mirror of
https://github.com/lifestorm/wnsrc.git
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521 lines
15 KiB
Lua
521 lines
15 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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include("weaponry_shd.lua") -- inits WEPS tbl
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---- Weapon system, pickup limits, etc
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local IsEquipment = WEPS.IsEquipment
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-- Prevent players from picking up multiple weapons of the same type etc
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function GM:PlayerCanPickupWeapon(ply, wep)
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if not IsValid(wep) or not IsValid(ply) then return end
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if ply:IsSpec() then return false end
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-- While resetting the map, players should not be allowed to pick up the newly-reset weapon
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-- entities, because they would be stripped again during the player spawning process and
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-- subsequently be missing.
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if GAMEMODE.RespawningWeapons then
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return false
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end
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-- Disallow picking up for ammo
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if ply:HasWeapon(wep:GetClass()) then
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return false
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elseif not ply:CanCarryWeapon(wep) then
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return false
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elseif IsEquipment(wep) and wep.IsDropped and (not ply:KeyDown(IN_USE)) then
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return false
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end
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local tr = util.TraceEntity({start=wep:GetPos(), endpos=ply:GetShootPos(), mask=MASK_SOLID}, wep)
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if tr.Fraction == 1.0 or tr.Entity == ply then
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wep:SetPos(ply:GetShootPos())
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end
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return true
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end
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-- Cache role -> default-weapons table
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local loadout_weapons = nil
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local function GetLoadoutWeapons(r)
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if not loadout_weapons then
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local tbl = {
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[ROLE_INNOCENT] = {},
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[ROLE_TRAITOR] = {},
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[ROLE_DETECTIVE]= {}
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};
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for k, w in pairs(weapons.GetList()) do
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if w and istable(w.InLoadoutFor) then
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for _, wrole in pairs(w.InLoadoutFor) do
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table.insert(tbl[wrole], WEPS.GetClass(w))
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end
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end
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end
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loadout_weapons = tbl
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end
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return loadout_weapons[r]
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end
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-- Give player loadout weapons he should have for his role that he does not have
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-- yet
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local function GiveLoadoutWeapons(ply)
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local r = GetRoundState() == ROUND_PREP and ROLE_INNOCENT or ply:GetRole()
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local weps = GetLoadoutWeapons(r)
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if not weps then return end
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for _, cls in pairs(weps) do
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if not ply:HasWeapon(cls) and ply:CanCarryType(WEPS.TypeForWeapon(cls)) then
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ply:Give(cls)
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end
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end
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end
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local function HasLoadoutWeapons(ply)
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if ply:IsSpec() then return true end
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local r = GetRoundState() == ROUND_PREP and ROLE_INNOCENT or ply:GetRole()
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local weps = GetLoadoutWeapons(r)
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if not weps then return true end
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for _, cls in pairs(weps) do
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if not ply:HasWeapon(cls) and ply:CanCarryType(WEPS.TypeForWeapon(cls)) then
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return false
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end
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end
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return true
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end
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-- Give loadout items.
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local function GiveLoadoutItems(ply)
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local items = EquipmentItems[ply:GetRole()]
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if items then
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for _, item in pairs(items) do
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if item.loadout and item.id then
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ply:GiveEquipmentItem(item.id)
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end
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end
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end
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end
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-- Quick hack to limit hats to models that fit them well
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local Hattables = { "phoenix.mdl", "arctic.mdl", "Group01", "monk.mdl" }
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local function CanWearHat(ply)
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local path = string.Explode("/", ply:GetModel())
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if #path == 1 then path = string.Explode("\\", path) end
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return table.HasValue(Hattables, path[3])
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end
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CreateConVar("ttt_detective_hats", "1")
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-- Just hats right now
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local function GiveLoadoutSpecial(ply)
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if ply:IsActiveDetective() and GetConVar("ttt_detective_hats"):GetBool() and CanWearHat(ply) then
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if not IsValid(ply.hat) then
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local hat = ents.Create("ttt_hat_deerstalker")
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if not IsValid(hat) then return end
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hat:SetPos(ply:GetPos() + Vector(0,0,70))
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hat:SetAngles(ply:GetAngles())
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hat:SetParent(ply)
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ply.hat = hat
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hat:Spawn()
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end
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else
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SafeRemoveEntity(ply.hat)
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ply.hat = nil
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end
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end
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-- Sometimes, in cramped map locations, giving players weapons fails. A timer
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-- calling this function is used to get them the weapons anyway as soon as
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-- possible.
