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GM.Name = " Zombie Survival "
GM.Author = " William \" JetBoom \" Moodhe "
GM.Email = " williammoodhe@gmail.com "
GM.Website = " http://www.noxiousnet.com "
-- No, adding a gun doesn't make your name worth being here.
GM.Credits = {
{ " William \" JetBoom \" Moodhe " , " williammoodhe@gmail.com (www.noxiousnet.com) " , " Creator / Programmer " } ,
{ " 11k " , " tjd113@gmail.com " , " Zombie view models " } ,
{ " Eisiger " , " k2deseve@gmail.com " , " Zombie kill icons " } ,
{ " Austin \" Little Nemo \" Killey " , " austin_odyssey@yahoo.com " , " Ambient music " } ,
{ " Zombie Panic: Source " , " http://www.zombiepanic.org/ " , " Melee weapon sounds " } ,
{ " Samuel " , " samuel_games@hotmail.com " , " Board Kit model " } ,
{ " Typhon " , " lukas-tinel@hotmail.com " , " HUD textures " } ,
{ " Mr. Darkness " , " " , " Russian translation " } ,
{ " honsal " , " " , " Korean translation " } ,
{ " rui_troia " , " " , " Portuguese translation " } ,
{ " Shinyshark " , " " , " Dutch translation " } ,
{ " Kradar " , " " , " Italian translation " } ,
{ " Raptor " , " " , " German translation " } ,
{ " The Special Duckling " , " " , " Danish translation " } ,
{ " Box, ptown, Dr. Broly " , " " , " Spanish translation " }
}
include ( " nixthelag.lua " )
include ( " buffthefps.lua " )
function GM : GetNumberOfWaves ( )
local default = GetGlobalBool ( " classicmode " ) and 10 or self.NumberOfWaves
local num = GetGlobalInt ( " numwaves " , default ) -- This is controlled by logic_waves.
return num == - 2 and default or num
end
function GM : GetWaveOneLength ( )
return GetGlobalBool ( " classicmode " ) and self.WaveOneLengthClassic or self.WaveOneLength
end
include ( " sh_translate.lua " )
include ( " sh_colors.lua " )
include ( " sh_serialization.lua " )
include ( " sh_globals.lua " )
include ( " sh_crafts.lua " )
include ( " sh_util.lua " )
include ( " sh_options.lua " )
include ( " sh_zombieclasses.lua " )
include ( " sh_animations.lua " )
include ( " sh_sigils.lua " )
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include ( " sh_channel.lua " )
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include ( " noxapi/noxapi.lua " )
include ( " obj_vector_extend.lua " )
include ( " obj_entity_extend.lua " )
include ( " obj_player_extend.lua " )
include ( " obj_weapon_extend.lua " )
include ( " workshopfix.lua " )
----------------------
GM.EndRound = false
GM.StartingWorth = 100
GM.ZombieVolunteers = { }
team.SetUp ( TEAM_ZOMBIE , " The Undead " , Color ( 0 , 255 , 0 , 255 ) )
team.SetUp ( TEAM_SURVIVORS , " Survivors " , Color ( 0 , 160 , 255 , 255 ) )
local validmodels = player_manager.AllValidModels ( )
validmodels [ " tf01 " ] = nil
validmodels [ " tf02 " ] = nil
vector_tiny = Vector ( 0.001 , 0.001 , 0.001 )
-- ogg/mp3 still doesn't work with SoundDuration() function
GM.SoundDuration = {
[ " zombiesurvival/music_win.ogg " ] = 33.149 ,
[ " zombiesurvival/music_lose.ogg " ] = 45.714 ,
[ " zombiesurvival/lasthuman.ogg " ] = 120.503 ,
[ " zombiesurvival/beats/defaulthuman/1.ogg " ] = 7.111 ,
[ " zombiesurvival/beats/defaulthuman/2.ogg " ] = 7.111 ,
[ " zombiesurvival/beats/defaulthuman/3.ogg " ] = 7.111 ,
[ " zombiesurvival/beats/defaulthuman/4.ogg " ] = 7.111 ,
[ " zombiesurvival/beats/defaulthuman/5.ogg " ] = 7.111 ,
