4383 lines
131 KiB
Lua
4383 lines
131 KiB
Lua
--[[
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Zombie Survival
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by William "JetBoom" Moodhe
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williammoodhe@gmail.com -or- jetboom@noxiousnet.com
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http://www.noxiousnet.com/
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Further credits displayed by pressing F1 in-game.
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This was my first ever gamemode. A lot of stuff is from years ago and some stuff is very recent.
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]]
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AddCSLuaFile("cl_init.lua")
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AddCSLuaFile("shared.lua")
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AddCSLuaFile("sh_translate.lua")
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AddCSLuaFile("sh_colors.lua")
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AddCSLuaFile("sh_serialization.lua")
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AddCSLuaFile("sh_globals.lua")
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AddCSLuaFile("sh_util.lua")
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AddCSLuaFile("sh_options.lua")
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AddCSLuaFile("sh_zombieclasses.lua")
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AddCSLuaFile("sh_animations.lua")
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AddCSLuaFile("sh_sigils.lua")
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AddCSLuaFile("sh_channel.lua")
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AddCSLuaFile("sh_weaponquality.lua")
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AddCSLuaFile("vault/shared.lua")
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AddCSLuaFile("cl_draw.lua")
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AddCSLuaFile("cl_net.lua")
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AddCSLuaFile("cl_util.lua")
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AddCSLuaFile("cl_options.lua")
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AddCSLuaFile("cl_scoreboard.lua")
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AddCSLuaFile("cl_targetid.lua")
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AddCSLuaFile("cl_postprocess.lua")
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AddCSLuaFile("cl_deathnotice.lua")
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AddCSLuaFile("cl_floatingscore.lua")
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AddCSLuaFile("cl_dermaskin.lua")
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AddCSLuaFile("cl_hint.lua")
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AddCSLuaFile("cl_thirdperson.lua")
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AddCSLuaFile("cl_voicesets.lua")
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AddCSLuaFile("skillweb/sh_skillweb.lua")
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AddCSLuaFile("skillweb/cl_skillweb.lua")
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AddCSLuaFile("skillweb/registry.lua")
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AddCSLuaFile("obj_vector_extend.lua")
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AddCSLuaFile("obj_entity_extend.lua")
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AddCSLuaFile("obj_entity_extend_cl.lua")
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AddCSLuaFile("obj_player_extend.lua")
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AddCSLuaFile("obj_player_extend_cl.lua")
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AddCSLuaFile("obj_weapon_extend.lua")
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AddCSLuaFile("obj_weapon_extend_cl.lua")
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AddCSLuaFile("vgui/dteamcounter.lua")
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AddCSLuaFile("vgui/dmodelpanelex.lua")
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AddCSLuaFile("vgui/dammocounter.lua")
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AddCSLuaFile("vgui/dpingmeter.lua")
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AddCSLuaFile("vgui/dteamheading.lua")
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AddCSLuaFile("vgui/dsidemenu.lua")
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AddCSLuaFile("vgui/dspawnmenu.lua")
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AddCSLuaFile("vgui/dmodelkillicon.lua")
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AddCSLuaFile("vgui/dexroundedpanel.lua")
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AddCSLuaFile("vgui/dexroundedframe.lua")
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AddCSLuaFile("vgui/dexrotatedimage.lua")
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AddCSLuaFile("vgui/dexnotificationslist.lua")
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AddCSLuaFile("vgui/dexchanginglabel.lua")
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AddCSLuaFile("vgui/mainmenu.lua")
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AddCSLuaFile("vgui/pmainmenu.lua")
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AddCSLuaFile("vgui/poptions.lua")
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AddCSLuaFile("vgui/phelp.lua")
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AddCSLuaFile("vgui/pclassselect.lua")
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AddCSLuaFile("vgui/pweapons.lua")
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AddCSLuaFile("vgui/pendboard.lua")
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AddCSLuaFile("vgui/pworth.lua")
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AddCSLuaFile("vgui/parsenal.lua")
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AddCSLuaFile("vgui/premantle.lua")
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AddCSLuaFile("vgui/zshealtharea.lua")
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AddCSLuaFile("vgui/zsstatusarea.lua")
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AddCSLuaFile("vgui/zsgamestate.lua")
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include("multithread.lua")
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include("sh_globals.lua")
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include("obj_entity_extend_sv.lua")
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include("obj_player_extend_sv.lua")
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include("obj_weapon_extend_sv.lua")
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AddCSLuaFile("loader.lua")
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include("loader.lua")
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include("shared.lua")
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include("sv_options.lua")
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include("mapeditor.lua")
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include("sv_playerspawnentities.lua")
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include("sv_profiling.lua")
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include("sv_sigils.lua")
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include("sv_concommands.lua")
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include("itemstocks/sv_stock.lua")
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include("vault/server.lua")
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include("skillweb/sv_registry.lua")
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include("skillweb/sv_skillweb.lua")
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include("sv_zombieescape.lua")
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include("zsbots/init.lua")
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include_library("statistics")
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local pairs = pairs
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local ipairs = ipairs
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local IN_WALK = IN_WALK
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local IN_USE = IN_USE
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local IN_RELOAD = IN_RELOAD
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local IN_MOVERIGHT = IN_MOVERIGHT
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local IN_MOVELEFT = IN_MOVELEFT
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local IN_ATTACK = IN_ATTACK
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local IN_ATTACK2 = IN_ATTACK2
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local IN_ZOOM = IN_ZOOM
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local IN_SPEED = IN_SPEED
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local CurTime = CurTime
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local Vector = Vector
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local Angle = Angle
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local vector_origin = vector_origin
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local HITGROUP_HEAD = HITGROUP_HEAD
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local HITGROUP_LEFTLEG = HITGROUP_LEFTLEG
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local HITGROUP_RIGHTLEG = HITGROUP_RIGHTLEG
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local math_max = math.max
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local M_Player = FindMetaTable("Player")
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local P_GetBarricadeGhosting = M_Player.GetBarricadeGhosting
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local P_BarricadeGhostingThink = M_Player.BarricadeGhostingThink
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local P_Team = M_Player.Team
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local P_Alive = M_Player.Alive
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local player_GetAll = player.GetAll
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local P_GetPhantomHealth = M_Player.GetPhantomHealth
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function GM:WorldHint(hint, pos, ent, lifetime, filter)
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net.Start("zs_worldhint")
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net.WriteString(hint)
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net.WriteVector(pos or ent and ent:IsValid() and ent:GetPos() or vector_origin)
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net.WriteEntity(ent or NULL)
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net.WriteFloat(lifetime or 8)
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if filter then
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net.Send(filter)
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else
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net.Broadcast()
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end
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end
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function GM:CreateGibs(pos, headoffset)
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headoffset = headoffset or 0
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local headpos = Vector(pos.x, pos.y, pos.z + headoffset)
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for i = 1, 2 do
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local ent = ents.CreateLimited("prop_playergib")
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if ent:IsValid() then
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ent:SetPos(headpos + VectorRand():GetNormalized() * math.Rand(1, 5))
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ent:SetAngles(VectorRand():Angle())
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ent:SetGibType(i)
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ent:Spawn()
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end
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end
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for i = 1, 4 do
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local ent = ents.CreateLimited("prop_playergib")
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if ent:IsValid() then
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ent:SetPos(pos + VectorRand():GetNormalized() * math.Rand(1, 12))
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ent:SetAngles(VectorRand():Angle())
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ent:SetGibType(math.random(3, #GAMEMODE.HumanGibs))
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ent:Spawn()
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end
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end
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end
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function GM:DisallowHumanPickup(pl, entity)
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end
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function GM:TryHumanPickup(pl, entity)
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if self.ZombieEscape or pl.NoObjectPickup or not pl:Alive() or pl:Team() ~= TEAM_HUMAN or (entity.NoPickupsTime and CurTime() < entity.NoPickupsTime and entity.NoPickupsOwner ~= pl) then return end
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if gamemode.Call("DisallowHumanPickup", pl, entity) or pl:GetInfo("zs_nopickupprops") == "1" then return end
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if entity:IsValid() and not entity.m_NoPickup then
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local phys = entity:GetPhysicsObject()
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if phys:IsValid() and phys:HasGameFlag(FVPHYSICS_PLAYER_HELD) then return end
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local entclass = string.sub(entity:GetClass(), 1, 12)
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local carrymaxmass = CARRY_MAXIMUM_MASS * (pl.PropCarryCapacityMul or 1)
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local carrymaxvol = CARRY_MAXIMUM_VOLUME * (pl.PropCarryCapacityMul or 1)
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if (entclass == "prop_physics" or entclass == "func_physbox" or entity.HumanHoldable and entity:HumanHoldable(pl)) and not entity:IsNailed() and entity:GetMoveType() == MOVETYPE_VPHYSICS and entity:GetPhysicsObject():IsValid() and entity:GetPhysicsObject():GetMass() <= carrymaxmass and entity:GetPhysicsObject():IsMoveable() and entity:OBBMins():Length() + entity:OBBMaxs():Length() <= carrymaxvol then
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local holder = entity:GetHolder()
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if not holder and not pl:IsHolding() and CurTime() >= (pl.NextHold or 0)
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and pl:GetShootPos():DistToSqr(entity:NearestPoint(pl:GetShootPos())) <= 4096 and pl:GetGroundEntity() ~= entity then --64^2
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local newstatus = ents.Create("status_human_holding")
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if newstatus:IsValid() then
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pl.NextHold = CurTime() + 0.25
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pl.NextUnHold = CurTime() + 0.05
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newstatus:SetPos(pl:GetShootPos())
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newstatus:SetOwner(pl)
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newstatus:SetParent(pl)
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newstatus:SetObject(entity)
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newstatus:Spawn()
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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 GM:AddResources()
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resource.AddFile("resource/fonts/typenoksidi.ttf")
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resource.AddFile("resource/fonts/hidden.ttf")
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resource.AddFile("resource/fonts/ghoulfriaoe.ttf")
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resource.AddFile("resource/fonts/remingtonnoiseless.ttf")
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resource.AddFile("particles/vman_explosion.pcf")
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for _, filename in pairs(file.Find("materials/zombiesurvival/*.vmt", "GAME")) do
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resource.AddFile("materials/zombiesurvival/"..filename)
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end
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for _, filename in pairs(file.Find("materials/zombiesurvival/*.png", "GAME")) do
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resource.AddFile("materials/zombiesurvival/"..filename)
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end
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for _, filename in pairs(file.Find("materials/zombiesurvival/killicons/*.vmt", "GAME")) do
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resource.AddFile("materials/zombiesurvival/killicons/"..filename)
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end
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for _, filename in pairs(file.Find("materials/zombiesurvival/killicons/*.png", "GAME")) do
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resource.AddFile("materials/zombiesurvival/killicons/"..filename)
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end
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resource.AddFile("materials/zombiesurvival/filmgrain/filmgrain.vmt")
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resource.AddFile("materials/zombiesurvival/filmgrain/filmgrain.vtf")
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for _, filename in pairs(file.Find("sound/zombiesurvival/*.ogg", "GAME")) do
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resource.AddFile("sound/zombiesurvival/"..filename)
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end
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for _, filename in pairs(file.Find("sound/zombiesurvival/ui/*.ogg", "GAME")) do
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resource.AddFile("sound/zombiesurvival/ui/"..filename)
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end
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for _, filename in pairs(file.Find("sound/zombiesurvival/*.wav", "GAME")) do
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resource.AddFile("sound/zombiesurvival/"..filename)
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end
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for _, filename in pairs(file.Find("sound/zombiesurvival/*.mp3", "GAME")) do
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resource.AddFile("sound/zombiesurvival/"..filename)
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end
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local _____, dirs = file.Find("sound/zombiesurvival/beats/*", "GAME")
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for _, dirname in pairs(dirs) do
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for __, filename in pairs(file.Find("sound/zombiesurvival/beats/"..dirname.."/*.ogg", "GAME")) do
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resource.AddFile("sound/zombiesurvival/beats/"..dirname.."/"..filename)
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end
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for __, filename in pairs(file.Find("sound/zombiesurvival/beats/"..dirname.."/*.wav", "GAME")) do
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resource.AddFile("sound/zombiesurvival/beats/"..dirname.."/"..filename)
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end
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for __, filename in pairs(file.Find("sound/zombiesurvival/beats/"..dirname.."/*.mp3", "GAME")) do
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resource.AddFile("sound/zombiesurvival/beats/"..dirname.."/"..filename)
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end
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end
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resource.AddFile("materials/refract_ring.vmt")
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resource.AddFile("materials/killicon/redeem_v2.vtf")
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resource.AddFile("materials/killicon/redeem_v2.vmt")
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resource.AddFile("models/weapons/v_zombiearms.mdl")
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resource.AddFile("materials/models/weapons/v_zombiearms/zombie_classic_sheet.vmt")
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resource.AddFile("materials/models/weapons/v_zombiearms/zombie_classic_sheet.vtf")
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resource.AddFile("materials/models/weapons/v_zombiearms/zombie_classic_sheet_normal.vtf")
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resource.AddFile("materials/models/weapons/v_zombiearms/ghoulsheet.vmt")
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resource.AddFile("materials/models/weapons/v_zombiearms/ghoulsheet.vtf")
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resource.AddFile("models/weapons/v_fza.mdl")
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resource.AddFile("models/weapons/v_pza.mdl")
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resource.AddFile("materials/models/weapons/v_fza/fast_zombie_sheet.vmt")
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resource.AddFile("materials/models/weapons/v_fza/fast_zombie_sheet.vtf")
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resource.AddFile("materials/models/weapons/v_fza/fast_zombie_sheet_normal.vtf")
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resource.AddFile("models/weapons/c_annabelle.mdl")
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resource.AddFile("materials/models/weapons/w_annabelle/gun.vtf")
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resource.AddFile("materials/models/weapons/sledge.vtf")
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resource.AddFile("materials/models/weapons/sledge.vmt")
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resource.AddFile("materials/models/weapons/temptexture/handsmesh1.vtf")
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resource.AddFile("materials/models/weapons/temptexture/handsmesh1.vmt")
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resource.AddFile("materials/models/weapons/hammer2.vtf")
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resource.AddFile("materials/models/weapons/hammer2.vmt")
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resource.AddFile("materials/models/weapons/hammer.vtf")
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resource.AddFile("materials/models/weapons/hammer.vmt")
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resource.AddFile("models/weapons/w_sledgehammer.mdl")
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resource.AddFile("models/weapons/v_sledgehammer/c_sledgehammer.mdl")
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resource.AddFile("models/weapons/w_hammer.mdl")
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resource.AddFile("models/weapons/v_hammer/c_hammer.mdl")
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resource.AddFile("models/weapons/c_aegiskit.mdl")
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resource.AddFile("materials/models/weapons/v_hand/armtexture.vmt")
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resource.AddFile("models/weapons/v_supershorty/v_supershorty.mdl")
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resource.AddFile("models/weapons/w_supershorty.mdl")
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for _, filename in pairs(file.Find("materials/weapons/v_supershorty/*.vmt", "GAME")) do
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resource.AddFile("materials/weapons/v_supershorty/"..filename)
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end
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for _, filename in pairs(file.Find("materials/weapons/v_supershorty/*.vtf", "GAME")) do
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resource.AddFile("materials/weapons/v_supershorty/"..filename)
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end
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for _, filename in pairs(file.Find("materials/weapons/w_supershorty/*.vmt", "GAME")) do
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resource.AddFile("materials/weapons/w_supershorty/"..filename)
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end
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for _, filename in pairs(file.Find("materials/weapons/w_supershorty/*.vtf", "GAME")) do
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resource.AddFile("materials/weapons/w_supershorty/"..filename)
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end
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for _, filename in pairs(file.Find("materials/weapons/survivor01_hands/*.vmt", "GAME")) do
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resource.AddFile("materials/weapons/survivor01_hands/"..filename)
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end
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for _, filename in pairs(file.Find("materials/weapons/survivor01_hands/*.vtf", "GAME")) do
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resource.AddFile("materials/weapons/survivor01_hands/"..filename)
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end
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for _, filename in pairs(file.Find("materials/models/weapons/v_pza/*.*", "GAME")) do
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resource.AddFile("materials/models/weapons/v_pza/"..string.lower(filename))
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end
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resource.AddFile("models/player/fatty/fatty.mdl")
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resource.AddFile("materials/models/player/elis/fty/001.vmt")
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resource.AddFile("materials/models/player/elis/fty/001.vtf")
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resource.AddFile("materials/models/player/elis/fty/001_normal.vtf")
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resource.AddFile("models/player/zelpa/stalker.mdl")
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resource.AddFile("models/vinrax/player/doll_player.mdl")
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resource.AddFile("models/player/zombie_classic_hbfix.mdl")
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resource.AddFile("models/player/zombie_lacerator2.mdl")
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resource.AddFile("sound/weapons/melee/golf club/golf_hit-01.ogg")
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resource.AddFile("sound/weapons/melee/golf club/golf_hit-02.ogg")
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resource.AddFile("sound/weapons/melee/golf club/golf_hit-03.ogg")
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resource.AddFile("sound/weapons/melee/golf club/golf_hit-04.ogg")
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resource.AddFile("sound/weapons/melee/crowbar/crowbar_hit-1.ogg")
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resource.AddFile("sound/weapons/melee/crowbar/crowbar_hit-2.ogg")
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resource.AddFile("sound/weapons/melee/crowbar/crowbar_hit-3.ogg")
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resource.AddFile("sound/weapons/melee/crowbar/crowbar_hit-4.ogg")
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resource.AddFile("sound/weapons/melee/shovel/shovel_hit-01.ogg")
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resource.AddFile("sound/weapons/melee/shovel/shovel_hit-02.ogg")
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resource.AddFile("sound/weapons/melee/shovel/shovel_hit-03.ogg")
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resource.AddFile("sound/weapons/melee/shovel/shovel_hit-04.ogg")
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resource.AddFile("sound/weapons/melee/frying_pan/pan_hit-01.ogg")
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resource.AddFile("sound/weapons/melee/frying_pan/pan_hit-02.ogg")
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resource.AddFile("sound/weapons/melee/frying_pan/pan_hit-03.ogg")
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resource.AddFile("sound/weapons/melee/frying_pan/pan_hit-04.ogg")
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resource.AddFile("sound/weapons/melee/keyboard/keyboard_hit-01.ogg")
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resource.AddFile("sound/weapons/melee/keyboard/keyboard_hit-02.ogg")
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resource.AddFile("sound/weapons/melee/keyboard/keyboard_hit-03.ogg")
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resource.AddFile("sound/weapons/melee/keyboard/keyboard_hit-04.ogg")
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resource.AddFile("sound/weapons/zs_sawnoff/sawnoff_fire1.ogg")
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resource.AddFile("sound/weapons/zs_sawnoff/barrelup.ogg")
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resource.AddFile("sound/weapons/zs_sawnoff/barreldown.ogg")
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resource.AddFile("sound/weapons/zs_longarm/longarm_fire.ogg")
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resource.AddFile("sound/weapons/zs_scar/scar_fire1.ogg")
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resource.AddFile("sound/nox/sword_hit.ogg")
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resource.AddFile("sound/nox/sword_miss.ogg")
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resource.AddFile("sound/nox/frotchet_test1.ogg")
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resource.AddFile("sound/nox/scatterfrost.ogg")
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resource.AddFile("sound/weapons/zs_gluon/egon_off1.wav")
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resource.AddFile("sound/weapons/zs_heph/electro4.wav")
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resource.AddFile("sound/weapons/zs_heph/electro5.wav")
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resource.AddFile("sound/weapons/zs_heph/electro6.wav")
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resource.AddFile("sound/weapons/zs_inner/innershot.ogg")
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resource.AddFile("sound/weapons/zs_glad/gladshot4.wav")
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resource.AddFile("sound/weapons/zs_flak/load1.wav")
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resource.AddFile("sound/weapons/zs_flak/shot1.wav")
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|
|
resource.AddFile("sound/weapons/zs_rail/rail.wav")
|
|
|
|
resource.AddFile("sound/weapons/zs_asmd/secondary2.wav")
|
|
resource.AddFile("sound/weapons/zs_asmd/main3.wav")
|
|
|
|
resource.AddFile("sound/weapons/zs_power/power1.ogg")
|
|
resource.AddFile("sound/weapons/zs_power/power4.wav")
|
|
|
|
resource.AddFile("materials/zombiesurvival/arsenalcrate.png")
|
|
|
|
resource.AddFile("sound/"..tostring(self.LastHumanSound))
|
|
resource.AddFile("sound/"..tostring(self.AllLoseSound))
|
|
resource.AddFile("sound/"..tostring(self.HumanWinSound))
|
|
resource.AddFile("sound/"..tostring(self.DeathSound))
|
|
end
|
|
|
|
function GM:Initialize()
|
|
self:FixSkillConnections()
|
|
self:RegisterPlayerSpawnEntities()
|
|
self:AddResources()
|
|
self:PrecacheResources()
|
|
self:AddCustomAmmo()
|
|
self:CreateWeaponQualities()
|
|
self:AddNetworkStrings()
|
|
self:RegisterFood()
|
|
self:LoadProfiler()
|
|
|
|
self:SetPantsMode(self.PantsMode, true)
|
|
self:SetClassicMode(self:IsClassicMode(), true)
|
|
self:SetBabyMode(self:IsBabyMode(), true)
|
|
self:SetRedeemBrains(self.DefaultRedeem)
|
|
|
|
self:RefreshMapIsObjective()
|
|
|
|
game.ConsoleCommand("fire_dmgscale 1\n")
|
|
game.ConsoleCommand("mp_flashlight 1\n")
|
|
game.ConsoleCommand("sv_gravity 600\n")
|
|
end
|
|
|
|
function GM:AddNetworkStrings()
|
|
util.AddNetworkString("zs_gamestate")
|
|
util.AddNetworkString("zs_wavestart")
|
|
util.AddNetworkString("zs_waveend")
|
|
util.AddNetworkString("zs_lasthuman")
|
|
util.AddNetworkString("zs_gamemodecall")
|
|
util.AddNetworkString("zs_lasthumanpos")
|
|
util.AddNetworkString("zs_endround")
|
|
util.AddNetworkString("zs_centernotify")
|
|
util.AddNetworkString("zs_topnotify")
|
|
util.AddNetworkString("zs_zvols")
|
|
util.AddNetworkString("zs_nextboss")
|
|
util.AddNetworkString("zs_classunlock")
|
|
util.AddNetworkString("zs_sigilcorrupted")
|
|
util.AddNetworkString("zs_sigiluncorrupted")
|
|
util.AddNetworkString("zs_survivor")
|
|
util.AddNetworkString("zs_itemstock")
|
|
util.AddNetworkString("zs_playerredeemed")
|
|
util.AddNetworkString("zs_dohulls")
|
|
util.AddNetworkString("zs_penalty")
|
|
util.AddNetworkString("zs_nextresupplyuse")
|
|
util.AddNetworkString("zs_stowagecaches")
|
|
util.AddNetworkString("zs_lifestats")
|
|
util.AddNetworkString("zs_lifestatsbd")
|
|
util.AddNetworkString("zs_lifestatshd")
|
|
util.AddNetworkString("zs_lifestatsbe")
|
|
util.AddNetworkString("zs_boss_spawned")
|
|
util.AddNetworkString("zs_boss_slain")
|
|
util.AddNetworkString("zs_commission")
|
|
util.AddNetworkString("zs_healother")
|
|
util.AddNetworkString("zs_healby")
|
|
util.AddNetworkString("zs_buffby")
|
|
util.AddNetworkString("zs_buffwith")
|
|
util.AddNetworkString("zs_repairobject")
|
|
util.AddNetworkString("zs_worldhint")
|
|
util.AddNetworkString("zs_honmention")
|
|
util.AddNetworkString("zs_floatscore")
|
|
util.AddNetworkString("zs_floatscore_vec")
|
|
util.AddNetworkString("zs_zclass")
|
|
util.AddNetworkString("zs_dmg")
|
|
util.AddNetworkString("zs_dmg_prop")
|
|
util.AddNetworkString("zs_legdamage")
|
|
util.AddNetworkString("zs_armdamage")
|
|
util.AddNetworkString("zs_extrastartingworth")
|
|
util.AddNetworkString("zs_ammopickup")
|
|
util.AddNetworkString("zs_ammogive")
|
|
util.AddNetworkString("zs_ammogiven")
|
|
util.AddNetworkString("zs_deployablelost")
|
|
util.AddNetworkString("zs_deployableclaim")
|
|
util.AddNetworkString("zs_deployableout")
|
|
util.AddNetworkString("zs_trinketconsumed")
|
|
util.AddNetworkString("zs_nailremoved")
|
|
util.AddNetworkString("zs_remantlercontent")
|
|
util.AddNetworkString("zs_classunlockstate")
|
|
util.AddNetworkString("zs_changeclass")
|
|
util.AddNetworkString("zs_currentround")
|
|
util.AddNetworkString("zs_zsfriend")
|
|
util.AddNetworkString("zs_zsfriendadded")
|
|
util.AddNetworkString("zs_remantleconf")
|
|
util.AddNetworkString("zs_nestbuilt")
|
|
util.AddNetworkString("zs_nestspec")
|
|
util.AddNetworkString("zs_tvcamera")
|
|
|
|
util.AddNetworkString("zs_inventoryitem")
|
|
util.AddNetworkString("zs_trycraft")
|
|
util.AddNetworkString("zs_updatealtselwep")
|
|
util.AddNetworkString("zs_invitem")
|
|
util.AddNetworkString("zs_invgiven")
|
|
util.AddNetworkString("zs_wipeinventory")
|
|
|
|
util.AddNetworkString("zs_skills_active")
|
|
util.AddNetworkString("zs_skills_unlocked")
|
|
util.AddNetworkString("zs_skills_desired")
|
|
util.AddNetworkString("zs_skill_is_desired")
|
|
util.AddNetworkString("zs_skill_is_unlocked")
|
|
util.AddNetworkString("zs_skills_all_desired")
|
|
util.AddNetworkString("zs_skill_set_desired")
|
|
util.AddNetworkString("zs_skills_init")
|
|
util.AddNetworkString("zs_skills_reset")
|
|
util.AddNetworkString("zs_skills_remort")
|
|
util.AddNetworkString("zs_skills_nextreset")
|
|
util.AddNetworkString("zs_skills_notify")
|
|
util.AddNetworkString("zs_skills_refunded")
|
|
|
|
util.AddNetworkString("zs_crow_kill_crow")
|
|
util.AddNetworkString("zs_pl_kill_pl")
|
|
util.AddNetworkString("zs_pls_kill_pl")
|
|
util.AddNetworkString("zs_pl_kill_self")
|
|
util.AddNetworkString("zs_death")
|
|
|
|
util.AddNetworkString("voice_eyepain")
|
|
util.AddNetworkString("voice_giveammo")
|
|
util.AddNetworkString("voice_death")
|
|
util.AddNetworkString("voice_zombiedeath")
|
|
util.AddNetworkString("voice_pain")
|
|
util.AddNetworkString("voice_zombiepain")
|
|
end
|
|
|
|
function GM:IsClassicMode()
|
|
return self.ClassicMode
|
|
end
|
|
|
|
function GM:IsBabyMode()
|
|
return self.BabyMode
|
|
end
|
|
|
|
function GM:CenterNotifyAll(...)
