--[[ Zombie Survival by William "JetBoom" Moodhe williammoodhe@gmail.com -or- jetboom@noxiousnet.com http://www.noxiousnet.com/ Further credits displayed by pressing F1 in-game. This was my first ever gamemode. A lot of stuff is from years ago and some stuff is very recent. ]] AddCSLuaFile("cl_init.lua") AddCSLuaFile("shared.lua") AddCSLuaFile("sh_translate.lua") AddCSLuaFile("sh_colors.lua") AddCSLuaFile("sh_serialization.lua") AddCSLuaFile("sh_globals.lua") AddCSLuaFile("sh_util.lua") AddCSLuaFile("sh_options.lua") AddCSLuaFile("sh_zombieclasses.lua") AddCSLuaFile("sh_animations.lua") AddCSLuaFile("sh_sigils.lua") AddCSLuaFile("sh_channel.lua") AddCSLuaFile("sh_weaponquality.lua") AddCSLuaFile("vault/shared.lua") AddCSLuaFile("cl_draw.lua") AddCSLuaFile("cl_net.lua") AddCSLuaFile("cl_util.lua") AddCSLuaFile("cl_options.lua") AddCSLuaFile("cl_scoreboard.lua") AddCSLuaFile("cl_targetid.lua") AddCSLuaFile("cl_postprocess.lua") AddCSLuaFile("cl_deathnotice.lua") AddCSLuaFile("cl_floatingscore.lua") AddCSLuaFile("cl_dermaskin.lua") AddCSLuaFile("cl_hint.lua") AddCSLuaFile("cl_thirdperson.lua") AddCSLuaFile("cl_voicesets.lua") AddCSLuaFile("skillweb/sh_skillweb.lua") AddCSLuaFile("skillweb/cl_skillweb.lua") AddCSLuaFile("skillweb/registry.lua") AddCSLuaFile("obj_vector_extend.lua") AddCSLuaFile("obj_entity_extend.lua") AddCSLuaFile("obj_entity_extend_cl.lua") AddCSLuaFile("obj_player_extend.lua") AddCSLuaFile("obj_player_extend_cl.lua") AddCSLuaFile("obj_weapon_extend.lua") AddCSLuaFile("obj_weapon_extend_cl.lua") AddCSLuaFile("vgui/dteamcounter.lua") AddCSLuaFile("vgui/dmodelpanelex.lua") AddCSLuaFile("vgui/dammocounter.lua") AddCSLuaFile("vgui/dpingmeter.lua") AddCSLuaFile("vgui/dteamheading.lua") AddCSLuaFile("vgui/dsidemenu.lua") AddCSLuaFile("vgui/dspawnmenu.lua") AddCSLuaFile("vgui/dmodelkillicon.lua") AddCSLuaFile("vgui/dexroundedpanel.lua") AddCSLuaFile("vgui/dexroundedframe.lua") AddCSLuaFile("vgui/dexrotatedimage.lua") AddCSLuaFile("vgui/dexnotificationslist.lua") AddCSLuaFile("vgui/dexchanginglabel.lua") AddCSLuaFile("vgui/mainmenu.lua") AddCSLuaFile("vgui/pmainmenu.lua") AddCSLuaFile("vgui/poptions.lua") AddCSLuaFile("vgui/phelp.lua") AddCSLuaFile("vgui/pclassselect.lua") AddCSLuaFile("vgui/pweapons.lua") AddCSLuaFile("vgui/pendboard.lua") AddCSLuaFile("vgui/pworth.lua") AddCSLuaFile("vgui/parsenal.lua") AddCSLuaFile("vgui/premantle.lua") AddCSLuaFile("vgui/zshealtharea.lua") AddCSLuaFile("vgui/zsstatusarea.lua") AddCSLuaFile("vgui/zsgamestate.lua") include("sh_globals.lua") include("obj_entity_extend_sv.lua") include("obj_player_extend_sv.lua") include("obj_weapon_extend_sv.lua") AddCSLuaFile("loader.lua") include("loader.lua") include("shared.lua") include("sv_options.lua") include("mapeditor.lua") include("sv_playerspawnentities.lua") include("sv_profiling.lua") include("sv_sigils.lua") include("sv_concommands.lua") include("itemstocks/sv_stock.lua") include("vault/server.lua") include("skillweb/sv_registry.lua") include("skillweb/sv_skillweb.lua") include("sv_zombieescape.lua") include("zsbots/init.lua") include_library("statistics") local pairs = pairs local ipairs = ipairs local IN_WALK = IN_WALK local IN_USE = IN_USE local IN_RELOAD = IN_RELOAD local IN_MOVERIGHT = IN_MOVERIGHT local IN_MOVELEFT = IN_MOVELEFT local IN_ATTACK = IN_ATTACK local IN_ATTACK2 = IN_ATTACK2 local IN_ZOOM = IN_ZOOM local IN_SPEED = IN_SPEED local CurTime = CurTime local Vector = Vector local Angle = Angle local vector_origin = vector_origin local HITGROUP_HEAD = HITGROUP_HEAD local HITGROUP_LEFTLEG = HITGROUP_LEFTLEG local HITGROUP_RIGHTLEG = HITGROUP_RIGHTLEG local math_max = math.max local M_Player = FindMetaTable("Player") local P_GetBarricadeGhosting = M_Player.GetBarricadeGhosting local P_BarricadeGhostingThink = M_Player.BarricadeGhostingThink local P_Team = M_Player.Team local P_Alive = M_Player.Alive local player_GetAll = player.GetAll local P_GetPhantomHealth = M_Player.GetPhantomHealth function GM:WorldHint(hint, pos, ent, lifetime, filter) net.Start("zs_worldhint") net.WriteString(hint) net.WriteVector(pos or ent and ent:IsValid() and ent:GetPos() or vector_origin) net.WriteEntity(ent or NULL) net.WriteFloat(lifetime or 8) if filter then net.Send(filter) else net.Broadcast() end end function GM:CreateGibs(pos, headoffset) headoffset = headoffset or 0 local headpos = Vector(pos.x, pos.y, pos.z + headoffset) for i = 1, 2 do local ent = ents.CreateLimited("prop_playergib") if ent:IsValid() then ent:SetPos(headpos + VectorRand():GetNormalized() * math.Rand(1, 5)) ent:SetAngles(VectorRand():Angle()) ent:SetGibType(i) ent:Spawn() end end for i = 1, 4 do local ent = ents.CreateLimited("prop_playergib") if ent:IsValid() then ent:SetPos(pos + VectorRand():GetNormalized() * math.Rand(1, 12)) ent:SetAngles(VectorRand():Angle()) ent:SetGibType(math.random(3, #GAMEMODE.HumanGibs)) ent:Spawn() end end end function GM:DisallowHumanPickup(pl, entity) end function GM:TryHumanPickup(pl, entity) if self.ZombieEscape or pl.NoObjectPickup or not pl:Alive() or pl:Team() ~= TEAM_HUMAN or (entity.NoPickupsTime and CurTime() < entity.NoPickupsTime and entity.NoPickupsOwner ~= pl) then return end if gamemode.Call("DisallowHumanPickup", pl, entity) or pl:GetInfo("zs_nopickupprops") == "1" then return end if entity:IsValid() and not entity.m_NoPickup then local phys = entity:GetPhysicsObject() if phys:IsValid() and phys:HasGameFlag(FVPHYSICS_PLAYER_HELD) then return end local entclass = string.sub(entity:GetClass(), 1, 12) local carrymaxmass = CARRY_MAXIMUM_MASS * (pl.PropCarryCapacityMul or 1) local carrymaxvol = CARRY_MAXIMUM_VOLUME * (pl.PropCarryCapacityMul or 1) if (entclass == "prop_physics" or entclass == "func_physbox" or entity.HumanHoldable and entity:HumanHoldable(pl)) and not entity:IsNailed() and entity:GetMoveType() == MOVETYPE_VPHYSICS and entity:GetPhysicsObject():IsValid() and entity:GetPhysicsObject():GetMass() <= carrymaxmass and entity:GetPhysicsObject():IsMoveable() and entity:OBBMins():Length() + entity:OBBMaxs():Length() <= carrymaxvol then local holder = entity:GetHolder() if not holder and not pl:IsHolding() and CurTime() >= (pl.NextHold or 0) and pl:GetShootPos():DistToSqr(entity:NearestPoint(pl:GetShootPos())) <= 4096 and pl:GetGroundEntity() ~= entity then --64^2 local newstatus = ents.Create("status_human_holding") if newstatus:IsValid() then pl.NextHold = CurTime() + 0.25 pl.NextUnHold = CurTime() + 0.05 newstatus:SetPos(pl:GetShootPos()) newstatus:SetOwner(pl) newstatus:SetParent(pl) newstatus:SetObject(entity) newstatus:Spawn() end end end end end function GM:AddResources() resource.AddFile("resource/fonts/typenoksidi.ttf") resource.AddFile("resource/fonts/hidden.ttf") resource.AddFile("resource/fonts/ghoulfriaoe.ttf") resource.AddFile("resource/fonts/remingtonnoiseless.ttf") resource.AddFile("particles/vman_explosion.pcf") for _, filename in pairs(file.Find("materials/zombiesurvival/*.vmt", "GAME")) do resource.AddFile("materials/zombiesurvival/"..filename) end for _, filename in pairs(file.Find("materials/zombiesurvival/*.png", "GAME")) do resource.AddFile("materials/zombiesurvival/"..filename) end for _, filename in pairs(file.Find("materials/zombiesurvival/killicons/*.vmt", "GAME")) do resource.AddFile("materials/zombiesurvival/killicons/"..filename) end for _, filename in pairs(file.Find("materials/zombiesurvival/killicons/*.png", "GAME")) do resource.AddFile("materials/zombiesurvival/killicons/"..filename) end resource.AddFile("materials/zombiesurvival/filmgrain/filmgrain.vmt") resource.AddFile("materials/zombiesurvival/filmgrain/filmgrain.vtf") for _, filename in pairs(file.Find("sound/zombiesurvival/*.ogg", "GAME")) do resource.AddFile("sound/zombiesurvival/"..filename) end for _, filename in pairs(file.Find("sound/zombiesurvival/ui/*.ogg", "GAME")) do resource.AddFile("sound/zombiesurvival/ui/"..filename) end for _, filename in pairs(file.Find("sound/zombiesurvival/*.wav", "GAME")) do resource.AddFile("sound/zombiesurvival/"..filename) end for _, filename in pairs(file.Find("sound/zombiesurvival/*.mp3", "GAME")) do resource.AddFile("sound/zombiesurvival/"..filename) end local _____, dirs = file.Find("sound/zombiesurvival/beats/*", "GAME") for _, dirname in pairs(dirs) do for __, filename in pairs(file.Find("sound/zombiesurvival/beats/"..dirname.."/*.ogg", "GAME")) do resource.AddFile("sound/zombiesurvival/beats/"..dirname.."/"..filename) end for __, filename in pairs(file.Find("sound/zombiesurvival/beats/"..dirname.."/*.wav", "GAME")) do resource.AddFile("sound/zombiesurvival/beats/"..dirname.."/"..filename) end for __, filename in pairs(file.Find("sound/zombiesurvival/beats/"..dirname.."/*.mp3", "GAME")) do resource.AddFile("sound/zombiesurvival/beats/"..dirname.."/"..filename) end end resource.AddFile("materials/refract_ring.vmt") resource.AddFile("materials/killicon/redeem_v2.vtf") resource.AddFile("materials/killicon/redeem_v2.vmt") resource.AddFile("models/weapons/v_zombiearms.mdl") resource.AddFile("materials/models/weapons/v_zombiearms/zombie_classic_sheet.vmt") resource.AddFile("materials/models/weapons/v_zombiearms/zombie_classic_sheet.vtf") resource.AddFile("materials/models/weapons/v_zombiearms/zombie_classic_sheet_normal.vtf") resource.AddFile("materials/models/weapons/v_zombiearms/ghoulsheet.vmt") resource.AddFile("materials/models/weapons/v_zombiearms/ghoulsheet.vtf") resource.AddFile("models/weapons/v_fza.mdl") resource.AddFile("models/weapons/v_pza.mdl") resource.AddFile("materials/models/weapons/v_fza/fast_zombie_sheet.vmt") resource.AddFile("materials/models/weapons/v_fza/fast_zombie_sheet.vtf") resource.AddFile("materials/models/weapons/v_fza/fast_zombie_sheet_normal.vtf") resource.AddFile("models/weapons/c_annabelle.mdl") resource.AddFile("materials/models/weapons/w_annabelle/gun.vtf") resource.AddFile("materials/models/weapons/sledge.vtf") resource.AddFile("materials/models/weapons/sledge.vmt") resource.AddFile("materials/models/weapons/temptexture/handsmesh1.vtf") resource.AddFile("materials/models/weapons/temptexture/handsmesh1.vmt") resource.AddFile("materials/models/weapons/hammer2.vtf") resource.AddFile("materials/models/weapons/hammer2.vmt") resource.AddFile("materials/models/weapons/hammer.vtf") resource.AddFile("materials/models/weapons/hammer.vmt") resource.AddFile("models/weapons/w_sledgehammer.mdl") resource.AddFile("models/weapons/v_sledgehammer/c_sledgehammer.mdl") resource.AddFile("models/weapons/w_hammer.mdl") resource.AddFile("models/weapons/v_hammer/c_hammer.mdl") resource.AddFile("models/weapons/c_aegiskit.mdl") resource.AddFile("materials/models/weapons/v_hand/armtexture.vmt") resource.AddFile("models/weapons/v_supershorty/v_supershorty.mdl") resource.AddFile("models/weapons/w_supershorty.mdl") for _, filename in pairs(file.Find("materials/weapons/v_supershorty/*.vmt", "GAME")) do resource.AddFile("materials/weapons/v_supershorty/"..filename) end for _, filename in pairs(file.Find("materials/weapons/v_supershorty/*.vtf", "GAME")) do resource.AddFile("materials/weapons/v_supershorty/"..filename) end for _, filename in pairs(file.Find("materials/weapons/w_supershorty/*.vmt", "GAME")) do resource.AddFile("materials/weapons/w_supershorty/"..filename) end for _, filename in pairs(file.Find("materials/weapons/w_supershorty/*.vtf", "GAME")) do resource.AddFile("materials/weapons/w_supershorty/"..filename) end for _, filename in pairs(file.Find("materials/weapons/survivor01_hands/*.vmt", "GAME")) do resource.AddFile("materials/weapons/survivor01_hands/"..filename) end for _, filename in pairs(file.Find("materials/weapons/survivor01_hands/*.vtf", "GAME")) do resource.AddFile("materials/weapons/survivor01_hands/"..filename) end for _, filename in pairs(file.Find("materials/models/weapons/v_pza/*.*", "GAME")) do resource.AddFile("materials/models/weapons/v_pza/"..string.lower(filename)) end resource.AddFile("models/player/fatty/fatty.mdl") resource.AddFile("materials/models/player/elis/fty/001.vmt") resource.AddFile("materials/models/player/elis/fty/001.vtf") resource.AddFile("materials/models/player/elis/fty/001_normal.vtf") resource.AddFile("models/player/zelpa/stalker.mdl") resource.AddFile("models/vinrax/player/doll_player.mdl") resource.AddFile("models/player/zombie_classic_hbfix.mdl") resource.AddFile("models/player/zombie_lacerator2.mdl") resource.AddFile("sound/weapons/melee/golf club/golf_hit-01.ogg") resource.AddFile("sound/weapons/melee/golf club/golf_hit-02.ogg") resource.AddFile("sound/weapons/melee/golf club/golf_hit-03.ogg") resource.AddFile("sound/weapons/melee/golf club/golf_hit-04.ogg") resource.AddFile("sound/weapons/melee/crowbar/crowbar_hit-1.ogg") resource.AddFile("sound/weapons/melee/crowbar/crowbar_hit-2.ogg") resource.AddFile("sound/weapons/melee/crowbar/crowbar_hit-3.ogg") resource.AddFile("sound/weapons/melee/crowbar/crowbar_hit-4.ogg") resource.AddFile("sound/weapons/melee/shovel/shovel_hit-01.ogg") resource.AddFile("sound/weapons/melee/shovel/shovel_hit-02.ogg") resource.AddFile("sound/weapons/melee/shovel/shovel_hit-03.ogg") resource.AddFile("sound/weapons/melee/shovel/shovel_hit-04.ogg") resource.AddFile("sound/weapons/melee/frying_pan/pan_hit-01.ogg") resource.AddFile("sound/weapons/melee/frying_pan/pan_hit-02.ogg") resource.AddFile("sound/weapons/melee/frying_pan/pan_hit-03.ogg") resource.AddFile("sound/weapons/melee/frying_pan/pan_hit-04.ogg") resource.AddFile("sound/weapons/melee/keyboard/keyboard_hit-01.ogg") resource.AddFile("sound/weapons/melee/keyboard/keyboard_hit-02.ogg") resource.AddFile("sound/weapons/melee/keyboard/keyboard_hit-03.ogg") resource.AddFile("sound/weapons/melee/keyboard/keyboard_hit-04.ogg") resource.AddFile("sound/weapons/zs_sawnoff/sawnoff_fire1.ogg") resource.AddFile("sound/weapons/zs_sawnoff/barrelup.ogg") resource.AddFile("sound/weapons/zs_sawnoff/barreldown.ogg") resource.AddFile("sound/weapons/zs_longarm/longarm_fire.ogg") resource.AddFile("sound/weapons/zs_scar/scar_fire1.ogg") resource.AddFile("sound/nox/sword_hit.ogg") resource.AddFile("sound/nox/sword_miss.ogg") resource.AddFile("sound/nox/frotchet_test1.ogg") resource.AddFile("sound/nox/scatterfrost.ogg") resource.AddFile("sound/weapons/zs_gluon/egon_off1.wav") resource.AddFile("sound/weapons/zs_heph/electro4.wav") resource.AddFile("sound/weapons/zs_heph/electro5.wav") resource.AddFile("sound/weapons/zs_heph/electro6.wav") resource.AddFile("sound/weapons/zs_inner/innershot.ogg") resource.AddFile("sound/weapons/zs_glad/gladshot4.wav") resource.AddFile("sound/weapons/zs_flak/load1.wav") resource.AddFile("sound/weapons/zs_flak/shot1.wav") resource.AddFile("sound/weapons/zs_rail/rail.wav") resource.AddFile("sound/weapons/zs_asmd/secondary2.wav") resource.AddFile("sound/weapons/zs_asmd/main3.wav") resource.AddFile("sound/weapons/zs_power/power1.ogg") resource.AddFile("sound/weapons/zs_power/power4.wav") resource.AddFile("materials/zombiesurvival/arsenalcrate.png") resource.AddFile("sound/"..tostring(self.LastHumanSound)) resource.AddFile("sound/"..tostring(self.AllLoseSound)) resource.AddFile("sound/"..tostring(self.HumanWinSound)) resource.AddFile("sound/"..tostring(self.DeathSound)) end function GM:Initialize() self:FixSkillConnections() self:RegisterPlayerSpawnEntities() self:AddResources() self:PrecacheResources() self:AddCustomAmmo() self:CreateWeaponQualities() self:AddNetworkStrings() self:RegisterFood() self:LoadProfiler() self:SetPantsMode(self.PantsMode, true) self:SetClassicMode(self:IsClassicMode(), true) self:SetBabyMode(self:IsBabyMode(), true) self:SetRedeemBrains(self.DefaultRedeem) self:RefreshMapIsObjective() game.ConsoleCommand("fire_dmgscale 1\n") game.ConsoleCommand("mp_flashlight 1\n") game.ConsoleCommand("sv_gravity 