Initial infected and gun game mode
parent
b36d0792d0
commit
130851fe38
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#include maps\mp\_utility;
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#include maps\mp\gametypes\_hud_util;
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#include maps\mp\gametypes\_class;
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#include common_scripts\utility;
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/*
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Gun Game
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Objective: Progress through all weapon tiers by killing enemy players
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Map ends: When a player progresses through all weapon tiers
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Respawning: No wait / Away from other players
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Level requirements
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------------------
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Spawnpoints:
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classname mp_dm_spawn
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All players spawn from these. The spawnpoint chosen is dependent on the current locations of enemies at the time of spawn.
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Players generally spawn away from enemies.
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Spectator Spawnpoints:
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classname mp_global_intermission
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Spectators spawn from these and intermission is viewed from these positions.
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Atleast one is required, any more and they are randomly chosen between.
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*/
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/*QUAKED mp_dm_spawn (1.0 0.5 0.0) (-16 -16 0) (16 16 72)
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Players spawn away from enemies at one of these positions.*/
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main()
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{
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maps\mp\gametypes\_globallogic::init();
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maps\mp\gametypes\_callbacksetup::SetupCallbacks();
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maps\mp\gametypes\_globallogic::SetupCallbacks();
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// must be done before scorelimit is set
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setGuns();
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scoreLimit = level.gun_guns.size;
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SetDvar( "scr_gun_scorelimit", scoreLimit );
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registerScoreLimitDvar( level.gameType, scoreLimit );
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SetDvar( "scr_gun_winlimit", 1 );
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registerWinLimitDvar( "gun", 1 );
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SetDvar( "scr_gun_roundlimit", 1 );
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registerRoundLimitDvar( "gun", 1 );
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SetDvar( "scr_gun_halftime", 0 );
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registerHalfTimeDvar( "gun", 0 );
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setSpecialLoadout();
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level.teamBased = false;
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level.doPrematch = true;
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level.killstreakRewards = false;
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level.onPrecacheGameType = ::onPrecacheGameType;
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level.onStartGameType = ::onStartGameType;
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level.onSpawnPlayer = ::onSpawnPlayer;
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level.getSpawnPoint = ::getSpawnPoint;
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level.onPlayerKilled = ::onPlayerKilled;
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level.onTimeLimit = ::onTimeLimit;
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}
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onprecachegametype()
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{
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precachestring( &"MP_GUN" );
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}
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onStartGameType()
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{
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setClientNameMode("auto_change");
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setObjectiveText( "allies", &"OBJECTIVES_DM" );
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setObjectiveText( "axis", &"OBJECTIVES_DM" );
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setObjectiveScoreText( "allies", &"OBJECTIVES_DM_SCORE" );
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setObjectiveScoreText( "axis", &"OBJECTIVES_DM_SCORE" );
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setObjectiveHintText( "allies", &"OBJECTIVES_DM_HINT" );
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setObjectiveHintText( "axis", &"OBJECTIVES_DM_HINT" );
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level.spawnMins = ( 0, 0, 0 );
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level.spawnMaxs = ( 0, 0, 0 );
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maps\mp\gametypes\_spawnlogic::addSpawnPoints( "allies", "mp_dm_spawn" );
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maps\mp\gametypes\_spawnlogic::addSpawnPoints( "axis", "mp_dm_spawn" );
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level.mapCenter = maps\mp\gametypes\_spawnlogic::findBoxCenter( level.spawnMins, level.spawnMaxs );
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setMapCenter( level.mapCenter );
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maps\mp\gametypes\_rank::registerScoreInfo( "kill", 0 );
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maps\mp\gametypes\_rank::registerScoreInfo( "assist", 0 );
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maps\mp\gametypes\_rank::registerScoreInfo( "suicide", 0 );
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maps\mp\gametypes\_rank::registerScoreInfo( "teamkill", 0 );
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maps\mp\gametypes\_rank::registerScoreInfo( "headshot", 0 );
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maps\mp\gametypes\_rank::registerScoreInfo( "execution", 0 );
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maps\mp\gametypes\_rank::registerScoreInfo( "avenger", 0 );
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maps\mp\gametypes\_rank::registerScoreInfo( "defender", 0 );
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maps\mp\gametypes\_rank::registerScoreInfo( "posthumous", 0 );
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maps\mp\gametypes\_rank::registerScoreInfo( "revenge", 0 );
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maps\mp\gametypes\_rank::registerScoreInfo( "double", 0 );
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maps\mp\gametypes\_rank::registerScoreInfo( "triple", 0 );
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maps\mp\gametypes\_rank::registerScoreInfo( "multi", 0 );
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maps\mp\gametypes\_rank::registerScoreInfo( "buzzkill", 0 );
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maps\mp\gametypes\_rank::registerScoreInfo( "firstblood", 0 );
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maps\mp\gametypes\_rank::registerScoreInfo( "comeback", 0 );
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maps\mp\gametypes\_rank::registerScoreInfo( "longshot", 0 );
