Fix some animation when latency, add QBB, clean prints, team select, weapon select tweaks, dom flag logic tweaks
This commit is contained in:
parent
1286e17447
commit
915f463b2a
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@ -80,6 +80,18 @@ function ENT:Think()
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self:EmitSound("buttons/button9.wav", 70, 100, 1)
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end
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elseif self:GetTeamOwned() != TeamOnPoint then
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if self:GetCapturePercent() > 0 and self:GetTeamTaking() != TeamOnPoint then
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-- Clearing the progress of another team on yet another team's point
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local COLLECTED = (1/math.max( 1, 6-amtOnPoint )) * FrameTime()
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self:SetCapturePercent( math.Approach( self:GetCapturePercent(), 0, COLLECTED ) )
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if self:GetCapturePercent() == 0 then
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-- Point successfully cleared
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self:SetTeamTaking( 0 )
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self:EmitSound("buttons/button6.wav", 70, 100, 1)
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end
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BlockPoints = true -- Block points for this saboteur
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else
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-- Enemy or early bird taking this point
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local COLLECTED = (1/math.max( 1, 6-amtOnPoint )) * FrameTime()
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self:SetCapturePercent( math.Approach( self:GetCapturePercent(), 1, COLLECTED ) )
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@ -103,6 +115,7 @@ function ENT:Think()
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ply:RewardXP( sap )
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end
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end
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end
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elseif self:GetTeamOwned() == TeamOnPoint then
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-- Team that owns the point is on the point
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@ -114,7 +127,7 @@ function ENT:Think()
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if self:GetCapturePercent() == 0 then
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-- Point successfully cleared
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self:SetTeamTaking( 0 )
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self:EmitSound("buttons/button10.wav", 70, 100, 1)
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self:EmitSound("buttons/bell1.wav", 70, 100, 1)
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end
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end
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@ -46,6 +46,21 @@ local function dospawn( self )
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return
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end
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local function doteamselect( self )
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LocalPlayer():ConCommand( "b-cheat_setteam " .. self.iIndex )
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self:GetParent():Remove()
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end
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local function painterly( self, w, h )
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surface.SetDrawColor( self.iFaction.COLOR_DARK )
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surface.DrawRect( 0, 0, w, h )
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surface.SetDrawColor( self.iFaction.COLOR_MAIN )
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surface.DrawOutlinedRect( 1, 1, w-2, h-2, 1 )
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draw.SimpleText( l8(self.iData.name), "HUD_24", w/2, 4, self.iFaction.COLOR_MAIN, TEXT_ALIGN_CENTER )
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return true
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end
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local function OpenDebugMenu()
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if IsValid(DebugMenu) then DebugMenu:Remove() end
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DebugMenu = vgui.Create("DFrame")
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@ -81,18 +96,29 @@ local function OpenDebugMenu()
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vsplit:SetTop( modeller )
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modeller:SetModel( "models/weapons/w_pistol.mdl" )
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modeller:SetFOV( 5 )
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local original = Vector( 0, 50, 0 )
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modeller:SetCamPos( original )
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modeller:SetLookAt( vector_origin )
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modeller:SetPos( vector_origin )
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modeller.Entity:SetAngles( angle_zero )
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modeller.Standard = Vector( 0, 100, 0 )
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modeller.Finalized = Vector()
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function modeller:LayoutEntity( ent )
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ent:SetPos( Vector( 0, 0, 0 ) )
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ent:SetAngles( Angle( 0, 0 * RealTime() * 10 % 360, 0 ) )
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local the = Vector(modeller.Finalized)
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the:Rotate( Angle( 0, (360/4) * RealTime() % 360, 0 ) )
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modeller:SetCamPos( the )
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-- ent:SetPos( Vector( 0, 0, 0 ) )
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--ent:SetAngles( Angle( 0, 10 * RealTime() * 10 % 360, 0 ) )
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return
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end
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modeller:SetAmbientLight( HSLToColor( 0, 0, 1.00 ) )
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modeller:SetDirectionalLight(BOX_TOP, HSLToColor( 0, 0, 1.00 ) )
