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wnsrc/gamemodes/terrortown/gamemode/player.lua
lifestorm 94063e4369 Upload
2024-08-04 22:55:00 +03:00

1158 lines
35 KiB
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/
--]]
---- Player spawning/dying
local math = math
local table = table
local player = player
local timer = timer
local pairs = pairs
CreateConVar("ttt_bots_are_spectators", "0", FCVAR_ARCHIVE)
CreateConVar("ttt_dyingshot", "0")
CreateConVar("ttt_killer_dna_range", "550")
CreateConVar("ttt_killer_dna_basetime", "100")
-- First spawn on the server
function GM:PlayerInitialSpawn( ply )
if not GAMEMODE.cvar_init then
GAMEMODE:InitCvars()
end
ply:InitialSpawn()
local rstate = GetRoundState() or ROUND_WAIT
-- We should update the traitor list, if we are not about to send it
if rstate <= ROUND_PREP then
SendTraitorList(GetTraitorFilter())
SendConfirmedTraitors(GetInnocentFilter())
SendDetectiveList()
end
-- Game has started, tell this guy where the round is at
if rstate != ROUND_WAIT then
SendRoundState(rstate, ply)
SendConfirmedTraitors(ply)
SendDetectiveList(ply)
end
-- Handle spec bots
if ply:IsBot() and GetConVar("ttt_bots_are_spectators"):GetBool() then
ply:SetTeam(TEAM_SPEC)
ply:SetForceSpec(true)
end
end
function GM:NetworkIDValidated( name, steamid )
-- edge case where player authed after initspawn
for _, p in player.Iterator() do
if IsValid(p) and p:SteamID() == steamid and p.delay_karma_recall then
KARMA.LateRecallAndSet(p)
return
end
end
end
function GM:PlayerSpawn(ply)
-- stop bleeding
util.StopBleeding(ply)
-- Some spawns may be tilted
ply:ResetViewRoll()
-- Clear out stuff like whether we ordered guns or what bomb code we used
ply:ResetRoundFlags()
-- latejoiner, send him some info
if GetRoundState() == ROUND_ACTIVE then
SendRoundState(GetRoundState(), ply)
end
ply.spawn_nick = ply:Nick()
ply.has_spawned = true
-- let the client do things on spawn
net.Start("TTT_PlayerSpawned")
net.WriteBit(ply:IsSpec())
net.Send(ply)
if ply:IsSpec() then
ply:StripAll()
ply:Spectate(OBS_MODE_ROAMING)
return
end
ply:UnSpectate()
-- ye olde hooks
hook.Call("PlayerLoadout", GAMEMODE, ply)
hook.Call("PlayerSetModel", GAMEMODE, ply)
hook.Call("TTTPlayerSetColor", GAMEMODE, ply)
ply:SetupHands()
SCORE:HandleSpawn(ply)
end
function GM:PlayerSetHandsModel( pl, ent )
local simplemodel = player_manager.TranslateToPlayerModelName(pl:GetModel())
local info = player_manager.TranslatePlayerHands(simplemodel)
if info then
ent:SetModel(info.model)
ent:SetSkin(info.skin)
ent:SetBodyGroups(info.body)
end
end
function GM:IsSpawnpointSuitable(ply, spwn, force, rigged)
if not IsValid(ply) or not ply:IsTerror() then return true end
if not rigged and (not IsValid(spwn) or not spwn:IsInWorld()) then return false end
-- spwn is normally an ent, but we sometimes use a vector for jury rigged
-- positions
local pos = rigged and spwn or spwn:GetPos()
if not util.IsInWorld(pos) then return false end
local blocking = ents.FindInBox(pos + Vector( -16, -16, 0 ), pos + Vector( 16, 16, 64 ))
for k, p in ipairs(blocking) do
if IsValid(p) and p:IsPlayer() and p:IsTerror() and p:Alive() then
if force then
p:Kill()
else
return false
end
end
end
return true
end
local SpawnTypes = {"info_player_deathmatch", "info_player_combine",
"info_player_rebel", "info_player_counterterrorist", "info_player_terrorist",
"info_player_axis", "info_player_allies", "gmod_player_start",
"info_player_teamspawn"}
function GetSpawnEnts(shuffled, force_all)
local tbl = {}
for k, classname in ipairs(SpawnTypes) do
for _, e in ipairs(ents.FindByClass(classname)) do
if IsValid(e) and (not e.BeingRemoved) then
table.insert(tbl, e)
end
end
end
-- Don't use info_player_start unless absolutely necessary, because eg. TF2
-- uses it for observer starts that are in places where players cannot really
-- spawn well. At all.
