Initial infected and gun game mode

pull/4/head
efinst0rm 2023-08-17 19:49:32 -05:00
parent b36d0792d0
commit 130851fe38
4 changed files with 1547 additions and 0 deletions

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#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
#include maps\mp\gametypes\_class;
#include common_scripts\utility;
/*
Gun Game
Objective: Progress through all weapon tiers by killing enemy players
Map ends: When a player progresses through all weapon tiers
Respawning: No wait / Away from other players
Level requirements
------------------
Spawnpoints:
classname mp_dm_spawn
All players spawn from these. The spawnpoint chosen is dependent on the current locations of enemies at the time of spawn.
Players generally spawn away from enemies.
Spectator Spawnpoints:
classname mp_global_intermission
Spectators spawn from these and intermission is viewed from these positions.
Atleast one is required, any more and they are randomly chosen between.
*/
/*QUAKED mp_dm_spawn (1.0 0.5 0.0) (-16 -16 0) (16 16 72)
Players spawn away from enemies at one of these positions.*/
main()
{
maps\mp\gametypes\_globallogic::init();
maps\mp\gametypes\_callbacksetup::SetupCallbacks();
maps\mp\gametypes\_globallogic::SetupCallbacks();
// must be done before scorelimit is set
setGuns();
scoreLimit = level.gun_guns.size;
SetDvar( "scr_gun_scorelimit", scoreLimit );
registerScoreLimitDvar( level.gameType, scoreLimit );
SetDvar( "scr_gun_winlimit", 1 );
registerWinLimitDvar( "gun", 1 );
SetDvar( "scr_gun_roundlimit", 1 );
registerRoundLimitDvar( "gun", 1 );
SetDvar( "scr_gun_halftime", 0 );
registerHalfTimeDvar( "gun", 0 );
setSpecialLoadout();
level.teamBased = false;
level.doPrematch = true;
level.killstreakRewards = false;
level.onPrecacheGameType = ::onPrecacheGameType;
level.onStartGameType = ::onStartGameType;
level.onSpawnPlayer = ::onSpawnPlayer;
level.getSpawnPoint = ::getSpawnPoint;
level.onPlayerKilled = ::onPlayerKilled;
level.onTimeLimit = ::onTimeLimit;
}
onprecachegametype()
{
precachestring( &"MP_GUN" );
}
onStartGameType()
{
setClientNameMode("auto_change");
setObjectiveText( "allies", &"OBJECTIVES_DM" );
setObjectiveText( "axis", &"OBJECTIVES_DM" );
setObjectiveScoreText( "allies", &"OBJECTIVES_DM_SCORE" );
setObjectiveScoreText( "axis", &"OBJECTIVES_DM_SCORE" );
setObjectiveHintText( "allies", &"OBJECTIVES_DM_HINT" );
setObjectiveHintText( "axis", &"OBJECTIVES_DM_HINT" );
level.spawnMins = ( 0, 0, 0 );
level.spawnMaxs = ( 0, 0, 0 );
maps\mp\gametypes\_spawnlogic::addSpawnPoints( "allies", "mp_dm_spawn" );
maps\mp\gametypes\_spawnlogic::addSpawnPoints( "axis", "mp_dm_spawn" );
level.mapCenter = maps\mp\gametypes\_spawnlogic::findBoxCenter( level.spawnMins, level.spawnMaxs );
setMapCenter( level.mapCenter );
maps\mp\gametypes\_rank::registerScoreInfo( "kill", 0 );
maps\mp\gametypes\_rank::registerScoreInfo( "assist", 0 );
maps\mp\gametypes\_rank::registerScoreInfo( "suicide", 0 );
maps\mp\gametypes\_rank::registerScoreInfo( "teamkill", 0 );
maps\mp\gametypes\_rank::registerScoreInfo( "headshot", 0 );
maps\mp\gametypes\_rank::registerScoreInfo( "execution", 0 );
maps\mp\gametypes\_rank::registerScoreInfo( "avenger", 0 );
maps\mp\gametypes\_rank::registerScoreInfo( "defender", 0 );
maps\mp\gametypes\_rank::registerScoreInfo( "posthumous", 0 );
maps\mp\gametypes\_rank::registerScoreInfo( "revenge", 0 );
maps\mp\gametypes\_rank::registerScoreInfo( "double", 0 );
maps\mp\gametypes\_rank::registerScoreInfo( "triple", 0 );
maps\mp\gametypes\_rank::registerScoreInfo( "multi", 0 );
maps\mp\gametypes\_rank::registerScoreInfo( "buzzkill", 0 );
maps\mp\gametypes\_rank::registerScoreInfo( "firstblood", 0 );
maps\mp\gametypes\_rank::registerScoreInfo( "comeback", 0 );
maps\mp\gametypes\_rank::registerScoreInfo( "longshot", 0 );
maps\mp\gametypes\_rank::registerScoreInfo( "assistedsuicide", 0 );
maps\mp\gametypes\_rank::registerScoreInfo( "knifethrow", 0 );
maps\mp\gametypes\_rank::registerScoreInfo( "gained_gun_score", 1 );
maps\mp\gametypes\_rank::registerScoreInfo( "dropped_gun_score", -1 );
maps\mp\gametypes\_rank::registerScoreInfo( "gained_gun_rank", 100 );
maps\mp\gametypes\_rank::registerScoreInfo( "dropped_enemy_gun_rank", 100 );
allowed = [];
maps\mp\gametypes\_gameobjects::main(allowed);
// Prevent class and team change
setDvar( "ui_allow_classchange", 0 );
setdvar( "ui_allow_teamchange", 0 );
level.QuickMessageToAll = true;
level.blockWeaponDrops = true;
// set index on enter
level thread onPlayerConnect();
level.killstreakRewards = false;
}
onPlayerConnect()
{
for ( ;; )
{
level waittill( "connected", player );
player.gun_firstSpawn = true;
player.gunGameGunIndex = 0;
player.gunGamePrevGunIndex = 0;
player initGunHUD();
player.hud_xpEventPopup = player createXpEventPopup();
player thread refillAmmo();
player thread refillSingleCountAmmo();
}
}
getSpawnPoint()
{
// first time here?
