Fixed GAMEMODE.NoRedeeming being ignored.
Fixed GAMEMODE.NoRedeeming being ignored by the gamemode. For maps which are not objective maps, but only have one wave, redeeming is now enabled if there are 5 or more minutes remaining in the wave. Previously it was disabled completely.
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aad1c56f47
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2 changed files with 17 additions and 36 deletions
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@ -45,11 +45,11 @@ function ENT:KeyValue(key, value)
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end
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end
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function ENT:Touch(ent)
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function ENT:DoTouch(ent, class_name, death_class_name)
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if self.On and ent:IsPlayer() and ent:Alive() and ent:Team() == TEAM_UNDEAD then
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if self.TouchClass and self.TouchClass ~= string.lower(ent:GetZombieClassTable().Name) then
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if class_name and class_name ~= string.lower(ent:GetZombieClassTable().Name) then
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for k, v in ipairs(GAMEMODE.ZombieClasses) do
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if string.lower(v.Name) == self.TouchClass then
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if string.lower(v.Name) == class_name then
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local prev = ent:GetZombieClass()
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local prevpos = ent:GetPos()
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local prevang = ent:EyeAngles()
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@ -67,9 +67,9 @@ function ENT:Touch(ent)
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break
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end
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end
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elseif self.TouchDeathClass and self.TouchDeathClass ~= string.lower(ent:GetZombieClassTable().Name) then
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elseif death_class_name and death_class_name ~= string.lower(ent:GetZombieClassTable().Name) then
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for k, v in ipairs(GAMEMODE.ZombieClasses) do
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if string.lower(v.Name) == self.TouchDeathClass then
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if string.lower(v.Name) == death_class_name then
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ent.DeathClass = k
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break
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end
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@ -77,37 +77,12 @@ function ENT:Touch(ent)
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end
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end
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end
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function ENT:Touch(ent)
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self:DoTouch(ent, self.TouchClass, self.TouchDeathClass)
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end
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ENT.StartTouch = ENT.Touch
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function ENT:EndTouch(ent)
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if self.On and ent:IsPlayer() and ent:Alive() and ent:Team() == TEAM_UNDEAD then
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if self.EndTouchClass and self.EndTouchClass ~= string.lower(ent:GetZombieClassTable().Name) then
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for k, v in ipairs(GAMEMODE.ZombieClasses) do
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if string.lower(v.Name) == self.EndTouchClass then
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local prev = ent:GetZombieClass()
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local prevpos = ent:GetPos()
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local prevang = ent:GetAngles()
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ent:SetZombieClass(k)
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ent.DidntSpawnOnSpawnPoint = true
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ent:UnSpectateAndSpawn()
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if self.OneTime then
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ent.DeathClass = prev
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end
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if self.InstantChange then
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ent:SetPos(prevpos)
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ent:SetEyeAngles(prevang)
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end
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break
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end
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end
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elseif self.EndTouchDeathClass and self.EndTouchDeathClass ~= string.lower(ent:GetZombieClassTable().Name) then
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for k, v in ipairs(GAMEMODE.ZombieClasses) do
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if string.lower(v.Name) == self.EndTouchDeathClass then
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ent.DeathClass = k
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break
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end
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end
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end
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end
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self:DoTouch(ent, self.EndTouchClass, self.EndTouchDeathClass)
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end
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@ -764,8 +764,14 @@ function meta:AddBrains(amount)
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self:CheckRedeem()
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end
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meta.GetBrains = self.Frags
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function meta:CheckRedeem(instant)
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if self:IsValid() and self:Team() == TEAM_UNDEAD and GAMEMODE:GetRedeemBrains() > 0 and GAMEMODE:GetRedeemBrains() <= self:Frags() and GAMEMODE:GetWave() ~= GAMEMODE:GetNumberOfWaves() and not self.NoRedeeming and not self:GetZombieClassTable().Boss then
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if not self:IsValid() or self:Team() ~= TEAM_UNDEAD
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or GAMEMODE:GetRedeemBrains() <= 0 or self:GetBrains() < GAMEMODE:GetRedeemBrains()
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or GAMEMODE.NoRedeeming or self:GetZombieClassTable().Boss then return end
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if GAMEMODE:GetWave() ~= GAMEMODE:GetNumberOfWaves() or not GAMEMODE.ObjectiveMap and GAMEMODE:GetNumberOfWaves() == 1 and CurTime() < GAMEMODE:GetWaveEnd() - 300 then
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if instant then
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self:Redeem()
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else
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