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wnsrc/gamemodes/base/gamemode/player.lua
lifestorm 9c918c46e5 Upload
2024-08-04 23:12:27 +03:00

862 lines
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Lua

--[[
| 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/
--]]
--[[---------------------------------------------------------
Name: gamemode:OnPhysgunFreeze( weapon, phys, ent, player )
Desc: The physgun wants to freeze a prop
-----------------------------------------------------------]]
function GM:OnPhysgunFreeze( weapon, phys, ent, ply )
-- Non vphysics entity, we don't know how to handle that
if ( !IsValid( phys ) ) then return end
-- Object is already frozen (!?)
if ( !phys:IsMoveable() ) then return end
if ( ent:GetUnFreezable() ) then return end
phys:EnableMotion( false )
-- Add it to the player's frozen props
ply:AddFrozenPhysicsObject( ent, phys )
end
--[[---------------------------------------------------------
Name: gamemode:OnPhysgunReload( weapon, player )
Desc: The physgun wants to freeze a prop
-----------------------------------------------------------]]
function GM:OnPhysgunReload( weapon, ply )
ply:PhysgunUnfreeze()
end
--[[---------------------------------------------------------
Name: gamemode:PlayerAuthed()
Desc: Player's STEAMID has been authed
-----------------------------------------------------------]]
function GM:PlayerAuthed( ply, SteamID, UniqueID )
end
--[[---------------------------------------------------------
Name: gamemode:PlayerCanPickupWeapon()
Desc: Called when a player tries to pickup a weapon.
return true to allow the pickup.
-----------------------------------------------------------]]
function GM:PlayerCanPickupWeapon( ply, entity )
return true
end
--[[---------------------------------------------------------
Name: gamemode:PlayerCanPickupItem()
Desc: Called when a player tries to pickup an item.
return true to allow the pickup.
-----------------------------------------------------------]]
function GM:PlayerCanPickupItem( ply, entity )
return true
end
--[[---------------------------------------------------------
Name: gamemode:CanPlayerUnfreeze()
Desc: Can the player unfreeze this entity & physobject
-----------------------------------------------------------]]
function GM:CanPlayerUnfreeze( ply, entity, physobject )
return true
end
--[[---------------------------------------------------------
Name: gamemode:PlayerDisconnected()
Desc: Player has disconnected from the server.
-----------------------------------------------------------]]
function GM:PlayerDisconnected( ply )
end
--[[---------------------------------------------------------
Name: gamemode:PlayerSay()
Desc: A player (or server) has used say. Return a string
for the player to say. Return an empty string if the
player should say nothing.
-----------------------------------------------------------]]
function GM:PlayerSay( ply, text, teamonly )
return text
end
--[[---------------------------------------------------------
Name: gamemode:PlayerDeathThink( player )
Desc: Called when the player is waiting to respawn
-----------------------------------------------------------]]
function GM:PlayerDeathThink( pl )
if ( pl.NextSpawnTime && pl.NextSpawnTime > CurTime() ) then return end
if ( pl:IsBot() || pl:KeyPressed( IN_ATTACK ) || pl:KeyPressed( IN_ATTACK2 ) || pl:KeyPressed( IN_JUMP ) ) then
pl:Spawn()
end
end
--[[---------------------------------------------------------
Name: gamemode:PlayerUse( player, entity )
Desc: A player has attempted to use a specific entity
Return true if the player can use it
------------------------------------------------------------]]
function GM:PlayerUse( ply, entity )
return true
end
--[[---------------------------------------------------------
Name: gamemode:PlayerSilentDeath()
Desc: Called when a player dies silently
-----------------------------------------------------------]]
function GM:PlayerSilentDeath( Victim )
Victim.NextSpawnTime = CurTime() + 2
Victim.DeathTime = CurTime()
end
--[[---------------------------------------------------------
Name: gamemode:PlayerDeath()
Desc: Called when a player dies.
-----------------------------------------------------------]]
function GM:PlayerDeath( ply, inflictor, attacker )
-- Don't spawn for at least 2 seconds
ply.NextSpawnTime = CurTime() + 2
ply.DeathTime = CurTime()
if ( IsValid( attacker ) && attacker:GetClass() == "trigger_hurt" ) then attacker = ply end
if ( IsValid( attacker ) && attacker:IsVehicle() && IsValid( attacker:GetDriver() ) ) then
attacker = attacker:GetDriver()
end
if ( !IsValid( inflictor ) && IsValid( attacker ) ) then
inflictor = attacker
end
-- Convert the inflictor to the weapon that they're holding if we can.
