zombiesurvival-evolved/gamemodes/zombiesurvival/gamemode/shared.lua
William Moodhe e9da54c2f9 ZS updates for 2014-2018
Too many changes to list.
2018-05-01 18:32:59 -04:00

903 lines
25 KiB
Lua

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 models"},
{"Typhon", "lukas-tinel@hotmail.com", "Fear-o-meter textures"},
{"Benjy, The Darker One, Raox, Scott", "", "Code contributions"},
{"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"},
{"ptown, Dr. Broly", "", "Spanish translation"},
{"Anyone else on GitHub or who I've forgotten", "", "Various contributions"},
}
if file.Exists(GM.FolderName.."/gamemode/maps/"..game.GetMap()..".lua", "LUA") then
include("maps/"..game.GetMap()..".lua")
end
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("obj_vector_extend.lua")
include("obj_entity_extend.lua")
include("obj_player_extend.lua")
include("obj_weapon_extend.lua")
include("sh_translate.lua")
include("sh_colors.lua")
include("sh_serialization.lua")
include("sh_util.lua")
include("skillweb/sh_skillweb.lua")
include("sh_options.lua")
include("sh_zombieclasses.lua")
include("sh_animations.lua")
include("sh_sigils.lua")
include("sh_channel.lua")
include("sh_weaponquality.lua")
include("noxapi/noxapi.lua")
include("vault/shared.lua")
include("workshopfix.lua")
include_library("perf")
include_library("player_movement")
include_library("inventory")
include_library("ammoexpand")
----------------------
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
}
local SERVER = SERVER
local CLIENT = CLIENT
local HITGROUP_HEAD = HITGROUP_HEAD
local HITGROUP_LEFTARM = HITGROUP_LEFTARM
local HITGROUP_RIGHTARM = HITGROUP_RIGHTARM
local HITGROUP_GEAR = HITGROUP_GEAR
local HITGROUP_STOMACH = HITGROUP_STOMACH
local HITGROUP_LEFTLEG = HITGROUP_LEFTLEG
local HITGROUP_RIGHTLEG = HITGROUP_RIGHTLEG
local PTeam = FindMetaTable("Player").Team
function GM:AddCustomAmmo()
game.AddAmmoType({name = "dummy"})
game.AddAmmoType({name = "pulse"})
game.AddAmmoType({name = "impactmine"})
game.AddAmmoType({name = "chemical"})
game.AddAmmoType({name = "scrap"})
game.AddAmmoType({name = "stone"})
game.AddAmmoType({name = "flashbomb"})
game.AddAmmoType({name = "betty"})
game.AddAmmoType({name = "molotov"})
game.AddAmmoType({name = "corgasgrenade"})
game.AddAmmoType({name = "crygasgrenade"})
game.AddAmmoType({name = "bloodshot"})
game.AddAmmoType({name = "spotlamp"})
game.AddAmmoType({name = "manhack"})
game.AddAmmoType({name = "manhack_saw"})
game.AddAmmoType({name = "drone"})
game.AddAmmoType({name = "pulse_cutter"})
game.AddAmmoType({name = "drone_hauler"})
game.AddAmmoType({name = "rollermine"})
game.AddAmmoType({name = "sigilfragment"})
game.AddAmmoType({name = "corruptedfragment"})
game.AddAmmoType({name = "mediccloudbomb"})
game.AddAmmoType({name = "nanitecloudbomb"})
game.AddAmmoType({name = "repairfield"})
game.AddAmmoType({name = "zapper"})
game.AddAmmoType({name = "zapper_arc"})
game.AddAmmoType({name = "remantler"})
game.AddAmmoType({name = "turret_buckshot"})
game.AddAmmoType({name = "turret_assault"})
game.AddAmmoType({name = "turret_rocket"})
game.AddAmmoType({name = "camera"})
game.AddAmmoType({name = "tv"})
game.AddAmmoType({name = "foodwatermelon"})
game.AddAmmoType({name = "foodorange"})
game.AddAmmoType({name = "foodbanana"})
game.AddAmmoType({name = "foodsoda"})
game.AddAmmoType({name = "foodmilk"})
game.AddAmmoType({name = "foodtakeout"})
game.AddAmmoType({name = "foodwater"})
end
GM.Food = {}
function GM:RegisterFood()
self.Food = {}
for k, v in pairs(weapons.GetList()) do
if v.Base == "weapon_zs_basefood" then
table.insert(self.Food, v.ClassName)
end
end
end
function GM:RefreshMapIsObjective()
local mapname = string.lower(game.GetMap())
if string.find(mapname, "_obj_", 1, true) or string.find(mapname, "objective", 1, true) then
self.ObjectiveMap = true
else
self.ObjectiveMap = false
end
end
function GM:AssignItemProperties()
for _, tab in ipairs(self.Items) do
if tab.SWEP then
local sweptab = self.ZSInventoryItemData[tab.SWEP] or weapons.Get(tab.SWEP)
if sweptab then
if not tab.Description then
tab.Description = sweptab.Description
end
if not tab.Tier then
tab.Tier = sweptab.Tier
end
if not tab.MaxStock then
tab.MaxStock = sweptab.MaxStock
end
if tab.Name == "?" then
tab.Name = sweptab.PrintName or tab.Name
end
end
end
end
end
-- Utility function to setup a weapon's DefaultClip.
