mirror of
https://github.com/Ragora/TribesReplay.git
synced 2026-01-19 17:44:45 +00:00
- (optimization) Damage Decal toggle applies to ALL damage decals now. This improves performance on video cards with lower VRAM. Those cards should turn this feature OFF for best gameplay. - (optimization) Dynamic lighting now fades with distance so that systems do less calculations on lights that make little or no difference anyway. - (optimization) The following missions were edited/revised in order to achieve much higher framerates in-game. They are: Death Birds Fly Dust to Dust Recalascence Reversion Riverdance - (optimization) There is now a PARTICLE DENSITY slider on the GRAPHICS menu that allows you to turn down the number of particles used in explosions and weapon effects. Systems with low VRAM should turn this down as low as possible. The effects will still look good, but will use many less polygons and alpha translucencies. - (optimization) The force shield effect on players and objects has been greatly simplified. The old effect was hammering the frame rates on older video cards when played. This new effect greatly speeds gameplay on all cards, and particularly on Voodoo cards. - (memory leak) Memory leaks were located and eradicated. This most likely was the cause of the "degradation over time" that folks were experiencing on their servers. - (bug fix) "Vote Spamming" has been prevented in-game. - (bug fix) Moved some of the CD check from script into code, where it should be. - (bug fix) The "sticking" mouse button problem is now fixed. - (bug fix) Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (bug fix) There was a bug that prevented users from deleting some Server Filters. That is resolved now. - (bug fix) There was a Siege bug where a base item (like a turret) could be destroyed, and then repaired, but it would no longer receive power after being repaired. That is now fixed. The items will receive power correctly after being repaired. - (bug fix) Resolved the Team Damage OFF situation where friendly troops could destroy permanent "base" objects. - (bug fix) Removed a packet overrun in the net code that *could* have allowed hackers to bring down servers. This had not occurred to date and is now prevented. - (bug fix) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (bug fix) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (bug fix) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (bug fix) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (bug fix) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (bug fix) Fixed an indoor turret proximity bug introduced in the last patch. - (improvement) Flag captures are now worth 100 points (for the team), instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point (for the team), regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (improvement) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (improvement) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop. - (improvement) Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is the top vehicle on the list, 6 is the bottom vehicle on the list). NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems. - (improvement) Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - (improvement) Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - (improvement) Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) NOTE: We feel that there is an issue that may be related to NAT (Network Address Translation). Sierra QA uses public IP addresses on it's internal network that are not routable on the Internet. They experience a problem that occurs when anyone inside their firewall uses the Internet for anything, their internal address is "changed" to a legal external address. In their case, they use "many to one" NAT, so everyone appears to be the same address outside our walls. This issue prevents Sierra QA from seeing "buddies" that are on systems *inside* their firewall (they can see "buddies" on external servers just fine). We are hypothesizing that it is NAT that is causing the buddy list lookup to fail internally. We are continuing to work on this. ALSO NOTE: This feature works correctly for everyone else. - (improvement) You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - (improvement) Master Server list no longer insists on keeping your current game highlighted while refreshing a query. This allows you to page up and down more easily on the list while it is refreshing. - (improvement) Added "Team Damage ON/OFF" and "Windows/Linux" as options for creating new Server Filters. - (improvement) Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - (community) Made changes to Tribe Forums to make posting new topics work better with the current cache architecture. - (community) Fixed buttons on Tribe/Warrior Browser to reflect visitors membership in tribe - (community) Changed NEWS button on Tribe page to OPTIONS, added links to Tribe Forum, Tribe Public Chat and Tribe Private Chat. - (community) Added "EMail" and "Add To Buddylist" options into the right click menu in the Chat Channel member list. - (community) Changed layout of right click menu's in the Community for easier understandability. - (community) Added Moderator functions to the T2 Community - allows post removal, ability to send warnings and execute ban's to the perp. - (community) Added confirmation box to the News page on Submit News - explains purpose and requires yes/no. - (community) Upgraded Forum Cache version - (community) Added ability to Lock Topic for Moderators - (community) Added locking for posts where Topic is already in cache. - (community) Implemented a ban structure on the Database - (community) Fixed DBProxy thread disconnections - removed blank error boxes. - (community) Fixed bug in Blocking Email Senders
3196 lines
113 KiB
C#
3196 lines
113 KiB
C#
//$MissionName is the file name of the mission
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//$MapName is the displayed name(no underscore,spaces)
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//$GameType (CTF,Hunters)
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function DefaultGame::activatePackages(%game)
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{
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// activate the default package for the game type
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activatePackage(DefaultGame);
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if(isPackage(%game.class) && %game.class !$= DefaultGame)
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activatePackage(%game.class);
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}
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function DefaultGame::deactivatePackages(%game)
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{
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deactivatePackage(DefaultGame);
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if(isPackage(%game.class) && %game.class !$= DefaultGame)
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deactivatePackage(%game.class);
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}
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package DefaultGame {
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function FlipFlop::objectiveInit(%data, %flipflop)
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{
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// add this flipflop to missioncleanup
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%flipflopSet = nameToID("MissionCleanup/FlipFlops");
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if(%flipflopSet <= 0) {
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%flipflopSet = new SimSet("FlipFlops");
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MissionCleanup.add(%flipflopSet);
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}
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%flipflopSet.add(%flipflop);
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// see if there's a holo projector associated with this flipflop
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// search the flipflop's folder for a holo projector
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// if one exists, associate it with the flipflop
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%flipflop.projector = 0;
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%folder = %flipflop.getGroup();
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for(%i = 0; %i < %folder.getCount(); %i++)
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{
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%proj = %folder.getObject(%i);
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// weird, but line below prevents console error
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if(%proj.getClassName() !$= "SimGroup" && %proj.getClassName() !$= "InteriorInstance")
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if(%proj.getDatablock().getName() $= "LogoProjector")
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{
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%flipflop.projector = %proj;
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%flipflop.projector.holo = 0;
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break;
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}
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}
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// may have been hidden
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%target = %flipFlop.getTarget();
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if(%target != -1)
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{
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// set flipflop to base skin
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setTargetSkin(%target, $teamSkin[0]);
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// make this always visible in the commander map
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setTargetAlwaysVisMask(%target, 0xffffffff);
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// make this always visible in the commander list
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setTargetRenderMask(%target, getTargetRenderMask(%target) | $TargetInfo::CommanderListRender);
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}
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}
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function FlipFlop::playerTouch(%data, %flipflop, %player)
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{
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%client = %player.client;
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%flipTeam = %flipflop.team;
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if(%flipTeam == %client.team)
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return false;
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// Let the observers know:
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messageTeam( 0, 'MsgClaimFlipFlop', '\c2%1 claimed %2 for %3.~wfx/misc/flipflop_taken.wav', %client.name, Game.cleanWord( %flipflop.name ), $TeamName[%client.team] );
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// Let the teammates know:
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messageTeam( %client.team, 'MsgClaimFlipFlop', '\c2%1 claimed %2 for %3.~wfx/misc/flipflop_taken.wav', %client.name, Game.cleanWord( %flipflop.name ), $TeamName[%client.team] );
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// Let the other team know:
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%losers = %client.team == 1 ? 2 : 1;
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messageTeam( %losers, 'MsgClaimFlipFlop', '\c2%1 claimed %2 for %3.~wfx/misc/flipflop_lost.wav', %client.name, Game.cleanWord( %flipflop.name ), $TeamName[%client.team] );
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logEcho(%client.nameBase@" (pl "@%player@"/cl "@%client@") claimed flipflop "@%flipflop@" for team "@%client.team);
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//change the skin on the switch to claiming team's logo
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setTargetSkin(%flipflop.getTarget(), $teamSkin[%player.team]);
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setTargetSensorGroup(%flipflop.getTarget(), %player.team);
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// if there is a "projector" associated with this flipflop, put the claiming team's logo there
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if(%flipflop.projector > 0)
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{
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%projector = %flipflop.projector;
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// axe the old projected holo, if one exists
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if(%projector.holo > 0)
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%projector.holo.delete();
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%newHolo = $holoName[%client.team] @ "Logo";
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%projTransform = %projector.getTransform();
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// below two functions are from deployables.cs
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%projRot = rotFromTransform(%projTransform);
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%projPos = posFromTransform(%projTransform);
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// place the holo above the projector (default 10 meters)
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%hHeight = %projector.holoHeight;
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if(%hHeight $= "")
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%hHeight = 10;
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%holoZ = getWord(%projPos, 2) + %hHeight;
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%holoPos = firstWord(%projPos) SPC getWord(%projPos,1) SPC %holoZ;
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%holo = new StaticShape()
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{
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rotation = %projRot;
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position = %holoPos;
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dataBlock = %newHolo;
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};
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// dump the hologram into MissionCleanup
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MissionCleanup.add(%holo);
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// associate the holo with the projector
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%projector.holo = %holo;
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}
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// convert the resources associated with the flipflop
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Game.claimFlipflopResources(%flipflop, %client.team);
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if(Game.countFlips())
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for(%i = 1; %i <= Game.numTeams; %i++)
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{
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%teamHeld = Game.countFlipsHeld(%i);
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messageAll('MsgFlipFlopsHeld', "", %i, %teamHeld);
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}
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//call the ai function
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Game.AIplayerCaptureFlipFlop(%player, %flipflop);
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return true;
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}
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};
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//--------- DEFAULT SCORING, SUPERCEDE IN GAMETYPE FILE ------------------
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function DefaultGame::initGameVars(%game)
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{
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%game.SCORE_PER_SUICIDE = 0;
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%game.SCORE_PER_TEAMKILL = 0;
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%game.SCORE_PER_DEATH = 0;
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%game.SCORE_PER_KILL = 0;
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%game.SCORE_PER_TURRET_KILL = 0;
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}
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//-- tracking ---
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// .deaths .kills .suicides .teamKills .turretKills
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function DefaultGame::claimFlipflopResources(%game, %flipflop, %team)
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{
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%group = %flipflop.getGroup();
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%group.setTeam(%team);
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// make this always visible in the commander map (gets reset when sensor group gets changed)
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setTargetAlwaysVisMask(%flipflop.getTarget(), 0xffffffff);
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}
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//------------------------------------------------------------------------------
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function DefaultGame::selectSpawnSphere(%game, %team)
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{
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// - walks the objects in the 'teamdrops' group for this team
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// - find a random spawn point which has a running sum less more than
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// 0->total sphere weight
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%teamDropsGroup = "MissionCleanup/TeamDrops" @ %team;
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%group = nameToID(%teamDropsGroup);
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if (%group != -1)
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{
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%count = %group.getCount();
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if (%count != 0)
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{
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// Get total weight of those spheres not filtered by mission types list-
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%overallWeight = 0;
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for (%i = 0; %i < %count; %i++)
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{
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%sphereObj = %group.getObject(%i);
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if ( ! %sphereObj.isHidden() )
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%overallWeight += %sphereObj.sphereWeight;
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}
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if (%overallWeight > 0)
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{
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// Subtract a little from this as hedge against any rounding offness-
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%randSum = getRandom(%overallWeight) - 0.05;
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// echo("randSum = " @ %randSum);
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for (%i = 0; %i < %count; %i++)
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{
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%sphereObj = %group.getObject(%i);
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if (! %sphereObj.isHidden())
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{
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%randSum -= %sphereObj.sphereWeight;
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if (%randSum <= 0)
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{
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// echo("Chose sphere " @ %i);
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return %group.getObject(%i); // Found our sphere
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}
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}
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}
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error("Random spawn sphere selection didn't work");
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}
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else
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error("No non-hidden spawnspheres were found in " @ %teamDropsGroup);
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}
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else
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error("No spawnspheres found in " @ %teamDropsGroup);
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}
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else
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error(%teamDropsGroup @ " not found in selectSpawnSphere().");
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return -1;
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}
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function DefaultGame::selectSpawnZone(%game, %sphere)
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{
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// determines if this should spawn inside or outside
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%overallWeight = %sphere.indoorWeight + %sphere.outdoorWeight;
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%index = mFloor(getRandom() * (%overallWeight - 0.1)) + 1;
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if ((%index - %sphere.indoorWeight) > 0)
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return false; //do not pick an indoor spawn
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else
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return true; //pick an indoor spawn
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}
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function DefaultGame::selectSpawnFacing(%game, %src, %target, %zone)
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{
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//this used only when spawn loc is not on an interior. This points spawning player to the ctr of spawnshpere
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%target = setWord(%target, 2, 0);
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%src = setWord(%src, 2, 0);
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if(VectorDist(%target, %src) == 0)
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return " 0 0 1 0 ";
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%vec = VectorNormalize(VectorSub(%target, %src));
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%angle = mAcos(getWord(%vec, 1));
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if(%src < %target)
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return(" 0 0 1 " @ %angle);
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else
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return(" 0 0 1 " @ -%angle);
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}
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function DefaultGame::pickTeamSpawn(%game, %team)
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{
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// early exit if no nav graph
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if (!navGraphExists())
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{
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echo("No navigation graph is present. Build one.");
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return -1;
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}
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for (%attempt = 0; %attempt < 20; %attempt++)
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{
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// finds a random spawn sphere
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// selects inside/outside on this random sphere
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// if the navgraph exists, then uses it to grab a random node as spawn
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// location/rotation
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%sphere = %game.selectSpawnSphere(%team);
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if (%sphere == -1)
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{
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echo("No spawn spheres found for team " @ %team);
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return -1;
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}
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%zone = %game.selectSpawnZone(%sphere);
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%useIndoor = %zone;
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%useOutdoor = !%zone;
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if (%zone)
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%area = "indoor";
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else
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%area = "outdoor";
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%radius = %sphere.radius;
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%sphereTrans = %sphere.getTransform();
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%sphereCtr = getWord(%sphereTrans, 0) @ " " @ getWord(%sphereTrans, 1) @ " " @ getWord(%sphereTrans, 2); //don't need full transform here, just x, y, z
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//echo("Selected Sphere is " @ %sphereCtr @ " with a radius of " @ %radius @ " meters. Selecting from " @ %area @ " zone.");
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%avoidThese = $TypeMasks::VehicleObjectType | $TypeMasks::MoveableObjectType |
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$TypeMasks::PlayerObjectType | $TypeMasks::TurretObjectType;
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for (%tries = 0; %tries < 10; %tries++)
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{
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%nodeIndex = navGraph.randNode(%sphereCtr, %radius, %useIndoor, %useOutdoor);
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if (%nodeIndex >= 0)
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{
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%loc = navGraph.randNodeLoc(%nodeIndex);
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%adjUp = VectorAdd(%loc, "0 0 1.0"); // don't go much below
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if (ContainerBoxEmpty( %avoidThese, %adjUp, 2.0))
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break;
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}
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}
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if (%nodeIndex >= 0)
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{
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%loc = navGraph.randNodeLoc(%nodeIndex);
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if (%zone)
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{
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%trns = %loc @ " 0 0 1 0";
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%spawnLoc = whereToLook(%trns);
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}
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else
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{
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%rot = %game.selectSpawnFacing(%loc, %sphereCtr, %zone);
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%spawnLoc = %loc @ %rot;
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}
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return %spawnLoc;
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}
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}
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}
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//------------------------------------------------------------
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function DefaultGame::pickObserverSpawn(%game, %client, %next)
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{
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%group = nameToID("MissionGroup/ObserverDropPoints");
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%count = %group.getCount();
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if(!%count || %group == -1)
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{
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echo("no observer spawn points found");
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return -1;
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}
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if(%client.lastObserverSpawn == -1)
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{
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%client.lastObserverSpawn = 0;
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return(%group.getObject(%client.lastObserverSpawn));
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}
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if(%next == true)
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%spawnIdx = %client.lastObserverSpawn + 1;
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else
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%spawnIdx = %client.lastObserverSpawn - 1;
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if(%spawnIdx < 0)
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%spawnIdx = %count - 1;
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else if(%spawnIdx >= %count)
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%spawnIdx = 0;
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%client.lastObserverSpawn = %spawnIdx;
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//echo("Observer spawn point found");
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return %group.getObject(%spawnIdx);
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}
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//------------------------------------------------------------
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function DefaultGame::spawnPlayer( %game, %client, %respawn )
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{
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%client.lastSpawnPoint = %game.pickPlayerSpawn( %client, false );
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%client.suicidePickRespawnTime = getSimTime() + 20000;
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%game.createPlayer( %client, %client.lastSpawnPoint, %respawn );
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}
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//------------------------------------------------------------
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function DefaultGame::playerSpawned(%game, %player)
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{
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if( %player.client.respawnTimer )
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cancel(%player.client.respawnTimer);
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%player.client.observerStartTime = "";
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%game.equip(%player);
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//set the spawn time (for use by the AI system)
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%player.client.spawnTime = getSimTime();
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// jff: this should probably be checking the team of the client
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//update anyone observing this client
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%count = ClientGroup.getCount();
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for (%i = 0; %i < %count; %i++)
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{
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%cl = ClientGroup.getObject(%i);
|
|
if (%cl.camera.mode $= "observerFollow" && %cl.observeClient == %player.client)
|
|
{
|
|
%transform = %player.getTransform();
|
|
%cl.camera.setOrbitMode(%player, %transform, 0.5, 4.5, 4.5);
|
|
%cl.camera.targetObj = %player;
|
|
}
|
|
}
|
|
}
|
|
|
|
function DefaultGame::equip(%game, %player)
|
|
{
|
|
for(%i =0; %i<$InventoryHudCount; %i++)
|
|
%player.client.setInventoryHudItem($InventoryHudData[%i, itemDataName], 0, 1);
|
|
|
|
//%player.setArmor("Light");
|
|
%player.setInventory(RepairKit,1);
|
|
%player.setInventory(Grenade,6);
|
|
%player.setInventory(Blaster,1);
|
|
%player.setInventory(Disc,1);
|
|
%player.setInventory(Chaingun, 1);
|
|
%player.setInventory(ChaingunAmmo, 100);
|
|
%player.setInventory(DiscAmmo, 20);
|
|
%player.setInventory(Beacon, 3);
|
|
%player.setInventory(TargetingLaser, 1);
|
|
%player.weaponCount = 3;
|
|
|
|
%player.use("Blaster");
|
|
}
|
|
|
|
//------------------------------------------------------------
|
|
function DefaultGame::pickPlayerSpawn(%game, %client, %respawn)
|
|
{
|
|
// place this client on his own team, '%respawn' does not ever seem to be used
|
|
//we no longer care whether it is a respawn since all spawns use same points.
