debug dvar

This commit is contained in:
ineed bots 2023-04-29 22:23:13 -06:00
parent 19d7be701a
commit 87f57db2dc
5 changed files with 751 additions and 0 deletions

81
scripts/sp/callbacks.gsc Normal file
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@ -0,0 +1,81 @@
#include maps\_utility;
#include common_scripts\utility;
main()
{
level.callbackActorDamage = ::Callback_ActorDamage;
level.callbackActorKilled = ::Callback_ActorKilled;
}
init()
{
level thread watchRoundChanges();
}
watchRoundChanges()
{
current_round = 0;
setDvar( "sv_zombieRoundNumber", current_round );
flag_wait( "all_players_connected" );
waittillframeend;
for ( ;; )
{
while ( !isDefined( level.round_number ) || current_round == level.round_number )
wait 0.05;
current_round = level.round_number;
setDvar( "sv_zombieRoundNumber", current_round );
level notify( "new_zombie_round", current_round );
}
}
Callback_ActorDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, iModelIndex, iTimeOffset )
{
/*
PrintConsole( "Callback_ActorDamage:" );
PrintConsole( "self.classname: " + self.classname );
PrintConsole( "eInflictor.classname: " + eInflictor.classname );
PrintConsole( "eAttacker.classname: " + eAttacker.classname );
PrintConsole( "iDamage: " + iDamage );
PrintConsole( "iDFlags: " + iDFlags );
PrintConsole( "sMeansOfDeath: " + sMeansOfDeath );
PrintConsole( "sWeapon: " + sWeapon );
PrintConsole( "vPoint: " + vPoint );
PrintConsole( "vDir: " + vDir );
PrintConsole( "sHitLoc: " + sHitLoc );
PrintConsole( "iModelIndex: " + iModelIndex );
PrintConsole( "iTimeOffset: " + iTimeOffset );
PrintConsole( "" );
*/
self FinishActorDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, iModelIndex, iTimeOffset );
}
Callback_ActorKilled( eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, iTimeOffset )
{
/*
PrintConsole( "Callback_ActorKilled:" );
PrintConsole( "self.classname: " + self.classname );
PrintConsole( "eInflictor.classname: " + eInflictor.classname );
PrintConsole( "eAttacker.classname: " + eAttacker.classname );
PrintConsole( "iDamage: " + iDamage );
PrintConsole( "sMeansOfDeath: " + sMeansOfDeath );
PrintConsole( "sWeapon: " + sWeapon );
PrintConsole( "vDir: " + vDir );
PrintConsole( "sHitLoc: " + sHitLoc );
PrintConsole( "iTimeOffset: " + iTimeOffset );
PrintConsole( "" );
*/
}
CodeCallback_ActorDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, iModelIndex, iTimeOffset )
{
self [[level.callbackActorDamage]]( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, iModelIndex, iTimeOffset );
}
CodeCallback_ActorKilled( eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, iTimeOffset )
{
self [[level.callbackActorKilled]]( eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, iTimeOffset );
}

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@ -16,6 +16,8 @@ init()
level thread print_new_rounds();
level thread onPlayerConnect();
level thread spitOutTime();
setDvar( "killtest_bot_debug", 1 );
level thread addBot();
level thread setupcallbacks();
@ -198,6 +200,9 @@ spitOutTime()
addBot()
{
if ( !getDvarInt( "killtest_bot_debug" ) )
return;
// level waittill("connected", player);
wait 5;

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@ -0,0 +1,117 @@
#include common_scripts\utility;
#include maps\_utility;
main()
{
// kek
replacefunc( getFunction( "maps/nazi_zombie_ccube_u", "anti_cheat" ), ::noop );
// this is BAD gsc, use new impl
