e9da54c2f9
Too many changes to list.
249 lines
6.8 KiB
Lua
249 lines
6.8 KiB
Lua
local meta = FindMetaTable("Player")
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function meta:FloatingScore(victim, effectname, frags, flags)
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if MySelf == self then
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gamemode.Call("FloatingScore", victim, effectname, frags, flags)
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end
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end
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function meta:FixModelAngles(velocity)
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local eye = self:EyeAngles()
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self:SetLocalAngles(eye)
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self:SetRenderAngles(eye)
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self:SetPoseParameter("move_yaw", math.NormalizeAngle(velocity:Angle().yaw - eye.y))
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end
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function meta:RemoveAllStatus(bSilent, bInstant)
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end
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function meta:RemoveStatus(sType, bSilent, bInstant, sExclude)
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end
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function meta:HasWon()
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return self:Team() == TEAM_HUMAN and self:GetObserverMode() == OBS_MODE_ROAMING
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end
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function meta:GetStatus(sType)
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local ent = self["status_"..sType]
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if ent and ent:GetOwner() == self then return ent end
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end
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function meta:GiveStatus(sType, fDie)
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end
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function meta:KnockDown(time)
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end
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local ViewHullMins = Vector(-8, -8, -8)
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local ViewHullMaxs = Vector(8, 8, 8)
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function meta:GetThirdPersonCameraPos(origin, angles)
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local allplayers = player.GetAll()
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local tr = util.TraceHull({start = origin, endpos = origin + angles:Forward() * -math.max(36, self:Team() == TEAM_UNDEAD and self:GetZombieClassTable().CameraDistance or self:BoundingRadius()), mask = MASK_SHOT, filter = allplayers, mins = ViewHullMins, maxs = ViewHullMaxs})
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return tr.HitPos + tr.HitNormal * 3
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end
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function meta:IsFriend()
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return self.m_IsFriend
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end
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timer.Create("checkfriend", 5, 0, function()
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-- This probably isn't the fastest function in the world so I cache it.
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for _, pl in pairs(player.GetAll()) do
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pl.m_IsFriend = pl:GetFriendStatus() == "friend"
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end
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end)
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if not meta.SetGroundEntity then
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function meta:SetGroundEntity(ent) end
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end
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if not meta.Kill then
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function meta:Kill() end
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end
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if not meta.HasWeapon then
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function meta:HasWeapon(class)
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for _, wep in pairs(self:GetWeapons()) do
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if wep:GetClass() == class then return true end
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end
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return false
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end
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end
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function meta:SetMaxHealth(num)
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self:SetDTInt(0, math.ceil(num))
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end
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meta.OldGetMaxHealth = FindMetaTable("Entity").GetMaxHealth
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function meta:GetMaxHealth()
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return self:GetDTInt(0)
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end
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function meta:DoHulls(classid, teamid)
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teamid = teamid or self:Team()
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classid = classid or self:GetZombieClass()
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if teamid == TEAM_UNDEAD then
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self:SetIK(false)
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local classtab = GAMEMODE.ZombieClasses[classid]
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if classtab then
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if classtab.ModelScale then
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self:SetModelScale(classtab.ModelScale, 0)
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elseif self:GetModelScale() ~= DEFAULT_MODELSCALE then
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self:SetModelScale(DEFAULT_MODELSCALE, 0)
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end
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if not classtab.Hull or not classtab.HullDuck then
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self:ResetHull()
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end
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if classtab.ViewOffset then
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self:SetViewOffset(classtab.ViewOffset)
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elseif self:GetViewOffset() ~= DEFAULT_VIEW_OFFSET then
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self:SetViewOffset(DEFAULT_VIEW_OFFSET)
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end
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if classtab.ViewOffsetDucked then
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self:SetViewOffsetDucked(classtab.ViewOffsetDucked)
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elseif self:GetViewOffsetDucked() ~= DEFAULT_VIEW_OFFSET_DUCKED then
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self:SetViewOffsetDucked(DEFAULT_VIEW_OFFSET_DUCKED)
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end
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if classtab.HullDuck then
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self:SetHullDuck(classtab.HullDuck[1], classtab.HullDuck[2])
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end
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if classtab.Hull then
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self:SetHull(classtab.Hull[1], classtab.Hull[2])
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end
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if classtab.StepSize then
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self:SetStepSize(classtab.StepSize)
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elseif self:GetStepSize() ~= DEFAULT_STEP_SIZE then
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self:SetStepSize(DEFAULT_STEP_SIZE)
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end
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if classtab.JumpPower then
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self:SetJumpPower(classtab.JumpPower)
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elseif self:GetJumpPower() ~= DEFAULT_JUMP_POWER then