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modeller:SetDirectionalLight(BOX_FRONT, HSLToColor( 0, 0, 1.00 ) )
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modeller:SetAmbientLight( HSLToColor( 0, 0, 0.00 ) )
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modeller:SetDirectionalLight(BOX_TOP, HSLToColor( 0, 0, 0.50 ) )
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modeller:SetDirectionalLight(BOX_BOTTOM, HSLToColor( 0, 0, 0.50 ) )
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modeller:SetDirectionalLight(BOX_FRONT, HSLToColor( 0, 0, 0.50 ) )
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modeller:SetDirectionalLight(BOX_BACK, HSLToColor( 0, 0, 0.50 ) )
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modeller:SetDirectionalLight(BOX_LEFT, HSLToColor( 0, 0, 1.00 ) )
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modeller:SetDirectionalLight(BOX_RIGHT, HSLToColor( 0, 0, 1.00 ) )
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function modeller:Update( mdl )
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@ -101,15 +127,19 @@ local function OpenDebugMenu()
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local worked = self.Entity:PhysicsInit( SOLID_VPHYSICS )
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if worked then
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-- Factors the USP's bodygroup suppressor for some reason. Great
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local mins, maxs = self.Entity:GetCollisionBounds()
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-- Factors the USP's bodygroup suppressor for some reason. Great -- Not anymore, changed it to Physics Object AABB
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local mins, maxs = self.Entity:GetPhysicsObject():GetAABB()
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local wsc = Vector()
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wsc:Add( mins )
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wsc:Add( maxs )
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wsc:Div( 2 )
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self:SetLookAt( wsc )
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self:SetCamPos( wsc+original )
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self.Entity:SetPos( -wsc )
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self:SetLookAt( vector_origin )
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modeller.Finalized:Set(modeller.Standard)
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--self:SetCamPos( modeller.Standard )
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-- local HFOV = 45-5
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-- local hfovRad = HFOV * math.pi / 180
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@ -120,26 +150,26 @@ local function OpenDebugMenu()
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-- scale test
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if true then for i=1, 50 do
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local S1, S2 = false, false
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local aimVector = (self:GetLookAt() - self:GetCamPos()):GetNormalized()
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local aimVector = (self:GetLookAt() - modeller.Finalized):GetNormalized()
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do -- test 1, mins
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local entVector = mins - self:GetCamPos()
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local entVector = mins - modeller.Finalized
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local angCos = aimVector:Dot(entVector) / entVector:Length()
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S1 = (angCos >= directionAngCos)
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end
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do -- test 2: maxs
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local entVector = maxs - self:GetCamPos()
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local entVector = maxs - modeller.Finalized
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local angCos = aimVector:Dot(entVector) / entVector:Length()
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S2 = (angCos >= directionAngCos)
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end
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if S1 and S2 then
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self.indicate = "took " .. i
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self.vCamPos:Add( Vector( 0, 20, 0 ) )
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self.indicate = i
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--modeller.Finalized:Add( Vector( 0, 20, 0 ) )
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--self.vLookatPos:Add( Vector( 0, 0, 0 ) )
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--self.vLookatPos:Set( (mins+maxs)/2 )
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break
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else
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self.indicate = "failed"
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self.vCamPos:Sub( (aimVector*20) )
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modeller.Finalized:Sub( (aimVector*20) )
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end
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end end
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else
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@ -182,12 +212,14 @@ local function OpenDebugMenu()
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self:DrawModel()
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render.MaterialOverride()
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local mins, maxs = self.Entity:GetCollisionBounds()
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-- render.SetColorMaterial()
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-- render.DrawSphere( mins, .5, 30, 30, Color( 255, 0, 0 ) )
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-- render.DrawSphere( maxs, .5, 30, 30, Color( 0, 0, 255 ) )
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-- render.DrawWireframeBox( vector_origin, angle_zero, mins, maxs, Color( 0, 0, 0, 127 ))
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if false and self.Entity:GetPhysicsObject():IsValid() then
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local pos = self.Entity:GetPos()
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local mins, maxs = self.Entity:GetPhysicsObject():GetAABB()
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render.SetColorMaterial()
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render.DrawSphere( pos+mins, .5, 30, 30, Color( 255, 0, 0 ) )