[ " zombiesurvival/beats/defaulthuman/6.ogg " ] = 14.222 ,
[ " zombiesurvival/beats/defaulthuman/7.ogg " ] = 14.222 ,
[ " zombiesurvival/beats/defaulthuman/8.ogg " ] = 7.111 ,
[ " zombiesurvival/beats/defaulthuman/9.ogg " ] = 14.222 ,
[ " zombiesurvival/beats/defaultzombiev2/1.ogg " ] = 8 ,
[ " zombiesurvival/beats/defaultzombiev2/2.ogg " ] = 8 ,
[ " zombiesurvival/beats/defaultzombiev2/3.ogg " ] = 8 ,
[ " zombiesurvival/beats/defaultzombiev2/4.ogg " ] = 8 ,
[ " zombiesurvival/beats/defaultzombiev2/5.ogg " ] = 8 ,
[ " zombiesurvival/beats/defaultzombiev2/6.ogg " ] = 6.038 ,
[ " zombiesurvival/beats/defaultzombiev2/7.ogg " ] = 6.038 ,
[ " zombiesurvival/beats/defaultzombiev2/8.ogg " ] = 6.038 ,
[ " zombiesurvival/beats/defaultzombiev2/9.ogg " ] = 6.038 ,
[ " zombiesurvival/beats/defaultzombiev2/10.ogg " ] = 6.038
}
function GM : AddCustomAmmo ( )
game.AddAmmoType ( { name = " pulse " } )
game.AddAmmoType ( { name = " stone " } )
game.AddAmmoType ( { name = " spotlamp " } )
game.AddAmmoType ( { name = " manhack " } )
game.AddAmmoType ( { name = " manhack_saw " } )
game.AddAmmoType ( { name = " drone " } )
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game.AddAmmoType ( { name = " dummy " } )
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end
function GM : CanRemoveOthersNail ( pl , nailowner , ent )
local plpoints = pl : Frags ( )
local ownerpoints = nailowner : Frags ( )
if plpoints >= 75 or ownerpoints < 75 then return true end
pl : PrintTranslatedMessage ( HUD_PRINTCENTER , " cant_remove_nails_of_superior_player " )
return false
end
function GM : SetRedeemBrains ( amount )
SetGlobalInt ( " redeembrains " , amount )
end
function GM : GetRedeemBrains ( )
return GetGlobalInt ( " redeembrains " , self.DefaultRedeem )
end
function GM : PlayerIsAdmin ( pl )
return pl : IsAdmin ( )
end
function GM : GetFallDamage ( pl , fallspeed )
return 0
end
function GM : ShouldRestartRound ( )
if self.TimeLimit == - 1 or self.RoundLimit == - 1 then return true end
local roundlimit = self.RoundLimit
if self.ZombieEscape and roundlimit > 0 then
roundlimit = math.ceil ( roundlimit * 1.5 )
end
local timelimit = self.TimeLimit
if self.ZombieEscape and timelimit > 0 then
timelimit = timelimit * 1.5
end
if timelimit > 0 and CurTime ( ) >= timelimit or roundlimit > 0 and self.CurrentRound >= roundlimit then return false end
return true
end
function GM : ZombieSpawnDistanceSort ( other )
return self._ZombieSpawnDistance < other._ZombieSpawnDistance
end
function GM : SortZombieSpawnDistances ( allplayers )
local curtime = CurTime ( )
local zspawns = ents.FindByClass ( " zombiegasses " )
if # zspawns == 0 then
zspawns = team.GetValidSpawnPoint ( TEAM_UNDEAD )
end
for _ , pl in pairs ( allplayers ) do
if pl : Team ( ) == TEAM_UNDEAD or pl : GetInfo ( " zs_alwaysvolunteer " ) == " 1 " then
pl._ZombieSpawnDistance = - 1
elseif CLIENT or pl.LastNotAFK and CurTime ( ) <= pl.LastNotAFK + 60 then
local plpos = pl : GetPos ( )
local closest = 9999999
for _ , ent in pairs ( zspawns ) do
local dist = ent : GetPos ( ) : Distance ( plpos )
if dist < closest then
closest = dist
end
end
pl._ZombieSpawnDistance = closest
else
pl._ZombieSpawnDistance = 9999999
end
end
table.sort ( allplayers , self.ZombieSpawnDistanceSort )
end
function GM : SetDynamicSpawning ( onoff )
SetGlobalBool ( " DynamicSpawningDisabled " , not onoff )
