-
Notifications
You must be signed in to change notification settings - Fork 1
/
latest.ow
6769 lines (6123 loc) · 438 KB
/
latest.ow
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
settings
{
lobby
{
Max Team 1 Players: 1
Max Team 2 Players: 0
}
modes
{
General
{
Respawn Time Scalar: 0%
}
Skirmish
TeamDeathmatch
{
Game Mode Start: Manual
}
}
heroes
{
General
{
Ability Cooldown Time: 0%
}
}
extensions
{
Spawn More Dummy Bots
Play More Effects
Buff Status Effects
Debuff Status Effects
Kinetic Explosion Effects
Energy Explosion Effects
Beam Effects
Beam Sounds
Buff and Debuff Sounds
Explosion Sounds
}
}
variables
{
global:
0: __loadPersist
1: _objectVariable_0
2: _objectVariable_1
3: _objectVariable_2
4: _objectVariable_3
5: _objectVariable_4
6: _objectVariable_5
7: _objectVariable_6
8: _objectVariable_7
9: _objectVariable_8
10: _objectVariable_9
11: lambdaParameter_0
12: lambdaValue_0
13: lambdaValue_1
14: version
15: map
16: _extendedGlobalCollection
17: Nodes_Node_UniqueID
18: Nodes_Node_Position
19: Nodes_Selected
20: Segments_ID
21: Segments_Node1
22: Segments_Node2
23: Attributes_Value
24: Attributes_ID
25: Attributes_Node1
26: Attributes_Node2
27: NodeUniqueID
28: SegmentUniqueID
29: AttributeUniqueID
30: SelectedNodeIndex
31: SelectedNodeID
32: SelectedSegment
33: SelectedPlayer
34: AttributeTexts
35: savedPlayerLocation
36: savedPlayerDirection
37: inspector
38: controlTexts
39: controlTextOrder
40: connectingFromNode
41: attributeMode
42: editorState
43: waitlessI
44: IsNoclipping
45: dijkstraProgressReport
46: Rules_Actions_Data
47: Rules_ExecutesOnAttribute
48: Rules_EnabledHeroes
49: rulePage
50: ruleAttributeSelector
51: pagerButtons
52: actionScrollBar
53: heroScrollBar
54: actionsSelected
55: pathfinderAttributes
56: pathfinderAttributeSelector
57: outputLanguage
58: buildToggles
59: x
60: previouslySelectedNodeID
61: attributeIndices
62: p1
63: p2
64: isSource
65: group
66: input
67: returnValue___createButtonSubrou
68: newState
69: buttonID
70: removeButtonIndex
71: _classIndexes
72: DisposeStack
73: destroy
74: i
75: label
76: UpdateStack
77: i_0
78: _arrayConstructor
79: func_group
80: destroy_0
81: result
82: stringBuilder
83: objectiveDescription
84: lines_Type
85: lines_Content
86: i_1
87: index
88: index_0
89: index_1
90: message
91: isUndo
92: direction
93: step
94: i_2
95: action_Data
96: pages
player:
0: renderingNodes
1: renderingSegments
2: lastUpdatePosition
3: releasePrimary
4: releaseReload
5: releaseInteract
6: _extendedPlayerCollection
7: buttonCollectionMain
8: historyPage
9: historyItems_Set
10: historyItems_Revert
11: dummyHighlighted
12: dummySelected
13: dummySavedOutlineState
14: travelPath
15: currentPathNode
16: isPathfinding
17: pathfindDestination
18: cm_buttons_Label
19: cm_buttons_PrimaryAction
20: cm_buttons_SecondaryAction
21: cm_buttons_PosX
22: cm_buttons_PosY
23: cm_buttons_ClickWidth
24: cm_buttons_ClickHeight
25: cm_buttons_DefaultColor
26: cm_buttons_HoverColor
27: cm_buttons_Interactable
28: cm_buttons_Visible
29: cm_buttons_ID
30: cm_isInMenu
31: cm_menuFrame
32: cm_i
33: cm_menuOriginalFacing
34: cm_currActionID
35: exportArrayStub
36: exportArrayNumA
37: exportArrayNumB
38: langMaps_map
39: langMaps_ostwName
40: langMaps_overpyName
41: popupWindowVisible
42: msgHudTexts
43: msgProgressTexts
44: msgPages
45: msgCurrentPage
46: b
47: c
48: callback
49: i
50: pos
51: id
52: catalogItem_Set
53: catalogItem_Revert
54: deleteNode_UniqueID
55: deleteNode_Position
56: deleteSegments
57: deleteAttributes
58: segment_ID
59: segment_Node1
60: segment_Node2
61: existingAttributeIndex
62: deleting_Value
63: deleting_ID
64: deleting_Node1
65: deleting_Node2
66: destination
67: players
68: targetNodes
69: source
70: source_0
71: targets
72: attributes
73: returnValue_Dijkstra_Parents
74: unvisited
75: distances
76: parents
77: current
78: currentID
79: neighbors
80: dijkstra_Parents
81: attributes_0
82: executeRules
83: a
84: ruleAction_Data
85: deleting_Data
86: index
87: primary
88: i_0
89: i_1
90: lambda
91: a_0
92: data
