Benny/gamemodes/benny/gamemode/modules/player/sh_player.lua

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function GM:PlayerSpawn( ply )
player_manager.SetPlayerClass( ply, "player_benny" )
ply:SetViewOffset( Vector( 0, 0, 64 ) )
ply:SetViewOffsetDucked( Vector( 0, 0, 50 ) )
ply:Give( "benny" )
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ply:SetStamina( 1 )
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ply:SetCrouchedWalkSpeed( 0.3 )
ply:SetDuckSpeed( 0.1 )
ply:SetUnDuckSpeed( 0.1 )
ply:SetSlowWalkSpeed( 100 )
ply:SetWalkSpeed( 160 )
ply:SetRunSpeed( 220 )
ply:SetStepSize( 16 )
ply:SetCanZoom( false )
ply:MakeCharacter()
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end
local PT = FindMetaTable( "Player" )
local bgl = {
["benny"] = {
[0] = Vector( 0.275, 0.7, 0.7 ),
[1] = 17,
[2] = 7,
[3] = 2,
[4] = 11,
[5] = 3,
[6] = 0,
[7] = 0,
[8] = 3,
[9] = 0,
[10] = 0,
[11] = 0,
[12] = 3,
[13] = 0,
},
["nikki"] = {
[0] = Vector( 0.9, 0.3, 0.9 ),
[1] = 17,
[2] = 7,
[3] = 2,
[4] = 11,
[5] = 3,
[6] = 0,
[7] = 0,
[8] = 2,
[9] = 1,
[10] = 5,
[11] = 0,
[12] = 3,
[13] = 0,
},
["igor"] = {
[0] = Vector( 0.776, 0.929, 0.89 ),
[1] = 4,
[2] = 6,
[3] = 2,
[4] = 3,
[5] = 1,
[6] = 0,
[7] = 2,
[8] = 3,
[9] = 3,
[10] = 6,
[11] = 2,
[12] = 1,
[13] = 0,
},
["yanghao"] = {
[0] = Vector( 0.627, 0.21, 0.186 ),
[1] = 13,
[2] = 2,
[3] = 0,
[4] = 3,
[5] = 0,
[6] = 1,
[7] = 3,
[8] = 0,
[9] = 3,
[10] = 4,
[11] = 0,
[12] = 0,
[13] = 0,
},
}
function PT:MakeCharacter()
local char = ConVarSV_String("tempchar")
self:SetModel( "models/player/infoplayerrealism.mdl" )
self:SetPlayerColor( bgl[char][0] )
self:SetBodygroup( 0, 0 )
self:SetSkin( 3 )
for i, v in ipairs( bgl[char] ) do
self:SetBodygroup( i, v )
end
end
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function PT:BennyCheck()
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local wep = self:GetActiveWeapon()
return ( wep:IsValid() and wep:GetClass() == "benny" and wep.GetUserAim ) and wep or false
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end
function PT:CamSpot( ang )
local w = self:GetActiveWeapon()
if !IsValid( w ) then w = false end
local aim = w and w:GetAim() or 0
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if w then aim = w:GetUserAim() and math.ease.OutCubic( aim ) or math.ease.InCubic( aim ) end
local pos = self:GetPos()
local perc = math.TimeFraction( self:GetViewOffset().z, self:GetViewOffsetDucked().z, self:GetCurrentViewOffset().z )
pos.z = pos.z + Lerp( perc, 64, 52 )
pos:Add( Lerp( aim, 16, 16 ) * ang:Right() )
pos:Add( Lerp( aim, -64, -32 ) * ang:Forward() )
pos:Add( 0 * ang:Up() )
pos:Add( Lerp( aim, 16, 16 ) * ang:Up() * (ang.p/90) )
local tr = util.TraceHull( {
start = self:GetPos() + Vector( 0, 0, Lerp( perc, 64, 52 ) ),
endpos = pos,
mins = -Vector( 4, 4, 4 ),
maxs = Vector( 4, 4, 4 ),
filter = self
})
return tr.HitPos, ang, 90
end
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function PT:NoclippingAndNotVaulting()
return (self:GetMoveType() == MOVETYPE_NOCLIP and self:GetVaultTransition() == 0)
end
function PT:INV_Get()
if !self.INV then
print( "Inventory created")
self.INV = {}
end
return self.INV
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end
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function PT:INV_Discard( id )
if self:INV_Get()[ id ] then
self:INV_Get()[ id ] = nil
end
end
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SORTS = {
["Acquisition"] = function( a, b ) return inv[b]["Acquisition"] > inv[a]["Acquisition"] end,
}
function PT:INV_Find( class, exclude )
local inv = self:INV_Get()
local results = {}
for i, v in pairs( inv ) do
if v.Class == class and i != (exclude or "") then
table.insert( results, i )
end
end
-- PROTO: HOLY SHIT THIS SUCKS, MAKES A FUNCTION AND MIGHT RUN EVERY FRAME!!!