self.DynamicSpawning = onoff
end
function GM : ValidMenuLockOnTarget ( pl , ent )
if ent and ent : IsValid ( ) and ent : IsPlayer ( ) and ent : Team ( ) == TEAM_HUMAN and ent : Alive ( ) then
local startpos = pl : EyePos ( )
local endpos = ent : NearestPoint ( startpos )
if startpos : Distance ( endpos ) <= 48 and TrueVisible ( startpos , endpos ) then
return true
end
end
return false
end
function GM : GetHandsModel ( pl )
return player_manager.TranslatePlayerHands ( pl : GetInfo ( " cl_playermodel " ) )
end
local playerheight = Vector ( 0 , 0 , 72 )
local playermins = Vector ( - 17 , - 17 , 0 )
local playermaxs = Vector ( 17 , 17 , 4 )
local SkewedDistance = util.SkewedDistance
GM.DynamicSpawnDistVisOld = 2048
GM.DynamicSpawnDistOld = 640
function GM : DynamicSpawnIsValidOld ( zombie , humans , allplayers )
-- I didn't make this check where trigger_hurt entities are. Rather I made it check the time since the last time you were hit with a trigger_hurt.
-- I'm not sure if it's possible to check if a trigger_hurt is enabled or disabled through the Lua bindings.
if SERVER and zombie.LastHitWithTriggerHurt and CurTime ( ) < zombie.LastHitWithTriggerHurt + 2 then
return false
end
-- Optional caching for these.
if not humans then humans = team.GetPlayers ( TEAM_HUMAN ) end
if not allplayers then allplayers = player.GetAll ( ) end
local pos = zombie : GetPos ( ) + Vector ( 0 , 0 , 1 )
if zombie : Alive ( ) and zombie : GetMoveType ( ) == MOVETYPE_WALK and zombie : OnGround ( )
and not util.TraceHull ( { start = pos , endpos = pos + playerheight , mins = playermins , maxs = playermaxs , mask = MASK_SOLID , filter = allplayers } ) . Hit then
local vtr = util.TraceHull ( { start = pos , endpos = pos - playerheight , mins = playermins , maxs = playermaxs , mask = MASK_SOLID_BRUSHONLY } )
if not vtr.HitSky and not vtr.HitNoDraw then
local valid = true
for _ , human in pairs ( humans ) do
local hpos = human : GetPos ( )
local nearest = zombie : NearestPoint ( hpos )
local dist = SkewedDistance ( hpos , nearest , 2.75 ) -- We make it so that the Z distance between a human and a zombie is skewed if the zombie is below the human.
if dist <= self.DynamicSpawnDistOld or dist <= self.DynamicSpawnDistVisOld and WorldVisible ( hpos , nearest ) then -- Zombies can't be in radius of any humans. Zombies can't be clearly visible by any humans.
valid = false
break
end
end
return valid
end
end
return false
end
function GM : GetBestDynamicSpawnOld ( pl , pos )
local spawns = self : GetDynamicSpawnsOld ( pl )
if # spawns == 0 then return end
return self : GetClosestSpawnPoint ( spawns , pos or self : GetTeamEpicentre ( TEAM_HUMAN ) ) or table.Random ( spawns )
end
function GM : GetDynamicSpawnsOld ( pl )
local tab = { }
local allplayers = player.GetAll ( )
local humans = team.GetPlayers ( TEAM_HUMAN )
for _ , zombie in pairs ( team.GetPlayers ( TEAM_UNDEAD ) ) do
if zombie ~= pl and self : DynamicSpawnIsValidOld ( zombie , humans , allplayers ) then
table.insert ( tab , zombie )
end
end
return tab
end
GM.DynamicSpawnDist = 400
GM.DynamicSpawnDistBuild = 650
function GM : DynamicSpawnIsValid ( nest , humans , allplayers )
if self : ShouldUseAlternateDynamicSpawn ( ) then
return self : DynamicSpawnIsValidOld ( nest , humans , allplayers )
end
-- Optional caching for these.