93: beginArray
94: endArray
95: emptyArray
96: n
97: connected
98: attributes_1
99: attrString
100: nodeLength
101: segmentLength
102: attributeLength
103: nodeLength_0
104: segmentLength_0
105: iterI
106: step
107: progressHud
108: mapId
109: a_1
110: b_0
111: justFlipXAxis
112: nodeMirrors
113: pos_0
114: n_0
115: p
116: w
117: t
118: r
119: inRadius
120: mirrorNode1Id
121: mirrorNode2Id
122: returnValue_anyWithWait
123: i_2
124: mirrorNode1Id_0
125: mirrorNode2Id_0
126: returnValue_anyWithWait_0
127: i_3
}
// Extended collection variables:
// global [0]: maxHistoryLength
// global [1]: undoText
// global [2]: redoText
// global [3]: longRunningTask
// global [4]: chooseHeroCallback
// global [5]: attribute
// global [6]: blueVisual
// global [7]: redVisual
// global [8]: attributeFloatText
// global [9]: cursorMarkerEffect
// global [10]: dummyBotHeroIcon
// global [11]: placingDummyHero
// global [12]: pathfinderActive
// global [13]: rulePageText
// global [14]: previousRuleText
// global [15]: nextRuleText
// global [16]: deleteActionText
// global [17]: moveActionsUpText
// global [18]: moveActionsDownText
// global [19]: waitTime
// global [20]: waitTimeText
// global [21]: pagerInitialized
// global [22]: pathfinderAttributesText
// global [23]: pathfinderAttributesAddText
// global [24]: cm_uniqueButtonID
// global [25]: cm_s_menuWidth
// global [26]: cm_s_menuHeight
// global [27]: cm_s_buttonClickSounds
// global [28]: cm_s_debugMode
// global [29]: cm_s_disableGameHud
// global [30]: cm_exitButtonProperties
// global [31]: selectWorkshopButton
// global [32]: selectOstwButton
// global [33]: selectOverpyButton
// global [34]: exportButton
// global [35]: preload
// global [36]: useNode
// global [37]: string
// global [38]: tempSegment
// global [39]: buttonIndex
// global [40]: buttonIndex
// global [41]: _new_NumberSelector_class_index
// global [42]: buttonIndex
// global [43]: buttonIndex
// global [44]: buttonIndex
// global [45]: _new_NumberSelector_class_index
// global [46]: _new_Scrollbar_class_index
// global [47]: posY
// global [48]: _new_Scrollbar_class_index
// global [49]: flip
// global [50]: _new_Scrollbar_class_index
// global [51]: up
// global [52]: selected
// global [53]: up
// global [54]: page
// global [55]: hero
// global [56]: i
// global [57]: i
// global [58]: removeIndex
// global [59]: i
// global [60]: ruleIndex
// player [0]: menuState
// player [1]: freecamSwitchID
// player [2]: linkModeID
// player [3]: attributeDescriptionButton
// player [4]: attributeSelector
// player [5]: mainText
// player [6]: pfstateIsStopped
// player [7]: pfstateIsJumping
// player [8]: actionLabels
// player [9]: cm_exitIconEntity
// player [10]: s
// player [11]: index
// player [12]: isHeroEnabled
// player [13]: id
// player [14]: from
// player [15]: to
// player [16]: from
// player [17]: to
// player [18]: value
// player [19]: id
// player [20]: i
// player [21]: neighborIndex
// player [22]: neighborID
// player [23]: neighborAttributes
// player [24]: newDistance
// player [25]: previous
// player [26]: originalIndices
// player [27]: ruleIndex
// player [28]: ruleIndex
// player [29]: _new_NumberSelector_class_index
// player [30]: i
// player [31]: numberOfEnabledHeroes
// player [32]: firstEnabledHero
// player [33]: toggledHeroes
// player [34]: heroListString
// player [35]: doExportHeroArray
// player [36]: joinStringResult
// player [37]: joinStringI
// player [38]: heroListCondition
// player [39]: joinStringResult
// player [40]: joinStringI
// player [41]: joinStringResult
// player [42]: joinStringI
// player [43]: attributeLength
// player [44]: node1Index
// player [45]: node2Index
// player [46]: mirrorNode1Index
// player [47]: mirrorNode2Index
// player [48]: node1Index
// player [49]: node2Index
// player [50]: mirrorNode1Index
// player [51]: mirrorNode2Index
subroutines
{
0: EnableInspector
1: updateRenderingNodes
2: updateRenderingSegments
3: UpdateAttributeVisibility
4: __createButtonSubroutine
5: SetMenuState
6: DestroyButton