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self:SetJumpPower(DEFAULT_JUMP_POWER)
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end
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if classtab.Gravity then
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self:SetGravity(classtab.Gravity)
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elseif self:GetGravity() ~= 1 then
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self:SetGravity(1)
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end
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if classtab.ClientsideModelScale then
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self.ClientsideModelScale = Vector(1, 1, 1) * classtab.ClientsideModelScale
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local m = Matrix()
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m:Scale(self.ClientsideModelScale)
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self:EnableMatrix("RenderMultiply", m)
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end
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self.NoCollideAll = classtab.NoCollideAll or (classtab.ModelScale or 1) ~= DEFAULT_MODELSCALE
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--self.NoCollideInside = classtab.NoCollideInside or (classtab.ModelScale or 1) ~= DEFAULT_MODELSCALE
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self.AllowTeamDamage = classtab.AllowTeamDamage
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self.NeverAlive = classtab.NeverAlive
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self.KnockbackScale = classtab.KnockbackScale
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local phys = self:GetPhysicsObject()
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if phys:IsValid() then
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phys:SetMass(classtab.Mass or DEFAULT_MASS)
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end
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end
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else
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self:SetIK(true)
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self:SetModelScale(DEFAULT_MODELSCALE, 0)
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self:ResetHull()
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self:SetViewOffset(DEFAULT_VIEW_OFFSET)
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self:SetViewOffsetDucked(DEFAULT_VIEW_OFFSET_DUCKED)
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self:SetStepSize(DEFAULT_STEP_SIZE)
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self:SetJumpPower(DEFAULT_JUMP_POWER)
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self:SetGravity(1)
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if self.ClientsideModelScale then
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self.ClientsideModelScale = nil
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self:DisableMatrix("RenderMultiply")
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end
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self.NoCollideAll = nil
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--self.NoCollideInside = nil
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self.AllowTeamDamage = nil
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self.NeverAlive = nil
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self.KnockbackScale = nil
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local phys = self:GetPhysicsObject()
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if phys:IsValid() then
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phys:SetMass(DEFAULT_MASS)
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end
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end
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end
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function meta:GivePenalty(amount)
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surface.PlaySound("ambient/alarms/klaxon1.wav")
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end
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function meta:SetZombieClass(cl)
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self:CallZombieFunction0("SwitchedAway")
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local classtab = GAMEMODE.ZombieClasses[cl]
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if classtab then
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self.Class = classtab.Index or cl
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self:CallZombieFunction0("SwitchedTo")
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end
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end
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function meta:GetRateOfPalsy(ft, frightened, health, threshold, gunsway)
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local healthth = health <= threshold and (((threshold - health) / threshold) * 7) or 0
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return ft * (
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(frightened and 14 or healthth) * (MySelf.AimShakeMul or 1) +
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(gunsway and (4 * (MySelf.AimSpreadMul or 1)) or 0)
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)
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end
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GM.CachedResupplyAmmoType = "scrap"
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timer.Create("CacheResupplyAmmoType", 0.3333, 0, function()
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if not GAMEMODE or not MySelf or not MySelf.GetResupplyAmmoType then return end
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GAMEMODE.CachedResupplyAmmoType = MySelf:GetResupplyAmmoType()
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end)
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net.Receive("zs_penalty", function(length)
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local penalty = net.ReadUInt(16)
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MySelf:GivePenalty(penalty)
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end)
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net.Receive("zs_dohulls", function(length)
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local ent = net.ReadEntity()
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local classid = net.ReadUInt(8)
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local is_zombie = net.ReadBool()
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if ent:IsValid() then
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ent:DoHulls(classid, is_zombie and TEAM_UNDEAD or TEAM_HUMAN)
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end
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end)
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net.Receive("zs_zclass", function(length)
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local ent = net.ReadEntity()
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local id = net.ReadUInt(8)
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if ent:IsValidPlayer() then
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ent:SetZombieClass(id)
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end
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end)
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net.Receive("zs_floatscore", function(length)
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local victim = net.ReadEntity()
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local effectname = net.ReadString()
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local frags = net.ReadInt(24)
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local flags = net.ReadUInt(8)
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if victim and victim:IsValid() then
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MySelf:FloatingScore(victim, effectname, frags, flags)
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end
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end)
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net.Receive("zs_floatscore_vec", function(length)
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local pos = net.ReadVector()
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local effectname = net.ReadString()
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local frags = net.ReadInt(24)
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local flags = net.ReadUInt(8)
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MySelf:FloatingScore(pos, effectname, frags, flags)
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end)
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