433 lines
10 KiB
Lua
433 lines
10 KiB
Lua
local meta = FindMetaTable("Entity")
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if not meta then return end
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function meta:GetDefaultBarricadeHealth()
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local mass = 2
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if self._OriginalMass then
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mass = self._OriginalMass
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else
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local phys = self:GetPhysicsObject()
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if phys:IsValid() then
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mass = phys:GetMass()
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end
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end
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return math.Clamp(mass * GAMEMODE.BarricadeHealthMassFactor + self:GetVolume() * GAMEMODE.BarricadeHealthVolumeFactor, GAMEMODE.BarricadeHealthMin, GAMEMODE.BarricadeHealthMax)
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end
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function meta:HitFence(data, phys)
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local pos = phys:GetPos()
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local vel = data.OurOldVelocity
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local endpos = data.HitPos + vel:GetNormalized()
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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.
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self:SetPos(data.HitPos)
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phys:SetPos(data.HitPos)
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phys:SetVelocityInstantaneous(vel)
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return true
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end
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return false
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end
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function meta:GhostAllPlayersInMe(timeout, allowrepeat)
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if not allowrepeat then
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if self.GhostedBefore then return end
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self.GhostedBefore = true
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end
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local ent = ents.Create("point_propnocollide")
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if ent:IsValid() then
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ent:SetPos(self:GetPos())
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ent:Spawn()
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if timeout then
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ent:SetTimeOut(CurTime() + timeout)
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end
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ent:SetTeam(TEAM_HUMAN)
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ent:SetProp(self)
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end
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end
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local function SortItems(a, b)
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if a.CleanupPriority == b.CleanupPriority then
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return a.Created < b.Created
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end
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return a.CleanupPriority < b.CleanupPriority
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end
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local function CheckItemCreated(self)
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if not self:IsValid() or self.PlacedInMap then return end
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local tab = {}
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for _, ent in pairs(ents.FindByClass("prop_ammo")) do
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if not ent.PlacedInMap then
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table.insert(tab, ent)
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end
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end
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for _, ent in pairs(ents.FindByClass("prop_weapon")) do
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if not ent.PlacedInMap then
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table.insert(tab, ent)
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end
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end
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if #tab > GAMEMODE.MaxDroppedItems then
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table.sort(tab, SortItems)
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for i = 1, GAMEMODE.MaxDroppedItems do
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tab[i]:Remove()
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end
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end
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end
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function meta:ItemCreated()
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self.Created = self.Created or CurTime()
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timer.Simple(0, function() CheckItemCreated(self) end)
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end
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function meta:FireOutput(outpt, activator, caller, args)
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local intab = self[outpt]
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if intab then
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for key, tab in pairs(intab) do
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for __, subent in pairs(self:FindByNameHammer(tab.entityname, activator, caller)) do
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local delay = tonumber(tab.delay)
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if delay == nil or delay <= 0 then
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subent:Input(tab.input, activator, caller, tab.args)
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else
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local inp = tab.input
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local args = tab.args
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timer.Simple(delay, function() if subent:IsValid() then subent:Input(inp, activator, caller, args) end end)
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end
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end
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end
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end
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end
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function meta:AddOnOutput(key, value)
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self[key] = self[key] or {}
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local tab = string.Explode(",", value)
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table.insert(self[key], {entityname=tab[1], input=tab[2], args=tab[3], delay=tab[4], reps=tab[5]})
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end
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function meta:FindByNameHammer(name, activator, caller)
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if name == "!self" then return {self} end
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if name == "!activator" then return {activator} end
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if name == "!caller" then return {caller} end
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return ents.FindByName(name)
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end
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function meta:IsNailed()
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if self:IsValid() and self.Nails then -- In case we're the world.