|
|
net.Start("zs_centernotify")
|
|
net.WriteTable({...})
|
|
net.Broadcast()
|
|
end
|
|
GM.CenterNotify = GM.CenterNotifyAll
|
|
|
|
function GM:TopNotifyAll(...)
|
|
net.Start("zs_topnotify")
|
|
net.WriteTable({...})
|
|
net.Broadcast()
|
|
end
|
|
GM.TopNotify = GM.TopNotifyAll
|
|
|
|
function GM:ShowHelp(pl)
|
|
pl:SendLua("GAMEMODE:ShowHelp()")
|
|
end
|
|
|
|
function GM:ShowTeam(pl)
|
|
if pl:Team() == TEAM_HUMAN and not self.ZombieEscape then
|
|
pl:SendLua(self:GetWave() > 0 and "GAMEMODE:OpenArsenalMenu()" or "MakepWorth()")
|
|
end
|
|
end
|
|
|
|
function GM:ShowSpare1(pl)
|
|
if pl:Team() == TEAM_UNDEAD then
|
|
if self:ShouldUseAlternateDynamicSpawn() then
|
|
pl:CenterNotify(COLOR_RED, translate.ClientGet(pl, "no_class_switch_in_this_mode"))
|
|
else
|
|
pl:SendLua("GAMEMODE:OpenClassSelect()")
|
|
end
|
|
elseif pl:Team() == TEAM_HUMAN then
|
|
pl:SendLua("GAMEMODE:ToggleSkillWeb()")
|
|
end
|
|
end
|
|
|
|
function GM:ShowSpare2(pl)
|
|
pl:SendLua("MakepOptions()")
|
|
end
|
|
|
|
function GM:SetupSpawnPoints()
|
|
local ztab = ents.FindByClass("info_player_undead")
|
|
ztab = table.Add(ztab, ents.FindByClass("info_player_zombie"))
|
|
|
|
local htab = ents.FindByClass("info_player_human")
|
|
|
|
-- Terrorist spawns are usually in some kind of house or a main base in CS_ in order to guard the hosties. Put the humans there.
|
|
-- Otherwise, this is probably a DE_, ZM_, or ZH_ map. In DE_ maps, the T's spawn away from the main part of the map and are zombies in zombie plugins so let's do the same.
|
|
local mapname = string.lower(game.GetMap())
|
|
local stockspawnbehavior = string.sub(mapname, 1, 3) == "cs_" or string.sub(mapname, 1, 3) == "zs_"
|
|
|
|
-- Only add CS:S and HL2:DM spawn points if no ZS specific spawn points exist.
|
|
if #ztab == 0 then
|
|
if stockspawnbehavior then
|
|
ztab = table.Add(ztab, ents.FindByClass("info_player_counterterrorist"))
|
|
else
|
|
ztab = table.Add(ztab, ents.FindByClass("info_player_terrorist"))
|
|
end
|
|
|
|
ztab = table.Add(ztab, ents.FindByClass("info_player_rebel"))
|
|
end
|
|
if #htab == 0 then
|
|
if stockspawnbehavior then
|
|
htab = table.Add(htab, ents.FindByClass("info_player_terrorist"))
|
|
else
|
|
htab = table.Add(htab, ents.FindByClass("info_player_counterterrorist"))
|
|
end
|
|
|
|
htab = table.Add(htab, ents.FindByClass("info_player_combine"))
|
|
end
|
|
|
|
-- Add all the old ZS spawns from GMod9.
|
|
for _, oldspawn in pairs(ents.FindByClass("gmod_player_start")) do
|
|
if oldspawn.BlueTeam then
|
|
table.insert(htab, oldspawn)
|
|
else
|
|
table.insert(ztab, oldspawn)
|
|
end
|
|
end
|
|
|
|
-- You shouldn't play a DM map since spawns are shared but whatever. Let's make sure that there aren't team spawns first.
|
|
if #htab == 0 then
|
|
htab = ents.FindByClass("info_player_start")
|
|
htab = table.Add(htab, ents.FindByClass("info_player_deathmatch")) -- Zombie Master
|
|
end
|
|
if #ztab == 0 then
|
|
ztab = ents.FindByClass("info_player_start")
|
|
ztab = table.Add(ztab, ents.FindByClass("info_zombiespawn")) -- Zombie Master
|
|
end
|
|
|
|
team.SetSpawnPoint(TEAM_UNDEAD, ztab)
|
|
team.SetSpawnPoint(TEAM_HUMAN, htab)
|
|
team.SetSpawnPoint(TEAM_SPECTATOR, htab)
|
|
|
|
self.RedeemSpawnPoints = ents.FindByClass("info_player_redeemed")
|
|
self.BossSpawnPoints = table.Add(ents.FindByClass("info_player_zombie_boss"), ents.FindByClass("info_player_undead_boss"))
|
|
end
|
|
|
|
function GM:PlayerPointsAdded(pl, amount)
|
|
end
|
|
|
|
local weaponmodelstoweapon = {}
|
|
weaponmodelstoweapon["models/props/cs_office/computer_keyboard.mdl"] = "weapon_zs_keyboard"
|
|
weaponmodelstoweapon["models/props_c17/computer01_keyboard.mdl"] = "weapon_zs_keyboard"
|
|
weaponmodelstoweapon["models/props_c17/metalpot001a.mdl"] = "weapon_zs_pot"
|
|
weaponmodelstoweapon["models/props_interiors/pot02a.mdl"] = "weapon_zs_fryingpan"
|
|
weaponmodelstoweapon["models/props_c17/metalpot002a.mdl"] = "weapon_zs_fryingpan"
|
|
weaponmodelstoweapon["models/props_junk/shovel01a.mdl"] = "weapon_zs_shovel"
|
|
weaponmodelstoweapon["models/props/cs_militia/axe.mdl"] = "weapon_zs_axe"
|
|
weaponmodelstoweapon["models/props_c17/tools_wrench01a.mdl"] = "weapon_zs_hammer"
|
|
weaponmodelstoweapon["models/weapons/w_knife_t.mdl"] = "weapon_zs_swissarmyknife"
|
|
weaponmodelstoweapon["models/weapons/w_knife_ct.mdl"] = "weapon_zs_swissarmyknife"
|
|
weaponmodelstoweapon["models/weapons/w_crowbar.mdl"] = "weapon_zs_crowbar"
|
|
weaponmodelstoweapon["models/weapons/w_stunbaton.mdl"] = "weapon_zs_stunbaton"
|
|
weaponmodelstoweapon["models/props_interiors/furniture_lamp01a.mdl"] = "weapon_zs_lamp"
|
|
weaponmodelstoweapon["models/props_junk/rock001a.mdl"] = "weapon_zs_stone"
|
|
--weaponmodelstoweapon["models/props_c17/canister01a.mdl"] = "weapon_zs_oxygentank"
|
|
weaponmodelstoweapon["models/props_canal/mattpipe.mdl"] = "weapon_zs_pipe"
|
|
weaponmodelstoweapon["models/props_junk/meathook001a.mdl"] = "weapon_zs_hook"
|
|
weaponmodelstoweapon["models/props_junk/glassbottle01a.mdl"] = "weapon_zs_glassbottle"
|
|
weaponmodelstoweapon["models/props_lab/ladel.mdl"] = "weapon_zs_ladel"
|
|
weaponmodelstoweapon["models/props_junk/watermelon01.mdl"] = "weapon_zs_f_watermelon"
|
|
weaponmodelstoweapon["models/props/cs_italy/bananna_bunch.mdl"] = "weapon_zs_f_banana"
|
|
weaponmodelstoweapon["models/props/cs_italy/bananna.mdl"] = "weapon_zs_f_banana"
|
|
weaponmodelstoweapon["models/props/cs_italy/orange.mdl"] = "weapon_zs_f_orange"
|
|
weaponmodelstoweapon["models/props_junk/popcan01a.mdl"] = "weapon_zs_f_soda"
|
|
weaponmodelstoweapon["models/props_junk/garbage_milkcarton002a.mdl"] = "weapon_zs_f_milk"
|
|
weaponmodelstoweapon["models/props/cs_office/water_bottle.mdl"] = "weapon_zs_f_water"
|
|
weaponmodelstoweapon["models/props_junk/garbage_takeoutcarton001a.mdl"] = "weapon_zs_f_takeout"
|
|
weaponmodelstoweapon["models/props_c17/pushbroom.mdl"] = "weapon_zs_pushbroom"
|
|
function GM:InitPostEntity()
|
|
self.DidInitPostEntity = true
|
|
|
|
self:AssignItemProperties()
|
|
self:FixWeaponBase()
|
|
|
|
gamemode.Call("InitPostEntityMap")
|
|
|
|
RunConsoleCommand("mapcyclefile", "mapcycle_zombiesurvival.txt")
|
|
|
|
if string.find(string.lower(GetConVar("hostname"):GetString()), "hellsgamers", 1, true) then
|
|
self.Think = function() end
|
|
self.DoPlayerDeath = self.Think
|
|
self.SetWave = self.Think
|
|
timer.Simple(20, function() RunConsoleCommand("quit") end)
|
|
|
|
ErrorNoHalt("You are literally not allowed to host this version. See license.txt")
|
|
end
|
|
end
|
|
|
|
function GM:SetupProps()
|
|
for _, ent in pairs(ents.FindByClass("prop_physics*")) do
|
|
local mdl = ent:GetModel()
|
|
if mdl then
|
|
mdl = string.lower(mdl)
|
|
if mdl == "models/props_c17/furniturestove001a.mdl" then
|
|
local phys = ent:GetPhysicsObject()
|
|
if phys:IsValid() then
|
|
phys:SetMass(500)
|
|
end
|
|
end
|
|
if table.HasValue(self.BannedProps, mdl) then
|
|
ent:Remove()
|
|
elseif weaponmodelstoweapon[mdl] then
|
|
local wep = ents.Create("prop_weapon")
|
|
if wep:IsValid() then
|
|
wep:SetPos(ent:GetPos())
|
|
wep:SetAngles(ent:GetAngles())
|
|
wep:SetWeaponType(weaponmodelstoweapon[mdl])
|
|
wep:SetShouldRemoveAmmo(false)
|
|
wep:Spawn()
|
|
|
|
ent:Remove()
|
|
end
|
|
elseif ent:GetName() == "" and self.WorldConversions[mdl] then
|
|
local wep = ents.Create("prop_invitem")
|
|
if wep:IsValid() then
|
|
wep:SetPos(ent:GetPos())
|
|
wep:SetAngles(ent:GetAngles())
|
|
wep:SetInventoryItemType(self.WorldConversions[mdl].Result)
|
|
wep:Spawn()
|
|
|
|
ent:Remove()
|
|
end
|
|
elseif ent:GetMaxHealth() == 1 and ent:Health() == 0 and ent:GetKeyValues().damagefilter ~= "invul" and ent:GetName() == "" then
|
|
local health = math.min(2500, math.ceil((ent:OBBMins():Length() + ent:OBBMaxs():Length()) * 10))
|
|
local hmul = self.PropHealthMultipliers[mdl]
|
|
if hmul then
|
|
health = health * hmul
|
|
end
|
|
|
|
ent.PropHealth = health
|
|
ent.TotalHealth = health
|
|
else
|
|
ent:SetHealth(math.ceil(ent:Health() * 3))
|
|
ent:SetMaxHealth(ent:Health())
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function GM:RemoveUnusedEntities()
|
|
-- Causes a lot of needless lag.
|
|
util.RemoveAll("prop_ragdoll")
|
|
|
|
-- Remove NPCs because first of all this game is PvP and NPCs can cause crashes.
|
|
util.RemoveAll("npc_maker")
|
|
util.RemoveAll("npc_template_maker")
|
|
util.RemoveAll("npc_zombie")
|
|
util.RemoveAll("npc_zombie_torso")
|
|
util.RemoveAll("npc_fastzombie")
|
|
util.RemoveAll("npc_headcrab")
|
|
util.RemoveAll("npc_headcrab_fast")
|
|
util.RemoveAll("npc_headcrab_black")
|
|
util.RemoveAll("npc_poisonzombie")
|
|
|
|
-- Such a headache. Just remove them all.
|
|
util.RemoveAll("item_ammo_crate")
|
|
|
|
-- Shouldn't exist.
|
|
util.RemoveAll("item_suit*")
|
|
util.RemoveAll("func_recharge")
|
|
end
|
|
|
|
function GM:ReplaceMapWeapons()
|
|
local prefix = game.GetMap():lower():sub(1, 3)
|
|
if prefix == "dm_" or prefix == "pb_" then
|
|
util.RemoveAll("weapon_*")
|
|
return
|
|
end
|
|
|
|
for _, ent in pairs(ents.FindByClass("weapon_*")) do
|
|
local wepclass = ent:GetClass()
|
|
if wepclass ~= "weapon_map_base" then
|
|
if string.sub(wepclass, 1, 10) == "weapon_zs_" then
|
|
local wep = ents.Create("prop_weapon")
|
|
if wep:IsValid() then
|
|
wep:SetPos(ent:GetPos())
|
|
wep:SetAngles(ent:GetAngles())
|
|
wep:SetWeaponType(ent:GetClass())
|
|
wep:SetShouldRemoveAmmo(false)
|
|
wep:Spawn()
|
|
wep.IsPreplaced = true
|
|
end
|
|
end
|
|
ent:Remove()
|
|
end
|
|
end
|
|
end
|
|
|
|
local ammoreplacements = {
|
|
["item_ammo_357"] = "357",
|
|
["item_ammo_357_large"] = "357",
|
|
["item_ammo_pistol"] = "pistol",
|
|
["item_ammo_pistol_large"] = "pistol",
|
|
["item_ammo_buckshot"] = "buckshot",
|
|
["item_ammo_ar2"] = "ar2",
|
|
["item_ammo_ar2_large"] = "ar2",
|
|
["item_ammo_ar2_altfire"] = "pulse",
|
|
["item_ammo_crossbow"] = "xbowbolt",
|
|
["item_ammo_smg1"] = "smg1",
|
|
["item_ammo_smg1_large"] = "smg1",
|
|
["item_box_buckshot"] = "buckshot"
|
|
}
|
|
function GM:ReplaceMapAmmo()
|
|
local prefix = game.GetMap():lower():sub(1, 3)
|
|
if prefix == "dm_" or prefix == "pb_" then
|
|
util.RemoveAll("item_ammo_*")
|
|
util.RemoveAll("item_health*")
|
|
util.RemoveAll("item_rpg_round")
|
|
util.RemoveAll("item_box_buckshot")
|
|
|
|
for _, e in pairs(ents.FindByModel("models/props_c17/oildrum001_explosive.mdl")) do
|
|
if e:IsValid() and e:GetClass():sub(1, 12) == "prop_physics" then
|
|
e:Remove()
|
|
end
|
|
end
|
|
|
|
return
|
|
end
|
|
|
|
for classname, ammotype in pairs(ammoreplacements) do
|
|
for _, ent in pairs(ents.FindByClass(classname)) do
|
|
local newent = ents.Create("prop_ammo")
|
|
if newent:IsValid() then
|
|
newent:SetAmmoType(ammotype)
|
|
newent.PlacedInMap = true
|
|
newent:SetPos(ent:GetPos())
|
|
newent:SetAngles(ent:GetAngles())
|
|
newent:Spawn()
|
|
newent:SetAmmo(self.AmmoCache[ammotype] or 1)
|
|
end
|
|
ent:Remove()
|
|
end
|
|
end
|
|
|
|
util.RemoveAll("item_item_crate")
|
|
end
|
|
|
|
function GM:ReplaceMapBatteries()
|
|
util.RemoveAll("item_battery")
|
|
end
|
|
|
|
function GM:CreateZombieGas()
|
|
if NOZOMBIEGASSES then return end
|
|
|
|
local humanspawns = team.GetValidSpawnPoint(TEAM_HUMAN)
|
|
local zombiespawns = team.GetValidSpawnPoint(TEAM_UNDEAD)
|
|
|
|
for _, zombie_spawn in pairs(zombiespawns) do
|
|
local gasses = ents.FindByClass("zombiegasses")
|
|
if 4 < #gasses then
|
|
return
|
|
end
|
|
|
|
if #gasses > 0 and math.random(5) ~= 1 then
|
|
continue
|
|
end
|
|
|
|
local spawnpos = zombie_spawn:GetPos() + Vector(0, 0, 24)
|
|
|
|
local near = false
|
|
|
|
if not self.ZombieEscape then
|
|
for __, human_spawn in pairs(humanspawns) do
|
|
if human_spawn:IsValid() and human_spawn:GetPos():DistToSqr(spawnpos) < 90000 then
|
|
near = true
|
|
break
|
|
end
|
|
end
|
|
end
|
|
|
|
if not near then
|
|
for __, gas in pairs(gasses) do
|
|
if gas:GetPos():DistToSqr(spawnpos) < 122500 then --350^2
|
|
near = true
|
|
break
|
|
end
|
|
end
|
|
end
|
|
|
|
if not near then
|
|
local ent = ents.Create("zombiegasses")
|
|
if ent:IsValid() then
|
|
ent:SetPos(spawnpos)
|
|
ent:Spawn()
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function GM:PlayerShouldTakeNailRemovalPenalty(pl, nail, nailowner, prop)
|
|
if gamemode.Call("PlayerIsAdmin", pl) then return false end
|
|
if nailowner.ZSFriends[pl] then return false end
|
|
|
|
if not gamemode.Call("CanPlaceNail", nailowner) then return false end
|
|
|
|
if pl:BarricadeExpertPrecedence(nailowner) == 1 then -- If I'm better than they are.
|
|
return false
|
|
end
|
|
|
|
local firstnail = prop:GetFirstNail()
|
|
if firstnail and pl == firstnail:GetOwner() then
|
|
return false
|
|
end
|
|
|
|
-- just gonna consider this obsolete
|
|
--if nailowner:Frags() >= 75 or owner:Frags() < 75 then return true end
|
|
|
|
return true
|
|
end
|
|
|
|
local playermins = Vector(-17, -17, 0)
|
|
local playermaxs = Vector(17, 17, 4)
|
|
local LastSpawnPoints = {}
|
|
|
|
function GM:PlayerSelectSpawn(pl)
|
|
local spawninplayer = false
|
|
local teamid = pl:Team()
|
|
local tab
|
|
local epicenter
|
|
|
|
if pl.m_PreRedeem and teamid == TEAM_HUMAN and #self.RedeemSpawnPoints >= 1 then
|
|
tab = self.RedeemSpawnPoints
|
|
elseif teamid == TEAM_UNDEAD then
|
|
if pl:GetZombieClassTable().Boss and (not pl.DeathClass or self.ZombieClasses[pl.DeathClass].Boss) and #self.BossSpawnPoints >= 1 then
|
|
tab = self.BossSpawnPoints
|
|
elseif self.DynamicSpawning --[[and CurTime() >= self:GetWaveStart() + 1]] then -- If we're a bit in the wave then we can spawn on top of heavily dense groups with no humans looking at us.
|
|
if self:ShouldUseAlternateDynamicSpawn() then -- This system is used for zombie escape, classic mode, baby mode, etc.
|
|
-- If they're near a human, use position where they died.
|
|
for _, h in pairs(team.GetPlayers(TEAM_HUMAN)) do
|
|
if h:GetPos():DistToSqr(epicenter or pl:GetPos()) < 1048576 then --1024^2
|
|
epicenter = pl.KilledPos
|
|
break
|
|
end
|
|
end
|
|
|
|
-- Not near a human when they died, so use best dynamic spawn based on human epicenter.
|
|
if not epicenter then
|
|
local best = self:GetBestDynamicSpawn(pl)
|
|
if IsValid(best) then return best end
|
|
end
|
|
|
|
tab = table.Copy(team.GetValidSpawnPoint(TEAM_UNDEAD))
|
|
local dynamicspawns = self:GetDynamicSpawns(pl)
|
|
if #dynamicspawns > 0 then
|
|
spawninplayer = true
|
|
table.Add(tab, dynamicspawns)
|
|
end
|
|
else
|
|
local dyn = pl.ForceDynamicSpawn
|
|
if dyn then -- We were spectating an entity.
|
|
pl.ForceDynamicSpawn = nil
|
|
if self:DynamicSpawnIsValid(dyn) then
|
|
if dyn:GetClass() == "prop_creepernest" then -- For honorable mentions
|
|
local owner = dyn:GetOwner()
|
|
if owner and owner:IsValid() and owner:Team() == TEAM_UNDEAD then
|
|
owner.NestSpawns = owner.NestSpawns + 1
|
|
end
|
|
end
|
|
|
|
return dyn
|
|
end
|
|
end
|
|
|
|
-- Otherwise we just use whatever we can (creeper nests too)
|
|
tab = table.Copy(team.GetValidSpawnPoint(TEAM_UNDEAD))
|
|
local dynamicspawns = self:GetDynamicSpawns(pl)
|
|
if #dynamicspawns > 0 then
|
|
spawninplayer = true
|
|
table.Add(tab, dynamicspawns)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
if not tab or #tab == 0 then tab = team.GetValidSpawnPoint(teamid) or {} end
|
|
|
|
-- Now we have a table of our potential spawn points, including dynamic spawns (other players).
|
|
-- We validate if the spawn is blocked, disabled, or otherwise not suitable below.
|
|
|
|
if #tab > 0 then
|
|
local potential = {}
|
|
|
|
-- Filter out spawns that are disabled or blocked.
|
|
for _, spawn in pairs(tab) do
|
|
if spawn:IsValid() and not spawn.Disabled and (spawn:IsPlayer() or spawn ~= LastSpawnPoints[teamid] or #tab == 1) and spawn:IsInWorld() then
|
|
local blocked
|
|
|
|
if not self.ObjectiveMap or teamid == TEAM_UNDEAD then
|
|
local spawnpos = spawn:GetPos()
|
|
for _, ent in pairs(ents.FindInBox(spawnpos + playermins, spawnpos + playermaxs)) do
|
|
if not spawninplayer and IsValid(ent) and ent:IsPlayer() or string.sub(ent:GetClass(), 1, 5) == "prop_" then
|
|
blocked = true
|
|
break
|
|
end
|
|
end
|
|
end
|
|
|
|
if not blocked then
|
|
potential[#potential + 1] = spawn
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Now our final spawn list is ready.
