
switch ( weapon.GetWeaponClassName() )
{
case "mp_ability_holopilot_nova":
return "burnmeter_holopilot_nova"
case "mp_weapon_arc_trap":
return "burnmeter_arc_trap"
case "mp_weapon_frag_drone":
return "burnmeter_ticks"
case "mp_weapon_hard_cover":
return "burnmeter_hard_cover"
case "mp_ability_turretweapon":
// turret has 2 burncards, antititan and antipilot
if( weapon.HasMod( "burnmeter_at_turret_weapon" ) || weapon.HasMod( "burnmeter_at_turret_weapon_inf" ) )
return "burnmeter_at_turret_weapon"
else
return "burnmeter_ap_turret_weapon"
// note: cloak and stim both have burn_card_weapon_mod mods, but they aren't used and don't call burncard code at all, likely for tf1 infinite stim/cloak burncards?
default:
print( "tried to use unknown burncard weapon " + weapon.GetWeaponClassName() )
return "burnmeter_amped_weapons"
}
}
}
return ref
}
void function InitPlayerBurncards( entity player )
{
string ref = GetSelectedBurncardRefFromWeaponOrPlayer( null, player )
BurnReward reward = BurnReward_GetByRef( ref )
player.SetPlayerNetInt( TOP_INVENTORY_ITEM_BURN_CARD_ID, reward.id )
if ( IsAlive( player ) )
thread PhaseRewindLifetime( player )
}
void function InitBurncardsForIntroPlayers()
{
// gotta do this, since sh_burnmeter uses this netint
foreach ( entity player in GetPlayerArray() )
InitPlayerBurncards( player )
}
void function InitBurncardsForLateJoiner( entity player )
{
// gotta do this, since sh_burnmeter uses this netint
if ( GetGameState() > eGameState.Prematch )
InitPlayerBurncards( player )
}
void function StartPhaseRewindLifetime( entity player )
{
thread PhaseRewindLifetime( player )
}
void function PhaseRewindLifetime( entity player )
{
player.EndSignal( "OnDestroy" )
player.EndSignal( "OnDeath" )
OnThreadEnd( function() : ( player )
{
player.p.burnCardPhaseRewindStruct.phaseRetreatSavedPositions.clear()
})
while ( true )
{
PhaseRewindData rewindData
rewindData.origin = player.GetOrigin()
rewindData.angles = player.GetAngles()
rewindData.velocity = player.GetVelocity()
rewindData.wasInContextAction = player.ContextAction_IsActive()
rewindData.wasCrouched = player.IsCrouched()
if ( player.p.burnCardPhaseRewindStruct.phaseRetreatSavedPositions.len() >= PHASE_REWIND_MAX_SNAPSHOTS )
{
// shift all snapshots left
for ( int i = 0; i < PHASE_REWIND_MAX_SNAPSHOTS - 1; i++ )
player.p.burnCardPhaseRewindStruct.phaseRetreatSavedPositions[ i ] = player.p.burnCardPhaseRewindStruct.phaseRetreatSavedPositions[ i + 1 ]
player.p.burnCardPhaseRewindStruct.phaseRetreatSavedPositions[ PHASE_REWIND_MAX_SNAPSHOTS - 1 ] = rewindData
}
else
player.p.burnCardPhaseRewindStruct.phaseRetreatSavedPositions.append( rewindData )
wait PHASE_REWIND_PATH_SNAPSHOT_INTERVAL
}
}
void function RunBurnCardUseFunc( entity player, string itemRef )
{
void functionref( entity ) ornull func = BurnReward_GetByRef( itemRef ).rewardAvailableCallback
if ( func != null )
( expect void functionref( entity ) ( func ) )( player )
}
void function UseBurnCardWeapon( entity weapon, entity player )
{
string ref = GetSelectedBurncardRefFromWeaponOrPlayer( weapon, player )
Remote_CallFunction_Replay( player, "ServerCallback_RewardUsed", BurnReward_GetByRef( ref ).id )
RunBurnCardUseFunc( player, ref )
// dont remove in RunBurnCardUseFunc because it can be called in non-burn_card_weapon_mod contexts
// TODO: currently not sure how burncards can be stacked ( max clipcount for all burncards is 1, so can't just set that )
// if this gets figured out, add a conditional check here to prevent removes if they've got burncards left
if ( PlayerEarnMeter_IsRewardAvailable( player ) )
PlayerEarnMeter_SetRewardUsed( player )
player.TakeWeapon( BurnReward_GetByRef( ref ).weaponName )
}
void function UseBurnCardWeaponInCriticalSection( entity weapon, entity ownerPlayer )
{