if not humans then humans = team.GetPlayers ( TEAM_HUMAN ) end
--if not allplayers then allplayers = player.GetAll() end
local pos = nest : GetPos ( ) + Vector ( 0 , 0 , 1 )
if nest.GetNestBuilt and nest : GetNestBuilt ( ) and not util.TraceHull ( { start = pos , endpos = pos + playerheight , mins = playermins , maxs = playermaxs , mask = MASK_SOLID_BRUSHONLY } ) . Hit then
local vtr = util.TraceHull ( { start = pos , endpos = pos - playerheight , mins = playermins , maxs = playermaxs , mask = MASK_SOLID_BRUSHONLY } )
if not vtr.HitSky and not vtr.HitNoDraw then
local valid = true
local nearest = nest : GetPos ( )
for _ , human in pairs ( humans ) do
local hpos = human : GetPos ( )
local dist = SkewedDistance ( hpos , nearest , 2.75 ) -- We make it so that the Z distance between a human and a nest is skewed if the nest is below the human.
if dist <= self.DynamicSpawnDist then
valid = false
break
end
end
return valid
end
end
return false
end
function GM : GetBestDynamicSpawn ( pl , pos )
if self : ShouldUseAlternateDynamicSpawn ( ) then
return self : GetBestDynamicSpawnOld ( pl , pos )
end
local spawns = self : GetDynamicSpawns ( pl )
if # spawns == 0 then return end
return self : GetClosestSpawnPoint ( spawns , pos or self : GetTeamEpicentre ( TEAM_HUMAN ) ) or table.Random ( spawns )
end
function GM : GetDynamicSpawns ( pl )
if self : ShouldUseAlternateDynamicSpawn ( ) then
return self : GetDynamicSpawnsOld ( pl )
end
local tab = { }
--local allplayers = player.GetAll()
local humans = team.GetPlayers ( TEAM_HUMAN )
for _ , nest in pairs ( ents.FindByClass ( " prop_creepernest " ) ) do
if self : DynamicSpawnIsValid ( nest , humans --[[, allplayers]] ) then
table.insert ( tab , nest )
end
end
return tab
end
function GM : GetDesiredStartingZombies ( )
local numplayers = # player.GetAll ( )
return math.min ( math.max ( 1 , math.ceil ( numplayers * self.WaveOneZombies ) ) , numplayers - 1 )
end
function GM : GetEndRound ( )
return self.RoundEnded
end
function GM : PrecacheResources ( )
util.PrecacheSound ( " physics/body/body_medium_break2.wav " )
util.PrecacheSound ( " physics/body/body_medium_break3.wav " )
util.PrecacheSound ( " physics/body/body_medium_break4.wav " )
for name , mdl in pairs ( player_manager.AllValidModels ( ) ) do
util.PrecacheModel ( mdl )
end
end
function GM : ShouldCollide ( enta , entb )
if enta.ShouldNotCollide and enta : ShouldNotCollide ( entb ) or entb.ShouldNotCollide and entb : ShouldNotCollide ( enta ) then
return false
end
return true
end
function GM : Move ( pl , move )
if pl : Team ( ) == TEAM_HUMAN then
if pl : GetBarricadeGhosting ( ) then
move : SetMaxSpeed ( 36 )
move : SetMaxClientSpeed ( 36 )
elseif move : GetForwardSpeed ( ) < 0 then
move : SetMaxSpeed ( move : GetMaxSpeed ( ) * 0.5 )
move : SetMaxClientSpeed ( move : GetMaxClientSpeed ( ) * 0.5 )
elseif move : GetForwardSpeed ( ) == 0 then
move : SetMaxSpeed ( move : GetMaxSpeed ( ) * 0.85 )
move : SetMaxClientSpeed ( move : GetMaxClientSpeed ( ) * 0.85 )
end
elseif pl : CallZombieFunction ( " Move " , move ) then
return
end
local legdamage = pl : GetLegDamage ( )
if legdamage > 0 then
local scale = 1 - math.min ( 1 , legdamage * 0.33 )
move : SetMaxSpeed ( move : GetMaxSpeed ( ) * scale )
move : SetMaxClientSpeed ( move : GetMaxClientSpeed ( ) * scale )
end
end
function GM : OnPlayerHitGround ( pl , inwater , hitfloater , speed )