-- This can be right or wrong with NPCs since combine can be holding a
-- pistol but kill you by hitting you with their arm.
if ( IsValid( inflictor ) && inflictor == attacker && ( inflictor:IsPlayer() || inflictor:IsNPC() ) ) then
inflictor = inflictor:GetActiveWeapon()
if ( !IsValid( inflictor ) ) then inflictor = attacker end
end
player_manager.RunClass( ply, "Death", inflictor, attacker )
if ( attacker == ply ) then
self:SendDeathNotice( nil, "suicide", ply, 0 )
MsgAll( attacker:Nick() .. " suicided!\n" )
return end
if ( attacker:IsPlayer() ) then
self:SendDeathNotice( attacker, inflictor:GetClass(), ply, 0 )
MsgAll( attacker:Nick() .. " killed " .. ply:Nick() .. " using " .. inflictor:GetClass() .. "\n" )
return end
local flags = 0
if ( attacker:IsNPC() and attacker:Disposition( ply ) != D_HT ) then flags = flags + DEATH_NOTICE_FRIENDLY_ATTACKER end
self:SendDeathNotice( self:GetDeathNoticeEntityName( attacker ), inflictor:GetClass(), ply, 0 )
MsgAll( ply:Nick() .. " was killed by " .. attacker:GetClass() .. "\n" )
end
--[[---------------------------------------------------------
Name: gamemode:PlayerInitialSpawn()
Desc: Called just before the player's first spawn
-----------------------------------------------------------]]
function GM:PlayerInitialSpawn( pl, transiton )
pl:SetTeam( TEAM_UNASSIGNED )
if ( GAMEMODE.TeamBased ) then
pl:ConCommand( "gm_showteam" )
end
end
--[[---------------------------------------------------------
Name: gamemode:PlayerSpawnAsSpectator()
Desc: Player spawns as a spectator
-----------------------------------------------------------]]
function GM:PlayerSpawnAsSpectator( pl )
pl:StripWeapons()
if ( pl:Team() == TEAM_UNASSIGNED ) then
pl:Spectate( OBS_MODE_FIXED )
return
end
pl:SetTeam( TEAM_SPECTATOR )
pl:Spectate( OBS_MODE_ROAMING )
end
--[[---------------------------------------------------------
Name: gamemode:PlayerSpawn()
Desc: Called when a player spawns
-----------------------------------------------------------]]
function GM:PlayerSpawn( pl, transiton )
--
-- If the player doesn't have a team in a TeamBased game
-- then spawn him as a spectator
--
if ( self.TeamBased && ( pl:Team() == TEAM_SPECTATOR || pl:Team() == TEAM_UNASSIGNED ) ) then
self:PlayerSpawnAsSpectator( pl )
return
end
-- Stop observer mode
pl:UnSpectate()
player_manager.OnPlayerSpawn( pl, transiton )
player_manager.RunClass( pl, "Spawn" )
-- If we are in transition, do not touch player's weapons
if ( !transiton ) then
-- Call item loadout function
hook.Call( "PlayerLoadout", GAMEMODE, pl )
end
-- Set player model
hook.Call( "PlayerSetModel", GAMEMODE, pl )
pl:SetupHands()
end
--[[---------------------------------------------------------
Name: gamemode:PlayerSetModel()
Desc: Set the player's model
-----------------------------------------------------------]]
function GM:PlayerSetModel( pl )
player_manager.RunClass( pl, "SetModel" )
end
--[[---------------------------------------------------------
Name: gamemode:PlayerSetHandsModel()
Desc: Sets the player's view model hands model
-----------------------------------------------------------]]
function GM:PlayerSetHandsModel( pl, ent )
local info = player_manager.RunClass( pl, "GetHandsModel" )
if ( !info ) then
local playermodel = player_manager.TranslateToPlayerModelName( pl:GetModel() )
info = player_manager.TranslatePlayerHands( playermodel )
end
if ( info ) then
ent:SetModel( info.model )
ent:SetSkin( info.matchBodySkin and pl:GetSkin() or info.skin )
ent:SetBodyGroups( info.body )
end
end
--[[---------------------------------------------------------
Name: gamemode:PlayerLoadout()
Desc: Give the player the default spawning weapons/ammo
-----------------------------------------------------------]]
function GM:PlayerLoadout( pl )
player_manager.RunClass( pl, "Loadout" )
end
--[[---------------------------------------------------------
Name: gamemode:PlayerSelectTeamSpawn( player )
Desc: Find a spawn point entity for this player's team
-----------------------------------------------------------]]
function GM:PlayerSelectTeamSpawn( TeamID, pl )
local SpawnPoints = team.GetSpawnPoints( TeamID )
if ( !SpawnPoints || table.IsEmpty( SpawnPoints ) ) then return end
local ChosenSpawnPoint = nil
for i = 0, 6 do
ChosenSpawnPoint = table.Random( SpawnPoints )
if ( hook.Call( "IsSpawnpointSuitable", GAMEMODE, pl, ChosenSpawnPoint, i == 6 ) ) then
return ChosenSpawnPoint
end
end
return ChosenSpawnPoint
end
--[[---------------------------------------------------------
Name: gamemode:IsSpawnpointSuitable( player )
Desc: Find out if the spawnpoint is suitable or not
-----------------------------------------------------------]]
local spawnpointmin = Vector( -16, -16, 0 )
local spawnpointmax = Vector( 16, 16, 64 )
function GM:IsSpawnpointSuitable( pl, spawnpointent, bMakeSuitable )
local Pos = spawnpointent:GetPos()
-- Note that we're searching the default hull size here for a player in the way of our spawning.