replacefunc( getFunction( "maps/nazi_zombie_ccube_u", "damage_test" ), ::noop );
}
noop()
{
}
init()
{
// fixes points for hotjoiners
level thread onPlayerConnect();
// our impl of memes
level thread damage_goo();
}
onPlayerConnect()
{
for ( ;; )
{
level waittill( "connected", player );
player thread onConnect();
}
}
onConnect()
{
self endon( "disconnect" );
self.mk1_suit = 0;
self.mk3_suit = 0;
self.mk4_suit = 0;
self.mk5_suit = 0;
self.mk6_suit = 0;
self.mk16_suit = 0;
self.is_cloaked = false; //needed for Mark 16
self.is_authorized = false; //needed for Mark 16
self.wm_suit = 0;
self.part_hud = [];
self.used_suit = undefined;
self disableInvulnerability();
self setClientDvar( "ui_hud_hardcore", 0 );
}
damage_goo()
{
//damage_trig = getEnt("damage_trig", "targetname");
cheese_bottom = getEnt( "cheese_bottom", "targetname" );
level.quick_revive_ending_game = 0;
//cheese_bottom notSolid();
while ( 1 )
{
wait .05;
players = get_players();
for ( i = 0; i < players.size; i++ )
{
player = players[i];
player thread check_goo_damage( cheese_bottom );
}
}
}
check_goo_damage( cheese_bottom )
{
self endon( "disconnect" );
players = get_players();
if ( self IsTouching( cheese_bottom ) && self.sessionstate != "intermission" && self.sessionstate != "spectator" )
{
if ( self hasPerk( "specialty_quickrevive" ) && players.size == 1 )
{
level.quick_revive_ending_game = 1;
self DoDamage( self.health + 666, self.origin );
wait .5;
iprintln( "Quick Revive has no power against the dark side of the cheese" );
level notify( "end_game" );
wait 3.5;
iprintln( self.playername + " has touched the dark side of the cheese" );
}
if ( !( self hasPerk( "specialty_quickrevive" ) ) && players.size == 1 )
{
self DoDamage( self.health + 666, self.origin );
level notify( "end_game" );
iprintln( self.playername + " has touched the dark side of the cheese" );
wait 4;
}
else
{
self DoDamage( self.health + 666, self.origin );
iprintln( self.playername + " has touched the dark side of the cheese" );
//RadiusDamage(self.origin,10,self.health+666,self.health+666);
wait 5;
}
for ( i = 0; i < players.size; i++ )
{
players[i] disableInvulnerability();
wait .1;
}
}
}

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@ -0,0 +1,93 @@
#include common_scripts\utility;
#include maps\_utility;
main()
{
replaceFunc( getFunction( "maps/sanatorium", "ch_ds" ), ::noop );
replaceFunc( getFunction( "maps/sanatorium", "wurst" ), ::noop );
replaceFunc( getFunction( "maps/sanatorium", "staminup" ), ::noop );
replaceFunc( getFunction( "maps/_zombiemode_weap_zombie_shield", "shield_destroy_player_model" ), ::fix_shield_destroy_player_model );
replaceFunc( getFunction( "maps/altmelee_mod", "get_galvaknuckles" ), ::fix_get_galvaknuckles );
replaceFunc( getFunction( "maps/_zombiemode_weap_zombie_shield", "shield_bowie_watcher" ), ::fix_shield_bowie_watcher );
replaceFunc( getFunction( "maps/walking_anim", "walk_main" ), ::fix_walk_main );
replaceFunc( getFunction( "maps/walking_anim", "rot_main" ), ::fix_rot_main );
replaceFunc( getFunction( "maps/walking_anim", "prone_checks" ), ::fix_prone_checks );
replaceFunc( getFunction( "maps/sanatorium", "staminup_sprint" ), ::fix_staminup_sprint );
}
fix_staminup_sprint()
{
self endon( "disconnect" );
func = getFunction( "maps/sanatorium", "staminup_sprint" );
disableDetourOnce( func );
self [[func]]();
}
fix_walk_main()
{
self endon( "disconnect" );