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maps\mp\gametypes\_rank::registerScoreInfo( "assistedsuicide", 0 );
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maps\mp\gametypes\_rank::registerScoreInfo( "knifethrow", 0 );
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maps\mp\gametypes\_rank::registerScoreInfo( "gained_gun_score", 1 );
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maps\mp\gametypes\_rank::registerScoreInfo( "dropped_gun_score", -1 );
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maps\mp\gametypes\_rank::registerScoreInfo( "gained_gun_rank", 100 );
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maps\mp\gametypes\_rank::registerScoreInfo( "dropped_enemy_gun_rank", 100 );
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allowed = [];
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maps\mp\gametypes\_gameobjects::main(allowed);
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// Prevent class and team change
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setDvar( "ui_allow_classchange", 0 );
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setdvar( "ui_allow_teamchange", 0 );
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level.QuickMessageToAll = true;
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level.blockWeaponDrops = true;
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// set index on enter
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level thread onPlayerConnect();
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level.killstreakRewards = false;
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}
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onPlayerConnect()
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{
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for ( ;; )
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{
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level waittill( "connected", player );
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player.gun_firstSpawn = true;
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player.gunGameGunIndex = 0;
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player.gunGamePrevGunIndex = 0;
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player initGunHUD();
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player.hud_xpEventPopup = player createXpEventPopup();
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player thread refillAmmo();
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player thread refillSingleCountAmmo();
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}
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}
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getSpawnPoint()
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{
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// first time here?
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if ( self.gun_firstSpawn )
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{
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self.gun_firstSpawn = false;
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// everyone is a gamemode class in gun, no class selection
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self.pers["class"] = "gamemode";
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self.pers["lastClass"] = "";
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self.class = self.pers["class"];
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self.lastClass = self.pers["lastClass"];
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// random team
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if ( cointoss() )
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self maps\mp\gametypes\_menus::addToTeam( "axis", true );
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else
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self maps\mp\gametypes\_menus::addToTeam( "allies", true );
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}
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spawnPoints = maps\mp\gametypes\_spawnlogic::getTeamSpawnPoints( self.pers["team"] );
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spawnPoint = maps\mp\gametypes\_spawnlogic::getSpawnpoint_DM( spawnPoints );
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return spawnPoint;
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}
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onSpawnPlayer()
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{
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// level.onSpawnPlayer() gets called before giveLoadout()
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// so wait until it is done then override weapons
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self.pers["gamemodeLoadout"] = level.gun_loadouts[self.pers["team"]];
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self thread waitLoadoutDone();
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level notify ( "spawned_player" );
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}
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waitLoadoutDone()
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{
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level endon( "game_ended" );
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self endon( "disconnect" );
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self waittill( "spawned_player" );
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self _setPerk( "specialty_bling", false );
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self giveNextGun( true );
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}
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onPlayerKilled( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration )
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{
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if ( sMeansOfDeath == "MOD_FALLING" || ( isDefined( attacker ) && isPlayer( attacker ) ) )
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{
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isMeleeWeapon = maps\mp\gametypes\_weapons::isRiotShield( sWeapon );
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if ( sMeansOfDeath == "MOD_FALLING" || attacker == self || ( sMeansOfDeath == "MOD_MELEE" && !isMeleeWeapon ) )
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{
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self playLocalSound( "mp_war_objective_lost" );
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// drop level for suicide and getting knifed
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self.gunGamePrevGunIndex = self.gunGameGunIndex;
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self.gunGameGunIndex = int( max( 0, self.gunGameGunIndex-1 ) );
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if ( self.gunGamePrevGunIndex > self.gunGameGunIndex )
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{
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self thread xpEventPopup( &"SPLASHES_DROPPED_GUN_RANK" );
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maps\mp\gametypes\_gamescore::givePlayerScore( "dropped_gun_score", self, undefined, true, true );
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}
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if ( sMeansOfDeath == "MOD_MELEE" )
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{
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if ( self.gunGamePrevGunIndex )
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{
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attacker thread xpEventPopup( &"SPLASHES_DROPPED_ENEMY_GUN_RANK" );
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attacker thread maps\mp\gametypes\_rank::giveRankXP( "dropped_enemy_gun_rank" );
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}
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}
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}
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else if ( ( sMeansOfDeath == "MOD_PISTOL_BULLET" )