|
|
if #potential > 0 then
|
|
local spawn
|
|
if teamid == TEAM_UNDEAD then
|
|
if pl:KeyDown(IN_ATTACK2) then
|
|
spawn = self:GetClosestSpawnPoint(potential, epicenter or self:GetTeamEpicentre(TEAM_HUMAN))
|
|
elseif pl:KeyDown(IN_RELOAD) then
|
|
spawn = self:GetFurthestSpawnPoint(potential, epicenter or self:GetTeamEpicentre(TEAM_HUMAN))
|
|
elseif math.random(2) == 2 then
|
|
-- Let every other left click masher spawn randomly instead of closest so we have wandering zombies.
|
|
spawn = table.Random(potential)
|
|
else
|
|
spawn = self:GetClosestSpawnPoint(potential, epicenter or self:GetTeamEpicentre(TEAM_HUMAN))
|
|
end
|
|
else
|
|
spawn = table.Random(potential)
|
|
end
|
|
|
|
if spawn then
|
|
LastSpawnPoints[teamid] = spawn
|
|
pl.SpawnedOnSpawnPoint = spawn:GetClass():sub(1, 11) == "info_player"
|
|
pl.DidntSpawnOnSpawnPoint = pl.DidntSpawnOnSpawnPoint or not pl.SpawnedOnSpawnPoint
|
|
return spawn
|
|
end
|
|
end
|
|
end
|
|
|
|
pl.SpawnedOnSpawnPoint = false
|
|
pl.DidntSpawnOnSpawnPoint = true
|
|
|
|
-- Fallback.
|
|
return LastSpawnPoints[teamid] or #tab > 0 and table.Random(tab) or pl
|
|
end
|
|
|
|
local function BossZombieSort(za, zb)
|
|
local ascore = za.WaveBarricadeDamage * 0.05 + za.WaveHumanDamage
|
|
local bscore = zb.WaveBarricadeDamage * 0.05 + zb.WaveHumanDamage
|
|
if ascore == bscore then
|
|
return za:Deaths() < zb:Deaths()
|
|
end
|
|
|
|
return ascore > bscore
|
|
end
|
|
|
|
function GM:SpawnBossZombie(bossplayer, silent, bossindex, triggerboss)
|
|
if not bossplayer then
|
|
bossplayer = self:CalculateNextBoss()
|
|
end
|
|
|
|
if not bossplayer then return end
|
|
|
|
if not bossindex then
|
|
bossindex = bossplayer:GetBossZombieIndex()
|
|
end
|
|
|
|
if bossindex == -1 then return end
|
|
|
|
if not triggerboss then
|
|
bossplayer.BossDeathNotification = true
|
|
GAMEMODE.StatTracking:IncreaseElementKV(STATTRACK_TYPE_ZOMBIECLASS, GAMEMODE.ZombieClasses[bossindex].Name, "BossSpawn", 1)
|
|
end
|
|
|
|
self.LastBossZombieSpawned = self:GetWave()
|
|
|
|
local curclass = bossplayer.DeathClass or bossplayer:GetZombieClass()
|
|
bossplayer:KillSilent()
|
|
bossplayer:SetZombieClass(bossindex)
|
|
bossplayer:DoHulls(bossindex, TEAM_UNDEAD)
|
|
bossplayer.DeathClass = nil
|
|
bossplayer:UnSpectateAndSpawn()
|
|
bossplayer.DeathClass = curclass
|
|
bossplayer.BossHealRemaining = 750
|
|
|
|
if not silent then
|
|
net.Start("zs_boss_spawned")
|
|
net.WriteEntity(bossplayer)
|
|
net.WriteUInt(bossindex, 8)
|
|
net.Broadcast()
|
|
end
|
|
end
|
|
|
|
function GM:SendZombieVolunteers(pl, nonemptyonly)
|
|
if nonemptyonly and #self.ZombieVolunteers == 0 then return end
|
|
|
|
net.Start("zs_zvols")
|
|
net.WriteUInt(#self.ZombieVolunteers, 8)
|
|
for _, p in ipairs(self.ZombieVolunteers) do
|
|
net.WriteEntity(p)
|
|
end
|
|
if pl then
|
|
net.Send(pl)
|
|
else
|
|
net.Broadcast()
|
|
end
|
|
end
|
|
|
|
function GM:ZombieSpawnDistanceSort(other)
|
|
return self._ZombieSpawnDistance < other._ZombieSpawnDistance
|
|
end
|
|
|
|
function GM:ZombieSpawnDistanceSortSigils(other)
|
|
return self._ZombieSpawnDistance > other._ZombieSpawnDistance
|
|
end
|
|
|
|
function GM:SortZombieSpawnDistances(allplayers)
|
|
local plpos, dist
|
|
|
|
-- If using sigils then we sort by inverse distance from sigils instead of this.
|
|
local zspawns = self:GetSigils()
|
|
local sortbysigils = #zspawns > 0
|
|
if not sortbysigils then
|
|
zspawns = ents.FindByClass("zombiegasses")
|
|
if #zspawns == 0 then
|
|
zspawns = team.GetValidSpawnPoint(TEAM_UNDEAD)
|
|
end
|
|
end
|
|
|
|
local maxdist = 1280000000--12800000
|
|
for _, pl in pairs(allplayers) do
|
|
if pl:Team() == TEAM_UNDEAD then
|
|
pl._ZombieSpawnDistance = sortbysigils and maxdist + 2 or -2
|
|
elseif pl:GetInfo("zs_alwaysvolunteer") == "1" then
|
|
pl._ZombieSpawnDistance = sortbysigils and maxdist + 1 or -1
|
|
elseif CLIENT or pl.LastNotAFK and CurTime() <= pl.LastNotAFK + 60 then
|
|
plpos = pl:GetPos()
|
|
dist = maxdist
|
|
for __, ent in pairs(zspawns) do
|
|
dist = math.min(dist, ent:NearestPoint(plpos):DistToSqr(plpos))
|
|
end
|
|
pl._ZombieSpawnDistance = dist
|
|
else
|
|
pl._ZombieSpawnDistance = sortbysigils and 128 or maxdist -- AFK people should NOT be considered volunteers but also people ACTIVELY next to sigils should be picked AFTER AFK people.
|
|
end
|
|
end
|
|
|
|
table.sort(allplayers, sortbysigils and self.ZombieSpawnDistanceSortSigils or self.ZombieSpawnDistanceSort)
|
|
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
|
|
or not self.ZombieEscape and ROUNDWINNER == TEAM_HUMAN then
|
|
return false
|
|
end
|
|
|
|
return true
|
|
end
|
|
|
|
local NextTick = 0
|
|
function GM:Think()
|
|
local time = CurTime()
|
|
local wave = self:GetWave()
|
|
|
|
if not self.RoundEnded then
|
|
if self:GetWaveActive() then
|
|
if self:GetWaveEnd() <= time and self:GetWaveEnd() ~= -1 then
|
|
gamemode.Call("SetWaveActive", false)
|
|
end
|
|
elseif self:GetWaveStart() ~= -1 then
|
|
if self:GetWaveStart() <= time then
|
|
gamemode.Call("SetWaveActive", true)
|
|
elseif self.BossZombies and not self.PantsMode and not self:IsClassicMode() and not self.ZombieEscape
|
|
and self.LastBossZombieSpawned ~= wave and wave > 0 and not self.RoundEnded
|
|
and (self.BossZombiePlayersRequired <= 0 or #player.GetAll() >= self.BossZombiePlayersRequired) then
|
|
if self:GetWaveStart() - 5 <= time then
|
|
self:SpawnBossZombie()
|
|
else
|
|
self:CalculateNextBoss()
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
local allplayers = player_GetAll()
|
|
|
|
for _, pl in pairs(allplayers) do
|
|
if pl.ShouldFlinch then
|
|
pl.ShouldFlinch = nil
|
|
--pl:Flinch()
|
|
end
|
|
|
|
if P_Team(pl) == TEAM_HUMAN then
|
|
if P_GetBarricadeGhosting(pl) then
|
|
P_BarricadeGhostingThink(pl)
|
|
end
|
|
|
|
if pl.PointQueue >= 1 and time >= pl.LastDamageDealtTime + 2 then
|
|
pl:PointCashOut(pl.LastDamageDealtPos or pl:GetPos(), FM_NONE)
|
|
end
|
|
|
|
if P_GetPhantomHealth(pl) > 0 and P_Alive(pl) and pl:IsSkillActive(SKILL_BLOODLUST) then
|
|
pl:SetPhantomHealth(math_max(0, P_GetPhantomHealth(pl) - 5 * FrameTime()))
|
|
end
|
|
end
|
|
end
|
|
|
|
if wave == 0 then
|
|
self:CalculateZombieVolunteers()
|
|
end
|
|
|
|
if NextTick <= time then
|
|
NextTick = time + 1
|
|
|
|
local plpos
|
|
|
|
if wave == 0 and not self:GetWaveActive() then
|
|
for _, pl in pairs(allplayers) do
|
|
if P_Team(pl) == TEAM_HUMAN then
|
|
plpos = pl:GetPos()
|
|
if pl.LastAFKPosition and (pl.LastAFKPosition.x ~= plpos.x or pl.LastAFKPosition.y ~= plpos.y) then
|
|
pl.LastNotAFK = time
|
|
end
|
|
pl.LastAFKPosition = plpos
|
|
end
|
|
end
|
|
end
|
|
|
|
for _, pl in pairs(allplayers) do
|
|
if P_Team(pl) == TEAM_HUMAN and P_Alive(pl) then
|
|
plpos = pl:GetPos()
|
|
if doafk then
|
|
if pl.LastAFKPosition and (pl.LastAFKPosition.x ~= plpos.x or pl.LastAFKPosition.y ~= plpos.y) then
|
|
pl.LastNotAFK = time
|
|
end
|
|
pl.LastAFKPosition = plpos
|
|
end
|
|
|
|
if pl:WaterLevel() >= 3 and not (pl.status_drown and pl.status_drown:IsValid()) then
|
|
pl:GiveStatus("drown")
|
|
end
|
|
|
|
local healmax = pl:IsSkillActive(SKILL_D_FRAIL) and math.floor(pl:GetMaxHealth() * 0.25) or pl:GetMaxHealth()
|
|
|
|
if pl:IsSkillActive(SKILL_REGENERATOR) and time >= pl.NextRegenerate and pl:Health() < math.min(healmax, pl:GetMaxHealth() * 0.6) then
|
|
pl.NextRegenerate = time + 6
|
|
pl:SetHealth(math.min(healmax, pl:Health() + 1))
|
|
end
|
|
|
|
if pl:HasTrinket("regenimplant") and time >= pl.NextRegenTrinket and pl:Health() < healmax then
|
|
pl.NextRegenTrinket = time + 12
|
|
pl:SetHealth(math.min(healmax, pl:Health() + 1))
|
|
end
|
|
|
|
if pl:IsSkillActive(SKILL_BLOODARMOR) and pl.MaxBloodArmor > 0 and time >= pl.NextBloodArmorRegen and pl:GetBloodArmor() < pl.MaxBloodArmor then
|
|
pl.NextBloodArmorRegen = time + 8
|
|
pl:SetBloodArmor(math.min(pl.MaxBloodArmor, pl:GetBloodArmor() + (1 * pl.BloodarmorGainMul)))
|
|
end
|
|
|
|
if pl:KeyDown(IN_SPEED) and pl:GetVelocity() ~= vector_origin and pl:IsSkillActive(SKILL_CARDIOTONIC) then
|
|
if pl:GetBloodArmor() > 0 then
|
|
pl:SetBloodArmor(pl:GetBloodArmor() - 1)
|
|
if pl:GetBloodArmor() == 0 and pl:IsSkillActive(SKILL_BLOODLETTER) then
|
|
local bleed = pl:GiveStatus("bleed")
|
|
if bleed and bleed:IsValid() then
|
|
bleed:AddDamage(5)
|
|
bleed.Damager = pl
|
|
end
|
|
end
|
|
else
|
|
pl:ResetSpeed()
|
|
end
|
|
end
|
|
|
|
if pl:IsSkillActive(SKILL_D_LATEBUYER) and not pl.LateBuyerMessage then
|
|
local midwave = self:GetWave() < self:GetNumberOfWaves() / 2 or self:GetWave() == self:GetNumberOfWaves() / 2 and self:GetWaveActive() and time < self:GetWaveEnd() - (self:GetWaveEnd() - self:GetWaveStart()) / 2
|
|
if not midwave then
|
|
pl:CenterNotify(COLOR_CYAN, translate.ClientGet(pl, "late_buyer_finished"))
|
|
pl:SendLua("surface.PlaySound(\"buttons/button5.wav\")")
|
|
pl.LateBuyerMessage = true
|
|
end
|
|
end
|
|
|
|
pl:CheckTrinketRecharges()
|
|
|
|
if pl:HasTrinket("autoreload") and pl.OldWeaponToReload and time > (pl.NextAutomatedReload or 0) then
|
|
local mywep = pl.OldWeaponToReload
|
|
if mywep and mywep:IsValid() and mywep.FinishReload then
|
|
local max1 = mywep:GetPrimaryClipSize()
|
|
|
|
if max1 > 0 then
|
|
local ammotype = mywep:GetPrimaryAmmoType()
|
|
local spare = pl:GetAmmoCount(ammotype)
|
|
local current = mywep:Clip1()
|
|
local needed = max1 - current
|
|
|
|
needed = math.min(spare, needed)
|
|
|
|
mywep:SetClip1(current + needed)
|
|
pl:RemoveAmmo(needed, ammotype)
|
|
end
|
|
end
|
|
|
|
pl.NextAutomatedReload = math.huge
|
|
pl.OldWeaponToReload = nil
|
|
end
|
|
|
|
if pl:IsSkillActive(SKILL_STOWAGE) and self:GetWave() > 0 and time > (pl.NextResupplyUse or 0) then
|
|
local stockpiling = pl:IsSkillActive(SKILL_STOCKPILE)
|
|
|
|
pl.NextResupplyUse = time + self.ResupplyBoxCooldown * (pl.ResupplyDelayMul or 1) * (stockpiling and 2.12 or 1)
|
|
pl.StowageCaches = (pl.StowageCaches or 0) + (stockpiling and 2 or 1)
|
|
|
|
net.Start("zs_nextresupplyuse")
|
|
net.WriteFloat(pl.NextResupplyUse)
|
|
net.Send(pl)
|
|
|
|
net.Start("zs_stowagecaches")
|
|
net.WriteInt(pl.StowageCaches, 8)
|
|
net.Send(pl)
|
|
end
|
|
end
|
|
end
|
|
|
|
if self:GetEscapeStage() == ESCAPESTAGE_DEATH then
|
|
for _, pl in pairs(allplayers) do
|
|
if P_Team(pl) == TEAM_HUMAN then
|
|
pl:TakeSpecialDamage(15, DMG_ACID)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function GM:PlayerSwitchWeapon(pl, old, new)
|
|
if pl:HasTrinket("autoreload") then
|
|
pl.NextAutomatedReload = CurTime() + 3.95
|
|
pl.OldWeaponToReload = old
|
|
end
|
|
end
|
|
|
|
-- We calculate the volunteers. If the list changed then broadcast the new list.
|
|
function GM:CalculateZombieVolunteers()
|
|
local volunteers = {}
|
|
local allplayers = player_GetAll()
|
|
self:SortZombieSpawnDistances(allplayers)
|
|
for i = 1, self:GetDesiredStartingZombies() do
|
|
volunteers[i] = allplayers[i]
|
|
end
|
|
|
|
local mismatch = false
|
|
if #volunteers ~= #self.ZombieVolunteers then
|
|
mismatch = true
|
|
else
|
|
for i=1, #volunteers do
|
|
if volunteers[i] ~= self.ZombieVolunteers[i] then
|
|
mismatch = true
|
|
break
|
|
end
|
|
end
|
|
end
|
|
if mismatch then
|
|
self.ZombieVolunteers = volunteers
|
|
self:SendZombieVolunteers()
|
|
end
|
|
end
|
|
|
|
GM.LastCalculatedBossTime = 0
|
|
function GM:CalculateNextBoss()
|
|
local zombies = {}
|
|
for _, ent in pairs(team.GetPlayers(TEAM_UNDEAD)) do
|
|
if ent:GetInfo("zs_nobosspick") == "0" and not ent:GetZombieClassTable().Boss then
|
|
table.insert(zombies, ent)
|
|
end
|
|
end
|
|
table.sort(zombies, BossZombieSort)
|
|
local newboss = zombies[1]
|
|
|
|
if newboss ~= self.LastCalculatedBoss or CurTime() >= self.LastCalculatedBossTime + 2 then
|
|
self.LastCalculatedBoss = newboss
|
|
self.LastCalculatedBossTime = CurTime()
|
|
|
|
net.Start("zs_nextboss")
|
|
if newboss and newboss:IsValid() then
|
|
net.WriteEntity(newboss)
|
|
net.WriteUInt(newboss:GetBossZombieIndex(), 8)
|
|
else
|
|
net.WriteEntity(NULL)
|
|
net.WriteUInt(1, 8)
|
|
end
|
|
net.Broadcast()
|
|
end
|
|
|
|
return newboss
|
|
end
|
|
|
|
function GM:LastBite(victim, attacker)
|
|
LAST_BITE = attacker
|
|
end
|
|
|
|
function GM:CalculateInfliction(victim, attacker)
|
|
if self.RoundEnded or self:GetWave() == 0 then return self.CappedInfliction end
|
|
|
|
local players = 0
|
|
local zombies = 0
|
|
local humans = 0
|
|
local wonhumans = 0
|
|
local hum
|
|
for _, pl in pairs(player.GetAllActive()) do
|
|
if not pl.Disconnecting then
|
|
if pl:Team() == TEAM_UNDEAD then
|
|
zombies = zombies + 1
|
|
elseif pl:HasWon() then
|
|
wonhumans = wonhumans + 1
|
|
else
|
|
humans = humans + 1
|
|
hum = pl
|
|
end
|
|
end
|
|
end
|
|
|
|
players = humans + zombies
|
|
|
|
if players == 0 and wonhumans == 0 then return self.CappedInfliction end
|
|
|
|
local infliction = math.max(zombies / players, self.CappedInfliction)
|
|
self.CappedInfliction = infliction
|
|
|
|
if humans == 1 and 2 < zombies then
|
|
gamemode.Call("LastHuman", hum)
|
|
elseif 1 <= infliction then
|
|
infliction = 1
|
|
|
|
if wonhumans >= 1 then
|
|
gamemode.Call("EndRound", TEAM_HUMAN)
|
|
else
|
|
gamemode.Call("EndRound", TEAM_UNDEAD)
|
|
|
|
if attacker and attacker:IsValid() and attacker:IsPlayer() and attacker:Team() == TEAM_UNDEAD and attacker ~= victim then
|
|
gamemode.Call("LastBite", victim, attacker)
|
|
end
|
|
end
|
|
end
|
|
|
|
if not self:IsClassicMode() and not self.ZombieEscape and not self:IsBabyMode() and not self.PantsMode then
|
|
for k, v in ipairs(self.ZombieClasses) do
|
|
if v.Infliction and infliction >= v.Infliction and not self:IsClassUnlocked(v.Name) then
|
|
v.Unlocked = true
|
|
|
|
for _, ent in pairs(ents.FindByClass("logic_classunlock")) do
|
|
local classname = v.Name
|
|
if ent.Class == string.lower(classname) then
|
|
ent:Input("onclassunlocked", ent, ent, classname)
|
|
end
|
|
end
|
|
|
|
if not self.PantsMode and not self:IsClassicMode() and not self:IsBabyMode() and not self.ZombieEscape and not v.Locked then
|
|
net.Start("zs_classunlockstate")
|
|
net.WriteInt(k, 8)
|
|
net.WriteBool(v.Unlocked)
|
|
net.Broadcast()
|
|
|
|
for _, pl in pairs(player.GetAll()) do
|
|
pl:CenterNotify(COLOR_RED, translate.ClientFormat(pl, "infliction_reached", v.Infliction * 100))
|
|
pl:CenterNotify(translate.ClientFormat(pl, "x_unlocked", translate.ClientGet(pl, v.TranslationName)))
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
for _, ent in pairs(ents.FindByClass("logic_infliction")) do
|
|
if ent.Infliction <= infliction then
|
|
ent:Input("oninflictionreached", NULL, NULL, infliction)
|
|
end
|
|
end
|
|
|
|
return infliction
|
|
end
|
|
timer.Create("CalculateInfliction", 2, 0, function() gamemode.Call("CalculateInfliction") end)
|
|
|
|
function GM:OnNPCKilled(ent, attacker, inflictor)
|
|
end
|
|
|
|
function GM:LastHuman(pl)
|
|
if not LASTHUMAN then
|
|
net.Start("zs_lasthuman")
|
|
net.WriteEntity(pl or NULL)
|
|
net.Broadcast()
|
|
|
|
for _, ent in pairs(ents.FindByClass("logic_infliction")) do
|
|
ent:Input("onlasthuman", pl, pl, pl and pl:IsValid() and pl:EntIndex() or -1)
|
|
end
|
|
|
|
LASTHUMAN = true
|
|
end
|
|
|
|
self.TheLastHuman = pl
|
|
end
|
|
|
|
function GM:PlayerHealedTeamMember(pl, other, health, wep, pointmul, nobymsg, floater)
|
|
health = health - other:RemoveUselessDamage(health)
|
|
if self:GetWave() == 0 or health <= 0 or pl == other then return end
|
|
|
|
pl.HealedThisRound = pl.HealedThisRound + health
|
|
|
|
if pointmul ~= 0 then
|
|
local hpperpoint = self.MedkitPointsPerHealth
|
|
if hpperpoint <= 0 then return end
|
|
|
|
local points = health / hpperpoint * pointmul
|
|
|
|
pl:AddPoints(points)
|
|
end
|
|
|
|
net.Start("zs_healother")
|
|
net.WriteBool(not floater)
|
|
net.WriteEntity(other)
|
|
net.WriteFloat(health)
|
|
net.Send(pl)
|
|
|
|
if not nobymsg then
|
|
net.Start("zs_healby")
|
|
net.WriteFloat(health)
|
|
net.WriteEntity(pl)
|
|
net.Send(other)
|
|
end
|
|
end
|
|
|
|
function GM:ObjectPackedUp(pack, packer, owner)
|
|
end
|
|
|
|
function GM:PlayerRepairedObject(pl, other, health, wep)
|
|
health = health - other:RemoveUselessDamage(health)
|
|
if self:GetWave() == 0 or health <= 0 then return end
|
|
|
|
pl.RepairedThisRound = pl.RepairedThisRound + health
|
|
|
|
local hpperpoint = self.RepairPointsPerHealth
|
|
if hpperpoint <= 0 then return end
|
|
|
|
local points = health / hpperpoint
|
|
|
|
pl:AddPoints(points)
|
|
|
|
net.Start("zs_repairobject")
|
|
net.WriteEntity(other)
|
|
net.WriteFloat(health)
|
|
net.Send(pl)
|
|
end
|
|
|
|
function GM:CacheHonorableMentions()
|
|
if self.CachedHMs then return end
|
|
|
|
self.CachedHMs = {}
|
|
|
|
for i, hm in ipairs(self.HonorableMentions) do
|
|
if hm.GetPlayer then
|
|
local pl, magnitude = hm.GetPlayer(self)
|
|
if pl then
|
|
self.CachedHMs[i] = {pl, i, magnitude or 0}
|
|
end
|
|
end
|
|
end
|
|
|
|
gamemode.Call("PostDoHonorableMentions")
|
|
end
|
|
|
|
function GM:DoHonorableMentions(filter)
|
|
self:CacheHonorableMentions()
|
|
|
|
for i, tab in pairs(self.CachedHMs) do
|
|
net.Start("zs_honmention")
|
|
net.WriteEntity(tab[1])
|
|
net.WriteUInt(tab[2], 8)
|
|
net.WriteInt(tab[3], 32)
|
|
if filter then
|
|
net.Send(filter)
|
|
else
|
|
net.Broadcast()
|
|
end
|
|
end
|
|
end
|
|
|
|
function GM:PostDoHonorableMentions()
|
|
end
|
|
|
|
function GM:PostEndRound(winner)
|
|
self:SaveAllVaults()
|
|
end
|
|
|
|
-- You can override or hook and return false in case you have your own map change system.
|
|
local function RealMap(map)
|
|
return string.match(map, "(.+)%.bsp")
|
|
end
|
|
function GM:LoadNextMap()
|
|
-- Just in case.