-- This seems pretty rough, seeing as our player's hull could be different.. but it should do the job
-- (HL2DM kills everything within a 128 unit radius)
if ( pl:Team() == TEAM_SPECTATOR ) then return true end
local Blockers = 0
for k, v in ipairs( ents.FindInBox( Pos + spawnpointmin, Pos + spawnpointmax ) ) do
if ( IsValid( v ) && v != pl && v:GetClass() == "player" && v:Alive() ) then
Blockers = Blockers + 1
if ( bMakeSuitable ) then
v:Kill()
end
end
end
if ( bMakeSuitable ) then return true end
if ( Blockers > 0 ) then return false end
return true
end
--[[---------------------------------------------------------
Name: gamemode:PlayerSelectSpawn( player )
Desc: Find a spawn point entity for this player
-----------------------------------------------------------]]
function GM:PlayerSelectSpawn( pl, transiton )
-- If we are in transition, do not reset player's position
if ( transiton ) then return end
if ( self.TeamBased ) then
local ent = self:PlayerSelectTeamSpawn( pl:Team(), pl )
if ( IsValid( ent ) ) then return ent end
end
-- Save information about all of the spawn points
-- in a team based game you'd split up the spawns
if ( !IsTableOfEntitiesValid( self.SpawnPoints ) ) then
self.LastSpawnPoint = 0
self.SpawnPoints = ents.FindByClass( "info_player_start" )
self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "info_player_deathmatch" ) )
self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "info_player_combine" ) )
self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "info_player_rebel" ) )
-- CS Maps
self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "info_player_counterterrorist" ) )
self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "info_player_terrorist" ) )
-- DOD Maps
self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "info_player_axis" ) )
self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "info_player_allies" ) )
-- (Old) GMod Maps
self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "gmod_player_start" ) )
-- TF Maps
self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "info_player_teamspawn" ) )
-- INS Maps
self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "ins_spawnpoint" ) )
-- AOC Maps
self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "aoc_spawnpoint" ) )
-- Dystopia Maps
self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "dys_spawn_point" ) )
-- PVKII Maps
self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "info_player_pirate" ) )
self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "info_player_viking" ) )
self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "info_player_knight" ) )
-- DIPRIP Maps
self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "diprip_start_team_blue" ) )
self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "diprip_start_team_red" ) )
-- OB Maps
self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "info_player_red" ) )
self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "info_player_blue" ) )
-- SYN Maps
self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "info_player_coop" ) )
-- ZPS Maps
self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "info_player_human" ) )
self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "info_player_zombie" ) )
-- ZM Maps
self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "info_player_zombiemaster" ) )
-- FOF Maps
self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "info_player_fof" ) )
self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "info_player_desperado" ) )
self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "info_player_vigilante" ) )
-- L4D Maps
self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "info_survivor_rescue" ) )
-- Removing this one for the time being, c1m4_atrium has one of these in a box under the map
--self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "info_survivor_position" ) )
end
local Count = table.Count( self.SpawnPoints )
if ( Count == 0 ) then
Msg("[PlayerSelectSpawn] Error! No spawn points!\n")
return nil
end
-- If any of the spawnpoints have a MASTER flag then only use that one.
