GM.Name = "Zombie Survival" GM.Author = "William \"JetBoom\" Moodhe" GM.Email = "williammoodhe@gmail.com" GM.Website = "http://www.noxiousnet.com" -- No, adding a gun doesn't make your name worth being here. GM.Credits = { {"William \"JetBoom\" Moodhe", "williammoodhe@gmail.com (www.noxiousnet.com)", "Creator / Programmer"}, {"11k", "tjd113@gmail.com", "Zombie view models"}, {"Eisiger", "k2deseve@gmail.com", "Zombie kill icons"}, {"Austin \"Little Nemo\" Killey", "austin_odyssey@yahoo.com", "Ambient music"}, {"Zombie Panic: Source", "http://www.zombiepanic.org/", "Melee weapon sounds"}, {"Samuel", "samuel_games@hotmail.com", "Board Kit model"}, {"Typhon", "lukas-tinel@hotmail.com", "HUD textures"}, {"Mr. Darkness", "", "Russian translation"}, {"honsal", "", "Korean translation"}, {"rui_troia", "", "Portuguese translation"}, {"Shinyshark", "", "Dutch translation"}, {"Kradar", "", "Italian translation"}, {"Raptor", "", "German translation"}, {"The Special Duckling", "", "Danish translation"}, {"Box, ptown, Dr. Broly", "", "Spanish translation"} } include("nixthelag.lua") include("buffthefps.lua") function GM:GetNumberOfWaves() local default = GetGlobalBool("classicmode") and 10 or self.NumberOfWaves local num = GetGlobalInt("numwaves", default) -- This is controlled by logic_waves. return num == -2 and default or num end function GM:GetWaveOneLength() return GetGlobalBool("classicmode") and self.WaveOneLengthClassic or self.WaveOneLength end include("sh_translate.lua") include("sh_colors.lua") include("sh_serialization.lua") include("sh_globals.lua") include("sh_crafts.lua") include("sh_util.lua") include("sh_options.lua") include("sh_zombieclasses.lua") include("sh_animations.lua") include("sh_sigils.lua") include("noxapi/noxapi.lua") include("obj_vector_extend.lua") include("obj_entity_extend.lua") include("obj_player_extend.lua") include("obj_weapon_extend.lua") include("workshopfix.lua") ---------------------- GM.EndRound = false GM.StartingWorth = 100 GM.ZombieVolunteers = {} team.SetUp(TEAM_ZOMBIE, "The Undead", Color(0, 255, 0, 255)) team.SetUp(TEAM_SURVIVORS, "Survivors", Color(0, 160, 255, 255)) local validmodels = player_manager.AllValidModels() validmodels["tf01"] = nil validmodels["tf02"] = nil vector_tiny = Vector(0.001, 0.001, 0.001) -- ogg/mp3 still doesn't work with SoundDuration() function GM.SoundDuration = { ["zombiesurvival/music_win.ogg"] = 33.149, ["zombiesurvival/music_lose.ogg"] = 45.714, ["zombiesurvival/lasthuman.ogg"] = 120.503, ["zombiesurvival/beats/defaulthuman/1.ogg"] = 7.111, ["zombiesurvival/beats/defaulthuman/2.ogg"] = 7.111, ["zombiesurvival/beats/defaulthuman/3.ogg"] = 7.111, ["zombiesurvival/beats/defaulthuman/4.ogg"] = 7.111, ["zombiesurvival/beats/defaulthuman/5.ogg"] = 7.111, ["zombiesurvival/beats/defaulthuman/6.ogg"] = 14.222, ["zombiesurvival/beats/defaulthuman/7.ogg"] = 14.222, ["zombiesurvival/beats/defaulthuman/8.ogg"] = 7.111, ["zombiesurvival/beats/defaulthuman/9.ogg"] = 14.222, ["zombiesurvival/beats/defaultzombiev2/1.ogg"] = 8, ["zombiesurvival/beats/defaultzombiev2/2.ogg"] = 8, ["zombiesurvival/beats/defaultzombiev2/3.ogg"] = 8, ["zombiesurvival/beats/defaultzombiev2/4.ogg"] = 8, ["zombiesurvival/beats/defaultzombiev2/5.ogg"] = 