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render.DrawSphere( pos+maxs, .5, 30, 30, Color( 0, 0, 255 ) )
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render.DrawWireframeBox( pos, angle_zero, mins, maxs, Color( 0, 0, 0, 127 ))
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end
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render.SuppressEngineLighting( false )
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cam.End3D()
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@ -195,15 +227,15 @@ local function OpenDebugMenu()
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self.LastPaint = RealTime()
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end
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function modeller:Paint( w, h )
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surface.SetDrawColor( color_black )
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surface.SetDrawColor( HSLToColor( 0.9, 0.2, 0 ) )
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surface.DrawRect( 0, 0, w, h )
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self:Paint1( w, h )
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if self.Failed then
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draw.SimpleText("Failed physinit, not cached?", "HUD_36", w/2, h/2, color_white, TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER)
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end
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-- if self.indicate then
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-- draw.SimpleText(self.indicate, "HUD_36", w/2, h/2 + 48, color_white, TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER)
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-- end
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if self.indicate then
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draw.SimpleText(self.indicate, "HUD_16", 4, 4, color_white)
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end
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end
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end
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@ -247,9 +279,40 @@ local function OpenDebugMenu()
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end
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end
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local function OpenMyTeamMenu()
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if IsValid(DebugMenu) then DebugMenu:Remove() end
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DebugMenu = vgui.Create("DFrame")
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DebugMenu:SetSize( 200, 300 )
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DebugMenu:MakePopup()
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DebugMenu:SetKeyboardInputEnabled( false )
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DebugMenu:SetSizable(false)
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for index, data in ipairs( TEAMS ) do
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local faction = FACTIONS[ data.factionid ]
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if !faction then continue end
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local button = DebugMenu:Add("DButton")
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button:Dock( TOP )
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button:DockMargin( 0, 0, 0, 5 )
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button:SetText( l8( data.name ) )
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button.iIndex = index
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button.iData = data
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button.iFaction = faction
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button:SetTall(28)
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button.DoClick = doteamselect
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button.Paint = painterly
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end
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DebugMenu:InvalidateLayout( true )
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DebugMenu:SizeToChildren( false, true )
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DebugMenu:Center()
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end
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hook.Add("PlayerButtonDown", "PlayerButtonDown_DebugMenu", function( ply, button )
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if button == KEY_F1 then
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OpenDebugMenu()
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elseif button == KEY_F2 then
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OpenMyTeamMenu()
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end
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end)
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@ -17,8 +17,6 @@ function BennyGame:GetType()
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return cGametype:GetBool() and BG_GTYPE_MP or BG_GTYPE_CAMPAIGN
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end
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GM.TeamBased = BennyGame:GetType() == BG_GTYPE_MP
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function BennyGame:GetMode()
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return cGamemode:GetString()
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end
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@ -30,6 +28,10 @@ end
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BennyGame.TeamsInPlay = {
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4,
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3,
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--2,
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--1,
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--5,
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--6,
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}
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BennyGame.TeamCount = #BennyGame.TeamsInPlay
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@ -242,7 +244,6 @@ function BennyGame:EndRound( reason, forceteam )
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if HighestScore < ThisScore then
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HighestScore = ThisScore
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HighestTeam = RealTeamID
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print("highest score to do it to em", HighestScore, TEAMS[HighestTeam].name)
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winningteam = HighestTeam
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end
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end