func = getFunction( "maps/walking_anim", "walk_main" );
disableDetourOnce( func );
self [[func]]();
}
fix_prone_checks()
{
self endon( "disconnect" );
func = getFunction( "maps/walking_anim", "prone_checks" );
disableDetourOnce( func );
self [[func]]();
}
fix_rot_main()
{
self endon( "disconnect" );
func = getFunction( "maps/walking_anim", "rot_main" );
disableDetourOnce( func );
self [[func]]();
}
fix_shield_destroy_player_model()
{
if ( !isDefined( self ) )
return;
temp_size = self getAttachSize();
if ( !isDefined( temp_size ) )
return;
func = getFunction( "maps/_zombiemode_weap_zombie_shield", "shield_destroy_player_model" );
disableDetourOnce( func );
self [[func]]();
}
fix_get_galvaknuckles()
{
galva_trig = getent( "galvaknuckles", "targetname" );
if ( !isDefined( galva_trig ) )
return;
func = getFunction( "maps/altmelee_mod", "get_galvaknuckles" );
disableDetourOnce( func );
self [[func]]();
}
fix_shield_bowie_watcher()
{
self endon( "disconnect" );
func = getFunction( "maps/_zombiemode_weap_zombie_shield", "shield_bowie_watcher" );
disableDetourOnce( func );
self [[func]]();
}
noop()
{
}

455
scripts/sp/zm_spawn_fix.gsc Normal file
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@ -0,0 +1,455 @@
#include maps\_utility;
#include common_scripts\utility;
main()
{
if ( GetDvarInt( "scr_disableHotJoinFixes" ) )
return;
level.endGameInCommonZombiemode = [];
level.endGameInCommonZombiemode["nazi_zombie_sumpf"] = true;
if ( isDedicated() )
{
// we are always in coop mode for dedis
is_coop = getFunction( "maps/_utility", "is_coop" );
if ( isDefined( is_coop ) )
replaceFunc( is_coop, ::alwaysTrue );
// make lowest player num the host
get_host = getFunction( "maps/_utility", "get_host" );
if ( isDefined( get_host ) )
replaceFunc( get_host, ::getHostDedi );
// no force Ending
forceEnd = getFunction( "maps/_cooplogic", "forceend" );
if ( isDefined( forceEnd ) )
replaceFunc( forceEnd, ::noop );
// fix this gsc thread leak in the vanilla game
ammo_dialog_timer = getFunction( "maps/_zombiemode", "ammo_dialog_timer" );
if ( isDefined( ammo_dialog_timer ) )
replaceFunc( ammo_dialog_timer, ::ammo_dialog_timer_func );
// add a timeout for all_players_connected
all_players_connected = getFunction( "maps/_load", "all_players_connected" );
if ( isDefined( all_players_connected ) )
replaceFunc( all_players_connected, ::all_players_connected_func );
}
}
init()
{
if ( GetDvarInt( "scr_disableHotJoinFixes" ) )
return;
// do prints, handle hotjoining and leavers
level thread onPlayerConnect();
// lets be the last to setup func ptrs
for ( i = 0; i < 10; i++ )
waittillframeend;
if ( !isDefined( level.script ) )
level.script = Tolower( GetDvar( "mapname" ) );
// setup hot joining
level.oldSpawnClient = level.spawnClient;
level.spawnClient = ::spawnClientOverride;
if ( !isDefined( level.hotJoinPlayer ) )
level.hotJoinPlayer = ::hotJoin;
// setup how endgame
if ( !isDefined( level.endGame ) )
{
if ( level.script == "nazi_zombie_prototype" )
level.endGame = ::endGamePrototype;
else if ( level.script == "nazi_zombie_asylum" )
level.endGame = ::endGameAsylum;
else if ( isDefined( level.endGameInCommonZombiemode[level.script] ) )
level.endGame = ::endGameCommonZombiemodeScript;
else if ( isZombieMode() )
level.endGame = ::endGameNotify;
else
level.endGame = ::endGameSP;
}
if ( !isDefined( level.isPlayerDead ) )
level.isPlayerDead = ::checkIsPlayerDead;
// make dead players into spectators
