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

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local meta = FindMetaTable("Player")
function meta:FloatingScore(victim, effectname, frags, flags)
if MySelf == self then
gamemode.Call("FloatingScore", victim, effectname, frags, flags)
end
end
function meta:FixModelAngles(velocity)
local eye = self:EyeAngles()
self:SetLocalAngles(eye)
self:SetRenderAngles(eye)
self:SetPoseParameter("move_yaw", math.NormalizeAngle(velocity:Angle().yaw - eye.y))
end
function meta:RemoveAllStatus(bSilent, bInstant)
end
function meta:RemoveStatus(sType, bSilent, bInstant, sExclude)
end
function meta:HasWon()
return self:Team() == TEAM_HUMAN and self:GetObserverMode() == OBS_MODE_ROAMING
end
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function meta:GetStatus(sType)
local ent = self["status_"..sType]
if ent and ent:GetOwner() == self then return ent end
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end
function meta:GiveStatus(sType, fDie)
end
function meta:KnockDown(time)
end
local ViewHullMins = Vector(-8, -8, -8)
local ViewHullMaxs = Vector(8, 8, 8)
function meta:GetThirdPersonCameraPos(origin, angles)
local allplayers = player.GetAll()
local tr = util.TraceHull({start = origin, endpos = origin + angles:Forward() * -math.max(36, self:Team() == TEAM_UNDEAD and self:GetZombieClassTable().CameraDistance or self:BoundingRadius()), mask = MASK_SHOT, filter = allplayers, mins = ViewHullMins, maxs = ViewHullMaxs})
return tr.HitPos + tr.HitNormal * 3
end
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function meta:IsFriend()
return self.m_IsFriend
end
timer.Create("checkfriend", 5, 0, function()
-- This probably isn't the fastest function in the world so I cache it.
for _, pl in pairs(player.GetAll()) do
pl.m_IsFriend = pl:GetFriendStatus() == "friend"
end
end)
if not meta.SetGroundEntity then
function meta:SetGroundEntity(ent) end
end
if not meta.Kill then
function meta:Kill() end
end
if not meta.HasWeapon then
function meta:HasWeapon(class)
for _, wep in pairs(self:GetWeapons()) do
if wep:GetClass() == class then return true end
end
return false
end
end
function meta:SetMaxHealth(num)
self:SetDTInt(0, math.ceil(num))
end
meta.OldGetMaxHealth = FindMetaTable("Entity").GetMaxHealth
function meta:GetMaxHealth()
return self:GetDTInt(0)
end
function meta:DoHulls(classid, teamid)
teamid = teamid or self:Team()
classid = classid or self:GetZombieClass()
if teamid == TEAM_UNDEAD then
self:SetIK(false)
local classtab = GAMEMODE.ZombieClasses[classid]
if classtab then
if classtab.ModelScale then
self:SetModelScale(classtab.ModelScale, 0)
elseif self:GetModelScale() ~= DEFAULT_MODELSCALE then
self:SetModelScale(DEFAULT_MODELSCALE, 0)
end
if not classtab.Hull or not classtab.HullDuck then
self:ResetHull()
end
if classtab.ViewOffset then
self:SetViewOffset(classtab.ViewOffset)
elseif self:GetViewOffset() ~= DEFAULT_VIEW_OFFSET then
self:SetViewOffset(DEFAULT_VIEW_OFFSET)
end
if classtab.ViewOffsetDucked then
self:SetViewOffsetDucked(classtab.ViewOffsetDucked)
elseif self:GetViewOffsetDucked() ~= DEFAULT_VIEW_OFFSET_DUCKED then
self:SetViewOffsetDucked(DEFAULT_VIEW_OFFSET_DUCKED)
end
if classtab.HullDuck then
self:SetHullDuck(classtab.HullDuck[1], classtab.HullDuck[2])
end
if classtab.Hull then
self:SetHull(classtab.Hull[1], classtab.Hull[2])
end
if classtab.StepSize then
self:SetStepSize(classtab.StepSize)
elseif self:GetStepSize() ~= DEFAULT_STEP_SIZE then
self:SetStepSize(DEFAULT_STEP_SIZE)
end
if classtab.JumpPower then
self:SetJumpPower(classtab.JumpPower)
elseif self:GetJumpPower() ~= DEFAULT_JUMP_POWER then
self:SetJumpPower(DEFAULT_JUMP_POWER)
end
if classtab.Gravity then
self:SetGravity(classtab.Gravity)
elseif self:GetGravity() ~= 1 then