if inwater then return true end
local isundead = pl : Team ( ) == TEAM_UNDEAD
if isundead then
if pl : GetZombieClassTable ( ) . NoFallDamage then return true end
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elseif SERVER then
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pl : PreventSkyCade ( )
end
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if isundead then
speed = math.max ( 0 , speed - 200 )
end
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local damage = ( 0.1 * ( speed - 525 ) ) ^ 1.45
if hitfloater then damage = damage / 2 end
if math.floor ( damage ) > 0 then
if damage >= 5 and ( not isundead or not pl : GetZombieClassTable ( ) . NoFallSlowdown ) then
pl : RawCapLegDamage ( CurTime ( ) + math.min ( 2 , damage * 0.038 ) )
end
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if SERVER then
if damage >= 30 and damage < pl : Health ( ) then
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pl : KnockDown ( damage * 0.05 )
end
pl : TakeSpecialDamage ( damage , DMG_FALL , game.GetWorld ( ) , game.GetWorld ( ) , pl : GetPos ( ) )
pl : EmitSound ( " player/pl_fallpain " .. ( math.random ( 2 ) == 1 and 3 or 1 ) .. " .wav " )
end
end
return true
end
function GM : PlayerCanBeHealed ( pl )
return true
end
function GM : PlayerCanPurchase ( pl )
return pl : Team ( ) == TEAM_HUMAN and self : GetWave ( ) > 0 and pl : Alive ( ) and pl : NearArsenalCrate ( )
end
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local TEAM_SPECTATOR = TEAM_SPECTATOR
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function GM : PlayerCanHearPlayersVoice ( listener , talker )
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return listener : IsValid ( ) and talker : IsValid ( ) and listener : Team ( ) == talker : Team ( ) or listener : Team ( ) == TEAM_SPECTATOR
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--[[if self:GetEndRound() then return true, false end
if listener : Team ( ) == talker : Team ( ) then
return true , listener : GetPos ( ) : DistanceZSkew ( talker : GetPos ( ) , 2 ) <= 128
end
return false ] ]
end
function GM : PlayerTraceAttack ( pl , dmginfo , dir , trace )
end
function GM : ScalePlayerDamage ( pl , hitgroup , dmginfo )
if hitgroup == HITGROUP_HEAD and dmginfo : IsBulletDamage ( ) then
pl.m_LastHeadShot = CurTime ( )
end
if not pl : CallZombieFunction ( " ScalePlayerDamage " , hitgroup , dmginfo ) then
if hitgroup == HITGROUP_HEAD then
dmginfo : SetDamage ( dmginfo : GetDamage ( ) * 2 )
elseif hitgroup == HITGROUP_LEFTLEG or hitgroup == HITGROUP_RIGHTLEG or hitgroup == HITGROUP_GEAR then
dmginfo : SetDamage ( dmginfo : GetDamage ( ) * 0.25 )
elseif hitgroup == HITGROUP_STOMACH or hitgroup == HITGROUP_LEFTARM or hitgroup == HITGROUP_RIGHTARM then
dmginfo : SetDamage ( dmginfo : GetDamage ( ) * 0.75 )
end
end
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if SERVER and ( hitgroup == HITGROUP_LEFTLEG or hitgroup == HITGROUP_RIGHTLEG ) and self : PlayerShouldTakeDamage ( pl , dmginfo : GetAttacker ( ) ) then
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pl : AddLegDamage ( dmginfo : GetDamage ( ) )
end
end
function GM : CanDamageNail ( ent , attacker , inflictor , damage , dmginfo )
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return not attacker : IsPlayer ( ) or attacker : Team ( ) == TEAM_UNDEAD