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for _, nail in pairs(self.Nails) do
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if nail and nail:IsValid() and (nail:GetAttachEntity() == self or nail:GetBaseEntity() == self) then
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return true
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end
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end
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end
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return false
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end
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function meta:IsNailedToWorld(hierarchy)
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if self:IsNailed() then
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for _, nail in pairs(self.Nails) do
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if nail:GetAttachEntity():IsWorld() then
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return true
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end
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end
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end
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if hierarchy then
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for _, ent in pairs(self:GetAllConstrainedEntities()) do
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if ent ~= self and ent:IsValid() and ent:IsNailedToWorld() then return true end
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end
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end
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return false
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end
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function meta:IsNailedToWorldHierarchy()
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return self:IsNailedToWorld(true)
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end
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function meta:GetNailFrozen()
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return self.m_NailFrozen
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end
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meta.IsNailFrozen = meta.GetNailFrozen
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function meta:SetNailFrozen(frozen)
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if frozen then
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local phys = self:GetPhysicsObject()
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if phys:IsValid() and phys:IsMoveable() then
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self.m_NailFrozen = true
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phys:EnableMotion(false)
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end
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elseif self:IsNailFrozen() then
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local phys = self:GetPhysicsObject()
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if phys:IsValid() then
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self.m_NailFrozen = false
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phys:EnableMotion(true)
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phys:Wake()
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end
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end
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end
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function constraint.GetAllConstrainedEntitiesOrdered(ent)
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local allcons = constraint.GetAllConstrainedEntities(ent)
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local tab = {}
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if allcons then
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for k, v in pairs(allcons) do
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table.insert(tab, v)
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end
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end
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return tab
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end
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function meta:GetAllConstrainedEntities()
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local allcons = constraint.GetAllConstrainedEntitiesOrdered(self)
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if not allcons or #allcons == 0 then
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return {self}
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end
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return allcons
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end
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function meta:PackUp(pl)
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if not self.CanPackUp then return end
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local cur = pl:GetStatus("packup")
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if cur and cur:IsValid() then return end
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local status = pl:GiveStatus("packup")
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if status:IsValid() then
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status:SetPackUpEntity(self)
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status:SetEndTime(CurTime() + (self.PackUpTime or 4))
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if self.GetObjectOwner then
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local owner = self:GetObjectOwner()
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if owner:IsValid() and owner:Team() == TEAM_HUMAN and owner ~= pl and not gamemode.Call("PlayerIsAdmin", pl) then
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status:SetNotOwner(true)
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end
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end
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end
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end
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function meta:GetPropsInContraption()
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local allcons = constraint.GetAllConstrainedEntities(self)
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if not allcons or #allcons == 0 then
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return 1
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end
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return #allcons
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end
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function meta:HumanNearby()
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for _, pl in pairs(team.GetPlayers(TEAM_HUMAN)) do
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local plpos = pl:GetPos()
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if pl:Alive() and self:NearestPoint(plpos):Distance(plpos) <= 512 then
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return true
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end
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end
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end
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function meta:ResetLastBarricadeAttacker(attacker, dmginfo)
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if attacker:IsPlayer() and attacker:Team() == TEAM_UNDEAD then
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self.m_LastDamagedByZombie = CurTime()
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if self:HumanNearby() then
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local dmg = math.ceil(dmginfo:GetDamage())
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attacker.BarricadeDamage = attacker.BarricadeDamage + dmg
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if attacker.LifeBarricadeDamage ~= nil then
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attacker:AddLifeBarricadeDamage(dmg)
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end
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if attacker:GetZombieClassTable().Name == "Crow" then
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attacker.CrowBarricadeDamage = attacker.CrowBarricadeDamage + dmg
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end
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end
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end
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end
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meta.OldSetPhysicsAttacker = meta.SetPhysicsAttacker
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function meta:SetPhysicsAttacker(ent)
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if self:GetClass() == "func_physbox" and ent:IsValid() then
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self.PBAttacker = ent
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self.NPBAttacker = CurTime() + 1
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end
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self:OldSetPhysicsAttacker(ent)
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end
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local function randomsort(a, b)
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return a.rand < b.rand
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end
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local function randomize(t)
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for k, v in pairs(t) do v.rand = math.Rand(0, 1) end
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table.sort(t, randomsort)
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end
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-- Return true to override default behavior.