7: Dispose
8: UpdateUndoInteractability
9: updateFreecamLabel
10: updateSegmentModeLabel
11: SetupRuleMenu
12: setMainLabel
13: initiatePager
14: Update
15: updateRuleContent
16: loadActionScrollbar
17: func_group
18: updateAllHeroIcons
19: updateHeroIcon
20: ExportMenu
21: SetLanguageSelectLabels
22: chooseHeroMenu
23: Document
24: Dijkstra
25: OpenActionSelectMenu
26: UpdatePathfinderAttributesList
27: UpdatePathfinderAttributeSelecto
28: createCursor
29: createBorderCorners
30: createBorderEdges
31: createExitButton
32: createClickAreas
33: showMessage
34: RemoveNodeByIndex
35: RemoveSegmentByIndex
36: RemoveAttributeByIndex
37: DisableInspector
38: StartLongRunningTask
39: DestroyControlTexts
40: MoveSelectedActions
41: DoMove
42: DeleteRule
43: OnRuleAdded
44: OnRuleRemoved
45: Export
46: ExportCore
47: ExportRules
48: ExportNeighborsPattern
49: mirrorMap
50: executeMapMirror
51: showPagedMessage
}
rule("┏━【◈ Paste the actions to load a previous save here! (1/2) ◈】━┓")
{
event
{
Ongoing - Global;
}
}
rule("┗━【◈ Paste the actions to load a previous save here! (2/2) ◈】━┛")
{
event
{
Ongoing - Global;
}
}
rule("Initial Global")
{
event
{
Ongoing - Global;
}
// Action count: 98
actions
{
Set Global Variable(_objectVariable_0, 0);
Set Global Variable(_objectVariable_1, 0);
Set Global Variable(_objectVariable_2, 0);
Set Global Variable(_objectVariable_3, 0);
Set Global Variable(_objectVariable_4, 0);
Set Global Variable(_objectVariable_5, 0);
Set Global Variable(_objectVariable_6, 0);
Set Global Variable(_objectVariable_7, 0);
Set Global Variable(_objectVariable_8, 0);
Set Global Variable(_objectVariable_9, 0);
Set Global Variable(lambdaParameter_0, 0);
Set Global Variable At Index(_extendedGlobalCollection, 0, 0);
Set Global Variable(SelectedNodeIndex, -1);
Set Global Variable(SelectedNodeID, -1);
Set Global Variable(SelectedSegment, -1);
Set Global Variable(SelectedPlayer, 0);
Set Global Variable(AttributeTexts, Empty Array);
Set Global Variable(inspector, 0);
Set Global Variable At Index(_extendedGlobalCollection, 1, -1);
Set Global Variable At Index(_extendedGlobalCollection, 2, -1);
Set Global Variable At Index(_extendedGlobalCollection, 3, 0);
Set Global Variable At Index(_extendedGlobalCollection, 4, 0);
Set Global Variable(controlTexts, 0);
Set Global Variable(controlTextOrder, 1);
Set Global Variable(connectingFromNode, -1);
Set Global Variable(attributeMode, 0);
Set Global Variable At Index(_extendedGlobalCollection, 5, 0);
Set Global Variable At Index(_extendedGlobalCollection, 6, 0);
Set Global Variable At Index(_extendedGlobalCollection, 7, 0);
Set Global Variable At Index(_extendedGlobalCollection, 8, 0);
Set Global Variable At Index(_extendedGlobalCollection, 9, 0);
Set Global Variable At Index(_extendedGlobalCollection, 10, 0);
Set Global Variable(editorState, 0);
Set Global Variable At Index(_extendedGlobalCollection, 11, 0);
Set Global Variable(waitlessI, 0);
Set Global Variable At Index(_extendedGlobalCollection, 12, False);
Set Global Variable(dijkstraProgressReport, 0);
Set Global Variable(rulePage, 0);
Set Global Variable At Index(_extendedGlobalCollection, 13, 0);
Set Global Variable At Index(_extendedGlobalCollection, 14, 0);
Set Global Variable At Index(_extendedGlobalCollection, 15, 0);
Set Global Variable At Index(_extendedGlobalCollection, 16, 0);
Set Global Variable At Index(_extendedGlobalCollection, 17, 0);
Set Global Variable At Index(_extendedGlobalCollection, 18, 0);
Set Global Variable(ruleAttributeSelector, 0);
Set Global Variable(pagerButtons, Empty Array);
Set Global Variable(actionScrollBar, 0);
Set Global Variable(heroScrollBar, 0);
Set Global Variable At Index(_extendedGlobalCollection, 19, 0);
Set Global Variable At Index(_extendedGlobalCollection, 20, 0);
Set Global Variable At Index(_extendedGlobalCollection, 21, 0);
Set Global Variable(actionsSelected, 0);
Set Global Variable(pathfinderAttributeSelector, 0);
Set Global Variable At Index(_extendedGlobalCollection, 22, 0);
Set Global Variable At Index(_extendedGlobalCollection, 23, 0);
