Add weapon dropped callback

Adds a callback for when a weapon is dropped.
In the progress this also fixes weapons still dropping unintentionally in certain case.
This commit is contained in:
NoCatt 2024-02-29 00:37:57 +01:00 committed by GitHub
parent f2041fbb14
commit 51eb5eade9
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GPG Key ID: B5690EEEBB952194
3 changed files with 31 additions and 16 deletions

View File

@ -51,8 +51,6 @@ void function SvLoadoutsMP_Init()
AddClientCommandCallback( "InGameMPMenuClosed", ClientCommandCallback_InGameMPMenuClosed )
AddClientCommandCallback( "LoadoutMenuClosed", ClientCommandCallback_LoadoutMenuClosed )
}
AddCallback_OnPlayerKilled( DestroyDroppedWeapon )
}
void function SetLoadoutGracePeriodEnabled( bool enabled )
@ -62,20 +60,10 @@ void function SetLoadoutGracePeriodEnabled( bool enabled )
void function SetWeaponDropsEnabled( bool enabled )
{
file.weaponDropsEnabled = enabled
}
void function DestroyDroppedWeapon( entity victim, entity attacker, var damageInfo )
{
if ( !file.weaponDropsEnabled && IsValid( victim.GetActiveWeapon() ) )
thread DelayDestroyDroppedWeapon( victim.GetActiveWeapon() )
}
void function DelayDestroyDroppedWeapon( entity weapon )
{
WaitEndFrame()
if ( IsValid( weapon ) )
weapon.Destroy()
if( enabled )
FlagSet( "WeaponDropsAllowed" )
else
FlagClear( "WeaponDropsAllowed" )
}
void function AddCallback_OnTryGetTitanLoadout( TryGetTitanLoadoutCallbackType callback )

View File

@ -43,6 +43,8 @@ void function BaseGametype_Init_MPSP()
AddCallback_OnPlayerKilled( CheckForAutoTitanDeath )
RegisterSignal( "PlayerRespawnStarted" )
RegisterSignal( "KillCamOver" )
FlagInit( "WeaponDropsAllowed", true )
}
void function SetIntermissionCamera( entity camera )

View File

@ -18,6 +18,8 @@ global function CodeCallback_OnProjectileGrappled
global function DamageInfo_ScaleDamage
global function CodeCallback_CheckPassThroughAddsMods
global function SetTitanMeterGainScale
global function CodeCallback_WeaponDropped
global function AddCallback_OnWeaponDropped
#if MP
global function CodeCallback_OnServerAnimEvent
@ -43,6 +45,7 @@ struct
]
table<entity, AccumulatedDamageData> playerAccumulatedDamageData
array< void functionref( entity ) > weaponDroppedCallbacks
} file
void function CodeCallback_Init()
@ -1030,4 +1033,26 @@ void function CodeCallback_OnServerAnimEvent( entity ent, string eventName )
PerfEnd( PerfIndexServer.CB_OnServerAnimEvent )
}
void function AddCallback_OnWeaponDropped( void functionref( entity ) callback )
{
file.weaponDroppedCallbacks.append( callback )
}
void function CodeCallback_WeaponDropped( entity weapon )
{
// shamelessly taken form SP
if ( !IsValid( weapon ) )
return
// Might look a bit hacky to put it here, but thats how SP does it
if ( !Flag( "WeaponDropsAllowed" ) )
{
weapon.Destroy()
return
}
foreach( callback in file.weaponDroppedCallbacks )
callback( weapon )
}
#endif // #if MP