function GM:SetupDefaultClip(tab)
tab.DefaultClip = math.ceil(tab.ClipSize * self.SurvivalClips * (tab.ClipMultiplier or 1))
end
-- Some weapons are derived from weapon_base and try to make use of .Owner
function GM:FixWeaponBase()
local base = weapons.GetStored("weapon_base")
base.TranslateActivity = function(me)
if me.ActivityTranslate[act] ~= nil then
return me.ActivityTranslate[act]
end
return -1
end
base.TakePrimaryAmmo = function(me, num)
if me.Weapon:Clip1() <= 0 then
if me:Ammo1() <= 0 then return end
me:GetOwner():RemoveAmmo(num, me.Weapon:GetPrimaryAmmoType())
return
end
me.Weapon:SetClip1(me.Weapon:Clip1() - num)
end
base.Ammo1 = function(me)
return me:GetOwner():GetAmmoCount(me.Weapon:GetPrimaryAmmoType())
end
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 -- Handled in OnPlayerHitGround
end
function GM:ValidMenuLockOnTarget(pl, ent)
if ent and ent:IsValidLivingHuman() then
local startpos = pl:EyePos()
local endpos = ent:NearestPoint(startpos)
if startpos:DistToSqr(endpos) <= 2304 and TrueVisible(startpos, endpos) then -- 48^2
return true
end
end
return false
end
function GM:GetHandsModel(pl)
return player_manager.TranslatePlayerHands(player_manager.TranslateToPlayerModelName(pl:GetModel()))
end
function GM:GetBestAvailableZombieClass(baseclass_id)
if self:ShouldUseBetterVersionSystem() then
local baseclass
while true do
baseclass = self.ZombieClasses[baseclass_id]
if baseclass and baseclass.BetterVersion and self:IsClassUnlocked(baseclass.BetterVersion) then
baseclass_id = baseclass.BetterVersion
else
break
end
end
end
return self.ZombieClasses[baseclass_id].Index
end
function GM:ShouldUseBetterVersionSystem()
return not self.ObjectiveMap
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
local hpos, nearest, dist
-- 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
hpos = human:GetPos()
nearest = zombie:NearestPoint(hpos)
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 = 512
GM.DynamicSpawnDistVis = 2048
GM.CreeperNestDist = 150
GM.CreeperNestDistBuild = 420
GM.CreeperNestDistBuildNest = 192
GM.CreeperNestDistBuildZSpawn = 256
local trace_dynspawn = {mins = playermins, maxs = playermaxs, mask = MASK_SOLID}
local trace_dynspawn_skybox = {mins = playermins, maxs = playermaxs, mask = MASK_SOLID_BRUSHONLY}
function GM:DynamicSpawnIsValid(ent, humans, allplayers)
if self:ShouldUseAlternateDynamicSpawn() then
return self:DynamicSpawnIsValidOld(ent, 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 = ent:GetPos() + Vector(0, 0, 1)
local is_nest = ent:GetClass() == "prop_creepernest"
local required_distance = is_nest and self.CreeperNestDist or self.DynamicSpawnDist -- Nests have a shorter distance and no visibility requirement.
--if ent.GetNestBuilt and ent:GetNestBuilt() and not util.TraceHull({start = pos, endpos = pos + playerheight, mins = playermins, maxs = playermaxs, mask = MASK_SOLID_BRUSHONLY}).Hit then
if is_nest and not ent:GetNestBuilt() then
return false
end
-- Check if not enough room.
trace_dynspawn.start = pos
trace_dynspawn.endpos = pos + playerheight
trace_dynspawn.filter = allplayers
table.insert(trace_dynspawn.filter, ent)
local tr = util.TraceHull(trace_dynspawn)
if tr.Hit then
return false
end
-- No need to check this. You shouldn't be able to build a nest on top of nodraw/skybox
-- -- Check if on top of a nodraw / skybox.