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local function LateLoadout(id)
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local ply = Entity(id)
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if not IsValid(ply) or not ply:IsPlayer() then
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timer.Remove("lateloadout" .. id)
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return
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end
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if not HasLoadoutWeapons(ply) then
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GiveLoadoutWeapons(ply)
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if HasLoadoutWeapons(ply) then
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timer.Remove("lateloadout" .. id)
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end
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end
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end
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-- Note that this is called both when a player spawns and when a round starts
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function GM:PlayerLoadout( ply )
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if IsValid(ply) and (not ply:IsSpec()) then
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-- clear out equipment flags
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ply:ResetEquipment()
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-- give default items
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GiveLoadoutItems(ply)
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-- hand out weaponry
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GiveLoadoutWeapons(ply)
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GiveLoadoutSpecial(ply)
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if not HasLoadoutWeapons(ply) then
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MsgN("Could not spawn all loadout weapons for " .. ply:Nick() .. ", will retry.")
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timer.Create("lateloadout" .. ply:EntIndex(), 1, 0,
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function() LateLoadout(ply:EntIndex()) end)
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end
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end
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end
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function GM:UpdatePlayerLoadouts()
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for _, ply in player.Iterator() do
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hook.Call("PlayerLoadout", GAMEMODE, ply)
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end
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end
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---- Weapon dropping
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function WEPS.DropNotifiedWeapon(ply, wep, death_drop)
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if IsValid(ply) and IsValid(wep) then
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-- Hack to tell the weapon it's about to be dropped and should do what it
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-- must right now
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if wep.PreDrop then
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wep:PreDrop(death_drop)
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end
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-- PreDrop might destroy weapon
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if not IsValid(wep) then return end
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-- Tag this weapon as dropped, so that if it's a special weapon we do not
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-- auto-pickup when nearby.
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wep.IsDropped = true
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-- After dropping a weapon, always switch to holstered, so that traitors
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-- will never accidentally pull out a traitor weapon.
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--
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-- Perform this *before* the drop in order to abuse the fact that this
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-- holsters the weapon, which in turn aborts any reload that's in
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-- progress. We don't want a dropped weapon to be in a reloading state
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-- because the relevant timer is reset when picking it up, making the
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-- reload happen instantly. This allows one to dodge the delay by dropping
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-- during reload. All of this is a workaround for not having access to
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-- CBaseWeapon::AbortReload() (and that not being handled in
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-- CBaseWeapon::Drop in the first place).
