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