if force_all or #tbl == 0 then
for _, e in ipairs(ents.FindByClass("info_player_start")) do
if IsValid(e) and (not e.BeingRemoved) then
table.insert(tbl, e)
end
end
end
if shuffled then
table.Shuffle(tbl)
end
return tbl
end
-- Generate points next to and above the spawn that we can test for suitability
local function PointsAroundSpawn(spwn)
if not IsValid(spwn) then return {} end
local pos = spwn:GetPos()
local w, h = 36, 72 -- bit roomier than player hull
-- all rigged positions
-- could be done without typing them out, but would take about as much time
return {
pos + Vector( w, 0, 0),
pos + Vector( 0, w, 0),
pos + Vector( w, w, 0),
pos + Vector(-w, 0, 0),
pos + Vector( 0, -w, 0),
pos + Vector(-w, -w, 0),
pos + Vector(-w, w, 0),
pos + Vector( w, -w, 0)
--pos + Vector( 0, 0, h) -- just in case we're outside
};
end
function GM:PlayerSelectSpawn(ply)
if (not self.SpawnPoints) or (table.IsEmpty(self.SpawnPoints)) or (not IsTableOfEntitiesValid(self.SpawnPoints)) then
self.SpawnPoints = GetSpawnEnts(true, false)
-- One might think that we have to regenerate our spawnpoint
-- cache. Otherwise, any rigged spawn entities would not get reused, and
-- MORE new entities would be made instead. In reality, the map cleanup at
-- round start will remove our rigged spawns, and we'll have to create new
-- ones anyway.
end
if table.IsEmpty(self.SpawnPoints) then
Error("No spawn entity found!\n")
return
end
-- Just always shuffle, it's not that costly and should help spawn
-- randomness.
table.Shuffle(self.SpawnPoints)
-- Optimistic attempt: assume there are sufficient spawns for all and one is
-- free
for k, spwn in pairs(self.SpawnPoints) do
if self:IsSpawnpointSuitable(ply, spwn, false) then
return spwn
end
end
-- That did not work, so now look around spawns
local picked = nil
for k, spwn in pairs(self.SpawnPoints) do
picked = spwn -- just to have something if all else fails
-- See if we can jury rig a spawn near this one
local rigged = PointsAroundSpawn(spwn)
for _, rig in pairs(rigged) do
if self:IsSpawnpointSuitable(ply, rig, false, true) then
local rig_spwn = ents.Create("info_player_terrorist")
if IsValid(rig_spwn) then
rig_spwn:SetPos(rig)
rig_spwn:Spawn()
ErrorNoHalt("TTT WARNING: Map has too few spawn points, using a rigged spawn for ".. tostring(ply) .. "\n")
self.HaveRiggedSpawn = true
return rig_spwn
end
end
end
end
-- Last attempt, force one
for k, spwn in pairs(self.SpawnPoints) do
if self:IsSpawnpointSuitable(ply, spwn, true) then
return spwn
end
end
return picked
end
function GM:PlayerSetModel(ply)
local mdl = GAMEMODE.playermodel or "models/player/phoenix.mdl"
util.PrecacheModel(mdl)
ply:SetModel(mdl)
-- Always clear color state, may later be changed in TTTPlayerSetColor
ply:SetColor(COLOR_WHITE)
end
function GM:TTTPlayerSetColor(ply)
local clr = COLOR_WHITE
if GAMEMODE.playercolor then
-- If this player has a colorable model, always use the same color as all
-- other colorable players, so color will never be the factor that lets
-- you tell players apart.