8, ["zombiesurvival/beats/defaultzombiev2/6.ogg"] = 6.038, ["zombiesurvival/beats/defaultzombiev2/7.ogg"] = 6.038, ["zombiesurvival/beats/defaultzombiev2/8.ogg"] = 6.038, ["zombiesurvival/beats/defaultzombiev2/9.ogg"] = 6.038, ["zombiesurvival/beats/defaultzombiev2/10.ogg"] = 6.038 } function GM:AddCustomAmmo() game.AddAmmoType({name = "pulse"}) game.AddAmmoType({name = "stone"}) game.AddAmmoType({name = "spotlamp"}) game.AddAmmoType({name = "manhack"}) game.AddAmmoType({name = "manhack_saw"}) game.AddAmmoType({name = "drone"}) end function GM:CanRemoveOthersNail(pl, nailowner, ent) local plpoints = pl:Frags() local ownerpoints = nailowner:Frags() if plpoints >= 75 or ownerpoints < 75 then return true end pl:PrintTranslatedMessage(HUD_PRINTCENTER, "cant_remove_nails_of_superior_player") return false end function GM:SetRedeemBrains(amount) SetGlobalInt("redeembrains", amount) end function GM:GetRedeemBrains() return GetGlobalInt("redeembrains", self.DefaultRedeem) end function GM:PlayerIsAdmin(pl) return pl:IsAdmin() end function GM:GetFallDamage(pl, fallspeed) return 0 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 then return false end return true end function GM:ZombieSpawnDistanceSort(other) return self._ZombieSpawnDistance < other._ZombieSpawnDistance end function GM:SortZombieSpawnDistances(allplayers) local curtime = CurTime() local zspawns = ents.FindByClass("zombiegasses") if #zspawns == 0 then zspawns = team.GetValidSpawnPoint(TEAM_UNDEAD) end for _, pl in pairs(allplayers) do if pl:Team() == TEAM_UNDEAD or pl:GetInfo("zs_alwaysvolunteer") == "1" then pl._ZombieSpawnDistance = -1 elseif CLIENT or pl.LastNotAFK and CurTime() <= pl.LastNotAFK + 60 then local plpos = pl:GetPos() local closest = 9999999 for _, ent in pairs(zspawns) do local dist = ent:GetPos():Distance(plpos) if dist < closest then closest = dist end end pl._ZombieSpawnDistance = closest else pl._ZombieSpawnDistance = 9999999 end end table.sort(allplayers, self.ZombieSpawnDistanceSort) end function GM:SetDynamicSpawning(onoff) SetGlobalBool("DynamicSpawningDisabled", not onoff) self.DynamicSpawning = onoff end function GM:ValidMenuLockOnTarget(pl, ent) if ent and ent:IsValid() and ent:IsPlayer() and ent:Team() == TEAM_HUMAN and ent:Alive() then local startpos = pl:EyePos() local endpos = ent:NearestPoint(startpos) if startpos:Distance(endpos) <= 48 and TrueVisible(startpos, endpos) then return true end end return false end function GM:GetHandsModel(pl) return player_manager.TranslatePlayerHands(pl:GetInfo("cl_playermodel")) end local playerheight = Vector(0, 0, 72) local playermins = Vector(-17, -17, 0) local playermaxs = Vector(17, 17, 4) local SkewedDistance = util.SkewedDistance GM.DynamicSpawnDistVisOld = 2048 GM.DynamicSpawnDistOld = 640 function GM:DynamicSpawnIsValidOld(zombie, humans, allplayers) -- I didn't make this check where trigger_hurt entities are. Rather I made it check the time since the last time you were hit with a trigger_hurt. -- I'm not sure if it's possible to check if a trigger_hurt is enabled or disabled through the Lua bindings. if SERVER and zombie.LastHitWithTriggerHurt and CurTime() < zombie.LastHitWithTriggerHurt + 2 then return false end -- Optional caching for these. if not humans then humans = team.GetPlayers(TEAM_HUMAN) end