local meta = FindMetaTable("Entity") --[[local o = meta.SetCollisionGroup function meta:SetCollisionGroup(g) print(self, g) debug.Trace() o(self, g) end]] function meta:IsDoorLocked() return self:GetSaveTable().m_bLocked end function meta:HealPlayer(pl, amount, pointmul, nobymsg, poisononly) local healed, rmv = 0, 0 local health, maxhealth = pl:Health(), pl:IsSkillActive(SKILL_D_FRAIL) and math.floor(pl:GetMaxHealth() * 0.25) or pl:GetMaxHealth() local missing_health = maxhealth - health local poison = pl:GetPoisonDamage() local bleed = pl:GetBleedDamage() local healrec = (pl.HealingReceived or 1) - (pl:GetPhantomHealth() > 0.5 and 0.5 or 0) - (pl:GetStatus("sickness") and 0.5 or 0) local healmul = self.MedicHealMul or 1 local multiplier = healmul + healrec - 1 local regamount = healmul * amount amount = amount * multiplier -- Heal bleed first. if not poisononly and bleed > 0 then rmv = math.min(amount, bleed) pl:AddBleedDamage(-rmv) healed = healed + rmv amount = amount - rmv end -- Heal poison next. if poison > 0 and amount > 0 then rmv = math.min(amount, poison) pl:AddPoisonDamage(-rmv) healed = healed + rmv amount = amount - rmv end -- Then heal missing health. if not poisononly and missing_health > 0 and amount > 0 then rmv = math.min(amount, missing_health) pl:SetHealth(health + rmv) healed = healed + rmv amount = amount - rmv end pointmul = (pointmul or 1) / (math.max(healed, regamount) / regamount) if healed > 0 and self:IsPlayer() then gamemode.Call("PlayerHealedTeamMember", self, pl, healed, self:GetActiveWeapon(), pointmul, nobymsg, healed >= 10) pl:SetPhantomHealth(math.max(0, pl:GetPhantomHealth() - healed)) end return healed end local healthpropscalar = { ["models/props_c17/door01_left.mdl"] = 0.7 } function meta:GetDefaultBarricadeHealth() local mass = 2 if self._OriginalMass then mass = self._OriginalMass else local phys = self:GetPhysicsObject() if phys:IsValid() then mass = phys:GetMass() end end local mdl = string.lower(self:GetModel()) local scalar = healthpropscalar[mdl] or 1 return math.Clamp((mass * GAMEMODE.BarricadeHealthMassFactor + self:GetVolume() * GAMEMODE.BarricadeHealthVolumeFactor) * scalar, GAMEMODE.BarricadeHealthMin, GAMEMODE.BarricadeHealthMax) end function meta:HitFence(data, phys) local pos = phys:GetPos() local vel = data.OurOldVelocity local endpos = data.HitPos + vel:GetNormalized() if util.TraceLine({start = pos, endpos = endpos, mask = MASK_SOLID, filter = self}).Hit and not util.TraceLine({start = pos, endpos = endpos, mask = MASK_SHOT, filter = self}).Hit then -- Essentially hit a fence or passable object. self:SetPos(data.HitPos) phys:SetPos(data.HitPos) phys:SetVelocityInstantaneous(vel) return true end return false end function meta:FakePropBreak() local ent = ents.Create("prop_physics") if ent:IsValid() then ent:SetModel(self:GetModel()) ent:SetMaterial(self:GetMaterial()) ent:SetAngles(self:GetAngles()) ent:SetPos(self:GetPos()) ent:SetSkin(self:GetSkin() or 0) ent:SetColor(self:GetColor()) ent:Spawn() ent:Fire("break", "", 0) ent:Fire("kill", "", 0.1) end end function meta:SetBarricadeHealth(m) self:SetDTFloat(1, m) end function meta:SetMaxBarricadeHealth(m) self:SetDTFloat(2, m) end function meta:SetBarricadeRepairs(m) self:SetDTFloat(3, m) end function meta:GhostAllPlayersInMe(timeout, allowrepeat) if not allowrepeat then if self.GhostedBefore then return end self.GhostedBefore = true end if self.PreHoldCollisionGroup and self.PreHoldCollisionGroup == COLLISION_GROUP_DEBRIS_TRIGGER then return end -- No need to ghost. local ent = ents.Create("point_propnocollide") if ent:IsValid() then ent:SetPos(self:GetPos()) ent:Spawn() if timeout then ent:SetTimeOut(CurTime() + timeout) end