clr = GAMEMODE.playercolor
end
ply:SetPlayerColor( Vector( clr.r/255.0, clr.g/255.0, clr.b/255.0 ) )
end
-- Only active players can use kill cmd
function GM:CanPlayerSuicide(ply)
return ply:IsTerror()
end
function GM:PlayerSwitchFlashlight(ply, on)
if not IsValid(ply) then return false end
-- add the flashlight "effect" here, and then deny the switch
-- this prevents the sound from playing, fixing the exploit
-- where weapon sound could be silenced using the flashlight sound
if (not on) or ply:IsTerror() then
if on then
ply:AddEffects(EF_DIMLIGHT)
else
ply:RemoveEffects(EF_DIMLIGHT)
end
end
return false
end
function GM:PlayerSpray(ply)
if not IsValid(ply) or not ply:IsTerror() then
return true -- block
end
end
function GM:PlayerUse(ply, ent)
return ply:IsTerror()
end
function GM:KeyPress(ply, key)
if not IsValid(ply) then return end
-- Spectator keys
if ply:IsSpec() and not ply:GetRagdollSpec() then
if ply.propspec then
return PROPSPEC.Key(ply, key)
end
ply:ResetViewRoll()
if key == IN_ATTACK then
-- snap to random guy
ply:Spectate(OBS_MODE_ROAMING)
ply:SetEyeAngles(angle_zero) -- After exiting propspec, this could be set to awkward values
ply:SpectateEntity(nil)
local alive = util.GetAlivePlayers()
if #alive < 1 then return end
local target = table.Random(alive)
if IsValid(target) then
ply:SetPos(target:EyePos())
ply:SetEyeAngles(target:EyeAngles())
end
elseif key == IN_ATTACK2 then
-- spectate either the next guy or a random guy in chase
local target = util.GetNextAlivePlayer(ply:GetObserverTarget())
if IsValid(target) then
ply:Spectate(ply.spec_mode or OBS_MODE_CHASE)
ply:SpectateEntity(target)
end
elseif key == IN_DUCK then
local pos = ply:GetPos()
local ang = ply:EyeAngles()
local target = ply:GetObserverTarget()
if IsValid(target) and target:IsPlayer() and ply:GetObserverMode() != OBS_MODE_ROAMING then -- Only set the spectator's position to the player they are spectating if they are in chase or eye mode. They can use the reload key if they want to return to the person they're spectating
pos = target:EyePos()
ang = target:EyeAngles()
end
-- reset
ply:Spectate(OBS_MODE_ROAMING)
ply:SpectateEntity(nil)
ply:SetPos(pos)
ply:SetEyeAngles(ang)
return true
elseif key == IN_JUMP then
-- unfuck if you're on a ladder etc
if (ply:GetMoveType() != MOVETYPE_NOCLIP) then
ply:SetMoveType(MOVETYPE_NOCLIP)
end
elseif key == IN_RELOAD then
local tgt = ply:GetObserverTarget()
if not IsValid(tgt) or not tgt:IsPlayer() then return end
if not ply.spec_mode or ply.spec_mode == OBS_MODE_CHASE then
ply.spec_mode = OBS_MODE_IN_EYE
elseif ply.spec_mode == OBS_MODE_IN_EYE then
ply.spec_mode = OBS_MODE_CHASE
end
-- roam stays roam
ply:Spectate(ply.spec_mode)
end
end
end
function GM:KeyRelease(ply, key)
if key == IN_USE and IsValid(ply) and ply:IsTerror() then
-- see if we need to do some custom usekey overriding
local tr = util.TraceLine({
start = ply:GetShootPos(),
endpos = ply:GetShootPos() + ply:GetAimVector() * 84,
filter = ply,
mask = MASK_SHOT
});
if tr.Hit and IsValid(tr.Entity) then
if tr.Entity.CanUseKey and tr.Entity.UseOverride then
local phys = tr.Entity:GetPhysicsObject()
if IsValid(phys) and not phys:HasGameFlag(FVPHYSICS_PLAYER_HELD) then
tr.Entity:UseOverride(ply)
return true
else
-- do nothing, can't +use held objects
return true
end
elseif tr.Entity.player_ragdoll then
CORPSE.ShowSearch(ply, tr.Entity, (ply:KeyDown(IN_WALK) or ply:KeyDownLast(IN_WALK)))
return true
end
end
end
end
-- Normally all dead players are blocked from IN_USE on the server, meaning we
-- can't let them search bodies. This sucks because searching bodies is
-- fun. Hence on the client we override +use for specs and use this instead.