if ( isZombieMode() )
{
level.oldOverridePlayerKilled = level.overridePlayerKilled;
level.overridePlayerKilled = ::playerKilledOverride;
// setup this callback
zmb_spawnSpectator = GetFunction( "maps/_callbackglobal", "spawnspectator" );
if ( isDefined( zmb_spawnSpectator ) && level.spawnSpectator == zmb_spawnSpectator )
{
if ( level.script == "nazi_zombie_prototype" )
{
zmb_spawnSpectator = GetFunction( "maps/_zombiemode_prototype", "spawnspectator" );
if ( isDefined( zmb_spawnSpectator ) )
level.spawnSpectator = zmb_spawnSpectator;
}
else if ( level.script == "nazi_zombie_asylum" )
{
zmb_spawnSpectator = GetFunction( "maps/_zombiemode_asylum", "spawnspectator" );
if ( isDefined( zmb_spawnSpectator ) )
level.spawnSpectator = zmb_spawnSpectator;
}
else
{
zmb_spawnSpectator = GetFunction( "maps/_zombiemode", "spawnspectator" );
if ( isDefined( zmb_spawnSpectator ) )
level.spawnSpectator = zmb_spawnSpectator;
}
}
}
}
getHostDedi()
{
return get_players()[0];
}
alwaysTrue()
{
return true;
}
noop()
{
}
all_players_connected_func()
{
timeout_started = false;
timeout_point = 0;
while ( 1 )
{
num_con = getnumconnectedplayers();
num_exp = getnumexpectedplayers();
if ( num_con == num_exp && ( num_exp != 0 ) )
break;
if ( num_con > 0 )
{
if ( !timeout_started )
{
timeout_started = true;
timeout_point = getDvarFloat( "sv_connecttimeout" ) * 1000 + getTime();
}
if ( getTime() > timeout_point )
break;
}
else
timeout_started = false;
wait( 0.05 );
}
flag_set( "all_players_connected" );
// CODER_MOD: GMJ (08/28/08): Setting dvar for use by code
SetDvar( "all_players_are_connected", "1" );
}
ammo_dialog_timer_func()
{
level notify( "ammo_out" );
func = getFunction( "maps/_zombiemode", "ammo_dialog_timer" );
if ( !isDefined( func ) )
return;
disableDetourOnce( func );
self [[func]]();
}
isZombieMode()
{
return ( isDefined( level.is_zombie_level ) && level.is_zombie_level );
}
endGamePrototype()
{
func = getFunction( "maps/_zombiemode_prototype", "end_game" );
if ( isDefined( func ) )
level thread [[func]]();
}
endGameAsylum()
{
func = getFunction( "maps/_zombiemode_asylum", "end_game" );
if ( isDefined( func ) )
level thread [[func]]();
}
endGameCommonZombiemodeScript()
{
func = getFunction( "maps/_zombiemode", "end_game" );
if ( isDefined( func ) )
level thread [[func]]();
}
endGameNotify()
{
level notify( "end_game" );
}
endGameSP()
{
if ( get_players().size <= 0 )
cmdexec( "map_restart" );
else
missionfailed();
}
checkIsPlayerDead( player )
{
in_laststand_func = GetFunction( "maps/_laststand", "player_is_in_laststand" );
return ( player.sessionstate == "spectator" || ( isDefined( in_laststand_func ) && player [[in_laststand_func]]() ) || ( isDefined( player.is_zombie ) && player.is_zombie ) );
}
playerKilledOverride()
{
self [[level.player_becomes_zombie]]();
checkForAllDead( self );
self [[level.oldOverridePlayerKilled]]();
}
spawnClientOverride()
{
if ( flag( "all_players_spawned" ) )
self thread [[level.hotJoinPlayer]]();
else
self thread [[level.oldSpawnClient]]();
}
getHotJoinPlayer()
{
players = get_players();
for ( i = 0; i < players.size; i++ )
{
player = players[i];
if ( !isDefined( player ) || !isDefined( player.sessionstate ) )
continue;
if ( player == self )
continue;
if ( player.sessionstate == "spectator" )
continue;
if ( isDefined( player.is_zombie ) && player.is_zombie )
continue;
return player;
}
return undefined;
}
getHotJoinAi( team )