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function meta:DamageNails(attacker, inflictor, damage, dmginfo)
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if not self:IsNailed() or self.m_NailsDontAbsorb then return end
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if self:GetBarricadeHealth() <= 0 then return end
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if not gamemode.Call("CanDamageNail", self, attacker, inflictor, damage, dmginfo) then
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if dmginfo then
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dmginfo:SetDamage(0)
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dmginfo:SetDamageType(DMG_BULLET)
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end
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return true
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end
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if damage < 0 then
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if dmginfo then
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dmginfo:SetDamage(0)
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end
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return true
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end
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self:ResetLastBarricadeAttacker(attacker, dmginfo)
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local nails = self:GetLivingNails()
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if #nails <= 0 then return end
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self:SetBarricadeHealth(self:GetBarricadeHealth() - damage)
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for i, nail in ipairs(nails) do
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nail:OnDamaged(damage, attacker, inflictor, dmginfo)
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end
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if attacker:IsPlayer() then
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GAMEMODE:DamageFloater(attacker, self, dmginfo)
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end
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if dmginfo then dmginfo:SetDamage(0) end
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if self:GetBarricadeHealth() <= 0 then
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if self:GetModel() ~= "" and self:GetModel() ~= "models/error.mdl" then
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if self:GetName() == "" and self:GetVolume() < 100 then
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self:Fire("break", "", 0.01)
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self:Fire("kill", "", 0.05)
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else
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local ent = ents.Create("env_propbroken")
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if ent:IsValid() then
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ent:Spawn()
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ent:AttachTo(self)
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end
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end
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end
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for _, nail in pairs(nails) do
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self:RemoveNail(nail)
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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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function meta:GetNails()
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local tab = {}
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if self.Nails then
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for _, nail in pairs(self.Nails) do
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if nail and nail:IsValid() then
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table.insert(tab, nail)
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end
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end
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end
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return tab
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end
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function meta:GetLivingNails()
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local tab = {}
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if self.Nails then
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for _, nail in pairs(self.Nails) do
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if nail and nail:IsValid() and nail:GetNailHealth() > 0 then
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table.insert(tab, nail)
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end
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end
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end
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return tab
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end
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function meta:GetFirstNail()
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if self.Nails then
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for i, nail in ipairs(self.Nails) do
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if nail and nail:IsValid() and not nail:GetAttachEntity():IsValid() then return nail end
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end
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for i, nail in ipairs(self.Nails) do
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if nail and nail:IsValid() then return nail end
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end
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end
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end
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local function GetNailOwner(nail, filter)
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for _, ent in pairs(ents.GetAll()) do
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if ent and ent ~= filter and ent.Nails and ent:IsValid() then
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for __, n in pairs(ent.Nails) do
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if n == nail then
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return ent
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end
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end
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end
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end
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return game.GetWorld()
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end
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function meta:RemoveNail(nail, dontremoveentity, removedby)
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if not self:IsNailed() then return end
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if not nail then
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nail = self:GetFirstNail()
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end
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if not nail or not nail:IsValid() then return end
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local cons = nail:GetNailConstraint()
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local othernails = 0
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for _, othernail in pairs(ents.FindByClass("prop_nail")) do
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if othernail ~= nail and othernail:GetNailConstraint():IsValid() and othernail:GetNailConstraint() == cons then
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othernails = othernails + 1
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end
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end
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-- Only remove the constraint if it's the last nail.
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if othernails == 0 and cons:IsValid() then
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cons:Remove()
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end
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local ent2 = GetNailOwner(nail, self)
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for i, n in ipairs(self.Nails) do
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if n == nail then
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table.remove(self.Nails, i)
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break
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end
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end
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if ent2 and ent2.Nails then
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for i, n in ipairs(ent2.Nails) do
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if n == nail then
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table.remove(ent2.Nails, i)
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ent2:TemporaryBarricadeObject()
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break
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end
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end
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end
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self:TemporaryBarricadeObject()
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gamemode.Call("OnNailRemoved", nail, self, ent2, removedby)
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if not dontremoveentity then
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nail:Remove()
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nail.m_IsRemoving = true
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end
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return true
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end
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