local function SpecUseKey(ply, cmd, arg)
if IsValid(ply) and ply:IsSpec() then
-- longer range than normal use
local tr = util.QuickTrace(ply:GetShootPos(), ply:GetAimVector() * 128, ply)
if tr.Hit and IsValid(tr.Entity) then
if tr.Entity.player_ragdoll then
if not ply:KeyDown(IN_WALK) then
CORPSE.ShowSearch(ply, tr.Entity)
else
ply:Spectate(OBS_MODE_IN_EYE)
ply:SpectateEntity(tr.Entity)
end
elseif tr.Entity:IsPlayer() and tr.Entity:IsActive() then
ply:Spectate(ply.spec_mode or OBS_MODE_CHASE)
ply:SpectateEntity(tr.Entity)
else
PROPSPEC.Target(ply, tr.Entity)
end
end
end
end
concommand.Add("ttt_spec_use", SpecUseKey)
function GM:PlayerDisconnected(ply)
-- Prevent the disconnecter from being in the resends
if IsValid(ply) then
ply:SetRole(ROLE_NONE)
end
if GetRoundState() != ROUND_PREP then
-- Keep traitor entindices in sync on traitor clients
SendTraitorList(GetTraitorFilter(false), nil)
-- Same for confirmed traitors on innocent clients
SendConfirmedTraitors(GetInnocentFilter(false))
SendDetectiveList()
end
if KARMA.IsEnabled() then
KARMA.Remember(ply)
end
end
---- Death affairs
local function CreateDeathEffect(ent, marked)
local pos = ent:GetPos() + Vector(0, 0, 20)
local jit = 35.0
local jitter = Vector(math.Rand(-jit, jit), math.Rand(-jit, jit), 0)
util.PaintDown(pos + jitter, "Blood", ent)
if marked then
util.PaintDown(pos, "Cross", ent)
end
end
local deathsounds = {
Sound("player/death1.wav"),
Sound("player/death2.wav"),
Sound("player/death3.wav"),
Sound("player/death4.wav"),
Sound("player/death5.wav"),
Sound("player/death6.wav"),
Sound("vo/npc/male01/pain07.wav"),
Sound("vo/npc/male01/pain08.wav"),
Sound("vo/npc/male01/pain09.wav"),
Sound("vo/npc/male01/pain04.wav"),
Sound("vo/npc/Barney/ba_pain06.wav"),
Sound("vo/npc/Barney/ba_pain07.wav"),
Sound("vo/npc/Barney/ba_pain09.wav"),
Sound("vo/npc/Barney/ba_ohshit03.wav"), --heh
Sound("vo/npc/Barney/ba_no01.wav"),
Sound("vo/npc/male01/no02.wav"),
Sound("hostage/hpain/hpain1.wav"),
Sound("hostage/hpain/hpain2.wav"),
Sound("hostage/hpain/hpain3.wav"),
Sound("hostage/hpain/hpain4.wav"),
Sound("hostage/hpain/hpain5.wav"),
Sound("hostage/hpain/hpain6.wav")
};
local function PlayDeathSound(victim)
if not IsValid(victim) then return end
sound.Play(table.Random(deathsounds), victim:GetShootPos(), 90, 100)
end
-- See if we should award credits now
local function CheckCreditAward(victim, attacker)
if GetRoundState() != ROUND_ACTIVE then return end
if not IsValid(victim) then return end
-- DETECTIVE AWARD
if IsValid(attacker) and attacker:IsPlayer() and attacker:IsActiveDetective() and victim:IsTraitor() then
local amt = GetConVar("ttt_det_credits_traitordead"):GetInt()
for _, ply in player.Iterator() do
if ply:IsActiveDetective() then
ply:AddCredits(amt)
end
end
LANG.Msg(GetDetectiveFilter(true), "credit_det_all", {num = amt})
end
-- TRAITOR AWARD
if (not victim:IsTraitor()) and (not GAMEMODE.AwardedCredits or GetConVar("ttt_credits_award_repeat"):GetBool()) then
local inno_alive = 0
local inno_dead = 0
local inno_total = 0
for _, ply in player.Iterator() do
if not ply:GetTraitor() then
if ply:IsTerror() then
inno_alive = inno_alive + 1
elseif ply:IsDeadTerror() then
inno_dead = inno_dead + 1
end
end
end
-- we check this at the death of an innocent who is still technically
-- Alive(), so add one to dead count and sub one from living
inno_dead = inno_dead + 1
inno_alive = math.max(inno_alive - 1, 0)
inno_total = inno_dead + inno_alive
-- Only repeat-award if we have reached the pct again since last time
if GAMEMODE.AwardedCredits then
inno_dead = inno_dead - GAMEMODE.AwardedCreditsDead
end
local pct = inno_dead / inno_total
if pct >= GetConVar("ttt_credits_award_pct"):GetFloat() then
-- Traitors have killed sufficient people to get an award
local amt = GetConVar("ttt_credits_award_size"):GetInt()
-- If size is 0, awards are off
if amt > 0 then
LANG.Msg(GetTraitorFilter(true), "credit_tr_all", {num = amt})
for _, ply in player.Iterator() do
if ply:IsActiveTraitor() then
ply:AddCredits(amt)
end
end
end
GAMEMODE.AwardedCredits = true
GAMEMODE.AwardedCreditsDead = inno_dead + GAMEMODE.AwardedCreditsDead
end
end
end
function GM:DoPlayerDeath(ply, attacker, dmginfo)
if ply:IsSpec() then return end
-- Experimental: Fire a last shot if ironsighting and not headshot
if GetConVar("ttt_dyingshot"):GetBool() then
local wep = ply:GetActiveWeapon()
if IsValid(wep) and wep.DyingShot and not ply.was_headshot and dmginfo:IsBulletDamage() then
local fired = wep:DyingShot()
if fired then
return
end
end
-- Note that funny things can happen here because we fire a gun while the
-- player is dead. Specifically, this DoPlayerDeath is run twice for
-- him. This is ugly, and we have to return the first one to prevent crazy
-- shit.