600\n") end function GM:AddNetworkStrings() util.AddNetworkString("zs_gamestate") util.AddNetworkString("zs_wavestart") util.AddNetworkString("zs_waveend") util.AddNetworkString("zs_lasthuman") util.AddNetworkString("zs_gamemodecall") util.AddNetworkString("zs_lasthumanpos") util.AddNetworkString("zs_endround") util.AddNetworkString("zs_centernotify") util.AddNetworkString("zs_topnotify") util.AddNetworkString("zs_zvols") util.AddNetworkString("zs_nextboss") util.AddNetworkString("zs_classunlock") util.AddNetworkString("zs_sigilcorrupted") util.AddNetworkString("zs_sigiluncorrupted") util.AddNetworkString("zs_survivor") util.AddNetworkString("zs_itemstock") util.AddNetworkString("zs_playerredeemed") util.AddNetworkString("zs_dohulls") util.AddNetworkString("zs_penalty") util.AddNetworkString("zs_nextresupplyuse") util.AddNetworkString("zs_stowagecaches") util.AddNetworkString("zs_lifestats") util.AddNetworkString("zs_lifestatsbd") util.AddNetworkString("zs_lifestatshd") util.AddNetworkString("zs_lifestatsbe") util.AddNetworkString("zs_boss_spawned") util.AddNetworkString("zs_boss_slain") util.AddNetworkString("zs_commission") util.AddNetworkString("zs_healother") util.AddNetworkString("zs_healby") util.AddNetworkString("zs_buffby") util.AddNetworkString("zs_buffwith") util.AddNetworkString("zs_repairobject") util.AddNetworkString("zs_worldhint") util.AddNetworkString("zs_honmention") util.AddNetworkString("zs_floatscore") util.AddNetworkString("zs_floatscore_vec") util.AddNetworkString("zs_zclass") util.AddNetworkString("zs_dmg") util.AddNetworkString("zs_dmg_prop") util.AddNetworkString("zs_legdamage") util.AddNetworkString("zs_armdamage") util.AddNetworkString("zs_extrastartingworth") util.AddNetworkString("zs_ammopickup") util.AddNetworkString("zs_ammogive") util.AddNetworkString("zs_ammogiven") util.AddNetworkString("zs_deployablelost") util.AddNetworkString("zs_deployableclaim") util.AddNetworkString("zs_deployableout") util.AddNetworkString("zs_trinketconsumed") util.AddNetworkString("zs_nailremoved") util.AddNetworkString("zs_remantlercontent") util.AddNetworkString("zs_classunlockstate") util.AddNetworkString("zs_changeclass") util.AddNetworkString("zs_currentround") util.AddNetworkString("zs_zsfriend") util.AddNetworkString("zs_zsfriendadded") util.AddNetworkString("zs_remantleconf") util.AddNetworkString("zs_nestbuilt") util.AddNetworkString("zs_nestspec") util.AddNetworkString("zs_tvcamera") util.AddNetworkString("zs_inventoryitem") util.AddNetworkString("zs_trycraft") util.AddNetworkString("zs_updatealtselwep") util.AddNetworkString("zs_invitem") util.AddNetworkString("zs_invgiven") util.AddNetworkString("zs_wipeinventory") util.AddNetworkString("zs_skills_active") util.AddNetworkString("zs_skills_unlocked") util.AddNetworkString("zs_skills_desired") util.AddNetworkString("zs_skill_is_desired") util.AddNetworkString("zs_skill_is_unlocked") util.AddNetworkString("zs_skills_all_desired") util.AddNetworkString("zs_skill_set_desired") util.AddNetworkString("zs_skills_init") util.AddNetworkString("zs_skills_reset") util.AddNetworkString("zs_skills_remort") util.AddNetworkString("zs_skills_nextreset") util.AddNetworkString("zs_skills_notify") util.AddNetworkString("zs_skills_refunded") util.AddNetworkString("zs_crow_kill_crow") util.AddNetworkString("zs_pl_kill_pl") util.AddNetworkString("zs_pls_kill_pl") util.AddNetworkString("zs_pl_kill_self") util.AddNetworkString("zs_death") util.AddNetworkString("voice_eyepain") util.AddNetworkString("voice_giveammo") util.AddNetworkString("voice_death") util.AddNetworkString("voice_zombiedeath") util.AddNetworkString("voice_pain") util.AddNetworkString("voice_zombiepain") end function GM:IsClassicMode() return self.ClassicMode end function GM:IsBabyMode() return self.BabyMode end function GM:CenterNotifyAll(...) net.Start("zs_centernotify") net.WriteTable({...}) net.Broadcast() end GM.CenterNotify = GM.CenterNotifyAll function GM:TopNotifyAll(...) net.Start("zs_topnotify") net.WriteTable({...}) net.Broadcast() end GM.TopNotify = GM.TopNotifyAll function GM:ShowHelp(pl) pl:SendLua("GAMEMODE:ShowHelp()") end function GM:ShowTeam(pl) if pl:Team() == TEAM_HUMAN and not self.ZombieEscape then pl:SendLua(self:GetWave() > 0 and "GAMEMODE:OpenArsenalMenu()" or "MakepWorth()") end end function GM:ShowSpare1(pl) if pl:Team() == TEAM_UNDEAD then if self:ShouldUseAlternateDynamicSpawn() then pl:CenterNotify(COLOR_RED, translate.ClientGet(pl, "no_class_switch_in_this_mode")) else pl:SendLua("GAMEMODE:OpenClassSelect()") end elseif pl:Team() == TEAM_HUMAN then pl:SendLua("GAMEMODE:ToggleSkillWeb()") end end function GM:ShowSpare2(pl) pl:SendLua("MakepOptions()") end function GM:SetupSpawnPoints() local ztab = ents.FindByClass("info_player_undead") ztab = table.Add(ztab, ents.FindByClass("info_player_zombie")) local htab = ents.FindByClass("info_player_human") -- Terrorist spawns are usually in some kind of house or a main base in CS_ in order to guard the hosties. Put the humans there. -- Otherwise, this is probably a DE_, ZM_, or ZH_ map. In DE_ maps, the T's spawn away from the main part of the map and are zombies in zombie plugins so let's do the same. local mapname = string.lower(game.GetMap()) local stockspawnbehavior = string.sub(mapname, 1, 3) == "cs_" or string.sub(mapname, 1, 3) == "zs_" -- Only add CS:S and HL2:DM spawn points if no ZS specific spawn points exist. if #ztab == 0 then if stockspawnbehavior then ztab = table.Add(ztab, ents.FindByClass("info_player_counterterrorist")) else ztab = table.Add(ztab, ents.FindByClass("info_player_terrorist")) end ztab = table.Add(ztab, ents.FindByClass("info_player_rebel")) end if #htab == 0 then if stockspawnbehavior then htab = table.Add(htab, ents.FindByClass("info_player_terrorist")) else htab = table.Add(htab, ents.FindByClass("info_player_counterterrorist")) end htab = table.Add(htab, ents.FindByClass("info_player_combine")) end -- Add all the old ZS spawns from GMod9. for _, oldspawn in pairs(ents.FindByClass("gmod_player_start")) do if oldspawn.BlueTeam then table.insert(htab, oldspawn) else table.insert(ztab, oldspawn) end end -- You shouldn't play a DM map since spawns are shared but whatever. Let's make sure that there aren't team spawns first. if #htab == 0 then htab = ents.FindByClass("info_player_start") htab = table.Add(htab, ents.FindByClass("info_player_deathmatch")) -- Zombie Master end if #ztab == 0 then ztab = ents.FindByClass("info_player_start") ztab = table.Add(ztab, ents.FindByClass("info_zombiespawn")) -- Zombie Master end team.SetSpawnPoint(TEAM_UNDEAD, ztab) team.SetSpawnPoint(TEAM_HUMAN, htab) team.SetSpawnPoint(TEAM_SPECTATOR, htab) self.RedeemSpawnPoints = ents.FindByClass("info_player_redeemed") self.BossSpawnPoints = table.Add(ents.FindByClass("info_player_zombie_boss"), ents.FindByClass("info_player_undead_boss")) end function GM:PlayerPointsAdded(pl, amount) end local weaponmodelstoweapon = {} weaponmodelstoweapon["models/props/cs_office/computer_keyboard.mdl"] = "weapon_zs_keyboard" weaponmodelstoweapon["models/props_c17/computer01_keyboard.mdl"] = "weapon_zs_keyboard" weaponmodelstoweapon["models/props_c17/metalpot001a.mdl"] = "weapon_zs_pot" weaponmodelstoweapon["models/props_interiors/pot02a.mdl"] = "weapon_zs_fryingpan" weaponmodelstoweapon["models/props_c17/metalpot002a.mdl"] = "weapon_zs_fryingpan" weaponmodelstoweapon["models/props_junk/shovel01a.mdl"] = "weapon_zs_shovel" weaponmodelstoweapon["models/props/cs_militia/axe.mdl"] = "weapon_zs_axe" weaponmodelstoweapon["models/props_c17/tools_wrench01a.mdl"] = "weapon_zs_hammer" weaponmodelstoweapon["models/weapons/w_knife_t.mdl"] = "weapon_zs_swissarmyknife" weaponmodelstoweapon["models/weapons/w_knife_ct.mdl"] = "weapon_zs_swissarmyknife" weaponmodelstoweapon["models/weapons/w_crowbar.mdl"] = "weapon_zs_crowbar" weaponmodelstoweapon["models/weapons/w_stunbaton.mdl"] = "weapon_zs_stunbaton" weaponmodelstoweapon["models/props_interiors/furniture_lamp01a.mdl"] = "weapon_zs_lamp" weaponmodelstoweapon["models/props_junk/rock001a.mdl"] = "weapon_zs_stone" --weaponmodelstoweapon["models/props_c17/canister01a.mdl"] = "weapon_zs_oxygentank" weaponmodelstoweapon["models/props_canal/mattpipe.mdl"] = "weapon_zs_pipe" weaponmodelstoweapon["models/props_junk/meathook001a.mdl"] = "weapon_zs_hook" weaponmodelstoweapon["models/props_junk/glassbottle01a.mdl"] = "weapon_zs_glassbottle" weaponmodelstoweapon["models/props_lab/ladel.mdl"] = "weapon_zs_ladel" weaponmodelstoweapon["models/props_junk/watermelon01.mdl"] = "weapon_zs_f_watermelon" weaponmodelstoweapon["models/props/cs_italy/bananna_bunch.mdl"] = "weapon_zs_f_banana" weaponmodelstoweapon["models/props/cs_italy/bananna.mdl"] = "weapon_zs_f_banana" weaponmodelstoweapon["models/props/cs_italy/orange.mdl"] = "weapon_zs_f_orange" weaponmodelstoweapon["models/props_junk/popcan01a.mdl"] = "weapon_zs_f_soda" weaponmodelstoweapon["models/props_junk/garbage_milkcarton002a.mdl"] = "weapon_zs_f_milk" weaponmodelstoweapon["models/props/cs_office/water_bottle.mdl"] = "weapon_zs_f_water" weaponmodelstoweapon["models/props_junk/garbage_takeoutcarton001a.mdl"] = "weapon_zs_f_takeout" weaponmodelstoweapon["models/props_c17/pushbroom.mdl"] = "weapon_zs_pushbroom" function GM:InitPostEntity() self.DidInitPostEntity = true self:AssignItemProperties() self:FixWeaponBase() gamemode.Call("InitPostEntityMap") RunConsoleCommand("mapcyclefile", "mapcycle_zombiesurvival.txt") if string.find(string.lower(GetConVar("hostname"):GetString()), "hellsgamers", 1, true) then self.Think = function() end self.DoPlayerDeath = self.Think self.SetWave = self.Think timer.Simple(20, function() RunConsoleCommand("quit") end) ErrorNoHalt("You are literally not allowed to host this version. See license.txt") end end function GM:SetupProps() for _, ent in pairs(ents.FindByClass("prop_physics*")) do local mdl = ent:GetModel() if mdl then mdl = string.lower(mdl) if mdl == "models/props_c17/furniturestove001a.mdl" then local phys = ent:GetPhysicsObject() if phys:IsValid() then phys:SetMass(500) end end if table.HasValue(self.BannedProps, mdl) then ent:Remove() elseif weaponmodelstoweapon[mdl] then local wep = ents.Create("prop_weapon") if wep:IsValid() then wep:SetPos(ent:GetPos()) wep:SetAngles(ent:GetAngles()) wep:SetWeaponType(weaponmodelstoweapon[mdl]) wep:SetShouldRemoveAmmo(false) wep:Spawn() ent:Remove() end elseif ent:GetName() == "" and self.WorldConversions[mdl] then local wep = ents.Create("prop_invitem") if wep:IsValid() then wep:SetPos(ent:GetPos()) wep:SetAngles(ent:GetAngles()) wep:SetInventoryItemType(self.WorldConversions[mdl].Result) wep:Spawn() ent:Remove() end elseif ent:GetMaxHealth() == 1 and ent:Health() == 0 and ent:GetKeyValues().damagefilter ~= "invul" and ent:GetName() == "" then local health = math.min(2500, math.ceil((ent:OBBMins():Length() + ent:OBBMaxs():Length()) * 10)) local hmul = self.PropHealthMultipliers[mdl] if hmul then health = health * hmul end ent.PropHealth = health ent.TotalHealth = health else ent:SetHealth(math.ceil(ent:Health() * 3)) ent:SetMaxHealth(ent:Health()) end end end end function GM:RemoveUnusedEntities() -- Causes a lot of needless lag. util.RemoveAll("prop_ragdoll") -- Remove NPCs because first of all this game is PvP and NPCs can cause crashes. util.RemoveAll("npc_maker") util.RemoveAll("npc_template_maker") util.RemoveAll("npc_zombie") util.RemoveAll("npc_zombie_torso") util.RemoveAll("npc_fastzombie") util.RemoveAll("npc_headcrab") util.RemoveAll("npc_headcrab_fast") util.RemoveAll("npc_headcrab_black") util.RemoveAll("npc_poisonzombie") -- Such a headache. Just remove them all. util.RemoveAll("item_ammo_crate") -- Shouldn't exist. util.RemoveAll("item_suit*") util.RemoveAll("func_recharge") end function GM:ReplaceMapWeapons() local prefix = game.GetMap():lower():sub(1, 3) if prefix == "dm_" or prefix == "pb_" then util.RemoveAll("weapon_*") return end for _, ent in pairs(ents.FindByClass("weapon_*")) do local wepclass = ent:GetClass() if wepclass ~= "weapon_map_base" then if string.sub(wepclass, 1, 10) == "weapon_zs_" then local wep = ents.Create("prop_weapon") if wep:IsValid() then wep:SetPos(ent:GetPos()) wep:SetAngles(ent:GetAngles()) wep:SetWeaponType(ent:GetClass()) wep:SetShouldRemoveAmmo(false) wep:Spawn() wep.IsPreplaced = true end end ent:Remove() end end end local ammoreplacements = { ["item_ammo_357"] = "357", ["item_ammo_357_large"] = "357", ["item_ammo_pistol"] = "pistol", ["item_ammo_pistol_large"] = "pistol", ["item_ammo_buckshot"] = "buckshot", ["item_ammo_ar2"] = "ar2", ["item_ammo_ar2_large"] = "ar2", ["item_ammo_ar2_altfire"] = "pulse", ["item_ammo_crossbow"] = "xbowbolt", ["item_ammo_smg1"] = "smg1", ["item_ammo_smg1_large"] = "smg1", ["item_box_buckshot"] = "buckshot" } function GM:ReplaceMapAmmo() local prefix = game.GetMap():lower():sub(1, 3) if prefix == "dm_" or prefix == "pb_" then util.RemoveAll("item_ammo_*") util.RemoveAll("item_health*") util.RemoveAll("item_rpg_round") util.RemoveAll("item_box_buckshot") for _, e in pairs(ents.FindByModel("models/props_c17/oildrum001_explosive.mdl")) do if e:IsValid() and e:GetClass():sub(1, 12) == "prop_physics" then e:Remove() end end return end for classname, ammotype in pairs(ammoreplacements) do for _, ent in pairs(ents.FindByClass(classname)) do local newent = ents.Create("prop_ammo") if newent:IsValid() then newent:SetAmmoType(ammotype) newent.PlacedInMap = true newent:SetPos(ent:GetPos()) newent:SetAngles(ent:GetAngles()) newent:Spawn() newent:SetAmmo(self.AmmoCache[ammotype] or 1) end ent:Remove() end end util.RemoveAll("item_item_crate") end function GM:ReplaceMapBatteries() util.RemoveAll("item_battery") end function GM:CreateZombieGas() if NOZOMBIEGASSES then return end local humanspawns = team.GetValidSpawnPoint(TEAM_HUMAN) local zombiespawns = team.GetValidSpawnPoint(TEAM_UNDEAD) for _, zombie_spawn in pairs(zombiespawns) do local gasses = ents.FindByClass("zombiegasses") if 4 < #gasses then return end if #gasses > 0 and math.random(5) ~= 1 then continue end local spawnpos = zombie_spawn:GetPos() + Vector(0, 0, 24) local near = false if not self.ZombieEscape then for __, human_spawn in pairs(humanspawns) do if human_spawn:IsValid() and human_spawn:GetPos():DistToSqr(spawnpos) < 90000 then near = true break end end end if not near then for __, gas in pairs(gasses) do if gas:GetPos():DistToSqr(spawnpos) < 122500 then --350^2 near = true break end end end if not near then local ent = ents.Create("zombiegasses") if ent:IsValid() then ent:SetPos(spawnpos) ent:Spawn() end end end end function GM:PlayerShouldTakeNailRemovalPenalty(pl, nail, nailowner, prop) if gamemode.Call("PlayerIsAdmin", pl) then return false end if nailowner.ZSFriends[pl] then return false end if not gamemode.Call("CanPlaceNail", nailowner) then return false end if pl:BarricadeExpertPrecedence(nailowner) == 1 then -- If I'm better than they are. return false end local firstnail = prop:GetFirstNail() if firstnail and pl == firstnail:GetOwner() then return false end -- just gonna consider this obsolete --if nailowner:Frags() >= 75 or owner:Frags() < 75 then return true end return true end local playermins = Vector(-17, -17, 0) local playermaxs = Vector(17, 17, 4) local LastSpawnPoints = {} function GM:PlayerSelectSpawn(pl) local spawninplayer = false local teamid = pl:Team() local tab local epicenter if pl.m_PreRedeem and teamid == TEAM_HUMAN and #self.RedeemSpawnPoints >= 1 then tab = self.RedeemSpawnPoints elseif teamid == TEAM_UNDEAD then if pl:GetZombieClassTable().Boss and (not pl.DeathClass or self.ZombieClasses[pl.DeathClass].Boss) and #self.BossSpawnPoints >= 1 then tab = self.BossSpawnPoints elseif self.DynamicSpawning --[[and CurTime() >= self:GetWaveStart() + 1]] then -- If we're a bit in the wave then we can spawn on top of heavily dense groups with no humans looking at us. if self:ShouldUseAlternateDynamicSpawn() then -- This system is used for zombie escape, classic mode, baby mode, etc. -- If they're near a human, use position where they died. for _, h in pairs(team.GetPlayers(TEAM_HUMAN)) do if h:GetPos():DistToSqr(epicenter or pl:GetPos()) < 1048576 then --1024^2 epicenter = pl.KilledPos break end end -- Not near a human when they died, so use best dynamic spawn based on human epicenter. if not epicenter then local best = self:GetBestDynamicSpawn(pl) if IsValid(best) then return best end end tab = table.Copy(team.GetValidSpawnPoint(TEAM_UNDEAD)) local dynamicspawns = self:GetDynamicSpawns(pl) if #dynamicspawns > 0 then spawninplayer = true table.Add(tab, dynamicspawns) end else local dyn = pl.ForceDynamicSpawn if dyn then -- We were spectating an entity. pl.ForceDynamicSpawn = nil if self:DynamicSpawnIsValid(dyn) then if dyn:GetClass() == "prop_creepernest" then -- For honorable mentions local owner = dyn:GetOwner() if owner and owner:IsValid() and owner:Team() == TEAM_UNDEAD then owner.NestSpawns = owner.NestSpawns + 1 end end return dyn end end -- Otherwise we just use whatever we can (creeper nests too) tab = table.Copy(team.GetValidSpawnPoint(TEAM_UNDEAD)) local dynamicspawns = self:GetDynamicSpawns(pl) if #dynamicspawns > 0 then spawninplayer = true table.Add(tab, dynamicspawns) end end end end if not tab or #tab == 0 then tab = team.GetValidSpawnPoint(teamid) or {} end -- Now we have a table of our potential spawn points, including dynamic spawns (other players). -- We validate if the spawn is blocked, disabled, or otherwise not suitable below. if #tab > 0 then local potential = {} -- Filter out spawns that are disabled or blocked. for _, spawn in pairs(tab) do if spawn:IsValid() and not spawn.Disabled and (spawn:IsPlayer() or spawn ~= LastSpawnPoints[teamid] or #tab == 1) and spawn:IsInWorld() then local blocked if not self.ObjectiveMap or teamid == TEAM_UNDEAD then local spawnpos = spawn:GetPos() for _, ent in pairs(ents.FindInBox(spawnpos + playermins, spawnpos + playermaxs)) do if not spawninplayer and IsValid(ent) and ent:IsPlayer() or string.sub(ent:GetClass(), 1, 5) == "prop_" then blocked = true break end end end if not blocked then potential[#potential + 1] = spawn end end end -- Now our final spawn list is ready. if #potential > 0 then local spawn if teamid == TEAM_UNDEAD then if pl:KeyDown(IN_ATTACK2) then spawn = self:GetClosestSpawnPoint(potential, epicenter or self:GetTeamEpicentre(TEAM_HUMAN)) elseif pl:KeyDown(IN_RELOAD) then spawn = self:GetFurthestSpawnPoint(potential, epicenter or self:GetTeamEpicentre(TEAM_HUMAN)) elseif math.random(2) == 2 then -- Let every other left click masher spawn randomly instead of closest so we have wandering zombies. spawn = table.Random(potential) else spawn = self:GetClosestSpawnPoint(potential, epicenter or self:GetTeamEpicentre(TEAM_HUMAN)) end else spawn = table.Random(potential) end if spawn then LastSpawnPoints[teamid] = spawn pl.SpawnedOnSpawnPoint = spawn:GetClass():sub(1, 11) == "info_player" pl.DidntSpawnOnSpawnPoint = pl.DidntSpawnOnSpawnPoint or not pl.SpawnedOnSpawnPoint return spawn end end end pl.SpawnedOnSpawnPoint = false pl.DidntSpawnOnSpawnPoint = true -- Fallback. return LastSpawnPoints[teamid] or #tab > 0 and table.Random(tab) or pl end local function BossZombieSort(za, zb) local ascore = za.WaveBarricadeDamage * 0.05 + za.WaveHumanDamage local bscore = zb.WaveBarricadeDamage * 0.05 + zb.WaveHumanDamage if ascore == bscore then return za:Deaths() < zb:Deaths() end return ascore > bscore end function GM:SpawnBossZombie(bossplayer, silent, bossindex, triggerboss) if not bossplayer then bossplayer = self:CalculateNextBoss() end if not bossplayer then return end if not bossindex then bossindex = bossplayer:GetBossZombieIndex() end if bossindex == -1 then return end if not triggerboss then bossplayer.BossDeathNotification = true GAMEMODE.StatTracking:IncreaseElementKV(STATTRACK_TYPE_ZOMBIECLASS, GAMEMODE.ZombieClasses[bossindex].Name, "BossSpawn", 1) end self.LastBossZombieSpawned = self:GetWave() local curclass = bossplayer.DeathClass or bossplayer:GetZombieClass() bossplayer:KillSilent() bossplayer:SetZombieClass(bossindex) bossplayer:DoHulls(bossindex, TEAM_UNDEAD) bossplayer.DeathClass = nil bossplayer:UnSpectateAndSpawn() bossplayer.DeathClass = curclass bossplayer.BossHealRemaining = 750 if not silent then net.Start("zs_boss_spawned") net.WriteEntity(bossplayer) net.WriteUInt(bossindex, 8) net.Broadcast() end end function GM:SendZombieVolunteers(pl, nonemptyonly) if nonemptyonly and #self.ZombieVolunteers == 0 then return end net.Start("zs_zvols") net.WriteUInt(#self.ZombieVolunteers, 8) for _, p in ipairs(self.ZombieVolunteers) do net.WriteEntity(p) end if pl then net.Send(pl) else net.Broadcast() end end function GM:ZombieSpawnDistanceSort(other) return self._ZombieSpawnDistance < other._ZombieSpawnDistance end function GM:ZombieSpawnDistanceSortSigils(other) return self._ZombieSpawnDistance > other._ZombieSpawnDistance end function GM:SortZombieSpawnDistances(allplayers) local plpos, dist -- If using sigils then we sort by inverse distance from sigils instead of this. local zspawns = self:GetSigils() local sortbysigils = #zspawns > 0 if not sortbysigils then zspawns = ents.FindByClass("zombiegasses") if #zspawns == 0 then zspawns = team.GetValidSpawnPoint(TEAM_UNDEAD) end end local maxdist = 1280000000--12800000 for _, pl in pairs(allplayers) do if pl:Team() == TEAM_UNDEAD then pl._ZombieSpawnDistance = sortbysigils and maxdist + 2 or -2 elseif pl:GetInfo("zs_alwaysvolunteer") == "1" then pl._ZombieSpawnDistance = sortbysigils and maxdist + 1 or -1 elseif CLIENT or pl.LastNotAFK and CurTime() <= pl.LastNotAFK + 60 then plpos = pl:GetPos() dist = maxdist for __, ent in pairs(zspawns) do dist = math.min(dist, ent:NearestPoint(plpos):DistToSqr(plpos)) end pl._ZombieSpawnDistance = dist else pl._ZombieSpawnDistance = sortbysigils and 128 or maxdist -- AFK people should NOT be considered volunteers but also people ACTIVELY next to sigils should be picked AFTER AFK people. end end table.sort(allplayers, sortbysigils and self.ZombieSpawnDistanceSortSigils or self.ZombieSpawnDistanceSort) 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 or not self.ZombieEscape and ROUNDWINNER == TEAM_HUMAN then return false end return true end local NextTick = 0 function GM:Think() local time = CurTime() local wave = self:GetWave() if not self.RoundEnded then if self:GetWaveActive() then if self:GetWaveEnd() <= time and self:GetWaveEnd() ~= -1 then gamemode.Call("SetWaveActive", false) end elseif self:GetWaveStart() ~= -1 then if self:GetWaveStart() <= time then gamemode.Call("SetWaveActive", true) elseif self.BossZombies and not self.PantsMode and not self:IsClassicMode() and not self.ZombieEscape and self.LastBossZombieSpawned ~= wave and wave > 0 and not self.RoundEnded and (self.BossZombiePlayersRequired <= 0 or #player.GetAll() >= self.BossZombiePlayersRequired) then if self:GetWaveStart() - 5 <= time then self:SpawnBossZombie() else self:CalculateNextBoss() end end end end local allplayers = player_GetAll() for _, pl in pairs(allplayers) do if pl.ShouldFlinch then pl.ShouldFlinch = nil --pl:Flinch() end if P_Team(pl) == TEAM_HUMAN then if P_GetBarricadeGhosting(pl) then P_BarricadeGhostingThink(pl) end if pl.PointQueue >= 1 and time >= pl.LastDamageDealtTime + 2 then pl:PointCashOut(pl.LastDamageDealtPos or pl:GetPos(), FM_NONE) end if P_GetPhantomHealth(pl) > 0 and P_Alive(pl) and pl:IsSkillActive(SKILL_BLOODLUST) then pl:SetPhantomHealth(math_max(0, P_GetPhantomHealth(pl) - 5 * FrameTime())) end end end if wave == 0 then self:CalculateZombieVolunteers() end if NextTick <= time then NextTick = time + 1 local plpos if wave == 0 and not self:GetWaveActive() then for _, pl in pairs(allplayers) do if P_Team(pl) == TEAM_HUMAN then plpos = pl:GetPos() if pl.LastAFKPosition and (pl.LastAFKPosition.x ~= plpos.x or pl.LastAFKPosition.y ~= plpos.y) then pl.LastNotAFK = time end pl.LastAFKPosition = plpos end end end for _, pl in pairs(allplayers) do if P_Team(pl) == TEAM_HUMAN and P_Alive(pl) then plpos = pl:GetPos() if doafk then if pl.LastAFKPosition and (pl.LastAFKPosition.x ~= plpos.x or pl.LastAFKPosition.y ~= plpos.y) then pl.LastNotAFK = time end pl.LastAFKPosition = plpos end if pl:WaterLevel() >= 3 and not (pl.status_drown and pl.status_drown:IsValid()) then pl:GiveStatus("drown") end local healmax = pl:IsSkillActive(SKILL_D_FRAIL) and math.floor(pl:GetMaxHealth() * 0.25) or pl:GetMaxHealth() if pl:IsSkillActive(SKILL_REGENERATOR) and time >= pl.NextRegenerate and pl:Health() < math.min(healmax, pl:GetMaxHealth() * 0.6) then pl.NextRegenerate = time + 6 pl:SetHealth(math.min(healmax, pl:Health() + 1)) end if pl:HasTrinket("regenimplant") and time >= pl.NextRegenTrinket and pl:Health() < healmax then pl.NextRegenTrinket = time + 12 pl:SetHealth(math.min(healmax, pl:Health() + 1)) end if pl:IsSkillActive(SKILL_BLOODARMOR) and pl.MaxBloodArmor > 0 and time >= pl.NextBloodArmorRegen and pl:GetBloodArmor() < pl.MaxBloodArmor then pl.NextBloodArmorRegen = time + 8 pl:SetBloodArmor(math.min(pl.MaxBloodArmor, pl:GetBloodArmor() + (1 * pl.BloodarmorGainMul))) end if pl:KeyDown(IN_SPEED) and pl:GetVelocity() ~= vector_origin and pl:IsSkillActive(SKILL_CARDIOTONIC) then if pl:GetBloodArmor() > 0 then pl:SetBloodArmor(pl:GetBloodArmor() - 1) if pl:GetBloodArmor() == 0 and pl:IsSkillActive(SKILL_BLOODLETTER) then local bleed = pl:GiveStatus("bleed") if bleed and bleed:IsValid() then bleed:AddDamage(5) bleed.Damager = pl end end else pl:ResetSpeed() end end if pl:IsSkillActive(SKILL_D_LATEBUYER) and not pl.LateBuyerMessage then local midwave = self:GetWave() < self:GetNumberOfWaves() / 2 or self:GetWave() == self:GetNumberOfWaves() / 2 and self:GetWaveActive() and time < self:GetWaveEnd() - (self:GetWaveEnd() - self:GetWaveStart()) / 2 if not midwave then pl:CenterNotify(COLOR_CYAN, translate.ClientGet(pl, "late_buyer_finished")) pl:SendLua("surface.PlaySound(\"buttons/button5.wav\")") pl.LateBuyerMessage = true end end pl:CheckTrinketRecharges() if pl:HasTrinket("autoreload") and pl.OldWeaponToReload and time > (pl.NextAutomatedReload or 0) then local mywep = pl.OldWeaponToReload if mywep and mywep:IsValid() and mywep.FinishReload then local max1 = mywep:GetPrimaryClipSize() if max1 > 0 then local ammotype = mywep:GetPrimaryAmmoType() local spare = pl:GetAmmoCount(ammotype) local current = mywep:Clip1() local needed = max1 - current needed = math.min(spare, needed) mywep:SetClip1(current + needed) pl:RemoveAmmo(needed, ammotype) end end pl.NextAutomatedReload = math.huge pl.OldWeaponToReload = nil end if pl:IsSkillActive(SKILL_STOWAGE) and self:GetWave() > 0 and time > (pl.NextResupplyUse or 0) then local stockpiling = pl:IsSkillActive(SKILL_STOCKPILE) pl.NextResupplyUse = time + self.ResupplyBoxCooldown * (pl.ResupplyDelayMul or 1) * (stockpiling and 2.12 or 1) pl.StowageCaches = (pl.StowageCaches or 0) + (stockpiling and 2 or 1) net.Start("zs_nextresupplyuse") net.WriteFloat(pl.NextResupplyUse) net.Send(pl) net.Start("zs_stowagecaches") net.WriteInt(pl.StowageCaches, 8) net.Send(pl) end end end if self:GetEscapeStage() == ESCAPESTAGE_DEATH then for _, pl in pairs(allplayers) do if P_Team(pl) == TEAM_HUMAN then pl:TakeSpecialDamage(15, DMG_ACID) end end end end end function GM:PlayerSwitchWeapon(pl, old, new) if pl:HasTrinket("autoreload") then pl.NextAutomatedReload = CurTime() + 3.95 pl.OldWeaponToReload = old end end -- We calculate the volunteers. If the list changed then broadcast the new list. function GM:CalculateZombieVolunteers() local volunteers = {} local allplayers = player_GetAll() self:SortZombieSpawnDistances(allplayers) for i = 1, self:GetDesiredStartingZombies() do volunteers[i] = allplayers[i] end local mismatch = false if #volunteers ~= #self.ZombieVolunteers then mismatch = true else for i=1, #volunteers do if volunteers[i] ~= self.ZombieVolunteers[i] then mismatch = true break end end end if mismatch then self.ZombieVolunteers = volunteers self:SendZombieVolunteers() end end GM.LastCalculatedBossTime = 0 function GM:CalculateNextBoss() local zombies = {} for _, ent in pairs(team.GetPlayers(TEAM_UNDEAD)) do if ent:GetInfo("zs_nobosspick") == "0" and not ent:GetZombieClassTable().Boss then table.insert(zombies, ent) end end table.sort(zombies, BossZombieSort) local newboss = zombies[1] if newboss ~= self.LastCalculatedBoss or CurTime() >= self.LastCalculatedBossTime + 2 then self.LastCalculatedBoss = newboss self.LastCalculatedBossTime = CurTime() net.Start("zs_nextboss") if newboss and newboss:IsValid() then net.WriteEntity(newboss) net.WriteUInt(newboss:GetBossZombieIndex(), 8) else net.WriteEntity(NULL) net.WriteUInt(1, 8) end net.Broadcast() end return newboss end function GM:LastBite(victim, attacker) LAST_BITE = attacker end function GM:CalculateInfliction(victim, attacker) if self.RoundEnded or self:GetWave() == 0 then return self.CappedInfliction end local players = 0 local zombies = 0 local humans = 0 local wonhumans = 0 local hum for _, pl in pairs(player.GetAllActive()) do if not pl.Disconnecting then if pl:Team() == TEAM_UNDEAD then zombies = zombies + 1 elseif pl:HasWon() then wonhumans = wonhumans + 1 else humans = humans + 1 hum = pl end end end players = humans + zombies if players == 0 and wonhumans == 0 then return self.CappedInfliction end local infliction = math.max(zombies / players, self.CappedInfliction) self.CappedInfliction = infliction if humans == 1 and 2 < zombies then gamemode.Call("LastHuman", hum) elseif 1 <= infliction then infliction = 1 if wonhumans >= 1 then gamemode.Call("EndRound", TEAM_HUMAN) else gamemode.Call("EndRound", TEAM_UNDEAD) if attacker and attacker:IsValid() and attacker:IsPlayer() and attacker:Team() == TEAM_UNDEAD and attacker ~= victim then gamemode.Call("LastBite", victim, attacker) end end end if not self:IsClassicMode() and not self.ZombieEscape and not self:IsBabyMode() and not self.PantsMode then for k, v in ipairs(self.ZombieClasses) do if v.Infliction and infliction >= v.Infliction and not self:IsClassUnlocked(v.Name) then v.Unlocked = true for _, ent in pairs(ents.FindByClass("logic_classunlock")) do local classname = v.Name if ent.Class == string.lower(classname) then ent:Input("onclassunlocked", ent, ent, classname) end end if not self.PantsMode and not self:IsClassicMode() and not self:IsBabyMode() and not self.ZombieEscape and not v.Locked then net.Start("zs_classunlockstate") net.WriteInt(k, 8) net.WriteBool(v.Unlocked) net.Broadcast() for _, pl in pairs(player.GetAll()) do pl:CenterNotify(COLOR_RED, translate.ClientFormat(pl, "infliction_reached", v.Infliction * 100)) pl:CenterNotify(translate.ClientFormat(pl, "x_unlocked", translate.ClientGet(pl, v.TranslationName))) end end end end end for _, ent in pairs(ents.FindByClass("logic_infliction")) do if ent.Infliction <= infliction then ent:Input("oninflictionreached", NULL, NULL, infliction) end end return infliction end timer.Create("CalculateInfliction", 2, 0, function() gamemode.Call("CalculateInfliction") end) function GM:OnNPCKilled(ent, attacker, inflictor) end function GM:LastHuman(pl) if not LASTHUMAN then net.Start("zs_lasthuman") net.WriteEntity(pl or NULL) net.Broadcast() for _, ent in pairs(ents.FindByClass("logic_infliction")) do ent:Input("onlasthuman", pl, pl, pl and pl:IsValid() and pl:EntIndex() or -1) end LASTHUMAN = true end self.TheLastHuman = pl end function GM:PlayerHealedTeamMember(pl, other, health, wep, pointmul, nobymsg, floater) health = health - other:RemoveUselessDamage(health) if self:GetWave() == 0 or health <= 0 or pl == other then return end pl.HealedThisRound = pl.HealedThisRound + health if pointmul ~= 0 then local hpperpoint = self.MedkitPointsPerHealth if hpperpoint <= 0 then return end local points = health / hpperpoint * pointmul pl:AddPoints(points) end net.Start("zs_healother") net.WriteBool(not floater) net.WriteEntity(other) net.WriteFloat(health) net.Send(pl) if not nobymsg then net.Start("zs_healby") net.WriteFloat(health) net.WriteEntity(pl) net.Send(other) end end function GM:ObjectPackedUp(pack, packer, owner) end function GM:PlayerRepairedObject(pl, other, health, wep) health = health - other:RemoveUselessDamage(health) if self:GetWave() == 0 or health <= 0 then return end pl.RepairedThisRound = pl.RepairedThisRound + health local hpperpoint = self.RepairPointsPerHealth if hpperpoint <= 0 then return end local points = health / hpperpoint pl:AddPoints(points) net.Start("zs_repairobject") net.WriteEntity(other) net.WriteFloat(health) net.Send(pl) end function GM:CacheHonorableMentions() if self.CachedHMs then return end self.CachedHMs = {} for i, hm in ipairs(self.HonorableMentions) do if hm.GetPlayer then local pl, magnitude = hm.GetPlayer(self) if pl then self.CachedHMs[i] = {pl, i, magnitude or 0} end end end gamemode.Call("PostDoHonorableMentions") end function GM:DoHonorableMentions(filter) self:CacheHonorableMentions() for i, tab in pairs(self.CachedHMs) do net.Start("zs_honmention") net.WriteEntity(tab[1]) net.WriteUInt(tab[2], 8) net.WriteInt(tab[3], 32) if filter then net.Send(filter) else net.Broadcast() end end end function GM:PostDoHonorableMentions() end function GM:PostEndRound(winner) self:SaveAllVaults() end -- You can override or hook and return false in case you have your own map change system. local function RealMap(map) return string.match(map, "(.