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|| ( sMeansOfDeath == "MOD_RIFLE_BULLET" )
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|| ( sMeansOfDeath == "MOD_HEAD_SHOT" )
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|| ( sMeansOfDeath == "MOD_PROJECTILE" ) || ( sMeansOfDeath == "MOD_PROJECTILE_SPLASH" )
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|| ( sMeansOfDeath == "MOD_IMPACT" )
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|| ( sMeansOfDeath == "MOD_GRENADE" ) || ( sMeansOfDeath == "MOD_GRENADE_SPLASH" )
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|| ( sMeansOfDeath == "MOD_MELEE" && isMeleeWeapon )
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)
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{
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// Prevent sequential kills from counting by validating the primary weapon
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// Let throwing knife kills count even though they're not the primary weapon
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if ( sWeapon != attacker.primaryWeapon )
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return;
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attacker.gunGamePrevGunIndex = attacker.gunGameGunIndex;
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attacker.gunGameGunIndex++;
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attacker thread maps\mp\gametypes\_rank::giveRankXP( "gained_gun_rank" );
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maps\mp\gametypes\_gamescore::givePlayerScore( "gained_gun_score", attacker, self, true, true );
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if ( attacker.gunGameGunIndex == level.gun_guns.size-1 )
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{
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playSoundOnPlayers( "mp_enemy_obj_captured" );
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level thread teamPlayerCardSplash( "callout_top_gun_rank", attacker );
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}
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if ( attacker.gunGameGunIndex < level.gun_guns.size )
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{
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attacker thread xpEventPopup( &"SPLASHES_GAINED_GUN_RANK" );
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attacker playLocalSound( "mp_war_objective_taken" );
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attacker giveNextGun();
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}
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}
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}
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}
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giveNextGun( doSetSpawnWeapon )
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{
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// get the next one
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newWeapon = level.gun_guns[self.gunGameGunIndex];
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// add attachments
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newWeapon = addAttachments( newWeapon );
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// give gun
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self takeAllWeapons();
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_giveWeapon( newWeapon );
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// set vars
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if ( isDefined( doSetSpawnWeapon ) )
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self setSpawnWeapon( newWeapon );
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weaponTokens = StrTok( newWeapon, "_" );
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weaponName = weaponTokens[0];
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self.pers["primaryWeapon"] = weaponName;
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self.primaryWeapon = newWeapon;
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// use it!
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self GiveStartAmmo( newWeapon );
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self switchToWeapon( newWeapon );
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// gain/drop scoring/messaging
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if ( self.gunGamePrevGunIndex > self.gunGameGunIndex )
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{
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// we dropped :(
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self thread xpEventPopup( &"SPLASHES_DROPPED_GUN_RANK" );
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}
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else if ( self.gunGamePrevGunIndex < self.gunGameGunIndex )
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{
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// we gained :)
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self thread xpEventPopup( &"SPLASHES_GAINED_GUN_RANK" );
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}
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self.gunGamePrevGunIndex = self.gunGameGunIndex;
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// update the personal gun progress hud
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self updateGunHUD();
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}
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addAttachments( weaponName )
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{
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if ( isDefined( level.gun_attachments[weaponName] ) && isDefined( level.gun_attachments[weaponName]["attach1"] ) )
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attach1 = level.gun_attachments[weaponName]["attach1"];
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else
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attach1 = "none";
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if ( isDefined( level.gun_attachments[weaponName] ) && isDefined( level.gun_attachments[weaponName]["attach2"] ) )
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attach2 = level.gun_attachments[weaponName]["attach2"];
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else
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attach2 = "none";
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fullWeaponName = buildWeaponName( weaponName, attach1, attach2 );
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return fullWeaponName;
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}
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onTimeLimit()
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{
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level.finalKillCam_winner = "none";
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winners = getHighestProgressedPlayers();
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if ( !isDefined( winners ) || !winners.size )
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thread maps\mp\gametypes\_gamelogic::endGame( "tie", game[ "end_reason" ][ "time_limit_reached" ] );
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else if ( winners.size == 1 )
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thread maps\mp\gametypes\_gamelogic::endGame( winners[0], game[ "end_reason" ][ "time_limit_reached" ] );
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else
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{
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if ( winners[winners.size-1].gunGameGunIndex > winners[winners.size-2].gunGameGunIndex )
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thread maps\mp\gametypes\_gamelogic::endGame( winners[winners.size-1], game[ "end_reason" ][ "time_limit_reached" ] );
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else
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thread maps\mp\gametypes\_gamelogic::endGame( "tie", game[ "end_reason" ][ "time_limit_reached" ] );
