--[[ | This file was obtained through the combined efforts | of Madbluntz & Plymouth Antiquarian Society. | | Credits: lifestorm, Gregory Wayne Rossel JR., | Maloy, DrPepper10 @ RIP, Atle! | | Visit for more: https://plymouth.thetwilightzone.ru/ --]] --[[--------------------------------------------------------- This file should contain variables and functions that are the same on both client and server. This file will get sent to the client - so don't add anything to this file that you don't want them to be able to see. -----------------------------------------------------------]] include( "obj_player_extend.lua" ) include( "gravitygun.lua" ) include( "player_shd.lua" ) include( "animations.lua" ) include( "player_class/player_default.lua" ) GM.Name = "Base Gamemode" GM.Author = "Garry Newman" GM.Email = "garrynewman@gmail.com" GM.Website = "www.garry.tv" GM.TeamBased = false --[[--------------------------------------------------------- Name: gamemode:KeyPress( ) Desc: Player pressed a key (see IN enums) -----------------------------------------------------------]] function GM:KeyPress( player, key ) end --[[--------------------------------------------------------- Name: gamemode:KeyRelease( ) Desc: Player released a key (see IN enums) -----------------------------------------------------------]] function GM:KeyRelease( player, key ) end --[[--------------------------------------------------------- Name: gamemode:PlayerConnect( ) Desc: Player has connects to the server (hasn't spawned) -----------------------------------------------------------]] function GM:PlayerConnect( name, address ) end --[[--------------------------------------------------------- Name: gamemode:PropBreak( ) Desc: Prop has been broken -----------------------------------------------------------]] function GM:PropBreak( attacker, prop ) end --[[--------------------------------------------------------- Name: gamemode:PhysgunPickup( ) Desc: Return true if player can pickup entity -----------------------------------------------------------]] function GM:PhysgunPickup( ply, ent ) -- Don't pick up players if ( ent:GetClass() == "player" ) then return false end return true end --[[--------------------------------------------------------- Name: gamemode:PhysgunDrop( ) Desc: Dropped an entity -----------------------------------------------------------]] function GM:PhysgunDrop( ply, ent ) end --[[--------------------------------------------------------- Name: Text to show in the server browser -----------------------------------------------------------]] function GM:GetGameDescription() return self.Name end --[[--------------------------------------------------------- Name: Saved -----------------------------------------------------------]] function GM:Saved() end --[[--------------------------------------------------------- Name: Restored -----------------------------------------------------------]] function GM:Restored() end --[[--------------------------------------------------------- Name: EntityRemoved Desc: Called right before an entity is removed. Note that this isn't going to be totally reliable on the client since the client only knows about entities that it has had in its PVS. -----------------------------------------------------------]] function GM:EntityRemoved( ent ) end --[[--------------------------------------------------------- Name: Tick Desc: Like Think except called every tick on both client and server -----------------------------------------------------------]] function GM:Tick() end --[[--------------------------------------------------------- Name: OnEntityCreated Desc: Called right after the Entity has been made visible to Lua -----------------------------------------------------------]] function GM:OnEntityCreated( Ent ) end --[[--------------------------------------------------------- Name: gamemode:EntityKeyValue( ent, key, value ) Desc: Called when an entity has a keyvalue set Returning a string it will override the value -----------------------------------------------------------]] function GM:EntityKeyValue( ent, key, value ) end --[[--------------------------------------------------------- Name: gamemode:CreateTeams() Desc: Note - HAS to be shared. -----------------------------------------------------------]] function GM:CreateTeams() -- Don't do this if not teambased. But if it is teambased we -- create a few teams here as an example. If you're making a teambased -- gamemode you should override this function in your gamemode if ( !GAMEMODE.TeamBased ) then return end TEAM_BLUE = 1 team.SetUp( TEAM_BLUE, "Blue Team", Color( 0, 0, 255 ) ) team.SetSpawnPoint( TEAM_BLUE, "ai_hint" ) -- <-- This would be info_terrorist or some entity that is in your map TEAM_ORANGE = 2 team.SetUp( TEAM_ORANGE, "Orange Team", Color( 255, 150, 0 ) ) team.SetSpawnPoint( TEAM_ORANGE, "sky_camera" ) -- <-- This would be info_terrorist or some entity that is in your map TEAM_SEXY = 3 team.SetUp( TEAM_SEXY, "Sexy Team", Color( 255, 150, 150 ) ) team.SetSpawnPoint( TEAM_SEXY, "info_player_start" ) -- <-- This would be info_terrorist or some entity that is in your map team.SetSpawnPoint( TEAM_SPECTATOR, "worldspawn" ) end --[[--------------------------------------------------------- Name: gamemode:ShouldCollide( Ent1, Ent2 ) Desc: This should always return true unless you have a good reason for it not to. -----------------------------------------------------------]] function GM:ShouldCollide( Ent1, Ent2 ) return true end --[[--------------------------------------------------------- Name: gamemode:Move This basically overrides the NOCLIP, PLAYERMOVE movement stuff. It's what actually performs the move. Return true to not perform any default movement actions. (completely override) -----------------------------------------------------------]] function GM:Move( ply, mv ) if ( drive.Move( ply, mv ) ) then return true end if ( player_manager.RunClass( ply, "Move", mv ) ) then return true end end --[[--------------------------------------------------------- -- Purpose: This is called pre player movement and copies all the data necessary -- from the player for movement. Copy from the usercmd to move. -----------------------------------------------------------]] function GM:SetupMove( ply, mv, cmd ) if ( drive.StartMove( ply, mv, cmd ) ) then return true end if ( player_manager.RunClass( ply, "StartMove", mv, cmd ) ) then return true end end --[[--------------------------------------------------------- Name: gamemode:FinishMove( player, movedata ) -----------------------------------------------------------]] function GM:FinishMove( ply, mv ) if ( drive.FinishMove( ply, mv ) ) then return true end if ( player_manager.RunClass( ply, "FinishMove", mv ) ) then return true end end --[[--------------------------------------------------------- Called after the player's think. -----------------------------------------------------------]] function GM:PlayerPostThink( ply ) end --[[--------------------------------------------------------- A player has started driving an entity -----------------------------------------------------------]] function GM:StartEntityDriving( ent, ply ) drive.Start( ply, ent ) end --[[--------------------------------------------------------- A player has stopped driving an entity -----------------------------------------------------------]] function GM:EndEntityDriving( ent, ply ) drive.End( ply, ent ) end --[[--------------------------------------------------------- To update the player's animation during a drive -----------------------------------------------------------]] function GM:PlayerDriveAnimate( ply ) end --[[--------------------------------------------------------- The gamemode has been reloaded -----------------------------------------------------------]] function GM:OnReloaded() end function GM:PreGamemodeLoaded() end function GM:OnGamemodeLoaded() end function GM:PostGamemodeLoaded() end -- -- Name: GM:OnViewModelChanged -- Desc: Called when the player changes their weapon to another one - and their viewmodel model changes -- Arg1: Entity|viewmodel|The viewmodel that is changing -- Arg2: string|old|The old model -- Arg3: string|new|The new model -- Ret1: -- function GM:OnViewModelChanged( vm, old, new ) local ply = vm:GetOwner() if ( IsValid( ply ) ) then player_manager.RunClass( ply, "ViewModelChanged", vm, old, new ) end end --[[--------------------------------------------------------- Disable properties serverside for all non-sandbox derived gamemodes. -----------------------------------------------------------]] function GM:CanProperty( pl, property, ent ) return false end --[[--------------------------------------------------------- Allow hooks to override bullet without ignoring all other hooks -----------------------------------------------------------]] function GM:EntityFireBullets( ent, bullets ) return true end