|
|
timer.Simple(10, game.LoadNextMap)
|
|
timer.Simple(15, function() RunConsoleCommand("changelevel", game.GetMap()) end)
|
|
|
|
if file.Exists(GetConVar("mapcyclefile"):GetString(), "GAME") then
|
|
game.LoadNextMap()
|
|
else
|
|
local maps = file.Find("maps/zs_*.bsp", "GAME")
|
|
maps = table.Add(maps, file.Find("maps/ze_*.bsp", "GAME"))
|
|
maps = table.Add(maps, file.Find("maps/zm_*.bsp", "GAME"))
|
|
table.sort(maps)
|
|
if #maps > 0 then
|
|
local currentmap = game.GetMap()
|
|
for i, map in ipairs(maps) do
|
|
local lowermap = string.lower(map)
|
|
local realmap = RealMap(lowermap)
|
|
if realmap == currentmap then
|
|
if maps[i + 1] then
|
|
local nextmap = RealMap(maps[i + 1])
|
|
if nextmap then
|
|
RunConsoleCommand("changelevel", nextmap)
|
|
end
|
|
else
|
|
local nextmap = RealMap(maps[1])
|
|
if nextmap then
|
|
RunConsoleCommand("changelevel", nextmap)
|
|
end
|
|
end
|
|
|
|
break
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function GM:PreRestartRound()
|
|
for _, pl in pairs(player.GetAll()) do
|
|
pl:StripWeapons()
|
|
pl:Spectate(OBS_MODE_ROAMING)
|
|
pl:GodDisable()
|
|
end
|
|
end
|
|
|
|
GM.CurrentRound = 1
|
|
function GM:RestartRound()
|
|
self.CurrentRound = self.CurrentRound + 1
|
|
|
|
net.Start("zs_currentround")
|
|
net.WriteUInt(self.CurrentRound, 6)
|
|
net.Broadcast()
|
|
|
|
self:RestartLua()
|
|
self:RestartGame()
|
|
|
|
net.Start("zs_gamemodecall")
|
|
net.WriteString("RestartRound")
|
|
net.Broadcast()
|
|
end
|
|
|
|
GM.DynamicSpawning = true
|
|
GM.CappedInfliction = 0
|
|
GM.PeakPopulation = 0
|
|
GM.StartingZombie = {}
|
|
GM.CheckedOut = {}
|
|
GM.PreviouslyDied = {}
|
|
GM.StoredUndeadFrags = {}
|
|
|
|
function GM:RestartLua()
|
|
self.CachedHMs = nil
|
|
self.TheLastHuman = nil
|
|
self.LastBossZombieSpawned = nil
|
|
self.UseSigils = nil
|
|
--self:SetAllSigilsDestroyed(false)
|
|
|
|
-- logic_pickups
|
|
self.MaxWeaponPickups = nil
|
|
self.MaxAmmoPickups = nil
|
|
self.MaxFlashlightPickups = nil
|
|
self.WeaponRequiredForAmmo = nil
|
|
for _, pl in pairs(player.GetAll()) do
|
|
pl.AmmoPickups = nil
|
|
pl.WeaponPickups = nil
|
|
end
|
|
|
|
self.OverrideEndSlomo = nil
|
|
if type(GetGlobalBool("endcamera", 1)) ~= "number" then
|
|
SetGlobalBool("endcamera", nil)
|
|
end
|
|
if GetGlobalString("winmusic", "-") ~= "-" then
|
|
SetGlobalString("winmusic", nil)
|
|
end
|
|
if GetGlobalString("losemusic", "-") ~= "-" then
|
|
SetGlobalString("losemusic", nil)
|
|
end
|
|
if type(GetGlobalVector("endcamerapos", 1)) ~= "number" then
|
|
SetGlobalVector("endcamerapos", nil)
|
|
end
|
|
|
|
self.CappedInfliction = 0
|
|
self.PeakPopulation = 0
|
|
|
|
self.StartingZombie = {}
|
|
self.CheckedOut = {}
|
|
self.PreviouslyDied = {}
|
|
self.StoredUndeadFrags = {}
|
|
|
|
ROUNDWINNER = nil
|
|
LAST_BITE = nil
|
|
LASTHUMAN = nil
|
|
|
|
hook.Remove("PlayerShouldTakeDamage", "EndRoundShouldTakeDamage")
|
|
hook.Remove("PlayerCanHearPlayersVoice", "EndRoundCanHearPlayersVoice")
|
|
|
|
self:RevertZombieClasses()
|
|
self:ClearItemStocks(true)
|
|
end
|
|
|
|
-- I don't know.
|
|
local function CheckBroken()
|
|
for _, pl in pairs(player.GetAll()) do
|
|
if pl:Alive() and (pl:Health() <= 0 or pl:GetObserverMode() ~= OBS_MODE_NONE or pl:OBBMaxs().x ~= 16) then
|
|
pl:SetObserverMode(OBS_MODE_NONE)
|
|
pl:UnSpectateAndSpawn()
|
|
end
|
|
end
|
|
end
|
|
|
|
function GM:DoRestartGame()
|
|
self.RoundEnded = nil
|
|
|
|
for _, ent in pairs(ents.FindByClass("prop_weapon")) do
|
|
ent:Remove()
|
|
end
|
|
|
|
for _, ent in pairs(ents.FindByClass("prop_ammo")) do
|
|
ent:Remove()
|
|
end
|
|
|
|
for _, ent in pairs(ents.FindByClass("prop_invitem")) do
|
|
ent:Remove()
|
|
end
|
|
|
|
self:SetUseSigils(false)
|
|
self:SetEscapeStage(ESCAPESTAGE_NONE)
|
|
|
|
self:SetWave(0)
|
|
self:SetWaveActive(false)
|
|
if self.ZombieEscape then
|
|
self:SetWaveStart(CurTime() + 30)
|
|
else
|
|
self:SetWaveStart(CurTime() + self.WaveZeroLength)
|
|
end
|
|
self:SetWaveEnd(self:GetWaveStart() + self:GetWaveOneLength())
|
|
|
|
SetGlobalInt("numwaves", -2)
|
|
|
|
timer.Create("CheckBroken", 10, 1, CheckBroken)
|
|
|
|
game.CleanUpMap(false, self.CleanupFilter)
|
|
gamemode.Call("InitPostEntityMap")
|
|
|
|
for _, pl in pairs(player.GetAll()) do
|
|
pl:UnSpectateAndSpawn()
|
|
pl:GodDisable()
|
|
gamemode.Call("PlayerInitialSpawnRound", pl)
|
|
gamemode.Call("PlayerReadyRound", pl)
|
|
|
|
if pl:Team() == TEAM_UNDEAD then -- bots?
|
|
pl:KillSilent()
|
|
end
|
|
end
|
|
end
|
|
|
|
function GM:RestartGame()
|
|
for _, pl in pairs(player.GetAll()) do
|
|
pl:StripWeapons()
|
|
pl:StripAmmo()
|
|
pl:SetFrags(0)
|
|
pl:SetDeaths(0)
|
|
pl:SetPoints(0)
|
|
if not pl.IsZSBot then
|
|
pl:ChangeTeam(TEAM_HUMAN)
|
|
end
|
|
pl:DoHulls()
|
|
pl:SetZombieClass(self.DefaultZombieClass)
|
|
pl.DeathClass = nil
|
|
end
|
|
|
|
for _, ent in pairs(ents.FindByClass("prop_obj_sigil")) do
|
|
ent:Remove()
|
|
end
|
|
|
|
self:SetWave(0)
|
|
if self.ZombieEscape then
|
|
self:SetWaveStart(CurTime() + 30)
|
|
else
|
|
self:SetWaveStart(CurTime() + self.WaveZeroLength)
|
|
end
|
|
self:SetWaveEnd(self:GetWaveStart() + self:GetWaveOneLength())
|
|
self:SetWaveActive(false)
|
|
|
|
SetGlobalInt("numwaves", -2)
|
|
if GetGlobalString("hudoverride"..TEAM_UNDEAD, "") ~= "" then
|
|
SetGlobalString("hudoverride"..TEAM_UNDEAD, "")
|
|
end
|
|
if GetGlobalString("hudoverride"..TEAM_HUMAN, "") ~= "" then
|
|
SetGlobalString("hudoverride"..TEAM_HUMAN, "")
|
|
end
|
|
|
|
timer.Simple(0.25, function() GAMEMODE:DoRestartGame() end)
|
|
end
|
|
|
|
function GM:InitPostEntityMap(fromze)
|
|
pcall(gamemode.Call, "LoadMapEditorFile")
|
|
|
|
gamemode.Call("SetupSpawnPoints")
|
|
gamemode.Call("RemoveUnusedEntities")
|
|
if not fromze then
|
|
gamemode.Call("ReplaceMapWeapons")
|
|
gamemode.Call("ReplaceMapAmmo")
|
|
gamemode.Call("ReplaceMapBatteries")
|
|
end
|
|
gamemode.Call("CreateZombieGas")
|
|
gamemode.Call("SetupProps")
|
|
|
|
for _, ent in pairs(ents.FindByClass("prop_ammo")) do ent.PlacedInMap = true end
|
|
for _, ent in pairs(ents.FindByClass("prop_weapon")) do ent.PlacedInMap = true end
|
|
for _, ent in pairs(ents.FindByClass("func_door_rotating")) do ent.NoTraceAttack = true end
|
|
for _, ent in pairs(ents.FindByClass("func_physbox")) do ent.IsPhysbox = true end
|
|
for _, ent in pairs(ents.FindByClass("func_physbox_multiplayer")) do
|
|
ent.IsPhysbox = true
|
|
ent.IgnoreZEProtect = true
|
|
end
|
|
|
|
for _, ent in pairs(ents.FindByClass("item_*")) do ent.NoNails = true end
|
|
|
|
if self.ObjectiveMap then
|
|
self:SetDynamicSpawning(false)
|
|
self.BossZombies = false
|
|
end
|
|
|
|
if game.MaxPlayers() > 16 then
|
|
local e = ents.FindByClass("shadow_control")[1]
|
|
if not e then
|
|
e = ents.Create("shadow_control")
|
|
e:Spawn()
|
|
end
|
|
if e:IsValid() then
|
|
e:SetKeyValue("disableallshadows", "1")
|
|
end
|
|
|
|
util.RemoveAll("func_precipitation")
|
|
end
|
|
|
|
gamemode.Call("CreateSigils")
|
|
end
|
|
|
|
function GM:SetDynamicSpawning(onoff)
|
|
SetGlobalBool("DynamicSpawningDisabled", not onoff)
|
|
self.DynamicSpawning = onoff
|
|
end
|
|
|
|
local function EndRoundPlayerShouldTakeDamage(pl, attacker) return pl:Team() == TEAM_UNDEAD or not attacker:IsPlayer() end
|
|
local function EndRoundPlayerCanSuicide(pl) return pl:Team() == TEAM_UNDEAD end
|
|
|
|
local function EndRoundSetupPlayerVisibility(pl)
|
|
if GAMEMODE.LastHumanPosition and GAMEMODE.RoundEnded then
|
|
AddOriginToPVS(GAMEMODE.LastHumanPosition)
|
|
else
|
|
hook.Remove("SetupPlayerVisibility", "EndRoundSetupPlayerVisibility")
|
|
end
|
|
end
|
|
|
|
function GM:OnPlayerWin(pl)
|
|
local xp = math.Clamp(#player.GetAll() * 6, 20, 200) * (GAMEMODE.WinXPMulti or 1)
|
|
if self.ZombieEscape then
|
|
xp = xp / 4
|
|
end
|
|
pl:AddZSXP(xp)
|
|
end
|
|
|
|
function GM:OnPlayerLose(pl)
|
|
end
|
|
|
|
function GM:EndRound(winner)
|
|
if self.RoundEnded then return end
|
|
self.RoundEnded = true
|
|
self.RoundEndedTime = CurTime()
|
|
ROUNDWINNER = winner
|
|
|
|
if self.OverrideEndSlomo == nil or self.OverrideEndSlomo then
|
|
game.SetTimeScale(0.25)
|
|
timer.Simple(2, function() game.SetTimeScale(1) end)
|
|
end
|
|
|
|
hook.Add("PlayerCanHearPlayersVoice", "EndRoundCanHearPlayersVoice", function() return true, false end)
|
|
|
|
if self.OverrideEndCamera == nil or self.OverrideEndCamera then
|
|
hook.Add("SetupPlayerVisibility", "EndRoundSetupPlayerVisibility", EndRoundSetupPlayerVisibility)
|
|
end
|
|
|
|
if self:ShouldRestartRound() then
|
|
timer.Simple(self.EndGameTime - 3, function() gamemode.Call("PreRestartRound") end)
|
|
timer.Simple(self.EndGameTime, function() gamemode.Call("RestartRound") end)
|
|
else
|
|
timer.Simple(self.EndGameTime, function() gamemode.Call("LoadNextMap") end)
|
|
end
|
|
|
|
-- Get rid of some lag.
|
|
util.RemoveAll("prop_ammo")
|
|
util.RemoveAll("prop_weapon")
|
|
util.RemoveAll("prop_invitem")
|
|
|
|
timer.Simple(5, function() gamemode.Call("DoHonorableMentions") end)
|
|
|
|
if winner == TEAM_HUMAN then
|
|
self.LastHumanPosition = nil
|
|
|
|
for _, pl in pairs(player.GetAll()) do
|
|
if pl:Team() == TEAM_HUMAN then
|
|
if not self:GetUseSigils() then
|
|
gamemode.Call("OnPlayerWin", pl)
|
|
end
|
|
elseif pl:Team() == TEAM_UNDEAD then
|
|
gamemode.Call("OnPlayerLose", pl)
|
|
end
|
|
end
|
|
|
|
hook.Add("PlayerShouldTakeDamage", "EndRoundShouldTakeDamage", EndRoundPlayerShouldTakeDamage)
|
|
elseif winner == TEAM_UNDEAD then
|
|
hook.Add("PlayerShouldTakeDamage", "EndRoundShouldTakeDamage", EndRoundPlayerCanSuicide)
|
|
|
|
for _, pl in pairs(team.GetPlayers(TEAM_UNDEAD)) do
|
|
gamemode.Call("OnPlayerLose", pl)
|
|
end
|
|
end
|
|
|
|
net.Start("zs_endround")
|
|
net.WriteUInt(winner or -1, 8)
|
|
net.WriteString(game.GetMapNext())
|
|
net.Broadcast()
|
|
|
|
GAMEMODE.StatTracking:IncreaseElementKV(STATTRACK_TYPE_ROUND,
|
|
winner == TEAM_HUMAN and "Wins" or ("LossWave"..self:GetWave()), game.GetMap(), 1)
|
|
|
|
if winner == TEAM_HUMAN then
|
|
for _, ent in pairs(ents.FindByClass("logic_winlose")) do
|
|
ent:Input("onwin")
|
|
end
|
|
else
|
|
for _, ent in pairs(ents.FindByClass("logic_winlose")) do
|
|
ent:Input("onlose")
|
|
end
|
|
end
|
|
|
|
gamemode.Call("PostEndRound", winner)
|
|
|
|
self:SetWaveStart(CurTime() + 9999)
|
|
end
|
|
|
|
function GM:ScalePlayerDamage(pl, hitgroup, dmginfo)
|
|
local attacker = dmginfo:GetAttacker()
|
|
local inflictor = dmginfo:GetInflictor()
|
|
GAMEMODE.StatTracking:IncreaseElementKV(STATTRACK_TYPE_WEAPON, inflictor:GetClass(), "Hits", 1)
|
|
if hitgroup == HITGROUP_HEAD then
|
|
GAMEMODE.StatTracking:IncreaseElementKV(STATTRACK_TYPE_WEAPON, inflictor:GetClass(), "Headshots", 1)
|
|
end
|
|
|
|
if not dmginfo:IsBulletDamage() then return end
|
|
|
|
if hitgroup == HITGROUP_HEAD and dmginfo:IsBulletDamage() then
|
|
pl.m_LastHeadShot = CurTime()
|
|
end
|
|
|
|
--local crouchpunish = pl:ShouldCrouchJumpPunish()
|
|
|
|
if not pl:CallZombieFunction2("ScalePlayerDamage", hitgroup, dmginfo) then
|
|
if hitgroup == HITGROUP_HEAD then
|
|
dmginfo:SetDamage(dmginfo:GetDamage() * (inflictor.HeadshotMulti or 2) * (attacker:IsPlayer() and attacker:GetStatus("renegade") and 1.1 or 1))
|
|
elseif hitgroup == HITGROUP_LEFTLEG or hitgroup == HITGROUP_RIGHTLEG then
|
|
--if not crouchpunish then
|
|
if not pl:ShouldCrouchJumpPunish() then
|
|
dmginfo:SetDamage(dmginfo:GetDamage() / 4)
|
|
end
|
|
end
|
|
end
|
|
|
|
if (hitgroup == HITGROUP_LEFTLEG or hitgroup == HITGROUP_RIGHTLEG) and self:PlayerShouldTakeDamage(pl, dmginfo:GetAttacker()) and not pl:CallZombieFunction1("IgnoreLegDamage", dmginfo) then
|
|
pl:AddLegDamage(
|
|
pl:ShouldCrouchJumpPunish() and not (pl.LastBarricadeHit and pl.LastBarricadeHit + 2 > CurTime()) and dmginfo:GetDamage()/4
|
|
or dmginfo:GetDamage()
|
|
)
|
|
end
|
|
end
|
|
|
|
function GM:PlayerReady(pl)
|
|
gamemode.Call("PlayerReadyRound", pl)
|
|
|
|
self:PlayerReadyVault(pl)
|
|
|
|
pl.PlayerReady = true
|
|
end
|
|
|
|
function GM:PlayerReadyRound(pl)
|
|
if not pl:IsValid() then return end
|
|
|
|
self:FullGameUpdate(pl)
|
|
pl:UpdateAllZombieClasses()
|
|
|
|
local classid = pl:GetZombieClass()
|
|
pl:SetZombieClass(classid, true, pl)
|
|
|
|
if self.OverrideStartingWorth then
|
|
pl:SendLua("GAMEMODE.StartingWorth="..tostring(self.StartingWorth))
|
|
end
|
|
|
|
if pl:Team() == TEAM_UNDEAD then
|
|
-- This is just so they get updated on what class they are and have their hulls set up right.
|
|
pl:DoHulls(classid, TEAM_UNDEAD)
|
|
elseif pl:Team() == TEAM_HUMAN then
|
|
if self:GetWave() <= 0 and self.StartingWorth > 0 and not self.StartingLoadout and not self.ZombieEscape then
|
|
pl:SendLua("InitialWorthMenu()")
|
|
else
|
|
gamemode.Call("GiveDefaultOrRandomEquipment", pl)
|
|
end
|
|
end
|
|
|
|
net.Start("zs_currentround")
|
|
net.WriteUInt(self.CurrentRound, 6)
|
|
net.Send(pl)
|
|
|
|
if self.RoundEnded then
|
|
pl:SendLua("gamemode.Call(\"EndRound\", "..tostring(ROUNDWINNER)..", \""..game.GetMapNext().."\")")
|
|
gamemode.Call("DoHonorableMentions", pl)
|
|
end
|
|
|
|
if pl:GetInfo("zs_noredeem") == "1" then
|
|
pl.NoRedeeming = true
|
|
end
|
|
|
|
if self:GetWave() == 0 then
|
|
self:SendZombieVolunteers(pl, true)
|
|
end
|
|
|
|
if self:IsClassicMode() then
|
|
pl:SendLua("SetGlobalBool(\"classicmode\", true)")
|
|
elseif self:IsBabyMode() then
|
|
pl:SendLua("SetGlobalBool(\"babymode\", true)")
|
|
end
|
|
|
|
self:RefreshItemStocks(pl)
|
|
self:ClassUnlocksUpdate(pl)
|
|
end
|
|
|
|
function GM:FullGameUpdate(pl)
|
|
net.Start("zs_gamestate")
|
|
net.WriteInt(self:GetWave(), 16)
|
|
net.WriteFloat(self:GetWaveStart())
|
|
net.WriteFloat(self:GetWaveEnd())
|
|
if pl then
|
|
net.Send(pl)
|
|
else
|
|
net.Broadcast()
|
|
end
|
|
end
|
|
|
|
concommand.Add("initpostentity", function(sender, command, arguments)
|
|
if not sender.DidInitPostEntity then
|
|
sender.DidInitPostEntity = true
|
|
|
|
gamemode.Call("PlayerReady", sender)
|
|
end
|
|
end)
|
|
|
|
local playerheight = Vector(0, 0, 72)
|
|
local function groupsort(ga, gb)
|
|
return #ga > #gb
|
|
end
|
|
function GM:AttemptHumanDynamicSpawn(pl)
|
|
if not self.DynamicSpawning or not pl:IsValidLivingHuman() then return false end
|
|
|
|
local sigils = self:GetSigils()
|
|
local randsigil = sigils[math.random(#sigils)]
|
|
if randsigil and randsigil:IsValid() and not randsigil:GetSigilCorrupted() then
|
|
pl:SetBarricadeGhosting(true)
|
|
pl:SetPos(randsigil:GetPos())
|
|
return true
|
|
end
|
|
|
|
local group, pos, nearzombie
|
|
|
|
local allplayers = team.GetPlayers(TEAM_HUMAN)
|
|
|
|
local groups = self:GetTeamRallyGroups(TEAM_HUMAN)
|
|
table.sort(groups, groupsort)
|
|
|
|
for i=1, #groups do
|
|
group = groups[i]
|
|
|
|
for _, otherpl in pairs(group) do
|
|
if otherpl ~= pl then
|
|
pos = otherpl:GetPos() + Vector(0, 0, 1)
|
|
if otherpl:Alive() and otherpl:GetMoveType() == MOVETYPE_WALK and not util.TraceHull({start = pos, endpos = pos + playerheight, mins = playermins, maxs = playermaxs, mask = MASK_SOLID, filter = allplayers}).Hit then
|
|
nearzombie = false
|
|
for __, ent in pairs(team.GetPlayers(TEAM_UNDEAD)) do
|
|
if ent:Alive() and ent:GetPos():DistToSqr(pos) <= 65536 then --256^2
|
|
nearzombie = true
|
|
end
|
|
end
|
|
|
|
if not nearzombie then
|
|
pl:SetPos(otherpl:GetPos())
|
|
return true
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
function GM:PlayerInitialSpawn(pl)
|
|
pl.MaxBloodArmor = GAMEMODE.ZombieEscape and 0 or 10
|
|
pl.NextFlashlightSwitch = 0
|
|
pl.NextPainSound = 0
|
|
pl.NextFlinch = 0
|
|
pl.LastSentESW = 0
|
|
pl.m_LastWaveStartSpawn = 0
|
|
pl.m_LastGasHeal = 0
|
|
|
|
self:InitializeVault(pl)
|
|
|
|
gamemode.Call("PlayerInitialSpawnRound", pl)
|
|
|
|
self.PeakPopulation = math.max(self.PeakPopulation, #player.GetAll())
|
|
end
|
|
|
|
function GM:PlayerInitialSpawnRound(pl)
|
|
pl:SprintDisable()
|
|
if pl:KeyDown(IN_WALK) then
|
|
pl:ConCommand("-walk")
|
|
end
|
|
|
|
pl:SetCanWalk(false)
|
|
pl:SetCanZoom(false)
|
|
|
|
-- This is the culprit for shitty player to player collisions when standing on an enemy's head. No idea why.
|
|
pl:SetNoCollideWithTeammates(false) --pl:SetNoCollideWithTeammates(true)
|
|
pl:SetCustomCollisionCheck(true)
|
|
|
|
pl.ZombiesKilled = 0
|
|
pl.ZombiesKilledAssists = 0
|
|
pl.Headshots = 0
|
|
pl.BrainsEaten = 0
|
|
|
|
pl.ResupplyBoxUsedByOthers = 0
|
|
|
|
pl.WaveJoined = self:GetWave()
|
|
|
|
pl.CrowKills = 0
|
|
pl.DefenceDamage = 0
|
|
pl.StrengthBoostDamage = 0
|
|
|
|
pl.BarricadeDamage = 0
|
|
|
|
pl.PointsRemainder = 0
|
|
|
|
pl.XPRemainder = 0
|
|
|
|
pl.LegDamage = 0
|
|
pl.ArmDamage = 0
|
|
|
|
pl.DamageDealt = {}
|
|
pl.DamageDealt[TEAM_UNDEAD] = 0
|
|
pl.DamageDealt[TEAM_HUMAN] = 0
|
|
|
|
pl.ZSFriends = {}
|
|
|
|
pl.LifeBarricadeDamage = 0
|
|
pl.LifeHumanDamage = 0
|
|
pl.LifeBrainsEaten = 0
|
|
|
|
pl.WaveBarricadeDamage = 0
|
|
pl.WaveHumanDamage = 0
|
|
|
|
pl.PointQueue = 0
|
|
pl.LastDamageDealtTime = 0
|
|
|
|
pl.HealedThisRound = 0
|
|
pl.RepairedThisRound = 0
|
|
pl.NextRegenerate = 0
|
|
pl.NextBloodArmorRegen = 0
|
|
pl.NextRegenTrinket = 0
|
|
pl.LateBuyerMessage = nil
|
|
pl.NestsDestroyed = 0
|
|
pl.NestSpawns = 0
|
|
pl.LastRevive = 0
|
|
|
|
pl.ZSInventory = {}
|
|
|
|
--local nosend = not pl.DidInitPostEntity
|
|
pl.DamageVulnerability = nil
|
|
|
|
self:LoadVault(pl)
|
|
|
|
local uniqueid = pl:UniqueID()
|
|
|
|
if self.PreviouslyDied[uniqueid] or ZSBOT then
|
|
-- They already died and reconnected.