|
|
return %game.pickTeamSpawn(%client.team);
|
|
}
|
|
|
|
//------------------------------------------------------------
|
|
function DefaultGame::createPlayer(%game, %client, %spawnLoc, %respawn)
|
|
{
|
|
// clients and cameras can exist in team 0, but players should not
|
|
if(%client.team == 0)
|
|
error("Players should not be added to team0!");
|
|
|
|
if( %client.player > 0 )
|
|
error( "Attempting to create an angus ghost!" );
|
|
|
|
// defaultplayerarmor is in 'players.cs'
|
|
if(%spawnLoc == -1)
|
|
%spawnLoc = "0 0 300 1 0 0 0";
|
|
//else
|
|
// echo("Spawning player at " @ %spawnLoc);
|
|
|
|
// copied from player.cs
|
|
if (%client.race $= "Bioderm")
|
|
// Only have male bioderms.
|
|
%armor = $DefaultPlayerArmor @ "Male" @ %client.race @ Armor;
|
|
else
|
|
%armor = $DefaultPlayerArmor @ %client.sex @ %client.race @ Armor;
|
|
%client.armor = $DefaultPlayerArmor;
|
|
|
|
%player = new Player() {
|
|
//dataBlock = $DefaultPlayerArmor;
|
|
dataBlock = %armor;
|
|
};
|
|
|
|
|
|
if(%respawn)
|
|
{
|
|
%player.setInvincible(true);
|
|
%player.setCloaked(true);
|
|
%player.setInvincibleMode($InvincibleTime,0.02);
|
|
%player.respawnCloakThread = %player.schedule($InvincibleTime * 1000, "setRespawnCloakOff");
|
|
%player.schedule($InvincibleTime * 1000, "setInvincible", false);
|
|
}
|
|
|
|
%player.setTransform( %spawnLoc );
|
|
MissionCleanup.add(%player);
|
|
|
|
// setup some info
|
|
%player.setOwnerClient(%client);
|
|
%player.team = %client.team;
|
|
%client.outOfBounds = false;
|
|
%player.setEnergyLevel(60);
|
|
%client.player = %player;
|
|
|
|
// updates client's target info for this player
|
|
%player.setTarget(%client.target);
|
|
setTargetDataBlock(%client.target, %player.getDatablock());
|
|
setTargetSensorData(%client.target, PlayerSensor);
|
|
setTargetSensorGroup(%client.target, %client.team);
|
|
%client.setSensorGroup(%client.team);
|
|
|
|
//make sure the player has been added to the team rank array...
|
|
%game.populateTeamRankArray(%client);
|
|
|
|
%game.playerSpawned(%client.player);
|
|
}
|
|
|
|
function Player::setRespawnCloakOff(%player)
|
|
{
|
|
%player.setCloaked(false);
|
|
%player.respawnCloakThread = "";
|
|
}
|
|
|
|
//------------------------------------------------------------
|
|
|
|
function DefaultGame::startMatch(%game)
|
|
{
|
|
echo("START MATCH");
|
|
MessageAll('MsgMissionStart', "\c2Match started!");
|
|
|
|
//the match has been started, clear the team rank array, and repopulate it...
|
|
for (%i = 0; %i < 32; %i++)
|
|
%game.clearTeamRankArray(%i);
|
|
|
|
//used in BountyGame, prolly in a few others as well...
|
|
$matchStarted = true;
|
|
|
|
%game.clearDeployableMaxes();
|
|
|
|
$missionStartTime = getSimTime();
|
|
%curTimeLeftMS = ($Host::TimeLimit * 60 * 1000);
|
|
|
|
// schedule first timeLimit check for 20 seconds
|
|
if(%game.class !$= "SiegeGame")
|
|
{
|
|
%game.timeCheck = %game.schedule(20000, "checkTimeLimit");
|
|
}
|
|
|
|
//schedule the end of match countdown
|
|
EndCountdown($Host::TimeLimit * 60 * 1000);
|
|
|
|
//reset everyone's score and add them to the team rank array
|
|
for (%i = 0; %i < ClientGroup.getCount(); %i++)
|
|
{
|
|
%cl = ClientGroup.getObject(%i);
|
|
%game.resetScore(%cl);
|
|
%game.populateTeamRankArray(%cl);
|
|
}
|
|
|
|
// set all clients control to their player
|
|
%count = ClientGroup.getCount();
|
|
for( %i = 0; %i < %count; %i++ )
|
|
{
|
|
%cl = ClientGroup.getObject(%i);
|
|
|
|
// Siege game will set the clock differently
|
|
if(%game.class !$= "SiegeGame")
|
|
messageClient(%cl, 'MsgSystemClock', "", $Host::TimeLimit, %curTimeLeftMS);
|
|
|
|
if( !$Host::TournamentMode && %cl.matchStartReady && %cl.camera.mode $= "pre-game")
|
|
{
|
|
commandToClient(%cl, 'setHudMode', 'Standard');
|
|
%cl.setControlObject( %cl.player );
|
|
}
|
|
else
|
|
{
|
|
if( %cl.matchStartReady )
|
|
{
|
|
if(%cl.camera.mode $= "pre-game")
|
|
{
|
|
%cl.observerMode = "";
|
|
commandToClient(%cl, 'setHudMode', 'Standard');
|
|
|
|
if(isObject(%cl.player))
|
|
%cl.setControlObject( %cl.player );
|
|
else
|
|
echo("can't set control for client: " @ %cl @ ", no player object found!");
|
|
}
|
|
else
|
|
%cl.observerMode = "observerFly";
|
|
}
|
|
}
|
|
}
|
|
|
|
// on with the show this is it!
|
|
AISystemEnabled( true );
|
|
}
|
|
|
|
function DefaultGame::gameOver( %game )
|
|
{
|
|
//set the bool
|
|
$missionRunning = false;
|
|
|
|
CancelCountdown();
|
|
CancelEndCountdown();
|
|
|
|
//loop through all the clients, and do any cleanup...
|
|
%count = ClientGroup.getCount();
|
|
for (%i = 0; %i < %count; %i++)
|
|
{
|
|
%client = ClientGroup.getObject(%i);
|
|
%player = %client.player;
|
|
%client.lastTeam = %client.team;
|
|
|
|
if ( !%client.isAiControlled() )
|
|
{
|
|
%client.endMission();
|
|
messageClient( %client, 'MsgClearDebrief', "" );
|
|
%game.sendDebriefing( %client );
|
|
|
|
//clear the score hud...
|
|
messageClient( %client, 'SetScoreHudHeader', "", "" );
|
|
messageClient( %client, 'SetScoreHudSubheader', "", "");
|
|
messageClient( %client, 'ClearHud', "", 'scoreScreen', 0 );
|
|
}
|
|
}
|
|
|
|
// Default game does nothing... except lets the AI know the mission is over
|
|
AIMissionEnd();
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function DefaultGame::sendDebriefing( %game, %client )
|
|
{
|
|
if ( %game.numTeams == 1 )
|
|
{
|
|
// Mission result:
|
|
%winner = $TeamRank[0, 0];
|
|
if ( %winner.score > 0 )
|
|
messageClient( %client, 'MsgDebriefResult', "", '<just:center>%1 wins!', $TeamRank[0, 0].name );
|
|
else
|
|
messageClient( %client, 'MsgDebriefResult', "", '<just:center>Nobody wins.' );
|
|
|
|
// Player scores:
|
|
%count = $TeamRank[0, count];
|
|
messageClient( %client, 'MsgDebriefAddLine', "", '<tab:150,210><spush><color:00dc00><font:univers condensed:18>PLAYER\tSCORE\tKILLS<spop>' );
|
|
for ( %i = 0; %i < %count; %i++ )
|
|
{
|
|
%cl = $TeamRank[0, %i];
|
|
if ( %cl.score $= "" )
|
|
%score = 0;
|
|
else
|
|
%score = %cl.score;
|
|
if ( %cl.kills $= "" )
|
|
%kills = 0;
|
|
else
|
|
%kills = %cl.kills;
|
|
messageClient( %client, 'MsgDebriefAddLine', "", '<tab:5,155,215><clip:150>\t%1</clip>\t%2\t%3', %cl.name, %score, %kills );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
%topScore = "";
|
|
%topCount = 0;
|
|
for ( %team = 1; %team <= %game.numTeams; %team++ )
|
|
{
|
|
if ( %topScore $= "" || $TeamScore[%team] > %topScore )
|
|
{
|
|
%topScore = $TeamScore[%team];
|
|
%firstTeam = %team;
|
|
%topCount = 1;
|
|
}
|
|
else if ( $TeamScore[%team] == %topScore )
|
|
{
|
|
%secondTeam = %team;
|
|
%topCount++;
|
|
}
|
|
}
|
|
|
|
// Mission result:
|
|
if ( %topCount == 1 )
|
|
messageClient( %client, 'MsgDebriefResult', "", '<just:center>Team %1 wins!', $TeamName[%firstTeam] );
|
|
else if ( %topCount == 2 )
|
|
messageClient( %client, 'MsgDebriefResult', "", '<just:center>Team %1 and Team %2 tie!', $TeamName[%firstTeam], $TeamName[%secondTeam] );
|
|
else
|
|
messageClient( %client, 'MsgDebriefResult', "", '<just:center>The mission ended in a tie.' );
|
|
|
|
// Team scores:
|
|
messageClient( %client, 'MsgDebriefAddLine', "", '<tab:150><spush><color:00dc00><font:univers condensed:18>TEAM\tSCORE<spop>' );
|
|
for ( %team = 1; %team - 1 < %game.numTeams; %team++ )
|
|
{
|
|
if ( $TeamScore[%team] $= "" )
|
|
%score = 0;
|
|
else
|
|
%score = $TeamScore[%team];
|
|
messageClient( %client, 'MsgDebriefAddLine', "", '<tab:5,155><clip:150>\t%1</clip>\t%2', $TeamName[%team], %score );
|
|
}
|
|
|
|
// Player scores:
|
|
messageClient( %client, 'MsgDebriefAddLine', "", '\n<tab:120,180,230><spush><color:00dc00><font:univers condensed:18>PLAYER\tTEAM\tSCORE\tKILLS<spop>' );
|
|
for ( %team = 1; %team - 1 < %game.numTeams; %team++ )
|
|
%count[%team] = 0;
|
|
|
|
%notDone = true;
|
|
while ( %notDone )
|
|
{
|
|
// Get the highest remaining score:
|
|
%highScore = "";
|
|
for ( %team = 1; %team <= %game.numTeams; %team++ )
|
|
{
|
|
if ( %count[%team] < $TeamRank[%team, count] && ( %highScore $= "" || $TeamRank[%team, %count[%team]].score > %highScore ) )
|
|
{
|
|
%highScore = $TeamRank[%team, %count[%team]].score;
|
|
%highTeam = %team;
|
|
}
|
|
}
|
|
|
|
// Send the debrief line:
|
|
%cl = $TeamRank[%highTeam, %count[%highTeam]];
|
|
%score = %cl.score $= "" ? 0 : %cl.score;
|
|
%kills = %cl.kills $= "" ? 0 : %cl.kills;
|
|
messageClient( %client, 'MsgDebriefAddLine', "", '<tab:5,125,185,235><clip:120>\t%1</clip>\t<clip:55>%2</clip>\t%3\t%4', %cl.name, $TeamName[%cl.team], %score, %kills );
|
|
|
|
%count[%highTeam]++;
|
|
%notDone = false;
|
|
for ( %team = 1; %team - 1 < %game.numTeams; %team++ )
|
|
{
|
|
if ( %count[%team] < $TeamRank[%team, count] )
|
|
{
|
|
%notDone = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//now go through an list all the observers:
|
|
%count = ClientGroup.getCount();
|
|
%printedHeader = false;
|
|
for (%i = 0; %i < %count; %i++)
|
|
{
|
|
%cl = ClientGroup.getObject(%i);
|
|
if (%cl.team <= 0)
|
|
{
|
|
//print the header only if we actually find an observer
|
|
if (!%printedHeader)
|
|
{
|
|
%printedHeader = true;
|
|
messageClient(%client, 'MsgDebriefAddLine', "", '\n<spush><color:00dc00><font:univers condensed:18><tab:150,210>OBSERVERS\tSCORE<spop>');
|
|
}
|
|
|
|
//print out the client
|
|
%score = %cl.score $= "" ? 0 : %cl.score;
|
|
messageClient( %client, 'MsgDebriefAddLine', "", '<tab:5,155,215><clip:150>\t%1</clip>\t%2', %cl.name, %score);
|
|
}
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------
|
|
// jff: 'numDeathMsgLines' is set in 'message.cs' which seems to conflict with this
|
|
$numDeathMsgs = 2;
|
|
|
|
function DefaultGame::clearDeployableMaxes(%game)
|
|
{
|
|
for(%i = 0; %i <= %game.numTeams; %i++)
|
|
{
|
|
$TeamDeployedCount[%i, TurretIndoorDeployable] = 0;
|
|
$TeamDeployedCount[%i, TurretOutdoorDeployable] = 0;
|
|
$TeamDeployedCount[%i, PulseSensorDeployable] = 0;
|
|
$TeamDeployedCount[%i, MotionSensorDeployable] = 0;
|
|
$TeamDeployedCount[%i, InventoryDeployable] = 0;
|
|
$TeamDeployedCount[%i, DeployedCamera] = 0;
|
|
$TeamDeployedCount[%i, MineDeployed] = 0;
|
|
$TeamDeployedCount[%i, TargetBeacon] = 0;
|
|
$TeamDeployedCount[%i, MarkerBeacon] = 0;
|
|
}
|
|
}
|
|
|
|
// called from player scripts
|
|
function DefaultGame::onClientDamaged(%game, %clVictim, %clAttacker, %damageType, %sourceObject)
|
|
{
|
|
//set the vars if it was a turret
|
|
if (isObject(%sourceObject))
|
|
{
|
|
%sourceClassType = %sourceObject.getDataBlock().getClassName();
|
|
%sourceType = %sourceObject.getDataBlock().getName();
|
|
}
|
|
if (%sourceClassType $= "TurretData")
|
|
{
|
|
// jff: are there special turret types which makes this needed?
|
|
// tinman: yes, we don't want bots stopping to fire on the big outdoor turrets, which they
|
|
// will just get mowed down. deployables only.
|
|
if (%sourceType $= "TurretDeployedFloorIndoor" || %sourceType $= "TurretDeployedWallIndoor" ||
|
|
%sourceType $= "TurretDeployedCeilingIndoor" || %sourceType $= "TurretDeployedOutdoor")
|
|
{
|
|
%clVictim.lastDamageTurretTime = getSimTime();
|
|
%clVictim.lastDamageTurret = %sourceObject;
|
|
}
|
|
}
|
|
else if (%sourceClassType $= "PlayerData")
|
|
{
|
|
//now see if both were on the same team
|
|
if(%clAttacker && %clAttacker != %clVictim && %clVictim.team == %clAttacker.team)
|
|
{
|
|
if (%game.numTeams > 1 && %clAttacker.player.causedRecentDamage != %clVictim.player) //is a teamgame & player just damaged a teammate
|
|
{
|
|
%clAttacker.player.causedRecentDamage = %clVictim.player;
|
|
%clAttacker.player.schedule(1000, "causedRecentDamage", ""); //allow friendly fire message every x ms
|
|
%game.friendlyFireMessage(%clVictim, %clAttacker);
|
|
}
|
|
}
|
|
if (%clAttacker && %clAttacker != %clVictim)
|
|
{
|
|
%clVictim.lastDamageTime = getSimTime();
|
|
%clVictim.lastDamageClient = %clAttacker;
|
|
if (%clVictim.isAIControlled())
|
|
%clVictim.clientDetected(%clAttacker);
|
|
}
|
|
}
|
|
|
|
//call the game specific AI routines...