// ignoring critical section stuff, assuming it was necessary in tf1 where burncards were part of inventory, but not here
UseBurnCardWeapon( weapon, ownerPlayer )
}
void function BurnMeter_GiveRewardDirect( entity player, string itemRef )
{
}
int function GetBurnCardWeaponSkin( entity weapon )
{
return GetBoostSkin( GetSelectedBurncardRefFromWeaponOrPlayer( weapon, weapon.GetOwner() ) )
}
// stub
void function InitBurnMeterPersistentData( entity player )
{}
// burncard use funcs
void function PlayerUsesAmpedWeaponsBurncard( entity player )
{
thread PlayerUsesAmpedWeaponsBurncardThreaded( player )
}
void function PlayerUsesAmpedWeaponsBurncardThreaded( entity player )
{
array<entity> weapons = player.GetMainWeapons()
//weapons.extend( player.GetOffhandWeapons() ) // idk? unsure of vanilla behaviour here
foreach ( entity weapon in weapons )
{
weapon.RemoveMod( "silencer" ) // both this and the burnmod will override firing fx, if a second one overrides this we crash
foreach ( string mod in GetWeaponBurnMods( weapon.GetWeaponClassName() ) )
{
// catch incompatibilities just in case
try
{
weapon.AddMod( mod )
}
catch( ex )
{
weapons.removebyvalue( weapon )
}
}
// needed to display amped weapon time left
weapon.SetScriptFlags0( weapon.GetScriptFlags0() | WEAPONFLAG_AMPED )
weapon.SetScriptTime0( Time() + AMPED_WEAPONS_LENGTH )
}
wait AMPED_WEAPONS_LENGTH
// note: weapons may have been destroyed or picked up by other people by this point, so need to verify this
foreach ( entity weapon in weapons )
{
if ( !IsValid( weapon ) )
continue
foreach ( string mod in GetWeaponBurnMods( weapon.GetWeaponClassName() ) )
weapon.RemoveMod( mod )
weapon.SetScriptFlags0( weapon.GetScriptFlags0() & ~WEAPONFLAG_AMPED )
}
}
void function RemoveAmpedWeaponsForTitanPilot( entity player, entity titan )
{
foreach ( entity weapon in player.GetMainWeapons() )
foreach ( string mod in GetWeaponBurnMods( weapon.GetWeaponClassName() ) )
weapon.RemoveMod( mod )
}
void function PlayerUsesSmartPistolBurncard( entity player )
{
// take secondary weapon
array<entity> sidearms = player.GetMainWeapons()
if ( sidearms.len() > 1 )
player.TakeWeaponNow( sidearms[ 1 ].GetWeaponClassName() ) // take secondary weapon
player.GiveWeapon( "mp_weapon_smart_pistol" )
player.SetActiveWeaponByName( "mp_weapon_smart_pistol" )
// do we need to track the player losing smart pistol, then give their old weapon back? idk not implementing for now, check later
}
void function PlayerUsesBatteryBurncard( entity player )
{
Rodeo_GiveBatteryToPlayer( player )
}
void function PlayerUsesRadarJammerBurncard( entity player )
{
foreach ( entity otherPlayer in GetPlayerArray() )
{
MessageToPlayer( otherPlayer, eEventNotifications.BurnMeter_RadarJammerUsed, player )
if ( otherPlayer.GetTeam() != player.GetTeam() )
StatusEffect_AddTimed( otherPlayer, eStatusEffect.minimap_jammed, 1.0, RADAR_JAM_TIME, RADAR_JAM_TIME )
}
}
void function PlayerUsesMaphackBurncard( entity player )
{
thread PlayerUsesMaphackBurncardThreaded( player )
}
void function PlayerUsesMaphackBurncardThreaded( entity player )
{
player.EndSignal( "OnDestroy" )
player.EndSignal( "OnDeath" )
// todo: potentially look into ScanMinimap in _passives for doing this better? boost is pretty likely based off it pretty heavily
for ( int i = 0; i < MAPHACK_PULSE_COUNT; i++ )
{
EmitSoundOnEntityOnlyToPlayer( player, player, "Burn_Card_Map_Hack_Radar_Pulse_V1_1P" )
foreach ( entity otherPlayer in GetPlayerArray() )
{
Remote_CallFunction_Replay( otherPlayer, "ServerCallback_SonarPulseFromPosition", player.GetOrigin().x, player.GetOrigin().y, player.GetOrigin().z, SONAR_GRENADE_RADIUS )
if ( otherPlayer.GetTeam() != player.GetTeam() )
{
StatusEffect_AddTimed( otherPlayer, eStatusEffect.maphack_detected, 1.0, MAPHACK_PULSE_DELAY / 2, 0.0 )
