mirror of
https://github.com/lifestorm/wnsrc.git
synced 2025-12-16 13:23:46 +03:00
862 lines
27 KiB
Lua
862 lines
27 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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--[[---------------------------------------------------------
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Name: gamemode:OnPhysgunFreeze( weapon, phys, ent, player )
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Desc: The physgun wants to freeze a prop
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-----------------------------------------------------------]]
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function GM:OnPhysgunFreeze( weapon, phys, ent, ply )
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-- Non vphysics entity, we don't know how to handle that
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if ( !IsValid( phys ) ) then return end
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-- Object is already frozen (!?)
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if ( !phys:IsMoveable() ) then return end
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if ( ent:GetUnFreezable() ) then return end
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phys:EnableMotion( false )
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-- Add it to the player's frozen props
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ply:AddFrozenPhysicsObject( ent, phys )
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end
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--[[---------------------------------------------------------
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Name: gamemode:OnPhysgunReload( weapon, player )
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Desc: The physgun wants to freeze a prop
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-----------------------------------------------------------]]
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function GM:OnPhysgunReload( weapon, ply )
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ply:PhysgunUnfreeze()
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end
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--[[---------------------------------------------------------
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Name: gamemode:PlayerAuthed()
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Desc: Player's STEAMID has been authed
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-----------------------------------------------------------]]
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function GM:PlayerAuthed( ply, SteamID, UniqueID )
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end
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--[[---------------------------------------------------------
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Name: gamemode:PlayerCanPickupWeapon()
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Desc: Called when a player tries to pickup a weapon.
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return true to allow the pickup.
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-----------------------------------------------------------]]
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function GM:PlayerCanPickupWeapon( ply, entity )
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return true
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end
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--[[---------------------------------------------------------
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Name: gamemode:PlayerCanPickupItem()
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Desc: Called when a player tries to pickup an item.
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return true to allow the pickup.
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-----------------------------------------------------------]]
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function GM:PlayerCanPickupItem( ply, entity )
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return true
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end
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--[[---------------------------------------------------------
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Name: gamemode:CanPlayerUnfreeze()
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Desc: Can the player unfreeze this entity & physobject
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-----------------------------------------------------------]]
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function GM:CanPlayerUnfreeze( ply, entity, physobject )
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return true
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end
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--[[---------------------------------------------------------
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Name: gamemode:PlayerDisconnected()
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Desc: Player has disconnected from the server.
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-----------------------------------------------------------]]
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function GM:PlayerDisconnected( ply )
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end
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--[[---------------------------------------------------------
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Name: gamemode:PlayerSay()
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Desc: A player (or server) has used say. Return a string
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for the player to say. Return an empty string if the
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player should say nothing.
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-----------------------------------------------------------]]
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function GM:PlayerSay( ply, text, teamonly )
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return text
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end
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--[[---------------------------------------------------------
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Name: gamemode:PlayerDeathThink( player )
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Desc: Called when the player is waiting to respawn
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-----------------------------------------------------------]]
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function GM:PlayerDeathThink( pl )
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if ( pl.NextSpawnTime && pl.NextSpawnTime > CurTime() ) then return end
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if ( pl:IsBot() || pl:KeyPressed( IN_ATTACK ) || pl:KeyPressed( IN_ATTACK2 ) || pl:KeyPressed( IN_JUMP ) ) then
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pl:Spawn()
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end
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end
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--[[---------------------------------------------------------
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Name: gamemode:PlayerUse( player, entity )
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Desc: A player has attempted to use a specific entity
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Return true if the player can use it
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------------------------------------------------------------]]
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function GM:PlayerUse( ply, entity )
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return true
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end
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--[[---------------------------------------------------------
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Name: gamemode:PlayerSilentDeath()
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Desc: Called when a player dies silently
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-----------------------------------------------------------]]
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function GM:PlayerSilentDeath( Victim )
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Victim.NextSpawnTime = CurTime() + 2
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Victim.DeathTime = CurTime()
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end
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--[[---------------------------------------------------------
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Name: gamemode:PlayerDeath()
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Desc: Called when a player dies.