|
|
if (isObject(%clVictim) && %clVictim.isAIControlled())
|
|
%game.onAIDamaged(%clVictim, %clAttacker, %damageType, %sourceObject);
|
|
if (isObject(%clAttacker) && %clAttacker.isAIControlled())
|
|
%game.onAIFriendlyFire(%clVictim, %clAttacker, %damageType, %sourceObject);
|
|
}
|
|
|
|
function DefaultGame::friendlyFireMessage(%game, %damaged, %damager)
|
|
{
|
|
messageClient(%damaged, 'MsgDamagedByTeam', '\c1You were harmed by teammate %1', %damager.name);
|
|
messageClient(%damager, 'MsgDamagedTeam', '\c1You just harmed teammate %1.', %damaged.name);
|
|
}
|
|
|
|
function DefaultGame::clearWaitRespawn(%game, %client)
|
|
{
|
|
%client.waitRespawn = 0;
|
|
}
|
|
|
|
// called from player scripts
|
|
function DefaultGame::onClientKilled(%game, %clVictim, %clKiller, %damageType, %implement, %damageLocation)
|
|
{
|
|
%plVictim = %clVictim.player;
|
|
%plKiller = %clKiller.player;
|
|
%clVictim.plyrPointOfDeath = %plVictim.position;
|
|
%clVictim.plyrDiedHoldingFlag = %plVictim.holdingFlag;
|
|
%clVictim.waitRespawn = 1;
|
|
|
|
cancel( %plVictim.reCloak );
|
|
cancel(%clVictim.respawnTimer);
|
|
%clVictim.respawnTimer = %game.schedule(($Host::PlayerRespawnTimeout * 1000), "forceObserver", %clVictim, "spawnTimeout" );
|
|
|
|
// reset the alarm for out of bounds
|
|
if(%clVictim.outOfBounds)
|
|
messageClient(%clVictim, 'EnterMissionArea', "");
|
|
|
|
if (%damageType == $DamageType::suicide)
|
|
%respawnDelay = 10;
|
|
else
|
|
%respawnDelay = 2;
|
|
|
|
|
|
%game.schedule(%respawnDelay*1000, "clearWaitRespawn", %clVictim);
|
|
// if victim had an undetonated satchel charge pack, get rid of it
|
|
if(%plVictim.thrownChargeId != 0)
|
|
if(!%plVictim.thrownChargeId.kaboom)
|
|
%plVictim.thrownChargeId.delete();
|
|
|
|
if(%plVictim.lastVehicle !$= "")
|
|
{
|
|
schedule(15000, %plVictim.lastVehicle,"vehicleAbandonTimeOut", %plVictim.lastVehicle);
|
|
%plVictim.lastVehicle.lastPilot = "";
|
|
}
|
|
|
|
// unmount pilot or remove sight from bomber
|
|
if(%plVictim.isMounted())
|
|
{
|
|
if(%plVictim.vehicleTurret)
|
|
%plVictim.vehicleTurret.getDataBlock().playerDismount(%plVictim.vehicleTurret);
|
|
else
|
|
{
|
|
%plVictim.getDataBlock().doDismount(%plVictim, true);
|
|
%plVictim.mountVehicle = false;
|
|
}
|
|
}
|
|
|
|
if(%plVictim.inStation)
|
|
commandToClient(%plVictim.client,'setStationKeys', false);
|
|
%clVictim.camera.mode = "playerDeath";
|
|
|
|
// reset who triggered this station and cancel outstanding armor switch thread
|
|
if(%plVictim.station)
|
|
{
|
|
%plVictim.station.triggeredBy = "";
|
|
%plVictim.station.getDataBlock().stationTriggered(%plVictim.station,0);
|
|
if(%plVictim.armorSwitchSchedule)
|
|
cancel(%plVictim.armorSwitchSchedule);
|
|
}
|
|
|
|
//Close huds if player dies...
|
|
messageClient(%clVictim, 'CloseHud', "", 'inventoryScreen');
|
|
messageClient(%clVictim, 'CloseHud', "", 'vehicleHud');
|
|
commandToClient(%clVictim, 'setHudMode', 'Standard', "", 0);
|
|
|
|
// $weaponslot from item.cs
|
|
%plVictim.setRepairRate(0);
|
|
%plVictim.setImageTrigger($WeaponSlot, false);
|
|
|
|
playDeathAnimation(%plVictim, %damageLocation, %damageType);
|
|
playDeathCry(%plVictim);
|
|
|
|
//%ridx = mFloor(getRandom() * ($numDeathMsgs - 0.01));
|
|
%victimName = %clVictim.name;
|
|
|
|
%game.displayDeathMessages(%clVictim, %clKiller, %damageType, %implement);
|
|
%game.updateKillScores(%clVictim, %clKiller, %damageType, %implement);
|
|
|
|
// toss whatever is being carried, '$flagslot' from item.cs
|
|
// MES - had to move this to after death message display because of Rabbit game type
|
|
for(%index = 0 ; %index < 8; %index++)
|
|
{
|
|
%image = %plVictim.getMountedImage(%index);
|
|
if(%image)
|
|
{
|
|
if(%index == $FlagSlot)
|
|
%plVictim.throwObject(%plVictim.holdingFlag);
|
|
else
|
|
%plVictim.throw(%image.item);
|
|
}
|
|
}
|
|
|
|
// target manager update
|
|
setTargetDataBlock(%clVictim.target, 0);
|
|
setTargetSensorData(%clVictim.target, 0);
|
|
|
|
// clear the hud
|
|
%clVictim.SetWeaponsHudClearAll();
|
|
%clVictim.SetInventoryHudClearAll();
|
|
%clVictim.setAmmoHudCount(-1);
|
|
|
|
// clear out weapons, inventory and pack huds
|
|
messageClient(%clVictim, 'msgDeploySensorOff', ""); //make sure the deploy hud gets shut off
|
|
messageClient(%clVictim, 'msgPackIconOff', ""); // clear the pack icon
|
|
|
|
//clear the deployable HUD
|
|
%plVictim.client.deployPack = false;
|
|
cancel(%plVictim.deployCheckThread);
|
|
deactivateDeploySensor(%plVictim);
|
|
|
|
//if the killer was an AI...
|
|
if (isObject(%clKiller) && %clKiller.isAIControlled())
|
|
%game.onAIKilledClient(%clVictim, %clKiller, %damageType, %implement);
|
|
|
|
|
|
// reset control object on this player: also sets 'playgui' as content
|
|
serverCmdResetControlObject(%clVictim);
|
|
|
|
// set control object to the camera
|
|
%clVictim.player = 0;
|
|
%transform = %plVictim.getTransform();
|
|
|
|
//note, AI's don't have a camera...
|
|
if (isObject(%clVictim.camera))
|
|
{
|
|
%clVictim.camera.setTransform(%transform);
|
|
%clVictim.camera.setOrbitMode(%plVictim, %plVictim.getTransform(), 0.5, 4.5, 4.5);
|
|
%clVictim.setControlObject(%clVictim.camera);
|
|
}
|
|
|
|
//hook in the AI specific code for when a client dies
|
|
if (%clVictim.isAIControlled())
|
|
{
|
|
aiReleaseHumanControl(%clVictim.controlByHuman, %clVictim);
|
|
%game.onAIKilled(%clVictim, %clKiller, %damageType, %implement);
|
|
}
|
|
else
|
|
aiReleaseHumanControl(%clVictim, %clVictim.controlAI);
|
|
|
|
//used to track corpses so the AI can get ammo, etc...
|
|
AICorpseAdded(%plVictim);
|
|
|
|
//if the death was a suicide, prevent respawning for 5 seconds...
|
|
%clVictim.lastDeathSuicide = false;
|
|
if (%damageType == $DamageType::Suicide)
|
|
{
|
|
%clVictim.lastDeathSuicide = true;
|
|
%clVictim.suicideRespawnTime = getSimTime() + 5000;
|
|
}
|
|
}
|
|
|
|
function DefaultGame::forceObserver( %game, %client, %reason )
|
|
{
|
|
//make sure we have a valid client...
|
|
if (%client <= 0)
|
|
return;
|
|
|
|
// first kill this player
|
|
if(%client.player)
|
|
%client.player.scriptKill(0);
|
|
|
|
if( %client.respawnTimer )
|
|
cancel(%client.respawnTimer);
|
|
|
|
%client.respawnTimer = "";
|
|
|
|
// remove them from the team rank array
|
|
%game.removeFromTeamRankArray(%client);
|
|
|
|
// place them in observer mode
|
|
%client.lastObserverSpawn = -1;
|
|
%client.observerStartTime = getSimTime();
|
|
%adminForce = 0;
|
|
|
|
switch$ ( %reason )
|
|
{
|
|
case "playerChoose":
|
|
%client.camera.getDataBlock().setMode( %client.camera, "observerFly" );
|
|
messageClient(%client, 'MsgClientJoinTeam', '\c2You have become an observer.', %client.name, $teamName[0], %client, 0 );
|
|
logEcho(%client.nameBase@" (cl "@%client@") entered observer mode");
|
|
%client.lastTeam = %client.team;
|
|
|
|
case "AdminForce":
|
|
%client.camera.getDataBlock().setMode( %client.camera, "observerFly" );
|
|
messageClient(%client, 'MsgClientJoinTeam', '\c2You have been forced into observer mode by the admin.', %client.name, $teamName[0], %client, 0 );
|
|
logEcho(%client.nameBase@" (cl "@%client@") was forced into observer mode by admin");
|
|
%client.lastTeam = %client.team;
|
|
%adminForce = 1;
|
|
|
|
if($Host::TournamentMode)
|
|
{
|
|
if(!$matchStarted)
|
|
{
|
|
if(%client.camera.Mode $= "pickingTeam")
|
|
{
|
|
commandToClient( %client, 'processPickTeam');
|
|
clearBottomPrint( %client );
|
|
}
|
|
else
|
|
{
|
|
clearCenterPrint(%client);
|
|
%client.notReady = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
case "spawnTimeout":
|
|
%client.camera.getDataBlock().setMode( %client.camera, "observerTimeout" );
|
|
messageClient(%client, 'MsgClientJoinTeam', '\c2You have been placed in observer mode due to delay in respawning.', %client.name, $teamName[0], %client, 0 );
|
|
logEcho(%client.nameBase@" (cl "@%client@") was placed in observer mode due to spawn delay");
|
|
// save the team the player was on - only if this was a delay in respawning
|
|
%client.lastTeam = %client.team;
|
|
}
|
|
|
|
// switch client to team 0 (observer)
|
|
%client.team = 0;
|
|
%client.player.team = 0;
|
|
setTargetSensorGroup( %client.target, %client.team );
|
|
%client.setSensorGroup( %client.team );
|
|
|
|
// set their control to the obs. cam
|
|
%client.setControlObject( %client.camera );
|
|
commandToClient(%client, 'setHudMode', 'Observer');
|
|
|
|
// display the hud
|
|
//displayObserverHud(%client, 0);
|
|
updateObserverFlyHud(%client);
|
|
|
|
|
|
// message everyone about this event
|
|
if( !%adminForce )
|
|
messageAllExcept(%client, -1, 'MsgClientJoinTeam', '\c2%1 has become an observer.', %client.name, $teamName[0], %client, 0 );
|
|
else
|
|
messageAllExcept(%client, -1, 'MsgClientJoinTeam', '\c2The admin has forced %1 to become an observer.', %client.name, 0 );
|
|
|
|
updateCanListenState( %client );
|
|
|
|
// call the onEvent for this game type
|
|
%game.onClientEnterObserverMode(%client); //Bounty uses this to remove this client from others' hit lists
|
|
}
|
|
|
|
function DefaultGame::displayDeathMessages(%game, %clVictim, %clKiller, %damageType, %implement)
|
|
{
|
|
%victimGender = (%clVictim.sex $= "Male" ? 'him' : 'her');
|
|
%victimPoss = (%clVictim.sex $= "Male" ? 'his' : 'her');
|
|
%killerGender = (%clKiller.sex $= "Male" ? 'him' : 'her');
|
|
%killerPoss = (%clKiller.sex $= "Male" ? 'his' : 'her');
|
|
%victimName = %clVictim.name;
|
|
%killerName = %clKiller.name;
|
|
//error("DamageType = " @ %damageType @ ", implement = " @ %implement @ ", implement class = " @ %implement.getClassName() @ ", is controlled = " @ %implement.getControllingClient());
|
|
|
|
if(%damageType == $DamageType::Explosion)
|
|
{
|
|
messageAll('msgExplosionKill', $DeathMessageExplosion[mFloor(getRandom() * $DeathMessageExplosionCount)], %victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType);
|
|
logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") killed by a nearby explosion.");
|
|
}
|
|
else if(%damageType == $DamageType::Suicide) //player presses cntrl-k
|
|
{
|
|
messageAll('msgSuicide', $DeathMessageSuicide[mFloor(getRandom() * $DeathMessageSuicideCount)], %victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType);
|
|
logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") committed suicide (CTRL-K)");
|
|
}
|
|
else if(%damageType == $DamageType::VehicleSpawn)
|
|
{
|
|
messageAll('msgVehicleSpawnKill', $DeathMessageVehPad[mFloor(getRandom() * $DeathMessageVehPadCount)], %victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType);
|
|
logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") killed by vehicle spawn");
|
|
}
|
|
else if(%damageType == $DamageType::Impact) // run down by vehicle
|
|
{
|
|
%controller = %implement.getControllingClient();
|
|
if(%controller > 0)
|
|
{
|
|
%killerGender = (%controller.sex $= "Male" ? 'him' : 'her');
|
|
%killerPoss = (%controller.sex $= "Male" ? 'his' : 'her');
|
|
%killerName = %controller.name;
|
|
messageAll('msgVehicleKill', $DeathMessageVehicle[mFloor(getRandom() * $DeathMessageVehicleCount)], %victimName, %victimGender, %victimPoss, %killerName ,%killerGender, %killerPoss, %damageType);
|
|
logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") killed by a vehicle controlled by "@%controller);
|
|
}
|
|
else
|
|
{
|
|
messageAll('msgVehicleKill', $DeathMessageVehicleUnmanned[mFloor(getRandom() * $DeathMessageVehicleUnmannedCount)], %victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType);
|
|
logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") killed by a vehicle (unmanned)");
|
|
}
|
|
}
|
|
else if (isObject(%implement) && (%implement.getClassName() $= "Turret" || %implement.getClassName() $= "VehicleTurret")) //player killed by a turret
|
|
{
|
|
if (%implement.getControllingClient() != 0) //is turret being controlled?
|
|
{
|
|
%controller = %implement.getControllingClient();
|
|
%killerGender = (%controller.sex $= "Male" ? 'him' : 'her');
|
|
%killerPoss = (%controller.sex $= "Male" ? 'his' : 'her');
|
|
%killerName = %controller.name;
|
|
|
|
if (%controller == %clVictim)
|
|
messageAll('msgTurretSelfKill', $DeathMessageTurretSelfKill[mFloor(getRandom() * $DeathMessageTurretSelfKillCount)],%victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType);
|
|
else if (%controller.team == %clVictim.team) //controller TK'd a friendly
|
|
messageAll('msgCTurretKill', $DeathMessageCTurretTeamKill[%damageType, mFloor(getRandom() * $DeathMessageCTurretTeamKillCount)],%victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType);
|
|
else //controller killed an enemy
|
|
messageAll('msgCTurretKill', $DeathMessageCTurretKill[%damageType, mFloor(getRandom() * $DeathMessageCTurretKillCount)],%victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType);
|
|
logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") killed by a turret controlled by "@%controller);
|
|
}
|
|
// use the handle associated with the deployed object to verify valid owner
|
|
else if (isObject(%implement.owner))
|
|
{
|
|
%owner = %implement.owner;
|
|
//error("Owner is " @ %owner @ " Handle is " @ %implement.ownerHandle);
|
|
//error("Turret is still owned");
|
|
//turret is uncontrolled, but is owned - treat the same as controlled.
|
|
%killerGender = (%owner.sex $= "Male" ? 'him' : 'her');
|
|
%killerPoss = (%owner.sex $= "Male" ? 'his' : 'her');
|
|
%killerName = %owner.name;
|
|
|
|
if (%owner.team == %clVictim.team) //player got in the way of a teammates deployed but uncontrolled turret.