if not allplayers then allplayers = player.GetAll() end local pos = zombie:GetPos() + Vector(0, 0, 1) if zombie:Alive() and zombie:GetMoveType() == MOVETYPE_WALK and zombie:OnGround() and not util.TraceHull({start = pos, endpos = pos + playerheight, mins = playermins, maxs = playermaxs, mask = MASK_SOLID, filter = allplayers}).Hit then local vtr = util.TraceHull({start = pos, endpos = pos - playerheight, mins = playermins, maxs = playermaxs, mask = MASK_SOLID_BRUSHONLY}) if not vtr.HitSky and not vtr.HitNoDraw then local valid = true for _, human in pairs(humans) do local hpos = human:GetPos() local nearest = zombie:NearestPoint(hpos) local dist = SkewedDistance(hpos, nearest, 2.75) -- We make it so that the Z distance between a human and a zombie is skewed if the zombie is below the human. if dist <= self.DynamicSpawnDistOld or dist <= self.DynamicSpawnDistVisOld and WorldVisible(hpos, nearest) then -- Zombies can't be in radius of any humans. Zombies can't be clearly visible by any humans. valid = false break end end return valid end end return false end function GM:GetBestDynamicSpawnOld(pl, pos) local spawns = self:GetDynamicSpawnsOld(pl) if #spawns == 0 then return end return self:GetClosestSpawnPoint(spawns, pos or self:GetTeamEpicentre(TEAM_HUMAN)) or table.Random(spawns) end function GM:GetDynamicSpawnsOld(pl) local tab = {} local allplayers = player.GetAll() local humans = team.GetPlayers(TEAM_HUMAN) for _, zombie in pairs(team.GetPlayers(TEAM_UNDEAD)) do if zombie ~= pl and self:DynamicSpawnIsValidOld(zombie, humans, allplayers) then table.insert(tab, zombie) end end return tab end GM.DynamicSpawnDist = 400 GM.DynamicSpawnDistBuild = 650 function GM:DynamicSpawnIsValid(nest, humans, allplayers) if self:ShouldUseAlternateDynamicSpawn() then return self:DynamicSpawnIsValidOld(nest, humans, allplayers) end -- Optional caching for these. if not humans then humans = team.GetPlayers(TEAM_HUMAN) end --if not allplayers then allplayers = player.GetAll() end local pos = nest:GetPos() + Vector(0, 0, 1) if nest.GetNestBuilt and nest:GetNestBuilt() and not util.TraceHull({start = pos, endpos = pos + playerheight, mins = playermins, maxs = playermaxs, mask = MASK_SOLID_BRUSHONLY}).Hit then local vtr = util.TraceHull({start = pos, endpos = pos - playerheight, mins = playermins, maxs = playermaxs, mask = MASK_SOLID_BRUSHONLY}) if not vtr.HitSky and not vtr.HitNoDraw then local valid = true local nearest = nest:GetPos() for _, human in pairs(humans) do local hpos = human:GetPos() local dist = SkewedDistance(hpos, nearest, 2.75) -- We make it so that the Z distance between a human and a nest is skewed if the nest is below the human. if dist <= self.DynamicSpawnDist then valid = false break end end return valid end end return false end function GM:GetBestDynamicSpawn(pl, pos) if self:ShouldUseAlternateDynamicSpawn() then return self:GetBestDynamicSpawnOld(pl, pos) end local spawns = self:GetDynamicSpawns(pl) if #spawns == 0 then return end return self:GetClosestSpawnPoint(spawns, pos or self:GetTeamEpicentre(TEAM_HUMAN)) or table.Random(spawns) end function GM:GetDynamicSpawns(pl) if self:ShouldUseAlternateDynamicSpawn() then return self:GetDynamicSpawnsOld(pl) end local tab = {} --local allplayers = player.GetAll() local humans = team.GetPlayers(TEAM_HUMAN) for _, nest in pairs(ents.FindByClass("prop_creepernest")) do if self:DynamicSpawnIsValid(nest, humans--[[, allplayers]]) then table.insert(tab, nest) end end return tab end function GM:GetDesiredStartingZombies() local numplayers = #player.GetAll() return math.min(math.max(1, math.ceil(numplayers * self.WaveOneZombies)), numplayers - 1) end function GM:GetEndRound() return self.RoundEnded end function GM:PrecacheResources() util.PrecacheSound("physics/body/body_medium_break2.wav") util.PrecacheSound("physics/body/body_medium_break3.wav") util.PrecacheSound("physics/body/body_medium_break4.wav") for name, mdl in pairs(player_manager.AllValidModels()) do util.PrecacheModel(mdl) end end function GM:ShouldCollide(enta, entb) if enta.ShouldNotCollide and enta:ShouldNotCollide(entb) or entb.ShouldNotCollide and entb:ShouldNotCollide(enta) then return false end return true end function GM:Move(pl, move) if pl:Team() == TEAM_HUMAN then if pl:GetBarricadeGhosting() then move:SetMaxSpeed(36) move:SetMaxClientSpeed(36) elseif move:GetForwardSpeed() < 0 then move:SetMaxSpeed(move:GetMaxSpeed() * 0.5) move:SetMaxClientSpeed(move:GetMaxClientSpeed() * 0.5) elseif move:GetForwardSpeed() == 0 then move:SetMaxSpeed(move:GetMaxSpeed() * 0.85) move:SetMaxClientSpeed(move:GetMaxClientSpeed() * 0.85) end elseif pl:CallZombieFunction("Move", move) then return end local legdamage = pl:GetLegDamage() if legdamage > 0 then local scale = 1 - math.min(1, legdamage * 0.33) move:SetMaxSpeed(move:GetMaxSpeed() * scale) move:SetMaxClientSpeed(move:GetMaxClientSpeed() * scale) end end function GM:OnPlayerHitGround(pl, inwater, hitfloater, speed) if inwater then return true end local isundead = pl:Team() == TEAM_UNDEAD if isundead then if pl:GetZombieClassTable().NoFallDamage then return true end else pl:PreventSkyCade() end if speed > 100 then pl:AddAntiBunnyHopTime(1) end if isundead then speed = math.max(0, speed - 200) end local damage = (0.1 * (speed - 525)) ^ 1.45 if hitfloater then damage = damage / 2 end if math.floor(damage) > 0 then if damage >= 5 and (not isundead or not pl:GetZombieClassTable().NoFallSlowdown) then pl:RawCapLegDamage(CurTime() + math.min(2, damage * 0.038)) end if SERVER then if damage >= 30 and damage < pl:Health() then pl:KnockDown(damage * 0.05) end pl:TakeSpecialDamage(damage, DMG_FALL, game.GetWorld(), game.GetWorld(), pl:GetPos()) pl:EmitSound("player/pl_fallpain"..(math.random(2) == 1 and 3 or 1)..".wav") end end return true end function GM:PlayerCanBeHealed(pl) return true end function GM:PlayerCanPurchase(pl) return pl:Team() == TEAM_HUMAN and self:GetWave() > 0 and pl:Alive() and pl:NearArsenalCrate() end function GM:PlayerCanHearPlayersVoice(listener, talker) return listener:Team() == talker:Team() --[[if self:GetEndRound() then return true, false end if listener:Team() == talker:Team() then return true, listener:GetPos():DistanceZSkew(talker:GetPos(), 2) <= 128 end return false]] end function GM:PlayerTraceAttack(pl, dmginfo, dir, trace) end function GM:ScalePlayerDamage(pl, hitgroup, dmginfo) if hitgroup == HITGROUP_HEAD and dmginfo:IsBulletDamage() then pl.m_LastHeadShot = CurTime() end if not pl:CallZombieFunction("ScalePlayerDamage", hitgroup, dmginfo) then