Set Global Variable At Index(_extendedGlobalCollection, 24, 0);
Set Global Variable At Index(_extendedGlobalCollection, 25, 0);
Set Global Variable At Index(_extendedGlobalCollection, 26, 0);
Set Global Variable At Index(_extendedGlobalCollection, 27, 0);
Set Global Variable At Index(_extendedGlobalCollection, 28, 0);
Set Global Variable At Index(_extendedGlobalCollection, 29, 0);
Set Global Variable At Index(_extendedGlobalCollection, 30, 0);
Set Global Variable(buildToggles, Array(True, True, False));
Set Global Variable At Index(_extendedGlobalCollection, 31, 0);
Set Global Variable At Index(_extendedGlobalCollection, 32, 0);
Set Global Variable At Index(_extendedGlobalCollection, 33, 0);
Set Global Variable At Index(_extendedGlobalCollection, 34, 0);
Set Global Variable At Index(_classIndexes, 0, -1);
Set Global Variable(func_group, Empty Array);
If(Not(Global Variable(__loadPersist)));
Set Global Variable(__loadPersist, True);
Set Global Variable(version, 5);
Set Global Variable(map, Current Map);
Set Global Variable(Nodes_Node_UniqueID, Empty Array);
Set Global Variable(Nodes_Node_Position, Empty Array);
Set Global Variable(Nodes_Selected, Empty Array);
Set Global Variable(Segments_ID, Empty Array);
Set Global Variable(Segments_Node1, Empty Array);
Set Global Variable(Segments_Node2, Empty Array);
Set Global Variable(Attributes_Value, Empty Array);
Set Global Variable(Attributes_ID, Empty Array);
Set Global Variable(Attributes_Node1, Empty Array);
Set Global Variable(Attributes_Node2, Empty Array);
Set Global Variable(NodeUniqueID, 1);
Set Global Variable(SegmentUniqueID, 1);
Set Global Variable(AttributeUniqueID, 1);
Set Global Variable(savedPlayerLocation, 0);
Set Global Variable(savedPlayerDirection, 0);
Set Global Variable(IsNoclipping, 0);
Set Global Variable(Rules_Actions_Data, Empty Array);
Set Global Variable(Rules_ExecutesOnAttribute, Empty Array);
Set Global Variable(Rules_EnabledHeroes, Empty Array);
Set Global Variable(pathfinderAttributes, Empty Array);
Set Global Variable(outputLanguage, 0);
End;
Set Global Variable At Index(_extendedGlobalCollection, 55, Empty Array);
Set Global Variable At Index(_extendedGlobalCollection, 58, Empty Array);
Set Global Variable At Index(_extendedGlobalCollection, 59, Empty Array);
}
}
rule("Initial Player")
{
event
{
Ongoing - Each Player;
All;
All;
}
// Action count: 6
actions
{
Set Player Variable(Event Player, buttonCollectionMain, Empty Array);
Set Player Variable(Event Player, historyItems_Set, Empty Array);
Set Player Variable(Event Player, historyItems_Revert, Empty Array);
Set Player Variable(Event Player, dummySavedOutlineState, -1);
Set Player Variable(Event Player, msgHudTexts, Empty Array);
Set Player Variable(Event Player, msgProgressTexts, Empty Array);
}
}
rule("Enable inspector")
{
event
{
Subroutine;
EnableInspector;
}
// Action count: 2
actions
{
Modify Global Variable(inspector, Add, 1);
Enable Inspector Recording;
}
}
rule("Setup: Inspector, Performance HUD, and Settings")
{
event
{
Ongoing - Global;
}
// Action count: 11
actions
{
If(Not(Workshop Setting Toggle(Custom String("Pathmap Editor"), Custom String("Enable inspector recording"), False, 1)));
Disable Inspector Recording;
Else;
Call Subroutine(EnableInspector);
End;
Create HUD Text(All Players(All Teams), Null, Null, Custom String("{0}{1}", Custom String("cap: {0} {1} {2}", Server Load, Server Load Average, Server Load Peak), Custom String("\nposition: {0}\n{1}", Position Of(Host Player), If-Then-Else(Compare(Global Variable(SelectedNodeIndex), ==, -1), Custom String(""), Custom String("Selected node index: {0}", Global Variable(SelectedNodeIndex))))), Left, 0, Color(White), Color(White), Color(White), Visible To And String, Default Visibility);
Set Objective Description(All Players(All Teams), Custom String(""), Visible To);
Set Global Variable At Index(_extendedGlobalCollection, 0, Workshop Setting Integer(Custom String("Pathmap Editor"), Custom String("Undo history length"), 20, 0, 100, 0));
Disable Built-In Game Mode Completion;