-- trace_dynspawn_skybox.start = pos
-- trace_dynspawn_skybox.endpos = pos - playerheight
-- local vtr = util.TraceHull(trace_dynspawn_skybox)
-- if vtr.HitSky or vtr.HitNoDraw then
-- return false
-- end
-- vtr = util.TraceLine(trace_dynspawn_skybox)
-- if vtr.HitSky or vtr.HitNoDraw then
-- return false
-- end
-- Check if too close to a human.
local nearest, dist
for _, human in pairs(humans) do
nearest = human:NearestPoint(pos)
dist = SkewedDistance(nearest, pos, 2.75)
if dist <= required_distance then -- We make it so that the Z distance between a human and an ent is skewed if the ent is below the human.
return false
end
-- Check if visible by any human.
if not is_nest and dist <= self.DynamicSpawnDistVis and WorldVisible(nearest, pos) then
return false
end
end
return true
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 humans = team.GetPlayers(TEAM_HUMAN)
for _, nest in pairs(ents.FindByClass("prop_creepernest")) do
if self:DynamicSpawnIsValid(nest, humans) then
table.insert(tab, nest)
end
end
return tab
end
function GM:GetDesiredStartingZombies()
local numplayers = #player.GetAllActive()
return math.Clamp(math.ceil(numplayers * self.WaveOneZombies), 1, 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
game.AddParticles("particles/vman_explosion.pcf")
PrecacheParticleSystem("dusty_explosion_rockets")
end
function GM:ShouldCollide(enta, entb)
local snca = enta.ShouldNotCollide
if snca and snca(enta, entb) then return false end
local sncb = entb.ShouldNotCollide
if sncb and sncb(entb, enta) then return false end
--[[if enta.ShouldNotCollide and enta:ShouldNotCollide(entb) or entb.ShouldNotCollide and entb:ShouldNotCollide(enta) then
return false
end]]
return true
end
function GM:DoChangeDeploySpeed(wep)
if wep:IsValid() and wep.SetDeploySpeed and not wep.NoDeploySpeedChange then
local owner = wep:GetOwner()
wep:SetDeploySpeed(self.BaseDeploySpeed * (owner:IsValid() and owner.DeploySpeedMultiplier or 1) * (owner:IsValid() and owner:GetStatus("frost") and 0.7 or 1))
end
end
function GM:OnPlayerHitGround(pl, inwater, hitfloater, speed)
if inwater then return true end
if speed > 64 then
pl.LandSlow = true
end
local isundead = PTeam(pl) == TEAM_UNDEAD
if isundead and pl:GetZombieClassTable().NoFallDamage then return true end
local threshold_mul
local slowdown_mul
local recovery_mul
local damage_mul
if isundead then
speed = math.max(0, speed - 200)
threshold_mul = 1
slowdown_mul = 1
recovery_mul = 1
damage_mul = 1
else
threshold_mul = pl.FallDamageThresholdMul or 1
slowdown_mul = pl.FallDamageSlowDownMul or 1
recovery_mul = pl.FallDamageRecoveryMul or 1
damage_mul = pl.FallDamageDamageMul or 1
end
local damage = (0.1 * (speed - 525 * threshold_mul)) ^ 1.45
if hitfloater then damage = damage / 2 end
if SERVER then
local groundent = pl:GetGroundEntity()
if groundent:IsValid() and groundent:IsPlayer() and PTeam(groundent) == TEAM_UNDEAD and pl:HasTrinket("curbstompers") then
if groundent:IsHeadcrab() then
groundent:TakeSpecialDamage(groundent:Health() + 70, DMG_DIRECT, pl, pl, pl:GetPos())
elseif groundent:IsTorso() then
groundent:TakeSpecialDamage(50, DMG_CLUB, pl, pl, pl:GetPos())
end
if math.floor(damage) > 0 then
groundent:TakeSpecialDamage(damage * 5, DMG_CLUB, pl, pl, pl:GetPos())
return true
end
end
end
if math.floor(damage) > 0 then
if SERVER then
local h = pl:Health()
pl:TakeSpecialDamage(damage * damage_mul, DMG_FALL, game.GetWorld(), game.GetWorld(), pl:GetPos())
damage = h - pl:Health()
if not self.ZombieEscape and damage >= 5 and pl:Health() > 0 then
if damage >= 30 then
pl:KnockDown(damage * 0.05 * recovery_mul)
end
if not isundead or not pl:GetZombieClassTable().NoFallSlowdown then
pl:RawCapLegDamage(CurTime() + math.min(2, damage * 0.038 * slowdown_mul))
