mirror of
https://github.com/ChocoTaco1/TacoServer.git
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Initial commit
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0c4253f743
22 changed files with 23038 additions and 0 deletions
15
autoexec/AntiCloak.cs
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15
autoexec/AntiCloak.cs
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@ -0,0 +1,15 @@
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$AntiCloakPlayerCount = 6; // amount of players needed on server for CloakPack to be selectable
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//Activates when default Inventory for player is set so player cant select it thru hotkeys or select it thru the gui.
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function ActivateAntiCloak ()
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{
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//echo("TotalTeamPlayerCount " @ $TotalTeamPlayerCount);
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//echo("AntiCloakPlayerCount " @ $AntiCloakPlayerCount);
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if(!$Host::TournamentMode && $TotalTeamPlayerCount < $AntiCloakPlayerCount)
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//If server is in Tourny mode or if the server population isnt higher than the AntiCloakPlayerCount the CloakPack is not selectable.
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$InvBanList[CTF, "CloakingPack"] = true;
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else
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//If AntiCloakPlayerCount is lower than server population, CloakPack is enabled and Selectable.
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$InvBanList[CTF, "CloakingPack"] = false;
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}
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89
autoexec/GetTeamCounts.cs
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89
autoexec/GetTeamCounts.cs
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@ -0,0 +1,89 @@
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//This function is Called at:
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//CreateServer(%mission, %missionType) in Server.cs
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package StartTeamCounts {
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//Start
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function CreateServer(%mission, %missionType)
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{
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//Call default function
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parent::CreateServer(%mission, %missionType);
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//Start
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//Call for a GetTeamCount update
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GetTeamCounts( %game, %client, %respawn );
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}
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};
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// Prevent package from being activated if it is already
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if (!isActivePackage(StartTeamCounts))
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activatePackage(StartTeamCounts);
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function GetTeamCounts( %game, %client, %respawn )
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{
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if (!isActivePackage(StartTeamCounts)) {
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deactivatePackage(StartTeamCounts);
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}
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//echo ("Clientgroup " @ ClientGroup.getCount());
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//echo ("$PlayerCount[0] " @ $PlayerCount[0]);
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//echo ("$PlayerCount[1] " @ $PlayerCount[1]);
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//echo ("$PlayerCount[2] " @ $PlayerCount[2]);
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//echo ("client.team " @ %client.team);
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//Team Count code by Keen
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$PlayerCount[0] = 0;
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$PlayerCount[1] = 0;
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$PlayerCount[2] = 0;
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for(%i = 0; %i < ClientGroup.getCount(); %i++)
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{
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%client = ClientGroup.getObject(%i);
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//if(!%client.isAIControlled())
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$PlayerCount[%client.team]++;
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}
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//Other variables
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//Amount of players on teams
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$TotalTeamPlayerCount = $PlayerCount[1] + $PlayerCount[2];
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//Amount of all players including observers
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$AllPlayerCount = $PlayerCount[1] + $PlayerCount[2] + $PlayerCount[0];
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//Call Team Balance Notify
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//Make sure it's CTF Mode
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if($CurrentMissionType $= "CTF" && $TotalTeamPlayerCount !$= 0 && $countdownStarted $= true && $MatchStarted $= true) {
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TeamBalanceNotify::AtSpawn( %game, %client, %respawn );
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}
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//Start
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//Make sure it's CTF Mode
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if($CurrentMissionType $= "CTF" && $countdownStarted $= true && $MatchStarted $= true) {
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PlayerNotify::AtSpawn( %game, %client, %respawn );
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}
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//AntiCloak Start
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//if($CurrentMissionType $= "CTF") {
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//ActivateAntiCloak ();
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//}
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//Call itself again. Every 5 seconds.
