zombiesurvival-evolved/gamemodes/zombiesurvival/gamemode/sh_zombieescape.lua

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if string.sub(string.lower(game.GetMap()), 1, 3) ~= "ze_" then return end
GM.ZombieEscape = true
GM.WaveZeroLength = 90
GM.EndGameTime = 35
GM.ZE_FreezeTime = 20
GM.ZE_TimeLimit = 60 * 16
GM.DefaultZombieClass = GM.ZombieClasses["Super Zombie"].Index
DEFAULT_JUMP_POWER = 195
local CSSWEAPONS = {"weapon_knife","weapon_glock","weapon_usp","weapon_p228","weapon_deagle",
"weapon_elite","weapon_fiveseven","weapon_m3","weapon_xm1014","weapon_galil",
"weapon_ak47","weapon_scout","weapon_sg552","weapon_awp","weapon_g3sg1",
"weapon_famas","weapon_m4a1","weapon_aug","weapon_sg550","weapon_mac10",
"weapon_tmp","weapon_mp5navy","weapon_ump45","weapon_p90","weapon_m249"}
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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() * 0.9)
move:SetMaxClientSpeed(move:GetMaxClientSpeed() * 0.9)
elseif move:GetForwardSpeed() == 0 then
move:SetMaxSpeed(move:GetMaxSpeed() * 0.95)
move:SetMaxClientSpeed(move:GetMaxClientSpeed() * 0.95)
end
elseif pl:CallZombieFunction1("Move", move) then
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return
end
local legdamage = pl:GetLegDamage()
if legdamage > 0 then
local scale = 1 - math.min(1, legdamage * 0.25)
move:SetMaxSpeed(move:GetMaxSpeed() * scale)
move:SetMaxClientSpeed(move:GetMaxClientSpeed() * scale)
end
end
function GM:GetZombieDamageScale(pos, ignore)
return self.ZombieDamageMultiplier
end
function GM:ScalePlayerDamage(pl, hitgroup, dmginfo)
if not dmginfo:IsBulletDamage() then return end
if dmginfo:IsBulletDamage() and hitgroup == HITGROUP_HEAD then
pl.m_LastHeadShot = CurTime()
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end
if not pl:CallZombieFunction2("ScalePlayerDamage", hitgroup, dmginfo) then
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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
if pl:Team() == TEAM_UNDEAD and self:PlayerShouldTakeDamage(pl, dmginfo:GetAttacker()) then
pl:AddLegDamage(((hitgroup == HITGROUP_LEFTLEG or hitgroup == HITGROUP_RIGHTLEG) and 1 or 0.125) * dmginfo:GetDamage())
end
end
-- Creates some dummy entities so we don't get spammed in the console.
local ENT = {}
ENT.Type = "anim"
ENT.RenderGroup = RENDERGROUP_NONE
function ENT:Initialize()
self:SetNoDraw(true)
end
if SERVER then
function ENT:Think()
self:Remove()
end
end
hook.Add("Initialize", "RegisterDummyEntities", function()
scripted_ents.Register(ENT, "ammo_50ae")
scripted_ents.Register(ENT, "ammo_556mm_box")
scripted_ents.Register(ENT, "player_weaponstrip")
--CSS Weapons for ZE map parenting
for i, weapon in pairs(CSSWEAPONS) do
weapons.Register({Base = "weapon_map_base"},weapon)
end
end)
hook.Add( "PlayerCanPickupWeapon", "RestrictMapWeapons", function( ply, wep )
if wep:GetClass() == "weapon_knife" then
if ply:Team() == TEAM_HUMAN then return false end
else
if table.HasValue(CSSWEAPONS,wep:GetClass()) and ply:Team() == TEAM_UNDEAD then return false end
end
local weps = ply:GetWeapons()
--Only allow one special weapon per player
for k, v in pairs(weps) do
if table.HasValue( CSSWEAPONS, v:GetClass() ) or v:GetClass() == "weapon_map_base" then return false end
end
return true
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end)