mirror of
https://github.com/lifestorm/wnsrc.git
synced 2025-12-17 05:43:46 +03:00
305 lines
6.7 KiB
Lua
305 lines
6.7 KiB
Lua
--[[
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| This file was obtained through the combined efforts
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| of Madbluntz & Plymouth Antiquarian Society.
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| Credits: lifestorm, Gregory Wayne Rossel JR.,
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| Maloy, DrPepper10 @ RIP, Atle!
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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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util.AddNetworkString("ixDoorMenu")
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util.AddNetworkString("ixDoorPermission")
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-- Variables for door data.
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local variables = {
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-- Whether or not the door will be disabled.
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"disabled",
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-- The name of the door.
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"name",
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-- Price of the door.
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"price",
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-- If the door is ownable.
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"ownable",
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-- The faction that owns a door.
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"faction",
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-- The class that owns a door.
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"class",
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-- Whether or not the door will be hidden.
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"visible"
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}
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function PLUGIN:CallOnDoorChildren(entity, callback)
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local parent
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if (entity.ixChildren) then
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parent = entity
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elseif (entity.ixParent) then
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parent = entity.ixParent
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end
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if (IsValid(parent)) then
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callback(parent)
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for k, _ in pairs(parent.ixChildren) do
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local child = ents.GetMapCreatedEntity(k)
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if (IsValid(child)) then
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callback(child)
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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 PLUGIN:CopyParentDoor(child)
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local parent = child.ixParent
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if (IsValid(parent)) then
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for _, v in ipairs(variables) do
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local value = parent:GetNetVar(v)
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if (child:GetNetVar(v) != value) then
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child:SetNetVar(v, value)
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end
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end
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end
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end
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-- Called after the entities have loaded.
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function PLUGIN:LoadData()
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-- Restore the saved door information.
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local data = self:GetData()
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if (!data) then
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return
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end
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-- Loop through all of the saved doors.
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for k, v in pairs(data) do
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-- Get the door entity from the saved ID.
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local entity = ents.GetMapCreatedEntity(k)
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-- Check it is a valid door in-case something went wrong.
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if (IsValid(entity) and entity:IsDoor()) then
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-- Loop through all of our door variables.
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for k2, v2 in pairs(v) do
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if (k2 == "children") then
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entity.ixChildren = v2
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for index, _ in pairs(v2) do
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local door = ents.GetMapCreatedEntity(index)
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if (IsValid(door)) then
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door.ixParent = entity
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end
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end
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elseif (k2 == "combineDoor") then
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entity.ixCombineDoor = v2
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entity:SetNetVar("combineDoor", v2)
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elseif (k2 == "faction") then
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for k3, v3 in pairs(ix.faction.teams) do
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if (k3 == v2) then
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entity.ixFactionID = k3
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entity:SetNetVar("faction", v3.index)
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break
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end
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end
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else
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entity:SetNetVar(k2, v2)
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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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-- Called before the gamemode shuts down.
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function PLUGIN:SaveDoorData()
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-- Create an empty table to save information in.
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local data = {}
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local doors = {}
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for _, v in ipairs(ents.GetAll()) do
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if (v:IsDoor()) then
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doors[v:MapCreationID()] = v
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end
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end
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local doorData
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-- Loop through doors with information.
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for k, v in pairs(doors) do
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-- Another empty table for actual information regarding the door.
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doorData = {}
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-- Save all of the needed variables to the doorData table.
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for _, v2 in ipairs(variables) do
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local value = v:GetNetVar(v2)
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if (value) then
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doorData[v2] = v:GetNetVar(v2)
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end
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end
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if (v.ixChildren) then
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doorData.children = v.ixChildren
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end
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if (v.ixClassID) then
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doorData.class = v.ixClassID
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end
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if (v.ixFactionID) then
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doorData.faction = v.ixFactionID
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end
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if (v.ixCombineDoor) then
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doorData.combineDoor = v.ixCombineDoor
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end
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-- Add the door to the door information.