|
|
pl:ChangeTeam(TEAM_UNDEAD)
|
|
elseif LASTHUMAN then ----
|
|
pl.SpawnedTime = CurTime()
|
|
pl:ChangeTeam(TEAM_UNDEAD)
|
|
elseif self:GetWave() <= 0 then
|
|
pl.SpawnedTime = CurTime()
|
|
pl:ChangeTeam(TEAM_HUMAN)
|
|
if self.DynamicSpawning then
|
|
timer.Simple(1, function()
|
|
GAMEMODE:AttemptHumanDynamicSpawn(pl)
|
|
pl:SetBarricadeGhosting(true, true)
|
|
end)
|
|
end
|
|
elseif self:GetNumberOfWaves() == -1 or self.NoNewHumansWave <= self:GetWave() or team.NumPlayers(TEAM_UNDEAD) == 0 and 1 <= team.NumPlayers(TEAM_HUMAN) then -- Joined during game, no zombies, some humans or joined past the deadline.
|
|
pl:ChangeTeam(TEAM_UNDEAD)
|
|
self.PreviouslyDied[uniqueid] = CurTime()
|
|
else
|
|
pl.SpawnedTime = CurTime()
|
|
pl:ChangeTeam(TEAM_HUMAN)
|
|
if self.DynamicSpawning then
|
|
timer.Simple(0, function()
|
|
GAMEMODE:AttemptHumanDynamicSpawn(pl)
|
|
pl:SetBarricadeGhosting(true, true)
|
|
end)
|
|
end
|
|
end
|
|
|
|
if pl:Team() == TEAM_UNDEAD and not self:GetWaveActive() then
|
|
pl:SetZombieClassName("Crow")
|
|
pl.DeathClass = self.DefaultZombieClass
|
|
else
|
|
pl:SetZombieClass(self.DefaultZombieClass)
|
|
end
|
|
|
|
if pl:Team() == TEAM_UNDEAD and self.StoredUndeadFrags[uniqueid] then
|
|
pl:SetFrags(self.StoredUndeadFrags[uniqueid])
|
|
self.StoredUndeadFrags[uniqueid] = nil
|
|
end
|
|
end
|
|
|
|
function GM:GetDynamicSpawning()
|
|
return self.DynamicSpawning
|
|
end
|
|
|
|
function GM:PrePlayerRedeemed(pl, silent, noequip)
|
|
end
|
|
|
|
function GM:PostPlayerRedeemed(pl, silent, noequip)
|
|
end
|
|
|
|
function GM:PlayerDisconnected(pl)
|
|
pl.Disconnecting = true
|
|
|
|
local uid = pl:UniqueID()
|
|
|
|
self.PreviouslyDied[uid] = CurTime()
|
|
|
|
if pl:Team() == TEAM_HUMAN then
|
|
pl:DropAll()
|
|
elseif pl:Team() == TEAM_UNDEAD then
|
|
self.StoredUndeadFrags[uid] = pl:Frags()
|
|
end
|
|
|
|
if pl:Health() > 0 and not pl:IsSpectator() then
|
|
local lastattacker = pl:GetLastAttacker()
|
|
if IsValid(lastattacker) then
|
|
pl:TakeDamage(1000, lastattacker, lastattacker)
|
|
|
|
PrintTranslatedMessage(HUD_PRINTCONSOLE, "disconnect_killed", pl:Name(), lastattacker:Name())
|
|
end
|
|
end
|
|
|
|
self:SaveVault(pl)
|
|
|
|
gamemode.Call("CalculateInfliction")
|
|
end
|
|
|
|
function GM:CanDamageNail(ent, attacker, inflictor, damage, dmginfo)
|
|
return not attacker:IsPlayer() or attacker:Team() == TEAM_UNDEAD
|
|
end
|
|
|
|
function GM:CanPlaceNail(pl, tr)
|
|
if tr and not pl:HasBarricadeExpert() and tr.Entity.ExpertProtection and tr.Entity.ExpertProtection > CurTime() then
|
|
return false
|
|
end
|
|
|
|
return true
|
|
end
|
|
|
|
function GM:CanRemoveNail(pl, nail)
|
|
return not nail.m_NailUnremovable
|
|
end
|
|
|
|
function GM:CanRemoveOthersNail(pl, nailowner, ent)
|
|
-- obsolete
|
|
--[[local plpoints = pl:Frags()
|
|
local ownerpoints = nailowner:Frags()
|
|
if plpoints >= 75 or ownerpoints < 75 then return true end]]
|
|
|
|
if gamemode.Call("PlayerIsAdmin", pl) then return true end
|
|
if nailowner.ZSFriends[pl] then return true end
|
|
|
|
if pl:BarricadeExpertPrecedence(nailowner) == -1 then
|
|
pl:PrintTranslatedMessage(HUD_PRINTCENTER, "cant_remove_nails_of_superior_player")
|
|
return false
|
|
end
|
|
|
|
return true
|
|
end
|
|
|
|
function GM:SetRedeemBrains(amount)
|
|
SetGlobalInt("redeembrains", amount)
|
|
end
|
|
|
|
-- Reevaluates a prop and its constraint system (or all props if no arguments) to determine if they should be frozen or not from nails.
|
|
function GM:EvaluatePropFreeze(ent, neighbors)
|
|
if not ent then
|
|
for _, e in pairs(ents.GetAll()) do
|
|
if e and e:IsValid() then
|
|
self:EvaluatePropFreeze(e)
|
|
end
|
|
end
|
|
|
|
return
|
|
end
|
|
|
|
if ent:IsNailedToWorldHierarchy() then
|
|
ent:SetNailFrozen(true)
|
|
elseif ent:GetNailFrozen() then
|
|
ent:SetNailFrozen(false)
|
|
end
|
|
|
|
neighbors = neighbors or {}
|
|
table.insert(neighbors, ent)
|
|
|
|
local baseent, attachent
|
|
|
|
for _, nail in pairs(ent:GetNails()) do
|
|
if nail:IsValid() then
|
|
baseent = nail:GetBaseEntity()
|
|
attachent = nail:GetAttachEntity()
|
|
if baseent:IsValid() and not baseent:IsWorld() and not table.HasValue(neighbors, baseent) then
|
|
self:EvaluatePropFreeze(baseent, neighbors)
|
|
end
|
|
if attachent:IsValid() and not attachent:IsWorld() and not table.HasValue(neighbors, attachent) then
|
|
self:EvaluatePropFreeze(attachent, neighbors)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- A nail takes some damage. isdead is true if the damage is enough to remove the nail. The nail is invalid after this function call if it dies.
|
|
function GM:OnNailDamaged(ent, attacker, inflictor, damage, dmginfo)
|
|
end
|
|
|
|
-- A nail is removed between two entities. The nail is no longer considered valid right after this function and is not in the entities' Nails tables. remover may not be nil if it was removed with the hammer's unnail ability.
|
|
local function evalfreeze(ent)
|
|
if ent and ent:IsValid() then
|
|
gamemode.Call("EvaluatePropFreeze", ent)
|
|
end
|
|
end
|
|
function GM:OnNailRemoved(nail, ent1, ent2, remover)
|
|
if ent1 and ent1:IsValid() and not ent1:IsWorld() then
|
|
timer.Simple(0, function() evalfreeze(ent1) end)
|
|
timer.Simple(0.2, function() evalfreeze(ent1) end)
|
|
end
|
|
if ent2 and ent2:IsValid() and not ent2:IsWorld() then
|
|
timer.Simple(0, function() evalfreeze(ent2) end)
|
|
timer.Simple(0.2, function() evalfreeze(ent2) end)
|
|
end
|
|
|
|
if remover and remover:IsValid() and remover:IsPlayer() then
|
|
local deployer = nail:GetDeployer()
|
|
local deployername = "[unconnected]"
|
|
if deployer:IsValid() and deployer:Team() == TEAM_HUMAN then
|
|
deployername = deployer:Name()
|
|
|
|
if deployer ~= remover then
|
|
net.Start("zs_nailremoved")
|
|
net.WriteEntity(remover)
|
|
net.Send(deployer)
|
|
end
|
|
end
|
|
|
|
PrintTranslatedMessage(HUD_PRINTCONSOLE, "nail_removed_by", remover:Name(), deployername)
|
|
|
|
if remover:HasBarricadeExpert() then
|
|
if ent1 and ent1:IsValid() and not ent1:IsWorld() then ent1.ExpertProtection = CurTime() + 5 end
|
|
if ent2 and ent2:IsValid() and not ent2:IsWorld() then ent2.ExpertProtection = CurTime() + 5 end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- A nail is created between two entities.
|
|
function GM:OnNailCreated(ent1, ent2, nail)
|
|
if ent1 and ent1:IsValid() and not ent1:IsWorld() then
|
|
timer.Simple(0, function() evalfreeze(ent1) end)
|
|
end
|
|
if ent2 and ent2:IsValid() and not ent2:IsWorld() then
|
|
timer.Simple(0, function() evalfreeze(ent2) end)
|
|
end
|
|
end
|
|
|
|
function GM:RemoveDuplicateAmmo(pl)
|
|
local AmmoCounts = {}
|
|
local WepAmmos = {}
|
|
|
|
for _, wep in pairs(pl:GetWeapons()) do
|
|
if wep.Primary then
|
|
local ammotype = wep:ValidPrimaryAmmo()
|
|
if ammotype and wep.Primary.DefaultClip > 0 then
|
|
AmmoCounts[ammotype] = (AmmoCounts[ammotype] or 0) + 1
|
|
WepAmmos[wep] = wep.Primary.DefaultClip - wep.Primary.ClipSize
|
|
end
|
|
local ammotype2 = wep:ValidSecondaryAmmo()
|
|
if ammotype2 and wep.Secondary.DefaultClip > 0 then
|
|
AmmoCounts[ammotype2] = (AmmoCounts[ammotype2] or 0) + 1
|
|
WepAmmos[wep] = wep.Secondary.DefaultClip - wep.Secondary.ClipSize
|
|
end
|
|
end
|
|
end
|
|
|
|
for ammotype, count in pairs(AmmoCounts) do
|
|
if count > 1 then
|
|
local highest = 0
|
|
local highestwep
|
|
for wep, extraammo in pairs(WepAmmos) do
|
|
if wep.Primary.Ammo == ammotype then
|
|
highest = math.max(highest, extraammo)
|
|
highestwep = wep
|
|
end
|
|
end
|
|
if highestwep then
|
|
for wep, extraammo in pairs(WepAmmos) do
|
|
if wep ~= highestwep and wep.Primary.Ammo == ammotype then
|
|
pl:RemoveAmmo(extraammo, ammotype)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
local function TimedOut(pl)
|
|
if pl:IsValid() and pl:Team() == TEAM_HUMAN and pl:Alive() and not GAMEMODE.CheckedOut[pl:UniqueID()] then
|
|
gamemode.Call("GiveRandomEquipment", pl)
|
|
end
|
|
end
|
|
|
|
function GM:GiveDefaultOrRandomEquipment(pl)
|
|
if not self.CheckedOut[pl:UniqueID()] and not self.ZombieEscape then
|
|
if self.StartingLoadout then
|
|
self:GiveStartingLoadout(pl)
|
|
else
|
|
pl:SendLua("GAMEMODE:RequestedDefaultCart()")
|
|
if self.StartingWorth > 0 then
|
|
timer.Simple(4, function() TimedOut(pl) end)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function GM:GiveStartingLoadout(pl)
|
|
if self.CheckedOut[pl:UniqueID()] then return end
|
|
self.CheckedOut[pl:UniqueID()] = true
|
|
|
|
for item, amount in pairs(self.StartingLoadout) do
|
|
for i=1, amount do
|
|
pl:Give(item)
|
|
|
|
GAMEMODE.StatTracking:IncreaseElementKV(STATTRACK_TYPE_WEAPON, item, "StartingLoadout", 1)
|
|
end
|
|
end
|
|
end
|
|
|
|
function GM:GiveRandomEquipment(pl)
|
|
if self.CheckedOut[pl:UniqueID()] or self.ZombieEscape then return end
|
|
self.CheckedOut[pl:UniqueID()] = true
|
|
|
|
if self.StartingLoadout then
|
|
self:GiveStartingLoadout(pl)
|
|
elseif GAMEMODE.OverrideStartingWorth then
|
|
pl:Give("weapon_zs_swissarmyknife")
|
|
elseif #self.StartLoadouts >= 1 then
|
|
for _, id in pairs(self.StartLoadouts[math.random(#self.StartLoadouts)]) do
|
|
local tab = FindStartingItem(id)
|
|
if tab then
|
|
if tab.Callback then
|
|
tab.Callback(pl)
|
|
elseif tab.SWEP then
|
|
if not pl:AddInventoryItem(tab.SWEP) then
|
|
pl:StripWeapon(tab.SWEP)
|
|
pl:Give(tab.SWEP)
|
|
end
|
|
|
|
GAMEMODE.StatTracking:IncreaseElementKV(STATTRACK_TYPE_WEAPON, tab.SWEP, "RandomCheckouts", 1)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function GM:PlayerCanCheckout(pl)
|
|
return pl:IsValid() and pl:Team() == TEAM_HUMAN and pl:Alive() and not self.CheckedOut[pl:UniqueID()] and not self.StartingLoadout and not self.ZombieEscape and self.StartingWorth > 0 and self:GetWave() < 2
|
|
end
|
|
|
|
function GM:PlayerDeathThink(pl)
|
|
if self.RoundEnded or pl.Revive or self:GetWave() == 0 then return end
|
|
|
|
if pl:GetObserverMode() == OBS_MODE_CHASE then
|
|
local target = pl:GetObserverTarget()
|
|
if not target or not target:IsValid() or target:IsPlayer() and (not target:Alive() or target:Team() ~= pl:Team()) then
|
|
pl:StripWeapons()
|
|
pl:Spectate(OBS_MODE_ROAMING)
|
|
pl:SpectateEntity(NULL)
|
|
end
|
|
end
|
|
|
|
if pl:Team() ~= TEAM_UNDEAD then
|
|
pl.StartCrowing = nil
|
|
pl.StartSpectating = nil
|
|
return
|
|
end
|
|
|
|
if pl.NextSpawnTime and pl.NextSpawnTime <= CurTime() then -- Force spawn.
|
|
pl.NextSpawnTime = nil
|
|
|
|
pl:RefreshDynamicSpawnPoint()
|
|
pl:UnSpectateAndSpawn()
|
|
elseif pl:GetObserverMode() == OBS_MODE_NONE then -- Not in spectator yet.
|
|
if self:GetWaveActive() then -- During wave.
|
|
if not pl.StartSpectating or CurTime() >= pl.StartSpectating then
|
|
pl.StartSpectating = nil
|
|
|
|
pl:StripWeapons()
|
|
local best = self:GetBestDynamicSpawn(pl)
|
|
if best then
|
|
pl:Spectate(OBS_MODE_CHASE)
|
|
pl:SpectateEntity(best)
|
|
else
|
|
pl:Spectate(OBS_MODE_ROAMING)
|
|
pl:SpectateEntity(NULL)
|
|
end
|
|
end
|
|
elseif not pl.StartCrowing or CurTime() >= pl.StartCrowing then -- Not during wave. Turn in to a crow. If we die as a crow then we get turned to spectator anyway.
|
|
pl:ChangeToCrow()
|
|
end
|
|
else -- In spectator.
|
|
if pl:KeyDown(IN_ATTACK) or pl:KeyDown(IN_ATTACK2) or pl:IsBot() then
|
|
pl:RefreshDynamicSpawnPoint()
|
|
|
|
local forcespawn = pl.ForceDynamicSpawn
|
|
if forcespawn and forcespawn.MinionSpawn then
|
|
pl:TrySpawnAsGoreChild(forcespawn)
|
|
else
|
|
if self:GetWaveActive() then
|
|
pl:UnSpectateAndSpawn()
|
|
else
|
|
pl:ChangeToCrow()
|
|
end
|
|
end
|
|
elseif pl:KeyDown(IN_RELOAD) then
|
|
if self:GetWaveActive() then
|
|
pl.ForceDynamicSpawn = nil
|
|
local prev = self.DynamicSpawning
|
|
self.DynamicSpawning = false
|
|
pl:UnSpectateAndSpawn()
|
|
self.DynamicSpawning = prev
|
|
else
|
|
pl:ChangeToCrow()
|
|
end
|
|
elseif pl:KeyPressed(IN_JUMP) then
|
|
if pl:GetObserverMode() ~= OBS_MODE_ROAMING then
|
|
pl:Spectate(OBS_MODE_ROAMING)
|
|
pl:SpectateEntity(NULL)
|
|
pl.SpectatedPlayerKey = nil
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function GM:ShouldAntiGrief(ent, attacker, dmginfo, health)
|
|
return ent.m_AntiGrief and self.GriefMinimumHealth <= health and attacker:IsPlayer() and attacker:Team() == TEAM_HUMAN and not dmginfo:IsExplosionDamage()
|
|
end
|
|
|
|
function GM:PropBreak(attacker, ent)
|
|
gamemode.Call("PropBroken", ent, attacker)
|
|
end
|
|
|
|
function GM:PropBroken(ent, attacker)
|
|
if IsValid(ent) and IsValid(attacker) and not ent._PROPBROKEN and attacker:IsPlayer() and attacker:Team() == TEAM_HUMAN then
|
|
ent._PROPBROKEN = true
|
|
|
|
PrintMessage(HUD_PRINTCONSOLE, attacker:LogID().." broke "..ent:GetModel())
|
|
end
|
|
end
|
|
|
|
function GM:NestDestroyed(ent, attacker)
|
|
if IsValid(ent) and IsValid(attacker) and attacker:IsPlayer() and attacker:Team() == TEAM_UNDEAD then
|
|
PrintMessage(HUD_PRINTCONSOLE, attacker:LogID().." team killed a nest at "..tostring(ent:GetPos()).." (builder: "..(ent:GetOwner() and ent:GetOwner():IsValid() and ent:GetOwner():IsPlayer() and ent:GetOwner():LogID() or "unknown")..")")
|
|
end
|
|
end
|
|
|
|
function GM:EntityTakeDamage(ent, dmginfo)
|
|
local attacker, inflictor = dmginfo:GetAttacker(), dmginfo:GetInflictor()
|
|
|
|
if attacker == inflictor and attacker:IsProjectile() and dmginfo:GetDamageType() == DMG_CRUSH then -- Fixes projectiles doing physics-based damage.
|
|
dmginfo:SetDamage(0)
|
|
dmginfo:ScaleDamage(0)
|
|
return
|
|
end
|
|
|
|
if ent.LastHeld and CurTime() < ent.LastHeld + 0.1 and attacker:IsPlayer() and P_Team(attacker) == TEAM_HUMAN then
|
|
dmginfo:SetDamage(0)
|
|
dmginfo:SetDamageType(0)
|
|
dmginfo:ScaleDamage(0)
|
|
dmginfo:SetDamageForce(vector_origin)
|
|
return
|
|
end
|
|
|
|
-- Props about to be broken props take 3x damage from anything except zombies
|
|
if ent._BARRICADEBROKEN and not (attacker:IsPlayer() and attacker:Team() == TEAM_UNDEAD) then
|
|
dmginfo:SetDamage(dmginfo:GetDamage() * 3)
|
|
end
|
|
|
|
if ent.GetObjectHealth and not (attacker:IsPlayer() and attacker:Team() == TEAM_HUMAN) then
|
|
ent.m_LastDamaged = CurTime()
|
|
end
|
|
|
|
if ent.ProcessDamage and ent:ProcessDamage(dmginfo) then return end
|
|
attacker, inflictor = dmginfo:GetAttacker(), dmginfo:GetInflictor()
|
|
|
|
-- Don't allow blowing up props during wave 0.
|
|
if self:GetWave() <= 0 and string.sub(ent:GetClass(), 1, 12) == "prop_physics" and inflictor.NoPropDamageDuringWave0 then
|
|
dmginfo:SetDamage(0)
|
|
dmginfo:SetDamageType(DMG_ALWAYSGIB)
|
|
return
|
|
end
|
|
|
|
-- We need to stop explosive chains team killing.
|
|
if inflictor:IsValid() then
|
|
local dmgtype = dmginfo:GetDamageType()
|
|
if ent:IsPlayer() and (dmgtype == DMG_ALWAYSGIB or dmgtype == DMG_BURN or dmgtype == DMG_SLOWBURN) and string.sub(inflictor:GetClass(), 1, 12) == "prop_physics" then -- We'll assume a barrel did this damage to a player
|
|
if inflictor.LastDamagedByTeam == ent:Team() and inflictor.LastDamagedBy ~= ent then -- A team member is trying to screw with us
|
|
dmginfo:SetDamage(0)
|
|
dmginfo:ScaleDamage(0)
|
|
return
|
|
end
|
|
elseif string.sub(ent:GetClass(), 1, 12) == "prop_physics" then -- Physics object damaged by...
|
|
if inflictor:IsPlayer() then
|
|
ent.LastDamagedByTeam = inflictor:Team()
|
|
ent.LastDamagedBy = inflictor
|
|
elseif (dmgtype == DMG_ALWAYSGIB or dmgtype == DMG_BURN or dmgtype == DMG_SLOWBURN) and string.sub(inflictor:GetClass(), 1, 12) == "prop_physics" then -- A barrel damaging a barrel. Probably.
|
|
if inflictor.LastDamagedByTeam then
|
|
ent.LastDamagedByTeam = inflictor.LastDamagedByTeam
|
|
ent.LastDamagedBy = inflictor.LastDamagedBy
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Prop is nailed. Forward damage to the nails.
|
|
if ent:DamageNails(attacker, inflictor, dmginfo:GetDamage(), dmginfo) then return end
|
|
|
|
local dispatchdamagedisplay = false
|
|
local entclass = ent:GetClass()
|
|
|
|
if ent:IsPlayer() then
|
|
dispatchdamagedisplay = true
|
|
|
|
if attacker.PBAttacker and attacker.PBAttacker:IsValid() then
|
|
attacker = attacker.PBAttacker
|
|
end
|
|
|
|
if attacker:IsValid() then
|
|
if attacker:IsPlayer() then
|
|
ent:SetLastAttacker(attacker)
|
|
|
|
local myteam = attacker:Team()
|
|
local otherteam = ent:Team()
|
|
|
|
if myteam ~= otherteam then
|
|
local damage = math.min(dmginfo:GetDamage(), ent:Health())
|
|
if damage > 0 then
|
|
local time = CurTime()
|
|
|
|
attacker.DamageDealt[myteam] = attacker.DamageDealt[myteam] + damage
|
|
|
|
if myteam == TEAM_UNDEAD then
|
|
if otherteam == TEAM_HUMAN then
|
|
attacker:AddLifeHumanDamage(damage)
|
|
GAMEMODE.StatTracking:IncreaseElementKV(STATTRACK_TYPE_ZOMBIECLASS, attacker:GetZombieClassTable().Name, "HumanDamage", damage)
|
|
end
|
|
elseif myteam == TEAM_HUMAN and otherteam == TEAM_UNDEAD then
|
|
ent.DamagedBy[attacker] = (ent.DamagedBy[attacker] or 0) + damage
|
|
if time >= ent.m_LastWaveStartSpawn + 3 and time >= ent.m_LastGasHeal + 2 then
|
|
local points = damage / ent:GetMaxHealth() * ent:GetZombieClassTable().Points
|
|
if POINTSMULTIPLIER then
|
|
points = points * POINTSMULTIPLIER
|
|
end
|
|
if ent.PointsMultiplier then
|
|
points = points * ent.PointsMultiplier
|
|
end
|
|
attacker.PointQueue = attacker.PointQueue + points
|
|
|
|
GAMEMODE.StatTracking:IncreaseElementKV(STATTRACK_TYPE_WEAPON, inflictor:GetClass(), "PointsEarned", points)
|
|
GAMEMODE.StatTracking:IncreaseElementKV(STATTRACK_TYPE_WEAPON, inflictor:GetClass(), "Damage", damage)
|
|
end
|
|
|
|
local pos = ent:GetPos()
|
|
pos.z = pos.z + 32
|
|
attacker.LastDamageDealtPos = pos
|
|
attacker.LastDamageDealtTime = time
|
|
end
|
|
end
|
|
end
|
|
elseif attacker:GetClass() == "trigger_hurt" then
|
|
ent.LastHitWithTriggerHurt = CurTime()
|
|
end
|
|
end
|
|
elseif ent.PropHealth then -- A prop that was invulnerable and converted to vulnerable.