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schedule(5000, 0, "GetTeamCounts");
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}
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//For instant Calls for an update
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//function QuickTeamCounts( %game, %client, %respawn )
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//{
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//Team Count code by Keen
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//$PlayerCount[0] = 0;
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//$PlayerCount[1] = 0;
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//$PlayerCount[2] = 0;
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//for(%i = 0; %i < ClientGroup.getCount(); %i++)
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//{
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//%client = ClientGroup.getObject(%i);
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//if(!%client.isAIControlled())
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//$PlayerCount[%client.team]++;
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//}
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//}
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70
autoexec/NoBaseRapeNotify.cs
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70
autoexec/NoBaseRapeNotify.cs
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//Start and Reset Notify
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package NoRapeNotify {
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//Start Notify
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//function DefaultGame::spawnPlayer( %game, %client, %respawn ) {
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//Call default function
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//parent::spawnPlayer( %game, %client, %respawn );
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//Start
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//Make sure it's CTF Mode
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//if( $CurrentMissionType $= "CTF" ) {
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//PlayerNotify::AtSpawn( %game, %client, %respawn );
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//}
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//}
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//Reset Notify
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function DefaultGame::gameOver( %game ) {
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//Call default function
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parent::gameOver( %game );
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//Reset NoBaseRape Notify
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ResetNotify::MissionEnd( %game, %client );
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}
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};
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// Prevent package from being activated if it is already
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if (!isActivePackage(NoRapeNotify))
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activatePackage(NoRapeNotify);
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//This function is at DefaultGame::spawnPlayer( %game, %client, %respawn ) defaultGame.cs
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//Notifys the user if NoBase rape is on or off. Has a Counter so it is only run once and doesnt spam the client. It is triggered at spawn.
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function PlayerNotify::AtSpawn( %game, %client, %respawn )
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{
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//echo ("%client " @ %client);
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//echo ("$TeamBalanceClient " @ $TeamBalanceClient);
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//Is NoBaseRape On or off
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if( !$Host::TournamentMode && $Host::EvoNoBaseRapeEnabled && $Host::EvoNoBaseRapeClassicPlayerCount > $TotalTeamPlayerCount ) {
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//If on, has the client gotten the notification already
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if($NoBaseRapeNotifyCount !$= 0) {
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messageAll('MsgNoBaseRapeNotify', 'No Base Rape is \c3Enabled.~wfx/misc/nexus_cap.wav');
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$NoBaseRapeNotifyCount = 0;
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}
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}
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else
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//NoBaseRape is off
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//Has the client gotten the notification already
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if($NoBaseRapeNotifyCount !$= 1) {
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messageAll('MsgNoBaseRapeNotify', 'No Base Rape is \c3Disabled.~wfx/misc/diagnostic_on.wav');
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$NoBaseRapeNotifyCount = 1;
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}
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}
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//This function is at StaticShapeData::damageObject(%data, %targetObject, %sourceObject, %position, %amount, %damageType)
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//In the evopackage.cs or evoClassic.vl2
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//Plays a sound when a player hits a protected asset
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function PlayerNotifyEnabled::OnDamage( %game, %sourceObject )
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{
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messageClient(%sourceObject.client, 'MsgNoBaseRapeNotify', '~wfx/misc/diagnostic_beep.wav');
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}
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//This function is at DefaultGame::gameOver(%game) CTFGame.cs
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//Resets the client NotifyCount when the mission ends
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function ResetNotify::MissionEnd( %game, %client )
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{
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$NoBaseRapeNotifyCount = -1;
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}
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87
autoexec/TeamBalanceNotify.cs
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87
autoexec/TeamBalanceNotify.cs
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//Give the client a notification on the current state of balancing.
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//This function is in GetTeamCounts( %game, %client, %respawn ) GetTeamCounts.cs
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function TeamBalanceNotify::AtSpawn( %game, %client, %respawn )
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{
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//Call for a GetTeamCount update
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//GetTeamCounts( %game, %client, %respawn );
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//evoplayercount does not count yourself
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//variables
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//%balancedifference = 2; //player difference you want to allow before sending notifications between teams.