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end
function GM : CanPlaceNail ( pl , tr )
return true
end
function GM : CanRemoveNail ( pl , nail )
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if nail.m_NailUnremovable then
return false
else
return true
end
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end
function GM : GetDamageResistance ( fearpower )
return fearpower * 0.35
end
function GM : FindUseEntity ( pl , ent )
if not ent : IsValid ( ) then
local e = pl : TraceLine ( 90 , MASK_SOLID , pl : GetMeleeFilter ( ) ) . Entity
if e : IsValid ( ) then return e end
end
return ent
end
function GM : ShouldUseAlternateDynamicSpawn ( )
return self.ZombieEscape or self : IsClassicMode ( ) or self.PantsMode or self : IsBabyMode ( )
end
function GM : GetZombieDamageScale ( pos , ignore )
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if LASTHUMAN then return self.ZombieDamageMultiplier end
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return self.ZombieDamageMultiplier * ( 1 - self : GetDamageResistance ( self : GetFearMeterPower ( pos , TEAM_UNDEAD , ignore ) ) )
end
local temppos
local function SortByDistance ( a , b )
return a : GetPos ( ) : Distance ( temppos ) < b : GetPos ( ) : Distance ( temppos )
end
function GM : GetClosestSpawnPoint ( teamid , pos )
temppos = pos
local spawnpoints
if type ( teamid ) == " table " then
spawnpoints = teamid
else
spawnpoints = team.GetValidSpawnPoint ( teamid )
end
table.sort ( spawnpoints , SortByDistance )
return spawnpoints [ 1 ]
end
local FEAR_RANGE = 768
local FEAR_PERINSTANCE = 0.075
local RALLYPOINT_THRESHOLD = 0.3
local function GetEpicenter ( tab )
local vec = Vector ( 0 , 0 , 0 )
if # tab == 0 then return vec end
for k , v in pairs ( tab ) do
vec = vec + v : GetPos ( )
end
return vec / # tab
end
function GM : GetTeamRallyGroups ( teamid )
local groups = { }
local ingroup = { }
local plys = team.GetPlayers ( teamid )
for _ , pl in pairs ( plys ) do
if not ingroup [ pl ] and pl : Alive ( ) then
local plpos = pl : GetPos ( )
local group = { pl }
for __ , otherpl in pairs ( plys ) do
if otherpl ~= pl and not ingroup [ otherpl ] and otherpl : Alive ( ) and otherpl : GetPos ( ) : Distance ( plpos ) <= FEAR_RANGE then
group [ # group + 1 ] = otherpl
end
end
if # group * FEAR_PERINSTANCE >= RALLYPOINT_THRESHOLD then
for k , v in pairs ( group ) do
ingroup [ v ] = true
end
groups [ # groups + 1 ] = group
end
end
end
return groups
end
function GM : GetTeamRallyPoints ( teamid )
local points = { }
for _ , group in pairs ( self : GetTeamRallyGroups ( teamid ) ) do
points [ # points + 1 ] = { GetEpicenter ( group ) , math.min ( 1 , ( # group * FEAR_PERINSTANCE - RALLYPOINT_THRESHOLD ) / ( 1 - RALLYPOINT_THRESHOLD ) ) }
end
return points
end
local CachedEpicentreTimes = { }
local CachedEpicentres = { }
function GM : GetTeamEpicentre ( teamid , nocache )
if not nocache and CachedEpicentres [ teamid ] and CurTime ( ) < CachedEpicentreTimes [ teamid ] then
return CachedEpicentres [ teamid ]
end
local plys = team.GetPlayers ( teamid )
local vVec = Vector ( 0 , 0 , 0 )
for _ , pl in pairs ( plys ) do
if pl : Alive ( ) then
vVec = vVec + pl : GetPos ( )
end
end
local epicentre = vVec / # plys
if not nocache then
CachedEpicentreTimes [ teamid ] = CurTime ( ) + 0.5
CachedEpicentres [ teamid ] = epicentre
end
return epicentre
end