|
|
messageAll('msgCTurretKill', $DeathMessageCTurretAccdtlKill[%damageType,mFloor(getRandom() * $DeathMessageCTurretAccdtlKillCount)],%victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType);
|
|
else //deployed, uncontrolled turret killed an enemy
|
|
messageAll('msgCTurretKill', $DeathMessageCTurretKill[%damageType,mFloor(getRandom() * $DeathMessageCTurretKillCount)],%victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType);
|
|
logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") was killed by turret (automated)");
|
|
}
|
|
else //turret is not a placed (owned) turret (or owner is no longer on it's team), and is not being controlled
|
|
{
|
|
messageAll('msgTurretKill', $DeathMessageTurretKill[%damageType,mFloor(getRandom() * $DeathMessageTurretKillCount)],%victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType);
|
|
logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") killed by turret");
|
|
}
|
|
}
|
|
else if((%clKiller == %clVictim) || (%damageType == $DamageType::Ground)) //player killed himself or fell to death
|
|
{
|
|
messageAll('msgSelfKill', $DeathMessageSelfKill[%damageType,mFloor(getRandom() * $DeathMessageSelfKillCount)], %victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType);
|
|
logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") killed self ("@$DamageTypeText[%damageType]@")");
|
|
}
|
|
|
|
else if (%damageType == $DamageType::OutOfBounds) //killer died due to Out-of-Bounds damage
|
|
{
|
|
messageAll('msgOOBKill', $DeathMessageOOB[mFloor(getRandom() * $DeathMessageOOBCount)], %victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType);
|
|
logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") killed by out-of-bounds damage");
|
|
}
|
|
|
|
else if (%damageType == $DamageType::NexusCamping) //Victim died from camping near the nexus...
|
|
{
|
|
messageAll('msgCampKill', $DeathMessageCamping[mFloor(getRandom() * $DeathMessageCampingCount)], %victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType);
|
|
logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") killed for nexus camping");
|
|
}
|
|
|
|
else if(%clKiller.team == %clVictim.team) //was a TK
|
|
{
|
|
messageAll('msgTeamKill', $DeathMessageTeamKill[%damageType, mFloor(getRandom() * $DeathMessageTeamKillCount)], %victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType);
|
|
logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") teamkilled by "@%clKiller.nameBase@" (pl "@%clKiller.player@"/cl "@%clKiller@")");
|
|
}
|
|
|
|
else if (%damageType == $DamageType::Lava) //player died by falling in lava
|
|
{
|
|
messageAll('msgLavaKill', $DeathMessageLava[mFloor(getRandom() * $DeathMessageLavaCount)], %victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType);
|
|
logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") killed by lava");
|
|
}
|
|
else if ( %damageType == $DamageType::Lightning ) // player was struck by lightning
|
|
{
|
|
messageAll('msgLightningKill', $DeathMessageLightning[mFloor(getRandom() * $DeathMessageLightningCount)], %victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType);
|
|
logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") killed by lightning");
|
|
}
|
|
else //was a legitimate enemy kill
|
|
{
|
|
if(%damageType == 6 && (%clVictim.headShot))
|
|
{
|
|
// laser headshot just occurred
|
|
messageAll('MsgHeadshotKill', $DeathMessageHeadshot[%damageType, mFloor(getRandom() * $DeathMessageHeadshotCount)], %victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType);
|
|
|
|
}
|
|
else
|
|
messageAll('MsgLegitKill', $DeathMessage[%damageType, mFloor(getRandom() * $DeathMessageCount)], %victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType);
|
|
logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") killed by "@%clKiller.nameBase@" (pl "@%clKiller.player@"/cl "@%clKiller@") using "@$DamageTypeText[%damageType]);
|
|
}
|
|
}
|
|
|
|
function DefaultGame::assignClientTeam(%game, %client, %respawn )
|
|
{
|
|
// this function is overwritten in non-team mission types (e.g. DM)
|
|
// so these lines won't do anything
|
|
//if(!%game.numTeams)
|
|
//{
|
|
// setTargetSkin(%client.target, %client.skin);
|
|
// return;
|
|
//}
|
|
|
|
// camera is responsible for creating a player
|
|
// - counts the number of players per team
|
|
// - puts this player on the least player count team
|
|
// - sets the client's skin to the servers default
|
|
|
|
%numPlayers = ClientGroup.getCount();
|
|
for(%i = 0; %i <= %game.numTeams; %i++)
|
|
%numTeamPlayers[%i] = 0;
|
|
|
|
for(%i = 0; %i < %numPlayers; %i = %i + 1)
|
|
{
|
|
%cl = ClientGroup.getObject(%i);
|
|
if(%cl != %client)
|
|
%numTeamPlayers[%cl.team]++;
|
|
}
|
|
%leastPlayers = %numTeamPlayers[1];
|
|
%leastTeam = 1;
|
|
for(%i = 2; %i <= %game.numTeams; %i++)
|
|
{
|
|
if( (%numTeamPlayers[%i] < %leastPlayers) ||
|
|
( (%numTeamPlayers[%i] == %leastPlayers) &&
|
|
($teamScore[%i] < $teamScore[%leastTeam] ) ))
|
|
{
|
|
%leastTeam = %i;
|
|
%leastPlayers = %numTeamPlayers[%i];
|
|
}
|
|
}
|
|
|
|
%client.team = %leastTeam;
|
|
%client.lastTeam = %team;
|
|
|
|
// Assign the team skin:
|
|
if ( %client.isAIControlled() )
|
|
{
|
|
if ( %leastTeam & 1 )
|
|
{
|
|
%client.skin = addTaggedString( "basebot" );
|
|
setTargetSkin( %client.target, 'basebot' );
|
|
}
|
|
else
|
|
{
|
|
%client.skin = addTaggedString( "basebbot" );
|
|
setTargetSkin( %client.target, 'basebbot' );
|
|
}
|
|
}
|
|
else
|
|
setTargetSkin( %client.target, $teamSkin[%client.team] );
|
|
//setTargetSkin( %client.target, %client.skin );
|
|
|
|
// might as well standardize the messages
|
|
//messageAllExcept( %client, -1, 'MsgClientJoinTeam', '\c1%1 joined %2.', %client.name, $teamName[%leastTeam], %client, %leastTeam );
|
|
//messageClient( %client, 'MsgClientJoinTeam', '\c1You joined the %2 team.', $client.name, $teamName[%client.team], %client, %client.team );
|
|
messageAllExcept( %client, -1, 'MsgClientJoinTeam', '\c1%1 joined %2.', %client.name, $teamName[%client.team], %client, %client.team );
|
|
messageClient( %client, 'MsgClientJoinTeam', '\c1You joined the %2 team.', %client.name, $teamName[%client.team], %client, %client.team );
|
|
|
|
updateCanListenState( %client );
|
|
|
|
logEcho(%client.nameBase@" (cl "@%client@") joined team "@%client.team);
|
|
}
|
|
|
|
function DefaultGame::clientJoinTeam( %game, %client, %team, %respawn )
|
|
{
|
|
if ( %team < 1 || %team > %game.numTeams )
|
|
return;
|
|
|
|
if( %respawn $= "" )
|
|
%respawn = 1;
|
|
|
|
%client.team = %team;
|
|
%client.lastTeam = %team;
|
|
setTargetSkin( %client.target, $teamSkin[%team] );
|
|
setTargetSensorGroup( %client.target, %team );
|
|
%client.setSensorGroup( %team );
|
|
|
|
// Spawn the player:
|
|
%game.spawnPlayer( %client, %respawn );
|
|
|
|
messageAllExcept( %client, -1, 'MsgClientJoinTeam', '\c1%1 joined %2.', %client.name, $teamName[%team], %client, %team );
|
|
messageClient( %client, 'MsgClientJoinTeam', '\c1You joined the %2 team.', $client.name, $teamName[%client.team], %client, %client.team );
|
|
|
|
updateCanListenState( %client );
|
|
|
|
logEcho(%client.nameBase@" (cl "@%client@") joined team "@%client.team);
|
|
}
|
|
|
|
function DefaultGame::AIHasJoined(%game, %client)
|
|
{
|
|
//defined to prevent console spam
|
|
}
|
|
|
|
function DefaultGame::AIChangeTeam(%game, %client, %newTeam)
|
|
{
|
|
//make sure we're trying to drop an AI
|
|
if (!isObject(%client) || !%client.isAIControlled())
|
|
return;
|
|
|
|
//clear the ai from any objectives, etc...
|
|
AIUnassignClient(%client);
|
|
%client.stop();
|
|
%client.clearTasks();
|
|
%client.clearStep();
|
|
%client.lastDamageClient = -1;
|
|
%client.lastDamageTurret = -1;
|
|
%client.shouldEngage = -1;
|
|
%client.setEngageTarget(-1);
|
|
%client.setTargetObject(-1);
|
|
%client.pilotVehicle = false;
|
|
%client.defaultTasksAdded = false;
|
|
|
|
//kill the player, which should cause the Game object to perform whatever cleanup is required.
|
|
if (isObject(%client.player))
|
|
%client.player.scriptKill(0);
|
|
|
|
//clean up the team rank array
|
|
%game.removeFromTeamRankArray(%client);
|
|
|
|
//assign the new team
|
|
%client.team = %newTeam;
|
|
if (%newTeam < 0)
|
|
Game.assignClientTeam(%client);
|
|
else
|
|
{
|
|
if ( %client.team & 1 )
|
|
{
|
|
%client.skin = addTaggedString( "basebot" );
|
|
setTargetSkin( %client.target, 'basebot' );
|
|
}
|
|
else
|
|
{
|
|
%client.skin = addTaggedString( "basebbot" );
|
|
setTargetSkin( %client.target, 'basebbot' );
|
|
}
|
|
}
|
|
|
|
messageAllExcept( %client, -1, 'MsgClientJoinTeam', '\c1bot %1 has switched to team %2.', %client.name, $teamName[%client.team], %client, %client.team );
|
|
}
|
|
|
|
function DefaultGame::clientChangeTeam(%game, %client, %team, %fromObs)
|
|
{
|
|
//first, remove the client from the team rank array
|
|
//the player will be added to the new team array as soon as he respawns...
|
|
%game.removeFromTeamRankArray(%client);
|
|
|
|
%pl = %client.player;
|
|
if(isObject(%pl))
|
|
{
|
|
if(%pl.isMounted())
|
|
%pl.getDataBlock().doDismount(%pl);
|
|
%pl.scriptKill(0);
|
|
}
|
|
|
|
// reset the client's targets and tasks only
|
|
clientResetTargets(%client, true);
|
|
|
|
// give this client a new handle to disassociate ownership of deployed objects
|
|
if( %team $= "" && (%team > 0 && %team <= %game.numTeams))
|
|
{
|
|
if( %client.team == 1 )
|
|
%client.team = 2;
|
|
else
|
|
%client.team = 1;
|
|
}
|
|
else
|
|
%client.team = %team;
|
|
|
|
// Set the client's skin:
|
|
if (!%client.isAIControlled())
|
|
setTargetSkin( %client.target, $teamSkin[%client.team] );
|
|
setTargetSensorGroup( %client.target, %client.team );
|
|
%client.setSensorGroup( %client.team );
|
|
|
|
// Spawn the player:
|
|
%client.lastSpawnPoint = %game.pickPlayerSpawn( %client );
|
|
|
|
%game.createPlayer( %client, %client.lastSpawnPoint, $MatchStarted );
|
|
|
|
if($MatchStarted)
|
|
%client.setControlObject(%client.player);
|
|
else
|
|
{
|
|
%client.camera.getDataBlock().setMode(%client.camera, "pre-game", %client.player);
|
|
%client.setControlObject(%client.camera);
|
|
}
|
|
|
|
// call the onEvent for this game type
|
|
%game.onClientEnterObserverMode(%client); //Bounty uses this to remove this client from others' hit lists
|
|
|
|
if(%fromObs $= "" || !%fromObs)
|
|
{
|
|
messageAllExcept( %client, -1, 'MsgClientJoinTeam', '\c1%1 switched to team %2.', %client.name, $teamName[%client.team], %client, %client.team );
|
|
messageClient( %client, 'MsgClientJoinTeam', '\c1You switched to team %2.', $client.name, $teamName[%client.team], %client, %client.team );
|
|
}
|
|
else
|
|
{
|
|
messageAllExcept( %client, -1, 'MsgClientJoinTeam', '\c1%1 joined team %2.', %client.name, $teamName[%team], %client, %team );
|
|
messageClient( %client, 'MsgClientJoinTeam', '\c1You joined team %2.', $client.name, $teamName[%client.team], %client, %client.team );
|
|
}
|
|
|
|
updateCanListenState( %client );
|
|
|
|
// MES - switch objective hud lines when client switches teams
|
|
messageClient(%client, 'MsgCheckTeamLines', "", %client.team);
|
|
logEcho(%client.nameBase@" (cl "@%client@") switched to team "@%client.team);
|
|
}
|
|
|
|
// missioncleanup and missiongroup are checked prior to entering game code
|
|
function DefaultGame::missionLoadDone(%game)
|
|
{
|
|
// walks through the mission group and sets the power stuff up
|
|
// - groups get initialized with power count 0 then iterated to
|
|
// increment powercount if an object within is powered
|
|
// - powers objects up/down
|
|
//MissionGroup.objectiveInit();
|
|
MissionGroup.clearPower();
|
|
MissionGroup.powerInit(0);
|
|
|
|
%game.initGameVars(); //set up scoring variables and other game specific globals
|
|
|
|
// make team0 visible/friendly to all
|
|
setSensorGroupAlwaysVisMask(0, 0xffffffff);
|
|
setSensorGroupFriendlyMask(0, 0xffffffff);
|
|
|
|
// update colors:
|
|
// - enemy teams are red
|
|
// - same team is green
|
|
// - team 0 is white
|
|
for(%i = 0; %i < 32; %i++)
|
|
{
|
|
%team = (1 << %i);
|
|
setSensorGroupColor(%i, %team, "0 255 0 255");
|
|
setSensorGroupColor(%i, ~%team, "255 0 0 255");
|
|
setSensorGroupColor(%i, 1, "255 255 255 255");
|
|
|
|
// setup the team targets (alwyas friendly and visible to same team)
|
|
setTargetAlwaysVisMask(%i, %team);
|
|
setTargetFriendlyMask(%i, %team);
|
|
}
|
|
|
|
//set up the teams
|
|
%game.setUpTeams();
|
|
|
|
//clear out the team rank array...
|
|
for (%i = 0; %i < 32; %i++)
|
|
$TeamRank[%i, count] = "";
|
|
|
|
// objectiveInit has to take place after setupTeams -- objective HUD relies on flags
|
|
// having their team set
|
|
MissionGroup.objectiveInit();
|
|
|
|
//initialize the AI system
|
|
%game.aiInit();
|
|
|
|
//need to reset the teams if we switch from say, CTF to Bounty...
|
|
// assign the bots team
|
|
if ($currentMissionType !$= $previousMissionType)
|
|
{
|
|
$previousMissionType = $currentMissionType;
|
|
for(%i = 0; %i < ClientGroup.getCount(); %i++)
|
|
{
|
|
%cl = ClientGroup.getObject(%i);
|
|
if (%cl.isAIControlled())
|
|
%game.assignClientTeam(%cl);
|
|
}
|
|
}
|
|
|
|
//Save off respawn or Siege Team switch information...
|
|
if(%game.class !$= "SiegeGame")
|
|
MissionGroup.setupPositionMarkers(true);
|
|
echo("Default game mission load done.");
|
|
}
|
|
|
|
function DefaultGame::onClientLeaveGame(%game, %client)
|
|
{
|
|
// if there is a player attached to this client, kill it
|
|
if( isObject(%client.player))
|
|
%client.player.scriptKill(0);
|
|
|
|
//cancel a scheduled call...
|
|
cancel(%client.respawnTimer);
|
|
%client.respawnTimer = "";
|
|
|
|
//remove them from the team rank arrays
|
|
%game.removeFromTeamRankArray(%client);
|
|
logEcho(%client.nameBase@" (cl "@%client@") dropped");
|
|
}
|
|
|
|
function DefaultGame::clientMissionDropReady(%game, %client)
|
|
{
|
|
//synchronize the clock HUD
|
|
messageClient(%client, 'MsgSystemClock', "", 0, 0);
|
|
|
|
%game.sendClientTeamList( %client );
|
|
%game.setupClientHuds( %client );
|
|
|
|
if($CurrentMissionType $= "SinglePlayer")
|
|
{
|
|
//CommandToClient( %client, 'setPlayContent');
|
|
return;
|
|
}
|
|
|
|
%observer = false;
|
|
if( !$Host::TournamentMode )
|
|
{
|
|
if( %client.camera.mode $= "observerFly" || %client.camera.mode $= "justJoined")
|
|
{
|
|
%observer = true;
|
|
commandToClient(%client, 'setHudMode', 'Observer');
|
|
%client.setControlObject( %client.camera );
|
|
//displayObserverHud( %client, 0 );
|
|
updateObserverFlyHud(%client);
|
|
}
|
|
|
|
if( !%observer )
|
|
{
|
|
if(!$MatchStarted && !$CountdownStarted) // server has not started anything yet
|
|
{
|
|
%client.setControlObject( %client.camera );
|
|
commandToClient(%client, 'setHudMode', 'Observer');
|
|
}
|
|
else if(!$MatchStarted && $CountdownStarted) // server has started the countdown
|
|
{
|
|
commandToClient(%client, 'setHudMode', 'Observer');
|
|
%client.setControlObject( %client.camera );
|
|
}
|
|
else
|
|
{
|
|
commandToClient(%client, 'setHudMode', 'Standard'); // the game has already started
|
|
%client.setControlObject( %client.player );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// set all players into obs mode. setting the control object will handle further procedures...
