Merge pull request #57 from BClark09/master
4 commits relating to mapping entities or fists
This commit is contained in:
commit
6744b6cce0
4 changed files with 43 additions and 13 deletions
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@ -43,7 +43,7 @@ function ENT:KeyValue(key, value)
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GAMEMODE.OverrideEndSlomo = value == "1"
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GAMEMODE.OverrideEndSlomo = value == "1"
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elseif key == "endcamera" then
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elseif key == "endcamera" then
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SetGlobalBool("endcamera", value == "1")
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SetGlobalBool("endcamera", value == "1")
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elseif key == "setendcamerapos" then
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elseif key == "endcamerapos" then
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SetGlobalVector("endcamerapos", Vector(value))
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SetGlobalVector("endcamerapos", Vector(value))
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elseif key == "winmusic" then
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elseif key == "winmusic" then
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if value == "default" then
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if value == "default" then
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@ -2,7 +2,12 @@ AddCSLuaFile()
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SWEP.PrintName = "Fists"
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SWEP.PrintName = "Fists"
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SWEP.WalkSpeed = SPEED_NORMAL
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if GAMEMODE.ZombieEscape then
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SWEP.WalkSpeed = SPEED_ZOMBIEESCAPE_NORMAL
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else
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SWEP.WalkSpeed = SPEED_NORMAL
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end
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SWEP.IsMelee = true
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SWEP.IsMelee = true
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SWEP.UseHands = true
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SWEP.UseHands = true
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@ -186,7 +191,7 @@ function SWEP:Deploy()
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if SERVER then
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if SERVER then
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self:SetCombo(0)
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self:SetCombo(0)
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end
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end
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self.Owner:ResetSpeed()
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return true
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return true
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end
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end
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@ -199,7 +204,11 @@ function SWEP:Think()
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if idle_holdtype_time > 0 and curtime >= idle_holdtype_time then
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if idle_holdtype_time > 0 and curtime >= idle_holdtype_time then
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--self:SetWeaponHoldType("normal")
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--self:SetWeaponHoldType("normal")
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self:SetNextIdleHoldType(0)
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self:SetNextIdleHoldType(0)
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if GAMEMODE.ZombieEscape then
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self.WalkSpeed = SPEED_ZOMBIEESCAPE_NORMAL
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else
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self.WalkSpeed = SPEED_NORMAL
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self.WalkSpeed = SPEED_NORMAL
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end
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self.Owner:ResetSpeed()
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self.Owner:ResetSpeed()
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end
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end
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@ -7,6 +7,8 @@ if not GM.ZombieEscape then return end
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table.insert(GM.CleanupFilter, "func_brush")
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table.insert(GM.CleanupFilter, "func_brush")
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table.insert(GM.CleanupFilter, "env_global")
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table.insert(GM.CleanupFilter, "env_global")
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table.insert(GM.CleanupFilter, "info_player_terrorist")
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table.insert(GM.CleanupFilter, "info_player_counterterrorist")
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-- We need to fix these important entities.
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-- We need to fix these important entities.
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hook.Add("EntityKeyValue", "zombieescape", function(ent, key, value)
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hook.Add("EntityKeyValue", "zombieescape", function(ent, key, value)
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@ -1,5 +1,5 @@
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//////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////
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// NoXiousNet Zombie Survival FGD - Last Edit by Benjy (30th November 2014) //
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// NoXiousNet Zombie Survival FGD - Last Edit by Benjy (9th December 2014) //
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// If there are any bugs with this file, or any additions that need to be made //
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// If there are any bugs with this file, or any additions that need to be made //
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// make a post at: http://www.noxiousnet.com/forums/index.php?topic=14910 //
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// make a post at: http://www.noxiousnet.com/forums/index.php?topic=14910 //
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//////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////
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@ -491,10 +491,29 @@
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@PointClass base(Targetname) = logic_winlose : "ZS: When activated, this will end the round immediately, with the specified outcome."
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@PointClass base(Targetname) = logic_winlose : "ZS: When activated, this will end the round immediately, with the specified outcome."
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[
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[
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// Keys
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endslowmo(choices) : "Enable Slow Motion Effect?" : 1 : "Enables or disables the slow motion effect at the end of the round." =
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[
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0 : "No"
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1 : "Yes"
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]
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endcamera(choices) : "Enable Custom Camera?" : 0 : "Enables or disables an end round camera." =
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[
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0 : "No"
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1 : "Yes"
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]
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endcamerapos(vector) : "Custom Camera Vector" : "" : "Sets the position of the end round camera."
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winmusic(sound) : "Win Music" : "default" : "The music that plays when the human team have won the round. 'default' for normal function"
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losemusic(sound) : "Lose Music" : "default" : "The music that plays when the human team have lost the round. 'default' for normal function"
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// Inputs
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// Inputs
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input win(void) : "Humans win the game, map over."
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input win(void) : "Humans win the game, map over."
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input lose(void) : "Humans lose the game, map over."
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input lose(void) : "Humans lose the game, map over."
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input setendslomo(integer) : "Enables or disables the slow motion effect at the end of the round."
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input setendcamera(integer) : "Enables or disables an end round camera."
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input setendcamerapos(vector) : "Sets the vector for where the end round camera should go to."
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input setwinmusic(string) : "The music that plays when the human team have won the round. 'default' for normal function."
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input setlosemusic(string) : "The music that plays when the human team have lost the round. 'default' for normal function."
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// Outputs
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// Outputs
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output onwin(void) : "Called when humans win even if not by this entity."
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output onwin(void) : "Called when humans win even if not by this entity."
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output onlose(void) : "Called when humans lose even if not by this entity."
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output onlose(void) : "Called when humans lose even if not by this entity."
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@ -561,9 +580,9 @@
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displayentity(target_destination) : "Target Messaging Entity" : "" : "The entity used to display the message, can be a targetname of a class game_text, point_worldhint or point_zsmessage"
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displayentity(target_destination) : "Target Messaging Entity" : "" : "The entity used to display the message, can be a targetname of a class game_text, point_worldhint or point_zsmessage"
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zsmessagemode(choices) : "Point_zsmessage Method" : 0 : "If using a point_zsmessage, select the method of display with this key" =
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zsmessagemode(choices) : "Point_zsmessage Method" : 0 : "If using a point_zsmessage, select the method of display with this key" =
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[
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[
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"0" : "Centred HUD Message"
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0 : "Centred HUD Message"
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"1" : "Corner Human HUD Message"
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1 : "Corner Human HUD Message"
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"2" : "Corner Zombie HUD Message"
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2 : "Corner Zombie HUD Message"
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]
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]
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string01(string) : "String 01" : "" : "Part 01 of the full string, there can be up to 99 of these."
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string01(string) : "String 01" : "" : "Part 01 of the full string, there can be up to 99 of these."
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string02(string) : "String 02" : "" : "Part 02 of the full string, there can be up to 99 of these."
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string02(string) : "String 02" : "" : "Part 02 of the full string, there can be up to 99 of these."
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