GM.GetTeamEpicenter = GM.GetTeamEpicentre
function GM : GetCurrentEquipmentCount ( id )
local count = 0
local item = self.Items [ id ]
if item then
if item.Countables then
if type ( item.Countables ) == " table " then
for k , v in pairs ( item.Countables ) do
count = count + # ents.FindByClass ( v )
end
else
count = count + # ents.FindByClass ( item.Countables )
end
end
if item.SWEP then
count = count + # ents.FindByClass ( item.SWEP )
end
end
return count
end
function GM : GetFearMeterPower ( pos , teamid , ignore )
if LASTHUMAN then return 1 end
local power = 0
for _ , pl in pairs ( player.GetAll ( ) ) do
if pl ~= ignore and pl : Team ( ) == teamid and not pl : CallZombieFunction ( " DoesntGiveFear " ) and pl : Alive ( ) then
local dist = pl : NearestPoint ( pos ) : Distance ( pos )
if dist <= FEAR_RANGE then
power = power + ( ( FEAR_RANGE - dist ) / FEAR_RANGE ) * ( pl : GetZombieClassTable ( ) . FearPerInstance or FEAR_PERINSTANCE )
end
end
end
return math.min ( 1 , power )
end
function GM : GetRagdollEyes ( pl )
local Ragdoll = pl : GetRagdollEntity ( )
if not Ragdoll then return end
local att = Ragdoll : GetAttachment ( Ragdoll : LookupAttachment ( " eyes " ) )
if att then
att.Pos = att.Pos + att.Ang : Forward ( ) * - 2
att.Ang = att.Ang
return att.Pos , att.Ang
end
end
function GM : PlayerNoClip ( pl , on )
if pl : IsAdmin ( ) then
if SERVER then
PrintMessage ( HUD_PRINTCONSOLE , translate.Format ( on and " x_turned_on_noclip " or " x_turned_off_noclip " , pl : Name ( ) ) )
end
if SERVER then
pl : MarkAsBadProfile ( )
end
return true
end
return false
end
function GM : IsSpecialPerson ( pl , image )
local img , tooltip
if pl : SteamID ( ) == " STEAM_0:1:3307510 " then
img = " VGUI/steam/games/icon_sourcesdk "
tooltip = " JetBoom \n Creator of Zombie Survival! "
elseif pl : IsAdmin ( ) then
img = " VGUI/servers/icon_robotron "
tooltip = " Admin "
elseif pl : IsNoxSupporter ( ) then
img = " noxiousnet/noxicon.png "
tooltip = " Nox Supporter "
end
if img then
if CLIENT then
image : SetImage ( img )
image : SetTooltip ( tooltip )
end
return true
end
return false
end
function GM : GetWaveEnd ( )
return GetGlobalFloat ( " waveend " , 0 )
end
function GM : SetWaveEnd ( wave )
SetGlobalFloat ( " waveend " , wave )
end
function GM : GetWaveStart ( )
return GetGlobalFloat ( " wavestart " , self.WaveZeroLength )
end
function GM : SetWaveStart ( wave )
SetGlobalFloat ( " wavestart " , wave )
end
function GM : GetWave ( )
return GetGlobalInt ( " wave " , 0 )
end
if GM : GetWave ( ) == 0 then
GM : SetWaveStart ( GM.WaveZeroLength )
GM : SetWaveEnd ( GM.WaveZeroLength + GM : GetWaveOneLength ( ) )
end
function GM : GetWaveActive ( )
return GetGlobalBool ( " waveactive " , false )
end
function GM : SetWaveActive ( active )
if self.RoundEnded then return end
if self : GetWaveActive ( ) ~= active then
SetGlobalBool ( " waveactive " , active )
if SERVER then
gamemode.Call ( " WaveStateChanged " , active )
end
end
end
if not FixedSoundDuration then
FixedSoundDuration = true
local OldSoundDuration = SoundDuration
function SoundDuration ( snd )
if snd then
local ft = string.sub ( snd , - 4 )
if ft == " .mp3 " then
return OldSoundDuration ( snd ) * 2.25
end
if ft == " .ogg " then
return OldSoundDuration ( snd ) * 3
end
end
return OldSoundDuration ( snd )
end
end
2015-01-23 22:54:50 +08:00
function GM : VehicleMove ( )
end