SonarStart( otherPlayer, player.GetOrigin(), player.GetTeam(), player )
IncrementSonarPerTeam( player.GetTeam() )
}
}
wait MAPHACK_PULSE_DELAY
foreach ( entity otherPlayer in GetPlayerArray() ) {
if ( otherPlayer.GetTeam() != player.GetTeam() ) {
SonarEnd (otherPlayer, player.GetTeam() )
DecrementSonarPerTeam( player.GetTeam() )
}
}
}
}
void function PlayerUsesPhaseRewindBurncard( entity player )
{
thread PlayerUsesPhaseRewindBurncardThreaded( player )
}
void function PlayerUsesPhaseRewindBurncardThreaded( entity player )
{
player.EndSignal( "OnDestroy" )
player.EndSignal( "OnDeath" )
entity mover = CreateScriptMover( player.GetOrigin(), player.GetAngles() )
player.SetParent( mover, "REF" )
OnThreadEnd( function() : ( player, mover )
{
CancelPhaseShift( player )
player.DeployWeapon()
player.SetPredictionEnabled( true )
player.ClearParent()
ViewConeFree( player )
mover.Destroy()
})
array<PhaseRewindData> positions = clone player.p.burnCardPhaseRewindStruct.phaseRetreatSavedPositions
ViewConeZero( player )
player.HolsterWeapon()
player.SetPredictionEnabled( false )
PhaseShift( player, 0.0, positions.len() * PHASE_REWIND_PATH_SNAPSHOT_INTERVAL * 1.5 )
for ( int i = positions.len() - 1; i > -1; i-- )
{
mover.NonPhysicsMoveTo( positions[ i ].origin, PHASE_REWIND_PATH_SNAPSHOT_INTERVAL, 0, 0 )
mover.NonPhysicsRotateTo( positions[ i ].angles, PHASE_REWIND_PATH_SNAPSHOT_INTERVAL, 0, 0 )
wait PHASE_REWIND_PATH_SNAPSHOT_INTERVAL
}
// this isn't vanilla but it's cool lol, should prolly remove it tho
player.SetVelocity( -positions[ positions.len() - 1 ].velocity )
}
void function PlayerUsesNukeTitanBurncard( entity player )
{
thread PlayerUsesNukeBurncardThreaded( player )
}
void function PlayerUsesNukeBurncardThreaded( entity player )
{
// if this is given manually ( i.e. not the equipped burnreward in inventory ), this will run at bad times
// so do this check here, yes, this will cause people to lose their cards and get nothing, but better than free titan regens
if ( !BurnMeterPlayer_CanUseReward( player, BurnReward_GetByRef( "burnmeter_nuke_titan" ) ) )
return
float ownedFrac = PlayerEarnMeter_GetOwnedFrac( player )
// use player's titan loadout, but with warpfall so faster and no dome
TitanLoadoutDef titanLoadout = GetTitanLoadoutForPlayer( player )
titanLoadout.passive3 = "pas_warpfall"
thread CreateTitanForPlayerAndHotdrop( player, GetTitanReplacementPoint( player, false ) )
entity titan = player.GetPetTitan()
SetTeam( titan, TEAM_UNASSIGNED ) // make it so you can kill yourself lol
DoomTitan( titan )
NPC_SetNuclearPayload( titan )
// this should get run after the vanilla set_usable's event, so titan is never embarkable
// embarking a titan in this state WILL kill the server so uhh, pretty bad
AddAnimEvent( titan, "set_usable", void function( entity titan ) { titan.UnsetUsable() } )
titan.WaitSignal( "TitanHotDropComplete" )
AutoTitan_SelfDestruct( titan )
while ( PlayerEarnMeter_GetMode( player ) == eEarnMeterMode.PET )
WaitFrame()
// restore original earnmeter values, no way to set earned that's exposed unfortunately
PlayerEarnMeter_SetOwnedFrac( player, ownedFrac )
}
void function PlayerUsesRodeoGrenadeBurncard( entity player )
{
player.SetPlayerNetInt( "numSuperRodeoGrenades", player.GetPlayerNetInt( "numSuperRodeoGrenades" ) + 1 )
}
// unused burncard that's mentioned in a few areas and has a validiation function in sh_burnmeter ( BurnMeter_SummonReaperCanUse ), thought it'd be neat to add it
void function PlayerUsesReaperfallBurncard( entity player )
{
Point spawnpoint = GetTitanReplacementPoint( player, false )
entity reaper = CreateSuperSpectre( player.GetTeam(), spawnpoint.origin, spawnpoint.angles )
DispatchSpawn( reaper )
thread SuperSpectre_WarpFall( reaper )
}
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