-- This is needed for single player maps.
for k, v in pairs( self.SpawnPoints ) do
if ( v:HasSpawnFlags( 1 ) && hook.Call( "IsSpawnpointSuitable", GAMEMODE, pl, v, true ) ) then
return v
end
end
local ChosenSpawnPoint = nil
-- Try to work out the best, random spawnpoint
for i = 1, Count do
ChosenSpawnPoint = table.Random( self.SpawnPoints )
if ( IsValid( ChosenSpawnPoint ) && ChosenSpawnPoint:IsInWorld() ) then
if ( ( ChosenSpawnPoint == pl:GetVar( "LastSpawnpoint" ) || ChosenSpawnPoint == self.LastSpawnPoint ) && Count > 1 ) then continue end
if ( hook.Call( "IsSpawnpointSuitable", GAMEMODE, pl, ChosenSpawnPoint, i == Count ) ) then
self.LastSpawnPoint = ChosenSpawnPoint
pl:SetVar( "LastSpawnpoint", ChosenSpawnPoint )
return ChosenSpawnPoint
end
end
end
return ChosenSpawnPoint
end
--[[---------------------------------------------------------
Name: gamemode:WeaponEquip( weapon )
Desc: Player just picked up (or was given) weapon
-----------------------------------------------------------]]
function GM:WeaponEquip( weapon )
end
--[[---------------------------------------------------------
Name: gamemode:ScalePlayerDamage( ply, hitgroup, dmginfo )
Desc: Scale the damage based on being shot in a hitbox
Return true to not take damage
-----------------------------------------------------------]]
function GM:ScalePlayerDamage( ply, hitgroup, dmginfo )
-- More damage if we're shot in the head
if ( hitgroup == HITGROUP_HEAD ) then
dmginfo:ScaleDamage( 2 )
end
-- Less damage if we're shot in the arms or legs
if ( hitgroup == HITGROUP_LEFTARM ||
hitgroup == HITGROUP_RIGHTARM ||
hitgroup == HITGROUP_LEFTLEG ||
hitgroup == HITGROUP_RIGHTLEG ||
hitgroup == HITGROUP_GEAR ) then
dmginfo:ScaleDamage( 0.25 )
end
end
--[[---------------------------------------------------------
Name: gamemode:PlayerDeathSound()
Desc: Return true to not play the default sounds
-----------------------------------------------------------]]
function GM:PlayerDeathSound()
return false
end
--[[---------------------------------------------------------
Name: gamemode:SetupPlayerVisibility()
Desc: Add extra positions to the player's PVS
-----------------------------------------------------------]]
function GM:SetupPlayerVisibility( pPlayer, pViewEntity )
--AddOriginToPVS( vector_position_here )
end
--[[---------------------------------------------------------
Name: gamemode:OnDamagedByExplosion( ply, dmginfo)
Desc: Player has been hurt by an explosion
-----------------------------------------------------------]]
function GM:OnDamagedByExplosion( ply, dmginfo )
ply:SetDSP( 35, false )
end
--[[---------------------------------------------------------
Name: gamemode:CanPlayerSuicide( ply )
Desc: Player typed KILL in the console. Can they kill themselves?
-----------------------------------------------------------]]
function GM:CanPlayerSuicide( ply )
return true
end
--[[---------------------------------------------------------
Name: gamemode:CanPlayerEnterVehicle( player, vehicle, role )
Desc: Return true if player can enter vehicle
-----------------------------------------------------------]]
function GM:CanPlayerEnterVehicle( ply, vehicle, role )
return true
end
--[[---------------------------------------------------------
Name: gamemode:PlayerEnteredVehicle( player, vehicle, role )
Desc: Player entered the vehicle fine
-----------------------------------------------------------]]
function GM:PlayerEnteredVehicle( ply, vehicle, role )
end
--[[---------------------------------------------------------
Name: gamemode:CanExitVehicle()
Desc: If the player is allowed to leave the vehicle, return true
-----------------------------------------------------------]]
function GM:CanExitVehicle( vehicle, passenger )
return true
end
--[[---------------------------------------------------------
Name: gamemode:PlayerLeaveVehicle()
Desc: Player left the vehicle
-----------------------------------------------------------]]
function GM:PlayerLeaveVehicle( ply, vehicle )
end
--[[---------------------------------------------------------
Name: gamemode:PlayerSwitchFlashlight()
Desc: Return true to allow action
-----------------------------------------------------------]]
function GM:PlayerSwitchFlashlight( ply, SwitchOn )
return ply:CanUseFlashlight()
end
--[[---------------------------------------------------------
Name: gamemode:PlayerCanJoinTeam( ply, teamid )
Desc: Allow mods/addons to easily determine whether a player
can join a team or not
-----------------------------------------------------------]]
function GM:PlayerCanJoinTeam( ply, teamid )
local TimeBetweenSwitches = GAMEMODE.SecondsBetweenTeamSwitches or 10
if ( ply.LastTeamSwitch && RealTime() - ply.LastTeamSwitch < TimeBetweenSwitches ) then
ply.LastTeamSwitch = ply.LastTeamSwitch + 1
ply:ChatPrint( Format( "Please wait %i more seconds before trying to change team again", ( TimeBetweenSwitches - ( RealTime() - ply.LastTeamSwitch ) ) + 1 ) )
return false
end
-- Already on this team!