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-----------------------------------------------------------]]
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function GM:PlayerDeath( ply, inflictor, attacker )
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-- Don't spawn for at least 2 seconds
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ply.NextSpawnTime = CurTime() + 2
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ply.DeathTime = CurTime()
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if ( IsValid( attacker ) && attacker:GetClass() == "trigger_hurt" ) then attacker = ply end
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if ( IsValid( attacker ) && attacker:IsVehicle() && IsValid( attacker:GetDriver() ) ) then
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attacker = attacker:GetDriver()
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end
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if ( !IsValid( inflictor ) && IsValid( attacker ) ) then
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inflictor = attacker
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end
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-- Convert the inflictor to the weapon that they're holding if we can.
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-- This can be right or wrong with NPCs since combine can be holding a
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-- pistol but kill you by hitting you with their arm.
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if ( IsValid( inflictor ) && inflictor == attacker && ( inflictor:IsPlayer() || inflictor:IsNPC() ) ) then
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inflictor = inflictor:GetActiveWeapon()
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if ( !IsValid( inflictor ) ) then inflictor = attacker end
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end
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player_manager.RunClass( ply, "Death", inflictor, attacker )
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if ( attacker == ply ) then
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self:SendDeathNotice( nil, "suicide", ply, 0 )
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MsgAll( attacker:Nick() .. " suicided!\n" )
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return end
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if ( attacker:IsPlayer() ) then
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self:SendDeathNotice( attacker, inflictor:GetClass(), ply, 0 )
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MsgAll( attacker:Nick() .. " killed " .. ply:Nick() .. " using " .. inflictor:GetClass() .. "\n" )
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return end
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local flags = 0
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if ( attacker:IsNPC() and attacker:Disposition( ply ) != D_HT ) then flags = flags + DEATH_NOTICE_FRIENDLY_ATTACKER end
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self:SendDeathNotice( self:GetDeathNoticeEntityName( attacker ), inflictor:GetClass(), ply, 0 )
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MsgAll( ply:Nick() .. " was killed by " .. attacker:GetClass() .. "\n" )
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end
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--[[---------------------------------------------------------
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Name: gamemode:PlayerInitialSpawn()
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Desc: Called just before the player's first spawn
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-----------------------------------------------------------]]
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function GM:PlayerInitialSpawn( pl, transiton )
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pl:SetTeam( TEAM_UNASSIGNED )
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if ( GAMEMODE.TeamBased ) then
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pl:ConCommand( "gm_showteam" )
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end
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end
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--[[---------------------------------------------------------
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Name: gamemode:PlayerSpawnAsSpectator()
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Desc: Player spawns as a spectator
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-----------------------------------------------------------]]
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function GM:PlayerSpawnAsSpectator( pl )
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pl:StripWeapons()
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if ( pl:Team() == TEAM_UNASSIGNED ) then
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pl:Spectate( OBS_MODE_FIXED )
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return
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end
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pl:SetTeam( TEAM_SPECTATOR )
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pl:Spectate( OBS_MODE_ROAMING )
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end
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--[[---------------------------------------------------------
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Name: gamemode:PlayerSpawn()
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Desc: Called when a player spawns
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-----------------------------------------------------------]]
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function GM:PlayerSpawn( pl, transiton )
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--
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-- If the player doesn't have a team in a TeamBased game
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-- then spawn him as a spectator
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--
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if ( self.TeamBased && ( pl:Team() == TEAM_SPECTATOR || pl:Team() == TEAM_UNASSIGNED ) ) then
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self:PlayerSpawnAsSpectator( pl )
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return
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end
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-- Stop observer mode
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pl:UnSpectate()
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player_manager.OnPlayerSpawn( pl, transiton )
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player_manager.RunClass( pl, "Spawn" )
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-- If we are in transition, do not touch player's weapons
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if ( !transiton ) then
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-- Call item loadout function
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hook.Call( "PlayerLoadout", GAMEMODE, pl )
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end
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-- Set player model
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hook.Call( "PlayerSetModel", GAMEMODE, pl )
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pl:SetupHands()
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end
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--[[---------------------------------------------------------
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Name: gamemode:PlayerSetModel()
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Desc: Set the player's model
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-----------------------------------------------------------]]
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function GM:PlayerSetModel( pl )
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player_manager.RunClass( pl, "SetModel" )
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end
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--[[---------------------------------------------------------
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Name: gamemode:PlayerSetHandsModel()
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Desc: Sets the player's view model hands model
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-----------------------------------------------------------]]