+)%.bsp") end function GM:LoadNextMap() -- Just in case. timer.Simple(10, game.LoadNextMap) timer.Simple(15, function() RunConsoleCommand("changelevel", game.GetMap()) end) if file.Exists(GetConVar("mapcyclefile"):GetString(), "GAME") then game.LoadNextMap() else local maps = file.Find("maps/zs_*.bsp", "GAME") maps = table.Add(maps, file.Find("maps/ze_*.bsp", "GAME")) maps = table.Add(maps, file.Find("maps/zm_*.bsp", "GAME")) table.sort(maps) if #maps > 0 then local currentmap = game.GetMap() for i, map in ipairs(maps) do local lowermap = string.lower(map) local realmap = RealMap(lowermap) if realmap == currentmap then if maps[i + 1] then local nextmap = RealMap(maps[i + 1]) if nextmap then RunConsoleCommand("changelevel", nextmap) end else local nextmap = RealMap(maps[1]) if nextmap then RunConsoleCommand("changelevel", nextmap) end end break end end end end end function GM:PreRestartRound() for _, pl in pairs(player.GetAll()) do pl:StripWeapons() pl:Spectate(OBS_MODE_ROAMING) pl:GodDisable() end end GM.CurrentRound = 1 function GM:RestartRound() self.CurrentRound = self.CurrentRound + 1 net.Start("zs_currentround") net.WriteUInt(self.CurrentRound, 6) net.Broadcast() self:RestartLua() self:RestartGame() net.Start("zs_gamemodecall") net.WriteString("RestartRound") net.Broadcast() end GM.DynamicSpawning = true GM.CappedInfliction = 0 GM.PeakPopulation = 0 GM.StartingZombie = {} GM.CheckedOut = {} GM.PreviouslyDied = {} GM.StoredUndeadFrags = {} function GM:RestartLua() self.CachedHMs = nil self.TheLastHuman = nil self.LastBossZombieSpawned = nil self.UseSigils = nil --self:SetAllSigilsDestroyed(false) -- logic_pickups self.MaxWeaponPickups = nil self.MaxAmmoPickups = nil self.MaxFlashlightPickups = nil self.WeaponRequiredForAmmo = nil for _, pl in pairs(player.GetAll()) do pl.AmmoPickups = nil pl.WeaponPickups = nil end self.OverrideEndSlomo = nil if type(GetGlobalBool("endcamera", 1)) ~= "number" then SetGlobalBool("endcamera", nil) end if GetGlobalString("winmusic", "-") ~= "-" then SetGlobalString("winmusic", nil) end if GetGlobalString("losemusic", "-") ~= "-" then SetGlobalString("losemusic", nil) end if type(GetGlobalVector("endcamerapos", 1)) ~= "number" then SetGlobalVector("endcamerapos", nil) end self.CappedInfliction = 0 self.PeakPopulation = 0 self.StartingZombie = {} self.CheckedOut = {} self.PreviouslyDied = {} self.StoredUndeadFrags = {} ROUNDWINNER = nil LAST_BITE = nil LASTHUMAN = nil hook.Remove("PlayerShouldTakeDamage", "EndRoundShouldTakeDamage") hook.Remove("PlayerCanHearPlayersVoice", "EndRoundCanHearPlayersVoice") self:RevertZombieClasses() self:ClearItemStocks(true) end -- I don't know. local function CheckBroken() for _, pl in pairs(player.GetAll()) do if pl:Alive() and (pl:Health() <= 0 or pl:GetObserverMode() ~= OBS_MODE_NONE or pl:OBBMaxs().x ~= 16) then pl:SetObserverMode(OBS_MODE_NONE) pl:UnSpectateAndSpawn() end end end function GM:DoRestartGame() self.RoundEnded = nil for _, ent in pairs(ents.FindByClass("prop_weapon")) do ent:Remove() end for _, ent in pairs(ents.FindByClass("prop_ammo")) do ent:Remove() end for _, ent in pairs(ents.FindByClass("prop_invitem")) do ent:Remove() end self:SetUseSigils(false) self:SetEscapeStage(ESCAPESTAGE_NONE) self:SetWave(0) self:SetWaveActive(false) if self.ZombieEscape then self:SetWaveStart(CurTime() + 30) else self:SetWaveStart(CurTime() + self.WaveZeroLength) end self:SetWaveEnd(self:GetWaveStart() + self:GetWaveOneLength()) SetGlobalInt("numwaves", -2) timer.Create("CheckBroken", 10, 1, CheckBroken) game.CleanUpMap(false, self.CleanupFilter) gamemode.Call("InitPostEntityMap") for _, pl in pairs(player.GetAll()) do pl:UnSpectateAndSpawn() pl:GodDisable() gamemode.Call("PlayerInitialSpawnRound", pl) gamemode.Call("PlayerReadyRound", pl) if pl:Team() == TEAM_UNDEAD then -- bots? pl:KillSilent() end end end function GM:RestartGame() for _, pl in pairs(player.GetAll()) do pl:StripWeapons() pl:StripAmmo() pl:SetFrags(0) pl:SetDeaths(0) pl:SetPoints(0) if not pl.IsZSBot then pl:ChangeTeam(TEAM_HUMAN) end pl:DoHulls() pl:SetZombieClass(self.DefaultZombieClass) pl.DeathClass = nil end for _, ent in pairs(ents.FindByClass("prop_obj_sigil")) do ent:Remove() end self:SetWave(0) if self.ZombieEscape then self:SetWaveStart(CurTime() + 30) else self:SetWaveStart(CurTime() + self.WaveZeroLength) end self:SetWaveEnd(self:GetWaveStart() + self:GetWaveOneLength()) self:SetWaveActive(false) SetGlobalInt("numwaves", -2) if GetGlobalString("hudoverride"..TEAM_UNDEAD, "") ~= "" then SetGlobalString("hudoverride"..TEAM_UNDEAD, "") end if GetGlobalString("hudoverride"..TEAM_HUMAN, "") ~= "" then SetGlobalString("hudoverride"..TEAM_HUMAN, "") end timer.Simple(0.25, function() GAMEMODE:DoRestartGame() end) end function GM:InitPostEntityMap(fromze) pcall(gamemode.Call, "LoadMapEditorFile") gamemode.Call("SetupSpawnPoints") gamemode.Call("RemoveUnusedEntities") if not fromze then gamemode.Call("ReplaceMapWeapons") gamemode.Call("ReplaceMapAmmo") gamemode.Call("ReplaceMapBatteries") end gamemode.Call("CreateZombieGas") gamemode.Call("SetupProps") for _, ent in pairs(ents.FindByClass("prop_ammo")) do ent.PlacedInMap = true end for _, ent in pairs(ents.FindByClass("prop_weapon")) do ent.PlacedInMap = true end for _, ent in pairs(ents.FindByClass("func_door_rotating")) do ent.NoTraceAttack = true end for _, ent in pairs(ents.FindByClass("func_physbox")) do ent.IsPhysbox = true end for _, ent in pairs(ents.FindByClass("func_physbox_multiplayer")) do ent.IsPhysbox = true ent.IgnoreZEProtect = true end for _, ent in pairs(ents.FindByClass("item_*")) do ent.NoNails = true end if self.ObjectiveMap then self:SetDynamicSpawning(false) self.BossZombies = false end if game.MaxPlayers() > 16 then local e = ents.FindByClass("shadow_control")[1] if not e then e = ents.Create("shadow_control") e:Spawn() end if e:IsValid() then e:SetKeyValue("disableallshadows", "1") end util.RemoveAll("func_precipitation") end gamemode.Call("CreateSigils") end function GM:SetDynamicSpawning(onoff) SetGlobalBool("DynamicSpawningDisabled", not onoff) self.DynamicSpawning = onoff end local function EndRoundPlayerShouldTakeDamage(pl, attacker) return pl:Team() == TEAM_UNDEAD or not attacker:IsPlayer() end local function EndRoundPlayerCanSuicide(pl) return pl:Team() == TEAM_UNDEAD end local function EndRoundSetupPlayerVisibility(pl) if GAMEMODE.LastHumanPosition and GAMEMODE.RoundEnded then AddOriginToPVS(GAMEMODE.LastHumanPosition) else hook.Remove("SetupPlayerVisibility", "EndRoundSetupPlayerVisibility") end end function GM:OnPlayerWin(pl) local xp = math.Clamp(#player.GetAll() * 6, 20, 200) * (GAMEMODE.WinXPMulti or 1) if self.ZombieEscape then xp = xp / 4 end pl:AddZSXP(xp) end function GM:OnPlayerLose(pl) end function GM:EndRound(winner) if self.RoundEnded then return end self.RoundEnded = true self.RoundEndedTime = CurTime() ROUNDWINNER = winner if self.OverrideEndSlomo == nil or self.OverrideEndSlomo then game.SetTimeScale(0.25) timer.Simple(2, function() game.SetTimeScale(1) end) end hook.Add("PlayerCanHearPlayersVoice", "EndRoundCanHearPlayersVoice", function() return true, false end) if self.OverrideEndCamera == nil or self.OverrideEndCamera then hook.Add("SetupPlayerVisibility", "EndRoundSetupPlayerVisibility", EndRoundSetupPlayerVisibility) end if self:ShouldRestartRound() then timer.Simple(self.EndGameTime - 3, function() gamemode.Call("PreRestartRound") end) timer.Simple(self.EndGameTime, function() gamemode.Call("RestartRound") end) else timer.Simple(self.EndGameTime, function() gamemode.Call("LoadNextMap") end) end -- Get rid of some lag. util.RemoveAll("prop_ammo") util.RemoveAll("prop_weapon") util.RemoveAll("prop_invitem") timer.Simple(5, function() gamemode.Call("DoHonorableMentions") end) if winner == TEAM_HUMAN then self.LastHumanPosition = nil for _, pl in pairs(player.GetAll()) do if pl:Team() == TEAM_HUMAN then if not self:GetUseSigils() then gamemode.Call("OnPlayerWin", pl) end elseif pl:Team() == TEAM_UNDEAD then gamemode.Call("OnPlayerLose", pl) end end hook.Add("PlayerShouldTakeDamage", "EndRoundShouldTakeDamage", EndRoundPlayerShouldTakeDamage) elseif winner == TEAM_UNDEAD then hook.Add("PlayerShouldTakeDamage", "EndRoundShouldTakeDamage", EndRoundPlayerCanSuicide) for _, pl in pairs(team.GetPlayers(TEAM_UNDEAD)) do gamemode.Call("OnPlayerLose", pl) end end net.Start("zs_endround") net.WriteUInt(winner or -1, 8) net.WriteString(game.GetMapNext()) net.Broadcast() GAMEMODE.StatTracking:IncreaseElementKV(STATTRACK_TYPE_ROUND, winner == TEAM_HUMAN and "Wins" or ("LossWave"..self:GetWave()), game.GetMap(), 1) if winner == TEAM_HUMAN then for _, ent in pairs(ents.FindByClass("logic_winlose")) do ent:Input("onwin") end else for _, ent in pairs(ents.FindByClass("logic_winlose")) do ent:Input("onlose") end end gamemode.Call("PostEndRound", winner) self:SetWaveStart(CurTime() + 9999) end function GM:ScalePlayerDamage(pl, hitgroup, dmginfo) local attacker = dmginfo:GetAttacker() local inflictor = dmginfo:GetInflictor() GAMEMODE.StatTracking:IncreaseElementKV(STATTRACK_TYPE_WEAPON, inflictor:GetClass(), "Hits", 1) if hitgroup == HITGROUP_HEAD then GAMEMODE.StatTracking:IncreaseElementKV(STATTRACK_TYPE_WEAPON, inflictor:GetClass(), "Headshots", 1) end if not dmginfo:IsBulletDamage() then return end if hitgroup == HITGROUP_HEAD and dmginfo:IsBulletDamage() then pl.m_LastHeadShot = CurTime() end --local crouchpunish = pl:ShouldCrouchJumpPunish() if not pl:CallZombieFunction2("ScalePlayerDamage", hitgroup, dmginfo) then if hitgroup == HITGROUP_HEAD then dmginfo:SetDamage(dmginfo:GetDamage() * (inflictor.HeadshotMulti or 2) * (attacker:IsPlayer() and attacker:GetStatus("renegade") and 1.1 or 1)) elseif hitgroup == HITGROUP_LEFTLEG or hitgroup == HITGROUP_RIGHTLEG then --if not crouchpunish then if not pl:ShouldCrouchJumpPunish() then dmginfo:SetDamage(dmginfo:GetDamage() / 4) end end end if (hitgroup == HITGROUP_LEFTLEG or hitgroup == HITGROUP_RIGHTLEG) and self:PlayerShouldTakeDamage(pl, dmginfo:GetAttacker()) and not pl:CallZombieFunction1("IgnoreLegDamage", dmginfo) then pl:AddLegDamage( pl:ShouldCrouchJumpPunish() and not (pl.LastBarricadeHit and pl.LastBarricadeHit + 2 > CurTime()) and dmginfo:GetDamage()/4 or dmginfo:GetDamage() ) end end function GM:PlayerReady(pl) gamemode.Call("PlayerReadyRound", pl) self:PlayerReadyVault(pl) pl.PlayerReady = true end function GM:PlayerReadyRound(pl) if not pl:IsValid() then return end self:FullGameUpdate(pl) pl:UpdateAllZombieClasses() local classid = pl:GetZombieClass() pl:SetZombieClass(classid, true, pl) if self.OverrideStartingWorth then pl:SendLua("GAMEMODE.StartingWorth="..tostring(self.StartingWorth)) end if pl:Team() == TEAM_UNDEAD then -- This is just so they get updated on what class they are and have their hulls set up right. pl:DoHulls(classid, TEAM_UNDEAD) elseif pl:Team() == TEAM_HUMAN then if self:GetWave() <= 0 and self.StartingWorth > 0 and not self.StartingLoadout and not self.ZombieEscape then pl:SendLua("InitialWorthMenu()") else gamemode.Call("GiveDefaultOrRandomEquipment", pl) end end net.Start("zs_currentround") net.WriteUInt(self.CurrentRound, 6) net.Send(pl) if self.RoundEnded then pl:SendLua("gamemode.Call(\"EndRound\", "..tostring(ROUNDWINNER)..", \""..game.GetMapNext().."\")") gamemode.Call("DoHonorableMentions", pl) end if pl:GetInfo("zs_noredeem") == "1" then pl.NoRedeeming = true end if self:GetWave() == 0 then self:SendZombieVolunteers(pl, true) end if self:IsClassicMode() then pl:SendLua("SetGlobalBool(\"classicmode\", true)") elseif self:IsBabyMode() then pl:SendLua("SetGlobalBool(\"babymode\", true)") end self:RefreshItemStocks(pl) self:ClassUnlocksUpdate(pl) end function GM:FullGameUpdate(pl) net.Start("zs_gamestate") net.WriteInt(self:GetWave(), 16) net.WriteFloat(self:GetWaveStart()) net.WriteFloat(self:GetWaveEnd()) if pl then net.Send(pl) else net.Broadcast() end end concommand.Add("initpostentity", function(sender, command, arguments) if not sender.DidInitPostEntity then sender.DidInitPostEntity = true gamemode.Call("PlayerReady", sender) end end) local playerheight = Vector(0, 0, 72) local function groupsort(ga, gb) return #ga > #gb end function GM:AttemptHumanDynamicSpawn(pl) if not self.DynamicSpawning or not pl:IsValidLivingHuman() then return false end local sigils = self:GetSigils() local randsigil = sigils[math.random(#sigils)] if randsigil and randsigil:IsValid() and not randsigil:GetSigilCorrupted() then pl:SetBarricadeGhosting(true) pl:SetPos(randsigil:GetPos()) return true end local group, pos, nearzombie local allplayers = team.GetPlayers(TEAM_HUMAN) local groups = self:GetTeamRallyGroups(TEAM_HUMAN) table.sort(groups, groupsort) for i=1, #groups do group = groups[i] for _, otherpl in pairs(group) do if otherpl ~= pl then pos = otherpl:GetPos() + Vector(0, 0, 1) if otherpl:Alive() and otherpl:GetMoveType() == MOVETYPE_WALK and not util.TraceHull({start = pos, endpos = pos + playerheight, mins = playermins, maxs = playermaxs, mask = MASK_SOLID, filter = allplayers}).Hit then nearzombie = false for __, ent in pairs(team.GetPlayers(TEAM_UNDEAD)) do if ent:Alive() and ent:GetPos():DistToSqr(pos) <= 65536 then --256^2 nearzombie = true end end if not nearzombie then pl:SetPos(otherpl:GetPos()) return true end end end end end return false end function GM:PlayerInitialSpawn(pl) pl.MaxBloodArmor = GAMEMODE.ZombieEscape and 0 or 10 pl.NextFlashlightSwitch = 0 pl.NextPainSound = 0 pl.NextFlinch = 0 pl.LastSentESW = 0 pl.m_LastWaveStartSpawn = 0 pl.m_LastGasHeal = 0 self:InitializeVault(pl) gamemode.Call("PlayerInitialSpawnRound", pl) self.PeakPopulation = math.max(self.PeakPopulation, #player.GetAll()) end function GM:PlayerInitialSpawnRound(pl) pl:SprintDisable() if pl:KeyDown(IN_WALK) then