|
|
%client.camera.getDataBlock().setMode( %client.camera, "ObserverFly" );
|
|
commandToClient(%client, 'setHudMode', 'Observer');
|
|
%client.setControlObject( %client.camera );
|
|
}
|
|
|
|
//make sure the objective HUD indicates your team on top and in green...
|
|
if (%client.team > 0)
|
|
messageClient(%client, 'MsgCheckTeamLines', "", %client.team);
|
|
|
|
// were ready to go.
|
|
%client.matchStartReady = true;
|
|
echo("Client" SPC %client SPC "is ready.");
|
|
}
|
|
|
|
function DefaultGame::sendClientTeamList(%game, %client)
|
|
{
|
|
// Send the client the current team list:
|
|
%teamCount = %game.numTeams;
|
|
for ( %i = 0; %i < %teamCount; %i++ )
|
|
{
|
|
if ( %i > 0 )
|
|
%teamList = %teamList @ "\n";
|
|
|
|
%teamList = %teamList @ detag( getTaggedString( $teamName[%i + 1] ) );
|
|
}
|
|
messageClient( %client, 'MsgTeamList', "", %teamCount, %teamList );
|
|
}
|
|
|
|
function DefaultGame::setupClientHuds(%game, %client)
|
|
{
|
|
// tell the client to setup the huds...
|
|
for(%i =0; %i<$WeaponsHudCount; %i++)
|
|
%client.setWeaponsHudBitmap(%i, $WeaponsHudData[%i, itemDataName], $WeaponsHudData[%i, bitmapName]);
|
|
for(%i =0; %i<$InventoryHudCount; %i++)
|
|
%client.setInventoryHudBitmap($InventoryHudData[%i, slot], $InventoryHudData[%i, itemDataName], $InventoryHudData[%i, bitmapName]);
|
|
|
|
%client.setWeaponsHudBackGroundBmp("gui/hud_new_panel.png");
|
|
%client.setWeaponsHudHighLightBmp("gui/hud_new_weaponselect.png");
|
|
%client.setWeaponsHudInfiniteAmmoBmp("gui/hud_infinity.png");
|
|
%client.setInventoryHudBackGroundBmp("gui/hud_new_panel.png");
|
|
|
|
// tell the client if we are protecting statics (so no health bar will be displayed)
|
|
commandToClient(%client, 'protectingStaticObjects', %game.allowsProtectedStatics());
|
|
commandToClient(%client, 'setPowerAudioProfiles', sPowerUp.getId(), sPowerDown.getId());
|
|
}
|
|
|
|
function DefaultGame::testDrop( %game, %client )
|
|
{
|
|
%game.clientJoinTeam( %client, 1, false );
|
|
%client.camera.getDataBlock().setMode( %client.camera, "pre-game", %client.player );
|
|
%client.setControlObject( %client.camera );
|
|
CommandToClient( %client, 'setPlayContent' );
|
|
}
|
|
|
|
function DefaultGame::onClientEnterObserverMode( %game, %client )
|
|
{
|
|
// Default game doesn't care...
|
|
}
|
|
|
|
// from 'item.cs'
|
|
function DefaultGame::playerTouchFlag(%game, %player, %flag)
|
|
{
|
|
messageAll('MsgPlayerTouchFlag', 'Player %1 touched flag %2', %player, %flag);
|
|
}
|
|
|
|
// from 'item.cs'
|
|
function DefaultGame::playerDroppedFlag(%game, %player, %flag)
|
|
{
|
|
messageAll('MsgPlayerDroppedFlag', 'Player %1 dropped flag %2', %player, %flag);
|
|
}
|
|
|
|
// from 'staticShape.cs'
|
|
function DefaultGame::flagStandCollision(%game, %dataBlock, %obj, %colObj)
|
|
{
|
|
// for retreiveGame
|
|
}
|
|
|
|
function DefaultGame::notifyMineDeployed(%game, %mine)
|
|
{
|
|
//do nothign in the default game...
|
|
}
|
|
|
|
// from 'staticshape.cs'
|
|
function DefaultGame::findProjector(%game, %flipflop)
|
|
{
|
|
// search the flipflop's folder for a holo projector
|
|
// if one exists, associate it with the flipflop
|
|
%flipflop.projector = 0;
|
|
%folder = %flipflop.getGroup();
|
|
for(%i = 0; %i < %folder.getCount(); %i++)
|
|
{
|
|
%proj = %folder.getObject(%i);
|
|
if(%proj.getDatablock().getName() $= "LogoProjector")
|
|
{
|
|
%flipflop.projector = %proj;
|
|
%flipflop.projector.holo = 0;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//******************************************************************************
|
|
//* DefaultGame Trigger - Functions *
|
|
//******************************************************************************
|
|
|
|
/// -Trigger- //////////////////////////////////////////////////////////////////
|
|
//Function -- onEnterTrigger (%game, %name, %data, %obj, %colObj)
|
|
// %game = Current game type object
|
|
// %name = Trigger name - defined when trigger is created
|
|
// %data = Trigger Data Block
|
|
// %obj = Trigger Object
|
|
// %colObj = Object that collided with the trigger
|
|
//Decription -- Called when trigger has been triggered
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
// from 'trigger.cs'
|
|
function DefaultGame::onEnterTrigger(%game, %triggerName, %data, %obj, %colobj)
|
|
{
|
|
//Do Nothing
|
|
}
|
|
|
|
/// -Trigger- //////////////////////////////////////////////////////////////////
|
|
//Function -- onLeaveTrigger (%game, %name, %data, %obj, %colObj)
|
|
// %game = Current game type object
|
|
// %name = Trigger name - defined when trigger is created
|
|
// %data = Trigger Data Block
|
|
// %obj = Trigger Object
|
|
// %colObj = Object that collided with the trigger
|
|
//Decription -- Called when trigger has been untriggered
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
// from 'trigger.cs'
|
|
function DefaultGame::onLeaveTrigger(%game, %triggerName, %data, %obj, %colobj)
|
|
{
|
|
//Do Nothing
|
|
}
|
|
|
|
/// -Trigger- //////////////////////////////////////////////////////////////////
|
|
//Function -- onTickTrigger(%game, %name, %data, %obj)
|
|
// %game = Current game type object
|
|
// %name = Trigger name - defined when trigger is created
|
|
// %data = Trigger Data Block
|
|
// %obj = Trigger Object
|
|
//Decription -- Called every tick if triggered
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
// from 'trigger.cs'
|
|
function DefaultGame::onTickTrigger(%game, %triggerName, %data, %obj)
|
|
{
|
|
//Do Nothing
|
|
}
|
|
|
|
|
|
function DefaultGame::setUpTeams(%game)
|
|
{
|
|
%group = nameToID("MissionGroup/Teams");
|
|
if(%group == -1)
|
|
return;
|
|
|
|
// create a team0 if it does not exist
|
|
%team = nameToID("MissionGroup/Teams/team0");
|
|
if(%team == -1)
|
|
{
|
|
%team = new SimGroup("team0");
|
|
%group.add(%team);
|
|
}
|
|
|
|
// 'team0' is not counted as a team here
|
|
%game.numTeams = 0;
|
|
while(%team != -1)
|
|
{
|
|
// create drop set and add all spawnsphere objects into it
|
|
%dropSet = new SimSet("TeamDrops" @ %game.numTeams);
|
|
MissionCleanup.add(%dropSet);
|
|
|
|
%spawns = nameToID("MissionGroup/Teams/team" @ %game.numTeams @ "/SpawnSpheres");
|
|
if(%spawns != -1)
|
|
{
|
|
%count = %spawns.getCount();
|
|
for(%i = 0; %i < %count; %i++)
|
|
%dropSet.add(%spawns.getObject(%i));
|
|
}
|
|
|
|
// set the 'team' field for all the objects in this team
|
|
%team.setTeam(%game.numTeams);
|
|
|
|
clearVehicleCount(%team+1);
|
|
// get next group
|
|
%team = nameToID("MissionGroup/Teams/team" @ %game.numTeams + 1);
|
|
if (%team != -1)
|
|
%game.numTeams++;
|
|
}
|
|
|
|
// set the number of sensor groups (including team0) that are processed
|
|
setSensorGroupCount(%game.numTeams + 1);
|
|
}
|
|
|
|
function SimGroup::setTeam(%this, %team)
|
|
{
|
|
for (%i = 0; %i < %this.getCount(); %i++)
|
|
{
|
|
%obj = %this.getObject(%i);
|
|
switch$ (%obj.getClassName())
|
|
{
|
|
case SpawnSphere :
|
|
if($MatchStarted)
|
|
{
|
|
// find out what team the spawnsphere used to belong to
|
|
%found = false;
|
|
for(%l = 1; %l <= Game.numTeams; %l++)
|
|
{
|
|
%drops = nameToId("MissionCleanup/TeamDrops" @ %l);
|
|
for(%j = 0; %j < %drops.getCount(); %j++)
|
|
{
|
|
%current = %drops.getObject(%j);
|
|
if(%current == %obj)
|
|
%found = %l;
|
|
}
|
|
}
|
|
if(%team != %found)
|
|
Game.claimSpawn(%obj, %team, %found);
|
|
else
|
|
error("spawn "@%obj@" is already on team "@%team@"!");
|
|
}
|
|
else
|
|
Game.claimSpawn(%obj, %team, "");
|
|
case SimGroup : %obj.setTeam(%team);
|
|
default : %obj.team = %team;
|
|
}
|
|
|
|
if(%obj.getType() & $TypeMasks::GameBaseObjectType)
|
|
{
|
|
// eeck.. please go away when scripts get cleaned...
|
|
if(%obj.getDataBlock().getName() $= "StationVehiclePad")
|
|
%obj = %obj.station;
|
|
|
|
%target = %obj.getTarget();
|
|
if(%target != -1)
|
|
setTargetSensorGroup(%target, %team);
|
|
}
|
|
}
|
|
}
|
|
|
|
function DefaultGame::claimSpawn(%game, %obj, %newTeam, %oldTeam)
|
|
{
|
|
if(%newTeam == %oldTeam)
|
|
return;
|
|
|
|
%newSpawnGroup = nameToId("MissionCleanup/TeamDrops" @ %newTeam);
|
|
if(%oldTeam !$= "")
|
|
{
|
|
%oldSpawnGroup = nameToId("MissionCleanup/TeamDrops" @ %oldTeam);
|
|
%oldSpawnGroup.remove(%obj);
|
|
}
|
|
%newSpawnGroup.add(%obj);
|
|
}
|
|
|
|
// recursive function to assign teams to all mission objects
|
|
|
|
function SimGroup::swapTeams(%this)
|
|
{
|
|
// used in Siege only
|
|
Game.groupSwapTeams(%this);
|
|
}
|
|
|
|
function ShapeBase::swapTeams(%this)
|
|
{
|
|
// used in Siege only
|
|
Game.objectSwapTeams(%this);
|
|
}
|
|
|
|
function GameBase::swapTeams(%this)
|
|
{
|
|
// used in Siege only
|
|
Game.objectSwapTeams(%this);
|
|
}
|
|
|
|
function TSStatic::swapTeams(%this)
|
|
{
|
|
// used in Siege only
|
|
// do nothing
|
|
}
|
|
|
|
function InteriorInstance::swapTeams(%this)
|
|
{
|
|
// used in Siege only
|
|
// do nothing -- interiors don't switch teams
|
|
}
|
|
|
|
function SimGroup::swapVehiclePads(%this)
|
|
{
|
|
// used in Siege only
|
|
Game.groupSwapVehiclePads(%this);
|
|
}
|
|
|
|
function ShapeBase::swapVehiclePads(%this)
|
|
{
|
|
// used in Siege only
|
|
Game.objectSwapVehiclePads(%this);
|
|
}
|
|
|
|
function GameBase::swapVehiclePads(%this)
|
|
{
|
|
// used in Siege only
|
|
// do nothing -- only searching for vehicle pads
|
|
}
|
|
|
|
function InteriorInstance::swapVehiclePads(%this)
|
|
{
|
|
// used in Siege only
|
|
// do nothing -- only searching for vehicle pads
|
|
}
|
|
|
|
function SimSet::swapVehiclePads(%this)
|
|
{
|
|
// used in Siege only
|
|
// do nothing -- only searching for vehicle pads
|
|
}
|
|
|
|
function PhysicalZone::swapVehiclePads(%this)
|
|
{
|
|
// used in Siege only
|
|
// do nothing -- only searching for vehicle pads
|
|
}
|
|
|
|
function SimGroup::objectRestore(%this)
|
|
{
|
|
// used in Siege only
|
|
Game.groupObjectRestore(%this);
|
|
}
|
|
|
|
function ShapeBase::objectRestore(%object)
|
|
{
|
|
// only used for Siege
|
|
Game.shapeObjectRestore(%object);
|
|
}
|
|
|
|
function Turret::objectRestore(%object)
|
|
{
|
|
// only used for Siege
|
|
Game.shapeObjectRestore(%object);
|
|
}
|
|
|
|
function AIObjective::objectRestore(%object)
|
|
{
|
|
// only used for Siege
|
|
// don't do anything for AI Objectives
|
|
}
|
|
|
|
function DefaultGame::checkObjectives(%game)
|
|
{
|
|
//any special objectives that can be met by gametype
|
|
//none for default game
|
|
}
|
|
|
|
//---------------------------------------------------
|
|
|
|
function DefaultGame::checkTimeLimit(%game, %forced)
|
|
{
|
|
// Don't add extra checks:
|
|
if ( %forced )
|
|
cancel( %game.timeCheck );
|
|
|
|
// if there is no time limit, check back in a minute to see if it's been set
|
|
if(($Host::TimeLimit $= "") || $Host::TimeLimit == 0)
|
|
{
|
|
%game.timeCheck = %game.schedule(20000, "checkTimeLimit");
|
|
return;
|
|
}
|
|
|
|
%curTimeLeftMS = ($Host::TimeLimit * 60 * 1000) + $missionStartTime - getSimTime();
|
|
|
|
if (%curTimeLeftMS <= 0)
|
|
{
|
|
// time's up, put down your pencils
|
|
%game.timeLimitReached();
|
|
}
|
|
else
|
|
{
|
|
if(%curTimeLeftMS >= 20000)
|
|
%game.timeCheck = %game.schedule(20000, "checkTimeLimit");
|
|
else
|
|
%game.timeCheck = %game.schedule(%curTimeLeftMS + 1, "checkTimeLimit");
|
|
|
|
//now synchronize everyone's clock
|
|
messageAll('MsgSystemClock', "", $Host::TimeLimit, %curTimeLeftMS);
|
|
}
|
|
}
|
|
|
|
function listplayers()
|
|
{
|
|
for(%i = 0; %i < ClientGroup.getCount(); %i++)
|
|
{
|
|
%cl = ClientGroup.getObject(%i);
|
|
%status = "";
|
|
if(%cl.isAiControlled())
|
|
%status = "Bot ";
|
|
if(%cl.isSmurf)
|
|
%status = "Alias ";
|
|
if(%cl.isAdmin)
|
|
%status = %status @ "Admin ";
|
|
if(%cl.isSuperAdmin)
|
|
%status = %status @ "SuperAdmin ";
|
|
if(%status $= "")
|
|
%status = "<normal>";
|
|
echo("client: " @ %cl @ " player: " @ %cl.player @ " name: " @ %cl.nameBase @ " team: " @ %cl.team @ " status: " @ %status);
|
|
}
|
|
}
|
|
|
|
function logEcho(%msg)
|
|
{
|
|
if($LogEchoEnabled)
|
|
echo("LOG: " @ %msg);
|
|
}
|
|
|
|
function DefaultGame::clearTeamRankArray(%game, %team)
|
|
{
|
|
%count = $TeamRank[%team, count];
|
|
for (%i = 0; %i < %count; %i++)
|
|
$TeamRank[%team, %i] = "";
|
|
$TeamRank[%team, count] = 0;
|
|
}
|
|
|
|
function DefaultGame::populateTeamRankArray(%game, %client)
|
|
{
|
|
//this function should be called *after* the client has been added to a team...
|
|
if (%client <= 0 || %client.team <= 0)
|
|
return;
|
|
|
|
//find the team
|
|
if (%game.numTeams == 1)
|
|
%team = 0;
|
|
else
|
|
%team = %client.team;
|
|
|
|
//find the number of teammates already ranked...