ent:SetTeam(TEAM_HUMAN) ent:SetProp(self) return ent end end function meta:AddUselessDamage(damage) self.UselessDamage = (self.UselessDamage or 0) + damage end function meta:RemoveUselessDamage(damage) if self.UselessDamage then damage = math.min(self.UselessDamage, damage) self.UselessDamage = self.UselessDamage - damage return damage end return 0 end function meta:ClearUselessDamage() self.UselessDamage = nil end local function SortItems(a, b) if a.CleanupPriority == b.CleanupPriority then return a.Created < b.Created end return a.CleanupPriority < b.CleanupPriority end local function CheckItemCreated(self) if not self:IsValid() or self.PlacedInMap then return end local tab = {} for _, ent in pairs(ents.FindByClass("prop_ammo")) do if not ent.PlacedInMap then table.insert(tab, ent) end end for _, ent in pairs(ents.FindByClass("prop_weapon")) do if not ent.PlacedInMap then table.insert(tab, ent) end end if #tab > GAMEMODE.MaxDroppedItems then table.sort(tab, SortItems) for i = 1, GAMEMODE.MaxDroppedItems do tab[i]:Remove() end end end function meta:ItemCreated() self.Created = self.Created or CurTime() timer.Simple(0, function() CheckItemCreated(self) end) end function meta:FireOutput(outpt, activator, caller, args) local intab = self[outpt] if intab then for key, tab in pairs(intab) do local param = ((tab.args == "") and args) or tab.args for __, subent in pairs(self:FindByNameHammer(tab.entityname, activator, caller)) do local delay = tonumber(tab.delay) if delay == nil or delay <= 0 then subent:Input(tab.input, activator, caller, param) else local inp = tab.input timer.Simple(delay, function() if subent:IsValid() then subent:Input(inp, activator, caller, param) end end) end end end end end function meta:AddOnOutput(key, value) self[key] = self[key] or {} local tab = string.Explode(",", value) table.insert(self[key], {entityname=tab[1], input=tab[2], args=tab[3], delay=tab[4], reps=tab[5]}) end function meta:FindByNameHammer(name, activator, caller) if name == "!self" then return {self} end if name == "!activator" then return {activator} end if name == "!caller" then return {caller} end return ents.FindByName(name) end function meta:IsNailed() if self:IsValid() and self.Nails then -- In case we're the world. for _, nail in pairs(self.Nails) do if nail and nail:IsValid() and (nail:GetAttachEntity() == self or nail:GetBaseEntity() == self) then return true end end end return false end function meta:IsNailedToWorld(hierarchy) if self:IsNailed() then for _, nail in pairs(self.Nails) do if nail:GetAttachEntity():IsWorld() then return true end end end if hierarchy then for _, ent in pairs(self:GetAllConstrainedEntities()) do if ent ~= self and ent:IsValid() and ent:IsNailedToWorld() then return true end end end return false end function meta:IsNailedToWorldHierarchy() return self:IsNailedToWorld(true) end function meta:GetNailFrozen() return self.m_NailFrozen end meta.IsNailFrozen = meta.GetNailFrozen function meta:SetNailFrozen(frozen) if frozen then local phys = self:GetPhysicsObject() if phys:IsValid() and phys:IsMoveable() then self.m_NailFrozen = true phys:EnableMotion(false) end elseif self:IsNailFrozen() then local phys = self:GetPhysicsObject() if phys:IsValid() then self.m_NailFrozen = false phys:EnableMotion(true) phys:Wake() end end end function constraint.GetAllConstrainedEntitiesOrdered(ent) local allcons = constraint.GetAllConstrainedEntities(ent) local tab = {} if allcons then for k, v in pairs(allcons) do table.insert(tab, v) end end return tab end function meta:GetAllConstrainedEntities() local allcons = constraint.GetAllConstrainedEntitiesOrdered(self) if not allcons or #allcons == 0 then return {self} end return allcons end function meta:PackUp(pl) if not self.CanPackUp then return end local cur = pl:GetStatus("packup") if cur and cur:IsValid() then return end local status = pl:GiveStatus("packup") if status:IsValid() then status:SetPackUpEntity(self) status:SetEndTime(CurTime() + (self.PackUpTime or 3) * (not self.IgnorePackTimeMul and pl.DeployablePackTimeMul or 1)) if self.GetObjectOwner then local owner = self:GetObjectOwner() if owner:IsValid() and owner:Team() == TEAM_HUMAN and owner ~= pl and not gamemode.Call("PlayerIsAdmin", pl) then status:SetNotOwner(true) end end end end function meta:GetPropsInContraption() local allcons = constraint.GetAllConstrainedEntities(self) if not allcons or #allcons == 0 then return 1 end return #allcons end function meta:HumanNearby() for _, pl in pairs(team.GetPlayers(TEAM_HUMAN)) do if pl:Alive() and self:GetPos():DistToSqr(pl:GetPos()) <= 262144 then -- 512^2 return true end end end function meta:ResetLastBarricadeAttacker(attacker, dmginfo) if attacker:IsPlayer() and attacker:Team() == TEAM_UNDEAD then self.m_LastDamagedByZombie = CurTime() if self:HumanNearby() then local dmg = math.ceil(dmginfo:GetDamage()) attacker.BarricadeDamage = attacker.BarricadeDamage + dmg if attacker.LifeBarricadeDamage ~= nil then attacker:AddLifeBarricadeDamage(dmg) GAMEMODE.StatTracking:IncreaseElementKV(STATTRACK_TYPE_ZOMBIECLASS, attacker:GetZombieClassTable().Name, "BarricadeDamage", dmg) end end end end meta.OldSetPhysicsAttacker = meta.SetPhysicsAttacker function meta:SetPhysicsAttacker(ent) if string.sub(self:GetClass(), 1, 12) == "func_physbox" and ent:IsValid() then self.PBAttacker = ent self.NPBAttacker = CurTime() + 5 end self:OldSetPhysicsAttacker(ent) end -- Return true to override default behavior. function meta:DamageNails(attacker, inflictor, damage, dmginfo) if not self:IsNailed() or self.m_NailsDontAbsorb then return end -- Props that don't have barricade health yet might still be nailed to something. local nails = self:GetLivingNails() local isattach = false for i, nail in ipairs(nails) do isattach = self == nail:GetAttachEntity() or isattach end if self:GetBarricadeHealth() <= 0 and not isattach then return end if not gamemode.Call("CanDamageNail", self, attacker, inflictor, damage, dmginfo) then if dmginfo then dmginfo:SetDamage(0) dmginfo:SetDamageType(DMG_GENERIC) end return true end -- No physics damage to props. Stops ramming/thrown weapons damaging them. if damage < 0 or dmginfo:GetDamageType() == DMG_CRUSH then if dmginfo then dmginfo:SetDamage(0) end return true end if self.ReinforceEnd and CurTime() < self.ReinforceEnd and self.ReinforceApplier and self.ReinforceApplier:IsValidLivingHuman() then local applier = self.ReinforceApplier local multi = 0.92 local dmgbefore = damage * 0.08 local points = dmgbefore / 8 dmginfo:SetDamage(dmginfo:GetDamage() * multi) damage = damage * multi applier.PropDef = (applier.PropDef or 0) + dmgbefore applier:AddPoints(points) end if gamemode.Call("IsEscapeDoorOpen") then local multi = gamemode.Call("GetEscapeStage") * 1.5 dmginfo:SetDamage(dmginfo:GetDamage() * multi) damage = damage * multi end self:ResetLastBarricadeAttacker(attacker, dmginfo) if #nails <= 0 then return end if attacker:IsPlayer() then -- :O) if attacker.SpawnProtection then damage = damage * 5 dmginfo:SetDamage(damage) self:AddUselessDamage(damage) end GAMEMODE:DamageFloater(attacker, self, dmginfo:GetDamagePosition(), dmginfo:GetDamage()) end self:SetBarricadeHealth(self:GetBarricadeHealth() - damage) for i, nail in ipairs(nails) do nail:OnDamaged(damage, attacker, inflictor, dmginfo) end -- No points for repairing damage from fire, trigger_hurt, etc. if not