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//%Team1Difference = $PlayerCount[1] - $PlayerCount[2];
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//%Team2Difference = $PlayerCount[2] - $PlayerCount[1];
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//echo ("%Team1Difference " @ %Team1Difference);
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//echo ("%Team2Difference " @ %Team2Difference);
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//Are teams unbalanced?
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if( $PlayerCount[1] !$= $PlayerCount[2] ) {
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//Reset Balanced
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$BalancedCount = 0;
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if( ($PlayerCount[1] - $PlayerCount[2]) >= 2 || ($PlayerCount[2] - $PlayerCount[1]) >= 2 ) {
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//Has the client gotten the notification already
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if($TeamBalanceNotifyCount !$= 1) {
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//If unbalanced, send a notification. Will continue to send notifications until teams are balanced.
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messageAll('MsgTeamBalanceNotify', 'Teams are unbalanced.');
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//Only get the notification once per spawn.
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$TeamBalanceNotifyCount = 1;
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//Reset Stat
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$StatsBalanceCount = 0;
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}
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}
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}
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else
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//If teams are balanced and teams dont equal 0.
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if( $PlayerCount[1] == $PlayerCount[2] && $TotalTeamPlayerCount !$= 0 ) {
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//Has the client gotten the notification already
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if($BalancedCount !$= 1) {
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//If balanced, send a notification.
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messageAll('MsgTeamBalanceNotify', 'Teams are balanced.');
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//Only get the balance notification once.
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$BalancedCount = 1;
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//Reset Unbalanced
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$TeamBalanceNotifyCount = 0;
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//Reset Stat
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$StatsBalanceCount = 0;
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}
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}
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//3 or more difference gets a count notify
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if( ($PlayerCount[1] - $PlayerCount[2]) >= 3 || ($PlayerCount[2] - $PlayerCount[1]) >= 3 ) {
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//Run it once
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if($StatsBalanceCount !$= 1) {
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messageAll('MsgTeamBalanceNotify', 'It is currently %1 vs %2 with %3 observers.', $PlayerCount[1], $PlayerCount[2], $PlayerCount[0] );
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$StatsBalanceCount = 1;
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}
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}
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}
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//Called in evo in CTFGame.ovl
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function ResetUnbalancedNotifyPerCap()
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{
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$TeamBalanceNotifyCount = 0;
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$StatsBalanceCount = 0;
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}
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//Start and Reset Notify
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package TeamCountNotify {
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//Reset Notify
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function DefaultGame::gameOver( %game ) {
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//Call default function
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parent::gameOver( %game );
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//Reset TeamBalance Variables
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$BalancedCount = -1;
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$TeamBalanceNotifyCount = -1;
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$StatsBalanceCount = -1;
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}
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};
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// Prevent package from being activated if it is already
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if (!isActivePackage(TeamCountNotify))
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activatePackage(TeamCountNotify);
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19
autoexec/antiTurret.cs
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19
autoexec/antiTurret.cs
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$TurretPlayerCount = 10; // amount of players needed on server for turrets
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package antiTurret {
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function TurretData::selectTarget(%this, %turret)
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{
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if( !$Host::TournamentMode && $TotalTeamPlayerCount < $TurretPlayerCount) {
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%turret.clearTarget();
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}
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else {
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Parent::selectTarget(%this, %turret);
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}
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}
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};
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// Prevent package from being activated if it is already
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if (!isActivePackage(antiTurret))
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activatePackage(antiTurret);
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21
autoexec/anti_NoFog_Snipe.cs
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21
autoexec/anti_NoFog_Snipe.cs
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// anti NoFog Snipe by Red Shifter
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// A far cry to the solution of noFog, but this'll stop the snipes
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// This is a Server-Side Script
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package antiNoFogSnipe {
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function DefaultGame::missionLoadDone(%game) {
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Parent::missionLoadDone(%game);
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if (Sky.visibleDistance $= "" || Sky.visibleDistance == 0) {
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// This script plays it safe. You better have a map that works.