if ( self.gun_firstSpawn )
{
self.gun_firstSpawn = false;
// everyone is a gamemode class in gun, no class selection
self.pers["class"] = "gamemode";
self.pers["lastClass"] = "";
self.class = self.pers["class"];
self.lastClass = self.pers["lastClass"];
// random team
if ( cointoss() )
self maps\mp\gametypes\_menus::addToTeam( "axis", true );
else
self maps\mp\gametypes\_menus::addToTeam( "allies", true );
}
spawnPoints = maps\mp\gametypes\_spawnlogic::getTeamSpawnPoints( self.pers["team"] );
spawnPoint = maps\mp\gametypes\_spawnlogic::getSpawnpoint_DM( spawnPoints );
return spawnPoint;
}
onSpawnPlayer()
{
// level.onSpawnPlayer() gets called before giveLoadout()
// so wait until it is done then override weapons
self.pers["gamemodeLoadout"] = level.gun_loadouts[self.pers["team"]];
self thread waitLoadoutDone();
level notify ( "spawned_player" );
}
waitLoadoutDone()
{
level endon( "game_ended" );
self endon( "disconnect" );
self waittill( "spawned_player" );
self _setPerk( "specialty_bling", false );
self giveNextGun( true );
}
onPlayerKilled( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration )
{
if ( sMeansOfDeath == "MOD_FALLING" || ( isDefined( attacker ) && isPlayer( attacker ) ) )
{
isMeleeWeapon = maps\mp\gametypes\_weapons::isRiotShield( sWeapon );
if ( sMeansOfDeath == "MOD_FALLING" || attacker == self || ( sMeansOfDeath == "MOD_MELEE" && !isMeleeWeapon ) )
{
self playLocalSound( "mp_war_objective_lost" );
// drop level for suicide and getting knifed
self.gunGamePrevGunIndex = self.gunGameGunIndex;
self.gunGameGunIndex = int( max( 0, self.gunGameGunIndex-1 ) );
if ( self.gunGamePrevGunIndex > self.gunGameGunIndex )
{
self thread xpEventPopup( &"SPLASHES_DROPPED_GUN_RANK" );
maps\mp\gametypes\_gamescore::givePlayerScore( "dropped_gun_score", self, undefined, true, true );
}
if ( sMeansOfDeath == "MOD_MELEE" )
{
if ( self.gunGamePrevGunIndex )
{
attacker thread xpEventPopup( &"SPLASHES_DROPPED_ENEMY_GUN_RANK" );
attacker thread maps\mp\gametypes\_rank::giveRankXP( "dropped_enemy_gun_rank" );
}
}
}
else if ( ( sMeansOfDeath == "MOD_PISTOL_BULLET" )
|| ( sMeansOfDeath == "MOD_RIFLE_BULLET" )
|| ( sMeansOfDeath == "MOD_HEAD_SHOT" )
|| ( sMeansOfDeath == "MOD_PROJECTILE" ) || ( sMeansOfDeath == "MOD_PROJECTILE_SPLASH" )
|| ( sMeansOfDeath == "MOD_IMPACT" )
|| ( sMeansOfDeath == "MOD_GRENADE" ) || ( sMeansOfDeath == "MOD_GRENADE_SPLASH" )
|| ( sMeansOfDeath == "MOD_MELEE" && isMeleeWeapon )
)
{
// Prevent sequential kills from counting by validating the primary weapon
// Let throwing knife kills count even though they're not the primary weapon
if ( sWeapon != attacker.primaryWeapon )
return;
attacker.gunGamePrevGunIndex = attacker.gunGameGunIndex;
attacker.gunGameGunIndex++;
attacker thread maps\mp\gametypes\_rank::giveRankXP( "gained_gun_rank" );
maps\mp\gametypes\_gamescore::givePlayerScore( "gained_gun_score", attacker, self, true, true );
if ( attacker.gunGameGunIndex == level.gun_guns.size-1 )
{
playSoundOnPlayers( "mp_enemy_obj_captured" );
level thread teamPlayerCardSplash( "callout_top_gun_rank", attacker );
}
if ( attacker.gunGameGunIndex < level.gun_guns.size )
{
attacker thread xpEventPopup( &"SPLASHES_GAINED_GUN_RANK" );
attacker playLocalSound( "mp_war_objective_taken" );
attacker giveNextGun();
}
}
}
}
giveNextGun( doSetSpawnWeapon )
{
// get the next one
newWeapon = level.gun_guns[self.gunGameGunIndex];
// add attachments
newWeapon = addAttachments( newWeapon );
// give gun
self takeAllWeapons();
_giveWeapon( newWeapon );
// set vars
if ( isDefined( doSetSpawnWeapon ) )
self setSpawnWeapon( newWeapon );
weaponTokens = StrTok( newWeapon, "_" );
weaponName = weaponTokens[0];
self.pers["primaryWeapon"] = weaponName;
self.primaryWeapon = newWeapon;
// use it!
self GiveStartAmmo( newWeapon );
self switchToWeapon( newWeapon );
// gain/drop scoring/messaging
if ( self.gunGamePrevGunIndex > self.gunGameGunIndex )
{
// we dropped :(
self thread xpEventPopup( &"SPLASHES_DROPPED_GUN_RANK" );
}
else if ( self.gunGamePrevGunIndex < self.gunGameGunIndex )
{
// we gained :)
self thread xpEventPopup( &"SPLASHES_GAINED_GUN_RANK" );
}
self.gunGamePrevGunIndex = self.gunGameGunIndex;
// update the personal gun progress hud
self updateGunHUD();
}
addAttachments( weaponName )
{
if ( isDefined( level.gun_attachments[weaponName] ) && isDefined( level.gun_attachments[weaponName]["attach1"] ) )
attach1 = level.gun_attachments[weaponName]["attach1"];
else
attach1 = "none";
if ( isDefined( level.gun_attachments[weaponName] ) && isDefined( level.gun_attachments[weaponName]["attach2"] ) )
attach2 = level.gun_attachments[weaponName]["attach2"];
else
attach2 = "none";
fullWeaponName = buildWeaponName( weaponName, attach1, attach2 );
return fullWeaponName;
}
onTimeLimit()
{
level.finalKillCam_winner = "none";
winners = getHighestProgressedPlayers();
if ( !isDefined( winners ) || !winners.size )
thread maps\mp\gametypes\_gamelogic::endGame( "tie", game[ "end_reason" ][ "time_limit_reached" ] );
else if ( winners.size == 1 )
thread maps\mp\gametypes\_gamelogic::endGame( winners[0], game[ "end_reason" ][ "time_limit_reached" ] );
else
{
if ( winners[winners.size-1].gunGameGunIndex > winners[winners.size-2].gunGameGunIndex )
thread maps\mp\gametypes\_gamelogic::endGame( winners[winners.size-1], game[ "end_reason" ][ "time_limit_reached" ] );
else
thread maps\mp\gametypes\_gamelogic::endGame( "tie", game[ "end_reason" ][ "time_limit_reached" ] );
}
}
getHighestProgressedPlayers()
{
highestProgress = -1;
highestProgressedPlayers = [];
foreach( player in level.players )
{
if ( isDefined( player.gunGameGunIndex ) && player.gunGameGunIndex >= highestProgress )
{