Set Match Time(1);
Pause Match Time;
}
}
rule("Player init")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Not(Is Dummy Bot(Event Player)) == True;
}
// Action count: 6
actions
{
Disallow Button(Event Player, Button(Primary Fire));
Disallow Button(Event Player, Button(Secondary Fire));
Disallow Button(Event Player, Button(Ultimate));
Disallow Button(Event Player, Button(Ability 1));
Disallow Button(Event Player, Button(Ability 2));
Disallow Button(Event Player, Button(Melee));
}
}
rule("Preload nodes")
{
event
{
Ongoing - Global;
}
// Action count: 11
actions
{
Set Global Variable At Index(_extendedGlobalCollection, 35, 0);
Set Global Variable At Index(_extendedGlobalCollection, 35, 0);
While(Compare(Value In Array(Global Variable(_extendedGlobalCollection), 35), <, 20));
Create Effect(If-Then-Else(Compare(Evaluate Once(Value In Array(Global Variable(_extendedGlobalCollection), 35)), <, Count Of(Player Variable(Host Player, renderingNodes))), Host Player, Null), Sphere, If-Then-Else(Compare(Global Variable(SelectedNodeID), ==, Value In Array(Global Variable(Nodes_Node_UniqueID), Value In Array(Player Variable(Host Player, renderingNodes), Evaluate Once(Value In Array(Global Variable(_extendedGlobalCollection), 35))))), If-Then-Else(Value In Array(Global Variable(Nodes_Selected), Value In Array(Player Variable(Host Player, renderingNodes), Evaluate Once(Value In Array(Global Variable(_extendedGlobalCollection), 35)))), Color(Turquoise), Color(Blue)), If-Then-Else(Value In Array(Global Variable(Nodes_Selected), Value In Array(Player Variable(Host Player, renderingNodes), Evaluate Once(Value In Array(Global Variable(_extendedGlobalCollection), 35)))), Color(Lime Green), Color(White))), Add(Value In Array(Global Variable(Nodes_Node_Position), Value In Array(Player Variable(Host Player, renderingNodes), Evaluate Once(Value In Array(Global Variable(_extendedGlobalCollection), 35)))), Vector(0, 1.3, 0)), 0.3, Visible To Position Radius and Color);
Modify Global Variable At Index(_extendedGlobalCollection, 35, Add, 1);
End;
Set Global Variable At Index(_extendedGlobalCollection, 35, 0);
While(Compare(Value In Array(Global Variable(_extendedGlobalCollection), 35), <, 40));
Create Beam Effect(Update Every Frame(If-Then-Else(Or(Or(Or(Compare(Global Variable(editorState), !=, 0), Global Variable(attributeMode)), Compare(Global Variable(SelectedSegment), !=, Evaluate Once(Value In Array(Global Variable(_extendedGlobalCollection), 35)))), Compare(Modulo(Total Time Elapsed, 1), <, 0.5)), All Players(All Teams), Null)), Brigitte Flail Chain Beam, Add(Value In Array(Global Variable(Nodes_Node_Position), Index Of Array Value(Global Variable(Nodes_Node_UniqueID), Value In Array(Global Variable(Segments_Node1), Value In Array(Player Variable(Host Player, renderingSegments), Evaluate Once(Value In Array(Global Variable(_extendedGlobalCollection), 35)))))), Vector(0, 1.3, 0)), Add(Value In Array(Global Variable(Nodes_Node_Position), Index Of Array Value(Global Variable(Nodes_Node_UniqueID), Value In Array(Global Variable(Segments_Node2), Value In Array(Player Variable(Host Player, renderingSegments), Evaluate Once(Value In Array(Global Variable(_extendedGlobalCollection), 35)))))), Vector(0, 1.3, 0)), Color(White), Visible To Position and Radius);
Modify Global Variable At Index(_extendedGlobalCollection, 35, Add, 1);
End;
}
}
rule("Subroutine: Update rendering segments")
{
event
{
Subroutine;
updateRenderingSegments;
}
// Action count: 2
actions
{
Set Global Variable(x, Mapped Array(Array Slice(Player Variable(Host Player, renderingNodes), 0, 10), Value In Array(Global Variable(Nodes_Node_UniqueID), Current Array Element)));
Set Player Variable(Host Player, renderingSegments, Filtered Array(Mapped Array(Global Variable(Segments_ID), Current Array Index), Or(Array Contains(Global Variable(x), Value In Array(Global Variable(Segments_Node1), Current Array Element)), Array Contains(Global Variable(x), Value In Array(Global Variable(Segments_Node2), Current Array Element)))));
}
}