end
-- Drop all weapons
for k, wep in ipairs(ply:GetWeapons()) do
WEPS.DropNotifiedWeapon(ply, wep, true) -- with ammo in them
wep:DampenDrop()
end
if IsValid(ply.hat) then
ply.hat:Drop()
end
-- Create ragdoll and hook up marking effects
local rag = CORPSE.Create(ply, attacker, dmginfo)
ply.server_ragdoll = rag -- nil if clientside
CreateDeathEffect(ply, false)
util.StartBleeding(rag, dmginfo:GetDamage(), 15)
-- Score only when there is a round active.
if GetRoundState() == ROUND_ACTIVE then
SCORE:HandleKill(ply, attacker, dmginfo)
if IsValid(attacker) and attacker:IsPlayer() then
attacker:RecordKill(ply)
DamageLog(Format("KILL:\t %s [%s] killed %s [%s]", attacker:Nick(), attacker:GetRoleString(), ply:Nick(), ply:GetRoleString()))
else
DamageLog(Format("KILL:\t <something/world> killed %s [%s]", ply:Nick(), ply:GetRoleString()))
end
KARMA.Killed(attacker, ply, dmginfo)
end
-- Clear out any weapon or equipment we still have
ply:StripAll()
-- Tell the client to send their chat contents
ply:SendLastWords(dmginfo)
local killwep = util.WeaponFromDamage(dmginfo)
-- headshots, knife damage, and weapons tagged as silent all prevent death
-- sound from occurring
if not (ply.was_headshot or
dmginfo:IsDamageType(DMG_SLASH) or
(IsValid(killwep) and killwep.IsSilent)) then
PlayDeathSound(ply)
end
--- Credits
CheckCreditAward(ply, attacker)
-- Check for T killing D or vice versa
if IsValid(attacker) and attacker:IsPlayer() then
local reward = 0
if attacker:IsActiveTraitor() and ply:GetDetective() then
reward = GetConVar("ttt_credits_detectivekill"):GetInt()
elseif attacker:IsActiveDetective() and ply:GetTraitor() then
reward = GetConVar("ttt_det_credits_traitorkill"):GetInt()
end
if reward > 0 then
attacker:AddCredits(reward)
LANG.Msg(attacker, "credit_kill", {num = reward,
role = LANG.NameParam(ply:GetRoleString())})
end
end
end
function GM:PlayerDeath(victim, infl, attacker)
-- stop bleeding
util.StopBleeding(victim)
-- tell no one
self:PlayerSilentDeath(victim)
victim:SetTeam(TEAM_SPEC)
victim:Freeze(false)
victim:SetRagdollSpec(true)
victim:Spectate(OBS_MODE_IN_EYE)
local rag_ent = victim.server_ragdoll or victim:GetRagdollEntity()
victim:SpectateEntity(rag_ent)
victim:Flashlight(false)
victim:Extinguish()
net.Start("TTT_PlayerDied") net.Send(victim)
if HasteMode() and GetRoundState() == ROUND_ACTIVE then
IncRoundEnd(GetConVar("ttt_haste_minutes_per_death"):GetFloat() * 60)
end
end
-- kill hl2 beep
function GM:PlayerDeathSound() return true end
function GM:SpectatorThink(ply)
-- when spectating a ragdoll after death
if ply:GetRagdollSpec() then
local to_switch, to_chase, to_roam = 2, 5, 8
local elapsed = CurTime() - ply.spec_ragdoll_start
local clicked = ply:KeyPressed(IN_ATTACK)
-- After first click, go into chase cam, then after another click, to into
-- roam. If no clicks made, go into chase after X secs, and roam after Y.
-- Don't switch for a second in case the player was shooting when he died,
-- this would make him accidentally switch out of ragdoll cam.
local m = ply:GetObserverMode()
if (m == OBS_MODE_CHASE and clicked) or elapsed > to_roam then
-- free roam mode
ply:SetRagdollSpec(false)
ply:Spectate(OBS_MODE_ROAMING)
-- move to spectator spawn if mapper defined any
local spec_spawns = ents.FindByClass("ttt_spectator_spawn")
if spec_spawns and #spec_spawns > 0 then
local spawn = table.Random(spec_spawns)
ply:SetPos(spawn:GetPos())
ply:SetEyeAngles(spawn:GetAngles())
end
elseif (m == OBS_MODE_IN_EYE and clicked and elapsed > to_switch) or elapsed > to_chase then
-- start following ragdoll
ply:Spectate(OBS_MODE_CHASE)
end
if not IsValid(ply.server_ragdoll) then ply:SetRagdollSpec(false) end
-- when roaming and messing with ladders
elseif ply:GetMoveType() < MOVETYPE_NOCLIP and ply:GetMoveType() > 0 or ply:GetMoveType() == MOVETYPE_LADDER then
ply:Spectate(OBS_MODE_ROAMING)
end
-- when speccing a player
if ply:GetObserverMode() != OBS_MODE_ROAMING and (not ply.propspec) and (not ply:GetRagdollSpec()) then
local tgt = ply:GetObserverTarget()
if IsValid(tgt) and tgt:IsPlayer() then
if (not tgt:IsTerror()) or (not tgt:Alive()) then
-- stop speccing as soon as target dies
ply:Spectate(OBS_MODE_ROAMING)
ply:SpectateEntity(nil)
elseif GetRoundState() == ROUND_ACTIVE then
-- Sync position to target. Uglier than parenting, but unlike
-- parenting this is less sensitive to breakage: if we are
-- no longer spectating, we will never sync to their position.