highestProgress = player.gunGameGunIndex;
highestProgressedPlayers[highestProgressedPlayers.size] = player;
}
}
return highestProgressedPlayers;
}
refillAmmo()
{
level endon( "game_ended" );
self endon( "disconnect" );
while ( true )
{
self waittill( "reload" );
self GiveStartAmmo( self.primaryWeapon );
}
}
refillSingleCountAmmo()
{
level endon( "game_ended" );
self endon( "disconnect" );
while ( true )
{
if ( isReallyAlive( self ) && self.team != "spectator" && isDefined( self.primaryWeapon ) && self getAmmoCount( self.primaryWeapon ) == 0 )
{
// fake a reload time
wait( 2 );
self notify( "reload" );
wait( 1 );
}
else
wait( 0.05 );
}
}
initGunHUD()
{
self.gun_progressDisplay[0] = self createFontString( "small", 1.6 );
self.gun_progressDisplay[0] setPoint( "TOP LEFT", "TOP LEFT", 115, 5 );
self.gun_progressDisplay[0] setText( &"MP_WEAPON" );
self.gun_progressDisplay[0].alpha = 1;
self.gun_progressDisplay[0].archived = false;
self.gun_progressDisplay[0].hideWhenInMenu = true;
self.gun_progressDisplay[1] = self createFontString( "small", 1.6 );
self.gun_progressDisplay[1] setPoint( "TOP LEFT", "TOP LEFT", 115, 23 );
self.gun_progressDisplay[1] setText( "1 / " + level.gun_guns.size );
self.gun_progressDisplay[1].alpha = 1;
self.gun_progressDisplay[1].archived = false;
self.gun_progressDisplay[1].hideWhenInMenu = true;
thread hideOnGameEnd();
thread hideInKillCam();
}
updateGunHUD()
{
self.gun_progressDisplay[1] setText( (self.gunGameGunIndex+1) + " / " + level.gun_guns.size );
}
hideInKillCam()
{
self endon( "disconnect" );
var_0 = 1;
for (;;)
{
if ( var_0 && ( !isalive( self ) || isinkillcam() ) )
{
self.gun_progressdisplay[0].alpha = 0;
self.gun_progressdisplay[1].alpha = 0;
var_0 = 0;
}
else if ( !var_0 && ( isalive( self ) && !isinkillcam() ) )
{
self.gun_progressdisplay[0].alpha = 1;
self.gun_progressdisplay[1].alpha = 1;
var_0 = 1;
}
wait 0.05;
}
}
hideOnGameEnd()
{
self endon( "disconnect" );
level waittill( "game_ended" );
self.gun_progressDisplay[0].alpha = 0;
self.gun_progressDisplay[1].alpha = 0;
}
setGuns()
{
level.gun_guns = [];
// hand guns
level.gun_guns[0] = "deserteagle";
// machine pistols
level.gun_guns[1] = "glock";
level.gun_guns[2] = "tmp";
// sub
level.gun_guns[3] = "mp5k";
level.gun_guns[4] = "p90";
level.gun_guns[5] = "kriss";
// assault - auto
level.gun_guns[6] = "ak47";
level.gun_guns[7] = "masada";
level.gun_guns[8] = "scar";
// lmg
level.gun_guns[9] = "sa80";
level.gun_guns[10] = "aug";
// shotgun
level.gun_guns[11] = "spas12";
level.gun_guns[12] = "aa12";
level.gun_guns[13] = "model1887";
// assault - burst
level.gun_guns[14] = "famas";
level.gun_guns[15] = "m16";
// sniper
level.gun_guns[16] = "barrett";
level.gun_guns[17] = "cheytac";
// launcher
level.gun_guns[18] = "m79";
level.gun_guns[19] = "javelin";
// default attachments for all guns that take them
level.gun_attachments = [];
// pistol
level.gun_attachments["coltanaconda"]["attach1"] = "tactical";
level.gun_attachments["usp"]["attach1"] = "tactical";
level.gun_attachments["deserteagle"]["attach1"] = "tactical";
level.gun_attachments["deserteaglegold"]["attach1"] = "tactical";
level.gun_attachments["beretta"]["attach1"] = "tactical";
// machine pistol
level.gun_attachments["tmp"]["attach1"] = "reflex";
level.gun_attachments["glock"]["attach1"] = "reflex";
level.gun_attachments["pp2000"]["attach1"] = "reflex";
level.gun_attachments["beretta393"]["attach1"] = "reflex";
// smg
level.gun_attachments["mp5k"]["attach1"] = "reflex";
level.gun_attachments["mp5k"]["attach2"] = "xmags";
level.gun_attachments["uzi"]["attach1"] = "reflex";
level.gun_attachments["uzi"]["attach2"] = "xmags";
level.gun_attachments["p90"]["attach1"] = "reflex";
level.gun_attachments["p90"]["attach2"] = "xmags";
level.gun_attachments["kriss"]["attach1"] = "reflex";
level.gun_attachments["kriss"]["attach2"] = "xmags";
level.gun_attachments["ump45"]["attach1"] = "reflex";
level.gun_attachments["ump45"]["attach2"] = "xmags";
level.gun_attachments["ak74u"]["attach1"] = "reflex";
level.gun_attachments["ak74u"]["attach2"] = "xmags";
// assault
level.gun_attachments["ak47"]["attach1"] = "reflex";
level.gun_attachments["ak47"]["attach2"] = "xmags";
level.gun_attachments["ak47classic"]["attach1"] = "reflex";
level.gun_attachments["ak47classic"]["attach2"] = "xmags";
level.gun_attachments["m16"]["attach1"] = "reflex";
level.gun_attachments["m16"]["attach2"] = "xmags";
level.gun_attachments["m4"]["attach1"] = "reflex";
level.gun_attachments["m4"]["attach2"] = "xmags";
level.gun_attachments["fn2000"]["attach1"] = "reflex";
level.gun_attachments["fn2000"]["attach2"] = "xmags";
level.gun_attachments["masada"]["attach1"] = "reflex";
level.gun_attachments["masada"]["attach2"] = "xmags";
level.gun_attachments["famas"]["attach1"] = "reflex";
level.gun_attachments["famas"]["attach2"] = "xmags";
level.gun_attachments["fal"]["attach1"] = "reflex";
level.gun_attachments["fal"]["attach2"] = "xmags";
level.gun_attachments["scar"]["attach1"] = "reflex";
level.gun_attachments["scar"]["attach2"] = "xmags";
level.gun_attachments["tavor"]["attach1"] = "reflex";
level.gun_attachments["tavor"]["attach2"] = "xmags";
level.gun_attachments["tavor"]["attach1"] = "reflex";
level.gun_attachments["tavor"]["attach2"] = "xmags";
// sniper
level.gun_attachments["barrett"]["attach1"] = "xmags";
level.gun_attachments["wa2000"]["attach1"] = "xmags";
level.gun_attachments["m21"]["attach1"] = "xmags";
level.gun_attachments["cheytac"]["attach1"] = "xmags";
level.gun_attachments["dragunov"]["attach1"] = "xmags";
level.gun_attachments["m40a3"]["attach1"] = "xmags";
// shotgun
level.gun_attachments["ranger"]["attach1"] = "akimbo";
level.gun_attachments["model1887"]["attach1"] = "akimbo";