rule("Subroutine: Update rendering nodes")
{
event
{
Subroutine;
updateRenderingNodes;
}
// Action count: 2
actions
{
Set Player Variable(Host Player, renderingNodes, Sorted Array(Mapped Array(Global Variable(Nodes_Node_UniqueID), Current Array Index), Distance Between(Value In Array(Global Variable(Nodes_Node_Position), Current Array Element), Host Player)));
Call Subroutine(updateRenderingSegments);
}
}
rule("Update rendering nodes")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Host Player == Event Player;
Not(Value In Array(Global Variable(_extendedGlobalCollection), 3)) == True;
Has Spawned(Event Player) == True;
Or(Not(Player Variable(Event Player, lastUpdatePosition)), Compare(Distance Between(Player Variable(Event Player, lastUpdatePosition), Host Player), >, 10)) == True;
}
// Action count: 4
actions
{
Set Player Variable(Event Player, lastUpdatePosition, Position Of(Host Player));
Call Subroutine(updateRenderingNodes);
Wait(3, Ignore Condition);
Loop If Condition Is True;
}
}
rule("Snapshot")
{
event
{
Ongoing - Global;
}
conditions
{
Not(Global Variable(inspector)) == True;
Not(Value In Array(Global Variable(_extendedGlobalCollection), 3)) == True;
}
// Action count: 4
actions
{
Enable Inspector Recording;
"【◈ How to save & load ◈】
Click the (x) button under the timeline.
` ↓
•- ≡ □ □⃩ (x)
Save the copied text into a text file. To load it, paste the contents into the first rule in the workshop editor."
Disable Inspector Recording;
Wait(5, Ignore Condition);
Loop If Condition Is True;
}
}
rule("Main: Persistant Spawn")
{
event
{
Ongoing - Global;
}
conditions
{
Has Spawned(Host Player) == True;
Global Variable(savedPlayerLocation) == True;
}
// Action count: 2
actions
{
Teleport(Host Player, Global Variable(savedPlayerLocation));
Set Facing(Host Player, Global Variable(savedPlayerDirection), To World);
}
}
rule("Subroutine: Update attribute visibility")
{
event
{
Subroutine;
UpdateAttributeVisibility;
}
// Action count: 23
actions
{
While(Count Of(Global Variable(AttributeTexts)));
Destroy In-World Text(First Of(Global Variable(AttributeTexts)));
Modify Global Variable(AttributeTexts, Remove From Array By Index, 0);
End;
Set Global Variable At Index(_extendedGlobalCollection, 36, If-Then-Else(Compare(Global Variable(SelectedNodeID), !=, -1), Global Variable(SelectedNodeID), If-Then-Else(Compare(Global Variable(connectingFromNode), !=, -1), Value In Array(Global Variable(Nodes_Node_UniqueID), Global Variable(connectingFromNode)), -1)));
If(Compare(Value In Array(Global Variable(_extendedGlobalCollection), 36), ==, -1));
Skip(16);
End;
Set Global Variable(attributeIndices, Filtered Array(Mapped Array(Global Variable(Attributes_Value), Current Array Index), Or(Compare(Value In Array(Global Variable(Attributes_Node1), Current Array Element), ==, Value In Array(Global Variable(_extendedGlobalCollection), 36)), Compare(Value In Array(Global Variable(Attributes_Node2), Current Array Element), ==, Value In Array(Global Variable(_extendedGlobalCollection), 36)))));
While(Count Of(Global Variable(attributeIndices)));
Set Global Variable(p1, Add(Value In Array(Global Variable(Nodes_Node_Position), Index Of Array Value(Global Variable(Nodes_Node_UniqueID), Value In Array(Global Variable(Attributes_Node1), First Of(Global Variable(attributeIndices))))), Vector(0, 1.3, 0)));
Set Global Variable(p2, Add(Value In Array(Global Variable(Nodes_Node_Position), Index Of Array Value(Global Variable(Nodes_Node_UniqueID), Value In Array(Global Variable(Attributes_Node2), First Of(Global Variable(attributeIndices))))), Vector(0, 1.3, 0)));
Set Global Variable(isSource, Compare(Value In Array(Global Variable(Attributes_Node1), First Of(Global Variable(attributeIndices))), ==, Value In Array(Global Variable(_extendedGlobalCollection), 36)));
Set Global Variable(group, Filtered Array(Global Variable(attributeIndices), And(Compare(Value In Array(Global Variable(Attributes_Node1), First Of(Global Variable(attributeIndices))), ==, Value In Array(Global Variable(Attributes_Node1), Current Array Element)), Compare(Value In Array(Global Variable(Attributes_Node2), First Of(Global Variable(attributeIndices))), ==, Value In Array(Global Variable(Attributes_Node2), Current Array Element)))));