ply:SetPos(tgt:GetPos())
end
end
end
end
GM.PlayerDeathThink = GM.SpectatorThink
function GM:PlayerTraceAttack(ply, dmginfo, dir, trace)
if IsValid(ply.hat) and trace.HitGroup == HITGROUP_HEAD then
ply.hat:Drop(dir)
end
ply.hit_trace = trace
return false
end
function GM:ScalePlayerDamage(ply, hitgroup, dmginfo)
if dmginfo:IsBulletDamage() and ply:HasEquipmentItem(EQUIP_ARMOR) then
-- Body armor nets you a damage reduction.
dmginfo:ScaleDamage(0.7)
end
ply.was_headshot = false
-- actual damage scaling
if hitgroup == HITGROUP_HEAD then
-- headshot if it was dealt by a bullet
ply.was_headshot = dmginfo:IsBulletDamage()
local wep = util.WeaponFromDamage(dmginfo)
if IsValid(wep) then
local s = wep:GetHeadshotMultiplier(ply, dmginfo) or 2
dmginfo:ScaleDamage(s)
end
elseif (hitgroup == HITGROUP_LEFTARM or
hitgroup == HITGROUP_RIGHTARM or
hitgroup == HITGROUP_LEFTLEG or
hitgroup == HITGROUP_RIGHTLEG or
hitgroup == HITGROUP_GEAR ) then
dmginfo:ScaleDamage(0.55)
end
-- Keep ignite-burn damage etc on old levels
if (dmginfo:IsDamageType(DMG_DIRECT) or
dmginfo:IsExplosionDamage() or
dmginfo:IsDamageType(DMG_FALL) or
dmginfo:IsDamageType(DMG_PHYSGUN)) then
dmginfo:ScaleDamage(2)
end
end
-- The GetFallDamage hook does not get called until around 600 speed, which is a
-- rather high drop already. Hence we do our own fall damage handling in
-- OnPlayerHitGround.
function GM:GetFallDamage(ply, speed)
return 0
end
local fallsounds = {
Sound("player/damage1.wav"),
Sound("player/damage2.wav"),
Sound("player/damage3.wav")
};
function GM:OnPlayerHitGround(ply, in_water, on_floater, speed)
if in_water or speed < 450 or not IsValid(ply) then return end
-- Everything over a threshold hurts you, rising exponentially with speed
local damage = math.pow(0.05 * (speed - 420), 1.75)
-- I don't know exactly when on_floater is true, but it's probably when
-- landing on something that is in water.
if on_floater then damage = damage / 2 end
-- if we fell on a dude, that hurts (him)
local ground = ply:GetGroundEntity()
if IsValid(ground) and ground:IsPlayer() then
if math.floor(damage) > 0 then
local att = ply
-- if the faller was pushed, that person should get attrib
local push = ply.was_pushed
if push then
-- TODO: move push time checking stuff into fn?