|
|
if ent._PROPBROKEN or self.NoPropDamageFromHumanMelee and attacker:IsPlayer() and attacker:Team() == TEAM_HUMAN and inflictor.IsMelee then
|
|
dmginfo:SetDamage(0)
|
|
return
|
|
end
|
|
|
|
if gamemode.Call("ShouldAntiGrief", ent, attacker, dmginfo, ent.PropHealth) then
|
|
attacker:AntiGrief(dmginfo)
|
|
if dmginfo:GetDamage() <= 0 then return end
|
|
end
|
|
|
|
ent.PropHealth = ent.PropHealth - dmginfo:GetDamage()
|
|
|
|
dispatchdamagedisplay = true
|
|
|
|
if ent.PropHealth <= 0 then
|
|
local effectdata = EffectData()
|
|
effectdata:SetOrigin(ent:GetPos())
|
|
util.Effect("Explosion", effectdata, true, true)
|
|
ent:Fire("break")
|
|
|
|
gamemode.Call("PropBroken", ent, attacker)
|
|
else
|
|
local brit = math.Clamp(ent.PropHealth / ent.TotalHealth, 0, 1)
|
|
local col = ent:GetColor()
|
|
col.r = 255
|
|
col.g = 255 * brit
|
|
col.b = 255 * brit
|
|
ent:SetColor(col)
|
|
end
|
|
elseif entclass == "func_door_rotating" then
|
|
if ent:GetKeyValues().damagefilter == "invul" or ent.Broken then return end
|
|
|
|
if self.ZombieEscape then
|
|
return
|
|
end
|
|
|
|
if not ent.Heal then
|
|
local br = ent:BoundingRadius()
|
|
if br > 80 then return end -- Don't break these kinds of doors that are bigger than this.
|
|
|
|
local health = br * 35
|
|
ent.Heal = health
|
|
ent.TotalHeal = health
|
|
end
|
|
|
|
if gamemode.Call("ShouldAntiGrief", ent, attacker, dmginfo, ent.TotalHeal) then
|
|
attacker:AntiGrief(dmginfo)
|
|
if dmginfo:GetDamage() <= 0 then return end
|
|
end
|
|
|
|
if dmginfo:GetDamage() >= 20 and attacker:IsPlayer() and attacker:Team() == TEAM_UNDEAD then
|
|
ent:EmitSound(math.random(2) == 1 and "npc/zombie/zombie_pound_door.wav" or "ambient/materials/door_hit1.wav")
|
|
end
|
|
|
|
ent.Heal = ent.Heal - dmginfo:GetDamage()
|
|
local brit = math.Clamp(ent.Heal / ent.TotalHeal, 0, 1)
|
|
local col = ent:GetColor()
|
|
col.r = 255
|
|
col.g = 255 * brit
|
|
col.b = 255 * brit
|
|
ent:SetColor(col)
|
|
|
|
dispatchdamagedisplay = true
|
|
|
|
if ent.Heal <= 0 then
|
|
ent.Broken = true
|
|
|
|
ent:EmitSound("Breakable.Metal")
|
|
ent:Fire("unlock", "", 0)
|
|
ent:Fire("open", "", 0.01) -- Trigger any area portals.
|
|
ent:Fire("break", "", 0.1)
|
|
ent:Fire("kill", "", 0.15)
|
|
end
|
|
elseif entclass == "prop_door_rotating" then
|
|
if ent:GetKeyValues().damagefilter == "invul" or ent:HasSpawnFlags(2048) and ent:IsDoorLocked() or ent.Broken then return end
|
|
|
|
if not ent.Heal then
|
|
ent.Heal = ent:BoundingRadius() * 35
|
|
ent.TotalHeal = ent.Heal
|
|
end
|
|
|
|
if dmginfo:GetDamage() >= 20 and attacker:IsPlayer() and attacker:Team() == TEAM_UNDEAD then
|
|
ent:EmitSound(math.random(2) == 1 and "npc/zombie/zombie_pound_door.wav" or "ambient/materials/door_hit1.wav")
|
|
end
|
|
|
|
if self.ZombieEscape then
|
|
return
|
|
end
|
|
|
|
if gamemode.Call("ShouldAntiGrief", ent, attacker, dmginfo, ent.TotalHeal) then
|
|
attacker:AntiGrief(dmginfo)
|
|
if dmginfo:GetDamage() <= 0 then return end
|
|
end
|
|
|
|
ent.Heal = ent.Heal - dmginfo:GetDamage()
|
|
local brit = math.Clamp(ent.Heal / ent.TotalHeal, 0, 1)
|
|
local col = ent:GetColor()
|
|
col.r = 255
|
|
col.g = 255 * brit
|
|
col.b = 255 * brit
|
|
ent:SetColor(col)
|
|
|
|
dispatchdamagedisplay = true
|
|
|
|
if ent.Heal <= 0 then
|
|
ent.Broken = true
|
|
|
|
ent:EmitSound("Breakable.Metal")
|
|
ent:Fire("unlock", "", 0)
|
|
ent:Fire("open", "", 0.01) -- Trigger any area portals.
|
|
ent:Fire("break", "", 0.1)
|
|
ent:Fire("kill", "", 0.15)
|
|
|
|
local physprop = ents.Create("prop_physics")
|
|
if physprop:IsValid() then
|
|
physprop:SetPos(ent:GetPos())
|
|
physprop:SetAngles(ent:GetAngles())
|
|
physprop:SetSkin(ent:GetSkin() or 0)
|
|
physprop:SetMaterial(ent:GetMaterial())
|
|
physprop:SetModel(ent:GetModel())
|
|
physprop:Spawn()
|
|
physprop:SetPhysicsAttacker(attacker)
|
|
if attacker:IsValid() then
|
|
local phys = physprop:GetPhysicsObject()
|
|
if phys:IsValid() then
|
|
phys:SetVelocityInstantaneous((physprop:NearestPoint(attacker:EyePos()) - attacker:EyePos()):GetNormalized() * math.Clamp(dmginfo:GetDamage() * 3, 40, 300))
|
|
end
|
|
end
|
|
if physprop:GetMaxHealth() == 1 and physprop:Health() == 0 then
|
|
local health = math.ceil((physprop:OBBMins():Length() + physprop:OBBMaxs():Length()) * 2)
|
|
if health < 2000 then
|
|
physprop.PropHealth = health
|
|
physprop.TotalHealth = health
|
|
end
|
|
end
|
|
end
|
|
end
|
|
elseif entclass == "func_breakable" then
|
|
if ent:GetKeyValues().damagefilter == "invul" then return end
|
|
|
|
if self.ZombieEscape then
|
|
dispatchdamagedisplay = true
|
|
return
|
|
end
|
|
|
|
if gamemode.Call("ShouldAntiGrief", ent, attacker, dmginfo, ent:GetMaxHealth()) then
|
|
attacker:AntiGrief(dmginfo, true)
|
|
if dmginfo:GetDamage() <= 0 then return end
|
|
end
|
|
|
|
if ent:Health() == 0 and ent:GetMaxHealth() == 1 then return end
|
|
|
|
local brit = math.Clamp(ent:Health() / ent:GetMaxHealth(), 0, 1)
|
|
local col = ent:GetColor()
|
|
col.r = 255
|
|
col.g = 255 * brit
|
|
col.b = 255 * brit
|
|
ent:SetColor(col)
|
|
|
|
dispatchdamagedisplay = true
|
|
elseif string.sub(entclass, 1, 12) == "func_physbox" then
|
|
local holder, status = ent:GetHolder()
|
|
if holder then status:Remove() end
|
|
|
|
if ent:GetKeyValues().damagefilter == "invul" then return end
|
|
|
|
if not ent.IgnoreZEProtect and self.ZombieEscape then
|
|
dispatchdamagedisplay = true
|
|
return
|
|
end
|
|
|
|
ent.Heal = ent.Heal or ent:BoundingRadius() * 35
|
|
ent.TotalHeal = ent.TotalHeal or ent.Heal
|
|
|
|
if gamemode.Call("ShouldAntiGrief", ent, attacker, dmginfo, ent.TotalHeal) then
|
|
attacker:AntiGrief(dmginfo)
|
|
if dmginfo:GetDamage() <= 0 then return end
|
|
end
|
|
|
|
ent.Heal = ent.Heal - dmginfo:GetDamage()
|
|
local brit = math.Clamp(ent.Heal / ent.TotalHeal, 0, 1)
|
|
local col = ent:GetColor()
|
|
col.r = 255
|
|
col.g = 255 * brit
|
|
col.b = 255 * brit
|
|
ent:SetColor(col)
|
|
|
|
dispatchdamagedisplay = true
|
|
|
|
if ent.Heal <= 0 then
|
|
local foundaxis = false
|
|
local entname = ent:GetName()
|
|
local allaxis = ents.FindByClass("phys_hinge")
|
|
for _, axis in pairs(allaxis) do
|
|
local keyvalues = axis:GetKeyValues()
|
|
if keyvalues.attach1 == entname or keyvalues.attach2 == entname then
|
|
foundaxis = true
|
|
axis:Remove()
|
|
ent.Heal = ent.Heal + 120
|
|
end
|
|
end
|
|
|
|
if not foundaxis then
|
|
ent:Fire("break", "", 0)
|
|
end
|
|
end
|
|
elseif ent:IsBarricadeProp() and attacker:IsValidLivingZombie() or ent.ZombieConstruction and attacker:IsValidLivingHuman() then
|
|
dispatchdamagedisplay = true
|
|
end
|
|
|
|
local dmg = dmginfo:GetDamage()
|
|
if dmg > 0 then
|
|
local holder, status = ent:GetHolder()
|
|
if holder and not holder.BuffTaut then status:Remove() end
|
|
|
|
local dmgpos = dmginfo:GetDamagePosition()
|
|
local hasdmgsess = attacker:IsPlayer() and attacker:HasDamageNumberSession()
|
|
|
|
if attacker:IsPlayer() and dispatchdamagedisplay and not hasdmgsess then
|
|
self:DamageFloater(attacker, ent, dmgpos, dmg)
|
|
elseif hasdmgsess and dispatchdamagedisplay then
|
|
attacker:CollectDamageNumberSession(dmg, dmgpos, ent:IsPlayer())
|
|
end
|
|
end
|
|
end
|
|
|
|
function GM:DamageFloater(attacker, victim, dmgpos, dmg, definiteply)
|
|
if attacker == victim then return end
|
|
if dmgpos == vector_origin then dmgpos = victim:NearestPoint(attacker:EyePos()) end
|
|
|
|
net.Start((definiteply or victim:IsPlayer()) and "zs_dmg" or "zs_dmg_prop")
|
|
if INFDAMAGEFLOATER then
|
|
INFDAMAGEFLOATER = nil
|
|
net.WriteUInt(9999, 16)
|
|
else
|
|
net.WriteUInt(math.ceil(dmg), 16)
|
|
end
|
|
net.WriteVector(dmgpos)
|
|
net.Send(attacker)
|
|
end
|
|
|
|
function GM:SetRandomToZombie()
|
|
local plays = team.GetPlayers(TEAM_HUMAN)
|
|
local pl = plays[math.random(#plays)]
|
|
|
|
if not pl then return end
|
|
|
|
pl:ChangeTeam(TEAM_UNDEAD)
|
|
pl:SetFrags(0)
|
|
pl:SetDeaths(0)
|
|
|
|
self.StartingZombie[pl:UniqueID()] = true
|
|
self.PreviouslyDied[pl:UniqueID()] = CurTime()
|
|
pl:UnSpectateAndSpawn()
|
|
|
|
return pl
|
|
end
|
|
|
|
function GM:PreOnPlayerChangedTeam(pl, oldteam, newteam)
|
|
--[[if oldteam == TEAM_HUMAN then
|
|
self:SaveVault(pl)
|
|
end]]
|
|
end
|
|
|
|
function GM:OnPlayerChangedTeam(pl, oldteam, newteam)
|
|
if newteam == TEAM_UNDEAD then
|
|
pl:SetPoints(0)
|
|
|
|
--pl.WaveBarricadeDamage = 0
|
|
--pl.WaveHumanDamage = 0
|
|
pl.DamagedBy = {}
|
|
|
|
pl:SetBarricadeGhosting(false)
|
|
self.CheckedOut[pl:UniqueID()] = true
|
|
elseif newteam == TEAM_HUMAN then
|
|
self.PreviouslyDied[pl:UniqueID()] = nil
|
|
|
|
if self.PointSaving > 0 and pl.PointsVault ~= nil and not self.ZombieEscape and not self:IsClassicMode() then
|
|
pl:SetPoints(math.floor(pl.PointsVault))
|
|
else
|
|
pl:SetPoints(0)
|
|
end
|
|
|
|
self:RefreshItemStocks(pl)
|
|
end
|
|
|
|
if newteam ~= TEAM_HUMAN then
|
|
pl:RemoveSkills()
|
|
end
|
|
|
|
pl:SetLastAttacker(nil)
|
|
for _, p in pairs(player.GetAll()) do
|
|
if p.LastAttacker == pl then
|
|
p.LastAttacker = nil
|
|
end
|
|
end
|
|
|
|
pl.PointQueue = 0
|
|
|
|
timer.Simple(0, function() gamemode.Call("CalculateInfliction") end)
|
|
end
|
|
|
|
function GM:SetToDefaultZombieClass(pl)
|
|
if pl:Team() == TEAM_UNDEAD then
|
|
pl:KillSilent()
|
|
pl:SetZombieClass(self.DefaultZombieClass or 1)
|
|
pl:UnSpectateAndSpawn()
|
|
else
|
|
pl:SetZombieClass(self.DefaultZombieClass or 1)
|
|
end
|
|
end
|
|
|
|
function GM:SetPantsMode(mode)
|
|
if self.ZombieEscape then return end
|
|
|
|
self.PantsMode = mode and self.ZombieClasses["Zombie Legs"] ~= nil and not self:IsClassicMode() and not self:IsBabyMode()
|
|
|
|
if self.PantsMode then
|
|
local index = self.ZombieClasses["Zombie Legs"].Index
|
|
|
|
self.PreOverrideDefaultZombieClass = self.PreOverrideDefaultZombieClass or self.DefaultZombieClass
|
|
self.DefaultZombieClass = index
|
|
|
|
for _, pl in pairs(player.GetAll()) do
|
|
local classname = pl:GetZombieClassTable().Name
|
|
if classname ~= "Zombie Legs" and classname ~= "Crow" then
|
|
if pl:Team() == TEAM_UNDEAD then
|
|
pl:KillSilent()
|
|
pl:SetZombieClass(index)
|
|
pl:UnSpectateAndSpawn()
|
|
else
|
|
pl:SetZombieClass(index)
|
|
end
|
|
end
|
|
pl.DeathClass = index
|
|
end
|
|
else
|
|
self.DefaultZombieClass = self.PreOverrideDefaultZombieClass or self.DefaultZombieClass
|
|
|
|
for _, pl in pairs(player.GetAll()) do
|
|
if pl:GetZombieClassTable().Name == "Zombie Legs" then
|
|
self:SetToDefaultZombieClass(pl)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function GM:SetClassicMode(mode)
|
|
if self.ZombieEscape then return end
|
|
|
|
self.ClassicMode = mode and self.ZombieClasses["Classic Zombie"] ~= nil and not self.PantsMode and not self:IsBabyMode()
|
|
|
|
SetGlobalBool("classicmode", self.ClassicMode)
|
|
|
|
if self:IsClassicMode() then
|
|
util.RemoveAll("prop_nail")
|
|
|
|
local index = self.ZombieClasses["Classic Zombie"].Index
|
|
|
|
self.PreOverrideDefaultZombieClass = self.PreOverrideDefaultZombieClass or self.DefaultZombieClass
|
|
self.DefaultZombieClass = index
|
|
|
|
for _, pl in pairs(player.GetAll()) do
|
|
local classname = pl:GetZombieClassTable().Name
|
|
if classname ~= "Classic Zombie" and classname ~= "Crow" then
|
|
if pl:Team() == TEAM_UNDEAD then
|
|
pl:KillSilent()
|
|
pl:SetZombieClass(index)
|
|
pl:UnSpectateAndSpawn()
|
|
else
|
|
pl:SetZombieClass(index)
|
|
end
|
|
end
|
|
pl.DeathClass = index
|
|
end
|
|
else
|
|
self.DefaultZombieClass = self.PreOverrideDefaultZombieClass or self.DefaultZombieClass
|
|
|
|
for _, pl in pairs(player.GetAll()) do
|
|
if pl:GetZombieClassTable().Name == "Classic Zombie" then
|
|
self:SetToDefaultZombieClass(pl)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function GM:SetBabyMode(mode)
|
|
if self.ZombieEscape then return end
|
|
|
|
self.BabyMode = mode and self.ZombieClasses["Gore Child"] ~= nil and not self.PantsMode and not self:IsClassicMode()
|
|
|
|
SetGlobalBool("babymode", self.BabyMode)
|
|
|
|
if self:IsBabyMode() then
|
|
local index = self.ZombieClasses["Gore Child"].Index
|
|
|
|
self.PreOverrideDefaultZombieClass = self.PreOverrideDefaultZombieClass or self.DefaultZombieClass
|
|
self.DefaultZombieClass = index
|
|
|
|
for _, pl in pairs(player.GetAll()) do
|
|
local classname = pl:GetZombieClassTable().Name
|
|
if classname ~= "Gore Child" and classname ~= "Giga Gore Child" and classname ~= "Crow" then
|
|
if pl:Team() == TEAM_UNDEAD then
|
|
pl:KillSilent()
|
|
pl:SetZombieClass(index)
|
|
pl:UnSpectateAndSpawn()
|
|
else
|
|
pl:SetZombieClass(index)
|
|
end
|
|
end
|
|
pl.DeathClass = index
|
|
end
|
|
else
|
|
self.DefaultZombieClass = self.PreOverrideDefaultZombieClass or self.DefaultZombieClass
|
|
|
|
for _, pl in pairs(player.GetAll()) do
|
|
if pl:GetZombieClassTable().Name == "Gore Child" then
|
|
self:SetToDefaultZombieClass(pl)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
GM.InitialVolunteers = {}
|
|
function GM:SetClosestsToZombie()
|
|
local allplayers = player.GetAllActive()
|
|
local numplayers = #allplayers
|
|
if numplayers <= 1 then return end
|
|
|
|
local desiredzombies = self:GetDesiredStartingZombies()
|
|
|
|
self:SortZombieSpawnDistances(allplayers)
|
|
|
|
local zombies = {}
|
|
for _, pl in pairs(allplayers) do
|
|
if pl:Team() ~= TEAM_HUMAN or not pl:Alive() then
|
|
table.insert(zombies, pl)
|
|
end
|
|
end
|
|
|
|
-- Need to place some people back on the human team.
|
|
if #zombies > desiredzombies then
|
|
local toswap = #zombies - desiredzombies
|
|
for _, pl in pairs(zombies) do
|
|
if pl.DiedDuringWave0 and pl:GetInfo("zs_alwaysvolunteer") ~= "1" and not pl.IsZSBot then
|
|
pl:ChangeTeam(TEAM_HUMAN)
|
|
pl:UnSpectateAndSpawn()
|
|
toswap = toswap - 1
|
|
if toswap <= 0 then
|
|
break
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
for i = 1, desiredzombies do
|
|
local pl = allplayers[i]
|
|
if pl:Team() ~= TEAM_UNDEAD then
|
|
pl:ChangeTeam(TEAM_UNDEAD)
|
|
self.PreviouslyDied[pl:UniqueID()] = CurTime()
|
|
self.InitialVolunteers[pl:UniqueID()] = true
|
|
end
|
|
pl:SetFrags(0)
|
|
pl:SetDeaths(0)
|
|
|
|
local unlocked = {}
|
|
for _, v in ipairs(self.ZombieClasses) do
|
|
if v.Unlocked and not v.Hidden and v.NotRandomStart then
|
|
unlocked[#unlocked + 1] = v.Index
|
|
end
|
|
end
|
|
pl:SetZombieClass(unlocked[math.random(#unlocked)])
|
|
|
|
self.StartingZombie[pl:UniqueID()] = true
|
|
pl:UnSpectateAndSpawn()
|
|
end
|
|
end
|
|
|
|
function GM:AllowPlayerPickup(pl, ent)
|
|
return false
|
|
end
|
|
|
|
function GM:PlayerShouldTakeDamage(pl, attacker)
|
|
if attacker.PBAttacker and attacker.PBAttacker:IsValid() and CurTime() < attacker.NPBAttacker then -- Protection against prop_physbox team killing. physboxes don't respond to SetPhysicsAttacker()
|
|
attacker = attacker.PBAttacker
|
|
end
|
|
|
|
if attacker:IsPlayer() and attacker ~= pl and not attacker.AllowTeamDamage and not pl.AllowTeamDamage and attacker:Team() == pl:Team() then return false end
|
|
|
|
return true
|
|
end
|
|
|
|
function GM:PlayerHurt(victim, attacker, healthremaining, damage)
|
|
if healthremaining < 1 then return end
|
|
|
|
if victim:Team() == TEAM_HUMAN then
|
|
victim:PlayPainSound()
|
|
|
|
if healthremaining < 75 then
|
|
victim:ResetSpeed(nil, healthremaining)
|
|
end
|
|
|
|
if healthremaining < victim:GetMaxHealth() * 0.5 and victim:GetBloodArmor() < victim.MaxBloodArmor + 10 and victim:HasTrinket("bloodpack") then
|
|
victim:SetBloodArmor(math.min(victim:GetBloodArmor() + (20 * victim.BloodarmorGainMul), victim.MaxBloodArmor + (20 * victim.MaxBloodArmorMul)))
|
|
victim:TakeInventoryItem("trinket_bloodpack")
|
|
|
|
net.Start("zs_trinketconsumed")
|
|
net.WriteString("Blood Transfusion Pack")
|
|
net.Send(victim)
|
|
end
|
|
else
|
|
victim:PlayZombiePainSound()
|
|
end
|
|
end
|
|
|
|
function GM:WeaponDeployed(pl, wep)
|
|
self:DoChangeDeploySpeed(wep)
|
|
|
|
-- Don't change speed instantly to stop people from shooting and then running away with a faster weapon.
|
|
local timername = tostring(pl).."speedchange"
|
|
timer.Remove(timername)
|
|
|
|
local speed = pl:ResetSpeed(true) -- Determine what speed we SHOULD get without actually setting it.
|
|
if speed < pl:GetMaxSpeed() then
|
|
pl:SetSpeed(speed)
|
|
elseif pl:GetMaxSpeed() < speed then
|
|
local unbound = pl:IsSkillActive(SKILL_UNBOUND) and 0.4 or 1
|
|
|
|
timer.Create(timername, (0.333 / (pl.DeploySpeedMultiplier or 1)) * unbound, 1, function() if pl:IsValid() then pl:SetHumanSpeed(speed) end end)
|
|
end
|
|
end
|
|
|
|
function GM:KeyPress(pl, key)
|
|
if key == IN_USE then
|
|
if pl:Team() == TEAM_HUMAN and pl:Alive() then
|
|
if pl:IsCarrying() then
|
|
pl.status_human_holding:OnRemove() -- No idea...
