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Copy pathRx_SniperMode.uc
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Rx_SniperMode.uc
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class Rx_SniperMode extends Rx_Mutator
config(SniperMode);
var config bool bNoSpreadSnipers;
enum TEAM
{
TEAM_GDI,
TEAM_NOD,
TEAM_UNOWNED
};
struct Barrier
{
var byte Team;
var vector Loc;
var rotator Rot;
};
struct SpawnPoint
{
var byte Team;
var vector Loc;
};
struct MapData
{
var string MapName;
var class<Rx_MapData> MapDataClass;
};
struct PT
{
var byte Team;
var vector Loc;
var rotator Rot;
};
struct KillStreak
{
var string StreakName;
var string ColourCode;
var int KillsNeeded;
};
struct PlayerData
{
var Controller C;
var int CurrentKills;
structdefaultproperties
{
CurrentKills = 0
}
};
var string GDIColour, NodColour, NeutralColour;
var array<MapData> MapDatas;
var class<Rx_MapData> CurrentMapData;
var array<Rx_SniperSpawnPoint> Spawns;
var array<PlayerData> PlayerDatas;
var array<KillStreak> KillStreaks;
function OnMatchStart()
{
local Rx_Defence Def;
local Rx_Building_Team_Internals TeamInt;
local Rx_Defence_Controller DefCon;
ForEach `WorldInfoObject.AllActors(class'Rx_Defence', Def)
Def.Destroy();
ForEach `WorldInfoObject.AllActors(class'Rx_Defence_Controller', DefCon)
DefCon.Destroy();
ForEach `WorldInfoObject.AllActors(class'Rx_Building_Team_Internals', TeamInt)
{
TeamInt.PowerLost();
TeamInt.HealthLocked = true;
}
super.OnMatchStart();
}
function OnPlayerConnect(PlayerController NewPlayer, string SteamID)
{
local PlayerData P;
P.C = Rx_Controller(NewPlayer);
PlayerDatas.AddItem(P);
}
function OnPlayerKill(Controller Killer, Controller Victim, Pawn KilledPawn, class<DamageType> DamageType)
{
local int K;
Rx_PRI(Killer.PlayerReplicationInfo).Veterancy_Points = 0;
Rx_PRI(Killer.PlayerReplicationInfo).VRank = 0;
if (Rx_Controller(Victim) != None && Rx_Controller(Killer) != None)
ResetKills(Victim, Killer);
if (Killer != None)
AddKill(Killer);
if (Killer != None)
K = GetCurrentStreak(Killer);
if (K != INDEX_NONE)
StreakEffect(Killer, KillStreaks[K]);
super.OnPlayerKill(Killer, Victim, KilledPawn, DamageType);
}
function AddKill(Controller Player)
{
local PlayerData P;
local int i;
i = PlayerDatas.Find('C', Player);
P = PlayerDatas[PlayerDatas.Find('C', Player)];
if (i == INDEX_NONE)
{
P.C = Player;
P.CurrentKills = 1;
PlayerDatas.AddItem(P);
}
else
PlayerDatas[PlayerDatas.Find('C', Player)].CurrentKills++;
}
function ResetKills(Controller Player, Controller Killer)
{
local int KS;
local int i;
KS = GetCurrentStreak(Player);
i = PlayerDatas.Find('C', Player);
if (KS != INDEX_NONE)
StreakEnd(Player, Killer, KillStreaks[KS]);
if (i != INDEX_NONE)
PlayerDatas[i].CurrentKills = 0;
}
event StreakEffect(Controller Player, KillStreak StreakStarted)
{
local string Message, PlayerName, KillStreakName;
if (Player != None)
PlayerName = "<font color='" $GetTeamColour(Player.GetTeamNum())$"'>" $Player.GetHumanReadableName()$"</font>";
else
return;
KillStreakName = "<font color='" $StreakStarted.ColourCode$"'>" $StreakStarted.StreakName$"</font>";
Message = PlayerName @ "is now on a" @ KillStreakName @ StreakStarted.KillsNeeded @ "killstreak!";
Announce(Message);
}
event StreakEnd(Controller Player, Controller Killer, KillStreak StreakEnded)
{
local string Message, KillerName, VictimName, KillStreakName;
if (Killer != None)
KillerName = "<font color='" $GetTeamColour(Killer.GetTeamNum())$"'>" $Killer.GetHumanReadableName()$"</font>";
else
KillerName = "<font color='" $NeutralColour$"'>Nobody</font>";
if (Player != None)
VictimName = "<font color='" $GetTeamColour(Player.GetTeamNum())$"'>" $Player.GetHumanReadableName()$"</font>";