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ply:SelectWeapon("weapon_ttt_unarmed")
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ply:DropWeapon(wep)
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wep:PhysWake()
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end
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end
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local function DropActiveWeapon(ply)
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if not IsValid(ply) then return end
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local wep = ply:GetActiveWeapon()
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if not IsValid(wep) then return end
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if wep.AllowDrop == false then
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return
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end
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local tr = util.QuickTrace(ply:GetShootPos(), ply:GetAimVector() * 32, ply)
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if tr.HitWorld then
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LANG.Msg(ply, "drop_no_room")
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return
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end
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ply:AnimPerformGesture(ACT_GMOD_GESTURE_ITEM_PLACE)
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WEPS.DropNotifiedWeapon(ply, wep)
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end
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concommand.Add("ttt_dropweapon", DropActiveWeapon)
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local function DropActiveAmmo(ply)
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if not IsValid(ply) then return end
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local wep = ply:GetActiveWeapon()
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if not IsValid(wep) then return end
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if not wep.AmmoEnt then return end
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local amt = wep:Clip1()
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if amt < 1 or amt <= (wep.Primary.ClipSize * 0.25) then
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LANG.Msg(ply, "drop_no_ammo")
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return
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end
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local pos, ang = ply:GetShootPos(), ply:EyeAngles()
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local dir = (ang:Forward() * 32) + (ang:Right() * 6) + (ang:Up() * -5)
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local tr = util.QuickTrace(pos, dir, ply)
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if tr.HitWorld then return end
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wep:SetClip1(0)
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ply:AnimPerformGesture(ACT_GMOD_GESTURE_ITEM_GIVE)
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local box = ents.Create(wep.AmmoEnt)
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if not IsValid(box) then return end
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box:SetPos(pos + dir)
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box:SetOwner(ply)
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box:Spawn()
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box:PhysWake()
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local phys = box:GetPhysicsObject()
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if IsValid(phys) then
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phys:ApplyForceCenter(ang:Forward() * 1000)
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phys:ApplyForceOffset(VectorRand(), vector_origin)
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end
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box.AmmoAmount = amt
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timer.Simple(2, function()
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if IsValid(box) then
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box:SetOwner(nil)
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end
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end)
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end
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concommand.Add("ttt_dropammo", DropActiveAmmo)
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-- Give a weapon to a player. If the initial attempt fails due to heisenbugs in
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-- the map, keep trying until the player has moved to a better spot where it
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-- does work.
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local function GiveEquipmentWeapon(sid64, cls)
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-- Referring to players by SteamID64 because a player may disconnect while his
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-- unique timer still runs, in which case we want to be able to stop it. For
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-- that we need its name, and hence his SteamID64.
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local ply = player.GetBySteamID64(sid64)
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local tmr = "give_equipment" .. sid64
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if (not IsValid(ply)) or (not ply:IsActiveSpecial()) then
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timer.Remove(tmr)
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return
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end
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-- giving attempt, will fail if we're in a crazy spot in the map or perhaps
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-- other glitchy cases
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local w = ply:Give(cls)
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if (not IsValid(w)) or (not ply:HasWeapon(cls)) then
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if not timer.Exists(tmr) then
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timer.Create(tmr, 1, 0, function() GiveEquipmentWeapon(sid64, cls) end)
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end
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-- we will be retrying
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else
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-- can stop retrying, if we were
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timer.Remove(tmr)
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if w.WasBought then
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-- some weapons give extra ammo after being bought, etc
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w:WasBought(ply)
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end
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end
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end
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local function HasPendingOrder(ply)
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return timer.Exists("give_equipment" .. tostring(ply:SteamID64()))
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end
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function GM:TTTCanOrderEquipment(ply, id, is_item)
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--- return true to allow buying of an equipment item, false to disallow
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return true
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end
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-- Equipment buying
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local function OrderEquipment(ply, cmd, args)
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if not IsValid(ply) or #args != 1 then return end
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if not (ply:IsActiveTraitor() or ply:IsActiveDetective()) then return end
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-- no credits, can't happen when buying through menu as button will be off
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if ply:GetCredits() < 1 then return end
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-- it's an item if the arg is an id instead of an ent name
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local id = args[1]
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local is_item = tonumber(id)
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if not hook.Run("TTTCanOrderEquipment", ply, id, is_item) then return end
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-- we use weapons.GetStored to save time on an unnecessary copy, we will not
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-- be modifying it
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local swep_table = (not is_item) and weapons.GetStored(id) or nil
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-- some weapons can only be bought once per player per round, this used to be
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-- defined in a table here, but is now in the SWEP's table
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if swep_table and swep_table.LimitedStock and ply:HasBought(id) then
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LANG.Msg(ply, "buy_no_stock")
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return
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end
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local received = false
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if is_item then