|
|
%count = $TeamRank[%team, count];
|
|
if (%count $= "")
|
|
{
|
|
$TeamRank[%team, count] = 0;
|
|
%count = 0;
|
|
}
|
|
|
|
//make sure we're not already in the array
|
|
for (%i = 0; %i < %count; %i++)
|
|
{
|
|
if ($TeamRank[%team, %i] == %client)
|
|
return;
|
|
}
|
|
|
|
//add the client in at the bottom of the list, and increment the count
|
|
$TeamRank[%team, %count] = %client;
|
|
$TeamRank[%team, count] = $TeamRank[%team, count] + 1;
|
|
|
|
//now recalculate the team rank for this player
|
|
%game.recalcTeamRanks(%client);
|
|
}
|
|
|
|
function DefaultGame::removeFromTeamRankArray(%game, %client)
|
|
{
|
|
//note, this should be called *before* the client actually switches teams or drops...
|
|
if (%client <= 0 || %client.team <= 0)
|
|
return;
|
|
|
|
//find the correct team
|
|
if (%game.numTeams == 1)
|
|
%team = 0;
|
|
else
|
|
%team = %client.team;
|
|
|
|
//now search throught the team rank array, looking for this client
|
|
%count = $TeamRank[%team, count];
|
|
for (%i = 0; %i < %count; %i++)
|
|
{
|
|
if ($TeamRank[%team, %i] == %client)
|
|
{
|
|
//we've found the client in the array, now loop through, and move everyone else up a rank
|
|
for (%j = %i + 1; %j < %count; %j++)
|
|
{
|
|
%cl = $TeamRank[%team, %j];
|
|
$TeamRank[%team, %j - 1] = %cl;
|
|
messageClient(%cl, 'MsgYourRankIs', "", %j);
|
|
}
|
|
|
|
//now decriment the team rank array count, and break
|
|
$TeamRank[%team, count] = $TeamRank[%team, count] - 1;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
function DefaultGame::recalcTeamRanks(%game, %client)
|
|
{
|
|
if (%client <= 0 || %client.team <= 0)
|
|
return;
|
|
|
|
// this is a little confusing -- someone's actual numerical rank is always
|
|
// one number higher than his index in the $TeamRank array
|
|
// (e.g. person ranked 1st has index of 0)
|
|
|
|
// TINMAN: I'm going to remove the %client.teamRank field - the index in the
|
|
// $TeamRank array already contains their rank - safer to search the array than
|
|
// to maintiain the information in a separate variable...
|
|
|
|
//find the team, the client in the team array
|
|
if (%game.numTeams == 1)
|
|
%team = 0;
|
|
else
|
|
%team = %client.team;
|
|
|
|
%count = $TeamRank[%team, count];
|
|
%index = -1;
|
|
for (%i = 0; %i < %count; %i++)
|
|
{
|
|
if ($TeamRank[%team, %i] == %client)
|
|
{
|
|
%index = %i;
|
|
break;
|
|
}
|
|
}
|
|
|
|
//if they weren't found in the array, return
|
|
if (%index < 0)
|
|
return;
|
|
|
|
//make sure far down the array as they should be...
|
|
%tempIndex = %index;
|
|
%swapped = false;
|
|
while (true)
|
|
{
|
|
if (%tempIndex <= 0)
|
|
break;
|
|
|
|
%tempIndex--;
|
|
%tempClient = $TeamRank[%team, %tempIndex];
|
|
|
|
//see if we should swap the two
|
|
if (%client.score > %tempClient.score)
|
|
{
|
|
%swapped = true;
|
|
%index = %tempIndex;
|
|
$TeamRank[%team, %tempIndex] = %client;
|
|
$TeamRank[%team, %tempIndex + 1] = %tempClient;
|
|
messageClient(%tempClient, 'MsgYourRankIs', "", %tempIndex + 2);
|
|
}
|
|
}
|
|
|
|
//if we've swapped up at least once, we obviously won't need to swap down as well...
|
|
if (%swapped)
|
|
{
|
|
messageClient(%client, 'MsgYourRankIs', "", %index + 1);
|
|
return;
|
|
}
|
|
|
|
//since we didnt' swap up, see if we need to swap down...
|
|
%tempIndex = %index;
|
|
%swapped = false;
|
|
while (true)
|
|
{
|
|
if (%tempIndex >= %count - 1)
|
|
break;
|
|
|
|
%tempIndex++;
|
|
%tempClient = $TeamRank[%team, %tempIndex];
|
|
|
|
//see if we should swap the two
|
|
if (%client.score < %tempClient.score)
|
|
{
|
|
%swapped = true;
|
|
%index = %tempIndex;
|
|
$TeamRank[%team, %tempIndex] = %client;
|
|
$TeamRank[%team, %tempIndex - 1] = %tempClient;
|
|
messageClient(%tempClient, 'MsgYourRankIs', "", %tempIndex);
|
|
}
|
|
}
|
|
|
|
//send the message (regardless of whether a swap happened or not)
|
|
messageClient(%client, 'MsgYourRankIs', "", %index + 1);
|
|
}
|
|
|
|
function DefaultGame::recalcScore(%game, %cl)
|
|
{
|
|
%game.recalcTeamRanks(%cl);
|
|
}
|
|
|
|
function DefaultGame::testKill(%game, %victimID, %killerID)
|
|
{
|
|
return ((%killerID !=0) && (%victimID.team != %killerID.team));
|
|
}
|
|
|
|
function DefaultGame::testSuicide(%game, %victimID, %killerID, %damageType)
|
|
{
|
|
return ((%victimID == %killerID) || (%damageType == $DamageType::Ground) || (%damageType == $DamageType::Suicide));
|
|
}
|
|
|
|
function DefaultGame::testTeamKill(%game, %victimID, %killerID)
|
|
{
|
|
return (%killerID.team == %victimID.team);
|
|
}
|
|
|
|
function DefaultGame::testTurretKill(%game, %implement)
|
|
{
|
|
if(%implement == 0)
|
|
return false;
|
|
else
|
|
return (%implement.getClassName() $= "Turret");
|
|
}
|
|
|
|
// function DefaultGame::awardScoreFlagCap(%game, %cl)
|
|
// {
|
|
// %cl.flagCaps++;
|
|
// $TeamScore[%cl.team] += %game.SCORE_PER_TEAM_FLAG_CAP;
|
|
// messageAll('MsgCTFTeamScore', "", %cl.team, $TeamScore[%cl.team]);
|
|
//
|
|
// if (%game.SCORE_PER_PLYR_FLAG_CAP > 1)
|
|
// %plural = "s";
|
|
// else
|
|
// %plural = "";
|
|
//
|
|
// if (%game.SCORE_PER_PLYR_FLAG_CAP != 0)
|
|
// messageClient(%cl, 'scoreFlaCapMsg', 'You received %1 point%2 for capturing the flag.', %game.SCORE_PER_PLYR_FLAG_CAP, %plural);
|
|
// %game.recalcScore(%cl);
|
|
// }
|
|
|
|
|
|
function DefaultGame::testOOBDeath(%game, %damageType)
|
|
{
|
|
return (%damageType == $DamageType::OutOfBounds);
|
|
}
|
|
|
|
function DefaultGame::awardScoreTurretKill(%game, %victimID, %implement)
|
|
{
|
|
if ((%killer = %implement.getControllingClient()) != 0) //award whoever might be controlling the turret
|
|
{
|
|
if (%killer == %victimID)
|
|
%game.awardScoreSuicide(%victimID);
|
|
else if (%killer.team == %victimID.team) //player controlling a turret killed a teammate
|
|
{
|
|
%killer.teamKills++;
|
|
%game.awardScoreTurretTeamKill(%victimID, %killer);
|
|
%game.awardScoreDeath(%victimID);
|
|
}
|
|
else
|
|
{
|
|
%killer.turretKills++;
|
|
%game.recalcScore(%killer);
|
|
%game.awardScoreDeath(%victimID);
|
|
}
|
|
}
|
|
else if ((%killer = %implement.owner) != 0) //if it isn't controlled, award score to whoever deployed it
|
|
{
|
|
if (%killer.team == %victimID.team)
|
|
{
|
|
%game.awardScoreDeath(%victimID);
|
|
}
|
|
else
|
|
{
|
|
%killer.turretKills++;
|
|
%game.recalcScore(%killer);
|
|
%game.awardScoreDeath(%victimID);
|
|
}
|
|
}
|
|
//default is, no one was controlling it, no one owned it. No score given.
|
|
}
|
|
|
|
function DefaultGame::awardScoreDeath(%game, %victimID)
|
|
{
|
|
%victimID.deaths++;
|
|
if ( %game.SCORE_PER_DEATH != 0 )
|
|
{
|
|
// %plural = (abs(%game.SCORE_PER_DEATH) != 1 ? "s" : "");
|
|
// messageClient(%victimID, 'MsgScoreDeath', '\c0You have been penalized %1 point%2 for dying.', abs(%game.SCORE_PER_DEATH), %plural);
|
|
%game.recalcScore(%victimID);
|
|
}
|
|
}
|
|
|
|
function DefaultGame::awardScoreKill(%game, %killerID)
|
|
{
|
|
%killerID.kills++;
|
|
%game.recalcScore(%killerID);
|
|
}
|
|
|
|
function DefaultGame::awardScoreSuicide(%game, %victimID)
|
|
{
|
|
%victimID.suicides++;
|
|
// if (%game.SCORE_PER_SUICIDE != 0)
|
|
// messageClient(%victimID, 'MsgScoreSuicide', '\c0You have been penalized for killing yourself.');
|
|
%game.recalcScore(%victimID);
|
|
}
|
|
|
|
function DefaultGame::awardScoreTeamkill(%game, %victimID, %killerID)
|
|
{
|
|
%killerID.teamKills++;
|
|
if (%game.SCORE_PER_TEAMKILL != 0)
|
|
messageClient(%killerID, 'MsgScoreTeamkill', '\c0You have been penalized for killing teammate %1.', %victimID.name);
|
|
%game.recalcScore(%killerID);
|
|
}
|
|
|
|
function DefaultGame::awardScoreTurretTeamKill(%game, %victimID, %killerID)
|
|
{
|
|
%killerID.teamKills++;
|
|
if (%game.SCORE_PER_TEAMKILL != 0)
|
|
messageClient(%killerID, 'MsgScoreTeamkill', '\c0You have been penalized for killing your teammate %1, with a turret.', %victimID.name);
|
|
%game.recalcScore(%killerID);
|
|
}
|
|
|
|
|
|
function DefaultGame::objectRepaired(%game, %obj, %objName)
|
|
{
|
|
%item = %obj.getDataBlock().getName();
|
|
//echo("Item repaired is a " @ %item);
|
|
switch$ (%item)
|
|
{
|
|
case generatorLarge :
|
|
%game.genOnRepaired(%obj, %objName);
|
|
case stationInventory :
|
|
%game.stationOnRepaired(%obj, %objName);
|
|
case sensorMediumPulse :
|
|
%game.sensorOnRepaired(%obj, %objName);
|
|
case sensorLargePulse :
|
|
%game.sensorOnRepaired(%obj, %objName);
|
|
case turretBaseLarge :
|
|
%game.turretOnRepaired(%obj, %objName);
|
|
case stationVehicle : %game.vStationOnRepaired(%obj, %objName);
|
|
default: //unused by current gametypes. Add more checks here if desired
|
|
}
|
|
}
|
|
|
|
function DefaultGame::allowsProtectedStatics(%game)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// jff: why is game object doing this?
|
|
//Return a simple string with no extras
|
|
function DefaultGame::cleanWord(%game, %this)
|
|
{
|
|
%length = strlen(%this);
|
|
for(%i = 0; %i < %length; %i++)
|
|
{
|
|
%char = getSubStr(%this, %i, 1);
|
|
if(%char $= "_")
|
|
{
|
|
%next = getSubStr(%this, (%i+1), 1);
|
|
if(%next $= "_")
|
|
{
|
|
%char = "'"; //apostrophe (2 chars)
|
|
%i++;
|
|
}
|
|
else
|
|
%char = " "; //space
|
|
}
|
|
%clean = (%clean @ %char);
|
|
}
|
|
}
|
|
|
|
function DefaultGame::stationOnEnterTrigger(%game, %data, %obj, %colObj)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
function DefaultGame::WeaponOnUse(%game, %data, %obj)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
function DefaultGame::HandInvOnUse(%game, %data, %obj)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
function DefaultGame::WeaponOnInventory(%game, %this, %obj, %amount)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
function DefaultGame::ObserverOnTrigger(%game, %data, %obj, %trigger, %state)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// jff: why is the game being notified that a weapon is being thrown? hot potato gametype?
