249 lines
6.9 KiB
Lua
249 lines
6.9 KiB
Lua
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-- This system creates nodes which can be used to spawn dynamic objectives.
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GM.ProfilerNodes = {}
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GM.ProfilerFolder = "zsprofiler"
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GM.ProfilerFolderPreMade = "profiler_premade"
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GM.MaxProfilerNodes = 128
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hook.Add("Initialize", "ZSProfiler", function()
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file.CreateDir(GAMEMODE.ProfilerFolder)
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file.CreateDir(GAMEMODE.ProfilerFolderPreMade)
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end)
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local mapname = string.lower(game.GetMap())
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if file.Exists(GM.ProfilerFolderPreMade.."/"..mapname..".txt", "DATA") then
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GM.ProfilerIsPreMade = true
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GM.ProfilerNodes = Deserialize(file.Read(GM.ProfilerFolderPreMade.."/"..mapname..".txt", "DATA"))
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SRL = nil
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elseif file.Exists(GM.FolderName.."/gamemode/"..GM.ProfilerFolderPreMade.."/"..mapname..".lua", "LUA") then
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include(GM.ProfilerFolderPreMade.."/"..mapname..".lua")
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GM.ProfilerIsPreMade = true
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GM.ProfilerNodes = SRL or GM.ProfilerNodes
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SRL = nil
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end
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function GM:ClearProfiler()
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if not self:ProfilerEnabled() then return end
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self:SaveProfiler()
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end
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function GM:SaveProfilerPreMade(tab)
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file.Write(self:GetProfilerFilePreMade(), Serialize(tab))
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end
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function GM:DeleteProfilerPreMade()
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file.Delete(self:GetProfilerFilePreMade())
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end
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function GM:SaveProfiler()
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if not self:ProfilerEnabled() or self.ProfilerIsPreMade then return end
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file.Write(self:GetProfilerFile(), Serialize(self.ProfilerNodes))
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end
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function GM:LoadProfiler()
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if not self:ProfilerEnabled() or self.ProfilerIsPreMade then return end
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local filename = self:GetProfilerFile()
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if file.Exists(filename, "DATA") then
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self.ProfilerNodes = Deserialize(file.Read(filename, "DATA"))
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end
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end
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function GM:GetProfilerFile()
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return self.ProfilerFolder.."/"..string.lower(game.GetMap())..".txt"
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end
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function GM:GetProfilerFilePreMade()
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return self.ProfilerFolderPreMade.."/"..string.lower(game.GetMap())..".txt"
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end
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function GM:ProfilerEnabled()
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return not self.ZombieEscape and not self.ObjectiveMap
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end
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function GM:NeedsProfiling()
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return #self.ProfilerNodes <= self.MaxProfilerNodes and not self.ProfilerIsPreMade
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end
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function GM:DebugProfiler()
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for _, node in pairs(self.ProfilerNodes) do
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local spawned = false
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for __, e in pairs(ents.FindByClass("prop_dynamic*")) do
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if e.IsNode and e:GetPos() == node then spawned = true end
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end
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if not spawned then
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local ent = ents.Create("prop_dynamic_override")
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if ent:IsValid() then
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ent:SetModel("models/player/breen.mdl")
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ent:SetKeyValue("solid", "0")
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ent:SetColor(Color(255, 0, 0))
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ent:SetPos(node)
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ent:Spawn()
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ent.IsNode = true
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end
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end
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end
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end
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local playerheight = Vector(0, 0, 92)
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local playermins = Vector(-24, -24, 0)
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local playermaxs = Vector(24, 24, 4)
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local vecsky = Vector(0, 0, 32000)
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local function SkewedDistance(a, b, skew)
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if a.z > b.z then
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return math.sqrt((b.x - a.x) ^ 2 + (b.y - a.y) ^ 2 + ((a.z - b.z) * skew) ^ 2)
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end
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return a:Distance(b)
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end
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function GM:ProfilerPlayerValid(pl)
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-- Preliminary checks. We need to mark players as incompatible when they do certain things.
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if pl.NoProfiling then return false end
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-- Basic checks (movement, etc.)
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if not (pl:Team() == TEAM_HUMAN and pl:Alive()
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and pl:GetMoveType() == MOVETYPE_WALK and not pl:Crouching()
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and pl:OnGround() and pl:IsOnGround() and pl:GetGroundEntity() == game.GetWorld()) then return false end
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local plcenter = pl:LocalToWorld(pl:OBBCenter())
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local plpos = pl:GetPos()
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-- Are they near another node?