Modify Global Variable(attributeIndices, Remove From Array By Value, Global Variable(group));
Set Global Variable At Index(_extendedGlobalCollection, 37, Custom String(""));
While(Count Of(Global Variable(group)));
Set Global Variable At Index(_extendedGlobalCollection, 37, Custom String(" {0}\n{1}{2}{1}", Value In Array(Global Variable(_extendedGlobalCollection), 37), If-Then-Else(Global Variable(isSource), Custom String("◈"), Custom String("")), Value In Array(Global Variable(Attributes_Value), First Of(Global Variable(group)))));
Modify Global Variable(group, Remove From Array By Index, 0);
End;
Create In-World Text(All Players(All Teams), Value In Array(Global Variable(_extendedGlobalCollection), 37), Add(Global Variable(p1), Multiply(Subtract(Global Variable(p2), Global Variable(p1)), 0.3)), 2.5, Do Not Clip, Visible To, If-Then-Else(Global Variable(isSource), Color(Sky Blue), Custom Color(255, 115, 0, 100)), Default Visibility);
Modify Global Variable(AttributeTexts, Append To Array, Last Text ID);
End;
}
}
rule("Main: Selection loop")
{
event
{
Ongoing - Global;
}
conditions
{
Has Spawned(Host Player) == True;
Not(Player Variable(Host Player, cm_isInMenu)) == True;
Not(Player Variable(Host Player, popupWindowVisible)) == True;
Not(Value In Array(Global Variable(_extendedGlobalCollection), 3)) == True;
Or(Compare(Global Variable(savedPlayerLocation), !=, Position Of(Host Player)), Compare(Global Variable(savedPlayerDirection), !=, Facing Direction Of(Host Player))) == True;
Or(Count Of(Global Variable(Nodes_Node_UniqueID)), Is True For Any(All Players(All Teams), Is Dummy Bot(Current Array Element))) == True;
}
// Action count: 30
actions
{
Set Global Variable(savedPlayerLocation, Position Of(Host Player));
Set Global Variable(savedPlayerDirection, Facing Direction Of(Host Player));
Set Player Variable(All Players(All Teams), dummyHighlighted, False);
Set Global Variable(SelectedPlayer, Ray Cast Hit Player(Eye Position(Host Player), Add(Eye Position(Host Player), Multiply(Facing Direction Of(Host Player), 100)), All Players(All Teams), Host Player, False));
Set Player Variable(Global Variable(SelectedPlayer), dummyHighlighted, True);
Set Global Variable(SelectedNodeIndex, First Of(Append To Array(Filtered Array(Sorted Array(Mapped Array(Global Variable(Nodes_Node_UniqueID), Current Array Index), Distance Between(Add(Value In Array(Global Variable(Nodes_Node_Position), Current Array Element), Vector(0, 1.3, 0)), Eye Position(Host Player))), Compare(Distance Between(Add(Value In Array(Global Variable(Nodes_Node_Position), Current Array Element), Vector(0, 1.3, 0)), Add(Eye Position(Host Player), Multiply(Facing Direction Of(Host Player), Distance Between(Add(Value In Array(Global Variable(Nodes_Node_Position), Current Array Element), Vector(0, 1.3, 0)), Eye Position(Host Player))))), <, 0.3)), -1)));
If(And(Compare(Global Variable(SelectedPlayer), !=, Null), Compare(Global Variable(SelectedNodeIndex), !=, -1)));
If(Compare(Distance Between(Add(Value In Array(Global Variable(Nodes_Node_Position), Global Variable(SelectedNodeIndex)), Vector(0, 1.3, 0)), Eye Position(Host Player)), >, Distance Between(Position Of(Global Variable(SelectedPlayer)), Eye Position(Host Player))));
Set Global Variable(SelectedNodeIndex, -1);
Else;
Set Global Variable(SelectedPlayer, Null);
End;
End;
Set Global Variable(previouslySelectedNodeID, Global Variable(SelectedNodeID));
If(Compare(Global Variable(SelectedNodeIndex), ==, -1));
Set Global Variable(SelectedNodeID, -1);
Else;
Set Global Variable(SelectedNodeID, Value In Array(Global Variable(Nodes_Node_UniqueID), Global Variable(SelectedNodeIndex)));
End;
If(Compare(Global Variable(previouslySelectedNodeID), !=, Global Variable(SelectedNodeID)));
Call Subroutine(UpdateAttributeVisibility);
If(Or(Compare(Global Variable(connectingFromNode), ==, -1), Compare(Global Variable(SelectedNodeID), ==, -1)));
