zombiesurvival-evolved/gamemodes/zombiesurvival/gamemode/shared.lua

758 lines
20 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 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("sh_channel.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"})
game.AddAmmoType({name = "dummy"})
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
elseif SERVER then
pl:PreventSkyCade()
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
local TEAM_SPECTATOR = TEAM_SPECTATOR
function GM:PlayerCanHearPlayersVoice(listener, talker)
return listener:IsValid() and talker:IsValid() and listener:Team() == talker:Team() or listener:Team() == TEAM_SPECTATOR
--[[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 SERVER and (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_UNDEAD
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
function GM:VehicleMove()
end