Merge pull request #57 from BClark09/master

4 commits relating to mapping entities or fists
This commit is contained in:
William Moodhe / JetBoom 2014-12-09 22:16:38 -05:00
commit 6744b6cce0
4 changed files with 43 additions and 13 deletions

View file

@ -43,7 +43,7 @@ function ENT:KeyValue(key, value)
GAMEMODE.OverrideEndSlomo = value == "1" GAMEMODE.OverrideEndSlomo = value == "1"
elseif key == "endcamera" then elseif key == "endcamera" then
SetGlobalBool("endcamera", value == "1") SetGlobalBool("endcamera", value == "1")
elseif key == "setendcamerapos" then elseif key == "endcamerapos" then
SetGlobalVector("endcamerapos", Vector(value)) SetGlobalVector("endcamerapos", Vector(value))
elseif key == "winmusic" then elseif key == "winmusic" then
if value == "default" then if value == "default" then

View file

@ -2,7 +2,12 @@ AddCSLuaFile()
SWEP.PrintName = "Fists" SWEP.PrintName = "Fists"
SWEP.WalkSpeed = SPEED_NORMAL if GAMEMODE.ZombieEscape then
SWEP.WalkSpeed = SPEED_ZOMBIEESCAPE_NORMAL
else
SWEP.WalkSpeed = SPEED_NORMAL
end
SWEP.IsMelee = true SWEP.IsMelee = true
SWEP.UseHands = true SWEP.UseHands = true
@ -186,7 +191,7 @@ function SWEP:Deploy()
if SERVER then if SERVER then
self:SetCombo(0) self:SetCombo(0)
end end
self.Owner:ResetSpeed()
return true return true
end end
@ -199,7 +204,11 @@ function SWEP:Think()
if idle_holdtype_time > 0 and curtime >= idle_holdtype_time then if idle_holdtype_time > 0 and curtime >= idle_holdtype_time then
--self:SetWeaponHoldType("normal") --self:SetWeaponHoldType("normal")
self:SetNextIdleHoldType(0) self:SetNextIdleHoldType(0)
if GAMEMODE.ZombieEscape then
self.WalkSpeed = SPEED_ZOMBIEESCAPE_NORMAL
else
self.WalkSpeed = SPEED_NORMAL self.WalkSpeed = SPEED_NORMAL
end
self.Owner:ResetSpeed() self.Owner:ResetSpeed()
end end

View file

@ -7,6 +7,8 @@ if not GM.ZombieEscape then return end
table.insert(GM.CleanupFilter, "func_brush") table.insert(GM.CleanupFilter, "func_brush")
table.insert(GM.CleanupFilter, "env_global") table.insert(GM.CleanupFilter, "env_global")
table.insert(GM.CleanupFilter, "info_player_terrorist")
table.insert(GM.CleanupFilter, "info_player_counterterrorist")
-- We need to fix these important entities. -- We need to fix these important entities.
hook.Add("EntityKeyValue", "zombieescape", function(ent, key, value) hook.Add("EntityKeyValue", "zombieescape", function(ent, key, value)

View file

@ -1,5 +1,5 @@
////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////
// NoXiousNet Zombie Survival FGD - Last Edit by Benjy (30th November 2014) // // NoXiousNet Zombie Survival FGD - Last Edit by Benjy (9th December 2014) //
// If there are any bugs with this file, or any additions that need to be made // // If there are any bugs with this file, or any additions that need to be made //
// make a post at: http://www.noxiousnet.com/forums/index.php?topic=14910 // // make a post at: http://www.noxiousnet.com/forums/index.php?topic=14910 //
////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////
@ -491,10 +491,29 @@
@PointClass base(Targetname) = logic_winlose : "ZS: When activated, this will end the round immediately, with the specified outcome." @PointClass base(Targetname) = logic_winlose : "ZS: When activated, this will end the round immediately, with the specified outcome."
[ [
// Keys
endslowmo(choices) : "Enable Slow Motion Effect?" : 1 : "Enables or disables the slow motion effect at the end of the round." =
[
0 : "No"
1 : "Yes"
]
endcamera(choices) : "Enable Custom Camera?" : 0 : "Enables or disables an end round camera." =
[
0 : "No"
1 : "Yes"
]
endcamerapos(vector) : "Custom Camera Vector" : "" : "Sets the position of the end round camera."
winmusic(sound) : "Win Music" : "default" : "The music that plays when the human team have won the round. 'default' for normal function"
losemusic(sound) : "Lose Music" : "default" : "The music that plays when the human team have lost the round. 'default' for normal function"
// Inputs // Inputs
input win(void) : "Humans win the game, map over." input win(void) : "Humans win the game, map over."
input lose(void) : "Humans lose the game, map over." input lose(void) : "Humans lose the game, map over."
input setendslomo(integer) : "Enables or disables the slow motion effect at the end of the round."
input setendcamera(integer) : "Enables or disables an end round camera."
input setendcamerapos(vector) : "Sets the vector for where the end round camera should go to."
input setwinmusic(string) : "The music that plays when the human team have won the round. 'default' for normal function."
input setlosemusic(string) : "The music that plays when the human team have lost the round. 'default' for normal function."
// Outputs // Outputs
output onwin(void) : "Called when humans win even if not by this entity." output onwin(void) : "Called when humans win even if not by this entity."
output onlose(void) : "Called when humans lose even if not by this entity." output onlose(void) : "Called when humans lose even if not by this entity."
@ -561,9 +580,9 @@
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" 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"
zsmessagemode(choices) : "Point_zsmessage Method" : 0 : "If using a point_zsmessage, select the method of display with this key" = zsmessagemode(choices) : "Point_zsmessage Method" : 0 : "If using a point_zsmessage, select the method of display with this key" =
[ [
"0" : "Centred HUD Message" 0 : "Centred HUD Message"
"1" : "Corner Human HUD Message" 1 : "Corner Human HUD Message"
"2" : "Corner Zombie HUD Message" 2 : "Corner Zombie HUD Message"
] ]
string01(string) : "String 01" : "" : "Part 01 of the full string, there can be up to 99 of these." string01(string) : "String 01" : "" : "Part 01 of the full string, there can be up to 99 of these."
string02(string) : "String 02" : "" : "Part 02 of the full string, there can be up to 99 of these." string02(string) : "String 02" : "" : "Part 02 of the full string, there can be up to 99 of these."