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}
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}
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getHighestProgressedPlayers()
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{
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highestProgress = -1;
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highestProgressedPlayers = [];
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foreach( player in level.players )
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{
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if ( isDefined( player.gunGameGunIndex ) && player.gunGameGunIndex >= highestProgress )
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{
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highestProgress = player.gunGameGunIndex;
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highestProgressedPlayers[highestProgressedPlayers.size] = player;
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}
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}
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return highestProgressedPlayers;
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}
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refillAmmo()
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{
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level endon( "game_ended" );
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self endon( "disconnect" );
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while ( true )
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{
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self waittill( "reload" );
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self GiveStartAmmo( self.primaryWeapon );
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}
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}
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refillSingleCountAmmo()
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{
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level endon( "game_ended" );
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self endon( "disconnect" );
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while ( true )
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{
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if ( isReallyAlive( self ) && self.team != "spectator" && isDefined( self.primaryWeapon ) && self getAmmoCount( self.primaryWeapon ) == 0 )
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{
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// fake a reload time
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wait( 2 );
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self notify( "reload" );
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wait( 1 );
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}
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else
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wait( 0.05 );
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}
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}
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initGunHUD()
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{
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self.gun_progressDisplay[0] = self createFontString( "small", 1.6 );
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self.gun_progressDisplay[0] setPoint( "TOP LEFT", "TOP LEFT", 115, 5 );
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self.gun_progressDisplay[0] setText( &"MP_WEAPON" );
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self.gun_progressDisplay[0].alpha = 1;
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self.gun_progressDisplay[0].archived = false;
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self.gun_progressDisplay[0].hideWhenInMenu = true;
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self.gun_progressDisplay[1] = self createFontString( "small", 1.6 );
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self.gun_progressDisplay[1] setPoint( "TOP LEFT", "TOP LEFT", 115, 23 );
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self.gun_progressDisplay[1] setText( "1 / " + level.gun_guns.size );
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self.gun_progressDisplay[1].alpha = 1;
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self.gun_progressDisplay[1].archived = false;
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self.gun_progressDisplay[1].hideWhenInMenu = true;
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thread hideOnGameEnd();
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thread hideInKillCam();
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}
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updateGunHUD()
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{
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self.gun_progressDisplay[1] setText( (self.gunGameGunIndex+1) + " / " + level.gun_guns.size );
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}
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hideInKillCam()
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{
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self endon( "disconnect" );
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var_0 = 1;
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for (;;)
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{
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if ( var_0 && ( !isalive( self ) || isinkillcam() ) )
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{
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self.gun_progressdisplay[0].alpha = 0;
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self.gun_progressdisplay[1].alpha = 0;
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var_0 = 0;
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}
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else if ( !var_0 && ( isalive( self ) && !isinkillcam() ) )
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{
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self.gun_progressdisplay[0].alpha = 1;
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self.gun_progressdisplay[1].alpha = 1;
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var_0 = 1;
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}
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wait 0.05;
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}
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}
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hideOnGameEnd()
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{
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self endon( "disconnect" );
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level waittill( "game_ended" );
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self.gun_progressDisplay[0].alpha = 0;
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self.gun_progressDisplay[1].alpha = 0;
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}
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setGuns()
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{
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level.gun_guns = [];
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// hand guns
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level.gun_guns[0] = "deserteagle";
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// machine pistols
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level.gun_guns[1] = "glock";
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level.gun_guns[2] = "tmp";
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// sub
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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;
|
||||
}
|
|
@ -0,0 +1 @@
|
|||
"MPUI_GUNGAME"
|
|
@ -0,0 +1,916 @@
|
|||
#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();
|
||||
}
|
|
@ -0,0 +1 @@
|
|||
"MPUI_INF"
|
Loading…
Reference in New Issue