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function GM:PlayerSetHandsModel( pl, ent )
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local info = player_manager.RunClass( pl, "GetHandsModel" )
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if ( !info ) then
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local playermodel = player_manager.TranslateToPlayerModelName( pl:GetModel() )
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info = player_manager.TranslatePlayerHands( playermodel )
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end
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if ( info ) then
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ent:SetModel( info.model )
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ent:SetSkin( info.matchBodySkin and pl:GetSkin() or info.skin )
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ent:SetBodyGroups( info.body )
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end
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end
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--[[---------------------------------------------------------
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Name: gamemode:PlayerLoadout()
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Desc: Give the player the default spawning weapons/ammo
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-----------------------------------------------------------]]
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function GM:PlayerLoadout( pl )
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player_manager.RunClass( pl, "Loadout" )
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end
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--[[---------------------------------------------------------
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Name: gamemode:PlayerSelectTeamSpawn( player )
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Desc: Find a spawn point entity for this player's team
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-----------------------------------------------------------]]
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function GM:PlayerSelectTeamSpawn( TeamID, pl )
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local SpawnPoints = team.GetSpawnPoints( TeamID )
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if ( !SpawnPoints || table.IsEmpty( SpawnPoints ) ) then return end
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local ChosenSpawnPoint = nil
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for i = 0, 6 do
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ChosenSpawnPoint = table.Random( SpawnPoints )
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if ( hook.Call( "IsSpawnpointSuitable", GAMEMODE, pl, ChosenSpawnPoint, i == 6 ) ) then
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return ChosenSpawnPoint
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end
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end
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return ChosenSpawnPoint
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end
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--[[---------------------------------------------------------
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Name: gamemode:IsSpawnpointSuitable( player )
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Desc: Find out if the spawnpoint is suitable or not
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-----------------------------------------------------------]]
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local spawnpointmin = Vector( -16, -16, 0 )
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local spawnpointmax = Vector( 16, 16, 64 )
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function GM:IsSpawnpointSuitable( pl, spawnpointent, bMakeSuitable )
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local Pos = spawnpointent:GetPos()
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-- Note that we're searching the default hull size here for a player in the way of our spawning.
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-- This seems pretty rough, seeing as our player's hull could be different.. but it should do the job
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-- (HL2DM kills everything within a 128 unit radius)
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if ( pl:Team() == TEAM_SPECTATOR ) then return true end
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local Blockers = 0
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for k, v in ipairs( ents.FindInBox( Pos + spawnpointmin, Pos + spawnpointmax ) ) do
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if ( IsValid( v ) && v != pl && v:GetClass() == "player" && v:Alive() ) then
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Blockers = Blockers + 1
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if ( bMakeSuitable ) then
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v:Kill()
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end
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end
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end
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if ( bMakeSuitable ) then return true end
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if ( Blockers > 0 ) then return false end
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return true
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end
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--[[---------------------------------------------------------
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Name: gamemode:PlayerSelectSpawn( player )
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Desc: Find a spawn point entity for this player
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-----------------------------------------------------------]]
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function GM:PlayerSelectSpawn( pl, transiton )
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-- If we are in transition, do not reset player's position
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if ( transiton ) then return end
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if ( self.TeamBased ) then
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local ent = self:PlayerSelectTeamSpawn( pl:Team(), pl )
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if ( IsValid( ent ) ) then return ent end
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end
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-- Save information about all of the spawn points
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-- in a team based game you'd split up the spawns
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if ( !IsTableOfEntitiesValid( self.SpawnPoints ) ) then
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self.LastSpawnPoint = 0
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self.SpawnPoints = ents.FindByClass( "info_player_start" )
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self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "info_player_deathmatch" ) )
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self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "info_player_combine" ) )
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self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "info_player_rebel" ) )
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-- CS Maps
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self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "info_player_counterterrorist" ) )
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self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "info_player_terrorist" ) )
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-- DOD Maps
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self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "info_player_axis" ) )
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self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "info_player_allies" ) )
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-- (Old) GMod Maps
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self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "gmod_player_start" ) )
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-- TF Maps