{
ais = GetAiArray( team );
ai = undefined;
if ( ais.size )
ai = ais[randomint( ais.size )];
return ai;
}
getHotJoinInitSpawn()
{
structs = getstructarray( "initial_spawn_points", "targetname" );
players = get_players();
i = 0;
for ( i = 0; i < players.size; i++ )
{
if ( !isDefined( players[i] ) )
continue;
if ( self == players[i] )
break;
}
spawn_obj = structs[i];
if ( !isDefined( spawn_obj ) )
spawn_obj = structs[0];
return spawn_obj;
}
hotJoin()
{
self endon( "disconnect" );
self endon( "end_respawn" );
// quik hax: prevent spectators_respawn from spawning us
self.sessionstate = "playing";
waittillframeend;
self.sessionstate = "spectator";
player = self getHotJoinPlayer();
ally = self getHotJoinAi( "allies" );
enemy = self getHotJoinAi( "axis" );
spawn_pt = self getHotJoinInitSpawn();
spawn_obj = spawnStruct();
if ( isDefined( spawn_pt ) )
{
spawn_obj = spawn_pt;
}
else if ( isDefined( player ) )
{
spawn_obj.origin = player getOrigin();
spawn_obj.angles = player.angles;
}
else if ( isDefined( ally ) )
{
spawn_obj.origin = ally getOrigin();
spawn_obj.angles = ally.angles;
}
else if ( isDefined( enemy ) )
{
spawn_obj.origin = enemy getOrigin();
spawn_obj.angles = enemy.angles;
}
else
{
spawn_obj.origin = ( 0, 0, 0 );
spawn_obj.angles = ( 0, 0, 0 );
}
// check if custom logic for hotjoining
if ( isDefined( level.customHotJoinPlayer ) )
{
temp_obj = self [[level.customHotJoinPlayer]]( spawn_obj );
// check if theres a spawn obj
if ( isDefined( temp_obj ) )
{
// check if we should cancel spawning this player (maybe its already done)
if ( isDefined( temp_obj.cancel ) && temp_obj.cancel )
return;
// set our spawn location
spawn_obj = temp_obj;
}
}
// set spawn params
self setorigin( spawn_obj.origin );
self setplayerangles( spawn_obj.angles );
self.spectator_respawn = spawn_obj;
self.respawn_point = spawn_obj;
// do the spawn
println( "*************************Client hotjoin***" );
self unlink();
if ( isdefined( self.spectate_cam ) )
self.spectate_cam delete ();
if ( ( !isZombieMode() && !level.otherPlayersSpectate && ( !isDefined( spawn_obj.force_spectator ) || !spawn_obj.force_spectator ) ) ||
( isDefined( spawn_obj.force_spawn ) && spawn_obj.force_spawn ) )
self thread [[level.spawnPlayer]]();
else
{
self thread [[level.spawnSpectator]]();
checkForAllDead( self );
}
}
onDisconnect()
{
lpselfnum = self getentitynumber();
lpguid = self getguid();
name = self.playername;
self waittill( "disconnect" );
logprint( "Q;" + lpguid + ";" + lpselfnum + ";" + name + "\n" );
// check if we need to end the game cause last person left alive left the game
checkForAllDead( self );
}
onConnect()
{
self endon( "disconnect" );
logprint( "J;" + self getguid() + ";" + self getentitynumber() + ";" + self.playername + "\n" );
}
onPlayerConnect()
{
for ( ;; )
{
level waittill( "connected", player );
iprintln( player.playername + " connected." );
player thread onDisconnect();
player thread onConnect();
}
}
checkForAllDead( excluded_player )
{
players = get_players();
count = 0;
for ( i = 0; i < players.size; i++ )
{
player = players[ i ];
if ( !isDefined( player ) || !isDefined( player.sessionstate ) )
continue;
if ( isDefined( excluded_player ) && excluded_player == player )
continue;
if ( [[level.isPlayerDead]]( player ) )
continue;
count++;
}
if ( count == 0 )
{
PrintConsole( "Ending game as no players are left alive..." );
level thread [[level.endGame]]();
}
}