Set Global Variable(SelectedSegment, -1);
Else;
Set Global Variable At Index(_extendedGlobalCollection, 38, Filtered Array(Mapped Array(Global Variable(Segments_ID), Current Array Index), Or(And(Compare(Value In Array(Global Variable(Segments_Node1), Current Array Element), ==, Value In Array(Global Variable(Nodes_Node_UniqueID), Global Variable(SelectedNodeIndex))), Compare(Value In Array(Global Variable(Segments_Node2), Current Array Element), ==, Value In Array(Global Variable(Nodes_Node_UniqueID), Global Variable(connectingFromNode)))), And(Compare(Value In Array(Global Variable(Segments_Node2), Current Array Element), ==, Value In Array(Global Variable(Nodes_Node_UniqueID), Global Variable(SelectedNodeIndex))), Compare(Value In Array(Global Variable(Segments_Node1), Current Array Element), ==, Value In Array(Global Variable(Nodes_Node_UniqueID), Global Variable(connectingFromNode)))))));
Set Global Variable(SelectedSegment, If-Then-Else(Compare(Value In Array(Global Variable(_extendedGlobalCollection), 38), ==, Empty Array), -1, First Of(Value In Array(Global Variable(_extendedGlobalCollection), 38))));
End;
End;
Wait(0.1, Ignore Condition);
Loop If Condition Is True;
}
}
rule("Release primary")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Player Variable(Event Player, releasePrimary) == True;
Not(Is Button Held(Event Player, Button(Primary Fire))) == True;
}
// Action count: 1
actions
{
Set Player Variable(Event Player, releasePrimary, Not(Player Variable(Event Player, releasePrimary)));
}
}
rule("Release reload")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Player Variable(Event Player, releaseReload) == True;
Not(Is Button Held(Event Player, Button(Reload))) == True;
}
// Action count: 1
actions
{
Set Player Variable(Event Player, releaseReload, Not(Player Variable(Event Player, releaseReload)));
}
}
rule("Release Interact")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
Player Variable(Event Player, releaseInteract) == True;
Not(Is Button Held(Event Player, Button(Interact))) == True;
}
// Action count: 1
actions
{
Set Player Variable(Event Player, releaseInteract, Not(Player Variable(Event Player, releaseInteract)));
}
}
rule("CM: Create button")
{
event
{
Subroutine;
__createButtonSubroutine;
}
// Action count: 14
actions
{
Modify Global Variable At Index(_extendedGlobalCollection, 24, Add, 1);
Modify Player Variable(Event Player, cm_buttons_Label, Append To Array, First Of(Global Variable(input)));
Modify Player Variable(Event Player, cm_buttons_PrimaryAction, Append To Array, Array(Value In Array(Global Variable(input), 1)));
Modify Player Variable(Event Player, cm_buttons_SecondaryAction, Append To Array, Array(Value In Array(Global Variable(input), 2)));
Modify Player Variable(Event Player, cm_buttons_PosX, Append To Array, Value In Array(Global Variable(input), 3));
Modify Player Variable(Event Player, cm_buttons_PosY, Append To Array, Value In Array(Global Variable(input), 4));
Modify Player Variable(Event Player, cm_buttons_ClickWidth, Append To Array, Value In Array(Global Variable(input), 5));
Modify Player Variable(Event Player, cm_buttons_ClickHeight, Append To Array, Value In Array(Global Variable(input), 6));
Modify Player Variable(Event Player, cm_buttons_DefaultColor, Append To Array, Value In Array(Global Variable(input), 7));
Modify Player Variable(Event Player, cm_buttons_HoverColor, Append To Array, Value In Array(Global Variable(input), 8));
Modify Player Variable(Event Player, cm_buttons_Interactable, Append To Array, Value In Array(Global Variable(input), 9));
Modify Player Variable(Event Player, cm_buttons_Visible, Append To Array, Value In Array(Global Variable(input), 10));
Modify Player Variable(Event Player, cm_buttons_ID, Append To Array, Value In Array(Global Variable(_extendedGlobalCollection), 24));
Set Global Variable(returnValue___createButtonSubrou, Value In Array(Global Variable(_extendedGlobalCollection), 24));
}
}
rule("CM: Destroy button")
{
event
{
Subroutine;