pl:ConCommand("-walk") end pl:SetCanWalk(false) pl:SetCanZoom(false) -- This is the culprit for shitty player to player collisions when standing on an enemy's head. No idea why. pl:SetNoCollideWithTeammates(false) --pl:SetNoCollideWithTeammates(true) pl:SetCustomCollisionCheck(true) pl.ZombiesKilled = 0 pl.ZombiesKilledAssists = 0 pl.Headshots = 0 pl.BrainsEaten = 0 pl.ResupplyBoxUsedByOthers = 0 pl.WaveJoined = self:GetWave() pl.CrowKills = 0 pl.DefenceDamage = 0 pl.StrengthBoostDamage = 0 pl.BarricadeDamage = 0 pl.PointsRemainder = 0 pl.XPRemainder = 0 pl.LegDamage = 0 pl.ArmDamage = 0 pl.DamageDealt = {} pl.DamageDealt[TEAM_UNDEAD] = 0 pl.DamageDealt[TEAM_HUMAN] = 0 pl.ZSFriends = {} pl.LifeBarricadeDamage = 0 pl.LifeHumanDamage = 0 pl.LifeBrainsEaten = 0 pl.WaveBarricadeDamage = 0 pl.WaveHumanDamage = 0 pl.PointQueue = 0 pl.LastDamageDealtTime = 0 pl.HealedThisRound = 0 pl.RepairedThisRound = 0 pl.NextRegenerate = 0 pl.NextBloodArmorRegen = 0 pl.NextRegenTrinket = 0 pl.LateBuyerMessage = nil pl.NestsDestroyed = 0 pl.NestSpawns = 0 pl.LastRevive = 0 pl.ZSInventory = {} --local nosend = not pl.DidInitPostEntity pl.DamageVulnerability = nil self:LoadVault(pl) local uniqueid = pl:UniqueID() if self.PreviouslyDied[uniqueid] or ZSBOT then -- They already died and reconnected. pl:ChangeTeam(TEAM_UNDEAD) elseif LASTHUMAN then ---- pl.SpawnedTime = CurTime() pl:ChangeTeam(TEAM_UNDEAD) elseif self:GetWave() <= 0 then pl.SpawnedTime = CurTime() pl:ChangeTeam(TEAM_HUMAN) if self.DynamicSpawning then timer.Simple(1, function() GAMEMODE:AttemptHumanDynamicSpawn(pl) pl:SetBarricadeGhosting(true, true) end) end elseif self:GetNumberOfWaves() == -1 or self.NoNewHumansWave <= self:GetWave() or team.NumPlayers(TEAM_UNDEAD) == 0 and 1 <= team.NumPlayers(TEAM_HUMAN) then -- Joined during game, no zombies, some humans or joined past the deadline. pl:ChangeTeam(TEAM_UNDEAD) self.PreviouslyDied[uniqueid] = CurTime() else pl.SpawnedTime = CurTime() pl:ChangeTeam(TEAM_HUMAN) if self.DynamicSpawning then timer.Simple(0, function() GAMEMODE:AttemptHumanDynamicSpawn(pl) pl:SetBarricadeGhosting(true, true) end) end end if pl:Team() == TEAM_UNDEAD and not self:GetWaveActive() then pl:SetZombieClassName("Crow") pl.DeathClass = self.DefaultZombieClass else pl:SetZombieClass(self.DefaultZombieClass) end if pl:Team() == TEAM_UNDEAD and self.StoredUndeadFrags[uniqueid] then pl:SetFrags(self.StoredUndeadFrags[uniqueid]) self.StoredUndeadFrags[uniqueid] = nil end end function GM:GetDynamicSpawning() return self.DynamicSpawning end function GM:PrePlayerRedeemed(pl, silent, noequip) end function GM:PostPlayerRedeemed(pl, silent, noequip) end function GM:PlayerDisconnected(pl) pl.Disconnecting = true local uid = pl:UniqueID() self.PreviouslyDied[uid] = CurTime() if pl:Team() == TEAM_HUMAN then pl:DropAll() elseif pl:Team() == TEAM_UNDEAD then self.StoredUndeadFrags[uid] = pl:Frags() end if pl:Health() > 0 and not pl:IsSpectator() then local lastattacker = pl:GetLastAttacker() if IsValid(lastattacker) then pl:TakeDamage(1000, lastattacker, lastattacker) PrintTranslatedMessage(HUD_PRINTCONSOLE, "disconnect_killed", pl:Name(), lastattacker:Name()) end end self:SaveVault(pl) gamemode.Call("CalculateInfliction") end function GM:CanDamageNail(ent, attacker, inflictor, damage, dmginfo) return not attacker:IsPlayer() or attacker:Team() == TEAM_UNDEAD end function GM:CanPlaceNail(pl, tr) if tr and not pl:HasBarricadeExpert() and tr.Entity.ExpertProtection and tr.Entity.ExpertProtection > CurTime() then return false end return true end function GM:CanRemoveNail(pl, nail) return not nail.m_NailUnremovable end function GM:CanRemoveOthersNail(pl, nailowner, ent) -- obsolete --[[local plpoints = pl:Frags() local ownerpoints = nailowner:Frags() if plpoints >= 75 or ownerpoints < 75 then return true end]] if gamemode.Call("PlayerIsAdmin", pl) then return true end if nailowner.ZSFriends[pl] then return true end if pl:BarricadeExpertPrecedence(nailowner) == -1 then pl:PrintTranslatedMessage(HUD_PRINTCENTER, "cant_remove_nails_of_superior_player") return false end return true end function GM:SetRedeemBrains(amount) SetGlobalInt("redeembrains", amount) end -- Reevaluates a prop and its constraint system (or all props if no arguments) to determine if they should be frozen or not from nails. function GM:EvaluatePropFreeze(ent, neighbors) if not ent then for _, e in pairs(ents.GetAll()) do if e and e:IsValid() then self:EvaluatePropFreeze(e) end end return end if ent:IsNailedToWorldHierarchy() then ent:SetNailFrozen(true) elseif ent:GetNailFrozen() then ent:SetNailFrozen(false) end neighbors = neighbors or {} table.insert(neighbors, ent) local baseent, attachent for _, nail in pairs(ent:GetNails()) do if nail:IsValid() then baseent = nail:GetBaseEntity() attachent = nail:GetAttachEntity() if baseent:IsValid() and not baseent:IsWorld() and not table.HasValue(neighbors, baseent) then self:EvaluatePropFreeze(baseent, neighbors) end if attachent:IsValid() and not attachent:IsWorld() and not table.HasValue(neighbors, attachent) then self:EvaluatePropFreeze(attachent, neighbors) end end end end -- A nail takes some damage. isdead is true if the damage is enough to remove the nail. The nail is invalid after this function call if it dies. function GM:OnNailDamaged(ent, attacker, inflictor, damage, dmginfo) end -- A nail is removed between two entities. The nail is no longer considered valid right after this function and is not in the entities' Nails tables. remover may not be nil if it was removed with the hammer's unnail ability. local function evalfreeze(ent) if ent and ent:IsValid() then gamemode.Call("EvaluatePropFreeze", ent) end end function GM:OnNailRemoved(nail, ent1, ent2, remover) if ent1 and ent1:IsValid() and not ent1:IsWorld() then timer.Simple(0, function() evalfreeze(ent1) end) timer.Simple(0.2, function() evalfreeze(ent1) end) end if ent2 and ent2:IsValid() and not ent2:IsWorld() then timer.Simple(0, function() evalfreeze(ent2) end) timer.Simple(0.2, function() evalfreeze(ent2) end) end if remover and remover:IsValid() and remover:IsPlayer() then local deployer = nail:GetDeployer() local deployername = "[unconnected]" if deployer:IsValid() and deployer:Team() == TEAM_HUMAN then deployername = deployer:Name() if deployer ~= remover then net.Start("zs_nailremoved") net.WriteEntity(remover) net.Send(deployer) end end PrintTranslatedMessage(HUD_PRINTCONSOLE, "nail_removed_by", remover:Name(), deployername) if remover:HasBarricadeExpert() then if ent1 and ent1:IsValid() and not ent1:IsWorld() then ent1.ExpertProtection = CurTime() + 5 end if ent2 and ent2:IsValid() and not ent2:IsWorld() then ent2.ExpertProtection = CurTime() + 5 end end end end -- A nail is created between two entities. function GM:OnNailCreated(ent1, ent2, nail) if ent1 and ent1:IsValid() and not ent1:IsWorld() then timer.Simple(0, function() evalfreeze(ent1) end) end if ent2 and ent2:IsValid() and not ent2:IsWorld() then timer.Simple(0, function() evalfreeze(ent2) end) end end function GM:RemoveDuplicateAmmo(pl) local AmmoCounts = {} local WepAmmos = {} for _, wep in pairs(pl:GetWeapons()) do if wep.Primary then local ammotype = wep:ValidPrimaryAmmo() if ammotype and wep.Primary.DefaultClip > 0 then AmmoCounts[ammotype] = (AmmoCounts[ammotype] or 0) + 1 WepAmmos[wep] = wep.Primary.DefaultClip - wep.Primary.ClipSize end local ammotype2 = wep:ValidSecondaryAmmo() if ammotype2 and wep.Secondary.DefaultClip > 0 then AmmoCounts[ammotype2] = (AmmoCounts[ammotype2] or 0) + 1 WepAmmos[wep] = wep.Secondary.DefaultClip - wep.Secondary.ClipSize end end end for ammotype, count in pairs(AmmoCounts) do if count > 1 then local highest = 0 local highestwep for wep, extraammo in pairs(WepAmmos) do if wep.Primary.Ammo == ammotype then highest = math.max(highest, extraammo) highestwep = wep end end if highestwep then for wep, extraammo in pairs(WepAmmos) do if wep ~= highestwep and wep.Primary.Ammo == ammotype then pl:RemoveAmmo(extraammo, ammotype) end end end end end end local function TimedOut(pl) if pl:IsValid() and pl:Team() == TEAM_HUMAN and pl:Alive() and not GAMEMODE.CheckedOut[pl:UniqueID()] then gamemode.Call("GiveRandomEquipment", pl) end end function GM:GiveDefaultOrRandomEquipment(pl) if not self.CheckedOut[pl:UniqueID()] and not self.ZombieEscape then if self.StartingLoadout then self:GiveStartingLoadout(pl) else pl:SendLua("GAMEMODE:RequestedDefaultCart()") if self.StartingWorth > 0 then timer.Simple(4, function() TimedOut(pl) end) end end end end function GM:GiveStartingLoadout(pl) if self.CheckedOut[pl:UniqueID()] then return end self.CheckedOut[pl:UniqueID()] = true for item, amount in pairs(self.StartingLoadout) do for i=1, amount do pl:Give(item) GAMEMODE.StatTracking:IncreaseElementKV(STATTRACK_TYPE_WEAPON, item, "StartingLoadout", 1) end end end function GM:GiveRandomEquipment(pl) if self.CheckedOut[pl:UniqueID()] or self.ZombieEscape then return end self.CheckedOut[pl:UniqueID()] = true if self.StartingLoadout then self:GiveStartingLoadout(pl) elseif GAMEMODE.OverrideStartingWorth then pl:Give("weapon_zs_swissarmyknife") elseif #self.StartLoadouts >= 1 then for _, id in pairs(self.StartLoadouts[math.random(#self.StartLoadouts)]) do local tab = FindStartingItem(id) if tab then if tab.Callback then tab.Callback(pl) elseif tab.SWEP then if not pl:AddInventoryItem(tab.SWEP) then pl:StripWeapon(tab.SWEP) pl:Give(tab.SWEP) end GAMEMODE.StatTracking:IncreaseElementKV(STATTRACK_TYPE_WEAPON, tab.SWEP, "RandomCheckouts", 1) end end end end end function GM:PlayerCanCheckout(pl) return pl:IsValid() and pl:Team() == TEAM_HUMAN and pl:Alive() and not self.CheckedOut[pl:UniqueID()] and not self.StartingLoadout and not self.ZombieEscape and self.StartingWorth > 0 and self:GetWave() < 2 end function GM:PlayerDeathThink(pl) if self.RoundEnded or pl.Revive or self:GetWave() == 0 then return end if pl:GetObserverMode() == OBS_MODE_CHASE then local target = pl:GetObserverTarget() if not target or not target:IsValid() or target:IsPlayer() and (not target:Alive() or target:Team() ~= pl:Team()) then pl:StripWeapons() pl:Spectate(OBS_MODE_ROAMING) pl:SpectateEntity(NULL) end end if pl:Team() ~= TEAM_UNDEAD then pl.StartCrowing = nil pl.StartSpectating = nil return end if pl.NextSpawnTime and pl.NextSpawnTime <= CurTime() then -- Force spawn. pl.NextSpawnTime = nil pl:RefreshDynamicSpawnPoint() pl:UnSpectateAndSpawn() elseif pl:GetObserverMode() == OBS_MODE_NONE then -- Not in spectator yet. if self:GetWaveActive() then -- During wave. if not pl.StartSpectating or CurTime() >= pl.StartSpectating then pl.StartSpectating = nil pl:StripWeapons() local best = self:GetBestDynamicSpawn(pl) if best then pl:Spectate(OBS_MODE_CHASE) pl:SpectateEntity(best) else pl:Spectate(OBS_MODE_ROAMING) pl:SpectateEntity(NULL) end end elseif not pl.StartCrowing or CurTime() >= pl.StartCrowing then -- Not during wave. Turn in to a crow. If we die as a crow then we get turned to spectator anyway. pl:ChangeToCrow() end else -- In spectator. if pl:KeyDown(IN_ATTACK) or pl:KeyDown(IN_ATTACK2) or pl:IsBot() then pl:RefreshDynamicSpawnPoint() local forcespawn = pl.ForceDynamicSpawn if forcespawn and forcespawn.MinionSpawn then pl:TrySpawnAsGoreChild(forcespawn) else if self:GetWaveActive() then pl:UnSpectateAndSpawn() else pl:ChangeToCrow() end end elseif pl:KeyDown(IN_RELOAD) then if self:GetWaveActive() then pl.ForceDynamicSpawn = nil local prev = self.DynamicSpawning self.DynamicSpawning = false pl:UnSpectateAndSpawn() self.DynamicSpawning = prev else pl:ChangeToCrow() end elseif pl:KeyPressed(IN_JUMP) then if pl:GetObserverMode() ~= OBS_MODE_ROAMING then pl:Spectate(OBS_MODE_ROAMING) pl:SpectateEntity(NULL) pl.SpectatedPlayerKey = nil end end end end function GM:ShouldAntiGrief(ent, attacker, dmginfo, health) return ent.m_AntiGrief and self.GriefMinimumHealth <= health and attacker:IsPlayer() and attacker:Team() == TEAM_HUMAN and not dmginfo:IsExplosionDamage() end function GM:PropBreak(attacker, ent) gamemode.Call("PropBroken", ent, attacker) end function GM:PropBroken(ent, attacker) if IsValid(ent) and IsValid(attacker) and not ent._PROPBROKEN and attacker:IsPlayer() and attacker:Team() == TEAM_HUMAN then ent._PROPBROKEN = true if attacker.LogID then --failsafe for local dev PrintMessage(HUD_PRINTCONSOLE, attacker:LogID().." broke "..ent:GetModel()) end end end function GM:NestDestroyed(ent, attacker) if IsValid(ent) and IsValid(attacker) and attacker:IsPlayer() and attacker:Team() == TEAM_UNDEAD then PrintMessage(HUD_PRINTCONSOLE, attacker:LogID().." team killed a nest at "..tostring(ent:GetPos()).." (builder: "..(ent:GetOwner() and ent:GetOwner():IsValid() and ent:GetOwner():IsPlayer() and ent:GetOwner():LogID() or "unknown")..")") end end function GM:EntityTakeDamage(ent, dmginfo) local attacker, inflictor = dmginfo:GetAttacker(), dmginfo:GetInflictor() if attacker == inflictor and attacker:IsProjectile() and dmginfo:GetDamageType() == DMG_CRUSH then -- Fixes projectiles doing physics-based damage. dmginfo:SetDamage(0) dmginfo:ScaleDamage(0) return end if ent.LastHeld and CurTime() < ent.LastHeld + 0.1 and attacker:IsPlayer() and P_Team(attacker) == TEAM_HUMAN then dmginfo:SetDamage(0) dmginfo:SetDamageType(0) dmginfo:ScaleDamage(0) dmginfo:SetDamageForce(vector_origin) return end -- Props about to be broken props take 3x damage from anything except zombies if ent._BARRICADEBROKEN and not (attacker:IsPlayer() and attacker:Team() == TEAM_UNDEAD) then dmginfo:SetDamage(dmginfo:GetDamage() * 3) end if ent.GetObjectHealth and not (attacker:IsPlayer() and attacker:Team() == TEAM_HUMAN) then ent.m_LastDamaged = CurTime() end if ent.ProcessDamage and ent:ProcessDamage(dmginfo) then return end attacker, inflictor = dmginfo:GetAttacker(), dmginfo:GetInflictor() -- Don't allow blowing up props during wave 0. if self:GetWave() <= 0 and string.sub(ent:GetClass(), 1, 12) == "prop_physics" and inflictor.NoPropDamageDuringWave0 then dmginfo:SetDamage(0) dmginfo:SetDamageType(DMG_ALWAYSGIB) return end -- We need to stop explosive chains team killing. if inflictor:IsValid() then local dmgtype = dmginfo:GetDamageType() if ent:IsPlayer() and (dmgtype == DMG_ALWAYSGIB or dmgtype == DMG_BURN or dmgtype == DMG_SLOWBURN) and string.sub(inflictor:GetClass(), 1, 12) == "prop_physics" then -- We'll assume a barrel did this damage to a player if inflictor.LastDamagedByTeam == ent:Team() and inflictor.LastDamagedBy ~= ent then -- A team member is trying to screw with us dmginfo:SetDamage(0) dmginfo:ScaleDamage(0) return end elseif string.sub(ent:GetClass(), 1, 12) == "prop_physics" then -- Physics object damaged by... if inflictor:IsPlayer() then ent.LastDamagedByTeam = inflictor:Team() ent.LastDamagedBy = inflictor elseif (dmgtype == DMG_ALWAYSGIB or dmgtype == DMG_BURN or dmgtype == DMG_SLOWBURN) and string.sub(inflictor:GetClass(), 1, 12) == "prop_physics" then -- A barrel damaging a barrel. Probably. if inflictor.LastDamagedByTeam then ent.LastDamagedByTeam = inflictor.LastDamagedByTeam ent.LastDamagedBy = inflictor.LastDamagedBy end end end end -- Prop is nailed. Forward damage to the nails. if ent:DamageNails(attacker, inflictor, dmginfo:GetDamage(), dmginfo) then return end local dispatchdamagedisplay = false local entclass = ent:GetClass() if ent:IsPlayer() then dispatchdamagedisplay = true if attacker.PBAttacker and attacker.PBAttacker:IsValid() then attacker = attacker.PBAttacker end if attacker:IsValid() then if attacker:IsPlayer() then ent:SetLastAttacker(attacker) local myteam = attacker:Team() local otherteam = ent:Team() if myteam ~= otherteam then local damage = math.min(dmginfo:GetDamage(), ent:Health()) if damage > 0 then local time = CurTime() attacker.DamageDealt[myteam] = attacker.DamageDealt[myteam] + damage if myteam == TEAM_UNDEAD then if otherteam == TEAM_HUMAN then attacker:AddLifeHumanDamage(damage) GAMEMODE.StatTracking:IncreaseElementKV(STATTRACK_TYPE_ZOMBIECLASS, attacker:GetZombieClassTable().Name, "HumanDamage", damage) end elseif myteam == TEAM_HUMAN and otherteam == TEAM_UNDEAD then ent.DamagedBy[attacker] = (ent.DamagedBy[attacker] or 0) + damage if time >= ent.m_LastWaveStartSpawn + 3 and time >= ent.m_LastGasHeal + 2 then local points = damage / ent:GetMaxHealth() * ent:GetZombieClassTable().Points if POINTSMULTIPLIER then points = points * POINTSMULTIPLIER end if ent.PointsMultiplier then points = points * ent.PointsMultiplier end attacker.PointQueue = attacker.PointQueue + points GAMEMODE.StatTracking:IncreaseElementKV(STATTRACK_TYPE_WEAPON, inflictor:GetClass(), "PointsEarned", points) GAMEMODE.StatTracking:IncreaseElementKV(STATTRACK_TYPE_WEAPON, inflictor:GetClass(), "Damage", damage) end local pos = ent:GetPos() pos.z = pos.z + 32 attacker.LastDamageDealtPos = pos attacker.LastDamageDealtTime = time end end end elseif attacker:GetClass() == "trigger_hurt" then ent.LastHitWithTriggerHurt = CurTime() end end elseif ent.PropHealth then -- A prop that was invulnerable and converted to vulnerable. if ent._PROPBROKEN or self.NoPropDamageFromHumanMelee and attacker:IsPlayer() and attacker:Team() == TEAM_HUMAN and inflictor.IsMelee then dmginfo:SetDamage(0) return end if gamemode.Call("ShouldAntiGrief", ent, attacker, dmginfo, ent.PropHealth) then attacker:AntiGrief(dmginfo) if dmginfo:GetDamage() <= 0 then return end end ent.PropHealth = ent.PropHealth - dmginfo:GetDamage() dispatchdamagedisplay = true if ent.PropHealth <= 0 then local effectdata = EffectData() effectdata:SetOrigin(ent:GetPos()) util.Effect("Explosion", effectdata, true, true) ent:Fire("break") gamemode.Call("PropBroken", ent, attacker) else local brit = math.Clamp(ent.PropHealth / ent.TotalHealth, 0, 1) local col = ent:GetColor() col.r = 255 col.g = 255 * brit col.b = 255 * brit ent:SetColor(col) end elseif entclass == "func_door_rotating" then if ent:GetKeyValues().damagefilter == "invul" or ent.Broken then return end if self.ZombieEscape then return end if not ent.Heal then local br = ent:BoundingRadius() if br > 80 then return end -- Don't break these kinds of doors that are bigger than this. local health = br * 35 ent.Heal = health ent.TotalHeal = health end if gamemode.Call("ShouldAntiGrief", ent, attacker, dmginfo, ent.TotalHeal) then attacker:AntiGrief(dmginfo) if dmginfo:GetDamage() <= 0 then return end end if dmginfo:GetDamage() >= 20 and attacker:IsPlayer() and attacker:Team() == TEAM_UNDEAD then ent:EmitSound(math.random(2) == 1 and "npc/zombie/zombie_pound_door.wav" or "ambient/materials/door_hit1.wav") end ent.Heal = ent.Heal - dmginfo:GetDamage() local brit = math.Clamp(ent.Heal / ent.TotalHeal, 0, 1) local col = ent:GetColor() col.r = 255 col.g = 255 * brit col.b = 255 * brit ent:SetColor(col) dispatchdamagedisplay = true if ent.Heal <= 0 then ent.Broken = true ent:EmitSound("Breakable.Metal") ent:Fire("unlock", "", 0) ent:Fire("open", "", 0.01) -- Trigger any area portals. ent:Fire("break", "", 0.1) ent:Fire("kill", "", 0.15) end elseif entclass == "prop_door_rotating" then if ent:GetKeyValues().damagefilter == "invul" or ent:HasSpawnFlags(2048) and ent:IsDoorLocked() or ent.Broken then return end if not ent.Heal then ent.Heal = ent:BoundingRadius() * 35 ent.TotalHeal = ent.Heal end if dmginfo:GetDamage() >= 20 and attacker:IsPlayer() and attacker:Team() == TEAM_UNDEAD then ent:EmitSound(math.random(2) == 1 and "npc/zombie/zombie_pound_door.wav" or "ambient/materials/door_hit1.wav") end if self.ZombieEscape then return end if gamemode.Call("ShouldAntiGrief", ent, attacker, dmginfo, ent.TotalHeal) then attacker:AntiGrief(dmginfo) if dmginfo:GetDamage() <= 0 then return end end ent.Heal = ent.Heal - dmginfo:GetDamage() local brit = math.Clamp(ent.Heal / ent.TotalHeal, 0, 1) local col = ent:GetColor() col.r = 255 col.g = 255 * brit col.b = 255 * brit ent:SetColor(col) dispatchdamagedisplay = true if ent.Heal <= 0 then ent.Broken = true ent:EmitSound("Breakable.Metal") ent:Fire("unlock", "", 0) ent:Fire("open", "", 0.01) -- Trigger any area portals. ent:Fire("break", "", 0.1) ent:Fire("kill", "", 0.15) local physprop = ents.Create("prop_physics") if physprop:IsValid() then physprop:SetPos(ent:GetPos()) physprop:SetAngles(ent:GetAngles()) physprop:SetSkin(ent:GetSkin() or 0) physprop:SetMaterial(ent:GetMaterial()) physprop:SetModel(ent:GetModel()) physprop:Spawn() physprop:SetPhysicsAttacker(attacker) if attacker:IsValid() then local phys = physprop:GetPhysicsObject() if phys:IsValid() then phys:SetVelocityInstantaneous((physprop:NearestPoint(attacker:EyePos()) - attacker:EyePos()):GetNormalized() * math.Clamp(dmginfo:GetDamage() * 3, 40, 300)) end end if physprop:GetMaxHealth() == 1 and physprop:Health() == 0 then local health = math.ceil((physprop:OBBMins():Length() + physprop:OBBMaxs():Length()) * 2) if health < 2000 then physprop.PropHealth = health physprop.TotalHealth = health end end end end elseif entclass == "func_breakable" then if ent:GetKeyValues().damagefilter == "invul" then return end if self.ZombieEscape then dispatchdamagedisplay = true return end if gamemode.Call("ShouldAntiGrief", ent, attacker, dmginfo, ent:GetMaxHealth()) then attacker:AntiGrief(dmginfo, true) if dmginfo:GetDamage() <= 0 then return end end if ent:Health() == 0 and ent:GetMaxHealth() == 1 then return end local brit = math.Clamp(ent:Health() / ent:GetMaxHealth(), 0, 1) local col = ent:GetColor() col.r = 255 col.g = 255 * brit col.b = 255 * brit ent:SetColor(col) dispatchdamagedisplay = true elseif string.sub(entclass, 1, 12) == "func_physbox" then local holder, status = ent:GetHolder() if holder then status:Remove() end if ent:GetKeyValues().damagefilter == "invul" then return end if not ent.IgnoreZEProtect and self.ZombieEscape then dispatchdamagedisplay = true return end ent.Heal = ent.Heal or ent:BoundingRadius() * 35 ent.TotalHeal = ent.TotalHeal or ent.Heal if gamemode.Call("ShouldAntiGrief", ent, attacker, dmginfo, ent.TotalHeal) then attacker:AntiGrief(dmginfo) if dmginfo:GetDamage() <= 0 then return end end ent.Heal = ent.Heal - dmginfo:GetDamage() local brit = math.Clamp(ent.Heal / ent.TotalHeal, 0, 1) local col = ent:GetColor() col.r = 255 col.g = 255 * brit col.b = 255 * brit ent:SetColor(col) dispatchdamagedisplay = true if ent.Heal <= 0 then local foundaxis = false local entname = ent:GetName() local allaxis = ents.FindByClass("phys_hinge") for _, axis in pairs(allaxis) do local keyvalues = axis:GetKeyValues() if keyvalues.attach1 == entname or keyvalues.attach2 == entname then foundaxis = true axis:Remove() ent.Heal = ent.Heal + 120 end end if not foundaxis then ent:Fire("break", "", 0) end end elseif ent:IsBarricadeProp() and attacker:IsValidLivingZombie() or ent.ZombieConstruction and attacker:IsValidLivingHuman() then dispatchdamagedisplay = true end local dmg = dmginfo:GetDamage() if dmg > 0 then local holder, status = ent:GetHolder() if holder and not holder.BuffTaut then status:Remove() end local dmgpos = dmginfo:GetDamagePosition() local hasdmgsess = attacker:IsPlayer() and attacker:HasDamageNumberSession() if attacker:IsPlayer() and dispatchdamagedisplay and not hasdmgsess then self:DamageFloater(attacker, ent, dmgpos, dmg) elseif hasdmgsess and dispatchdamagedisplay then attacker:CollectDamageNumberSession(dmg, dmgpos, ent:IsPlayer()) end end end function GM:DamageFloater(attacker, victim, dmgpos, dmg, definiteply) if attacker == victim then return end if dmgpos == vector_origin then dmgpos = victim:NearestPoint(attacker:EyePos()) end net.Start((definiteply or victim:IsPlayer()) and "zs_dmg" or "zs_dmg_prop") if INFDAMAGEFLOATER then INFDAMAGEFLOATER = nil net.WriteUInt(9999, 16) else net.WriteUInt(math.ceil(dmg), 16) end net.WriteVector(dmgpos) net.Send(attacker) end function GM:SetRandomToZombie() local plays = team.GetPlayers(TEAM_HUMAN) local pl = plays[math.random(#plays)] if not pl then return end pl:ChangeTeam(TEAM_UNDEAD) pl:SetFrags(0) pl:SetDeaths(0) self.StartingZombie[pl:UniqueID()] = true self.PreviouslyDied[pl:UniqueID()] = CurTime() pl:UnSpectateAndSpawn() return pl end function GM:PreOnPlayerChangedTeam(pl, oldteam, newteam) --[[if oldteam == TEAM_HUMAN then self:SaveVault(pl) end]] end function GM:OnPlayerChangedTeam(pl, oldteam, newteam) if newteam == TEAM_UNDEAD then pl:SetPoints(0) --pl.WaveBarricadeDamage = 0 --pl.WaveHumanDamage = 0 pl.DamagedBy = {} pl:SetBarricadeGhosting(false) self.CheckedOut[pl:UniqueID()] = true elseif newteam == TEAM_HUMAN then self.PreviouslyDied[pl:UniqueID()] = nil if self.PointSaving > 0 and pl.PointsVault ~= nil and not self.ZombieEscape and not self:IsClassicMode() then pl:SetPoints(math.floor(pl.PointsVault)) else pl:SetPoints(0) end self:RefreshItemStocks(pl) end if newteam ~= TEAM_HUMAN then pl:RemoveSkills() end pl:SetLastAttacker(nil) for _, p in pairs(player.GetAll()) do if p.LastAttacker == pl then p.LastAttacker = nil end end pl.PointQueue = 0 timer.Simple(0, function() gamemode.Call("CalculateInfliction") end) end function GM:SetToDefaultZombieClass(pl) if pl:Team() == TEAM_UNDEAD then pl:KillSilent() pl:SetZombieClass(self.DefaultZombieClass or 1) pl:UnSpectateAndSpawn() else pl:SetZombieClass(self.DefaultZombieClass or 1) end end function GM:SetPantsMode(mode) if self.ZombieEscape then return end self.PantsMode = mode and self.ZombieClasses["Zombie Legs"] ~= nil and not self:IsClassicMode() and not self:IsBabyMode() if self.PantsMode then local index = self.ZombieClasses["Zombie Legs"].Index self.PreOverrideDefaultZombieClass = self.PreOverrideDefaultZombieClass or self.DefaultZombieClass self.DefaultZombieClass = index for _, pl in pairs(player.GetAll()) do local classname = pl:GetZombieClassTable().Name if classname ~= "Zombie Legs" and classname ~= "Crow" then if pl:Team() == TEAM_UNDEAD then pl:KillSilent() pl:SetZombieClass(index) pl:UnSpectateAndSpawn() else pl:SetZombieClass(index) end end pl.DeathClass = index end else self.DefaultZombieClass = self.PreOverrideDefaultZombieClass or self.DefaultZombieClass for _, pl in pairs(player.GetAll()) do if pl:GetZombieClassTable().Name == "Zombie Legs" then self:SetToDefaultZombieClass(pl) end end end end function GM:SetClassicMode(mode) if self.ZombieEscape then return end self.ClassicMode = mode and self.ZombieClasses["Classic Zombie"] ~= nil and not self.PantsMode and not self:IsBabyMode() SetGlobalBool("classicmode", self.ClassicMode) if self:IsClassicMode() then util.RemoveAll("prop_nail") local index = self.ZombieClasses["Classic Zombie"].Index self.PreOverrideDefaultZombieClass = self.PreOverrideDefaultZombieClass or self.DefaultZombieClass self.DefaultZombieClass = index for _, pl in pairs(player.GetAll()) do local classname = pl:GetZombieClassTable().Name if classname ~= "Classic Zombie" and classname ~= "Crow" then if pl:Team() == TEAM_UNDEAD then pl:KillSilent() pl:SetZombieClass(index) pl:UnSpectateAndSpawn() else pl:SetZombieClass(index) end end pl.DeathClass = index end else self.DefaultZombieClass = self.PreOverrideDefaultZombieClass or self.DefaultZombieClass for _, pl in pairs(player.GetAll()) do if pl:GetZombieClassTable().Name == "Classic Zombie" then self:SetToDefaultZombieClass(pl) end end end end function GM:SetBabyMode(mode) if self.ZombieEscape then return end self.BabyMode = mode and self.ZombieClasses["Gore Child"] ~= nil and not self.PantsMode and not self:IsClassicMode() SetGlobalBool("babymode", self.BabyMode) if self:IsBabyMode() then local index = self.ZombieClasses["Gore Child"].Index self.PreOverrideDefaultZombieClass = self.PreOverrideDefaultZombieClass or self.DefaultZombieClass self.DefaultZombieClass = index for _, pl in pairs(player.GetAll()) do local classname = pl:GetZombieClassTable().Name if classname ~= "Gore Child" and classname ~= "Giga Gore Child" and classname ~= "Crow" then if pl:Team() == TEAM_UNDEAD then pl:KillSilent() pl:SetZombieClass(index) pl:UnSpectateAndSpawn() else pl:SetZombieClass(index) end end pl.DeathClass = index end else self.DefaultZombieClass = self.PreOverrideDefaultZombieClass or self.DefaultZombieClass for _, pl in pairs(player.GetAll()) do if pl:GetZombieClassTable().Name == "Gore Child" then self:SetToDefaultZombieClass(pl) end end end end GM.InitialVolunteers = {} function GM:SetClosestsToZombie() local allplayers = player.GetAllActive() local numplayers = #allplayers if numplayers <= 1 then return end local desiredzombies = self:GetDesiredStartingZombies() self:SortZombieSpawnDistances(allplayers) local zombies = {} for _, pl in pairs(allplayers) do if pl:Team() ~= TEAM_HUMAN or not pl:Alive() then table.insert(zombies, pl) end end -- Need to place some people back on the human team. if #zombies > desiredzombies then local toswap = #zombies - desiredzombies for _, pl in pairs(zombies) do if pl.DiedDuringWave0 and pl:GetInfo("zs_alwaysvolunteer") ~= "1" and not pl.IsZSBot then pl:ChangeTeam(TEAM_HUMAN) pl:UnSpectateAndSpawn() toswap = toswap - 1 if toswap <= 0 then break end end end end for i = 1, desiredzombies do local pl = allplayers[i] if pl:Team() ~= TEAM_UNDEAD then pl:ChangeTeam(TEAM_UNDEAD) self.PreviouslyDied[pl:UniqueID()] = CurTime() self.InitialVolunteers[pl:UniqueID()] = true end pl:SetFrags(0) pl:SetDeaths(0) local unlocked = {} for _, v in ipairs(self.ZombieClasses) do if v.Unlocked and not v.Hidden and v.NotRandomStart then unlocked[#unlocked + 1] = v.Index end end pl:SetZombieClass(unlocked[math.random(#unlocked)]) self.StartingZombie[pl:UniqueID()] = true pl:UnSpectateAndSpawn() end end function GM:AllowPlayerPickup(pl, ent) return false end function GM:PlayerShouldTakeDamage(pl, attacker) if attacker.PBAttacker and attacker.PBAttacker:IsValid() and CurTime() < attacker.NPBAttacker then -- Protection against prop_physbox team killing. physboxes don't respond to SetPhysicsAttacker() attacker = attacker.PBAttacker end if attacker:IsPlayer() and attacker ~= pl and not attacker.AllowTeamDamage and not pl.AllowTeamDamage and attacker:Team() == pl:Team() then return false end return true end function GM:PlayerHurt(victim, attacker, healthremaining, damage) if healthremaining < 1 then return end if victim:Team() == TEAM_HUMAN then victim:PlayPainSound() if healthremaining < 75 then victim:ResetSpeed(nil, healthremaining) end if healthremaining < victim:GetMaxHealth() * 0.5 and victim:GetBloodArmor() < victim.MaxBloodArmor + 10 and victim:HasTrinket("bloodpack") then victim:SetBloodArmor(math.min(victim:GetBloodArmor() + (20 * victim.BloodarmorGainMul), victim.MaxBloodArmor + (20 * victim.MaxBloodArmorMul))) victim:TakeInventoryItem("trinket_bloodpack") net.Start("zs_trinketconsumed") net.WriteString("Blood Transfusion Pack") net.Send(victim) end else victim:PlayZombiePainSound() end end function GM:WeaponDeployed(pl, wep) self:DoChangeDeploySpeed(wep) -- Don't change speed instantly to stop people from shooting and then running away with a faster weapon. local timername = tostring(pl).."speedchange" timer.Remove(timername) local speed = pl:ResetSpeed(true) -- Determine what speed we SHOULD get without actually setting it. if speed < pl:GetMaxSpeed() then pl:SetSpeed(speed) elseif pl:GetMaxSpeed() < speed then local unbound = pl:IsSkillActive(SKILL_UNBOUND) and 0.4 or 1 timer.Create(timername, (0.333 / (pl.DeploySpeedMultiplier or 1)) * unbound, 1, function() if pl:IsValid() then pl:SetHumanSpeed(speed) end end) end end function GM:KeyPress(pl, key) if key == IN_USE then if pl:Team() == TEAM_HUMAN and pl:Alive() then if