|
|
function DefaultGame::ShapeThrowWeapon(%game, %this)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
function DefaultGame::leaveMissionArea(%game, %playerData, %player)
|
|
{
|
|
%player.client.outOfBounds = true;
|
|
messageClient(%player.client, 'LeaveMissionArea', '\c1You left the mission area.~wfx/misc/warning_beep.wav');
|
|
}
|
|
|
|
function DefaultGame::enterMissionArea(%game, %playerData, %player)
|
|
{
|
|
%player.client.outOfBounds = false;
|
|
messageClient(%player.client, 'EnterMissionArea', '\c1You are back in the mission area.');
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// AI stubs:
|
|
//------------------------------------------------------------------------------
|
|
|
|
function DefaultGame::onAIDamaged(%game, %clVictim, %clAttacker, %damageType, %sourceObject)
|
|
{
|
|
}
|
|
|
|
function DefaultGame::onAIFriendlyFire(%game, %clVictim, %clAttacker, %damageType, %sourceObject)
|
|
{
|
|
}
|
|
|
|
function DefaultGame::onAIKilled(%game, %clVictim, %clKiller, %damageType, %implement)
|
|
{
|
|
//unassign the client from any objectives
|
|
AIUnassignClient(%clVictim);
|
|
|
|
//break the link, if this ai is controlled
|
|
aiReleaseHumanControl(%clVictim.controlByHuman, %clVictim);
|
|
|
|
//and schedule the respawn
|
|
%clVictim.respawnThread = schedule(5000, %clVictim, "onAIRespawn", %clVictim);
|
|
}
|
|
|
|
function DefaultGame::onAIKilledClient(%game, %clVictim, %clAttacker, %damageType, %implement)
|
|
{
|
|
%clAttacker.setVictim(%clVictim, %clVictim.player);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Voting stuff:
|
|
//------------------------------------------------------------------------------
|
|
function DefaultGame::sendGamePlayerPopupMenu( %game, %client, %targetClient, %key )
|
|
{
|
|
if( !%targetClient.matchStartReady )
|
|
return;
|
|
|
|
%isAdmin = ( %client.isAdmin || %client.isSuperAdmin );
|
|
|
|
%isTargetSelf = ( %client == %targetClient );
|
|
%isTargetAdmin = ( %targetClient.isAdmin || %targetClient.isSuperAdmin );
|
|
%isTargetBot = %targetClient.isAIControlled();
|
|
%isTargetObserver = ( %targetClient.team == 0 );
|
|
%outrankTarget = false;
|
|
if ( %client.isSuperAdmin )
|
|
%outrankTarget = !%targetClient.isSuperAdmin;
|
|
else if ( %client.isAdmin )
|
|
%outrankTarget = !%targetClient.isAdmin;
|
|
|
|
if( %client.isSuperAdmin && %targetClient.guid != 0 )
|
|
{
|
|
messageClient( %client, 'MsgPlayerPopupItem', "", %key, "addAdmin", "", 'Add to Server Admin List', 10);
|
|
messageClient( %client, 'MsgPlayerPopupItem', "", %key, "addSuperAdmin", "", 'Add to Server SuperAdmin List', 11);
|
|
}
|
|
|
|
//mute options
|
|
if ( !%isTargetSelf )
|
|
{
|
|
if ( %client.muted[%targetClient] )
|
|
messageClient( %client, 'MsgPlayerPopupItem', "", %key, "MutePlayer", "", 'Unmute', 1);
|
|
else
|
|
messageClient( %client, 'MsgPlayerPopupItem', "", %key, "MutePlayer", "", 'Mute', 1);
|
|
|
|
if ( !%isTargetBot && %client.canListenTo( %targetClient ) )
|
|
{
|
|
if ( %client.getListenState( %targetClient ) )
|
|
messageClient( %client, 'MsgPlayerPopupItem', "", %key, "ListenPlayer", "", 'Disable Voice Com', 9 );
|
|
else
|
|
messageClient( %client, 'MsgPlayerPopupItem', "", %key, "ListenPlayer", "", 'Enable Voice Com', 9 );
|
|
}
|
|
}
|
|
|
|
if( !%client.canVote && !%isAdmin )
|
|
return;
|
|
|
|
// regular vote options on players
|
|
if ( %game.scheduleVote $= "" && !%isAdmin && !%isTargetAdmin )
|
|
{
|
|
if ( $Host::allowAdminPlayerVotes && !%isTargetBot )
|
|
messageClient( %client, 'MsgPlayerPopupItem', "", %key, "AdminPlayer", "", 'Vote to Make Admin', 2 );
|
|
|
|
if ( !%isTargetSelf )
|
|
{
|
|
messageClient( %client, 'MsgPlayerPopupItem', "", %key, "KickPlayer", "", 'Vote to Kick', 3 );
|
|
}
|
|
}
|
|
|
|
// Admin only options on players:
|
|
else if ( %isAdmin )
|
|
{
|
|
if ( !%isTargetBot && !%isTargetAdmin )
|
|
messageClient( %client, 'MsgPlayerPopupItem', "", %key, "AdminPlayer", "", 'Make Admin', 2 );
|
|
|
|
if ( !%isTargetSelf && %outrankTarget )
|
|
{
|
|
messageClient( %client, 'MsgPlayerPopupItem', "", %key, "KickPlayer", "", 'Kick', 3 );
|
|
|
|
if ( !%isTargetBot )
|
|
{
|
|
if( %client.isSuperAdmin )
|
|
messageClient( %client, 'MsgPlayerPopupItem', "", %key, "BanPlayer", "", 'Ban', 4 );
|
|
|
|
if ( !%isTargetObserver )
|
|
messageClient( %client, 'MsgPlayerPopupItem', "", %key, "ToObserver", "", 'Force observer', 5 );
|
|
}
|
|
}
|
|
|
|
if ( %isTargetSelf || %outrankTarget )
|
|
{
|
|
if ( %game.numTeams > 1 )
|
|
{
|
|
if ( %isTargetObserver )
|
|
{
|
|
%action = %isTargetSelf ? "Join " : "Change to ";
|
|
%str1 = %action @ getTaggedString( $TeamName[1] );
|
|
%str2 = %action @ getTaggedString( $TeamName[2] );
|
|
|
|
messageClient( %client, 'MsgPlayerPopupItem', "", %key, "ChangeTeam", "", %str1, 6 );
|
|
messageClient( %client, 'MsgPlayerPopupItem', "", %key, "ChangeTeam", "", %str2, 7 );
|
|
}
|
|
else
|
|
{
|
|
%changeTo = %targetClient.team == 1 ? 2 : 1;
|
|
%str = "Switch to " @ getTaggedString( $TeamName[%changeTo] );
|
|
%caseId = 5 + %changeTo;
|
|
|
|
messageClient( %client, 'MsgPlayerPopupItem', "", %key, "ChangeTeam", "", %str, %caseId );
|
|
}
|
|
}
|
|
else if ( %isTargetObserver )
|
|
{
|
|
%str = %isTargetSelf ? 'Join the Game' : 'Add to Game';
|
|
messageClient( %client, 'MsgPlayerPopupItem', "", %key, "JoinGame", "", %str, 8 );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function DefaultGame::sendGameVoteMenu( %game, %client, %key )
|
|
{
|
|
%isAdmin = ( %client.isAdmin || %client.isSuperAdmin );
|
|
%multipleTeams = %game.numTeams > 1;
|
|
|
|
// no one is going anywhere until this thing starts
|
|
if($MatchStarted)
|
|
{
|
|
// Client options:
|
|
if ( %client.team != 0 )
|
|
{
|
|
if ( %multipleTeams )
|
|
if( !$Host::TournamentMode )
|
|
messageClient( %client, 'MsgVoteItem', "", %key, 'ChooseTeam', "", 'Change your Team' );
|
|
messageClient( %client, 'MsgVoteItem', "", %key, 'MakeObserver', "", 'Become an Observer' );
|
|
}
|
|
else
|
|
{
|
|
if(!%multipleTeams && !$Host::TournamentMode)
|
|
messageClient( %client, 'MsgVoteItem', "", %key, 'JoinGame', "", 'Join the Game' );
|
|
}
|
|
|
|
//%totalSlots = $Host::maxPlayers - ($HostGamePlayerCount + $HostGameBotCount);
|
|
// if( $HostGameBotCount > 0 && %totalSlots > 0 && %client.isAdmin)
|
|
//messageClient( %client, 'MsgVoteItem', "", %key, 'Addbot', "", 'Add a Bot' );
|
|
}
|
|
|
|
if( !%client.canVote && !%isAdmin )
|
|
return;
|
|
|
|
if ( %game.scheduleVote $= "" )
|
|
{
|
|
if(!%client.isAdmin)
|
|
{
|
|
// Actual vote options:
|
|
messageClient( %client, 'MsgVoteItem', "", %key, 'VoteChangeMission', 'change the mission to', 'Vote to Change the Mission' );
|
|
|
|
if( $Host::TournamentMode )
|
|
{
|
|
messageClient( %client, 'MsgVoteItem', "", %key, 'VoteFFAMode', 'Change server to Free For All.', 'Vote Free For All Mode' );
|
|
|
|
if(!$MatchStarted && !$CountdownStarted)
|
|
messageClient( %client, 'MsgVoteItem', "", %key, 'VoteMatchStart', 'Start Match', 'Vote to Start the Match' );
|
|
}
|
|
else
|
|
messageClient( %client, 'MsgVoteItem', "", %key, 'VoteTournamentMode', 'Change server to Tournament.', 'Vote Tournament Mode' );
|
|
|
|
if ( %multipleTeams )
|
|
{
|
|
if(!$MatchStarted && !$Host::TournamentMode)
|
|
messageClient( %client, 'MsgVoteItem', "", %key, 'ChooseTeam', "", 'Change your Team' );
|
|
|
|
if ( $teamDamage )
|
|
messageClient( %client, 'MsgVoteItem', "", %key, 'VoteTeamDamage', 'disable team damage', 'Vote to Disable Team Damage' );
|
|
else
|
|
messageClient( %client, 'MsgVoteItem', "", %key, 'VoteTeamDamage', 'enable team damage', 'Vote to Enable Team Damage' );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Actual vote options:
|
|
messageClient( %client, 'MsgVoteItem', "", %key, 'VoteChangeMission', 'change the mission to', 'Change the Mission' );
|
|
|
|
if( $Host::TournamentMode )
|
|
{
|
|
messageClient( %client, 'MsgVoteItem', "", %key, 'VoteFFAMode', 'Change server to Free For All.', 'Free For All Mode' );
|
|
|
|
if(!$MatchStarted && !$CountdownStarted)
|
|
messageClient( %client, 'MsgVoteItem', "", %key, 'VoteMatchStart', 'Start Match', 'Start Match' );
|
|
}
|
|
else
|
|
messageClient( %client, 'MsgVoteItem', "", %key, 'VoteTournamentMode', 'Change server to Tournament.', 'Tournament Mode' );
|
|
|
|
if ( %multipleTeams )
|
|
{
|
|
if(!$MatchStarted)
|
|
messageClient( %client, 'MsgVoteItem', "", %key, 'ChooseTeam', "", 'Choose Team' );
|
|
|
|
if ( $teamDamage )
|
|
messageClient( %client, 'MsgVoteItem', "", %key, 'VoteTeamDamage', 'disable team damage', 'Disable Team Damage' );
|
|
else
|
|
messageClient( %client, 'MsgVoteItem', "", %key, 'VoteTeamDamage', 'enable team damage', 'Enable Team Damage' );
|
|
}
|
|
}
|
|
}
|
|
|
|
// Admin only options:
|
|
if ( %client.isAdmin )
|
|
{
|
|
messageClient( %client, 'MsgVoteItem', "", %key, 'VoteChangeTimeLimit', 'change the time limit', 'Change the Time Limit' );
|
|
messageClient( %client, 'MsgVoteItem', "", %key, 'VoteResetServer', 'reset server defaults', 'Reset the Server' );
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function DefaultGame::sendGameTeamList( %game, %client, %key )
|
|
{
|
|
%teamCount = %game.numTeams;
|
|
if ( %teamCount < 2 )
|
|
{
|
|
warn( "Team menu requested for one-team game!" );
|
|
return;
|
|
}
|
|
|
|
for ( %team = 1; %team - 1 < %teamCount; %team++ )
|
|
messageClient( %client, 'MsgVoteItem', "", %key, %team, "", detag( getTaggedString( $teamName[%team] ) ) );
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function DefaultGame::sendTimeLimitList( %game, %client, %key )
|
|
{
|
|
messageClient( %client, 'MsgVoteItem', "", %key, 10, "", '10 minutes' );
|
|
messageClient( %client, 'MsgVoteItem', "", %key, 15, "", '15 minutes' );
|
|
messageClient( %client, 'MsgVoteItem', "", %key, 20, "", '20 minutes' );
|
|
messageClient( %client, 'MsgVoteItem', "", %key, 25, "", '25 minutes' );
|
|
messageClient( %client, 'MsgVoteItem', "", %key, 30, "", '30 minutes' );
|
|
messageClient( %client, 'MsgVoteItem', "", %key, 45, "", '45 minutes' );
|
|
messageClient( %client, 'MsgVoteItem', "", %key, 60, "", '60 minutes' );
|
|
messageClient( %client, 'MsgVoteItem', "", %key, 999, "", 'No time limit' );
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// all global votes here
|
|
function DefaultGame::voteChangeMission(%game, %admin, %missionDisplayName, %typeDisplayName, %missionId, %missionTypeId)
|
|
{
|
|
%mission = $HostMissionFile[%missionId];
|
|
if ( %mission $= "" )
|
|
{
|
|
error( "Invalid mission index passed to DefaultGame::voteChangeMission!" );
|
|
return;
|
|
}
|
|
|
|
%missionType = $HostTypeName[%missionTypeId];
|
|
if ( %missionType $= "" )
|
|
{
|
|
error( "Invalid mission type id passed to DefaultGame::voteChangeMission!" );
|
|
return;
|
|
}
|
|
|
|
if(%admin)
|
|
{
|
|
messageAll('MsgAdminChangeMission', '\c2The Admin has changed the mission to %1 (%2).', %missionDisplayName, %typeDisplayName );
|
|
logEcho("mission changed to "@%missionDisplayName@"/"@%typeDisplayName@" (admin)");
|
|
%game.gameOver();
|
|
loadMission( %mission, %missionType, false );
|
|
}
|
|
else
|
|
{
|
|
%totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
|
|
if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100))
|
|
{
|
|
messageAll('MsgVotePassed', '\c2The mission was changed to %1 (%2) by vote.', %missionDisplayName, %typeDisplayName );
|
|
logEcho("mission changed to "@%missionDisplayName@"/"@%typeDisplayName@" (vote)");
|
|
%game.gameOver();
|
|
loadMission( %mission, %missionType, false );
|
|
}
|
|
else
|
|
messageAll('MsgVoteFailed', '\c2Change mission vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function DefaultGame::voteTeamDamage(%game, %admin)
|
|
{
|
|
%setto = "";
|
|
%cause = "";
|
|
if(%admin)
|
|
{
|
|
if($teamDamage)
|
|
{
|
|
messageAll('MsgAdminForce', '\c2The Admin has disabled team damage.');
|
|
$Host::TeamDamageOn = $TeamDamage = 0;
|
|
%setto = "disabled";
|
|
}
|
|
else
|
|
{
|
|
messageAll('MsgAdminForce', '\c2The Admin has enabled team damage.');
|
|
$Host::TeamDamageOn = $TeamDamage = 1;
|
|
%setto = "enabled";
|
|
}
|
|
%cause = "(admin)";
|
|
}
|
|
else
|
|
{
|
|
%totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
|
|
if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100))
|
|
{
|
|
if($teamDamage)
|
|
{
|
|
messageAll('MsgVotePassed', '\c2Team damage was disabled by vote.');
|
|
$Host::TeamDamageOn = $TeamDamage = 0;
|
|
%setto = "disabled";
|
|
}
|
|
else
|
|
{
|
|
messageAll('MsgVotePassed', '\c2Team damage was enabled by vote.');
|
|
$Host::TeamDamageOn = $TeamDamage = 1;
|
|
%setto = "enabled";
|
|
}
|
|
%cause = "(vote)";
|
|
}
|
|
else
|
|
{
|
|
if($teamDamage)
|
|
messageAll('MsgVoteFailed', '\c2Disable team damage vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
|
|
else
|
|
messageAll('MsgVoteFailed', '\c2Enable team damage vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
|
|
}
|
|
}
|
|
if(%setto !$= "")
|
|
logEcho("team damage "@%setto SPC %cause);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function DefaultGame::voteTournamentMode( %game, %admin, %missionDisplayName, %typeDisplayName, %missionId, %missionTypeId )
|
|
{
|
|
%mission = $HostMissionFile[%missionId];
|
|
if ( %mission $= "" )
|
|
{
|
|
error( "Invalid mission index passed to DefaultGame::voteTournamentMode!" );
|
|
return;
|
|
}
|
|
|
|
%missionType = $HostTypeName[%missionTypeId];
|
|
if ( %missionType $= "" )
|
|
{
|
|
error( "Invalid mission type id passed to DefaultGame::voteTournamentMode!" );
|
|
return;
|
|
}
|
|
|
|
%cause = "";
|
|
if (%admin)
|
|
{
|
|
messageAll( 'MsgAdminForce', '\c2The Admin has switched the server to Tournament mode (%1).', %missionDisplayName );
|
|
setModeTournament( %mission, %missionType );
|
|
%cause = "(admin)";
|
|
}
|
|
else
|
|
{
|
|
%totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
|
|
if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100))
|
|
{
|
|
messageAll('MsgVotePassed', '\c2Server switched to Tournament mode by vote (%1): %2 percent.', %missionDisplayName, mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
|
|
setModeTournament( %mission, %missionType );
|
|
%cause = "(vote)";
|
|
}
|
|
else
|
|
messageAll('MsgVoteFailed', '\c2Tournament mode vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
|
|
}
|
|
if(%cause !$= "")
|
|
logEcho("tournament mode set "@%cause);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function DefaultGame::voteMatchStart( %game, %admin)
|
|
{
|
|
%cause = "";
|
|
%ready = forceTourneyMatchStart();
|
|
if(%admin)
|
|
{
|
|
if(!%ready)
|
|
{
|
|
messageClient( %client, 'msgClient', '\c2No players are ready yet.');
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
messageAll('msgMissionStart', '\c2The admin has forced the match to start.');
|
|
%cause = "(admin)";
|
|
startTourneyCountdown();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(!%ready)
|
|
{
|
|
messageAll( 'msgClient', '\c2Vote passed to start match, but no players are ready yet.');
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
%totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
|
|
if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100))
|
|
{
|
|
messageAll('MsgVotePassed', '\c2The match has been started by vote: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
|
|
startTourneyCountdown();
|
|
}
|
|
else
|
|
messageAll('MsgVoteFailed', '\c2Start Match vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
|
|
}
|
|
}
|
|
|
|
if(%cause !$= "")
|
|
logEcho("start match "@%cause);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function DefaultGame::voteFFAMode( %game, %admin, %client )
|
|
{
|
|
%cause = "";
|
|
%name = getTaggedString(%client.name);
|
|
|
|
if (%admin)
|
|
{
|
|
messageAll('MsgAdminForce', '\c2The Admin has switched the server to Free For All mode.', %client);
|
|
setModeFFA($CurrentMission, $CurrentMissionType);
|
|
%cause = "(admin)";
|
|
}
|
|
else
|
|
{
|
|
%totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
|
|
if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100))
|
|
{
|
|
messageAll('MsgVotePassed', '\c2Server switched to Free For All mode by vote.', %client);
|
|
setModeFFA($CurrentMission, $CurrentMissionType);
|
|
%cause = "(vote)";
|
|
}
|
|
else
|
|
messageAll('MsgVoteFailed', '\c2Free For All mode vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
|
|
}
|
|
if(%cause !$= "")
|
|
logEcho("free for all set "@%cause);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function DefaultGame::voteChangeTimeLimit( %game, %admin, %newLimit )
|
|
{
|
|
%cause = "";
|
|
if ( %admin )
|
|
{
|
|
messageAll( 'MsgAdminForce', '\c2The Admin changed the mission time limit to %1 minutes.', %newLimit );
|
|
$Host::TimeLimit = %newLimit;
|
|
%cause = "(admin)";
|
|
}
|
|
else
|
|
{
|
|
%totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
|
|
if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100))
|
|
{
|
|
messageAll('MsgVotePassed', '\c2The mission time limit was set to %1 minutes by vote.', %newLimit);
|
|
$Host::TimeLimit = %newLimit;
|
|
%cause = "(vote)";
|
|
}
|
|
else
|
|
messageAll('MsgVoteFailed', '\c2The vote to change the mission time limit did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
|
|
}
|
|
|
|
//if the time limit was actually changed...