attacker:IsZombie() then self:AddUselessDamage(damage) end attacker.LastBarricadeHit = CurTime() if dmginfo then dmginfo:SetDamage(0) end if self:GetBarricadeHealth() <= 0 then if self:GetModel() ~= "" and self:GetModel() ~= "models/error.mdl" then if self:GetName() == "" and self:GetVolume() < 100 then self:Fire("break", "", 0.01) self:Fire("kill", "", 0.05) else local ent = ents.Create("env_propbroken") if ent:IsValid() then ent:Spawn() ent:AttachTo(self) end end end for _, nail in pairs(nails) do self:RemoveNail(nail, nil, nil, true) end end return true end function meta:GetNails() local tab = {} if self.Nails then for _, nail in pairs(self.Nails) do if nail and nail:IsValid() then table.insert(tab, nail) end end end return tab end function meta:GetLivingNails() local tab = {} if self.Nails then for _, nail in pairs(self.Nails) do if nail and nail:IsValid() and nail:GetNailHealth() > 0 then table.insert(tab, nail) end end end return tab end function meta:NumLivingNails() local amount = 0 if self.Nails then for _, nail in pairs(self.Nails) do if nail and nail:IsValid() and nail:GetNailHealth() > 0 then amount = amount + 1 end end end return amount end function meta:GetFirstNail() if self.Nails then for i, nail in ipairs(self.Nails) do if nail and nail:IsValid() and not nail:GetAttachEntity():IsValid() then return nail end end for i, nail in ipairs(self.Nails) do if nail and nail:IsValid() then return nail end end end end local function GetNailOwner(nail, filter) for _, ent in pairs(ents.GetAll()) do if ent and ent ~= filter and ent.Nails and ent:IsValid() then for __, n in pairs(ent.Nails) do if n == nail then return ent end end end end return game.GetWorld() end function meta:RemoveNail(nail, dontremoveentity, removedby, forceremoveconstraint) if not self:IsNailed() then return end if not nail then nail = self:GetFirstNail() end if not nail or not nail:IsValid() then return end local cons = nail:GetNailConstraint() local othernails = 0 if not forceremoveconstraint then for _, othernail in pairs(ents.FindByClass("prop_nail")) do if othernail ~= nail and not nail.m_IsRemoving and othernail:GetNailConstraint():IsValid() and othernail:GetNailConstraint() == cons then othernails = othernails + 1 end end end -- Only remove the constraint if it's the last nail. if othernails == 0 and cons:IsValid() then if self.PropHealth and self:GetBarricadeHealth() > 0 then local repairs_frac = self:GetBarricadeRepairs() / self:GetMaxBarricadeRepairs() if repairs_frac < 0.5 then self.PropHealth = math.min(self.PropHealth, self:GetBarricadeHealth()) local brit = math.Clamp(self.PropHealth / self.TotalHealth, 0, 1) local col = self:GetColor() col.r = 255 col.g = 255 * brit col.b = 255 * brit self:SetColor(col) end end cons:Remove() end local ent2 = GetNailOwner(nail, self) for i, n in ipairs(self.Nails) do if n == nail then table.remove(self.Nails, i) break end end if ent2 and ent2.Nails then for i, n in ipairs(ent2.Nails) do if n == nail then table.remove(ent2.Nails, i) ent2:TemporaryBarricadeObject() break end end end self:TemporaryBarricadeObject() gamemode.Call("OnNailRemoved", nail, self, ent2, removedby) if not dontremoveentity then nail:Remove() nail.m_IsRemoving = true end self:RecalculateNailBonuses() self:CollisionRulesChanged() if ent2 and ent2:IsValid() then ent2:CollisionRulesChanged() end return true end function meta:RemoveNextFrame(time) self.Removing = true self:Fire("kill", "", time or 0.01) end local function barricadetimer(self, timername) if self:IsValid() then for _, e in pairs(ents.FindInBox(self:WorldSpaceAABB())) do if e and e:IsValid() and e:IsPlayer() and e:Alive() then return end end self.IsBarricadeObject = nil