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@ -251,9 +252,9 @@ function BennyGame:EndRound( reason, forceteam )
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local ThisScore = BennyGame:GetScoreForTeam( RealTeamID )
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if RealTeamID == HighestTeam then continue end
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if HighestScore < ThisScore then
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print("clearly there's been a failure", RealTeamID, ThisScore, HighestTeam, HighestScore)
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-- print("clearly there's been a failure", RealTeamID, ThisScore, HighestTeam, HighestScore)
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elseif HighestScore == ThisScore then
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print("this looks like a tie", RealTeamID, HighestTeam)
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-- print("this looks like a tie", RealTeamID, HighestTeam)
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winningteam = 0
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break
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end
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@ -272,7 +273,14 @@ function BennyGame:EndRound( reason, forceteam )
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PrintMessage(HUD_PRINTCENTER, TheFull)
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local roundtime = CurTime() - BennyGame:GetRoundStartedAt()
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print( "That round lasted " .. math.ceil(roundtime) .. " seconds." )
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local rf = string.FormattedTime( 269 )
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local nicely = ""
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if rf.h > 0 then
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nicely = nicely .. rf.h .. ":"
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end
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nicely = nicely .. string.format( "%02i:%02i.", rf.m, rf.s )
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print( "That round lasted " .. nicely )
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end
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concommand.Add("b-cheat_scoreset", function( ply, cmd, args )
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@ -119,7 +119,7 @@ local function regenfonts()
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end
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regenfonts()
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local FACTIONS = {
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FACTIONS = {
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["benny"] = {
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COLOR_MAIN = Color( 255, 238, 169 ),
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COLOR_DARK = Color( 54, 44, 39 ),
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@ -428,7 +428,7 @@ function GM:HUDPaint()
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local wep = handler:GetActiveR()
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if wep and wep.GetClip then
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local Bw, Bh = 328, 160
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local Bw, Bh = 8+(8+2)*30-2+8, 160
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S_Push( w - 20 - Bw, h - 20 - Bh )
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hCol( COLOR_DARK )
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hRect( 0, 0, Bw, Bh )
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@ -689,11 +689,11 @@ function GM:HUDPaint()
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if TITLE!="SECURE" then
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S_Push( -BWIDE/2, 62 )
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hCol( obj:GetContested() and CONTOLER_DARK or COLOR_DARK )
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hCol( TAKCOLOR_DARK )
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hRect( 0, 0, 180, BTALL )
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hCol( obj:GetContested() and CONTOLER_MAIN or COLOR_MAIN )
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hCol( TAKCOLOR_MAIN )
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hORect( 1, 1, 180-2, BTALL-2 )
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hCol( obj:GetContested() and CONTOLER_MAIN or TITLE=="CLEARING" and TAKCOLOR_MAIN or COLOR_MAIN )
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hCol( TAKCOLOR_MAIN )
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hRect( 3, 3, math.floor((BWIDE-6) * PERCENT), BTALL-6 )
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S_Pop()
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local x, y = hXY( 0, 78 )
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@ -218,7 +218,9 @@ AddItem( "base_firearm", {
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p:LagCompensation(false)
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local ply = handler:GetOwner()
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if SERVER or CLIENT and IsFirstTimePredicted() then
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ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_ATTACK_AND_RELOAD, ply:LookupSequence( AnimationLookup["fire"][class.HoldType] ), 0, true )
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end
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ent:PlayAnimation( ent:LookupSequence("fire") )
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end,
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@ -237,14 +239,18 @@ AddItem( "base_firearm", {
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handler:EmitSound( class.MagOutSound, 70, 100, 0.4, CHAN_STATIC )
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ent:SetLoaded( false )
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ent:SetClip( 0 )
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if SERVER or CLIENT and IsFirstTimePredicted() then
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ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_ATTACK_AND_RELOAD, ply:LookupSequence( AnimationLookup["reload"][class.HoldType] ), 0, true )
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end
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time = 0.4
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ent:PlayAnimation( ent:LookupSequence("magout") )
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else
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handler:EmitSound( class.MagInSound, 70, 100, 0.4, CHAN_STATIC )
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ent:SetLoaded( true )
