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

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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")
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"})
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
elseif SERVER then
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pl:PreventSkyCade()
end
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
local TEAM_SPECTATOR = TEAM_SPECTATOR
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function GM:PlayerCanHearPlayersVoice(listener, talker)
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
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)
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)
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)
Merge with current nox changes. Random starting loadouts now include things that aren't weapons (ammo, traits, etc.). Added an option to disable the automatic suicide when changing zombie classes. Zombies will no longer receive damage resistance when only one human remains. Players can no longer claim the arsenal crate that gets spawned in the human spawn when nobody has one. Any player can pack it up though. The Ghoul's ghoul touch special ability has been changed. It will no longer slow targets but will debuff them for the next 10 seconds. They will take 40% more damage (the extra damage is attributed to the person who ghoul touched them last) for the next 10 seconds as well as slightly disorienting them. The Ghoul movement speed has been reduced from 185 to 170. Added crafting recipe: 'Waraxe' Handgun. Combine two 'Battleaxe' Handguns to craft this. Slightly better version of the Owens. The Flesh Creeper model has been changed to one that doesn't have severely awkward hitboxes. The Flesh Creeper can no longer jump and attack at the same time. The Lead Pipe special trait has been changed from a disorientation to a severe view punch/snap on a global cooldown of 1.5 seconds. The Regenerative trait is now 1 health every 6 seconds under 50% health instead of 1 health every 5 seconds under 50% health. Fast Zombie Legs have been changed to be a slightly faster but slightly weaker version of Zombie Legs. Zombies that have just spawned or enter zombie gas will now have a temporary buff which gives 25% extra speed and 40% damage resistance. This buff lasts for 3 seconds and is refreshed by entering the gas. Gas will no longer heal. Zombies with this buff on will strobe dark green. Added crafting recipe: Bladehack. Combine a saw blade with a manhack to get this. Slower but has more health, does more damage, and has less of a knockback when hitting something. Resupply Boxes now award the owner a point for every 2 people who use their box instead of every single person (so half as many points). Fixed Fast Zombie Legs spawning much more abundantly than intended. Fixed Flesh Creepers not being able to jump over obstacles due to their insanely low jump height. Fixed zombies taking themselves in to account when calculating horde damage resistance (bosses always had full resistance because of this). Fixed allowing people to use worth menu after redeeming.
2014-11-07 13:03:40 +08:00
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\nCreator 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
function GM:VehicleMove()
end