self:SetGravity(1)
end
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if classtab.ClientsideModelScale then
self.ClientsideModelScale = Vector(1, 1, 1) * classtab.ClientsideModelScale
local m = Matrix()
m:Scale(self.ClientsideModelScale)
self:EnableMatrix("RenderMultiply", m)
end
self.NoCollideAll = classtab.NoCollideAll or (classtab.ModelScale or 1) ~= DEFAULT_MODELSCALE
--self.NoCollideInside = classtab.NoCollideInside or (classtab.ModelScale or 1) ~= DEFAULT_MODELSCALE
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self.AllowTeamDamage = classtab.AllowTeamDamage
self.NeverAlive = classtab.NeverAlive
self.KnockbackScale = classtab.KnockbackScale
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local phys = self:GetPhysicsObject()
if phys:IsValid() then
phys:SetMass(classtab.Mass or DEFAULT_MASS)
end
end
else
self:SetIK(true)
self:SetModelScale(DEFAULT_MODELSCALE, 0)
self:ResetHull()
self:SetViewOffset(DEFAULT_VIEW_OFFSET)
self:SetViewOffsetDucked(DEFAULT_VIEW_OFFSET_DUCKED)
self:SetStepSize(DEFAULT_STEP_SIZE)
self:SetJumpPower(DEFAULT_JUMP_POWER)
self:SetGravity(1)
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if self.ClientsideModelScale then
self.ClientsideModelScale = nil
self:DisableMatrix("RenderMultiply")
end
self.NoCollideAll = nil
--self.NoCollideInside = nil
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self.AllowTeamDamage = nil
self.NeverAlive = nil
self.KnockbackScale = nil
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local phys = self:GetPhysicsObject()
if phys:IsValid() then
phys:SetMass(DEFAULT_MASS)
end
end
end
function meta:GivePenalty(amount)
surface.PlaySound("ambient/alarms/klaxon1.wav")
end
function meta:SetZombieClass(cl)
self:CallZombieFunction0("SwitchedAway")
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local classtab = GAMEMODE.ZombieClasses[cl]
if classtab then
self.Class = classtab.Index or cl
self:CallZombieFunction0("SwitchedTo")
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end
end
function meta:GetRateOfPalsy(ft, frightened, health, threshold, gunsway)
local healthth = health <= threshold and (((threshold - health) / threshold) * 7) or 0
return ft * (
(frightened and 14 or healthth) * (MySelf.AimShakeMul or 1) +
(gunsway and (4 * (MySelf.AimSpreadMul or 1)) or 0)
)
end
GM.CachedResupplyAmmoType = "scrap"
timer.Create("CacheResupplyAmmoType", 0.3333, 0, function()
if not GAMEMODE or not MySelf or not MySelf.GetResupplyAmmoType then return end
GAMEMODE.CachedResupplyAmmoType = MySelf:GetResupplyAmmoType()
end)
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net.Receive("zs_penalty", function(length)
local penalty = net.ReadUInt(16)
MySelf:GivePenalty(penalty)
end)
net.Receive("zs_dohulls", function(length)
local ent = net.ReadEntity()
local classid = net.ReadUInt(8)
local is_zombie = net.ReadBool()
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if ent:IsValid() then
ent:DoHulls(classid, is_zombie and TEAM_UNDEAD or TEAM_HUMAN)
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end
end)
net.Receive("zs_zclass", function(length)
local ent = net.ReadEntity()
local id = net.ReadUInt(8)
if ent:IsValidPlayer() then
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ent:SetZombieClass(id)
end
end)
net.Receive("zs_floatscore", function(length)
local victim = net.ReadEntity()
local effectname = net.ReadString()
local frags = net.ReadInt(24)
local flags = net.ReadUInt(8)
if victim and victim:IsValid() then
MySelf:FloatingScore(victim, effectname, frags, flags)
end
end)
net.Receive("zs_floatscore_vec", function(length)
local pos = net.ReadVector()
local effectname = net.ReadString()
local frags = net.ReadInt(24)
local flags = net.ReadUInt(8)
MySelf:FloatingScore(pos, effectname, frags, flags)
end)