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local meta = FindMetaTable ( " Entity " )
if not meta then return end
function meta : GetDefaultBarricadeHealth ( )
local mass = 2
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if self._OriginalMass then
mass = self._OriginalMass
else
local phys = self : GetPhysicsObject ( )
if phys : IsValid ( ) then
mass = phys : GetMass ( )
end
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end
return math.Clamp ( mass * GAMEMODE.BarricadeHealthMassFactor + self : GetVolume ( ) * GAMEMODE.BarricadeHealthVolumeFactor , GAMEMODE.BarricadeHealthMin , GAMEMODE.BarricadeHealthMax )
end
function meta : HitFence ( data , phys )
local pos = phys : GetPos ( )
local vel = data.OurOldVelocity
local endpos = data.HitPos + vel : GetNormalized ( )
if util.TraceLine ( { start = pos , endpos = endpos , mask = MASK_SOLID , filter = self } ) . Hit and not util.TraceLine ( { start = pos , endpos = endpos , mask = MASK_SHOT , filter = self } ) . Hit then -- Essentially hit a fence or passable object.
self : SetPos ( data.HitPos )
phys : SetPos ( data.HitPos )
phys : SetVelocityInstantaneous ( vel )
return true
end
return false
end
function meta : GhostAllPlayersInMe ( timeout , allowrepeat )
if not allowrepeat then
if self.GhostedBefore then return end
self.GhostedBefore = true
end
local ent = ents.Create ( " point_propnocollide " )
if ent : IsValid ( ) then
ent : SetPos ( self : GetPos ( ) )
ent : Spawn ( )
if timeout then
ent : SetTimeOut ( CurTime ( ) + timeout )
end
ent : SetTeam ( TEAM_HUMAN )
ent : SetProp ( self )
end
end
local function SortItems ( a , b )
if a.CleanupPriority == b.CleanupPriority then
return a.Created < b.Created
end
return a.CleanupPriority < b.CleanupPriority
end
local function CheckItemCreated ( self )
if not self : IsValid ( ) or self.PlacedInMap then return end
local tab = { }
for _ , ent in pairs ( ents.FindByClass ( " prop_ammo " ) ) do
if not ent.PlacedInMap then
table.insert ( tab , ent )
end
end
for _ , ent in pairs ( ents.FindByClass ( " prop_weapon " ) ) do
if not ent.PlacedInMap then
table.insert ( tab , ent )
end
end
if # tab > GAMEMODE.MaxDroppedItems then
table.sort ( tab , SortItems )
for i = 1 , GAMEMODE.MaxDroppedItems do
tab [ i ] : Remove ( )
end
end
end
function meta : ItemCreated ( )
self.Created = self.Created or CurTime ( )
timer.Simple ( 0 , function ( ) CheckItemCreated ( self ) end )
end
function meta : FireOutput ( outpt , activator , caller , args )
local intab = self [ outpt ]
if intab then
for key , tab in pairs ( intab ) do
for __ , subent in pairs ( self : FindByNameHammer ( tab.entityname , activator , caller ) ) do
local delay = tonumber ( tab.delay )
if delay == nil or delay <= 0 then
subent : Input ( tab.input , activator , caller , tab.args )
else
local inp = tab.input
local args = tab.args
timer.Simple ( delay , function ( ) if subent : IsValid ( ) then subent : Input ( inp , activator , caller , args ) end end )
end
end
end
end
end
function meta : AddOnOutput ( key , value )
self [ key ] = self [ key ] or { }
local tab = string.Explode ( " , " , value )
table.insert ( self [ key ] , { entityname = tab [ 1 ] , input = tab [ 2 ] , args = tab [ 3 ] , delay = tab [ 4 ] , reps = tab [ 5 ] } )
end
function meta : FindByNameHammer ( name , activator , caller )
if name == " !self " then return { self } end
if name == " !activator " then return { activator } end
if name == " !caller " then return { caller } end
return ents.FindByName ( name )
end
function meta : IsNailed ( )
if self : IsValid ( ) and self.Nails then -- In case we're the world.