pl:IsCarrying() then pl.status_human_holding:OnRemove() -- No idea... pl.status_human_holding:RemoveNextFrame() else self:TryHumanPickup(pl, pl:TraceLine(64).Entity) end end elseif key == IN_SPEED then if pl:Alive() then if pl:Team() == TEAM_HUMAN then pl:DispatchAltUse() if not pl:IsCarrying() and pl:KeyPressed(IN_SPEED) and pl:IsSkillActive(SKILL_CARDIOTONIC) and pl:GetBloodArmor() > 0 then pl:SetBloodArmor(pl:GetBloodArmor() - 1) pl:EmitSound("player/suit_sprint.wav", 50) if pl:GetBloodArmor() == 0 and pl:IsSkillActive(SKILL_BLOODLETTER) then local bleed = pl:GiveStatus("bleed") if bleed and bleed:IsValid() then bleed:AddDamage(5) bleed.Damager = pl end end pl:ResetSpeed() end elseif pl:Team() == TEAM_UNDEAD then pl:CallZombieFunction0("AltUse") end end elseif key == IN_ZOOM then if pl:Team() == TEAM_HUMAN and pl:Alive() and not self.ZombieEscape then if pl:IsOnGround() then pl.LastGhostFailureVelocity = nil pl:SetBarricadeGhosting(true) else local plvel = pl:GetVelocity() if pl:GetPhysicsObject():IsPenetrating() then if plvel == vector_origin then pl.LastGhostFailureVelocity = nil pl:SetBarricadeGhosting(true) else pl:SetLocalVelocity(vector_origin) end elseif pl.LastGhostFailureVelocity == plvel then pl.LastGhostFailureVelocity = nil pl:SetBarricadeGhosting(true) else pl.LastGhostFailureVelocity = plvel end end end end end function GM:GetNearestSpawn(pos, teamid) local nearest = NULL local nearestdist = math.huge for _, ent in pairs(team.GetValidSpawnPoint(teamid)) do if ent.Disabled then continue end local dist = ent:GetPos():DistToSqr(pos) if dist < nearestdist then nearestdist = dist nearest = ent end end return nearest end function GM:EntityWouldBlockSpawn(ent) local spawnpoint = self:GetNearestSpawn(ent:GetPos(), TEAM_UNDEAD) if spawnpoint:IsValid() then local spawnpos = spawnpoint:GetPos() if spawnpos:DistToSqr(ent:NearestPoint(spawnpos)) <= 1600 then return true end end return false end function GM:GetNearestSpawnDistance(pos, teamid) local nearest = self:GetNearestSpawn(pos, teamid) if nearest:IsValid() then return nearest:GetPos():Distance(pos) end return -1 end function GM:ShutDown() self:SaveAllVaults() end function GM:PlayerUse(pl, ent) if not pl:Alive() or pl:Team() == TEAM_UNDEAD and pl:GetZombieClassTable().NoUse or pl:GetBarricadeGhosting() then return false end if pl:IsHolding() and pl:GetHolding() ~= ent then return false end local entclass = ent:GetClass() if entclass == "prop_door_rotating" then if CurTime() < (ent.m_AntiDoorSpam or 0) then -- Prop doors can be glitched shut by mashing the use button. return false end ent.m_AntiDoorSpam = CurTime() + 0.85 elseif entclass == "item_healthcharger" then if pl:Team() == TEAM_UNDEAD then return false elseif pl:IsSkillActive(SKILL_D_FRAIL) and pl:Health() >= math.floor(pl:GetMaxHealth() * 0.25) then return false end elseif pl:Team() == TEAM_HUMAN and not pl:IsCarrying() and pl:KeyPressed(IN_USE) then self:TryHumanPickup(pl, ent) end return true end function GM:PlayerDeath(pl, inflictor, attacker) end function GM:PlayerDeathSound() return true end local function SortDist(pa, pb) return pa._temp < pb._temp end function GM:CanPlayerSuicide(pl) if self.RoundEnded or pl:HasWon() then return false end if pl:Team() == TEAM_HUMAN then if self:GetWave() <= self.NoSuicideWave then pl:PrintTranslatedMessage(HUD_PRINTCENTER, "give_time_before_suicide") return false end -- If a person is going to suicide with no last attacker, give the kill to the closest zombie. if not IsValid(pl:GetLastAttacker()) then local plpos = pl:EyePos() local tosort = {} for _, zom in pairs(team.GetPlayers(TEAM_UNDEAD)) do if zom:Alive() then local dist = zom:GetPos():DistToSqr(plpos) if dist <= 262144 then --512^2 zom._temp = dist table.insert(tosort, zom) end end end table.sort(tosort, SortDist) if tosort[1] then pl:SetLastAttacker(tosort[1]) end end elseif pl:Team() == TEAM_UNDEAD then local ret = pl:CallZombieFunction0("CanPlayerSuicide") if ret == false then return false end end return pl:GetObserverMode() == OBS_MODE_NONE and pl:Alive() and (not pl.SpawnNoSuicide or pl.SpawnNoSuicide < CurTime()) end function GM:DefaultRevive(pl) local status = pl:GiveStatus("revive") if status and status:IsValid() then status:SetReviveTime(CurTime() + 2) end end function GM:HumanKilledZombie(pl, attacker, inflictor, dmginfo, headshot, suicide) if (pl:GetZombieClassTable().Points or 0) == 0 or self.RoundEnded then return end -- Simply distributes based on damage but also do some stuff for assists. local totaldamage = 0 for otherpl, dmg in pairs(pl.DamagedBy) do if otherpl:IsValid() and otherpl:Team() == TEAM_HUMAN then totaldamage = totaldamage + dmg end end local mostassistdamage = 0 local halftotaldamage = totaldamage / 2 local mostdamager for otherpl, dmg in pairs(pl.DamagedBy) do if otherpl ~= attacker and otherpl:IsValid() and otherpl:Team() == TEAM_HUMAN and dmg > mostassistdamage and dmg >= halftotaldamage then mostassistdamage = dmg mostdamager = otherpl end end attacker.ZombiesKilled = attacker.ZombiesKilled + 1 if mostdamager then attacker:PointCashOut(pl, FM_LOCALKILLOTHERASSIST) mostdamager:PointCashOut(pl, FM_LOCALASSISTOTHERKILL) mostdamager.ZombiesKilledAssists = mostdamager.ZombiesKilledAssists + 1 else attacker:PointCashOut(pl, FM_NONE) end if inflictor:IsValid() and inflictor == attacker:GetActiveWeapon() then local wep = attacker:GetActiveWeapon() if attacker.MeleeMovementSpeedOnKill and attacker.MeleeMovementSpeedOnKill ~= 0 and wep.IsMelee then local boost = attacker:GiveStatus("adrenalineamp", 10) if boost and boost:IsValid() then boost:SetSpeed(attacker.MeleeMovementSpeedOnKill) end end if #self.Food > 0 and pl.ChefMarkTime and pl.ChefMarkTime > CurTime() and pl.ChefMarkOwner == attacker then local rfood = self.Food[math.random(#self.Food)] if not attacker:HasWeapon(rfood) then attacker:Give(rfood) end end if pl:WasHitInHead() then attacker.Headshots = (attacker.Headshots or 0) + 1 end GAMEMODE.StatTracking:IncreaseElementKV(STATTRACK_TYPE_WEAPON, wep:GetClass(), "Kills", 1) if wep.OnZombieKilled then wep:OnZombieKilled(pl, totaldamage, dmginfo) end end gamemode.Call("PostHumanKilledZombie", pl, attacker, inflictor, dmginfo, mostdamager, mostassistdamage, headshot) return mostdamager end function GM:PostHumanKilledZombie(pl, attacker, inflictor, dmginfo, assistpl, assistamount, headshot) end function GM:ZombieKilledHuman(pl, attacker, inflictor, dmginfo, headshot, suicide) if self.RoundEnded then return end local plpos = pl:GetPos() local dist = 999999999 local xp = 18 * (GAMEMODE.ZombieXPMulti or 1) for _, ent in pairs(team.GetValidSpawnPoint(TEAM_UNDEAD)) do dist = math.min(ent:GetPos():DistToSqr(plpos), dist) end pl.ZombieSpawnDeathDistance = math.ceil(math.sqrt(dist)) attacker:AddBrains(1) attacker:AddLifeBrainsEaten(1) attacker:AddZSXP(self.InitialVolunteers[attacker:UniqueID()] and xp or math.floor(xp/4)) local classtab = attacker:GetZombieClassTable() if classtab and classtab.Name then GAMEMODE.StatTracking:IncreaseElementKV(STATTRACK_TYPE_ZOMBIECLASS, classtab.Name, "BrainsEaten", 1) end if not pl.Gibbed and not suicide then local status = pl:GiveStatus("revive_slump_human") if status then status:SetReviveTime(CurTime() + 4) status:SetZombieInitializeTime(CurTime() + 2) end pl:SetZombieClassName(self.ZombieEscape and "Super Zombie" or self:IsClassicMode() and "Classic Zombie" or self:IsBabyMode() and "Gore Child" or "Fresh Dead") end gamemode.Call("PostZombieKilledHuman", pl, attacker, inflictor, dmginfo, headshot, suicide) return attacker:Frags() end function GM:PostZombieKilledHuman(pl, attacker, inflictor, dmginfo, headshot, suicide) end local function DelayedChangeToZombie(pl) if pl:IsValid() then if pl.ChangeTeamFrags then pl:SetFrags(pl.ChangeTeamFrags) pl.ChangeTeamFrags = 0 end pl:ChangeTeam(TEAM_UNDEAD) end end function GM:DoPlayerDeath(pl, attacker, dmginfo) pl:RemoveEphemeralStatuses() pl:Extinguish() pl:SetPhantomHealth(0) local inflictor = dmginfo:GetInflictor() local plteam = pl:Team() local ct = CurTime() local suicide = attacker == pl or attacker:IsWorld() if attacker.PBAttacker and attacker.PBAttacker:IsValid() then attacker = attacker.PBAttacker end pl:Freeze(false) local headshot = pl:WasHitInHead() if suicide then attacker = pl:GetLastAttacker() or attacker end pl:SetLastAttacker() if inflictor == NULL then inflictor = attacker end if inflictor == attacker and attacker:IsPlayer() then local wep = attacker:GetActiveWeapon() if wep:IsValid() then inflictor = wep end end if headshot then local effectdata = EffectData() effectdata:SetOrigin(dmginfo:GetDamagePosition()) local force = dmginfo:GetDamageForce() effectdata:SetMagnitude(force:Length() * 3) effectdata:SetNormal(force:GetNormalized()) effectdata:SetEntity(pl) util.Effect("headshot", effectdata, true, true) end if not pl:CallZombieFunction5("OnKilled", attacker, inflictor, suicide, headshot, dmginfo) then if pl:Health() <= -70 and not pl.NoGibs and not self.ZombieEscape then pl:Gib(dmginfo) elseif not pl.KnockedDown then pl:CreateRagdoll() end end pl:RemoveStatus("overridemodel", false, true) local revive = false local assistpl if plteam == TEAM_UNDEAD then if GAMEMODE.ZombieEscape then local zewep = pl:GetWeapon("weapon_knife") if zewep and zewep:IsValid() then pl:DropWeapon(zewep) end end local classtable = pl:GetZombieClassTable() pl:PlayZombieDeathSound() if classtable.Boss and not self.ObjectiveMap and pl.BossDeathNotification then net.Start("zs_boss_slain") net.WriteEntity(pl) net.WriteUInt(classtable.Index, 8) net.Broadcast() timer.Simple(0, function() pl:MakeBossDrop() end) pl.BossDeathNotification = nil end if not classtable.NoDeaths then pl:AddDeaths(1) end if self:GetWaveActive() then pl.StartSpectating = ct + 2 else pl.StartCrowing = ct + 3 end if attacker:IsValid() and attacker:IsPlayer() and attacker ~= pl then if classtable.Revives and not pl.Gibbed and not headshot and CurTime() > pl.LastRevive + 4 then if classtable.ReviveCallback then revive = classtable:ReviveCallback(pl, attacker, dmginfo) elseif math.random(4) ~= 1 then self:DefaultRevive(pl) revive = true end end if revive then pl.LastRevive = CurTime() elseif attacker:Team() == TEAM_HUMAN then assistpl = gamemode.Call("HumanKilledZombie", pl, attacker, inflictor, dmginfo, headshot, suicide) end end if not revive and (pl.LifeBarricadeDamage ~= 0 or pl.LifeHumanDamage ~= 0 or pl.LifeBrainsEaten ~= 0) then timer.Simple(0, function() if pl:IsValid() then pl:SendLifeStats() end end) end pl:CallZombieFunction5("PostOnKilled", attacker, inflictor, suicide, headshot, dmginfo) elseif plteam == TEAM_HUMAN then pl.NextSpawnTime = ct + 4 pl:PlayDeathSound() if attacker:IsPlayer() and attacker ~= pl then gamemode.Call("ZombieKilledHuman", pl, attacker, inflictor, dmginfo, headshot, suicide) end pl:DropAll() timer.Simple(0, function() DelayedChangeToZombie(pl) end) -- We don't want people shooting barrels near teammates. self.PreviouslyDied[pl:UniqueID()] = CurTime() if self:GetWave() == 0 then pl.DiedDuringWave0 = true end local frags = pl:Frags() if frags < 0 then pl.ChangeTeamFrags = math.ceil(frags / 5) else pl.ChangeTeamFrags = 0 end if pl.SpawnedTime then pl.SurvivalTime = math.max(ct - pl.SpawnedTime, pl.SurvivalTime or 0) pl.SpawnedTime = nil end if team.NumPlayers(TEAM_HUMAN) <= 1 then self.LastHumanPosition = pl:WorldSpaceCenter() net.Start("zs_lasthumanpos") net.WriteVector(self.LastHumanPosition) net.Broadcast() end local hands = pl:GetHands() if IsValid(hands) then hands:Remove() end end if revive or pl:CallZombieFunction2("NoDeathMessage", attacker, dmginfo) or pl:IsSpectator() then return end if attacker == pl then net.Start("zs_pl_kill_self") net.WriteEntity(pl) net.WriteUInt(plteam, 8) net.Broadcast() elseif attacker:IsPlayer() then if assistpl then net.Start("zs_pls_kill_pl") net.WriteEntity(pl) net.WriteEntity(attacker) net.WriteEntity(assistpl) net.WriteString(inflictor:GetClass()) net.WriteUInt(plteam, 8) net.WriteUInt(attacker:Team(), 8) -- Assuming assistants are always on the same team. net.WriteBit(headshot) net.Broadcast() gamemode.Call("PlayerKilledByPlayer", pl, assistpl, inflictor, headshot, dmginfo, true) else net.Start("zs_pl_kill_pl") net.WriteEntity(pl) net.WriteEntity(attacker) net.WriteString(inflictor:GetClass()) net.WriteUInt(plteam, 8) net.WriteUInt(attacker:Team(), 8) net.WriteBit(headshot) net.Broadcast() end gamemode.Call("PlayerKilledByPlayer", pl, attacker, inflictor, headshot, dmginfo) else net.Start("zs_death") net.WriteEntity(pl) net.WriteString(inflictor:GetClass()) net.WriteString(attacker:GetClass()) net.WriteUInt(plteam, 8) net.Broadcast() end end function GM:WeaponEquip(wep) if wep.m_WeaponDeploySpeed then timer.Simple(0, function() GAMEMODE:DoChangeDeploySpeed(wep) end) end end function GM:PlayerKilledByPlayer(pl, attacker, inflictor, headshot, dmginfo, is_assistant) end function GM:PlayerCanPickupWeapon(pl, ent) if pl:IsSpectator() then return false end if pl:Team() == TEAM_UNDEAD then return ent:GetClass() == pl:GetZombieClassTable().SWEP end return not ent.ZombieOnly end function GM:PlayerCanPickupItem(pl, ent) if pl:IsSkillActive(SKILL_D_FRAIL) then local class = ent:GetClass() if class == "item_healthkit" or class == "item_healthvial" then local healamount = #class == 14 and 25 or 10 if pl:Health() + healamount > math.floor(pl:GetMaxHealth() * 0.25) then return false end end end return true end -- This function is only for footsteps for players not in the local player's pvs or something. -- The cl_init.lua version usually overrides this number so I just set it to a static number to save cycles. function GM:PlayerStepSoundTime(pl, iType, bWalking) return 350 end -- Again, don't bother overriding anything due to above. function GM:PlayerFootstep(pl, vPos, iFoot, strSoundName, fVolume, pFilter) end local VoiceSetTranslate = {} VoiceSetTranslate["models/player/alyx.mdl"] = VOICESET_ALYX VoiceSetTranslate["models/player/barney.mdl"] = VOICESET_BARNEY VoiceSetTranslate["models/player/combine_soldier.mdl"] = VOICESET_COMBINE VoiceSetTranslate["models/player/combine_soldier_prisonguard.mdl"] = VOICESET_COMBINE VoiceSetTranslate["models/player/combine_super_soldier.mdl"] = VOICESET_COMBINE VoiceSetTranslate["models/player/police.mdl"] = VOICESET_COMBINE VoiceSetTranslate["models/grim.mdl"] = VOICESET_COMBINE VoiceSetTranslate["models/player/police_fem.mdl"] = VOICESET_COMBINE VoiceSetTranslate["models/player/monk.mdl"] = VOICESET_MONK VoiceSetTranslate["models/jason278-players/gabe_3.mdl"] = VOICESET_MONK VoiceSetTranslate["models/player/mossman.mdl"] = VOICESET_FEMALE VoiceSetTranslate["models/player/brsp.mdl"] = VOICESET_FEMALE VoiceSetTranslate["models/player/moe_glados_p.mdl"] = VOICESET_FEMALE VoiceSetTranslate["models/player/mossman_arctic.mdl"] = VOICESET_FEMALE VoiceSetTranslate["models/player/p2_chell.mdl"] = VOICESET_FEMALE VoiceSetTranslate["models/dawson/obese_male_deluxe/obese_male_deluxe.mdl"] = VOICESET_MONK VoiceSetTranslate["models/player/cirno/cirno_player.mdl"] = VOICESET_FEMALE VoiceSetTranslate["models/player/dewobedil/eromanga_sensei/sagiri/pajama_p.mdl"] = VOICESET_FEMALE VoiceSetTranslate["models/loyalists/mmd/remilia/remilia_mp_pm.mdl"] = VOICESET_FEMALE VoiceSetTranslate["models/loyalists/mmd/flandre/flandre_mp_pm.mdl"] = VOICESET_FEMALE VoiceSetTranslate["models/jazzmcfly/kantai/yuudachi/yuudachi.mdl"] = VOICESET_FEMALE VoiceSetTranslate["models/player/dewobedil/vocaloid/haku/bikini_p.mdl"] = VOICESET_FEMALE VoiceSetTranslate["models/player/dewobedil/touhou/junko/default_p.mdl"] = VOICESET_FEMALE function GM:PlayerSpawn(pl) pl:StripWeapons() pl:WipePlayerInventory() pl:GiveAmmo(1, "dummy", true) -- Fixes empty weapon deploy