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table.sort( results, function( a, b ) return inv[b]["Acquisition"] > inv[a]["Acquisition"] end )
-- table.sort( results, SORTS["Acquisition"] )
return results
end
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local T_WEIGHT = {
["sniper"] = 45,
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["machinegun"] = 40,
["rifle"] = 35,
["shotgun"] = 30,
["smg"] = 25,
["pistol"] = 20,
["melee"] = 15,
["special"] = 10,
["utility"] = 05,
["equipment"] = 00,
["grenade"] = -10,
["magazine"] = -100,
}
function PT:INV_Weight()
local inv = self:INV_Get()
local results = {}
for i, v in pairs( inv ) do
if WeaponGet(v.Class).Features != "magazine" then
table.insert( results, { inv[i], WeaponGet(v.Class) } )
end
end
-- PROTO: HOLY SHIT THIS SUCKS, MAKES A FUNCTION AND MIGHT RUN EVERY FRAME!!!
table.sort( results, function( a, b )
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return (T_WEIGHT[b[2]["Type"]] - b[1]["Acquisition"]*(1e-5))
< (T_WEIGHT[a[2]["Type"]] - a[1]["Acquisition"]*(1e-5))
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end )
local finale = {}
for i, v in ipairs( results ) do
table.insert( finale, v[1] )
end
return finale
end
function PT:INV_FindMag( class, exclude )
local inv = self:INV_Get()
local results = {}
for i, v in pairs( inv ) do
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-- PROTO: STANAG mags and such should share, and this'll need to be changed.
if v.Class == ("mag_" .. class) and (exclude and !exclude[i] or !exclude and true) then
table.insert( results, i )
end
end
-- PROTO: HOLY SHIT THIS SUCKS, MAKES A FUNCTION AND MIGHT RUN EVERY FRAME!!!
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table.sort( results, function( a, b ) return (inv[b]["Ammo"] - (inv[b]["Acquisition"]*(1e-5))) < (inv[a]["Ammo"] - (inv[a]["Acquisition"]*(1e-5))) end )
return results
end
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function PT:INV_FindMagSmart( class, loader )
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local inv = self:INV_Get()
local loadm = inv[loader]
local addexc = {}
for i, v in pairs( inv ) do
if v.Loaded and v.Loaded != "" then
addexc[v.Loaded] = true
end
end
local findmag = self:INV_FindMag( class, addexc )
local f_maginv = {}
if addexc[loadm.Loaded] or loadm.Loaded != "" then table.insert( f_maginv, loadm.Loaded ) end
for i, v in ipairs( findmag ) do
table.insert( f_maginv, v )
end
return f_maginv
end
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do
local translat = {
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["melee"] = { 1, 1 },
["special"] = { 1, 2 },
["pistol"] = { 2, 1 },
["smg"] = { 3, 1 },
["shotgun"] = { 4, 1 },
["sniper"] = { 5, 1 },
["rifle"] = { 5, 2 },
["machinegun"] = { 5, 3 },
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["grenade"] = { 6, 1 },
["utility"] = { 6, 2 },
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["equipment"] = { 7, 1 },
["magazine"] = { 8, 1 },
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}
-- PROTO: Cache this!
function PT:INV_Buckets()
local inventorylist = {
[1] = {},
[2] = {},
[3] = {},
[4] = {},
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[5] = {},
[6] = {},
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[7] = {},
[8] = {},
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}
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-- PROTO: HOLY SHIT THIS SUCKS, MAKES A FUNCTION EVERY FRAME, AND RUNS EVERY FRAME!!!
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local inv = self:INV_Get()
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local function BucketSorter(a, b)
return (inv[b[1]]["Acquisition"] + (b[2]*10000)) > (inv[a[1]]["Acquisition"] + (a[2]*10000))
end
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for i, bucket in ipairs( inventorylist ) do
local temp = {}
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for id, data in pairs( inv ) do
local idata = WeaponGet(data.Class)
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local translated = translat[idata.Type]
if i == translated[1] then
table.insert( temp, { id, translated[2] } )
end
end
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table.sort( temp, BucketSorter )
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for i, v in ipairs( temp ) do
table.insert( bucket, v[1] )
end
end
return inventorylist
end
-- PROTO: I am on an outdated version of GMod.
function table.Flip( tab )
local res = {}
for k, v in pairs( tab ) do
res[ v ] = k
end
return res
end
function PT:INV_ListFromBuckets()
local buckets = self:INV_Buckets()
local complete = {}
for n, bucket in ipairs( buckets ) do
for i, v in ipairs( bucket ) do
table.insert( complete, v )
end
end
return complete
end
end
-- weapon select
hook.Add("StartCommand", "Benny_INV_StartCommand", function( ply, cmd )
-- local wep = ply:BennyCheck()
-- if wep then
-- local hand = wep:GetTempHandedness()
-- local inv = ply:INV_Get()
-- local inv_bucketlist = ply:INV_ListFromBuckets()
-- local inv_bucketlist_flipped = table.Flip( inv_bucketlist )
-- if CLIENT and ply.CLIENTDESIRE and inv[ply.CLIENTDESIRE ] and inv_bucketlist_flipped[ ply.CLIENTDESIRE ] then
-- cmd:SetUpMove( inv_bucketlist_flipped[ ply.CLIENTDESIRE ] )
-- end
-- if CLIENT and (wep:D_GetID( hand ) == ply.CLIENTDESIRE) then
-- ply.CLIENTDESIRE = 0
-- print("Fixed")
-- end
-- local id = cmd:GetUpMove()
-- if id > 0 and inv_bucketlist[id] and inv[inv_bucketlist[id]] then
-- wep:BDeploy( hand, inv_bucketlist[ id ] )
-- end
-- end
end)
-- cmd:KeyDown( IN_WEAPON1 )
-- cmd:KeyDown( IN_WEAPON2 )
-- cmd:KeyDown( IN_BULLRUSH )
-- cmd:KeyDown( IN_GRENADE1 )
-- cmd:KeyDown( IN_GRENADE2 )