for _ , nail in pairs ( self.Nails ) do
if nail and nail : IsValid ( ) and ( nail : GetAttachEntity ( ) == self or nail : GetBaseEntity ( ) == self ) then
return true
end
end
end
return false
end
function meta : IsNailedToWorld ( hierarchy )
if self : IsNailed ( ) then
for _ , nail in pairs ( self.Nails ) do
if nail : GetAttachEntity ( ) : IsWorld ( ) then
return true
end
end
end
if hierarchy then
for _ , ent in pairs ( self : GetAllConstrainedEntities ( ) ) do
if ent ~= self and ent : IsValid ( ) and ent : IsNailedToWorld ( ) then return true end
end
end
return false
end
function meta : IsNailedToWorldHierarchy ( )
return self : IsNailedToWorld ( true )
end
function meta : GetNailFrozen ( )
return self.m_NailFrozen
end
meta.IsNailFrozen = meta.GetNailFrozen
function meta : SetNailFrozen ( frozen )
if frozen then
local phys = self : GetPhysicsObject ( )
if phys : IsValid ( ) and phys : IsMoveable ( ) then
self.m_NailFrozen = true
phys : EnableMotion ( false )
end
elseif self : IsNailFrozen ( ) then
local phys = self : GetPhysicsObject ( )
if phys : IsValid ( ) then
self.m_NailFrozen = false
phys : EnableMotion ( true )
phys : Wake ( )
end
end
end
function constraint . GetAllConstrainedEntitiesOrdered ( ent )
local allcons = constraint.GetAllConstrainedEntities ( ent )
local tab = { }
if allcons then
for k , v in pairs ( allcons ) do
table.insert ( tab , v )
end
end
return tab
end
function meta : GetAllConstrainedEntities ( )
local allcons = constraint.GetAllConstrainedEntitiesOrdered ( self )
if not allcons or # allcons == 0 then
return { self }
end
return allcons
end
function meta : PackUp ( pl )
if not self.CanPackUp then return end
local cur = pl : GetStatus ( " packup " )
if cur and cur : IsValid ( ) then return end
local status = pl : GiveStatus ( " packup " )
if status : IsValid ( ) then
status : SetPackUpEntity ( self )
status : SetEndTime ( CurTime ( ) + ( self.PackUpTime or 4 ) )
if self.GetObjectOwner then
local owner = self : GetObjectOwner ( )
if owner : IsValid ( ) and owner : Team ( ) == TEAM_HUMAN and owner ~= pl and not gamemode.Call ( " PlayerIsAdmin " , pl ) then
status : SetNotOwner ( true )
end
end
end
end
function meta : GetPropsInContraption ( )
local allcons = constraint.GetAllConstrainedEntities ( self )
if not allcons or # allcons == 0 then
return 1
end
return # allcons
end
function meta : HumanNearby ( )
for _ , pl in pairs ( team.GetPlayers ( TEAM_HUMAN ) ) do
local plpos = pl : GetPos ( )
if pl : Alive ( ) and self : NearestPoint ( plpos ) : Distance ( plpos ) <= 512 then
return true
end
end
end
function meta : ResetLastBarricadeAttacker ( attacker , dmginfo )
if attacker : IsPlayer ( ) and attacker : Team ( ) == TEAM_UNDEAD then
self.m_LastDamagedByZombie = CurTime ( )
if self : HumanNearby ( ) then
local dmg = math.ceil ( dmginfo : GetDamage ( ) )
attacker.BarricadeDamage = attacker.BarricadeDamage + dmg
if attacker.LifeBarricadeDamage ~= nil then
attacker : AddLifeBarricadeDamage ( dmg )
end
if attacker : GetZombieClassTable ( ) . Name == " Crow " then
attacker.CrowBarricadeDamage = attacker.CrowBarricadeDamage + dmg
end
end
end
end
meta.OldSetPhysicsAttacker = meta.SetPhysicsAttacker
function meta : SetPhysicsAttacker ( ent )
if self : GetClass ( ) == " func_physbox " and ent : IsValid ( ) then
self.PBAttacker = ent
self.NPBAttacker = CurTime ( ) + 1
end
self : OldSetPhysicsAttacker ( ent )
end
local function randomsort ( a , b )
return a.rand < b.rand
end
local function randomize ( t )
for k , v in pairs ( t ) do v.rand = math.Rand ( 0 , 1 ) end
table.sort ( t , randomsort )
end
-- Return true to override default behavior.
