Move all owned NPCs together with player on Team Switching (#789)

Uses a call back that is triggered when the player switches team to update their own entities accordingly.
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William Miller 2024-04-12 20:54:55 -03:00 committed by GitHub
parent f427583ec4
commit 9661372712
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1 changed files with 19 additions and 0 deletions

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@ -96,6 +96,7 @@ void function PIN_GameStart()
AddCallback_OnPlayerKilled( OnPlayerKilled )
AddDeathCallback( "npc_titan", OnTitanKilled )
AddCallback_EntityChangedTeam( "player", OnPlayerChangedTeam )
RegisterSignal( "CleanUpEntitiesForRoundEnd" )
}
@ -1017,3 +1018,21 @@ void function DialoguePlayWinnerDetermined()
PlayFactionDialogueToTeam( "scoring_lost", losingTeam )
}
}
/// This is to move all NPCs that a player owns from one team to the other during a match
/// Auto-Titans, Turrets, Ticks and Hacked Spectres will all move along together with the player to the new Team
/// Also possibly prevents mods that spawns other types of NPCs that players can own from breaking when switching (i.e Drones, Hacked Reapers)
void function OnPlayerChangedTeam( entity player )
{
if ( !player.hasConnected ) // Prevents players who just joined to trigger below code, as server always pre setups their teams
return
NotifyClientsOfTeamChange( player, GetOtherTeam( player.GetTeam() ), player.GetTeam() )
foreach( npc in GetNPCArray() )
{
entity bossPlayer = npc.GetBossPlayer()
if ( IsValidPlayer( bossPlayer ) && bossPlayer == player && IsAlive( npc ) )
SetTeam( npc, player.GetTeam() )
}
}