if math.max(push.t or 0, push.hurt or 0) > CurTime() - 4 then
att = push.att
end
end
local dmg = DamageInfo()
if att == ply then
-- hijack physgun damage as a marker of this type of kill
dmg:SetDamageType(DMG_CRUSH + DMG_PHYSGUN)
else
-- if attributing to pusher, show more generic crush msg for now
dmg:SetDamageType(DMG_CRUSH)
end
dmg:SetAttacker(att)
dmg:SetInflictor(att)
dmg:SetDamageForce(Vector(0,0,-1))
dmg:SetDamage(damage)
ground:TakeDamageInfo(dmg)
end
-- our own falling damage is cushioned
damage = damage / 3
end
if math.floor(damage) > 0 then
local dmg = DamageInfo()
dmg:SetDamageType(DMG_FALL)
dmg:SetAttacker(game.GetWorld())
dmg:SetInflictor(game.GetWorld())
dmg:SetDamageForce(Vector(0,0,1))
dmg:SetDamage(damage)
ply:TakeDamageInfo(dmg)
-- play CS:S fall sound if we got somewhat significant damage
if damage > 5 then
sound.Play(table.Random(fallsounds), ply:GetShootPos(), 55 + math.Clamp(damage, 0, 50), 100)
end
end
end
local ttt_postdm = CreateConVar("ttt_postround_dm", "0", FCVAR_NOTIFY)
function GM:AllowPVP()
local rs = GetRoundState()
return not (rs == ROUND_PREP or (rs == ROUND_POST and not ttt_postdm:GetBool()))
end
-- No damage during prep, etc
function GM:EntityTakeDamage(ent, dmginfo)
if not IsValid(ent) then return end
local att = dmginfo:GetAttacker()
if not GAMEMODE:AllowPVP() then
-- if player vs player damage, or if damage versus a prop, then zero
if (ent:IsExplosive() or (ent:IsPlayer() and IsValid(att) and att:IsPlayer())) then
dmginfo:ScaleDamage(0)
dmginfo:SetDamage(0)
end
elseif ent:IsPlayer() then
GAMEMODE:PlayerTakeDamage(ent, dmginfo:GetInflictor(), att, dmginfo:GetDamage(), dmginfo)
elseif ent:IsExplosive() then
-- When a barrel hits a player, that player damages the barrel because
-- Source physics. This gives stupid results like a player who gets hit
-- with a barrel being blamed for killing himself or even his attacker.
if IsValid(att) and att:IsPlayer() and
dmginfo:IsDamageType(DMG_CRUSH) and
IsValid(ent:GetPhysicsAttacker()) then
dmginfo:SetAttacker(ent:GetPhysicsAttacker())
dmginfo:ScaleDamage(0)
dmginfo:SetDamage(0)
end
elseif ent.is_pinned and ent.OnPinnedDamage then
ent:OnPinnedDamage(dmginfo)
dmginfo:SetDamage(0)
end
end
function GM:PlayerTakeDamage(ent, infl, att, amount, dmginfo)
-- Change damage attribution if necessary
if infl or att then
local hurter, owner, owner_time
-- fall back to the attacker if there is no inflictor
if IsValid(infl) then
hurter = infl
elseif IsValid(att) then
hurter = att
end
-- have a damage owner?
if hurter and IsValid(hurter:GetDamageOwner()) then
owner, owner_time = hurter:GetDamageOwner()
-- barrel bangs can hurt us even if we threw them, but that's our fault
elseif hurter and ent == hurter:GetPhysicsAttacker() and dmginfo:IsDamageType(DMG_BLAST) then
owner = ent
elseif hurter and hurter:IsVehicle() and IsValid(hurter:GetDriver()) then
owner = hurter:GetDriver()
end
-- if we were hurt by a trap OR by a non-ply ent, and we were pushed
-- recently, then our pusher is the attacker
if owner_time or (not IsValid(att)) or (not att:IsPlayer()) then
local push = ent.was_pushed
if push and IsValid(push.att) and push.t then
-- push must be within the last 5 seconds, and must be done
-- after the trap was enabled (if any)
owner_time = owner_time or 0
local t = math.max(push.t or 0, push.hurt or 0)
if t > owner_time and t > CurTime() - 4 then
owner = push.att
-- pushed by a trap?
if IsValid(push.infl) then
dmginfo:SetInflictor(push.infl)
end
-- for slow-hurting traps we do leech-like damage timing
push.hurt = CurTime()
end
end
end
-- if we are being hurt by a physics object, we will take damage from
-- the world entity as well, which screws with damage attribution so we
-- need to detect and work around that
if IsValid(owner) and dmginfo:IsDamageType(DMG_CRUSH) then
-- we should be able to use the push system for this, as the cases are
-- similar: event causes future damage but should still be attributed
-- physics traps can also push you to your death, for example
local push = ent.was_pushed or {}
-- if we already blamed this on a pusher, no need to do more
-- else we override whatever was in was_pushed with info pointing
-- at our damage owner
if push.att != owner then
owner_time = owner_time or CurTime()
push.att = owner
push.t = owner_time
push.hurt = CurTime()
-- store the current inflictor so that we can attribute it as the
-- trap used by the player in the event
if IsValid(infl) then
push.infl = infl
end
-- make sure this is set, for if we created a new table
ent.was_pushed = push
end
end
-- make the owner of the damage the attacker
att = IsValid(owner) and owner or att
dmginfo:SetAttacker(att)
end
-- scale phys damage caused by props
if dmginfo:IsDamageType(DMG_CRUSH) and IsValid(att) then
-- player falling on player, or player hurt by prop?