else
VictimName = "<font color='" $NeutralColour$"'>Nobody</font>";
KillStreakName = "<font color='" $StreakEnded.ColourCode$"'>" $StreakEnded.StreakName$"</font>";
Message = KillerName @ "just ended" @ VictimName $ "'s" @ KillStreakName @ "killstreak!";
Announce(Message);
}
function int GetCurrentStreak(Controller Player)
{
local PlayerData P;
P = PlayerDatas[PlayerDatas.Find('C', Player)];
if (P.CurrentKills < KillStreaks[0].KillsNeeded) return INDEX_NONE;
if (KillStreaks.Find('KillsNeeded', P.CurrentKills) != INDEX_NONE)
return KillStreaks.Find('KillsNeeded', P.CurrentKills);
return KillStreaks.Length - 1;
}
function PostBeginPlay()
{
local SpawnPoint NewSpawn;
local Rx_SniperSpawnPoint TempSpawn;
local PT thisPT;
local SM_PT TempSpawn2;
local Barrier NewBarrier;
super.PostBeginPlay();
CurrentMapData = MapDatas[MapDatas.Find('MapName', `WorldInfoObject.GetMapName(true))].MapDataClass;
if (CurrentMapData == None)
`warn("COULDN'T LOAD SNIPER SERVER MAPDATA");
ForEach CurrentMapData.default.SpawnPoints(NewSpawn)
{
TempSpawn = Spawn(class'Rx_SniperSpawnPoint',,,NewSpawn.Loc);
TempSpawn.Team = NewSpawn.Team;
Spawns.AddItem(TempSpawn);
}
ForEach CurrentMapData.default.Barriers(NewBarrier)
Spawn(class'Rx_Blocker',,,NewBarrier.Loc,NewBarrier.Rot);
ForEach CurrentMapData.default.PTs(thisPT)
{
TempSpawn2 = Spawn(class'SM_PT',,,thisPT.Loc,thisPT.Rot,,true);
TempSpawn2.TeamID = thisPT.Team;
}
`WorldInfoObject.Game.GameReplicationInfoClass = class'SM_GRI';
SetTimer(1.0f, true, 'SetSpread');
}
function SetSpread()
{
if (`WorldInfoObject.GRI != None && SM_GRI(`WorldInfoObject.GRI) != None)
{
SM_GRI(`WorldInfoObject.GRI).bSpreadSniper = !bNoSpreadSnipers;
}
}
function NavigationPoint FindPlayerStart(Controller Player, optional byte InTeam, optional string incomingName)
{
local array<Rx_SniperSpawnPoint> TempArray;
local Rx_SniperSpawnPoint Temp;
ForEach Spawns(Temp)
if (Temp.GetTeamNum() == InTeam)
TempArray.AddItem(Temp);
return TempArray[Rand(TempArray.Length-1)];
}
function bool CheckReplacement(Actor Other)
{
if (Rx_CratePickup(Other) != None)
return false;
if (Rx_TeamInfo(Other) != None)
{
Rx_Game(`WorldInfoObject.Game).HudClass = class'Rx_HUD_Sniper';
Rx_Game(`WorldInfoObject.Game).PurchaseSystemClass = class'SM_PS';
`WorldInfoObject.Game.DefaultPawnClass = class'SM_Pawn';
`WorldInfoObject.Game.PlayerControllerClass = class'SM_Controller';
}
return true;
}
function Announce(coerce string Message)
{
`WorldInfoObject.Game.BroadcastHandler.Broadcast(None, Message, 'Special');
}
function string GetTeamColour(byte TeamIndex)
{
if (TeamIndex == 0)
return GDIColour;
else if (TeamIndex == 1)
return NodColour;
else
return NeutralColour;
}
DefaultProperties
{
MapDatas(0)=(MapName="CNC-Field",MapDataClass=class'Rx_MapData_Field')
MapDatas(1)=(MapName="CNC-Islands",MapDataClass=class'Rx_MapData_Islands')
MapDatas(2)=(MapName="CNC-Volcano",MapDataClass=class'Rx_MapData_Volcano')
NodColour = "#FF0000"
GDIColour = "#FFC600"
NeutralColour = "#00FF00"
KillStreaks(0)=(StreakName="Killing Spree",ColourCode="#25DA4B", KillsNeeded=3)
KillStreaks(1)=(StreakName="Dominating",ColourCode="#B33BC4", KillsNeeded=6)
KillStreaks(2)=(StreakName="Mega",ColourCode="#E11EA6", KillsNeeded=10)
KillStreaks(3)=(StreakName="Unstoppable",ColourCode="#F67C09", KillsNeeded=12)
KillStreaks(4)=(StreakName="Wicked Sick",ColourCode="#9FC33C", KillsNeeded=14)
KillStreaks(5)=(StreakName="Monster",ColourCode="#8D4FB0", KillsNeeded=16)
KillStreaks(6)=(StreakName="GODLIKE",ColourCode="#FF0000", KillsNeeded=20)
KillStreaks(7)=(StreakName="BEYOND GODLIKE!!!",ColourCode="#00E9FF", KillsNeeded=21)
}