bug. pl:RemoveStatus("confusion", false, true) pl:RemoveFlags(FL_ONGROUND) -- fixes :OnGround() returning true on spawn even if they're not on the ground. if pl:GetMaterial() ~= "" then pl:SetMaterial("") end pl:UnSpectate() pl.StartCrowing = nil pl.StartSpectating = nil pl.NextSpawnTime = nil pl.Gibbed = nil pl.SpawnNoSuicide = CurTime() + 1 pl.SpawnedTime = CurTime() pl:ShouldDropWeapon(false) pl:SetLegDamage(0) pl:SetLastAttacker() local pcol = Vector(pl:GetInfo("cl_playercolor")) pcol.x = math.Clamp(pcol.x, 0, 2.5) pcol.y = math.Clamp(pcol.y, 0, 2.5) pcol.z = math.Clamp(pcol.z, 0, 2.5) pl:SetPlayerColor(pcol) if pl:Team() == TEAM_UNDEAD then if pl.ActivatedHumanSkills then pl.ActivatedHumanSkills = false pl:ApplySkills({}) end if not pl.Revived then pl.DamagedBy = {} end pl.LifeBarricadeDamage = 0 pl.LifeHumanDamage = 0 pl.LifeBrainsEaten = 0 pl.BossHealRemaining = nil if self:GetUseSigils() and self:GetEscapeSequence() and self:GetEscapeStage() >= ESCAPESTAGE_BOSS and not pl.Revived then pl:SetZombieClassName("Super Zombie") elseif pl.DeathClass and self:GetWaveActive() then pl:SetZombieClass(self:GetBestAvailableZombieClass(pl.DeathClass)) pl.DeathClass = nil end local cur = pl:GetZombieClassTable().Name local best = self:GetBestAvailableZombieClass(cur) if cur ~= best then pl:SetZombieClass(best) end local classtab = pl:GetZombieClassTable() pl:DoHulls(pl:GetZombieClass(), TEAM_UNDEAD) --pl:SetCustomCollisionCheck(pl.NoCollideAll == true) pl:CollisionRulesChanged() if classtab.Model then pl:SetModel(classtab.Model) elseif classtab.UsePlayerModel then local mdl = player_manager.TranslatePlayerModel(pl:GetInfo("cl_playermodel")) if table.HasValue(self.RestrictedModels, mdl) then pl:SelectRandomPlayerModel() else pl:SetModel(mdl) end elseif classtab.UsePreviousModel then local curmodel = string.lower(pl:GetModel()) if table.HasValue(self.RestrictedModels, curmodel) or (not VoiceSetTranslate[curmodel] and string.sub(curmodel, 1, 14) ~= "models/player") then pl:SelectRandomPlayerModel() end elseif classtab.UseRandomModel then pl:SelectRandomPlayerModel() else pl:SetModel("models/player/zombie_classic_hbfix.mdl") end if classtab.NoPlayerColor then pl:SetColor(COLOR_WHITE) pl:SetPlayerColor(Vector(255, 255, 255)) end if classtab.Boss then pl:SetHealth(classtab.Health) else local lowundead = team.NumPlayers(TEAM_UNDEAD) < 4 local healthmulti = (self.ObjectiveMap or self.ZombieEscape) and 1 or lowundead and 1.5 or 1 pl:SetHealth(classtab.Health * healthmulti) end if classtab.SWEP then pl:Give(classtab.SWEP) end pl:SetNoTarget(true) pl:SetMaxHealth(1) pl:ResetSpeed() pl:SetCrouchedWalkSpeed(classtab.CrouchedWalkSpeed or 0.45) if not pl.Revived or not self:GetWaveActive() or CurTime() > self:GetWaveEnd() then pl.StartCrowing = 0 end if pl.ForceSpawnAngles then pl:SetEyeAngles(pl.ForceSpawnAngles) pl.ForceSpawnAngles = nil end if not pl.Revived and not pl:GetZombieClassTable().NeverAlive and pl.SpawnedOnSpawnPoint and not pl.DidntSpawnOnSpawnPoint then pl:GiveStatus("zombiespawnbuff", self.ObjectiveMap and 1.5 or 3) end pl.DidntSpawnOnSpawnPoint = nil pl.SpawnedOnSpawnPoint = nil local overridemodel = pl:GetZombieClassTable().OverrideModel if overridemodel then local current = pl:GiveStatus("overridemodel") if current and current:IsValid() then current:SetModel(overridemodel) current:ResetBones() pl:CallZombieFunction1("ManipulateOverrideModel", current) end else pl:RemoveStatus("overridemodel", false, true) end local oldhands = pl:GetHands() if IsValid(oldhands) then oldhands:Remove() end GAMEMODE.StatTracking:IncreaseElementKV(STATTRACK_TYPE_ZOMBIECLASS, classtab.Name, "ClassSpawn", 1) pl:CallZombieFunction0("OnSpawned") elseif pl:Team() == TEAM_HUMAN then pl.PointQueue = 0 pl.PackedItems = {} pl:ClearUselessDamage() local desiredname = pl:GetInfo("cl_playermodel") local modelname = player_manager.TranslatePlayerModel(#desiredname == 0 and self.RandomPlayerModels[math.random(#self.RandomPlayerModels)] or desiredname) local lowermodelname = string.lower(modelname) if table.HasValue(self.RestrictedModels, lowermodelname) then modelname = "models/player/alyx.mdl" lowermodelname = modelname end pl:SetModel(modelname) -- Cache the voice set. if VoiceSetTranslate[lowermodelname] then pl:SetDTInt(DT_PLAYER_INT_VOICESET, VoiceSetTranslate[lowermodelname]) elseif string.find(lowermodelname, "female", 1, true) then pl:SetDTInt(DT_PLAYER_INT_VOICESET, VOICESET_FEMALE) else pl:SetDTInt(DT_PLAYER_INT_VOICESET, VOICESET_MALE) end --pl.HumanSpeedAdder = nil pl:SetNoTarget(false) pl:SetMaxHealth(100) --pl:SetCustomCollisionCheck(false) pl:CollisionRulesChanged() if not self.NoSkills then pl.ActivatedHumanSkills = true pl.AdjustedStartPointsSkill = nil pl.AdjustedStartScrapSkill = nil pl:ApplySkills() end pl.StowageCaches = 0 net.Start("zs_stowagecaches") net.WriteInt(pl.StowageCaches, 8) net.Send(pl) pl:ResetSpeed() pl:ResetJumpPower() pl:SetCrouchedWalkSpeed(0.45) pl:SetViewOffset(DEFAULT_VIEW_OFFSET) pl:SetViewOffsetDucked(DEFAULT_VIEW_OFFSET_DUCKED) if self.ZombieEscape then pl:Give("weapon_zs_zeknife") pl:Give("weapon_zs_zegrenade") pl:Give(table.Random(self.ZombieEscapeWeaponsPrimary)) pl:Give(table.Random(self.ZombieEscapeWeaponsSecondary)) else local start = pl:GetRandomStartingItem() if start then local func = self:GetInventoryItemType(start) == INVCAT_TRINKETS and pl.AddInventoryItem or pl.Give func(pl, start) end pl:Give("weapon_zs_fists") if self.StartingLoadout then self:GiveStartingLoadout(pl) elseif pl.m_PreRedeem then if self.RedeemLoadout then for _, class in pairs(self.RedeemLoadout) do pl:Give(class) end else pl:Give("weapon_zs_redeemers") pl:Give("weapon_zs_swissarmyknife") end end end local oldhands = pl:GetHands() if IsValid(oldhands) then oldhands:Remove() end local hands = ents.Create("zs_hands") if hands:IsValid() then hands:DoSetup(pl) hands:Spawn() end end local wcol = Vector(pl:GetInfo("cl_weaponcolor")) wcol.x = math.Clamp(wcol.x, 0, 2.5) wcol.y = math.Clamp(wcol.y, 0, 2.5) wcol.z = math.Clamp(wcol.z, 0, 2.5) pl:SetWeaponColor(wcol) end function GM:SetWave(wave) local previouslylocked = {} local UnlockedClasses = {} for classid, classtab in ipairs(GAMEMODE.ZombieClasses) do if not gamemode.Call("IsClassUnlocked", classid) then previouslylocked[classid] = true end end SetGlobalInt("wave", wave) for classid in pairs(previouslylocked) do if gamemode.Call("IsClassUnlocked", classid) then local classtab = self.ZombieClasses[classid] classtab.Locked = false classtab.Unlocked = true if not classtab.UnlockedNotify then classtab.UnlockedNotify = true table.insert(UnlockedClasses, classid) end for _, ent in pairs(ents.FindByClass("logic_classunlock")) do local classname = GAMEMODE.ZombieClasses[classid].Name if ent.Class == string.lower(classname) then ent:Input("onclassunlocked", ent, ent, classname) end end net.Start("zs_classunlockstate") net.WriteInt(classid, 8) net.WriteBool(classtab.Unlocked) net.Broadcast() end end if #UnlockedClasses > 0 then for _, pl in pairs(player.GetAll()) do local classnames = {} for __, classid in pairs(UnlockedClasses) do local classtbl = self.ZombieClasses[classid] table.insert(classnames, translate.ClientGet(pl, classtbl.TranslationName)) end net.Start("zs_classunlock") net.WriteString(string.AndSeparate(classnames)) net.Send(pl) end end end GM.NextEscapeDamage = 0 function GM:WaveStateChanged(newstate) if newstate then if self:GetWave() == 0 then gamemode.Call("CreateSigils", true) -- Try creating sigils again. Only really matters if nobody seeded the map yet. self:SetClosestsToZombie() local humans = {} for _, pl in pairs(player.GetAll()) do if pl:Team() == TEAM_HUMAN and pl:Alive() then table.insert(humans, pl) end end for _, pl in pairs(humans) do if pl.PlayerReady then -- There's a chance they might not be ready to send their desired cart yet. gamemode.Call("GiveDefaultOrRandomEquipment", pl) end end -- We should spawn a crate in a random spawn point if no one has any. if not self.ZombieEscape and #ents.FindByClass("prop_arsenalcrate") == 0 then local have = false for _, pl in pairs(humans) do if pl:HasWeapon("weapon_zs_arsenalcrate") then have = true break end end if not have and #humans >= 1 then local spawn = self:PlayerSelectSpawn(humans[math.random(#humans)]) if spawn and spawn:IsValid() then local ent = ents.Create("prop_arsenalcrate") if ent:IsValid() then ent:SetPos(spawn:GetPos() + Vector(0, 0, 8)) ent:Spawn() ent:DropToFloor() ent:SetCollisionGroup(COLLISION_GROUP_DEBRIS_TRIGGER) -- Just so no one gets stuck in it. ent.NoTakeOwnership = true end end end end end local prevwave = self:GetWave() if self:GetUseSigils() and prevwave >= self:GetNumberOfWaves() then return end gamemode.Call("SetWave", prevwave + 1) gamemode.Call("SetWaveStart", CurTime()) if self.ZombieEscape then gamemode.Call("SetWaveEnd", -1) SetGlobalInt("numwaves", -1) else gamemode.Call("SetWaveEnd", self:GetWaveStart() + self:GetWaveOneLength() + (self:GetWave() - 1) * (GetGlobalBool("classicmode") and self.TimeAddedPerWaveClassic or self.TimeAddedPerWave)) end net.Start("zs_wavestart") net.WriteInt(self:GetWave(), 16) net.WriteFloat(self:GetWaveEnd()) net.Broadcast() for _, pl in pairs(team.GetPlayers(TEAM_UNDEAD)) do pl.m_LastWaveStartSpawn = CurTime() if pl:GetZombieClassTable().Name == "Crow" then pl:SetZombieClass(pl.DeathClass or 1) pl:UnSpectateAndSpawn() elseif not pl:Alive() and not pl.Revive then pl:UnSpectateAndSpawn() end end for _, pl in pairs(player.GetAll()) do pl.WaveBarricadeDamage = 0 pl.WaveHumanDamage = 0 end local curwave = self:GetWave() for _, ent in pairs(ents.FindByClass("logic_waves")) do if ent.Wave == curwave or ent.Wave == -1 then ent:Input("onwavestart", ent, ent, curwave) end end for _, ent in pairs(ents.FindByClass("logic_wavestart")) do if ent.Wave == curwave or ent.Wave == -1 then ent:Input("onwavestart", ent, ent, curwave) end end elseif self:GetWave() >= self:GetNumberOfWaves() then -- Last wave is over if self:GetUseSigils() then if self:GetEscapeStage() == ESCAPESTAGE_BOSS then -- 2 minutes is enough to decide people left are stuck or griefing. self:SetEscapeStage(ESCAPESTAGE_DEATH) gamemode.Call("SetWaveEnd", -1) elseif self:GetEscapeStage() == ESCAPESTAGE_ESCAPE then self:SetEscapeStage(ESCAPESTAGE_BOSS) -- Some time to get out with everyone spawning as bosses. gamemode.Call("SetWaveEnd", CurTime() + 45) -- Start spawning boss zombies. elseif self:GetEscapeStage() == ESCAPESTAGE_NONE then -- If we're using sigils, remove them all and spawn the doors. for _, sigil in pairs(ents.FindByClass("prop_obj_sigil")) do local ent = ents.Create("prop_obj_exit") if ent:IsValid() then ent:SetPos(sigil.NodePos or sigil:GetPos()) ent:SetAngles(sigil:GetAngles()) ent:Spawn() end sigil:Remove() end -- Some time to escape. gamemode.Call("SetWaveActive", true) gamemode.Call("SetWaveEnd", CurTime() + 45) self:SetEscapeStage(ESCAPESTAGE_ESCAPE) local curwave = self:GetWave() for _, ent in pairs(ents.FindByClass("logic_waves")) do if ent.Wave == curwave or ent.Wave == -1 then ent:Input("onwaveend", ent, ent, curwave) end end for _, ent in pairs(ents.FindByClass("logic_waveend")) do if ent.Wave == curwave or ent.Wave == -1 then ent:Input("onwaveend", ent, ent, curwave) end end end else -- If not using sigils then humans all win. gamemode.Call("EndRound", TEAM_HUMAN) local curwave = self:GetWave() for _, ent in pairs(ents.FindByClass("logic_waves")) do if ent.Wave == curwave or ent.Wave == -1 then ent:Input("onwaveend", ent, ent, curwave) end end for _, ent in pairs(ents.FindByClass("logic_waveend")) do if ent.Wave == curwave or ent.Wave == -1 then ent:Input("onwaveend", ent, ent, curwave) end end end else gamemode.Call("SetWaveStart", CurTime() + (GetGlobalBool("classicmode") and self.WaveIntermissionLengthClassic or self.WaveIntermissionLength)) net.Start("zs_waveend") net.WriteInt(self:GetWave(), 16) net.WriteFloat(self:GetWaveStart()) net.Broadcast() local pointsbonus if self.EndWavePointsBonus > 0 then pointsbonus = self.EndWavePointsBonus + (self:GetWave() - 1) * self.EndWavePointsBonusPerWave end for _, pl in pairs(player.GetAll()) do if pl:Team() == TEAM_HUMAN and pl:Alive() then if self.EndWaveHealthBonus > 0 then pl:SetHealth(math.min(pl:GetMaxHealth(), pl:Health() + self.EndWaveHealthBonus)) end if pointsbonus then local pointsreward = pointsbonus + (pl.EndWavePointsExtra or 0) if pl:IsSkillActive(SKILL_SCOURER) then pl:GiveAmmo(math.ceil(pointsreward), "scrap") else pl:AddPoints(pointsreward, nil, nil, true) end end elseif pl:Team() == TEAM_UNDEAD and not pl:Alive() and not pl.Revive then local curclass = pl.DeathClass or pl:GetZombieClass() local crowindex = GAMEMODE.ZombieClasses["Crow"].Index pl:SetZombieClass(crowindex) pl:DoHulls(crowindex, TEAM_UNDEAD) pl.DeathClass = nil pl:UnSpectateAndSpawn() pl.DeathClass = curclass end pl.SkipCrow = nil end local curwave = self:GetWave() for _, ent in pairs(ents.FindByClass("logic_waves")) do if ent.Wave == curwave or ent.Wave == -1 then ent:Input("onwaveend", ent, ent, curwave) end end for _, ent in pairs(ents.FindByClass("logic_waveend")) do if ent.Wave == curwave or ent.Wave == -1 then ent:Input("onwaveend", ent, ent, curwave) end end end gamemode.Call("OnWaveStateChanged") end function GM:PlayerSwitchFlashlight(pl, newstate) if pl:Team() == TEAM_UNDEAD then return false end if pl:Team() == TEAM_HUMAN and CurTime() >= pl.NextFlashlightSwitch then pl.NextFlashlightSwitch = CurTime() + 0.75 return true end return false end function GM:PlayerStepSoundTime(pl, iType, bWalking) return 350 end function GM:OnZEWeaponPickup(pl, wep) end net.Receive("zs_changeclass", function(len, sender) if sender:Team() ~= TEAM_UNDEAD or sender.Revive or GAMEMODE.PantsMode or GAMEMODE:IsClassicMode() or GAMEMODE:IsBabyMode() or GAMEMODE.ZombieEscape then return end local classname = GAMEMODE:GetBestAvailableZombieClass(net.ReadString()) local suicide = net.ReadBool() local classtab = GAMEMODE.ZombieClasses[classname] if not classtab or classtab.Disabled or classtab.Hidden and not (classtab.CanUse and classtab:CanUse(sender)) then return end if not gamemode.Call("IsClassUnlocked", classname) then sender:CenterNotify(COLOR_RED, translate.ClientFormat(sender, "class_not_unlocked_will_be_unlocked_x", classtab.Wave)) elseif sender:GetZombieClassTable().Name == classname and not sender.DeathClass then sender:CenterNotify(COLOR_RED, translate.ClientFormat(sender, "you_are_already_a_x", translate.ClientGet(sender, classtab.TranslationName))) else sender.DeathClass = classtab.Index sender:CenterNotify(translate.ClientFormat(sender, "you_will_spawn_as_a_x", translate.ClientGet(sender, classtab.TranslationName))) if suicide and sender:Alive() and GAMEMODE:GetWaveActive() and (CurTime() < GAMEMODE:GetWaveEnd() - 4 or GAMEMODE:GetWaveEnd() < 0) and not sender:GetZombieClassTable().Boss and gamemode.Call("CanPlayerSuicide", sender) then sender:Kill() end end end) net.Receive("zs_zsfriend", function(len, sender) local zsfriendid = net:ReadString() local zsfriendent = player.GetBySteamID(zsfriendid) if not zsfriendent then return end local isfriend = net:ReadBool() sender.ZSFriends[zsfriendent] = isfriend net.Start("zs_zsfriendadded") net.WriteEntity(sender) net.WriteBool(isfriend) net.Send(zsfriendent) end) net.Receive("zs_nestspec", function(len, sender) if not sender:IsValidZombie() then return end if sender:GetObserverMode() == OBS_MODE_NONE then return end local nest = net:ReadEntity() local neveralive = sender:GetZombieClassTable().NeverAlive if neveralive and nest.MinionSpawn then sender:TrySpawnAsGoreChild(nest) end if sender:Alive() or neveralive then return end if nest:IsValid() then sender:Spectate(OBS_MODE_CHASE) sender:SpectateEntity(nest) end end)