function meta : DamageNails ( attacker , inflictor , damage , dmginfo )
if not self : IsNailed ( ) or self.m_NailsDontAbsorb then return end
if self : GetBarricadeHealth ( ) <= 0 then return end
if not gamemode.Call ( " CanDamageNail " , self , attacker , inflictor , damage , dmginfo ) then
if dmginfo then
dmginfo : SetDamage ( 0 )
dmginfo : SetDamageType ( DMG_BULLET )
end
return true
end
if damage < 0 then
if dmginfo then
dmginfo : SetDamage ( 0 )
end
return true
end
self : ResetLastBarricadeAttacker ( attacker , dmginfo )
local nails = self : GetLivingNails ( )
if # nails <= 0 then return end
self : SetBarricadeHealth ( self : GetBarricadeHealth ( ) - damage )
for i , nail in ipairs ( nails ) do
nail : OnDamaged ( damage , attacker , inflictor , dmginfo )
end
if attacker : IsPlayer ( ) then
GAMEMODE : DamageFloater ( attacker , self , dmginfo )
end
if dmginfo then dmginfo : SetDamage ( 0 ) end
if self : GetBarricadeHealth ( ) <= 0 then
if self : GetModel ( ) ~= " " and self : GetModel ( ) ~= " models/error.mdl " then
if self : GetName ( ) == " " and self : GetVolume ( ) < 100 then
self : Fire ( " break " , " " , 0.01 )
self : Fire ( " kill " , " " , 0.05 )
else
local ent = ents.Create ( " env_propbroken " )
if ent : IsValid ( ) then
ent : Spawn ( )
ent : AttachTo ( self )
end
end
end
for _ , nail in pairs ( nails ) do
self : RemoveNail ( nail )
end
end
return true
end
function meta : GetNails ( )
local tab = { }
if self.Nails then
for _ , nail in pairs ( self.Nails ) do
if nail and nail : IsValid ( ) then
table.insert ( tab , nail )
end
end
end
return tab
end
function meta : GetLivingNails ( )
local tab = { }
if self.Nails then
for _ , nail in pairs ( self.Nails ) do
if nail and nail : IsValid ( ) and nail : GetNailHealth ( ) > 0 then
table.insert ( tab , nail )
end
end
end
return tab
end
function meta : GetFirstNail ( )
if self.Nails then
for i , nail in ipairs ( self.Nails ) do
if nail and nail : IsValid ( ) and not nail : GetAttachEntity ( ) : IsValid ( ) then return nail end
end
for i , nail in ipairs ( self.Nails ) do
if nail and nail : IsValid ( ) then return nail end
end
end
end
local function GetNailOwner ( nail , filter )
for _ , ent in pairs ( ents.GetAll ( ) ) do
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if ent and ent ~= filter and ent.Nails and ent : isValid ( ) then
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for __ , n in pairs ( ent.Nails ) do
if n == nail then
return ent
end
end
end
end
return game.GetWorld ( )
end
function meta : RemoveNail ( nail , dontremoveentity , removedby )
if not self : IsNailed ( ) then return end
if not nail then
nail = self : GetFirstNail ( )
end
if not nail or not nail : IsValid ( ) then return end
local cons = nail : GetNailConstraint ( )
local othernails = 0
for _ , othernail in pairs ( ents.FindByClass ( " prop_nail " ) ) do
if othernail ~= nail and othernail : GetNailConstraint ( ) : IsValid ( ) and othernail : GetNailConstraint ( ) == cons then
othernails = othernails + 1
end
end
-- Only remove the constraint if it's the last nail.
if othernails == 0 and cons : IsValid ( ) then
cons : Remove ( )
end
local ent2 = GetNailOwner ( nail , self )
for i , n in ipairs ( self.Nails ) do
if n == nail then
table.remove ( self.Nails , i )
break
end
end
if ent2 and ent2.Nails then
for i , n in ipairs ( ent2.Nails ) do
if n == nail then
table.remove ( ent2.Nails , i )
ent2 : TemporaryBarricadeObject ( )
break
end
end
end
self : TemporaryBarricadeObject ( )
gamemode.Call ( " OnNailRemoved " , nail , self , ent2 , removedby )
if not dontremoveentity then
nail : Remove ( )
nail.m_IsRemoving = true
end
return true
end