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id = tonumber(id)
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-- item whitelist check
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local allowed = GetEquipmentItem(ply:GetRole(), id)
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if not allowed then
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print(ply, "tried to buy item not buyable for his class:", id)
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return
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end
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-- ownership check and finalise
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if id and EQUIP_NONE < id then
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if not ply:HasEquipmentItem(id) then
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ply:GiveEquipmentItem(id)
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received = true
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end
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end
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elseif swep_table then
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-- weapon whitelist check
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if not table.HasValue(swep_table.CanBuy, ply:GetRole()) then
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print(ply, "tried to buy weapon his role is not permitted to buy")
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return
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end
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-- if we have a pending order because we are in a confined space, don't
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-- start a new one
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if HasPendingOrder(ply) then
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LANG.Msg(ply, "buy_pending")
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return
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end
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-- no longer restricted to only WEAPON_EQUIP weapons, just anything that
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-- is whitelisted and carryable
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if ply:CanCarryWeapon(swep_table) then
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GiveEquipmentWeapon(ply:SteamID64(), id)
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received = true
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end
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end
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if received then
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ply:SubtractCredits(1)
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LANG.Msg(ply, "buy_received")
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ply:AddBought(id)
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timer.Simple(0.5,
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function()
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if not IsValid(ply) then return end
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net.Start("TTT_BoughtItem")
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net.WriteBit(is_item)
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if is_item then
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net.WriteUInt(id, 16)
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else
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net.WriteString(id)
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end
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net.Send(ply)
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end)
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hook.Call("TTTOrderedEquipment", GAMEMODE, ply, id, is_item)
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end
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end
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concommand.Add("ttt_order_equipment", OrderEquipment)
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function GM:TTTToggleDisguiser(ply, state)
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-- Can be used to prevent players from using this button.
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-- return true to prevent it.
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end
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local function SetDisguise(ply, cmd, args)
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if not IsValid(ply) or not ply:IsActiveTraitor() then return end
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if ply:HasEquipmentItem(EQUIP_DISGUISE) then
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local state = #args == 1 and tobool(args[1])
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if hook.Run("TTTToggleDisguiser", ply, state) then return end
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ply:SetNWBool("disguised", state)
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LANG.Msg(ply, state and "disg_turned_on" or "disg_turned_off")
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end
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end
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concommand.Add("ttt_set_disguise", SetDisguise)
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local function CheatCredits(ply)
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if IsValid(ply) then
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ply:AddCredits(10)
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end
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end
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concommand.Add("ttt_cheat_credits", CheatCredits, nil, nil, FCVAR_CHEAT)
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local function TransferCredits(ply, cmd, args)
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if (not IsValid(ply)) or (not ply:IsActiveSpecial()) then return end
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if #args != 2 then return end
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local sid64 = tostring(args[1])
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local credits = tonumber(args[2])
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if sid64 and credits then
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local target = player.GetBySteamID64(sid64)
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if (not IsValid(target)) or (not target:IsActiveSpecial()) or (target:GetRole() ~= ply:GetRole()) or (target == ply) then
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LANG.Msg(ply, "xfer_no_recip")
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return
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end
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if ply:GetCredits() < credits then
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LANG.Msg(ply, "xfer_no_credits")
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return
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end
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credits = math.Clamp(credits, 0, ply:GetCredits())
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if credits == 0 then return end
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ply:SubtractCredits(credits)
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target:AddCredits(credits)
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LANG.Msg(ply, "xfer_success", {player=target:Nick()})
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LANG.Msg(target, "xfer_received", {player = ply:Nick(), num = credits})
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end
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end
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concommand.Add("ttt_transfer_credits", TransferCredits)
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-- Protect against non-TTT weapons that may break the HUD
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function GM:WeaponEquip(wep)
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if IsValid(wep) then
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-- only remove if they lack critical stuff
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if not wep.Kind then
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wep:Remove()
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ErrorNoHalt("Equipped weapon " .. wep:GetClass() .. " is not compatible with TTT\n")
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end
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end
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end
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-- non-cheat developer commands can reveal precaching the first time equipment
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-- is bought, so trigger it at the start of a round instead
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function WEPS.ForcePrecache()
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for k, w in ipairs(weapons.GetList()) do
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if w.WorldModel then
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util.PrecacheModel(w.WorldModel)
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end
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if w.ViewModel then
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util.PrecacheModel(w.ViewModel)
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end
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end
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end
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