level.gun_attachments["striker"]["attach1"] = "grip";
level.gun_attachments["striker"]["attach2"] = "xmags";
level.gun_attachments["aa12"]["attach1"] = "grip";
level.gun_attachments["aa12"]["attach2"] = "xmags";
level.gun_attachments["m1014"]["attach1"] = "grip";
level.gun_attachments["m1014"]["attach2"] = "xmags";
level.gun_attachments["spas12"]["attach1"] = "grip";
level.gun_attachments["spas12"]["attach2"] = "xmags";
// lmg
level.gun_attachments["rpd"]["attach1"] = "grip";
level.gun_attachments["rpd"]["attach2"] = "reflex";
level.gun_attachments["sa80"]["attach1"] = "grip";
level.gun_attachments["sa80"]["attach2"] = "reflex";
level.gun_attachments["mg4"]["attach1"] = "grip";
level.gun_attachments["mg4"]["attach2"] = "reflex";
level.gun_attachments["m240"]["attach1"] = "grip";
level.gun_attachments["m240"]["attach2"] = "reflex";
level.gun_attachments["aug"]["attach1"] = "grip";
level.gun_attachments["aug"]["attach2"] = "reflex";
}
setSpecialLoadout()
{
// no killstreaks defined for special classes
level.gun_loadouts["axis"]["loadoutPrimary"] = "masada"; // can't use "none" for primary, this is replaced on spawn anyway
level.gun_loadouts["axis"]["loadoutPrimaryAttachment"] = "none";
level.gun_loadouts["axis"]["loadoutPrimaryAttachment2"] = "none";
level.gun_loadouts["axis"]["loadoutPrimaryCamo"] = "none";
level.gun_loadouts["axis"]["loadoutSecondary"] = "none";
level.gun_loadouts["axis"]["loadoutSecondaryAttachment"] = "none";
level.gun_loadouts["axis"]["loadoutSecondaryAttachment2"] = "none";
level.gun_loadouts["axis"]["loadoutSecondaryCamo"] = "none";
level.gun_loadouts["axis"]["loadoutEquipment"] = "specialty_null";
level.gun_loadouts["axis"]["loadoutOffhand"] = "none";
level.gun_loadouts["axis"]["loadoutPerk1"] = "specialty_null";
level.gun_loadouts["axis"]["loadoutPerk2"] = "specialty_null";
level.gun_loadouts["axis"]["loadoutPerk3"] = "specialty_null";
// FFA games don't have teams, but players are allowed to choose team on the way in
// just for character model and announcer voice variety. Same loadout for both.
level.gun_loadouts["allies"] = level.gun_loadouts["axis"];
}
createXpEventPopup()
{
hud_xpEventPopup = newClientHudElem( self );
hud_xpEventPopup.children = [];
hud_xpEventPopup.horzAlign = "center";
hud_xpEventPopup.vertAlign = "middle";
hud_xpEventPopup.alignX = "center";
hud_xpEventPopup.alignY = "middle";
hud_xpEventPopup.x = 55;
hud_xpEventPopup.y = -35;
hud_xpEventPopup.font = "hudbig";
hud_xpEventPopup.fontscale = 0.65;
hud_xpEventPopup.archived = false;
hud_xpEventPopup.color = (0.5,0.5,0.5);
hud_xpEventPopup.sort = 10000;
hud_xpEventPopup.elemType = "msgText";
hud_xpEventPopup maps\mp\gametypes\_hud::fontPulseInit( 3.0 );
return hud_xpEventPopup;
}
xpEventPopup( event, hudColor, glowAlpha )
{
self endon( "disconnect" );
self endon( "joined_team" );
self endon( "joined_spectators" );
self notify( "xpEventPopup" );
self endon( "xpEventPopup" );
wait ( 0.05 );
if ( !isDefined( hudColor ) )
hudColor = (1,1,0.5);
if ( !isDefined( glowAlpha ) )
glowAlpha = 0;
self.hud_xpEventPopup.color = hudColor;
self.hud_xpEventPopup.glowColor = hudColor;
self.hud_xpEventPopup.glowAlpha = glowAlpha;
self.hud_xpEventPopup setText(event);
self.hud_xpEventPopup.alpha = 0.85;
wait ( 1.0 );
self.hud_xpEventPopup fadeOverTime( 0.75 );
self.hud_xpEventPopup.alpha = 0;
}

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"MPUI_GUNGAME"

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#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
#include common_scripts\utility;
main()
{
maps\mp\gametypes\_globallogic::init();
maps\mp\gametypes\_callbacksetup::SetupCallbacks();
maps\mp\gametypes\_globallogic::SetupCallbacks();
registerTimeLimitDvar( level.gameType, 10 );
setDvar( "scorelimit", 0 );
registerRoundLimitDvar( level.gameType, 1 );
registerWinLimitDvar( level.gameType, 1 );
registerNumLivesDvar( level.gameType, 0 );
registerHalfTimeDvar( level.gameType, 0 );
setSpecialLoadouts();
level.teamBased = true;
// don't sit there waiting for both teams to contain players,
// as everyone starts a survivor
level.prematchWaitForTeams = false;
level.onPrecacheGameType = ::onPrecacheGameType;
level.onStartGameType = ::onStartGameType;
level.onSpawnPlayer = ::onSpawnPlayer;
level.getSpawnPoint = ::getSpawnPoint;
level.onPlayerKilled = ::onPlayerKilled;
level.onTimeLimit = ::onTimeLimit;
level.infect_perks = [];
level.infect_perks[level.infect_perks.size] = "specialty_marathon";
level.infect_perks[level.infect_perks.size] = "specialty_fastreload";
level.infect_perks[level.infect_perks.size] = "specialty_scavenger";
level.infect_perks[level.infect_perks.size] = "specialty_fastmantle";
level.infect_perks[level.infect_perks.size] = "specialty_quickdraw";
level.infect_perks[level.infect_perks.size] = "specialty_lightweight";
level.infect_perks[level.infect_perks.size] = "specialty_hardline";
level.infect_perks[level.infect_perks.size] = "specialty_coldblooded";
level.infect_perks[level.infect_perks.size] = "specialty_explosivedamage";
level.infect_perks[level.infect_perks.size] = "specialty_bombsquad";
level.infect_perks[level.infect_perks.size] = "specialty_bulletaccuracy";
level.infect_perks[level.infect_perks.size] = "specialty_localjammer";
level.infect_perks[level.infect_perks.size] = "specialty_quieter";
level.determineWinningTeam = ::determineWinningTeam;
}
determineWinningTeam()
{
// if the game's still going on, the allies are winning since they're still alive
return "allies";
}
onPrecacheGameType()
{
precachestring( &"MP_CONSCRIPTION_STARTS_IN" );
}
onStartGameType()
{
setclientnamemode( "auto_change" );
setObjectiveText( "allies", &"OBJECTIVES_INFECT" );