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self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "info_player_teamspawn" ) )
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-- INS Maps
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self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "ins_spawnpoint" ) )
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-- AOC Maps
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self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "aoc_spawnpoint" ) )
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-- Dystopia Maps
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self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "dys_spawn_point" ) )
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-- PVKII Maps
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self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "info_player_pirate" ) )
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self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "info_player_viking" ) )
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self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "info_player_knight" ) )
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-- DIPRIP Maps
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self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "diprip_start_team_blue" ) )
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self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "diprip_start_team_red" ) )
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-- OB Maps
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self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "info_player_red" ) )
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self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "info_player_blue" ) )
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-- SYN Maps
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self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "info_player_coop" ) )
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-- ZPS Maps
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self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "info_player_human" ) )
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self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "info_player_zombie" ) )
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-- ZM Maps
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self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "info_player_zombiemaster" ) )
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-- FOF Maps
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self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "info_player_fof" ) )
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self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "info_player_desperado" ) )
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self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "info_player_vigilante" ) )
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-- L4D Maps
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self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "info_survivor_rescue" ) )
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-- Removing this one for the time being, c1m4_atrium has one of these in a box under the map
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--self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( "info_survivor_position" ) )
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end
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local Count = table.Count( self.SpawnPoints )
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if ( Count == 0 ) then
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Msg("[PlayerSelectSpawn] Error! No spawn points!\n")
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return nil
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end
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-- If any of the spawnpoints have a MASTER flag then only use that one.
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-- This is needed for single player maps.
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for k, v in pairs( self.SpawnPoints ) do
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if ( v:HasSpawnFlags( 1 ) && hook.Call( "IsSpawnpointSuitable", GAMEMODE, pl, v, true ) ) then
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return v
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end
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end
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local ChosenSpawnPoint = nil
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-- Try to work out the best, random spawnpoint
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for i = 1, Count do
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ChosenSpawnPoint = table.Random( self.SpawnPoints )
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if ( IsValid( ChosenSpawnPoint ) && ChosenSpawnPoint:IsInWorld() ) then
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if ( ( ChosenSpawnPoint == pl:GetVar( "LastSpawnpoint" ) || ChosenSpawnPoint == self.LastSpawnPoint ) && Count > 1 ) then continue end
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if ( hook.Call( "IsSpawnpointSuitable", GAMEMODE, pl, ChosenSpawnPoint, i == Count ) ) then
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self.LastSpawnPoint = ChosenSpawnPoint
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pl:SetVar( "LastSpawnpoint", ChosenSpawnPoint )
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return ChosenSpawnPoint
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end
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end
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end
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return ChosenSpawnPoint
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end
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--[[---------------------------------------------------------
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Name: gamemode:WeaponEquip( weapon )
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Desc: Player just picked up (or was given) weapon
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-----------------------------------------------------------]]
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function GM:WeaponEquip( weapon )
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end
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--[[---------------------------------------------------------
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Name: gamemode:ScalePlayerDamage( ply, hitgroup, dmginfo )
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Desc: Scale the damage based on being shot in a hitbox
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Return true to not take damage
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-----------------------------------------------------------]]
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function GM:ScalePlayerDamage( ply, hitgroup, dmginfo )
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-- More damage if we're shot in the head
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if ( hitgroup == HITGROUP_HEAD ) then
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dmginfo:ScaleDamage( 2 )
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end
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-- Less damage if we're shot in the arms or legs
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if ( hitgroup == HITGROUP_LEFTARM ||
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hitgroup == HITGROUP_RIGHTARM ||
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hitgroup == HITGROUP_LEFTLEG ||
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hitgroup == HITGROUP_RIGHTLEG ||
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hitgroup == HITGROUP_GEAR ) then
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dmginfo:ScaleDamage( 0.25 )
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end
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end
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--[[---------------------------------------------------------
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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
|