|
|
if(%cause !$= "")
|
|
{
|
|
logEcho("time limit set to "@%newLimit SPC %cause);
|
|
|
|
//if the match has been started, reset the end of match countdown
|
|
if ($matchStarted)
|
|
{
|
|
//schedule the end of match countdown
|
|
%elapsedTimeMS = getSimTime() - $missionStartTime;
|
|
%curTimeLeftMS = ($Host::TimeLimit * 60 * 1000) - %elapsedTimeMS;
|
|
//error("time limit="@$Host::TimeLimit@", elapsed="@(%elapsedTimeMS / 60000)@", curtimeleftms="@%curTimeLeftMS);
|
|
CancelEndCountdown();
|
|
EndCountdown(%curTimeLeftMS);
|
|
%game.checkTimeLimit(true);
|
|
}
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function DefaultGame::voteResetServer( %game, %admin, %client )
|
|
{
|
|
%cause = "";
|
|
if ( %admin )
|
|
{
|
|
messageAll( 'AdminResetServer', '\c2The Admin has reset the server.' );
|
|
resetServerDefaults();
|
|
%cause = "(admin)";
|
|
}
|
|
else
|
|
{
|
|
%totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
|
|
if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100))
|
|
{
|
|
messageAll('MsgVotePassed', '\c2The Server has been reset by vote.' );
|
|
resetServerDefaults();
|
|
%cause = "(vote)";
|
|
}
|
|
else
|
|
messageAll('MsgVoteFailed', '\c2The vote to reset Server to defaults did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
|
|
}
|
|
if(%cause !$= "")
|
|
logEcho("server reset "@%cause);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// all team based votes here
|
|
function DefaultGame::voteKickPlayer(%game, %admin, %client)
|
|
{
|
|
%cause = "";
|
|
%name = %client.nameBase;
|
|
|
|
if(%admin)
|
|
{
|
|
kick(%client, %admin, %client.guid );
|
|
%cause = "(admin)";
|
|
}
|
|
else
|
|
{
|
|
//%team = %client.team;
|
|
%totalVotes = %game.votesFor[%game.kickTeam] + %game.votesAgainst[%game.kickTeam];
|
|
if(%totalVotes > 0 && (%game.votesFor[%game.kickTeam] / %totalVotes) > ($Host::VotePasspercent / 100))
|
|
{
|
|
kick(%client, %admin, Game.kickGuid);
|
|
%cause = "(vote)";
|
|
}
|
|
else
|
|
messageAll('MsgVoteFailed', '\c2Kick player vote did not pass');
|
|
}
|
|
|
|
%game.kickTeam = "";
|
|
%game.kickGuid = "";
|
|
|
|
if(%cause !$= "")
|
|
logEcho(%name@" (cl "@%client@") kicked "@%cause);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function DefaultGame::banPlayer(%game, %admin, %client)
|
|
{
|
|
%cause = "";
|
|
%name = %client.nameBase;
|
|
if( %admin )
|
|
{
|
|
ban( %client, %admin );
|
|
%cause = "(admin)";
|
|
}
|
|
|
|
if(%cause !$= "")
|
|
logEcho(%name@" (cl "@%client@") banned "@%cause);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function DefaultGame::voteAdminPlayer(%game, %admin, %client)
|
|
{
|
|
%cause = "";
|
|
|
|
if (%admin)
|
|
{
|
|
messageAll('MsgAdminAdminPlayer', '\c2The Admin made %2 an admin.', %client, %client.name);
|
|
%client.isAdmin = 1;
|
|
%cause = "(admin)";
|
|
}
|
|
else
|
|
{
|
|
%totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
|
|
if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100))
|
|
{
|
|
messageAll('MsgAdminPlayer', '\c2%2 was made an admin by vote.', %client, %client.name);
|
|
%client.isAdmin = 1;
|
|
%cause = "(vote)";
|
|
}
|
|
else
|
|
messageAll('MsgVoteFailed', '\c2Vote to make %1 an admin did not pass.', %client.name);
|
|
}
|
|
if(%cause !$= "")
|
|
logEcho(%client.nameBase@" (cl "@%client@") made admin "@%cause);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function DefaultGame::processGameLink(%game, %client, %arg1, %arg2, %arg3, %arg4, %arg5)
|
|
{
|
|
//the default behavior when clicking on a game link is to start observing that client
|
|
%targetClient = %arg1;
|
|
if ((%client.team == 0) && isObject(%targetClient) && (%targetClient.team != 0))
|
|
{
|
|
%prevObsClient = %client.observeClient;
|
|
serverCmdObserveClient(%client, %targetClient);
|
|
displayObserverHud(%client, %targetClient);
|
|
if (%targetClient != %prevObsClient)
|
|
{
|
|
messageClient(%targetClient, 'Observer', '\c1%1 is now observing you.', %client.name);
|
|
messageClient(%prevObsClient, 'ObserverEnd', '\c1%1 is no longer observing you.', %client.name);
|
|
}
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
$ScoreHudMaxVisible = 19;
|
|
function DefaultGame::updateScoreHud(%game, %client, %tag)
|
|
{
|
|
if (Game.numTeams > 1)
|
|
{
|
|
// Send header:
|
|
messageClient( %client, 'SetScoreHudHeader', "", '<tab:15,315>\t%1<rmargin:260><just:right>%2<rmargin:560><just:left>\t%3<just:right>%4',
|
|
$TeamName[1], $TeamScore[1], $TeamName[2], $TeamScore[2] );
|
|
|
|
// Send subheader:
|
|
messageClient( %client, 'SetScoreHudSubheader', "", '<tab:15,315>\tPLAYERS (%1)<rmargin:260><just:right>SCORE<rmargin:560><just:left>\tPLAYERS (%2)<just:right>SCORE',
|
|
$TeamRank[1, count], $TeamRank[2, count] );
|
|
|
|
%index = 0;
|
|
while ( true )
|
|
{
|
|
if ( %index >= $TeamRank[1, count] && %index >= $TeamRank[2, count] )
|
|
break;
|
|
|
|
//get the team1 client info
|
|
%team1Client = "";
|
|
%team1ClientScore = "";
|
|
if ( %index < $TeamRank[1, count] )
|
|
{
|
|
%team1Client = $TeamRank[1, %index];
|
|
%team1ClientScore = %team1Client.score $= "" ? 0 : %team1Client.score;
|
|
%col1Style = %team1Client == %client ? "<color:dcdcdc>" : "";
|
|
}
|
|
|
|
//get the team2 client info
|
|
%team2Client = "";
|
|
%team2ClientScore = "";
|
|
if ( %index < $TeamRank[2, count] )
|
|
{
|
|
%team2Client = $TeamRank[2, %index];
|
|
%team2ClientScore = %team2Client.score $= "" ? 0 : %team2Client.score;
|
|
%col2Style = %team2Client == %client ? "<color:dcdcdc>" : "";
|
|
}
|
|
|
|
//if the client is not an observer, send the message
|
|
if (%client.team != 0)
|
|
{
|
|
messageClient( %client, 'SetLineHud', "", %tag, %index, '<tab:20,320>\t<spush>%5<clip:200>%1</clip><rmargin:260><just:right>%2<spop><rmargin:560><just:left>\t%6<clip:200>%3</clip><just:right>%4',
|
|
%team1Client.name, %team1ClientScore, %team2Client.name, %team2ClientScore, %col1Style, %col2Style );
|
|
}
|
|
//else for observers, create an anchor around the player name so they can be observed
|
|
else
|
|
{
|
|
messageClient( %client, 'SetLineHud', "", %tag, %index, '<tab:20,320>\t<spush>%5<clip:200><a:gamelink\t%7>%1</a></clip><rmargin:260><just:right>%2<spop><rmargin:560><just:left>\t%6<clip:200><a:gamelink\t%8>%3</a></clip><just:right>%4',
|
|
%team1Client.name, %team1ClientScore, %team2Client.name, %team2ClientScore, %col1Style, %col2Style, %team1Client, %team2Client );
|
|
}
|
|
|
|
%index++;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//tricky stuff here... use two columns if we have more than 15 clients...
|
|
%numClients = $TeamRank[0, count];
|
|
if ( %numClients > $ScoreHudMaxVisible )
|
|
%numColumns = 2;
|
|
|
|
// Clear header:
|
|
messageClient( %client, 'SetScoreHudHeader', "", "" );
|
|
|
|
// Send header:
|
|
if (%numColumns == 2)
|
|
messageClient(%client, 'SetScoreHudSubheader', "", '<tab:15,315>\tPLAYER<rmargin:270><just:right>SCORE<rmargin:570><just:left>\tPLAYER<just:right>SCORE');
|
|
else
|
|
messageClient(%client, 'SetScoreHudSubheader', "", '<tab:15>\tPLAYER<rmargin:270><just:right>SCORE');
|
|
|
|
%countMax = %numClients;
|
|
if ( %countMax > ( 2 * $ScoreHudMaxVisible ) )
|
|
{
|
|
if ( %countMax & 1 )
|
|
%countMax++;
|
|
%countMax = %countMax / 2;
|
|
}
|
|
else if ( %countMax > $ScoreHudMaxVisible )
|
|
%countMax = $ScoreHudMaxVisible;
|
|
|
|
for ( %index = 0; %index < %countMax; %index++ )
|
|
{
|
|
//get the client info
|
|
%col1Client = $TeamRank[0, %index];
|
|
%col1ClientScore = %col1Client.score $= "" ? 0 : %col1Client.score;
|
|
%col1Style = %col1Client == %client ? "<color:dcdcdc>" : "";
|
|
|
|
//see if we have two columns
|
|
if ( %numColumns == 2 )
|
|
{
|
|
%col2Client = "";
|
|
%col2ClientScore = "";
|
|
%col2Style = "";
|
|
|
|
//get the column 2 client info
|
|
%col2Index = %index + %countMax;
|
|
if ( %col2Index < %numClients )
|
|
{
|
|
%col2Client = $TeamRank[0, %col2Index];
|
|
%col2ClientScore = %col2Client.score $= "" ? 0 : %col2Client.score;
|
|
%col2Style = %col2Client == %client ? "<color:dcdcdc>" : "";
|
|
}
|
|
}
|
|
|
|
//if the client is not an observer, send the message
|
|
if (%client.team != 0)
|
|
{
|
|
if ( %numColumns == 2 )
|
|
messageClient(%client, 'SetLineHud', "", %tag, %index, '<tab:25,325>\t<spush>%5<clip:195>%1</clip><rmargin:260><just:right>%2<spop><rmargin:560><just:left>\t%6<clip:195>%3</clip><just:right>%4',
|
|
%col1Client.name, %col1ClientScore, %col2Client.name, %col2ClientScore, %col1Style, %col2Style );
|
|
else
|
|
messageClient( %client, 'SetLineHud', "", %tag, %index, '<tab:25>\t%3<clip:195>%1</clip><rmargin:260><just:right>%2',
|
|
%col1Client.name, %col1ClientScore, %col1Style );
|
|
}
|
|
//else for observers, create an anchor around the player name so they can be observed
|
|
else
|
|
{
|
|
if ( %numColumns == 2 )
|
|
messageClient(%client, 'SetLineHud', "", %tag, %index, '<tab:25,325>\t<spush>%5<clip:195><a:gamelink\t%7>%1</a></clip><rmargin:260><just:right>%2<spop><rmargin:560><just:left>\t%6<clip:195><a:gamelink\t%8>%3</a></clip><just:right>%4',
|
|
%col1Client.name, %col1ClientScore, %col2Client.name, %col2ClientScore, %col1Style, %col2Style, %col1Client, %col2Client );
|
|
else
|
|
messageClient( %client, 'SetLineHud', "", %tag, %index, '<tab:25>\t%3<clip:195><a:gamelink\t%4>%1</a></clip><rmargin:260><just:right>%2',
|
|
%col1Client.name, %col1ClientScore, %col1Style, %col1Client );
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
// Tack on the list of observers:
|
|
%observerCount = 0;
|
|
for (%i = 0; %i < ClientGroup.getCount(); %i++)
|
|
{
|
|
%cl = ClientGroup.getObject(%i);
|
|
if (%cl.team == 0)
|
|
%observerCount++;
|
|
}
|
|
|
|
if (%observerCount > 0)
|
|
{
|
|
messageClient( %client, 'SetLineHud', "", %tag, %index, "");
|
|
%index++;
|
|
messageClient(%client, 'SetLineHud', "", %tag, %index, '<tab:10, 310><spush><font:Univers Condensed:22>\tOBSERVERS (%1)<rmargin:260><just:right>TIME<spop>', %observerCount);
|
|
%index++;
|
|
for (%i = 0; %i < ClientGroup.getCount(); %i++)
|
|
{
|
|
%cl = ClientGroup.getObject(%i);
|
|
//if this is an observer
|
|
if (%cl.team == 0)
|
|
{
|
|
%obsTime = getSimTime() - %cl.observerStartTime;
|
|
%obsTimeStr = %game.formatTime(%obsTime, false);
|
|
messageClient( %client, 'SetLineHud', "", %tag, %index, '<tab:20, 310>\t<clip:150>%1</clip><rmargin:260><just:right>%2',
|
|
%cl.name, %obsTimeStr );
|
|
%index++;
|
|
}
|
|
}
|
|
}
|
|
|
|
//clear the rest of Hud so we don't get old lines hanging around...
|
|
messageClient( %client, 'ClearHud', "", %tag, %index );
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function UpdateClientTimes(%time)
|
|
{
|
|
%secondsLeft = %time / 1000;
|
|
messageAll('MsgSystemClock', "", (%secondsLeft / 60), %time);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function notifyMatchStart(%time)
|
|
{
|
|
%seconds = mFloor(%time / 1000);
|
|
if (%seconds > 2)
|
|
MessageAll('MsgMissionStart', '\c2Match starts in %1 seconds.~wfx/misc/hunters_%1.wav', %seconds);
|
|
else if (%seconds == 2)
|
|
MessageAll('MsgMissionStart', '\c2Match starts in 2 seconds.~wvoice/announcer/ann.match_begins.wav');
|
|
else if (%seconds == 1)
|
|
MessageAll('MsgMissionStart', '\c2Match starts in 1 second.');
|
|
UpdateClientTimes(%time);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function notifyMatchEnd(%time)
|
|
{
|
|
%seconds = mFloor(%time / 1000);
|
|
if (%seconds > 1)
|
|
MessageAll('MsgMissionEnd', '\c2Match ends in %1 seconds.~wfx/misc/hunters_%1.wav', %seconds);
|
|
else if (%seconds == 1)
|
|
MessageAll('MsgMissionEnd', '\c2Match ends in 1 second.~wfx/misc/hunters_1.wav');
|
|
UpdateClientTimes(%time);
|
|
}
|
|
|
|
function DefaultGame::formatTime(%game, %tStr, %includeHundredths)
|
|
{
|
|
%timeInSeconds = %tStr / 1000;
|
|
%mins = mFloor(%timeInSeconds / 60);
|
|
if(%mins < 1)
|
|
%timeString = "00:";
|
|
else if(%mins < 10)
|
|
%timeString = "0" @ %mins @ ":";
|
|
else
|
|
%timeString = %mins @ ":";
|
|
|
|
%timeInSeconds -= (%mins * 60);
|
|
%secs = mFloor(%timeInSeconds);
|
|
if(%secs < 1)
|
|
%timeString = %timeString @ "00";
|
|
else if(%secs < 10)
|
|
%timeString = %timeString @ "0" @ %secs;
|
|
else
|
|
%timeString = %timeString @ %secs;
|
|
|
|
if (%includeHundredths)
|
|
{
|
|
%timeString = %timeString @ ".";
|
|
%timeInSeconds -= %secs;
|
|
%hSecs = mFloor(%timeInSeconds * 100); // will be between 0 and 999
|
|
if(%hSecs < 1)
|
|
%timeString = %timeString @ "00";
|
|
else if(%hSecs < 10)
|
|
%timeString = %timeString @ "0" @ %hSecs;
|
|
else
|
|
%timeString = %timeString @ %hSecs;
|
|
}
|
|
|
|
return %timeString;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
//AI FUNCTIONS
|
|
function DefaultGame::AIChooseGameObjective(%game, %client)
|
|
{
|
|
AIChooseObjective(%client);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function DefaultGame::getServerStatusString(%game)
|
|
{
|
|
%status = %game.numTeams;
|
|
for ( %team = 1; %team - 1 < %game.numTeams; %team++ )
|
|
{
|
|
%score = isObject( $teamScore[%team] ) ? $teamScore[%team] : 0;
|
|
%teamStr = getTaggedString( $teamName[%team] ) TAB %score;
|
|
%status = %status NL %teamStr;
|
|
}
|
|
|
|
%status = %status NL ClientGroup.getCount();
|
|
for ( %i = 0; %i < ClientGroup.getCount(); %i++ )
|
|
{
|
|
%cl = ClientGroup.getObject( %i );
|
|
%score = %cl.score $= "" ? 0 : %cl.score;
|
|
%playerStr = getTaggedString( %cl.name ) TAB getTaggedString( $teamName[%cl.team] ) TAB %score;
|
|
%status = %status NL %playerStr;
|
|
}
|
|
return( %status );
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function DefaultGame::OptionsDlgSleep( %game )
|
|
{
|
|
// ignore in the default game...
|
|
}
|
|
|