setObjectiveText( "axis", &"OBJECTIVES_INFECT" );
setObjectiveScoreText( "allies", &"OBJECTIVES_INFECT_SCORE" );
setObjectiveScoreText( "axis", &"OBJECTIVES_INFECT_SCORE" );
setObjectiveHintText( "allies", &"OBJECTIVES_INFECT_HINT" );
setObjectiveHintText( "axis", &"OBJECTIVES_INFECT_HINT" );
level.spawnMins = ( 0, 0, 0 );
level.spawnMaxs = ( 0, 0, 0 );
maps\mp\gametypes\_spawnlogic::addSpawnPoints( "allies", "mp_tdm_spawn" );
maps\mp\gametypes\_spawnlogic::addSpawnPoints( "axis", "mp_tdm_spawn" );
level.mapCenter = maps\mp\gametypes\_spawnlogic::findBoxCenter( level.spawnMins, level.spawnMaxs );
setMapCenter( level.mapCenter );
allowed = [];
maps\mp\gametypes\_gameobjects::main(allowed);
maps\mp\gametypes\_rank::registerScoreInfo( "firstblood", 0 );
maps\mp\gametypes\_rank::registerScoreInfo( "first_draft", 350 );
maps\mp\gametypes\_rank::registerScoreInfo( "final_rogue", 200 );
maps\mp\gametypes\_rank::registerScoreInfo( "kill", 50 );
maps\mp\gametypes\_rank::registerScoreInfo( "draft_rogue", 200 );
maps\mp\gametypes\_rank::registerScoreInfo( "survivor", 50 );
level.QuickMessageToAll = true;
level.blockWeaponDrops = true;
level.infect_allowSuicide = false;
SetDvar( "ui_allow_teamchange", 0 );
SetDvar( "scr_teambalance", 0 );
level.infect_timerDisplay = createServerTimer( "objective", 1.4 );
level.infect_timerDisplay setPoint( "TOPLEFT", "TOPLEFT", 115, 5 );
level.infect_timerDisplay.label = &"MP_DRAFT_STARTS_IN";
level.infect_timerDisplay.alpha = 0;
level.infect_timerDisplay.archived = false;
level.infect_timerDisplay.hideWhenInMenu = true;
level.infect_choseFirstInfected = false;
level.infect_choosingFirstInfected = false;
level.infect_awardedFinalSurvivor = false;
level.infect_countdownInProgress = false;
level.infect_teamScores["axis"] = 0;
level.infect_teamScores["allies"] = 0;
level.infect_players = [];
level thread onPlayerConnect();
level thread watchInfectForfeit();
}
onPlayerConnect()
{
for (;;)
{
level waittill( "connected", player );
player.infect_firstSpawn = true;
player.infected_Rejoined = false;
player.infect_JoinedAtStart = true;
player.hud_EventPopup = player createXpEventPopup();
if( gameFlag( "prematch_done" ) )
{
player.infect_JoinedAtStart = false;
}
// infected who quit and rejoined same game
if( IsDefined( level.infect_players[player.name] ) )
{
player.infected_Rejoined = true;
}
}
}
getSpawnPoint()
{
// first time here?
if ( self.infect_firstSpawn )
{
self.infect_firstSpawn = false;
// everyone is a gamemode class in infect, no class selection
self.pers["class"] = "gamemode";
self.pers["lastClass"] = "";
self.class = self.pers["class"];
self.lastClass = self.pers["lastClass"];
// survivors are allies
teamChoice = "allies";
// everyone starts as survivors, unless an infected quit and rejoined same game
if( self.infected_Rejoined )
{
teamChoice = "axis";
}
self maps\mp\gametypes\_menus::addToTeam( teamChoice, true );
thread onPlayerDisconnect();
}
if ( level.inGracePeriod )
{
spawnPoints = maps\mp\gametypes\_spawnlogic::getSpawnpointArray( "mp_tdm_spawn" );
spawnPoint = maps\mp\gametypes\_spawnlogic::getSpawnpoint_Random( spawnPoints );
}
else
{
spawnPoints = maps\mp\gametypes\_spawnlogic::getTeamSpawnPoints( self.pers["team"] );
spawnPoint = maps\mp\gametypes\_spawnlogic::getSpawnpoint_NearTeam( spawnPoints );
}
return spawnPoint;
}
onSpawnPlayer()
{
self.teamChangedThisFrame = undefined;
self.infect_spawnPos = self.origin;
// resynch teams
updateTeamScores();
// let the first spawned player kick this off
if ( !level.infect_choosingFirstInfected )
{
level.infect_choosingFirstInfected = true;
level thread chooseFirstInfected();
}
// infected who quit and rejoined same game?
if( self.infected_Rejoined )
{
self.infect_rejoined = undefined;
// stop initial infect countdown (if quit/join player was initial and a new coutdown is underway)
if ( !level.infect_allowSuicide )
{
level notify( "infect_stopCountdown" );
level.infect_choseFirstInfected = true;
level.infect_allowSuicide = true;
foreach( player in level.players )
{
if ( isDefined( player.infect_isBeingChosen ) )
player.infect_isBeingChosen = undefined;
}
}
// if an initial was already chosen while they were gone and they are still initial, set them to normal
foreach( player in level.players )
{
if ( isDefined( player.isInitialInfected ) )
player thread setInitialToNormalInfected();
}
// if they're the only infected, then set them as initial infected
if ( level.infect_teamScores["axis"] == 1 )
self.isInitialInfected = true;
}
// onSpawnPlayer() is called before giveLoadout()
// set self.pers["gamemodeLoadout"] for giveLoadout() to use
if ( isDefined( self.isInitialInfected ) )
self.pers["gamemodeLoadout"] = level.infect_loadouts["axis_initial"];
else
self.pers["gamemodeLoadout"] = level.infect_loadouts[self.pers["team"]];
self thread onSpawnFinished();
level notify ( "spawned_player" );
}
onSpawnFinished()
{
self endon( "death" );
self endon( "disconnect" );
self waittill( "spawned_player" );
if ( self.pers["team"] == "axis" )
thread setInfectedMsg();
wait 0.05;
if ( self.pers["team"] == "axis" )
maps\mp\killstreaks\_killstreaks::clearKillstreaks();
if ( matchMakingGame() )
{
foreach ( player in level.infect_perks )
{
if ( _hasPerk( player ) )
{
var_2 = tablelookup( "mp/perktable.csv", 1, player, 8 );
if ( !_hasPerk( var_2 ) )
_setPerk( var_2, 0 );
}
}
if ( self.pers["team"] == "allies" ) // SURVIVORS
{
if ( !_hasPerk( "specialty_scavenger" ) )
{
_setPerk( "specialty_scavenger", 0 );
var_2 = tablelookup( "mp/perktable.csv", 1, "specialty_scavenger", 8 );
if ( !_hasPerk( var_2 ) )
_setPerk( var_2, 0 );
}
}
else if ( self.pers["team"] == "axis" ) // INFECTED
{