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error("WARNING! This map will not work with NoFog Snipe!");
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BasicSniperShot.maxRifleRange = 1000;
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}
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else
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BasicSniperShot.maxRifleRange = Sky.visibleDistance;
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}
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};
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activatePackage(antiNoFogSnipe);
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77
autoexec/checkver.cs
Normal file
77
autoexec/checkver.cs
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// TribesNext Minimum Version Enforcement
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// Written by Thyth
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// 2014-08-18
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// Updated on 2014-08-31 after testing/feedback from Heat Killer.
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// This script prevents clients from joining a non-observer team if they are not running
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// TribesNext RC2a or newer, with the tournamentNetClient.vl2 installed. An early form of
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// anticheat was added to the RC2 patch that kills HM2. This script allows detecting of
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// a new enough version by the interaction with the TribesNext community/browser system.
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// Support for clan tags (and account renaming) was added along with the HM2 killer in RC2,
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// but no client side code to talk to the browser server was in yet. Now that the browser
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// system backend is complete, all clients can install the tournamentNetClient to the
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// browser, and users running RC2 (with HM2 killer) can be detected.
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// The variable on the client object:
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// %client.t2csri_sentComCertDone
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// Will be 1 if they are running RC2+ with tournamentNetClient.vl2
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// Admins can override this restriction when forcing players to join a team.
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function checkVer_showBanner(%client)
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{
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// customize me
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commandToClient(%client, 'CenterPrint', "<font:Sui Generis:22><color:3cb4b4>Version Check Failed!\n<font:Univers:16><color:3cb4b4>You need the latest TribesNext patch and TournyNetClient to play.\n Download it from T2Discord.tk and drop it into your GameData/Base folder.", 10, 3);
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}
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package checkver
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{
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function serverCmdClientJoinTeam(%client, %team)
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{
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if (!%client.t2csri_sentComCertDone)
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{
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checkVer_showBanner(%client);
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return;
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}
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Parent::serverCmdClientJoinTeam(%client, %team);
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}
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function serverCmdClientJoinGame(%client)
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{
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if (!%client.t2csri_sentComCertDone)
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{
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checkVer_showBanner(%client);
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return;
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}
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Parent::serverCmdClientJoinGame(%client);
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}
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function serverCmdClientPickedTeam(%client, %option)
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{
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if (!%client.t2csri_sentComCertDone)
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{
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checkVer_showBanner(%client);
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return;
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}
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Parent::serverCmdClientPickedTeam(%client, %option);
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}
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function serverCmdClientTeamChange(%client, %option)
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{
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if (!%client.t2csri_sentComCertDone)
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{
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checkVer_showBanner(%client);
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return;
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}
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Parent::serverCmdClientTeamChange(%client, %option);
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}
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function Observer::onTrigger(%data, %obj, %trigger, %state)
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{
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%client = %obj.getControllingClient();
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if (!%client.t2csri_sentComCertDone)
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{
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checkVer_showBanner(%client);
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return;
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}
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Parent::onTrigger(%data, %obj, %trigger, %state);
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}
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};
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activatePackage(checkver);
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19
autoexec/noMortarTurret.cs
Normal file
19
autoexec/noMortarTurret.cs
Normal file
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@ -0,0 +1,19 @@
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// ban mortar turret from inventory in main gametypes
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$InvBanList[CTF, "MortarBarrelPack"] = 1;
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$InvBanList[CnH, "MortarBarrelPack"] = 1;
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$InvBanList[Siege, "MortarBarrelPack"] = 1;
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package noMortarTurret {
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// if a mortar turret somehow makes it into the game, keep it from working
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function TurretData::selectTarget(%this, %turret) {
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if( %turret.initialBarrel !$= "MortarBarrelLarge" ) {
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Parent::selectTarget(%this, %turret);
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}
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}
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};
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// Prevent package from being activated if it is already
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if (!isActivePackage( noMortarTurret ))
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activatePackage( noMortarTurret );
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