Add ascii titles to split into code blocks of _base_gametype_mp.gnut (#958)

Add ascii titles to split into code blocks
This commit is contained in:
William Miller 2025-12-10 18:46:04 -03:00 committed by GitHub
parent e5ad09b2b6
commit 24b0abb60e
No known key found for this signature in database
GPG key ID: B5690EEEBB952194

View file

@ -57,6 +57,23 @@ void function SetIntermissionCamera( entity camera )
file.intermissionCamera = camera
}
/*
██████ ██ █████ ██ ██ ███████ ██████ ██████ ██████ ███ ██ ███ ██ ███████ ██████ ████████ ██ ██████ ███ ██
██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ████ ██ ████ ██ ██ ██ ██ ██ ██ ██ ████ ██
██████ ██ ███████ ████ █████ ██████ ██ ██ ██ ██ ██ ██ ██ ██ ██ █████ ██ ██ ██ ██ ██ ██ ██ ██
██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
██ ███████ ██ ██ ██ ███████ ██ ██ ██████ ██████ ██ ████ ██ ████ ███████ ██████ ██ ██ ██████ ██ ████
*/
void function CodeCallback_OnClientConnectionStarted( entity player )
{
// not a real player?
@ -228,6 +245,23 @@ void function CodeCallback_OnClientDisconnected( entity player, string reason )
player.CleanupMPClasses()
}
/*
██████ ██ █████ ██ ██ ███████ ██████ ██████ ███████ ███████ ██████ █████ ██ ██ ███ ██
██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ████ ██
██████ ██ ███████ ████ █████ ██████ ██████ █████ ███████ ██████ ███████ ██ █ ██ ██ ██ ██
██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ███ ██ ██ ██ ██
██ ███████ ██ ██ ██ ███████ ██ ██ ██ ██ ███████ ███████ ██ ██ ██ ███ ███ ██ ████
*/
void function CodeCallback_OnPlayerRespawned( entity player )
{
SetHumanRagdollImpactTable( player )
@ -251,6 +285,23 @@ void function CodeCallback_OnPlayerRespawned( entity player )
ClearLastAttacker( player ) // so dying to anything doesn't credit the same attacker after respawning
}
/*
██████ ██ █████ ██ ██ ███████ ██████ ██ ██ ██ ██ ██ ███████ ██████
██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
██████ ██ ███████ ████ █████ ██████ █████ ██ ██ ██ █████ ██ ██
██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
██ ███████ ██ ██ ██ ███████ ██ ██ ██ ██ ██ ███████ ███████ ███████ ██████
*/
void function PlayerAssistedKill( entity attacker, entity victim )
{
if( victim.IsPlayer() )
@ -459,6 +510,23 @@ void function PlayerWatchesKillReplayWrapper( entity player, entity attacker, in
PlayerWatchesKillReplay( player, eHandle, attacker.GetIndexForEntity(), timeSinceAttackerSpawned, timeOfDeath, beforeTime, replayTracker )
}
/*
██████ ██ █████ ██ ██ ███████ ██████ ██████ ███████ ███████ ██████ █████ ██ ██ ███ ██
██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ████ ██
██████ ██ ███████ ████ █████ ██████ ██████ █████ ███████ ██████ ███████ ██ █ ██ ██ ██ ██
██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ███ ██ ██ ██ ██
██ ███████ ██ ██ ██ ███████ ██ ██ ██ ██ ███████ ███████ ██ ██ ██ ███ ███ ██ ████
*/
void function DecideRespawnPlayer( entity player )
{
// this isn't even used atm, could likely be removed if some vanilla code didn't rely on it
@ -563,6 +631,21 @@ void function RespawnAsTitan( entity player, bool manualPosition = false )
/*
██ ██ ████████ ██ ██ ██ ████████ ██ ██
██ ██ ██ ██ ██ ██ ██ ██ ██
██ ██ ██ ██ ██ ██ ██ ████
██ ██ ██ ██ ██ ██ ██ ██
██████ ██ ██ ███████ ██ ██ ██
*/
void function TryGameModeAnnouncement( entity player ) // only putting this here because it's here in gametype_sp lol
{
Remote_CallFunction_NonReplay( player, "ServerCallback_GameModeAnnouncement" )