end
end
pl:EmitSound("player/pl_fallpain"..(math.random(2) == 1 and 3 or 1)..".wav")
elseif not self.ZombieEscape and damage >= 5 and (not isundead or not pl:GetZombieClassTable().NoFallSlowdown) then
pl:RawCapLegDamage(CurTime() + math.min(2, damage * 0.038 * slowdown_mul))
end
end
return true
end
function GM:PlayerCanBeHealed(pl)
local maxhp = pl:IsSkillActive(SKILL_D_FRAIL) and math.floor(pl:GetMaxHealth() * 0.25) or pl:GetMaxHealth()
return pl:Health() < maxhp or pl:GetPoisonDamage() > 0 or pl:GetBleedDamage() > 0
end
function GM:PlayerCanPurchase(pl)
if CLIENT and self.CanPurchaseCacheTime and self.CanPurchaseCacheTime >= CurTime() then
return self.CanPurchaseCache
end
local canpurchase = PTeam(pl) == TEAM_HUMAN and self:GetWave() > 0 and pl:Alive() and pl:NearArsenalCrate()
if CLIENT then
self.CanPurchaseCache = canpurchase
self.CanPurchaseCacheTime = CurTime() + 0.5
end
return canpurchase
end
-- This is actually only called by the engine on the server but it's here in case the client wants to know.
local TEAM_SPECTATOR = TEAM_SPECTATOR
function GM:PlayerCanHearPlayersVoice(listener, talker)
return PTeam(listener) == PTeam(talker) or PTeam(listener) == TEAM_SPECTATOR, false
end
GM.PlayerCanHearPlayersVoiceDefault = GM.PlayerCanHearPlayersVoice
function GM:PlayerCanHearPlayersVoiceAllTalk(listener, talker)
return true, false
end
cvars.AddChangeCallback("sv_alltalk", function(cvar, old, new)
GAMEMODE.PlayerCanHearPlayersVoice = new ~= "1" and GAMEMODE.PlayerCanHearPlayersVoiceDefault or GAMEMODE.PlayerCanHearPlayersVoiceAllTalk
end)
GM.PlayerCanHearPlayersVoice = GetConVar("sv_alltalk"):GetBool() and GM.PlayerCanHearPlayersVoiceAllTalk or GM.PlayerCanHearPlayersVoiceDefault
function GM:PlayerTraceAttack(pl, dmginfo, dir, trace)
end
function GM:GetDamageResistance(fearpower)
if self.MaxSigils > 0 and self:GetUseSigils() then
return fearpower * 0.1 + self:NumSigilsCorrupted() / self.MaxSigils * 0.2
end
return fearpower * 0.15
end
function GM:FindUseEntity(pl, ent)
if not ent:IsValid() then
local e = pl:TraceLine(90, MASK_SOLID, pl:GetDynamicTraceFilter()).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():DistToSqr(temppos) < b:GetPos():DistToSqr(temppos)
end
local function GetSortedSpawnPoints(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
end
function GM:GetClosestSpawnPoint(teamid, pos)
return GetSortedSpawnPoints(teamid, pos)[1]
end
function GM:GetFurthestSpawnPoint(teamid, pos)
local spawnpoints = GetSortedSpawnPoints(teamid, pos)
return spawnpoints[#spawnpoints]
end
local FEAR_RANGE = 768^2
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)
local plpos, group
for _, pl in pairs(plys) do
if not ingroup[pl] and pl:Alive() then
plpos = pl:GetPos()
group = {pl}
for __, otherpl in pairs(plys) do
if otherpl ~= pl and not ingroup[otherpl] and otherpl:Alive() and otherpl:GetPos():DistToSqr(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)
local considered = 0
for _, pl in pairs(plys) do
if pl:Alive() and pl:GetAuraRange() == 2048 then
vVec = vVec + pl:GetPos()
considered = considered + 1
end
end
local epicentre = vVec / considered
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 dist
local power = 0
for _, pl in pairs(player.GetAll()) do
if pl ~= ignore and PTeam(pl) == teamid and not pl:CallZombieFunction0("DoesntGiveFear") and pl:Alive() then
dist = pl:GetPos():DistToSqr(pos)
if dist <= FEAR_RANGE then
power = power + (1 - 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(time)
SetGlobalFloat("waveend", time)
end
function GM:GetWaveStart()
return GetGlobalFloat("wavestart", self.WaveZeroLength)
end
function GM:SetWaveStart(time)
SetGlobalFloat("wavestart", time)
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
function GM:VehicleMove()
end