mirror of
https://github.com/ineedbots/iw4_bot_warfare.git
synced 2026-06-17 18:52:12 +00:00
feat: add codxe entrypoint
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@@ -0,0 +1,218 @@
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// Callback Setup
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// This script provides the hooks from code into script for the gametype callback functions.
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//=============================================================================
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// Code Callback functions
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/*================
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Called by code after the level's main script function has run.
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================*/
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CodeCallback_StartGameType()
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{
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if( getDvar( "r_reflectionProbeGenerate" ) == "1" )
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level waittill( "eternity" );
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// If the gametype has not beed started, run the startup
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if(!isDefined(level.gametypestarted) || !level.gametypestarted)
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{
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[[level.callbackStartGameType]]();
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level.gametypestarted = true; // so we know that the gametype has been started up
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level thread scripts\mp\bots_adapter_codxe::init();
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level thread scripts\mp\bots_menu::init();
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level thread scripts\mp\bots_wp_editor::init();
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level thread scripts\mp\bots::init();
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}
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}
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/*================
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Called when a player begins connecting to the server.
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Called again for every map change or tournement restart.
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Return undefined if the client should be allowed, otherwise return
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a string with the reason for denial.
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Otherwise, the client will be sent the current gamestate
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and will eventually get to ClientBegin.
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firstTime will be qtrue the very first time a client connects
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to the server machine, but qfalse on map changes and tournement
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restarts.
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================*/
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CodeCallback_PlayerConnect()
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{
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if( getDvar( "r_reflectionProbeGenerate" ) == "1" )
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level waittill( "eternity" );
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self endon("disconnect");
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[[level.callbackPlayerConnect]]();
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}
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/*================
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Called when a player drops from the server.
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Will not be called between levels.
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self is the player that is disconnecting.
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================*/
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CodeCallback_PlayerDisconnect()
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{
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self notify("disconnect");
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[[level.callbackPlayerDisconnect]]();
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}
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/*================
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Called when a player has taken damage.
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self is the player that took damage.
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================*/
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CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
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{
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self endon("disconnect");
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[[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
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}
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/*================
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Called when a player has been killed.
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self is the player that was killed.
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================*/
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CodeCallback_PlayerKilled(eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration)
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{
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self endon("disconnect");
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[[level.callbackPlayerKilled]](eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration);
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}
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/*================
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Called when a vehicle has taken damage.
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self is the vehicle that took damage.
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================*/
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CodeCallback_VehicleDamage( inflictor, attacker, damage, dFlags, meansOfDeath, weapon, point, dir, hitLoc, timeOffset, modelIndex, partName )
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{
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if ( isDefined( self.damageCallback ) )
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self [[self.damageCallback]]( inflictor, attacker, damage, dFlags, meansOfDeath, weapon, point, dir, hitLoc, timeOffset, modelIndex, partName );
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else
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self Vehicle_FinishDamage( inflictor, attacker, damage, dFlags, meansOfDeath, weapon, point, dir, hitLoc, timeOffset, modelIndex, partName );
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}
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/*================
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Called when code is forcibly ending the game.
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e.g. we suck as host.
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================*/
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CodeCallback_CodeEndGame()
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{
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self endon("disconnect");
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[[level.callbackCodeEndGame]]();
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}
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/*================
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Called when a player has been killed, but has last stand perk.
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self is the player that was killed.
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================*/
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CodeCallback_PlayerLastStand(eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration )
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{
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self endon("disconnect");
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[[level.callbackPlayerLastStand]](eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration );
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}
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/*================
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Called when a player reconnects to the server
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following a host migration.
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================*/
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CodeCallback_PlayerMigrated()
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{
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self endon("disconnect");
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[[level.callbackPlayerMigrated]]();
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}
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/*================
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Called once when a host migration has occured.
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================*/
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CodeCallback_HostMigration()
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{
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[[level.callbackHostMigration]]();
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}
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//=============================================================================
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// Damage flags used in the playerDamage callback
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SetupDamageFlags()
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{
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// code-defined:
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level.iDFLAGS_RADIUS = 1; // damage was indirect
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level.iDFLAGS_NO_ARMOR = 2; // armor does not protect from this damage
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level.iDFLAGS_NO_KNOCKBACK = 4; // do not affect velocity, just view angles
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level.iDFLAGS_PENETRATION = 8; // damage occurred after one or more penetrations
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level.iDFLAGS_STUN = 16; // non-lethal
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level.iDFLAGS_SHIELD_EXPLOSIVE_IMPACT = 32; // missile impacted on the front of the victim's shield
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level.iDFLAGS_SHIELD_EXPLOSIVE_IMPACT_HUGE = 64; // ...and was from a projectile with "Big Explosion" checked on.
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level.iDFLAGS_SHIELD_EXPLOSIVE_SPLASH = 128; // explosive splash, somewhat deflected by the victim's shield
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// script-defined:
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level.iDFLAGS_NO_TEAM_PROTECTION = 256;
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level.iDFLAGS_NO_PROTECTION = 512;
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level.iDFLAGS_PASSTHRU = 1024;
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}
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/*================
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Setup any misc callbacks stuff like defines and default callbacks
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================*/
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SetupCallbacks()
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{
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SetDefaultCallbacks();
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SetupDamageFlags();
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}
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/*================
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Called from the gametype script to store off the default callback functions.
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This allows the callbacks to be overridden by level script, but not lost.
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================*/
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SetDefaultCallbacks()
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{
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level.callbackStartGameType = maps\mp\gametypes\_gamelogic::Callback_StartGameType;
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level.callbackPlayerConnect = maps\mp\gametypes\_playerlogic::Callback_PlayerConnect;
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level.callbackPlayerDisconnect = maps\mp\gametypes\_playerlogic::Callback_PlayerDisconnect;
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level.callbackPlayerDamage = maps\mp\gametypes\_damage::Callback_PlayerDamage;
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level.callbackPlayerKilled = maps\mp\gametypes\_damage::Callback_PlayerKilled;
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level.callbackCodeEndGame = maps\mp\gametypes\_gamelogic::Callback_CodeEndGame;
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level.callbackPlayerLastStand = maps\mp\gametypes\_damage::Callback_PlayerLastStand;
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level.callbackPlayerMigrated = maps\mp\gametypes\_playerlogic::Callback_PlayerMigrated;
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level.callbackHostMigration = maps\mp\gametypes\_hostmigration::Callback_HostMigration;
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}
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/*================
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Called when a gametype is not supported.
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================*/
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AbortLevel()
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{
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println("Aborting level - gametype is not supported");
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level.callbackStartGameType = ::callbackVoid;
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level.callbackPlayerConnect = ::callbackVoid;
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level.callbackPlayerDisconnect = ::callbackVoid;
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level.callbackPlayerDamage = ::callbackVoid;
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level.callbackPlayerKilled = ::callbackVoid;
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level.callbackCodeEndGame = ::callbackVoid;
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level.callbackPlayerLastStand = ::callbackVoid;
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level.callbackPlayerMigrated = ::callbackVoid;
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level.callbackHostMigration = ::callbackVoid;
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setdvar("g_gametype", "dm");
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exitLevel(false);
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}
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/*================
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================*/
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callbackVoid()
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{
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}
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