if ( isDefined( self.isInitialInfected ) && !_hasPerk( "specialty_marathon" ) )
{
_setPerk( "specialty_marathon", 0 );
var_2 = tablelookup( "mp/perktable.csv", 1, "specialty_marathon", 8 );
if ( !_hasPerk( var_2 ) )
_setPerk( var_2, 0 );
}
if ( !_hasPerk( "specialty_falldamage" ) )
_setPerk( "specialty_falldamage", 0 );
if ( _hasPerk( "specialty_marathon" ) )
{
_setPerk( "specialty_lightweight", 0 );
self setMoveSpeedScale( 1.2 );
}
}
}
}
setInfectedMsg()
{
if ( isDefined( self.isInitialInfected ) )
{
thread xpEventPopup( &"SPLASHES_FIRST_MERCENARY", ( 1, 0, 0 ), 0.3 );
}
else if ( isDefined( self.changingToRegularInfected ) )
{
self.changingToRegularInfected = undefined;
if ( isDefined( self.changingToRegularInfectedByKill ) )
{
self.changingToRegularInfectedByKill = undefined;
thread xpEventPopup( &"SPLASHES_FIRSTBLOOD" );
maps\mp\gametypes\_gamescore::givePlayerScore( "first_draft", self );
thread maps\mp\gametypes\_rank::giveRankXP( "first_draft" );
}
}
else
{
thread xpEventPopup( &"SPLASHES_DRAFTED", ( 1, 0, 0 ), 0.3 );
}
}
chooseFirstInfected()
{
level endon( "game_ended" );
level endon( "infect_stopCountdown" );
level.infect_allowSuicide = false;
gameFlagWait( "prematch_done" );
level.infect_timerDisplay.label = &"MP_DRAFT_STARTS_IN";
level.infect_timerDisplay setTimer( 15 );
level.infect_timerDisplay.alpha = 1;
maps\mp\gametypes\_hostmigration::waitLongDurationWithHostMigrationPause( 15.0 );
level.infect_timerDisplay.alpha = 0;
possibleInfected = [];
foreach( player in level.players )
{
if ( player.team == "spectator" )
continue;
if ( !player.hasSpawned )
continue;
possibleInfected[possibleInfected.size] = player;
}
firstInfectedPlayer = possibleInfected[ randomInt( possibleInfected.size ) ];
firstInfectedPlayer setFirstInfected( true );
}
setFirstInfected( wasChosen )
{
self endon( "disconnect" );
if ( wasChosen )
self.infect_isBeingChosen = true;
// wait alive
while( !isReallyAlive( self ) || self isUsingRemote() )
wait( 0.05 );
// remove placement item if carrying
if ( IsDefined( self.isCarrying ) && self.isCarrying == true )
{
self notify( "force_cancel_placement" );
wait( 0.05 );
}
// not while mantling
while ( self IsMantling() )
wait( 0.05 );
// not while in air
while ( !self isOnGround() && !self IsOnLadder() )
wait( 0.05 );
// move to other team
if ( wasChosen )
{
self maps\mp\gametypes\_menus::addToTeam( "axis" );
level.infect_choseFirstInfected = true;
self.infect_isBeingChosen = undefined;
// resynch teams
level notify( "update_game_time" );
updateTeamScores();
// allow suicides now
level.infect_allowSuicide = true;
}
// store initial
self.isInitialInfected = true;
// set the gamemodeloadout for giveLoadout() to use
self.pers["gamemodeLoadout"] = level.infect_loadouts["axis_initial"];
// remove old TI if it exists
if ( isDefined ( self.setSpawnpoint ) )
self maps\mp\perks\_perkfunctions::deleteTI( self.setSpawnpoint );
// set faux TI to respawn in place
spawnPoint = spawn( "script_model", self.origin );
spawnPoint.angles = self.angles;
spawnPoint.playerSpawnPos = self.origin;
spawnPoint.notTI = true;
self.setSpawnPoint = spawnPoint;
// faux spawn
self notify( "faux_spawn" );
self.faux_spawn_stance = self getStance();
thread maps\mp\gametypes\_playerlogic::spawnPlayer( true );
// store infected
if ( wasChosen )
level.infect_players[self.name] = true;
// tell the world!
thread teamPlayerCardSplash( "callout_first_mercenary", self );
playSoundOnPlayers( "mp_enemy_obj_captured" );
}
setInitialToNormalInfected( gotKill )
{
level endon( "game_ended" );
self.isInitialInfected = undefined;
self.changingToRegularInfected = true;
if ( isDefined( gotKill ) )
self.changingToRegularInfectedByKill = true;
// wait till we spawn if we died at the same time
while ( !isReallyAlive( self ) )
wait( 0.05 );
// remove placement item if carrying
if ( IsDefined( self.isCarrying ) && self.isCarrying == true )
{
self notify( "force_cancel_placement" );
wait( 0.05 );
}
// not while mantling
while ( self IsMantling() )
wait( 0.05 );
// not while in air
while ( !self isOnGround() )
wait( 0.05 );
// Gotta check again, more time has passed, wait till we spawn if we died at the same time
while ( !isReallyAlive( self ) )
wait( 0.05 );
// set the gamemodeloadout for giveLoadout() to use
self.pers["gamemodeLoadout"] = level.infect_loadouts["axis"];
// remove old TI if it exists
if ( isDefined ( self.setSpawnpoint ) )
self maps\mp\perks\_perkfunctions::deleteTI( self.setSpawnpoint );
// set faux TI to respawn in place
spawnPoint = spawn( "script_model", self.origin );
spawnPoint.angles = self.angles;
spawnPoint.playerSpawnPos = self.origin;
spawnPoint.notTI = true;
self.setSpawnPoint = spawnPoint;
// faux spawn
self notify( "faux_spawn" );
self.faux_spawn_stance = self getStance();
thread maps\mp\gametypes\_playerlogic::spawnPlayer( true );
}
onPlayerKilled( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration )
{
processKill = false;
wasSuicide = false;
if ( self.team == "allies" && isDefined( attacker ) )
{
if ( isPlayer( attacker ) && attacker != self )
processKill = true;
else if ( level.infect_allowSuicide && ( attacker == self || !isPlayer( attacker ) ) )
{
processKill = true;
wasSuicide = true;
}
}
if ( processKill )
{
// track team change for this frame (so explosives can't team kill, now that they changed teams)
self.teamChangedThisFrame = true;
// move victim to infected
self maps\mp\gametypes\_menus::addToTeam( "axis" );
// resynch teams
updateTeamScores();
// store infected
level.infect_players[self.name] = true;
if ( wasSuicide )
{
// set initial infected to regular infected since a survivor just commited suicide and initial infected is no longer alone
if ( level.infect_teamScores["axis"] > 1 )
{