if hitgroup == HITGROUP_HEAD then dmginfo:SetDamage(dmginfo:GetDamage() * 2) elseif hitgroup == HITGROUP_LEFTLEG or hitgroup == HITGROUP_RIGHTLEG or hitgroup == HITGROUP_GEAR then dmginfo:SetDamage(dmginfo:GetDamage() * 0.25) elseif hitgroup == HITGROUP_STOMACH or hitgroup == HITGROUP_LEFTARM or hitgroup == HITGROUP_RIGHTARM then dmginfo:SetDamage(dmginfo:GetDamage() * 0.75) end end if (hitgroup == HITGROUP_LEFTLEG or hitgroup == HITGROUP_RIGHTLEG) and self:PlayerShouldTakeDamage(pl, dmginfo:GetAttacker()) then pl:AddLegDamage(dmginfo:GetDamage()) end end function GM:CanDamageNail(ent, attacker, inflictor, damage, dmginfo) return not attacker:IsPlayer() or attacker:Team() ~= TEAM_HUMAN end function GM:CanPlaceNail(pl, tr) return true end function GM:CanRemoveNail(pl, nail) if nail.m_NailUnremovable then return false else return true end end function GM:GetDamageResistance(fearpower) return fearpower * 0.35 end function GM:FindUseEntity(pl, ent) if not ent:IsValid() then local e = pl:TraceLine(90, MASK_SOLID, pl:GetMeleeFilter()).Entity if e:IsValid() then return e end end return ent end function GM:ShouldUseAlternateDynamicSpawn() return self.ZombieEscape or self:IsClassicMode() or self.PantsMode or self:IsBabyMode() end function GM:GetZombieDamageScale(pos, ignore) if LASTHUMAN then return self.ZombieDamageMultiplier end return self.ZombieDamageMultiplier * (1 - self:GetDamageResistance(self:GetFearMeterPower(pos, TEAM_UNDEAD, ignore))) end local temppos local function SortByDistance(a, b) return a:GetPos():Distance(temppos) < b:GetPos():Distance(temppos) end function GM:GetClosestSpawnPoint(teamid, pos) temppos = pos local spawnpoints if type(teamid) == "table" then spawnpoints = teamid else spawnpoints = team.GetValidSpawnPoint(teamid) end table.sort(spawnpoints, SortByDistance) return spawnpoints[1] end local FEAR_RANGE = 768 local FEAR_PERINSTANCE = 0.075 local RALLYPOINT_THRESHOLD = 0.3 local function GetEpicenter(tab) local vec = Vector(0, 0, 0) if #tab == 0 then return vec end for k, v in pairs(tab) do vec = vec + v:GetPos() end return vec / #tab end function GM:GetTeamRallyGroups(teamid) local groups = {} local ingroup = {} local plys = team.GetPlayers(teamid) for _, pl in pairs(plys) do if not ingroup[pl] and pl:Alive() then local plpos = pl:GetPos() local group = {pl} for __, otherpl in pairs(plys) do if otherpl ~= pl and not ingroup[otherpl] and otherpl:Alive() and otherpl:GetPos():Distance(plpos) <= FEAR_RANGE then group[#group + 1] = otherpl end end if #group * FEAR_PERINSTANCE >= RALLYPOINT_THRESHOLD then for k, v in pairs(group) do ingroup[v] = true end groups[#groups + 1] = group end end end return groups end function GM:GetTeamRallyPoints(teamid) local points = {} for _, group in pairs(self:GetTeamRallyGroups(teamid)) do points[#points + 1] = {GetEpicenter(group), math.min(1, (#group * FEAR_PERINSTANCE - RALLYPOINT_THRESHOLD) / (1 - RALLYPOINT_THRESHOLD))} end return points end local CachedEpicentreTimes = {} local CachedEpicentres = {} function GM:GetTeamEpicentre(teamid, nocache) if not nocache and CachedEpicentres[teamid] and CurTime() < CachedEpicentreTimes[teamid] then return CachedEpicentres[teamid] end local plys = team.GetPlayers(teamid) local