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ent:SetRefillTime( CurTime() + 0.5 )
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if SERVER or CLIENT and IsFirstTimePredicted() then
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ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_ATTACK_AND_RELOAD, ply:LookupSequence( AnimationLookup["reload_insert"][class.HoldType] ), 0, true )
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end
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time = 0.8
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ent:PlayAnimation( ent:LookupSequence("magin") )
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end
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@ -256,7 +262,9 @@ AddItem( "base_firearm", {
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ent:SetDelay( CurTime() + 0.5 )
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local ply = handler:GetOwner()
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if SERVER or CLIENT and IsFirstTimePredicted() then
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ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_ATTACK_AND_RELOAD, ply:LookupSequence( AnimationLookup["deploy"][class.HoldType] ), 0, true )
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end
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end,
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["Holster"] = function( class, ent, handler )
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@ -266,7 +274,9 @@ AddItem( "base_firearm", {
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ent:SetDelay( CurTime() + 0.25 )
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local ply = handler:GetOwner()
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if SERVER or CLIENT and IsFirstTimePredicted() then
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ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_ATTACK_AND_RELOAD, ply:LookupSequence( AnimationLookup["holster"][class.HoldType] ), 0, true )
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end
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end,
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})
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@ -658,6 +668,31 @@ do -- Rifles
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end
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do -- MGs
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AddItem( "qbb", {
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PrintName = "#Item.qbb.Name",
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Description = "#Item.qbb.Description",
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Category = "machinegun",
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Base = "base_firearm",
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Model = "models/benny/weapons/test_qbb.mdl",
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HoldType = "rifle",
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ClipSize = 75,
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Delay = (60/750),
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FireSound = {
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"benny/weapons/stoner63/01.ogg",
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"benny/weapons/stoner63/02.ogg",
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"benny/weapons/stoner63/03.ogg",
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},
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Accuracy = 1,
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Accuracy_Add = 0.4,
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Accuracy_Reset = 0.4,
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Accuracy_Decay = 12,
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})
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end
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do -- SMGs
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AddItem( "tmp", {
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@ -32,6 +32,9 @@ L["#Item.fnc.Description"] = "Imported assault rifle"
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L["#Item.qbz.Name"] = "QBZ-95"
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L["#Item.qbz.Description"] = "Low-profile bullpup assault rifle"
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L["#Item.qbb.Name"] = "QBB-LSW"
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L["#Item.qbb.Description"] = "Bullpup machine gun"
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L["#Item.m16a2.Name"] = "M16A2"
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L["#Item.m16a2.Description"] = "Rugged burst rifle"
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@ -368,7 +368,9 @@ hook.Add("Move", "Benny_Move", function( ply, mv )
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ply:SetGroundEntity( NULL )
|
||||
ply:SetInDive( true )
|
||||
ply:SetDivedAt( CurTime() )
|
||||
if SERVER or CLIENT and IsFirstTimePredicted() then
|
||||
ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_JUMP, ply:LookupSequence( "dive_start_handgun" ), 0, true )
|
||||
end
|
||||
if (SERVER) or (CLIENT and IsFirstTimePredicted()) then
|
||||
local rfil = nil
|
||||
if SERVER then
|
||||
|
@ -378,8 +380,6 @@ hook.Add("Move", "Benny_Move", function( ply, mv )
|
|||
end
|
||||
ply:EmitSound("weapons/slam/throw.wav", 70, 100, .25, nil, nil, nil, rfil)
|
||||
end
|
||||
ply:SetHull( Vector( -8, -8, 32 ), Vector( 8, 8, 72 ) )
|
||||
ply:SetHullDuck( Vector( -8, -8, 32 ), Vector( 8, 8, 48 ) )
|
||||
end
|
||||
if ply:OnGround() and ply:GetInDive() then
|
||||
if (SERVER) or (CLIENT and IsFirstTimePredicted()) then
|
||||
|
@ -393,12 +393,11 @@ hook.Add("Move", "Benny_Move", function( ply, mv )
|
|||
end
|
||||
ply:SetInDive(false)
|
||||
ply:SetDivedAt( CurTime() )
|
||||
if SERVER or CLIENT and IsFirstTimePredicted() then
|
||||
ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_JUMP, ply:LookupSequence( "dive_end_handgun" ), 0, true )
|
||||
ply:SetHull( Vector( -8, -8, 0 ), Vector( 8, 8, 72 ) )
|
||||
ply:SetHullDuck( Vector( -8, -8, 0 ), Vector( 8, 8, 48 ) )
|
||||
end
|
||||
mv:SetVelocity( mv:GetVelocity() + Vector( 0, 0, 120 ) )
|
||||
ply:SetGroundEntity( NULL )
|
||||
mv:SetOrigin( mv:GetOrigin() + vector_up*32 )
|
||||
end
|
||||
--if !ply:OnGround() and ply:GetInDive() then
|
||||
-- local da = ply:GetDivedAt()
|
||||
|
|
|
@ -9,7 +9,7 @@ concommand.Add("b-cheat_setteam", function( ply, cmd, args )
|
|||
print( index .. " - " .. data.id )
|
||||
end
|
||||
else
|
||||
ply:SetTeam( TEAMS_IDorName( args[1] ) )
|
||||
ply:SetTeam( TEAMS_IDorName( tonumber(args[1]) or args[1] ) )
|
||||
end
|
||||
end, function( cmd, args )
|
||||
return BENNY.SimpleAutoComplete( cmd, args, TEAMS_IDs )
|
||||
|
|
Loading…
Reference in New Issue