|
|
pl.status_human_holding:RemoveNextFrame()
|
|
else
|
|
self:TryHumanPickup(pl, pl:TraceLine(64).Entity)
|
|
end
|
|
end
|
|
elseif key == IN_SPEED then
|
|
if pl:Alive() then
|
|
if pl:Team() == TEAM_HUMAN then
|
|
pl:DispatchAltUse()
|
|
|
|
if not pl:IsCarrying() and pl:KeyPressed(IN_SPEED) and pl:IsSkillActive(SKILL_CARDIOTONIC) and pl:GetBloodArmor() > 0 then
|
|
pl:SetBloodArmor(pl:GetBloodArmor() - 1)
|
|
pl:EmitSound("player/suit_sprint.wav", 50)
|
|
if pl:GetBloodArmor() == 0 and pl:IsSkillActive(SKILL_BLOODLETTER) then
|
|
local bleed = pl:GiveStatus("bleed")
|
|
if bleed and bleed:IsValid() then
|
|
bleed:AddDamage(5)
|
|
bleed.Damager = pl
|
|
end
|
|
end
|
|
pl:ResetSpeed()
|
|
end
|
|
elseif pl:Team() == TEAM_UNDEAD then
|
|
pl:CallZombieFunction0("AltUse")
|
|
end
|
|
end
|
|
elseif key == IN_ZOOM then
|
|
if pl:Team() == TEAM_HUMAN and pl:Alive() and not self.ZombieEscape then
|
|
if pl:IsOnGround() then
|
|
pl.LastGhostFailureVelocity = nil
|
|
pl:SetBarricadeGhosting(true)
|
|
else
|
|
local plvel = pl:GetVelocity()
|
|
if pl:GetPhysicsObject():IsPenetrating() then
|
|
if (plvel.x == 0 and plvel.y == 0 and (plvel.z == -4.5 or plvel.z == 0)) then
|
|
pl.LastGhostFailureVelocity = nil
|
|
pl:SetBarricadeGhosting(true)
|
|
else
|
|
pl:SetLocalVelocity(vector_origin)
|
|
end
|
|
elseif pl.LastGhostFailureVelocity == plvel then
|
|
pl.LastGhostFailureVelocity = nil
|
|
pl:SetBarricadeGhosting(true)
|
|
else
|
|
pl.LastGhostFailureVelocity = plvel
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function GM:GetNearestSpawn(pos, teamid)
|
|
local nearest = NULL
|
|
|
|
local nearestdist = math.huge
|
|
for _, ent in pairs(team.GetValidSpawnPoint(teamid)) do
|
|
if ent.Disabled then continue end
|
|
|
|
local dist = ent:GetPos():DistToSqr(pos)
|
|
if dist < nearestdist then
|
|
nearestdist = dist
|
|
nearest = ent
|
|
end
|
|
end
|
|
|
|
return nearest
|
|
end
|
|
|
|
function GM:EntityWouldBlockSpawn(ent)
|
|
local spawnpoint = self:GetNearestSpawn(ent:GetPos(), TEAM_UNDEAD)
|
|
|
|
if spawnpoint:IsValid() then
|
|
local spawnpos = spawnpoint:GetPos()
|
|
if spawnpos:DistToSqr(ent:NearestPoint(spawnpos)) <= 1600 then return true end
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
function GM:GetNearestSpawnDistance(pos, teamid)
|
|
local nearest = self:GetNearestSpawn(pos, teamid)
|
|
if nearest:IsValid() then
|
|
return nearest:GetPos():Distance(pos)
|
|
end
|
|
|
|
return -1
|
|
end
|
|
|
|
function GM:ShutDown()
|
|
self:SaveAllVaults()
|
|
end
|
|
|
|
function GM:PlayerUse(pl, ent)
|
|
if not pl:Alive() or pl:Team() == TEAM_UNDEAD and pl:GetZombieClassTable().NoUse or pl:GetBarricadeGhosting() then return false end
|
|
|
|
if pl:IsHolding() and pl:GetHolding() ~= ent then return false end
|
|
|
|
local entclass = ent:GetClass()
|
|
if entclass == "prop_door_rotating" then
|
|
if CurTime() < (ent.m_AntiDoorSpam or 0) then -- Prop doors can be glitched shut by mashing the use button.
|
|
return false
|
|
end
|
|
ent.m_AntiDoorSpam = CurTime() + 0.85
|
|
elseif entclass == "item_healthcharger" then
|
|
if pl:Team() == TEAM_UNDEAD then
|
|
return false
|
|
elseif pl:IsSkillActive(SKILL_D_FRAIL) and pl:Health() >= math.floor(pl:GetMaxHealth() * 0.25) then
|
|
return false
|
|
end
|
|
elseif pl:Team() == TEAM_HUMAN and not pl:IsCarrying() and pl:KeyPressed(IN_USE) then
|
|
self:TryHumanPickup(pl, ent)
|
|
end
|
|
|
|
return true
|
|
end
|
|
|
|
function GM:PlayerDeath(pl, inflictor, attacker)
|
|
end
|
|
|
|
function GM:PlayerDeathSound()
|
|
return true
|
|
end
|
|
|
|
local function SortDist(pa, pb)
|
|
return pa._temp < pb._temp
|
|
end
|
|
function GM:CanPlayerSuicide(pl)
|
|
if self.RoundEnded or pl:HasWon() then return false end
|
|
|
|
if pl:Team() == TEAM_HUMAN then
|
|
if self:GetWave() <= self.NoSuicideWave then
|
|
pl:PrintTranslatedMessage(HUD_PRINTCENTER, "give_time_before_suicide")
|
|
return false
|
|
end
|
|
|
|
-- If a person is going to suicide with no last attacker, give the kill to the closest zombie.
|
|
if not IsValid(pl:GetLastAttacker()) then
|
|
local plpos = pl:EyePos()
|
|
local tosort = {}
|
|
for _, zom in pairs(team.GetPlayers(TEAM_UNDEAD)) do
|
|
if zom:Alive() then
|
|
local dist = zom:GetPos():DistToSqr(plpos)
|
|
if dist <= 262144 then --512^2
|
|
zom._temp = dist
|
|
table.insert(tosort, zom)
|
|
end
|
|
end
|
|
end
|
|
|
|
table.sort(tosort, SortDist)
|
|
|
|
if tosort[1] then
|
|
pl:SetLastAttacker(tosort[1])
|
|
end
|
|
end
|
|
elseif pl:Team() == TEAM_UNDEAD then
|
|
local ret = pl:CallZombieFunction0("CanPlayerSuicide")
|
|
if ret == false then return false end
|
|
end
|
|
|
|
return pl:GetObserverMode() == OBS_MODE_NONE and pl:Alive() and (not pl.SpawnNoSuicide or pl.SpawnNoSuicide < CurTime())
|
|
end
|
|
|
|
function GM:DefaultRevive(pl)
|
|
local status = pl:GiveStatus("revive")
|
|
if status and status:IsValid() then
|
|
status:SetReviveTime(CurTime() + 2)
|
|
end
|
|
end
|
|
|
|
function GM:HumanKilledZombie(pl, attacker, inflictor, dmginfo, headshot, suicide)
|
|
if (pl:GetZombieClassTable().Points or 0) == 0 or self.RoundEnded then return end
|
|
|
|
-- Simply distributes based on damage but also do some stuff for assists.
|
|
|
|
local totaldamage = 0
|
|
for otherpl, dmg in pairs(pl.DamagedBy) do
|
|
if otherpl:IsValid() and otherpl:Team() == TEAM_HUMAN then
|
|
totaldamage = totaldamage + dmg
|
|
end
|
|
end
|
|
|
|
local mostassistdamage = 0
|
|
local halftotaldamage = totaldamage / 2
|
|
local mostdamager
|
|
for otherpl, dmg in pairs(pl.DamagedBy) do
|
|
if otherpl ~= attacker and otherpl:IsValid() and otherpl:Team() == TEAM_HUMAN and dmg > mostassistdamage and dmg >= halftotaldamage then
|
|
mostassistdamage = dmg
|
|
mostdamager = otherpl
|
|
end
|
|
end
|
|
|
|
attacker.ZombiesKilled = attacker.ZombiesKilled + 1
|
|
|
|
if mostdamager then
|
|
attacker:PointCashOut(pl, FM_LOCALKILLOTHERASSIST)
|
|
mostdamager:PointCashOut(pl, FM_LOCALASSISTOTHERKILL)
|
|
|
|
mostdamager.ZombiesKilledAssists = mostdamager.ZombiesKilledAssists + 1
|
|
else
|
|
attacker:PointCashOut(pl, FM_NONE)
|
|
end
|
|
|
|
if inflictor:IsValid() and inflictor == attacker:GetActiveWeapon() then
|
|
local wep = attacker:GetActiveWeapon()
|
|
if attacker.MeleeMovementSpeedOnKill and attacker.MeleeMovementSpeedOnKill ~= 0 and wep.IsMelee then
|
|
local boost = attacker:GiveStatus("adrenalineamp", 10)
|
|
if boost and boost:IsValid() then
|
|
boost:SetSpeed(attacker.MeleeMovementSpeedOnKill)
|
|
end
|
|
end
|
|
|
|
if #self.Food > 0 and pl.ChefMarkTime and pl.ChefMarkTime > CurTime() and pl.ChefMarkOwner == attacker then
|
|
local rfood = self.Food[math.random(#self.Food)]
|
|
if not attacker:HasWeapon(rfood) then
|
|
attacker:Give(rfood)
|
|
end
|
|
end
|
|
|
|
if pl:WasHitInHead() then
|
|
attacker.Headshots = (attacker.Headshots or 0) + 1
|
|
end
|
|
|
|
GAMEMODE.StatTracking:IncreaseElementKV(STATTRACK_TYPE_WEAPON, wep:GetClass(), "Kills", 1)
|
|
|
|
if wep.OnZombieKilled then
|
|
wep:OnZombieKilled(pl, totaldamage, dmginfo)
|
|
end
|
|
end
|
|
|
|
gamemode.Call("PostHumanKilledZombie", pl, attacker, inflictor, dmginfo, mostdamager, mostassistdamage, headshot)
|
|
|
|
return mostdamager
|
|
end
|
|
|
|
function GM:PostHumanKilledZombie(pl, attacker, inflictor, dmginfo, assistpl, assistamount, headshot)
|
|
end
|
|
|
|
function GM:ZombieKilledHuman(pl, attacker, inflictor, dmginfo, headshot, suicide)
|
|
if self.RoundEnded then return end
|
|
|
|
local plpos = pl:GetPos()
|
|
local dist = 999999999
|
|
local xp = 18 * (GAMEMODE.ZombieXPMulti or 1)
|
|
for _, ent in pairs(team.GetValidSpawnPoint(TEAM_UNDEAD)) do
|
|
dist = math.min(ent:GetPos():DistToSqr(plpos), dist)
|
|
end
|
|
pl.ZombieSpawnDeathDistance = math.ceil(math.sqrt(dist))
|
|
|
|
attacker:AddBrains(1)
|
|
attacker:AddLifeBrainsEaten(1)
|
|
attacker:AddZSXP(self.InitialVolunteers[attacker:UniqueID()] and xp or math.floor(xp/4))
|
|
|
|
local classtab = attacker:GetZombieClassTable()
|
|
if classtab and classtab.Name then
|
|
GAMEMODE.StatTracking:IncreaseElementKV(STATTRACK_TYPE_ZOMBIECLASS, classtab.Name, "BrainsEaten", 1)
|
|
end
|
|
|
|
if not pl.Gibbed and not suicide then
|
|
local status = pl:GiveStatus("revive_slump_human")
|
|
if status then
|
|
status:SetReviveTime(CurTime() + 4)
|
|
status:SetZombieInitializeTime(CurTime() + 2)
|
|
end
|
|
|
|
pl:SetZombieClassName(self.ZombieEscape and "Super Zombie" or self:IsClassicMode() and "Classic Zombie" or self:IsBabyMode() and "Gore Child" or "Fresh Dead")
|
|
end
|
|
|
|
gamemode.Call("PostZombieKilledHuman", pl, attacker, inflictor, dmginfo, headshot, suicide)
|
|
|
|
return attacker:Frags()
|
|
end
|
|
|
|
function GM:PostZombieKilledHuman(pl, attacker, inflictor, dmginfo, headshot, suicide)
|
|
end
|
|
|
|
local function DelayedChangeToZombie(pl)
|
|
if pl:IsValid() then
|
|
if pl.ChangeTeamFrags then
|
|
pl:SetFrags(pl.ChangeTeamFrags)
|
|
pl.ChangeTeamFrags = 0
|
|
end
|
|
|
|
pl:ChangeTeam(TEAM_UNDEAD)
|
|
end
|
|
end
|
|
function GM:DoPlayerDeath(pl, attacker, dmginfo)
|
|
pl:RemoveEphemeralStatuses()
|
|
pl:Extinguish()
|
|
pl:SetPhantomHealth(0)
|
|
|
|
local inflictor = dmginfo:GetInflictor()
|
|
local plteam = pl:Team()
|
|
local ct = CurTime()
|
|
local suicide = attacker == pl or attacker:IsWorld()
|
|
|
|
if attacker.PBAttacker and attacker.PBAttacker:IsValid() then
|
|
attacker = attacker.PBAttacker
|
|
end
|
|
|
|
pl:Freeze(false)
|
|
|
|
local headshot = pl:WasHitInHead()
|
|
|
|
if suicide then attacker = pl:GetLastAttacker() or attacker end
|
|
pl:SetLastAttacker()
|
|
|
|
if inflictor == NULL then inflictor = attacker end
|
|
|
|
if inflictor == attacker and attacker:IsPlayer() then
|
|
local wep = attacker:GetActiveWeapon()
|
|
if wep:IsValid() then
|
|
inflictor = wep
|
|
end
|
|
end
|
|
|
|
if headshot then
|
|
local effectdata = EffectData()
|
|
effectdata:SetOrigin(dmginfo:GetDamagePosition())
|
|
local force = dmginfo:GetDamageForce()
|
|
effectdata:SetMagnitude(force:Length() * 3)
|
|
effectdata:SetNormal(force:GetNormalized())
|
|
effectdata:SetEntity(pl)
|
|
util.Effect("headshot", effectdata, true, true)
|
|
end
|
|
|
|
if not pl:CallZombieFunction5("OnKilled", attacker, inflictor, suicide, headshot, dmginfo) then
|
|
if pl:Health() <= -70 and not pl.NoGibs and not self.ZombieEscape then
|
|
pl:Gib(dmginfo)
|
|
elseif not pl.KnockedDown then
|
|
pl:CreateRagdoll()
|
|
end
|
|
end
|
|
|
|
pl:RemoveStatus("overridemodel", false, true)
|
|
|
|
local revive = false
|
|
local assistpl
|
|
if plteam == TEAM_UNDEAD then
|
|
if GAMEMODE.ZombieEscape then
|
|
local zewep = pl:GetWeapon("weapon_knife")
|
|
if zewep and zewep:IsValid() then
|
|
pl:DropWeapon(zewep)
|
|
end
|
|
end
|
|
|
|
local classtable = pl:GetZombieClassTable()
|
|
|
|
pl:PlayZombieDeathSound()
|
|
|
|
if classtable.Boss and not self.ObjectiveMap and pl.BossDeathNotification then
|
|
net.Start("zs_boss_slain")
|
|
net.WriteEntity(pl)
|
|
net.WriteUInt(classtable.Index, 8)
|
|
net.Broadcast()
|
|
|
|
timer.Simple(0, function()
|
|
pl:MakeBossDrop()
|
|
end)
|
|
|
|
pl.BossDeathNotification = nil
|
|
end
|
|
|
|
if not classtable.NoDeaths then
|
|
pl:AddDeaths(1)
|
|
end
|
|
|
|
if self:GetWaveActive() then
|
|
pl.StartSpectating = ct + 2
|
|
else
|
|
pl.StartCrowing = ct + 3
|
|
end
|
|
|
|
if attacker:IsValid() and attacker:IsPlayer() and attacker ~= pl then
|
|
if classtable.Revives and not pl.Gibbed and not headshot and CurTime() > pl.LastRevive + 4 then
|
|
if classtable.ReviveCallback then
|
|
revive = classtable:ReviveCallback(pl, attacker, dmginfo)
|
|
elseif math.random(4) ~= 1 then
|
|
self:DefaultRevive(pl)
|
|
revive = true
|
|
end
|
|
end
|
|
|
|
if revive then
|
|
pl.LastRevive = CurTime()
|
|
elseif attacker:Team() == TEAM_HUMAN then
|
|
assistpl = gamemode.Call("HumanKilledZombie", pl, attacker, inflictor, dmginfo, headshot, suicide)
|
|
end
|
|
end
|
|
|
|
if not revive and (pl.LifeBarricadeDamage ~= 0 or pl.LifeHumanDamage ~= 0 or pl.LifeBrainsEaten ~= 0) then
|
|
timer.Simple(0, function() if pl:IsValid() then pl:SendLifeStats() end end)
|
|
end
|
|
|
|
pl:CallZombieFunction5("PostOnKilled", attacker, inflictor, suicide, headshot, dmginfo)
|
|
elseif plteam == TEAM_HUMAN then
|
|
pl.NextSpawnTime = ct + 4
|
|
|
|
pl:PlayDeathSound()
|
|
|
|
if attacker:IsPlayer() and attacker ~= pl then
|
|
gamemode.Call("ZombieKilledHuman", pl, attacker, inflictor, dmginfo, headshot, suicide)
|
|
end
|
|
|
|
pl:DropAll()
|
|
timer.Simple(0, function() DelayedChangeToZombie(pl) end) -- We don't want people shooting barrels near teammates.
|
|
self.PreviouslyDied[pl:UniqueID()] = CurTime()
|
|
if self:GetWave() == 0 then
|
|
pl.DiedDuringWave0 = true
|
|
end
|
|
|
|
local frags = pl:Frags()
|
|
if frags < 0 then
|
|
pl.ChangeTeamFrags = math.ceil(frags / 5)
|
|
else
|
|
pl.ChangeTeamFrags = 0
|
|
end
|
|
|
|
if pl.SpawnedTime then
|
|
pl.SurvivalTime = math.max(ct - pl.SpawnedTime, pl.SurvivalTime or 0)
|
|
pl.SpawnedTime = nil
|
|
end
|
|
|
|
if team.NumPlayers(TEAM_HUMAN) <= 1 then
|
|
self.LastHumanPosition = pl:WorldSpaceCenter()
|
|
|
|
net.Start("zs_lasthumanpos")
|
|
net.WriteVector(self.LastHumanPosition)
|
|
net.Broadcast()
|
|
end
|
|
|
|
local hands = pl:GetHands()
|
|
if IsValid(hands) then
|
|
hands:Remove()
|
|
end
|
|
end
|
|
|
|
if revive or pl:CallZombieFunction2("NoDeathMessage", attacker, dmginfo) or pl:IsSpectator() then return end
|
|
|
|
if attacker == pl then
|
|
net.Start("zs_pl_kill_self")
|
|
net.WriteEntity(pl)
|
|
net.WriteUInt(plteam, 8)
|
|
net.Broadcast()
|
|
elseif attacker:IsPlayer() then
|
|
if assistpl then
|
|
net.Start("zs_pls_kill_pl")
|
|
net.WriteEntity(pl)
|
|
net.WriteEntity(attacker)
|
|
net.WriteEntity(assistpl)
|
|
net.WriteString(inflictor:GetClass())
|
|
net.WriteUInt(plteam, 8)
|
|
net.WriteUInt(attacker:Team(), 8) -- Assuming assistants are always on the same team.
|
|
net.WriteBit(headshot)
|
|
net.Broadcast()
|
|
|
|
gamemode.Call("PlayerKilledByPlayer", pl, assistpl, inflictor, headshot, dmginfo, true)
|
|
else
|
|
net.Start("zs_pl_kill_pl")
|
|
net.WriteEntity(pl)
|
|
net.WriteEntity(attacker)
|
|
net.WriteString(inflictor:GetClass())
|
|
net.WriteUInt(plteam, 8)
|
|
net.WriteUInt(attacker:Team(), 8)
|
|
net.WriteBit(headshot)
|
|
net.Broadcast()
|
|
end
|
|
|
|
gamemode.Call("PlayerKilledByPlayer", pl, attacker, inflictor, headshot, dmginfo)
|
|
else
|
|
net.Start("zs_death")
|
|
net.WriteEntity(pl)
|
|
net.WriteString(inflictor:GetClass())
|
|
net.WriteString(attacker:GetClass())
|
|
net.WriteUInt(plteam, 8)
|
|
net.Broadcast()
|
|
end
|
|
end
|
|
|
|
function GM:WeaponEquip(wep)
|
|
if wep.m_WeaponDeploySpeed then
|
|
timer.Simple(0, function() GAMEMODE:DoChangeDeploySpeed(wep) end)
|
|
end
|
|
end
|
|
|
|
function GM:PlayerKilledByPlayer(pl, attacker, inflictor, headshot, dmginfo, is_assistant)
|
|
end
|
|
|
|
function GM:PlayerCanPickupWeapon(pl, ent)
|
|
if pl:IsSpectator() then return false end
|
|
|
|
if pl:Team() == TEAM_UNDEAD then return ent:GetClass() == pl:GetZombieClassTable().SWEP end
|
|
|
|
return not ent.ZombieOnly
|
|
end
|
|
|
|
function GM:PlayerCanPickupItem(pl, ent)
|
|
if pl:IsSkillActive(SKILL_D_FRAIL) then
|
|
local class = ent:GetClass()
|
|
if class == "item_healthkit" or class == "item_healthvial" then
|
|
local healamount = #class == 14 and 25 or 10
|
|
if pl:Health() + healamount > math.floor(pl:GetMaxHealth() * 0.25) then
|
|
return false
|
|
end
|
|
end
|
|
end
|
|
|
|
return true
|
|
end
|
|
|
|
-- This function is only for footsteps for players not in the local player's pvs or something.
|
|
-- The cl_init.lua version usually overrides this number so I just set it to a static number to save cycles.
|
|
function GM:PlayerStepSoundTime(pl, iType, bWalking)
|
|
return 350
|
|
end
|
|
|
|
-- Again, don't bother overriding anything due to above.
|
|
function GM:PlayerFootstep(pl, vPos, iFoot, strSoundName, fVolume, pFilter)
|
|
end
|
|
|
|
local VoiceSetTranslate = {}
|
|
VoiceSetTranslate["models/player/alyx.mdl"] = VOICESET_ALYX
|
|
VoiceSetTranslate["models/player/barney.mdl"] = VOICESET_BARNEY
|
|
VoiceSetTranslate["models/player/combine_soldier.mdl"] = VOICESET_COMBINE
|
|
VoiceSetTranslate["models/player/combine_soldier_prisonguard.mdl"] = VOICESET_COMBINE
|
|
VoiceSetTranslate["models/player/combine_super_soldier.mdl"] = VOICESET_COMBINE
|
|
VoiceSetTranslate["models/player/police.mdl"] = VOICESET_COMBINE
|
|
VoiceSetTranslate["models/grim.mdl"] = VOICESET_COMBINE
|
|
VoiceSetTranslate["models/player/police_fem.mdl"] = VOICESET_COMBINE
|
|
VoiceSetTranslate["models/player/monk.mdl"] = VOICESET_MONK
|
|
VoiceSetTranslate["models/jason278-players/gabe_3.mdl"] = VOICESET_MONK
|
|
VoiceSetTranslate["models/player/mossman.mdl"] = VOICESET_FEMALE
|
|
VoiceSetTranslate["models/player/brsp.mdl"] = VOICESET_FEMALE
|
|
VoiceSetTranslate["models/player/moe_glados_p.mdl"] = VOICESET_FEMALE
|
|
VoiceSetTranslate["models/player/mossman_arctic.mdl"] = VOICESET_FEMALE
|
|
VoiceSetTranslate["models/player/p2_chell.mdl"] = VOICESET_FEMALE
|
|
VoiceSetTranslate["models/dawson/obese_male_deluxe/obese_male_deluxe.mdl"] = VOICESET_MONK
|
|
VoiceSetTranslate["models/player/cirno/cirno_player.mdl"] = VOICESET_FEMALE
|
|
VoiceSetTranslate["models/player/dewobedil/eromanga_sensei/sagiri/pajama_p.mdl"] = VOICESET_FEMALE
|
|
VoiceSetTranslate["models/loyalists/mmd/remilia/remilia_mp_pm.mdl"] = VOICESET_FEMALE
|
|
VoiceSetTranslate["models/loyalists/mmd/flandre/flandre_mp_pm.mdl"] = VOICESET_FEMALE
|
|
VoiceSetTranslate["models/jazzmcfly/kantai/yuudachi/yuudachi.mdl"] = VOICESET_FEMALE
|
|
VoiceSetTranslate["models/player/dewobedil/vocaloid/haku/bikini_p.mdl"] = VOICESET_FEMALE
|
|
VoiceSetTranslate["models/player/dewobedil/touhou/junko/default_p.mdl"] = VOICESET_FEMALE
|
|
function GM:PlayerSpawn(pl)
|
|
pl:StripWeapons()
|
|
pl:WipePlayerInventory()
|
|
pl:GiveAmmo(1, "dummy", true) -- Fixes empty weapon deploy bug.
|
|
pl:RemoveStatus("confusion", false, true)
|
|
pl:RemoveFlags(FL_ONGROUND) -- fixes :OnGround() returning true on spawn even if they're not on the ground.