vVec = Vector(0, 0, 0) for _, pl in pairs(plys) do if pl:Alive() then vVec = vVec + pl:GetPos() end end local epicentre = vVec / #plys if not nocache then CachedEpicentreTimes[teamid] = CurTime() + 0.5 CachedEpicentres[teamid] = epicentre end return epicentre end GM.GetTeamEpicenter = GM.GetTeamEpicentre function GM:GetCurrentEquipmentCount(id) local count = 0 local item = self.Items[id] if item then if item.Countables then if type(item.Countables) == "table" then for k, v in pairs(item.Countables) do count = count + #ents.FindByClass(v) end else count = count + #ents.FindByClass(item.Countables) end end if item.SWEP then count = count + #ents.FindByClass(item.SWEP) end end return count end function GM:GetFearMeterPower(pos, teamid, ignore) if LASTHUMAN then return 1 end local power = 0 for _, pl in pairs(player.GetAll()) do if pl ~= ignore and pl:Team() == teamid and not pl:CallZombieFunction("DoesntGiveFear") and pl:Alive() then local dist = pl:NearestPoint(pos):Distance(pos) if dist <= FEAR_RANGE then power = power + ((FEAR_RANGE - dist) / FEAR_RANGE) * (pl:GetZombieClassTable().FearPerInstance or FEAR_PERINSTANCE) end end end return math.min(1, power) end function GM:GetRagdollEyes(pl) local Ragdoll = pl:GetRagdollEntity() if not Ragdoll then return end local att = Ragdoll:GetAttachment(Ragdoll:LookupAttachment("eyes")) if att then att.Pos = att.Pos + att.Ang:Forward() * -2 att.Ang = att.Ang return att.Pos, att.Ang end end function GM:PlayerNoClip(pl, on) if pl:IsAdmin() then if SERVER then PrintMessage(HUD_PRINTCONSOLE, translate.Format(on and "x_turned_on_noclip" or "x_turned_off_noclip", pl:Name())) end if SERVER then pl:MarkAsBadProfile() end return true end return false end function GM:IsSpecialPerson(pl, image) local img, tooltip if pl:SteamID() == "STEAM_0:1:3307510" then img = "VGUI/steam/games/icon_sourcesdk" tooltip = "JetBoom\nCreator of Zombie Survival!" elseif pl:IsAdmin() then img = "VGUI/servers/icon_robotron" tooltip = "Admin" elseif pl:IsNoxSupporter() then img = "noxiousnet/noxicon.png" tooltip = "Nox Supporter" end if img then if CLIENT then image:SetImage(img) image:SetTooltip(tooltip) end return true end return false end function GM:GetWaveEnd() return GetGlobalFloat("waveend", 0) end function GM:SetWaveEnd(wave) SetGlobalFloat("waveend", wave) end function GM:GetWaveStart() return GetGlobalFloat("wavestart", self.WaveZeroLength) end function GM:SetWaveStart(wave) SetGlobalFloat("wavestart", wave) end function GM:GetWave() return GetGlobalInt("wave", 0) end if GM:GetWave() == 0 then GM:SetWaveStart(GM.WaveZeroLength) GM:SetWaveEnd(GM.WaveZeroLength + GM:GetWaveOneLength()) end function GM:GetWaveActive() return GetGlobalBool("waveactive", false) end function GM:SetWaveActive(active) if self.RoundEnded then return end if self:GetWaveActive() ~= active then SetGlobalBool("waveactive", active) if SERVER then gamemode.Call("WaveStateChanged", active) end end end if not FixedSoundDuration then FixedSoundDuration = true local OldSoundDuration = SoundDuration function SoundDuration(snd) if snd then local ft = string.sub(snd, -4) if ft == ".mp3" then return OldSoundDuration(snd) * 2.25 end if ft == ".ogg" then return OldSoundDuration(snd) * 3 end end return OldSoundDuration(snd) end end