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for _, node in pairs(self.ProfilerNodes) do
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if SkewedDistance(node, plpos, 3) <= 128 then
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--print('near')
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return false
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end
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end
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-- Are they inside something?
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local pos = plpos + Vector(0, 0, 1)
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if util.TraceHull({start = pos, endpos = pos + playerheight, mins = playermins, maxs = playermaxs, mask = MASK_SOLID, filter = team.GetPlayers(pl:Team())}).Hit then
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--print('inside')
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return false
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end
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-- Are they near a trigger hurt?
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for _, ent in pairs(ents.FindInSphere(plcenter, 256)) do
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local entclass = ent:GetClass()
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if entclass == "trigger_hurt" then
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--print('trigger hurt')
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return false
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end
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end
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-- What about zombie spawns?
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for _, ent in pairs(team.GetValidSpawnPoint(TEAM_UNDEAD)) do
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if ent:GetPos():Distance(plcenter) < 420 then
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--print('near spawn')
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return false
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end
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end
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-- Time for the more complicated stuff.
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local trace = {start = plcenter, endpos = plcenter + vecsky, mins = playermins, maxs = playermaxs, mask = MASK_SOLID_BRUSHONLY}
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local trsky = util.TraceHull(trace)
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if trsky.HitSky or trsky.HitNoDraw then
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--print('outside')
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return false
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end
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-- Check to see if they're near a window or the entrance of somewhere. This also doubles as a check for long hallways.
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local ang = Angle(0, 0, 0)
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for t = 0, 359, 15 do
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ang.yaw = t
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for d = 32, 92, 24 do
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trace.start = plcenter + ang:Forward() * d
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trace.endpos = trace.start + Vector(0, 0, 640)
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local tr = util.TraceHull(trace)
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if not tr.Hit or tr.HitNormal.z > -0.65 then
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--print('not hit ceiling')
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return false
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end
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trace.endpos = trace.start + Vector(0, 0, -64)
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local tr = util.TraceHull(trace)
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if not tr.Hit or tr.HitNormal.z < 0.65 then
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--print('not hit floor')
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return false
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end
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end
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end
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-- Are they outside?
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--[[local trace = {start = plcenter, endpos = plcenter + vecsky, mins = playermins, maxs = playermaxs, mask = MASK_SOLID_BRUSHONLY}
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local trsky = util.TraceHull(trace)
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if trsky.HitSky or trsky.HitNoDraw then
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--print('outside')
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return false
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end
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-- Check to see if they're near a window or the entrance of somewhere. This also doubles as a check for long hallways.
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local ang = Angle(-30, 0, 0)
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for t = 0, 359, 15 do
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ang.yaw = t
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trace.endpos = trace.start + ang:Forward() * 350
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local tr = util.TraceLine(trace)
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if not tr.Hit then
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--print('not hit ceiling')
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return false
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end
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end
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local ang = Angle(-50, 0, 0)
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for t = 0, 359, 15 do
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ang.yaw = t
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trace.endpos = trace.start + ang:Forward() * 300
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local tr = util.TraceLine(trace)
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if tr.Fraction == 0 or tr.HitSky or tr.HitNoDraw or tr.HitNormal.z > -0.65 then
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print('fractions differ')
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return false
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end
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end
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-- Check to make sure the floor is even all around.
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local ang = Angle(55, 0, 0)
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local floordist = playerheight.z
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for t = 0, 359, 15 do
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ang.yaw = t
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trace.endpos = trace.start + ang:Forward() * floordist
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local tr = util.TraceLine(trace)
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if not tr.Hit then
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--print('floor uneven')
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return false
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end
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end]]
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--print('valid')
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return true
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end
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function GM:ProfilerTick()
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if not self:ProfilerEnabled() or not self:NeedsProfiling() then return end
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local changed = false
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for _, pl in pairs(player.GetAll()) do
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if not self:ProfilerPlayerValid(pl) then continue end
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table.insert(self.ProfilerNodes, pl:GetPos())
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changed = true
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end
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if changed then
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self:SaveProfiler() --self:DebugProfiler()
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end
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end
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timer.Create("ZSProfiler", 3, 0, function() GAMEMODE:ProfilerTick() end)
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hook.Add("OnWaveStateChanged", "ZSProfiler", function() -- Only profile during start
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if GAMEMODE:GetWave() > 0 then
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timer.Destroy("ZSProfiler")
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end
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end)
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