|
|
|
|
if pl:GetMaterial() ~= "" then
|
|
pl:SetMaterial("")
|
|
end
|
|
|
|
pl:UnSpectate()
|
|
|
|
pl.StartCrowing = nil
|
|
pl.StartSpectating = nil
|
|
pl.NextSpawnTime = nil
|
|
pl.Gibbed = nil
|
|
|
|
pl.SpawnNoSuicide = CurTime() + 1
|
|
pl.SpawnedTime = CurTime()
|
|
|
|
pl:ShouldDropWeapon(false)
|
|
|
|
pl:SetLegDamage(0)
|
|
pl:SetLastAttacker()
|
|
|
|
local pcol = Vector(pl:GetInfo("cl_playercolor"))
|
|
pcol.x = math.Clamp(pcol.x, 0, 2.5)
|
|
pcol.y = math.Clamp(pcol.y, 0, 2.5)
|
|
pcol.z = math.Clamp(pcol.z, 0, 2.5)
|
|
pl:SetPlayerColor(pcol)
|
|
|
|
if pl:Team() == TEAM_UNDEAD then
|
|
if pl.ActivatedHumanSkills then
|
|
pl.ActivatedHumanSkills = false
|
|
pl:ApplySkills({})
|
|
end
|
|
|
|
if not pl.Revived then
|
|
pl.DamagedBy = {}
|
|
end
|
|
|
|
pl.LifeBarricadeDamage = 0
|
|
pl.LifeHumanDamage = 0
|
|
pl.LifeBrainsEaten = 0
|
|
|
|
pl.BossHealRemaining = nil
|
|
|
|
if self:GetUseSigils() and self:GetEscapeSequence() and self:GetEscapeStage() >= ESCAPESTAGE_BOSS and not pl.Revived then
|
|
pl:SetZombieClassName("Super Zombie")
|
|
elseif pl.DeathClass and self:GetWaveActive() then
|
|
pl:SetZombieClass(self:GetBestAvailableZombieClass(pl.DeathClass))
|
|
pl.DeathClass = nil
|
|
end
|
|
|
|
local cur = pl:GetZombieClassTable().Name
|
|
local best = self:GetBestAvailableZombieClass(cur)
|
|
if cur ~= best then
|
|
pl:SetZombieClass(best)
|
|
end
|
|
|
|
local classtab = pl:GetZombieClassTable()
|
|
pl:DoHulls(pl:GetZombieClass(), TEAM_UNDEAD)
|
|
--pl:SetCustomCollisionCheck(pl.NoCollideAll == true)
|
|
pl:CollisionRulesChanged()
|
|
|
|
if classtab.Model then
|
|
pl:SetModel(classtab.Model)
|
|
elseif classtab.UsePlayerModel then
|
|
local mdl = player_manager.TranslatePlayerModel(pl:GetInfo("cl_playermodel"))
|
|
if table.HasValue(self.RestrictedModels, mdl) then
|
|
pl:SelectRandomPlayerModel()
|
|
else
|
|
pl:SetModel(mdl)
|
|
end
|
|
elseif classtab.UsePreviousModel then
|
|
local curmodel = string.lower(pl:GetModel())
|
|
if table.HasValue(self.RestrictedModels, curmodel) or (not VoiceSetTranslate[curmodel] and string.sub(curmodel, 1, 14) ~= "models/player") then
|
|
pl:SelectRandomPlayerModel()
|
|
end
|
|
elseif classtab.UseRandomModel then
|
|
pl:SelectRandomPlayerModel()
|
|
else
|
|
pl:SetModel("models/player/zombie_classic_hbfix.mdl")
|
|
end
|
|
|
|
if classtab.NoPlayerColor then
|
|
pl:SetColor(COLOR_WHITE)
|
|
pl:SetPlayerColor(Vector(255, 255, 255))
|
|
end
|
|
|
|
if classtab.Boss then
|
|
pl:SetHealth(classtab.Health)
|
|
else
|
|
local lowundead = team.NumPlayers(TEAM_UNDEAD) < 4
|
|
|
|
local healthmulti = (self.ObjectiveMap or self.ZombieEscape) and 1 or lowundead and 1.5 or 1
|
|
pl:SetHealth(classtab.Health * healthmulti)
|
|
end
|
|
|
|
if classtab.SWEP then
|
|
pl:Give(classtab.SWEP)
|
|
end
|
|
|
|
pl:SetNoTarget(true)
|
|
pl:SetMaxHealth(1)
|
|
|
|
pl:ResetSpeed()
|
|
pl:SetCrouchedWalkSpeed(classtab.CrouchedWalkSpeed or 0.45)
|
|
|
|
if not pl.Revived or not self:GetWaveActive() or CurTime() > self:GetWaveEnd() then
|
|
pl.StartCrowing = 0
|
|
end
|
|
|
|
if pl.ForceSpawnAngles then
|
|
pl:SetEyeAngles(pl.ForceSpawnAngles)
|
|
pl.ForceSpawnAngles = nil
|
|
end
|
|
|
|
if not pl.Revived and not pl:GetZombieClassTable().NeverAlive and pl.SpawnedOnSpawnPoint and not pl.DidntSpawnOnSpawnPoint then
|
|
pl:GiveStatus("zombiespawnbuff", self.ObjectiveMap and 1.5 or 3)
|
|
end
|
|
pl.DidntSpawnOnSpawnPoint = nil
|
|
pl.SpawnedOnSpawnPoint = nil
|
|
|
|
local overridemodel = pl:GetZombieClassTable().OverrideModel
|
|
if overridemodel then
|
|
local current = pl:GiveStatus("overridemodel")
|
|
if current and current:IsValid() then
|
|
current:SetModel(overridemodel)
|
|
current:ResetBones()
|
|
pl:CallZombieFunction1("ManipulateOverrideModel", current)
|
|
end
|
|
else
|
|
pl:RemoveStatus("overridemodel", false, true)
|
|
end
|
|
|
|
local oldhands = pl:GetHands()
|
|
if IsValid(oldhands) then
|
|
oldhands:Remove()
|
|
end
|
|
|
|
GAMEMODE.StatTracking:IncreaseElementKV(STATTRACK_TYPE_ZOMBIECLASS, classtab.Name, "ClassSpawn", 1)
|
|
|
|
pl:CallZombieFunction0("OnSpawned")
|
|
elseif pl:Team() == TEAM_HUMAN then
|
|
pl.PointQueue = 0
|
|
pl.PackedItems = {}
|
|
pl:ClearUselessDamage()
|
|
|
|
local desiredname = pl:GetInfo("cl_playermodel")
|
|
local modelname = player_manager.TranslatePlayerModel(#desiredname == 0 and self.RandomPlayerModels[math.random(#self.RandomPlayerModels)] or desiredname)
|
|
local lowermodelname = string.lower(modelname)
|
|
if table.HasValue(self.RestrictedModels, lowermodelname) then
|
|
modelname = "models/player/alyx.mdl"
|
|
lowermodelname = modelname
|
|
end
|
|
pl:SetModel(modelname)
|
|
|
|
-- Cache the voice set.
|
|
if VoiceSetTranslate[lowermodelname] then
|
|
pl:SetDTInt(DT_PLAYER_INT_VOICESET, VoiceSetTranslate[lowermodelname])
|
|
elseif string.find(lowermodelname, "female", 1, true) then
|
|
pl:SetDTInt(DT_PLAYER_INT_VOICESET, VOICESET_FEMALE)
|
|
else
|
|
pl:SetDTInt(DT_PLAYER_INT_VOICESET, VOICESET_MALE)
|
|
end
|
|
|
|
--pl.HumanSpeedAdder = nil
|
|
|
|
pl:SetNoTarget(false)
|
|
pl:SetMaxHealth(100)
|
|
--pl:SetCustomCollisionCheck(false)
|
|
pl:CollisionRulesChanged()
|
|
|
|
if not self.NoSkills then
|
|
pl.ActivatedHumanSkills = true
|
|
pl.AdjustedStartPointsSkill = nil
|
|
pl.AdjustedStartScrapSkill = nil
|
|
pl:ApplySkills()
|
|
end
|
|
|
|
pl.StowageCaches = 0
|
|
|
|
net.Start("zs_stowagecaches")
|
|
net.WriteInt(pl.StowageCaches, 8)
|
|
net.Send(pl)
|
|
|
|
pl:ResetSpeed()
|
|
pl:ResetJumpPower()
|
|
pl:SetCrouchedWalkSpeed(0.45)
|
|
|
|
pl:SetViewOffset(DEFAULT_VIEW_OFFSET)
|
|
pl:SetViewOffsetDucked(DEFAULT_VIEW_OFFSET_DUCKED)
|
|
|
|
if self.ZombieEscape then
|
|
pl:Give("weapon_zs_zeknife")
|
|
pl:Give("weapon_zs_zegrenade")
|
|
pl:Give(table.Random(self.ZombieEscapeWeaponsPrimary))
|
|
pl:Give(table.Random(self.ZombieEscapeWeaponsSecondary))
|
|
else
|
|
local start = pl:GetRandomStartingItem()
|
|
if start then
|
|
local func = self:GetInventoryItemType(start) == INVCAT_TRINKETS and pl.AddInventoryItem or pl.Give
|
|
func(pl, start)
|
|
end
|
|
|
|
pl:Give("weapon_zs_fists")
|
|
|
|
if self.StartingLoadout then
|
|
self:GiveStartingLoadout(pl)
|
|
elseif pl.m_PreRedeem then
|
|
if self.RedeemLoadout then
|
|
for _, class in pairs(self.RedeemLoadout) do
|
|
pl:Give(class)
|
|
end
|
|
else
|
|
pl:Give("weapon_zs_redeemers")
|
|
pl:Give("weapon_zs_swissarmyknife")
|
|
end
|
|
end
|
|
end
|
|
|
|
local oldhands = pl:GetHands()
|
|
if IsValid(oldhands) then
|
|
oldhands:Remove()
|
|
end
|
|
|
|
local hands = ents.Create("zs_hands")
|
|
if hands:IsValid() then
|
|
hands:DoSetup(pl)
|
|
hands:Spawn()
|
|
end
|
|
end
|
|
|
|
local wcol = Vector(pl:GetInfo("cl_weaponcolor"))
|
|
wcol.x = math.Clamp(wcol.x, 0, 2.5)
|
|
wcol.y = math.Clamp(wcol.y, 0, 2.5)
|
|
wcol.z = math.Clamp(wcol.z, 0, 2.5)
|
|
pl:SetWeaponColor(wcol)
|
|
end
|
|
|
|
function GM:SetWave(wave)
|
|
local previouslylocked = {}
|
|
local UnlockedClasses = {}
|
|
for classid, classtab in ipairs(GAMEMODE.ZombieClasses) do
|
|
if not gamemode.Call("IsClassUnlocked", classid) then
|
|
previouslylocked[classid] = true
|
|
end
|
|
end
|
|
|
|
SetGlobalInt("wave", wave)
|
|
|
|
for classid in pairs(previouslylocked) do
|
|
if gamemode.Call("IsClassUnlocked", classid) then
|
|
local classtab = self.ZombieClasses[classid]
|
|
classtab.Locked = false
|
|
classtab.Unlocked = true
|
|
|
|
if not classtab.UnlockedNotify then
|
|
classtab.UnlockedNotify = true
|
|
table.insert(UnlockedClasses, classid)
|
|
end
|
|
|
|
for _, ent in pairs(ents.FindByClass("logic_classunlock")) do
|
|
local classname = GAMEMODE.ZombieClasses[classid].Name
|
|
if ent.Class == string.lower(classname) then
|
|
ent:Input("onclassunlocked", ent, ent, classname)
|
|
end
|
|
end
|
|
|
|
net.Start("zs_classunlockstate")
|
|
net.WriteInt(classid, 8)
|
|
net.WriteBool(classtab.Unlocked)
|
|
net.Broadcast()
|
|
end
|
|
end
|
|
|
|
if #UnlockedClasses > 0 then
|
|
for _, pl in pairs(player.GetAll()) do
|
|
local classnames = {}
|
|
for __, classid in pairs(UnlockedClasses) do
|
|
local classtbl = self.ZombieClasses[classid]
|
|
|
|
table.insert(classnames, translate.ClientGet(pl, classtbl.TranslationName))
|
|
end
|
|
net.Start("zs_classunlock")
|
|
net.WriteString(string.AndSeparate(classnames))
|
|
net.Send(pl)
|
|
end
|
|
end
|
|
end
|
|
|
|
GM.NextEscapeDamage = 0
|
|
function GM:WaveStateChanged(newstate)
|
|
if newstate then
|
|
if self:GetWave() == 0 then
|
|
gamemode.Call("CreateSigils", true) -- Try creating sigils again. Only really matters if nobody seeded the map yet.
|
|
|
|
self:SetClosestsToZombie()
|
|
|
|
local humans = {}
|
|
for _, pl in pairs(player.GetAll()) do
|
|
if pl:Team() == TEAM_HUMAN and pl:Alive() then
|
|
table.insert(humans, pl)
|
|
end
|
|
end
|
|
|
|
for _, pl in pairs(humans) do
|
|
if pl.PlayerReady then -- There's a chance they might not be ready to send their desired cart yet.
|
|
gamemode.Call("GiveDefaultOrRandomEquipment", pl)
|
|
end
|
|
end
|
|
|
|
-- We should spawn a crate in a random spawn point if no one has any.
|
|
if not self.ZombieEscape and #ents.FindByClass("prop_arsenalcrate") == 0 then
|
|
local have = false
|
|
for _, pl in pairs(humans) do
|
|
if pl:HasWeapon("weapon_zs_arsenalcrate") then
|
|
have = true
|
|
break
|
|
end
|
|
end
|
|
|
|
if not have and #humans >= 1 then
|
|
local spawn = self:PlayerSelectSpawn(humans[math.random(#humans)])
|
|
if spawn and spawn:IsValid() then
|
|
local ent = ents.Create("prop_arsenalcrate")
|
|
if ent:IsValid() then
|
|
ent:SetPos(spawn:GetPos() + Vector(0, 0, 8))
|
|
ent:Spawn()
|
|
ent:DropToFloor()
|
|
ent:SetCollisionGroup(COLLISION_GROUP_DEBRIS_TRIGGER) -- Just so no one gets stuck in it.
|
|
ent.NoTakeOwnership = true
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
local prevwave = self:GetWave()
|
|
|
|
if self:GetUseSigils() and prevwave >= self:GetNumberOfWaves() then return end
|
|
|
|
gamemode.Call("SetWave", prevwave + 1)
|
|
gamemode.Call("SetWaveStart", CurTime())
|
|
if self.ZombieEscape then
|
|
gamemode.Call("SetWaveEnd", -1)
|
|
SetGlobalInt("numwaves", -1)
|
|
else
|
|
gamemode.Call("SetWaveEnd", self:GetWaveStart() + self:GetWaveOneLength() + (self:GetWave() - 1) * (GetGlobalBool("classicmode") and self.TimeAddedPerWaveClassic or self.TimeAddedPerWave))
|
|
end
|
|
|
|
net.Start("zs_wavestart")
|
|
net.WriteInt(self:GetWave(), 16)
|
|
net.WriteFloat(self:GetWaveEnd())
|
|
net.Broadcast()
|
|
|
|
for _, pl in pairs(team.GetPlayers(TEAM_UNDEAD)) do
|
|
pl.m_LastWaveStartSpawn = CurTime()
|
|
|
|
if pl:GetZombieClassTable().Name == "Crow" then
|
|
pl:SetZombieClass(pl.DeathClass or 1)
|
|
pl:UnSpectateAndSpawn()
|
|
elseif not pl:Alive() and not pl.Revive then
|
|
pl:UnSpectateAndSpawn()
|
|
end
|
|
end
|
|
|
|
for _, pl in pairs(player.GetAll()) do
|
|
pl.WaveBarricadeDamage = 0
|
|
pl.WaveHumanDamage = 0
|
|
end
|
|
|
|
local curwave = self:GetWave()
|
|
for _, ent in pairs(ents.FindByClass("logic_waves")) do
|
|
if ent.Wave == curwave or ent.Wave == -1 then
|
|
ent:Input("onwavestart", ent, ent, curwave)
|
|
end
|
|
end
|
|
for _, ent in pairs(ents.FindByClass("logic_wavestart")) do
|
|
if ent.Wave == curwave or ent.Wave == -1 then
|
|
ent:Input("onwavestart", ent, ent, curwave)
|
|
end
|
|
end
|
|
elseif self:GetWave() >= self:GetNumberOfWaves() then -- Last wave is over
|
|
if self:GetUseSigils() then
|
|
if self:GetEscapeStage() == ESCAPESTAGE_BOSS then
|
|
-- 2 minutes is enough to decide people left are stuck or griefing.
|
|
self:SetEscapeStage(ESCAPESTAGE_DEATH)
|
|
|
|
gamemode.Call("SetWaveEnd", -1)
|
|
elseif self:GetEscapeStage() == ESCAPESTAGE_ESCAPE then
|
|
self:SetEscapeStage(ESCAPESTAGE_BOSS)
|
|
|
|
-- Some time to get out with everyone spawning as bosses.
|
|
gamemode.Call("SetWaveEnd", CurTime() + 45)
|
|
|
|
-- Start spawning boss zombies.
|
|
elseif self:GetEscapeStage() == ESCAPESTAGE_NONE then
|
|
-- If we're using sigils, remove them all and spawn the doors.
|
|
for _, sigil in pairs(ents.FindByClass("prop_obj_sigil")) do
|
|
local ent = ents.Create("prop_obj_exit")
|
|
if ent:IsValid() then
|
|
ent:SetPos(sigil.NodePos or sigil:GetPos())
|
|
ent:SetAngles(sigil:GetAngles())
|
|
ent:Spawn()
|
|
end
|
|
|
|
sigil:Remove()
|
|
end
|
|
|
|
-- Some time to escape.
|
|
gamemode.Call("SetWaveActive", true)
|
|
gamemode.Call("SetWaveEnd", CurTime() + 45)
|
|
self:SetEscapeStage(ESCAPESTAGE_ESCAPE)
|
|
|
|
local curwave = self:GetWave()
|
|
for _, ent in pairs(ents.FindByClass("logic_waves")) do
|
|
if ent.Wave == curwave or ent.Wave == -1 then
|
|
ent:Input("onwaveend", ent, ent, curwave)
|
|
end
|
|
end
|
|
for _, ent in pairs(ents.FindByClass("logic_waveend")) do
|
|
if ent.Wave == curwave or ent.Wave == -1 then
|
|
ent:Input("onwaveend", ent, ent, curwave)
|
|
end
|
|
end
|
|
end
|
|
else
|
|
-- If not using sigils then humans all win.
|
|
gamemode.Call("EndRound", TEAM_HUMAN)
|
|
|
|
local curwave = self:GetWave()
|
|
for _, ent in pairs(ents.FindByClass("logic_waves")) do
|
|
if ent.Wave == curwave or ent.Wave == -1 then
|
|
ent:Input("onwaveend", ent, ent, curwave)
|
|
end
|
|
end
|
|
for _, ent in pairs(ents.FindByClass("logic_waveend")) do
|
|
if ent.Wave == curwave or ent.Wave == -1 then
|
|
ent:Input("onwaveend", ent, ent, curwave)
|
|
end
|
|
end
|
|
end
|
|
else
|
|
gamemode.Call("SetWaveStart", CurTime() + (GetGlobalBool("classicmode") and self.WaveIntermissionLengthClassic or self.WaveIntermissionLength))
|
|
|
|
net.Start("zs_waveend")
|
|
net.WriteInt(self:GetWave(), 16)
|
|
net.WriteFloat(self:GetWaveStart())
|
|
net.Broadcast()
|
|
|
|
local pointsbonus
|
|
if self.EndWavePointsBonus > 0 then
|
|
pointsbonus = self.EndWavePointsBonus + (self:GetWave() - 1) * self.EndWavePointsBonusPerWave
|
|
end
|
|
|
|
for _, pl in pairs(player.GetAll()) do
|
|
if pl:Team() == TEAM_HUMAN and pl:Alive() then
|
|
if self.EndWaveHealthBonus > 0 then
|
|
pl:SetHealth(math.min(pl:GetMaxHealth(), pl:Health() + self.EndWaveHealthBonus))
|
|
end
|
|
if pointsbonus then
|
|
local pointsreward = pointsbonus + (pl.EndWavePointsExtra or 0)
|
|
|
|
if pl:IsSkillActive(SKILL_SCOURER) then
|
|
pl:GiveAmmo(math.ceil(pointsreward), "scrap")
|
|
else
|
|
pl:AddPoints(pointsreward, nil, nil, true)
|
|
end
|
|
end
|
|
elseif pl:Team() == TEAM_UNDEAD and not pl:Alive() and not pl.Revive then
|
|
local curclass = pl.DeathClass or pl:GetZombieClass()
|
|
local crowindex = GAMEMODE.ZombieClasses["Crow"].Index
|
|
pl:SetZombieClass(crowindex)
|
|
pl:DoHulls(crowindex, TEAM_UNDEAD)
|
|
pl.DeathClass = nil
|
|
pl:UnSpectateAndSpawn()
|
|
pl.DeathClass = curclass
|
|
end
|
|
|
|
pl.SkipCrow = nil
|
|
end
|
|
|
|
local curwave = self:GetWave()
|
|
for _, ent in pairs(ents.FindByClass("logic_waves")) do
|
|
if ent.Wave == curwave or ent.Wave == -1 then
|
|
ent:Input("onwaveend", ent, ent, curwave)
|
|
end
|
|
end
|
|
for _, ent in pairs(ents.FindByClass("logic_waveend")) do
|
|
if ent.Wave == curwave or ent.Wave == -1 then
|
|
ent:Input("onwaveend", ent, ent, curwave)
|
|
end
|
|
end
|
|
end
|
|
|
|
gamemode.Call("OnWaveStateChanged")
|
|
end
|
|
|
|
function GM:PlayerSwitchFlashlight(pl, newstate)
|
|
if pl:Team() == TEAM_UNDEAD then
|
|
return false
|
|
end
|
|
|
|
if pl:Team() == TEAM_HUMAN and CurTime() >= pl.NextFlashlightSwitch then
|
|
pl.NextFlashlightSwitch = CurTime() + 0.75
|
|
return true
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
function GM:PlayerStepSoundTime(pl, iType, bWalking)
|
|
return 350
|
|
end
|
|
|
|
function GM:OnZEWeaponPickup(pl, wep)
|
|
end
|
|
|
|
net.Receive("zs_changeclass", function(len, sender)
|
|
if sender:Team() ~= TEAM_UNDEAD or sender.Revive or GAMEMODE.PantsMode or GAMEMODE:IsClassicMode() or GAMEMODE:IsBabyMode() or GAMEMODE.ZombieEscape then return end
|
|
|
|
local classname = GAMEMODE:GetBestAvailableZombieClass(net.ReadString())
|
|
local suicide = net.ReadBool()
|
|
local classtab = GAMEMODE.ZombieClasses[classname]
|
|
if not classtab or classtab.Disabled or classtab.Hidden and not (classtab.CanUse and classtab:CanUse(sender)) then return end
|
|
|
|
if not gamemode.Call("IsClassUnlocked", classname) then
|
|
sender:CenterNotify(COLOR_RED, translate.ClientFormat(sender, "class_not_unlocked_will_be_unlocked_x", classtab.Wave))
|
|
elseif sender:GetZombieClassTable().Name == classname and not sender.DeathClass then
|
|
sender:CenterNotify(COLOR_RED, translate.ClientFormat(sender, "you_are_already_a_x", translate.ClientGet(sender, classtab.TranslationName)))
|
|
else
|
|
sender.DeathClass = classtab.Index
|
|
sender:CenterNotify(translate.ClientFormat(sender, "you_will_spawn_as_a_x", translate.ClientGet(sender, classtab.TranslationName)))
|
|
|
|
if suicide and sender:Alive() and GAMEMODE:GetWaveActive() and (CurTime() < GAMEMODE:GetWaveEnd() - 4 or GAMEMODE:GetWaveEnd() < 0) and not sender:GetZombieClassTable().Boss and gamemode.Call("CanPlayerSuicide", sender) then
|
|
sender:Kill()
|
|
end
|
|
end
|
|
end)
|
|
|
|
net.Receive("zs_zsfriend", function(len, sender)
|
|
local zsfriendid = net:ReadString()
|
|
local zsfriendent = player.GetBySteamID(zsfriendid)
|
|
|
|
if not zsfriendent then return end
|
|
local isfriend = net:ReadBool()
|
|
sender.ZSFriends[zsfriendent] = isfriend
|
|
|
|
net.Start("zs_zsfriendadded")
|
|
net.WriteEntity(sender)
|
|
net.WriteBool(isfriend)
|
|
net.Send(zsfriendent)
|
|
end)
|
|
|
|
|
|
net.Receive("zs_nestspec", function(len, sender)
|
|
if not sender:IsValidZombie() then return end
|
|
if sender:GetObserverMode() == OBS_MODE_NONE then return end
|
|
|
|
local nest = net:ReadEntity()
|
|
local neveralive = sender:GetZombieClassTable().NeverAlive
|
|
|
|
if neveralive and nest.MinionSpawn then
|
|
sender:TrySpawnAsGoreChild(nest)
|
|
end
|
|
|
|
if sender:Alive() or neveralive then return end
|
|
|
|
if nest:IsValid() then
|
|
sender:Spectate(OBS_MODE_CHASE)
|
|
sender:SpectateEntity(nest)
|
|
end
|
|
end)
|