if not dmginfo:IsDamageType(DMG_PHYSGUN) then
-- this is prop-based physics damage
dmginfo:ScaleDamage(0.25)
-- if the prop is held, no damage
if IsValid(infl) and IsValid(infl:GetOwner()) and infl:GetOwner():IsPlayer() then
dmginfo:ScaleDamage(0)
dmginfo:SetDamage(0)
end
end
end
-- handle fire attacker
if ent.ignite_info and dmginfo:IsDamageType(DMG_DIRECT) then
local datt = dmginfo:GetAttacker()
if (not IsValid(datt)) or (not datt:IsPlayer()) then
local ignite = ent.ignite_info
if IsValid(ignite.att) and IsValid(ignite.infl)then
dmginfo:SetAttacker(ignite.att)
dmginfo:SetInflictor(ignite.infl)
end
end
end
-- try to work out if this was push-induced leech-water damage (common on
-- some popular maps like dm_island17)
if ent.was_pushed and ent == att and dmginfo:GetDamageType() == DMG_GENERIC and util.BitSet(util.PointContents(dmginfo:GetDamagePosition()), CONTENTS_WATER) then
local t = math.max(ent.was_pushed.t or 0, ent.was_pushed.hurt or 0)
if t > CurTime() - 3 then
dmginfo:SetAttacker(ent.was_pushed.att)
ent.was_pushed.hurt = CurTime()
end
end
-- start painting blood decals
util.StartBleeding(ent, dmginfo:GetDamage(), 5)
-- general actions for pvp damage
if ent != att and IsValid(att) and att:IsPlayer() and GetRoundState() == ROUND_ACTIVE and math.floor(dmginfo:GetDamage()) > 0 then
-- scale everything to karma damage factor except the knife, because it
-- assumes a kill
if not dmginfo:IsDamageType(DMG_SLASH) then
dmginfo:ScaleDamage(att:GetDamageFactor())
end
-- process the effects of the damage on karma
KARMA.Hurt(att, ent, dmginfo)
DamageLog(Format("DMG: \t %s [%s] damaged %s [%s] for %d dmg", att:Nick(), att:GetRoleString(), ent:Nick(), ent:GetRoleString(), math.Round(dmginfo:GetDamage())))
end
end
function GM:OnNPCKilled() end
-- Drowning and such
local tm = nil
function GM:Tick()
-- three cheers for micro-optimizations
for _, ply in player.Iterator() do
tm = ply:Team()
if tm == TEAM_TERROR and ply:Alive() then
-- Drowning
if ply:WaterLevel() == 3 then
if ply:IsOnFire() then
ply:Extinguish()
end
if ply.drowning then
if ply.drowning < CurTime() then
local dmginfo = DamageInfo()
dmginfo:SetDamage(15)
dmginfo:SetDamageType(DMG_DROWN)
dmginfo:SetAttacker(game.GetWorld())
dmginfo:SetInflictor(game.GetWorld())
dmginfo:SetDamageForce(Vector(0,0,1))
ply:TakeDamageInfo(dmginfo)
-- have started drowning properly
ply.drowning = CurTime() + 1
end
else
-- will start drowning soon
ply.drowning = CurTime() + 8
end
else
ply.drowning = nil
end
-- Run DNA Scanner think also when it is not deployed
if IsValid(ply.scanner_weapon) and wep != ply.scanner_weapon then
ply.scanner_weapon:Think()
end
elseif tm == TEAM_SPEC then
if ply.propspec then
PROPSPEC.Recharge(ply)
if IsValid(ply:GetObserverTarget()) then
ply:SetPos(ply:GetObserverTarget():GetPos())
end
end
-- if spectators are alive, ie. they picked spectator mode, then
-- DeathThink doesn't run, so we have to SpecThink here
if ply:Alive() then
self:SpectatorThink(ply)
end
end
end
end
function GM:ShowHelp(ply)
if IsValid(ply) then
ply:ConCommand("ttt_helpscreen")
end
end
function GM:PlayerRequestTeam(ply, teamid)
end
-- Implementing stuff that should already be in gmod, chpt. 389
function GM:PlayerEnteredVehicle(ply, vehicle, role)
if IsValid(vehicle) then
vehicle:SetNWEntity("ttt_driver", ply)
end
end
function GM:PlayerLeaveVehicle(ply, vehicle)
if IsValid(vehicle) then
-- setting nil will not do anything, so bogusify
vehicle:SetNWEntity("ttt_driver", vehicle)
end
end
function GM:AllowPlayerPickup(ply, obj)
return false
end
function GM:PlayerShouldTaunt(ply, actid)
-- Disable taunts, we don't have a system for them (camera freezing etc).
-- Mods/plugins that add such a system should override this.
return false
end