foreach( player in level.players )
{
if ( isDefined( player.isInitialInfected ) )
player thread setInitialToNormalInfected();
}
}
}
else
{
// set attacker to regular infected if they were the first infected
if ( isDefined( attacker.isInitialInfected ) )
attacker thread setInitialToNormalInfected( true );
else
{
// regular attacker reward
attacker thread xpEventPopup( &"SPLASHES_DRAFTED" );
maps\mp\gametypes\_gamescore::givePlayerScore( "draft_rogue", attacker, self, true );
attacker thread maps\mp\gametypes\_rank::giveRankXP( "draft_rogue" );
}
}
// generic messages/sounds, and reward survivors
if ( level.infect_teamScores["allies"] > 1 )
{
playSoundOnPlayers( "mp_enemy_obj_captured", "allies" );
playSoundOnPlayers( "mp_war_objective_taken", "axis" );
thread teamPlayerCardSplash( "callout_got_drafted", self, "allies" );
if ( !wasSuicide )
{
thread teamPlayerCardSplash( "callout_drafted_rogue", attacker, "axis" );
foreach ( player in level.players )
{
if( !isReallyAlive( player ) || self.sessionstate == "spectator" )
continue;
if ( player.team == "allies" && player != self && distance( player.infect_spawnPos, player.origin ) > 32 )
{
player thread xpEventPopup( &"SPLASHES_SURVIVOR" );
maps\mp\gametypes\_gamescore::givePlayerScore( "survivor", player, undefined, 1 );
player thread maps\mp\gametypes\_rank::giveRankXP( "survivor" );
}
}
}
}
// inform/reward last
else if ( level.infect_teamScores["allies"] == 1 )
{
onFinalSurvivor();
}
// infected win
else if ( level.infect_teamScores["allies"] == 0 )
{
onSurvivorsEliminated();
}
}
}
onFinalSurvivor()
{
playSoundOnPlayers( "mp_obj_captured" );
foreach ( player in level.players )
{
if( !isDefined(player) )
continue;
if ( player.team == "allies" )
{
player thread xpEventPopup( &"SPLASHES_FINAL_ROGUE" );
if ( !level.infect_awardedFinalSurvivor )
{
if ( player.gameModeJoinedAtStart && isDefined( player.infect_spawnPos ) && distance( player.infect_spawnPos, player.origin ) > 32 )
{
maps\mp\gametypes\_gamescore::givePlayerScore( "final_rogue", player, undefined, 1 );
player thread maps\mp\gametypes\_rank::giveRankXP( "final_rogue" );
}
level.infect_awardedFinalSurvivor = true;
}
thread teamplayercardsplash( "callout_final_rogue", player );
if (matchMakingGame() )
level thread finalsurvivoruav( player );
break;
}
}
}
finalSurvivorUAV( finalPlayer )
{
level endon( "game_ended" );
finalPlayer endon( "disconnect" );
finalPlayer endon( "eliminated" );
level endon( "infect_lateJoiner" );
level thread endUAVonLateJoiner( finalPlayer );
removeUAV = false;
level.radarMode["axis"] = "normal_radar";
foreach ( player in level.players )
{
if ( player.team == "axis" )
player.radarMode = "normal_radar";
}
//setTeamRadarStrength( "axis", 1 );
while( true )
{
prevPos = finalPlayer.origin;
wait( 4 );
if ( removeUAV )
{
setTeamRadar( "axis", 0 );
removeUAV = false;
}
wait( 6 );
if ( distance( prevPos, finalPlayer.origin ) < 200 )
{
setTeamRadar( "axis", 1 );
removeUAV = true;
foreach ( player in level.players )
player playLocalSound( "recondrone_tag" );
}
}
}
endUAVonLateJoiner( finalPlayer )
{
level endon( "game_ended" );
finalPlayer endon( "disconnect" );
finalPlayer endon( "eliminated" );
while( true )
{
if ( level.infect_teamScores["allies"] > 1 )
{
level notify( "infect_lateJoiner" );
wait( 0.05 );
setTeamRadar( "axis", 0 );
break;
}
wait( 0.05 );
}
}
onPlayerDisconnect()
{
level endon( "game_ended" );
self endon( "eliminated" );
self waittill( "disconnect" );
// resynch teams
updateTeamScores();
// team actions or win condition necessary?
if ( isDefined( self.infect_isBeingChosen ) || level.infect_choseFirstInfected )
{
if ( level.infect_teamScores["axis"] && level.infect_teamScores["allies"] )
{
if ( self.team == "allies" && level.infect_teamScores["allies"] == 1 )
{
// final survivor was abandoned: inform, reward, call uav
onFinalSurvivor();
}
else if ( self.team == "axis" && level.infect_teamScores["axis"] == 1 )
{
// final infected was abandoned: inform, set initial
foreach ( player in level.players )
{
if ( player != self && player.team == "axis" )
player setFirstInfected( false );
}
}
}
else if ( level.infect_teamScores["allies"] == 0 )
{
// no more survivors, infected win
onSurvivorsEliminated();
}
else if ( level.infect_teamScores["axis"] == 0 )
{
if ( level.infect_teamScores["allies"] == 1 )
{
// last survivor wins
level.finalKillCam_winner = "allies";
level thread maps\mp\gametypes\_gamelogic::endGame( "allies", game[ "end_reason" ][ "axis_eliminated" ] );
}
else if ( level.infect_teamScores["allies"] > 1 )
{
// pick a new infected and keep the game going
level.infect_choseFirstInfected = false;
level thread chooseFirstInfected();
}
}
}
// clear this regardless on the way out
self.isInitialInfected = undefined;
}
watchInfectForfeit()
{
level endon( "game_ended" );
level.forfeitInProgress = true;
for (;;)
{
if ( !isDefined( level.forfeitInProgress ) )
level.forfeitInProgress = true;
wait 0.05;
}
}
onDeadEvent( team )
{
// override default to supress the normal game ending process
return;
}
onTimeLimit()
{
// survivors win
level.finalKillCam_winner = "allies";
level thread maps\mp\gametypes\_gamelogic::endGame( "allies", game[ "end_reason" ][ "time_limit_reached" ] );
}
onSurvivorsEliminated()
{
// infected win
level.finalKillCam_winner = "axis";
level thread maps\mp\gametypes\_gamelogic::endGame( "axis", game[ "end_reason" ][ "allies_eliminated" ] );
}
getTeamSize( team )
{
size = 0;
foreach( player in level.players )
{
// Make sure we don't check for spectators
// Also need to check for if they are in killcam, because player session states are set to spectator when killcam happens
if ( player.sessionstate == "spectator" && !player.spectatekillcam )