if ( ply:Team() == teamid ) then
ply:ChatPrint( "You're already on that team" )
return false
end
return true
end
--[[---------------------------------------------------------
Name: gamemode:PlayerRequestTeam()
Desc: Player wants to change team
-----------------------------------------------------------]]
function GM:PlayerRequestTeam( ply, teamid )
-- No changing teams if not teambased!
if ( !GAMEMODE.TeamBased ) then return end
-- This team isn't joinable
if ( !team.Joinable( teamid ) ) then
ply:ChatPrint( "You can't join that team" )
return end
-- This team isn't joinable
if ( !GAMEMODE:PlayerCanJoinTeam( ply, teamid ) ) then
-- Messages here should be outputted by this function
return end
GAMEMODE:PlayerJoinTeam( ply, teamid )
end
--[[---------------------------------------------------------
Name: gamemode:PlayerJoinTeam()
Desc: Make player join this team
-----------------------------------------------------------]]
function GM:PlayerJoinTeam( ply, teamid )
local iOldTeam = ply:Team()
if ( ply:Alive() ) then
if ( iOldTeam == TEAM_SPECTATOR || iOldTeam == TEAM_UNASSIGNED ) then
ply:KillSilent()
else
ply:Kill()
end
end
ply:SetTeam( teamid )
ply.LastTeamSwitch = RealTime()
GAMEMODE:OnPlayerChangedTeam( ply, iOldTeam, teamid )
end
--[[---------------------------------------------------------
Name: gamemode:OnPlayerChangedTeam( ply, oldteam, newteam )
-----------------------------------------------------------]]
function GM:OnPlayerChangedTeam( ply, oldteam, newteam )
-- Here's an immediate respawn thing by default. If you want to
-- re-create something more like CS or some shit you could probably
-- change to a spectator or something while dead.
if ( newteam == TEAM_SPECTATOR ) then
-- If we changed to spectator mode, respawn where we are
local Pos = ply:EyePos()
ply:Spawn()
ply:SetPos( Pos )
elseif ( oldteam == TEAM_SPECTATOR ) then
-- If we're changing from spectator, join the game
ply:Spawn()
else
-- If we're straight up changing teams just hang
-- around until we're ready to respawn onto the
-- team that we chose
end
PrintMessage( HUD_PRINTTALK, Format( "%s joined '%s'", ply:Nick(), team.GetName( newteam ) ) )
end
--[[---------------------------------------------------------
Name: gamemode:PlayerSpray()
Desc: Return true to prevent player spraying
-----------------------------------------------------------]]
function GM:PlayerSpray( ply )
return false
end
--[[---------------------------------------------------------
Name: gamemode:OnPlayerHitGround()
Desc: Return true to disable default action
-----------------------------------------------------------]]
function GM:OnPlayerHitGround( ply, bInWater, bOnFloater, flFallSpeed )
-- Apply damage and play collision sound here
-- then return true to disable the default action
--MsgN( ply, bInWater, bOnFloater, flFallSpeed )
--return true
end
--[[---------------------------------------------------------
Name: gamemode:GetFallDamage()
Desc: return amount of damage to do due to fall
-----------------------------------------------------------]]
local mp_falldamage = GetConVar( "mp_falldamage" )
function GM:GetFallDamage( ply, flFallSpeed )
if ( mp_falldamage:GetBool() ) then -- realistic fall damage is on
return ( flFallSpeed - 526.5 ) * ( 100 / 396 ) -- the Source SDK value
end
return 10
end
--[[---------------------------------------------------------
Name: gamemode:PlayerCanSeePlayersChat()
Desc: Can this player see the other player's chat?
