18a98a6110
Some maps move the spawns for each level.
152 lines
4.5 KiB
Lua
152 lines
4.5 KiB
Lua
AddCSLuaFile("cl_zombieescape.lua")
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AddCSLuaFile("sh_zombieescape.lua")
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include("sh_zombieescape.lua")
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if not GM.ZombieEscape then return end
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table.insert(GM.CleanupFilter, "func_brush")
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table.insert(GM.CleanupFilter, "env_global")
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table.insert(GM.CleanupFilter, "info_player_terrorist")
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table.insert(GM.CleanupFilter, "info_player_counterterrorist")
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-- We need to fix these important entities.
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hook.Add("EntityKeyValue", "zombieescape", function(ent, key, value)
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-- The teamid for Terrorist and Counter Terrorist is different than Zombie and Human in ZS.
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if ent:GetClass() == "filter_activator_team" and not ent.ZEFix then
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if string.lower(key) == "filterteam" then
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if value == "2" then
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ent.ZEFix = tostring(TEAM_UNDEAD)
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elseif value == "3" then
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ent.ZEFix = tostring(TEAM_HUMAN)
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end
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end
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return true
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end
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-- Some maps have brushes that regenerate or set health to dumb values. We don't want them. Although this can break maps I can't think of a way to remove the output instead.
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if (ent:GetClass() == "trigger_multiple" or ent:GetClass() == "trigger_once") and string.find(string.lower(value), "%!.*%,.+%,health") then
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ent.ZEDelete = true
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end
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end)
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hook.Add("InitPostEntityMap", "zombieescape", function(fromze)
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for _, ent in pairs(ents.FindByClass("filter_activator_team")) do
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if ent.ZEFix then
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ent:SetKeyValue("filterteam", ent.ZEFix)
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end
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end
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for _, ent in pairs(ents.GetAll()) do
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if ent and ent.ZEDelete and ent:IsValid() then
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ent:Remove()
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end
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end
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-- Forced dynamic spawning.
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-- It'd be pretty damn boring for the zombies with it off since there's only one spawn usually.
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GAMEMODE.DynamicSpawning = true
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if not fromze then
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GAMEMODE:SetRedeemBrains(0)
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if GAMEMODE.CurrentRound <= 1 then
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GAMEMODE:SetWaveStart(CurTime() + GAMEMODE.WaveZeroLength + 30) -- 30 extra seconds for late joiners
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else
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GAMEMODE:SetWaveStart(CurTime() + GAMEMODE.ZE_FreezeTime + 5)
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end
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end
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end)
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hook.Add("PlayerSpawn", "zombieescape", function(pl)
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timer.Simple(0, function()
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if not pl:IsValid() then return end
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if GAMEMODE:GetWave() == 0 and not GAMEMODE:GetWaveActive() and (pl:Team() == TEAM_UNDEAD or CurTime() < GAMEMODE:GetWaveStart() - GAMEMODE.ZE_FreezeTime) then
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pl.ZEFreeze = true
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pl:Freeze(true)
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pl:GodEnable()
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end
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end)
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end)
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-- In ze_ the winning condition is when all players on the zombie team are dead at the exact same time.
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-- Usually set on by a trigger_hurt that takes over the entire map.
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-- So if all living zombies get killed at the same time from a trigger_hurt that did massive damage, we end the round in favor of the humans.
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-- But in order to do that we have to force zombies to spawn. Which is shitty.
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hook.Add("OnWaveStateChanged", "zombieescape", function()
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if GAMEMODE:GetWave() == 1 and GAMEMODE:GetWaveActive() then
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for _, pl in pairs(player.GetAll()) do
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pl:Freeze(false)
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pl:GodDisable()
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end
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end
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end)
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local CheckTime
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local FreezeTime = true
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local NextDamage = 0
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hook.Add("Think", "zombieescape", function()
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if GAMEMODE:GetWave() == 0 then
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if FreezeTime and CurTime() >= GAMEMODE:GetWaveStart() - GAMEMODE.ZE_FreezeTime then
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FreezeTime = false
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game.CleanUpMap(false, GAMEMODE.CleanupFilter)
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gamemode.Call("InitPostEntityMap", true)
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for _, pl in pairs(team.GetPlayers(TEAM_HUMAN)) do
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pl.ZEFreeze = nil
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pl:Freeze(false)
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pl:GodDisable()
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local ent = GAMEMODE:PlayerSelectSpawn(pl)
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if IsValid(ent) then
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pl:SetPos(ent:GetPos())
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end
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end
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end
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return
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end
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FreezeTime = true
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if CurTime() >= GAMEMODE:GetWaveStart() + GAMEMODE.ZE_TimeLimit and CurTime() >= NextDamage then
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NextDamage = CurTime() + 1
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for _, pl in pairs(team.GetPlayers(TEAM_HUMAN)) do
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pl:TakeDamage(5)
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end
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end
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local undead = team.GetPlayers(TEAM_UNDEAD)
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if #undead == 0 then return end
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for _, pl in pairs(undead) do
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if not pl.KilledByTriggerHurt or CurTime() > pl.KilledByTriggerHurt + 12 then
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CheckTime = nil
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return
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end
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end
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CheckTime = CheckTime or (CurTime() + 2.5)
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if CheckTime and CurTime() >= CheckTime then
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gamemode.Call("EndRound", TEAM_HUMAN)
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end
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end)
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hook.Add("DoPlayerDeath", "zombieescape", function(pl, attacker, dmginfo)
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pl.KilledPos = pl:GetPos()
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if pl:Team() == TEAM_UNDEAD then
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if attacker:IsValid() and attacker:GetClass() == "trigger_hurt" --[[and dmginfo:GetDamage() >= 1000]] then
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pl.KilledByTriggerHurt = CurTime()
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pl.NextSpawnTime = CurTime() + 10
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elseif GAMEMODE.RoundEnded then
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pl.NextSpawnTime = CurTime() + 9999
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else
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pl.NextSpawnTime = CurTime() + 5
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end
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end
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end)
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