continue;
if( player.team == team )
size++;
}
return size;
}
updateTeamScores()
{
// survivors
level.infect_teamScores["allies"] = getTeamSize( "allies" );
game["teamScores"]["allies"] = level.infect_teamScores["allies"];
setTeamScore( "allies", level.infect_teamScores["allies"] );
// infected
level.infect_teamScores["axis"] = getTeamSize( "axis" );
game["teamScores"]["axis"] = level.infect_teamScores["axis"];
setTeamScore( "axis", level.infect_teamScores["axis"] );
}
setSpecialLoadouts()
{
level.infect_loadouts["axis"]["loadoutPrimary"] = "throwingknife";
level.infect_loadouts["axis"]["loadoutPrimaryAttachment"] = "none";
level.infect_loadouts["axis"]["loadoutPrimaryAttachment2"] = "none";
level.infect_loadouts["axis"]["loadoutPrimaryCamo"] = "none";
level.infect_loadouts["axis"]["loadoutSecondary"] = "none";
level.infect_loadouts["axis"]["loadoutSecondaryAttachment"] = "none";
level.infect_loadouts["axis"]["loadoutSecondaryAttachment2"] = "none";
level.infect_loadouts["axis"]["loadoutSecondaryCamo"] = "none";
level.infect_loadouts["axis"]["loadoutEquipment"] = "throwingknife_mp";
level.infect_loadouts["axis"]["loadoutOffhand"] = "none";
level.infect_loadouts["axis"]["loadoutPerk1"] = "specialty_marathon";
level.infect_loadouts["axis"]["loadoutPerk2"] = "specialty_lightweight";
level.infect_loadouts["axis"]["loadoutPerk3"] = "specialty_heartbreaker";
level.infect_loadouts["axis"]["loadoutKillstreak1"] = "none";
level.infect_loadouts["axis"]["loadoutKillstreak2"] = "none";
level.infect_loadouts["axis"]["loadoutKillstreak3"] = "none";
level.infect_loadouts["axis"]["loadoutDeathstreak"] = "specialty_grenadepulldeath";
level.infect_loadouts["axis_initial"]["loadoutPrimary"] = "scar";
level.infect_loadouts["axis_initial"]["loadoutPrimaryAttachment"] = "reflex";
level.infect_loadouts["axis_initial"]["loadoutPrimaryAttachment2"] = "xmags";
level.infect_loadouts["axis_initial"]["loadoutPrimaryCamo"] = "none";
level.infect_loadouts["axis_initial"]["loadoutSecondary"] = "none";
level.infect_loadouts["axis_initial"]["loadoutSecondaryAttachment"] = "none";
level.infect_loadouts["axis_initial"]["loadoutSecondaryAttachment2"] = "none";
level.infect_loadouts["axis_initial"]["loadoutSecondaryCamo"] = "none";
level.infect_loadouts["axis_initial"]["loadoutEquipment"] = "throwingknife_mp";
level.infect_loadouts["axis_initial"]["loadoutOffhand"] = "none";
level.infect_loadouts["axis_initial"]["loadoutPerk1"] = "specialty_marathon";
level.infect_loadouts["axis_initial"]["loadoutPerk2"] = "specialty_lightweight";
level.infect_loadouts["axis_initial"]["loadoutPerk3"] = "specialty_bulletaccuracy";
level.infect_loadouts["axis_initial"]["loadoutKillstreak1"] = "none";
level.infect_loadouts["axis_initial"]["loadoutKillstreak2"] = "none";
level.infect_loadouts["axis_initial"]["loadoutKillstreak3"] = "none";
level.infect_loadouts["axis_initial"]["loadoutDeathstreak"] = "specialty_grenadepulldeath";
level.infect_loadouts["allies"]["loadoutPrimary"] = "spas12";
level.infect_loadouts["allies"]["loadoutPrimaryAttachment"] = "xmags";
level.infect_loadouts["allies"]["loadoutPrimaryAttachment2"] = "grip";
level.infect_loadouts["allies"]["loadoutPrimaryCamo"] = "none";
level.infect_loadouts["allies"]["loadoutSecondary"] = "pp2000";
level.infect_loadouts["allies"]["loadoutSecondaryAttachment"] = "reflex";
level.infect_loadouts["allies"]["loadoutSecondaryAttachment2"] = "xmags";
level.infect_loadouts["allies"]["loadoutSecondaryCamo"] = "none";
level.infect_loadouts["allies"]["loadoutEquipment"] = "claymore_mp";
level.infect_loadouts["allies"]["loadoutOffhand"] = "flash_grenade_mp";
level.infect_loadouts["allies"]["loadoutPerk1"] = "specialty_scavenger";
level.infect_loadouts["allies"]["loadoutPerk2"] = "specialty_lightweight";
level.infect_loadouts["allies"]["loadoutPerk3"] = "specialty_heartbreaker";
level.infect_loadouts["allies"]["loadoutDeathstreak"] = "specialty_null";
}
createXpEventPopup()
{
hud_xpEventPopup = newClientHudElem( self );
hud_xpEventPopup.children = [];
hud_xpEventPopup.horzAlign = "center";
hud_xpEventPopup.vertAlign = "middle";
hud_xpEventPopup.alignX = "center";
hud_xpEventPopup.alignY = "middle";
hud_xpEventPopup.x = 55;
hud_xpEventPopup.y = -35;
hud_xpEventPopup.font = "hudbig";
hud_xpEventPopup.fontscale = 0.65;
hud_xpEventPopup.archived = false;
hud_xpEventPopup.color = (0.5,0.5,0.5);
hud_xpEventPopup.sort = 10000;
hud_xpEventPopup.elemType = "msgText";
hud_xpEventPopup maps\mp\gametypes\_hud::fontPulseInit( 3.0 );
return hud_xpEventPopup;
}
xpEventPopupFinalize( event, hudColor, glowAlpha )
{
self endon( "disconnect" );
self endon( "joined_team" );
self endon( "joined_spectators" );
self notify( "xpEventPopup" );
self endon( "xpEventPopup" );
if ( level.hardcoremode )
return;
wait ( 0.05 );
if ( !isDefined( hudColor ) )
hudColor = (1,1,0.5);
if ( !isDefined( glowAlpha ) )
glowAlpha = 0;
if ( !isDefined( self ) )
return;
self.hud_xpEventPopup.color = hudColor;
self.hud_xpEventPopup.glowColor = hudColor;
self.hud_xpEventPopup.glowAlpha = glowAlpha;
self.hud_xpEventPopup setText(event);
self.hud_xpEventPopup.alpha = 0.85;
wait ( 1.0 );
if ( !isDefined( self ) )
return;
self.hud_xpEventPopup fadeOverTime( 0.75 );
self.hud_xpEventPopup.alpha = 0;
self notify( "PopComplete" );
}
xpEventPopupTerminate()
{
self endon( "PopComplete" );
waittill_any( "joined_team", "joined_spectators" );
self.hud_xpEventPopup fadeOverTime( 0.05 );
self.hud_xpEventPopup .alpha = 0;
}
xpEventPopup( event, hudColor, glowAlpha )
{
thread xpEventPopupFinalize( event, hudColor, glowAlpha );
thread xpEventPopupTerminate();
}

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"MPUI_INF"