-----------------------------------------------------------]]
function GM:PlayerCanSeePlayersChat( strText, bTeamOnly, pListener, pSpeaker )
if ( bTeamOnly ) then
if ( !IsValid( pSpeaker ) || !IsValid( pListener ) ) then return false end
if ( pListener:Team() != pSpeaker:Team() ) then return false end
end
return true
end
local sv_alltalk = GetConVar( "sv_alltalk" )
--[[---------------------------------------------------------
Name: gamemode:PlayerCanHearPlayersVoice()
Desc: Can this player see the other player's voice?
Returns 2 bools.
1. Can the player hear the other player
2. Can they hear them spacially
-----------------------------------------------------------]]
function GM:PlayerCanHearPlayersVoice( pListener, pTalker )
local alltalk = sv_alltalk:GetInt()
if ( alltalk >= 1 ) then return true, alltalk == 2 end
return pListener:Team() == pTalker:Team(), false
end
--[[---------------------------------------------------------
Name: gamemode:NetworkIDValidated()
Desc: Called when Steam has validated this as a valid player
-----------------------------------------------------------]]
function GM:NetworkIDValidated( name, steamid )
-- MsgN( "GM:NetworkIDValidated", name, steamid )
end
--[[---------------------------------------------------------
Name: gamemode:PlayerShouldTaunt( ply, actid )
-----------------------------------------------------------]]
function GM:PlayerShouldTaunt( ply, actid )
-- The default behaviour is to always let them act
-- Some gamemodes will obviously want to stop this for certain players by returning false
return true
end
--[[---------------------------------------------------------
Name: gamemode:PlayerStartTaunt( ply, actid, length )
-----------------------------------------------------------]]
function GM:PlayerStartTaunt( ply, actid, length )
end
--[[---------------------------------------------------------
Name: gamemode:AllowPlayerPickup( ply, object )
-----------------------------------------------------------]]
function GM:AllowPlayerPickup( ply, object )
-- Should the player be allowed to pick this object up (using ENTER)?
-- If no then return false. Default is HELL YEAH
return true
end
--[[---------------------------------------------------------
Name: gamemode:PlayerDroppedWeapon()
Desc: Player has dropped a weapon
-----------------------------------------------------------]]
function GM:PlayerDroppedWeapon( ply, weapon )
end
--[[---------------------------------------------------------
These are buttons that the client is pressing. They're used
in Sandbox mode to control things like wheels, thrusters etc.
-----------------------------------------------------------]]
function GM:PlayerButtonDown( ply, btn ) end
function GM:PlayerButtonUp( ply, btn ) end
concommand.Add( "changeteam", function( pl, cmd, args ) hook.Call( "PlayerRequestTeam", GAMEMODE, pl, tonumber( args[ 1 ] ) ) end )
--[[---------------------------------------------------------
Name: gamemode:HandlePlayerArmorReduction()
Desc: Handle player armor reduction
-----------------------------------------------------------]]
function GM:HandlePlayerArmorReduction( ply, dmginfo )
-- If no armor, or special damage types, bypass armor
if ( ply:Armor() <= 0 || bit.band( dmginfo:GetDamageType(), DMG_FALL + DMG_DROWN + DMG_POISON + DMG_RADIATION ) != 0 ) then return end
local flBonus = 1.0 -- Each Point of Armor is worth 1/x points of health
local flRatio = 0.2 -- Armor Takes 80% of the damage
if ( GetConVar( "player_old_armor" ):GetBool() ) then
flBonus = 0.5
end
local flNew = dmginfo:GetDamage() * flRatio
local flArmor = (dmginfo:GetDamage() - flNew) * flBonus
if ( !GetConVar( "player_old_armor" ):GetBool() ) then
if ( flArmor < 0.1 ) then flArmor = 0 end -- Let's not have tiny amounts of damage reduce a lot of our armor
else if ( flArmor < 1.0 ) then flArmor = 1.0 end
end
-- Does this use more armor than we have?
if ( flArmor > ply:Armor() ) then
flArmor = ply:Armor() * ( 1 / flBonus )
flNew = dmginfo:GetDamage() - flArmor
ply:SetArmor( 0 )
else
ply:SetArmor( ply:Armor() - flArmor )
end
dmginfo:SetDamage( flNew )
end