self:CollisionRulesChanged() end timer.Remove(timername) end function meta:TemporaryBarricadeObject() if self.IsBarricadeObject then return end for _, e in pairs(ents.FindInBox(self:WorldSpaceAABB())) do if e and e:IsValid() and e:IsPlayer() and e:Alive() then self.IsBarricadeObject = true self:CollisionRulesChanged() local timername = "TemporaryBarricadeObject"..self:GetCreationID() timer.Create(timername, 0, 0, function() barricadetimer(self, timername) end) return end end end function meta:RecalculateNailBonuses() local max_health = self:GetMaxBarricadeHealth() if max_health == 0 then return end local num_extra_nails = math.Clamp(self:NumLivingNails() - 1, 0, 3) local repairs_frac = self:GetBarricadeRepairs() / self:GetMaxBarricadeRepairs() self.OriginalMaxHealth = self.OriginalMaxHealth or max_health self.OriginalMaxBarricadeRepairs = self.OriginalMaxBarricadeRepairs or max_repairs local health = self:GetBarricadeHealth() local new_max_health = self.OriginalMaxHealth + num_extra_nails * GAMEMODE.ExtraHealthPerExtraNail self:SetMaxBarricadeHealth(new_max_health) self:SetBarricadeHealth(health / max_health * new_max_health) self:SetBarricadeRepairs(repairs_frac * self:GetMaxBarricadeRepairs()) end function meta:SetupDeployableSkillHealth(extramodifier) local owner = self:GetObjectOwner() local newmaxhealth = self.MaxHealth or self:GetMaxObjectHealth() local currentmaxhealth = self:GetMaxObjectHealth() if owner:IsValid() then newmaxhealth = newmaxhealth * owner:GetTotalAdditiveModifier("DeployableHealthMul", extramodifier) end newmaxhealth = math.ceil(newmaxhealth) self:SetMaxObjectHealth(newmaxhealth) self:SetObjectHealth(self:GetObjectHealth() / currentmaxhealth * newmaxhealth) end function meta:DealProjectileTraceDamage(damage, tr, owner) local ent = tr.Entity local damageinfo = DamageInfo() damageinfo:SetDamageType(DMG_BULLET) damageinfo:SetDamage(damage) damageinfo:SetDamagePosition(tr.HitPos) damageinfo:SetAttacker(owner) damageinfo:SetInflictor(self:ProjectileDamageSource()) local vel if ent:IsPlayer() then ent:SetLastHitGroup(tr.HitGroup) if tr.HitGroup == HITGROUP_HEAD then ent:SetWasHitInHead() end vel = ent:GetVelocity() end ent:DispatchTraceAttack(damageinfo, tr, tr.Normal) if vel and ent:IsPlayer() and owner ~= ent then ent:SetLocalVelocity(vel) end end GM.ProjectileThickness = 3 function meta:ProjectileTraceAhead(phys) if not self.Touched then local vel = self.PreVel or phys:GetVelocity() if self.PreVel then self.PreVel = nil end local velnorm = vel:GetNormalized() local ahead = (vel:LengthSqr() * FrameTime()) / 1200 local fwd = velnorm * ahead local start = self:GetPos() - fwd local side = vel:Angle():Right() * GAMEMODE.ProjectileThickness local proj_trace = {mask = MASK_SHOT, filter = {self, team.GetPlayers(TEAM_HUMAN)}} proj_trace.start = start - side proj_trace.endpos = start - side + fwd local tr = util.TraceLine(proj_trace) proj_trace.start = start + side proj_trace.endpos = start + side + fwd local tr2 = util.TraceLine(proj_trace) local trs = {tr, tr2} for _, trace in pairs(trs) do if trace.Entity then local ent = trace.Entity if ent:IsValidLivingZombie() or ent.ZombieConstruction then self.Touched = trace end break end end end end -- Cache invisible entities every so often, for TrueVisible functions. Fixes a few issues and improves performance. GM.CachedInvisibleEntities = {} timer.Create("CachedInvisibleEntities", 1, 0, function() if not GAMEMODE then return end GAMEMODE.CachedInvisibleEntities = {} local invisents = player.GetAll() for _, ent in pairs(ents.GetAll()) do if ent.IgnoreTraces or ent.NoBlockExplosions then invisents[#invisents + 1] = ent end end GAMEMODE.CachedInvisibleEntities = invisents end)