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if (!table.IsEmpty(doorData)) then
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data[k] = doorData
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end
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end
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-- Save all of the door information.
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self:SetData(data)
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end
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function PLUGIN:CanPlayerUseDoor(client, entity)
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if (entity:GetNetVar("disabled")) then
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return false
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end
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end
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-- Whether or not a player a player has any abilities over the door, such as locking.
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function PLUGIN:CanPlayerAccessDoor(client, door, access)
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local faction = door:GetNetVar("faction")
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-- If the door has a faction set which the client is a member of, allow access.
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if (faction and client:Team() == faction) then
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return true
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end
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local class = door:GetNetVar("class")
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-- If the door has a faction set which the client is a member of, allow access.
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local classData = ix.class.list[class]
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local charClass = client:GetCharacter():GetClass()
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local classData2 = ix.class.list[charClass]
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if (class and classData and classData2) then
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if (classData.team) then
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if (classData.team != classData2.team) then
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return false
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end
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else
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if (charClass != class) then
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return false
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end
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end
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return true
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end
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end
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function PLUGIN:PostPlayerLoadout(client)
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client:Give("ix_keys")
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end
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function PLUGIN:ShowTeam(client)
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local data = {}
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data.start = client:GetShootPos()
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data.endpos = data.start + client:GetAimVector() * 96
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data.filter = client
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local trace = util.TraceLine(data)
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local entity = trace.Entity
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if (IsValid(entity) and entity:IsDoor() and !entity:GetNetVar("faction") and !entity:GetNetVar("class")) then
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if (entity:CheckDoorAccess(client, DOOR_TENANT)) then
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local door = entity
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if (IsValid(door.ixParent)) then
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door = door.ixParent
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end
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if door.ixAccess and istable(door.ixAccess) then
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net.Start("ixDoorMenu")
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net.WriteEntity(door)
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net.WriteTable(door.ixAccess)
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net.WriteEntity(entity)
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net.Send(client)
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end
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elseif (!IsValid(entity:GetDTEntity(0))) then
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ix.command.Run(client, "doorbuy")
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else
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client:NotifyLocalized("notAllowed")
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end
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return true
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end
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end
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function PLUGIN:PlayerLoadedCharacter(client, curChar, prevChar)
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if (prevChar) then
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local doors = prevChar:GetVar("doors") or {}
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for _, v in ipairs(doors) do
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if (IsValid(v) and v:IsDoor() and v:GetDTEntity(0) == client) then
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v:RemoveDoorAccessData()
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end
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end
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prevChar:SetVar("doors", nil)
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end
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end
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function PLUGIN:PlayerDisconnected(client)
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local character = client:GetCharacter()
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if (character) then
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local doors = character:GetVar("doors") or {}
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for _, v in ipairs(doors) do
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if (IsValid(v) and v:IsDoor() and v:GetDTEntity(0) == client) then
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v:RemoveDoorAccessData()
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end
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end
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character:SetVar("doors", nil)
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end
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end
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net.Receive("ixDoorPermission", function(length, client)
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local door = net.ReadEntity()
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local target = net.ReadEntity()
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local access = net.ReadUInt(4)
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if (IsValid(target) and target:GetCharacter() and door.ixAccess and door:GetDTEntity(0) == client and target != client) then
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access = math.Clamp(access or 0, DOOR_NONE, DOOR_TENANT)
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if (access == door.ixAccess[target]) then
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return
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end
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door.ixAccess[target] = access
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local recipient = {}
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for k, v in pairs(door.ixAccess) do
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if (v > DOOR_GUEST) then
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recipient[#recipient + 1] = k
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end
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end
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if (#recipient > 0) then
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net.Start("ixDoorPermission")
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net.WriteEntity(door)
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net.WriteEntity(target)
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net.WriteUInt(access, 4)
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net.Send(recipient)
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end
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end
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end)
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