Weapons can animate. Beginning of team-based stuff, domination

This commit is contained in:
Fesiug 2024-09-15 15:41:34 -04:00
parent 8fae4bd63e
commit a0fcb33642
Signed by: Fesiug
GPG Key ID: 374BFF45E1EEF243
19 changed files with 988 additions and 143 deletions

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@ -6,30 +6,31 @@
@include "base.fgd"
@PointClass base(Targetname, Angles, Origin) lightprop("models/editor/spot.mdl") halfgridsnap frustum(lightfov,1,100) = benny_camera : "Benny - Camera"
@PointClass base(PlayerClass, Angles) color(255 100 100) studio("models/editor/playerstart.mdl") = benny_playerstart_team1
[
camera_type(choices) : "Type" : "standard" : "Style of camera" =
[
"standard" : "Standard"
"field" : "Field"
]
lightfov(float) : "FOV" : "90.0" : "FOV"
target(target_destination) : "Camera Target" : : "Bounds that trigger the camera to activate"
lerp0_target(target_destination) : "Lerp 0" : : "Starting point of the lerp for the camera"
lerp1_target(target_destination) : "Lerp 1" : : "Ending point of the lerp for the camera"
lerp1_fov(float) : "End FOV" : : "Ending FOV for the lerp"
]
@PointClass base(Targetname, Angles, Origin) lightprop("models/editor/axis_helper_thick.mdl") halfgridsnap = benny_camera : "Benny - Camera Lerp Point"
@PointClass base(PlayerClass, Angles) color(100 100 255) studio("models/editor/playerstart.mdl") = benny_playerstart_team2
[
camera_type(choices) : "Type" : "standard" : "Style of camera" =
[
"standard" : "Standard"
"field" : "Field"
]
]
@SolidClass base(Targetname) = benny_camerabounds : "Benny - Camera Bounds"
@PointClass base(PlayerClass, Angles) color(100 255 100) studio("models/editor/playerstart.mdl") = benny_playerstart_team3
[
target(target_destination) : "Camera Target" : : "Bounds that trigger the camera to activate"
]
@PointClass base(PlayerClass, Angles) color(255 255 100) studio("models/editor/playerstart.mdl") = benny_playerstart_team4
[
]
@PointClass base(PlayerClass, Angles) color(255 200 200) studio("models/editor/playerstart.mdl") = benny_playerstart_team5
[
]
@PointClass base(PlayerClass, Angles) color(255 200 255) studio("models/editor/playerstart.mdl") = benny_playerstart_team6
[
]
@PointClass base(Origin, Angles) studio("models/editor/axis_helper_thick.mdl") = benny_domflag
[
]

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@ -8,6 +8,7 @@ AddCSLuaFile()
ENT.Type = "anim"
ENT.Base = "base_anim"
ENT.BennyItem = true
ENT.AutomaticFrameAdvance = true
function ENT:Initialize()
self:SetModel( self.Class.Model or "models/weapons/w_357.mdl" )
@ -18,21 +19,8 @@ function ENT:Initialize()
end
self.Class:Initialize( self )
end
local function recurse( modify, includer )
local basevars = ITEMS[includer].BaseClass
if ITEMS[includer].BaseClass then
recurse( modify, ITEMS[includer].Base )
end
local localvars = ITEMS[includer]:GetRaw("Vars")
if localvars then
for i, v in pairs( localvars ) do
if !modify[i] then modify[i] = {} end
table.Add( modify[i], v )
end
end
--self:UseClientSideAnimation()
end
if SERVER then
@ -48,8 +36,28 @@ else
end)
end
function ENT:PlayAnimation( seqid, speed )
local time = self:SequenceDuration( seqid )
speed = speed or 1
self.AnimStartTime = ( UnPredictedCurTime() )
self.AnimEndTime = ( UnPredictedCurTime() + time )
self:SetAnimStartTime( self.AnimStartTime )
self:SetAnimEndTime( self.AnimEndTime )
self:ResetSequence( seqid )
end
function ENT:Think()
if CLIENT then return end
self:NextThink( CurTime()-5 )
if CLIENT then
self:SetNextClientThink( CurTime()-5 )
-- Smooth interpolated shooting on local player
if self:GetOwner() == LocalPlayer() then
local cycle = math.Remap( UnPredictedCurTime(), self.AnimStartTime or 0, self.AnimEndTime or 0, 0, 1 )
self:SetCycle( cycle )
end
end
if CLIENT then return true end
self.BAsleep = self.BAsleep or false
local ph = self:GetPhysicsObject()
@ -70,16 +78,33 @@ function ENT:Think()
end
end
return true
end
local function recurse( modify, includer )
local basevars = ITEMS[includer].BaseClass
if ITEMS[includer].BaseClass then
recurse( modify, ITEMS[includer].Base )
end
local localvars = ITEMS[includer]:GetRaw("Vars")
if localvars then
for i, v in pairs( localvars ) do
if !modify[i] then modify[i] = {} end
table.Add( modify[i], v )
end
end
end
function ENT:SetupDataTables()
local NWVars = {}
local NWVars = { ["Float"] = { "AnimStartTime", "AnimEndTime" } }
recurse( NWVars, self.ID )
for varname, varlist in pairs(NWVars) do
local numba = 0
--local numba = 0
for keyind, keyname in ipairs(varlist) do
self:NetworkVar( varname, numba, keyname )
numba = numba + 1
self:NetworkVar( varname, keyname )
--numba = numba + 1
end
end
end

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@ -0,0 +1,115 @@
AddCSLuaFile()
ENT.Type = "anim"
ENT.Base = "base_anim"
ENT.DomFlag = true
function ENT:Initialize()
self:SetModel("models/hunter/blocks/cube025x025x025.mdl")
self:SetMoveType( MOVETYPE_NONE )
if SERVER then
self:SetTrigger( true )
end
self:AddSolidFlags( bit.bor( FSOLID_TRIGGER, FSOLID_USE_TRIGGER_BOUNDS ) )
local radius, tall = 100, 80
self:SetCollisionBounds( Vector( -radius, -radius, 0 ), Vector( radius, radius, tall ))
self.Memory = {}
self:SetTeamTaking( 0 )
self:SetTeamOwned( 0 )
end
function ENT:SetupDataTables()
self:NetworkVar( "Float", "CapturePercent" )
self:NetworkVar( "Int", "TeamTaking" )
self:NetworkVar( "Int", "TeamOwned" )
end
-- indev:
-- 0 - unassigned
-- 1 - me
-- 2 - my enemeis
function ENT:Think()
if CLIENT then return end
local onthis = 0
for ply, edata in pairs(self.Memory) do
if edata.time+0.1 < CurTime() then
--self.Memory[ply] = nil
continue
end
onthis = onthis + 1
end
if onthis > 0 then -- Someones capturing
if self:GetCapturePercent() != 1 and self:GetTeamOwned() != 1 then -- if its not full progress
local COLLECTED = (1/(6-onthis)) * FrameTime()
self:SetCapturePercent( math.Approach( self:GetCapturePercent(), 1, COLLECTED ) )
self:SetTeamTaking( 1 )
if self:GetCapturePercent() == 1 then
self:SetTeamOwned( self:GetTeamTaking() )
self:SetTeamTaking( 0 )
self:SetCapturePercent( 0 )
end
-- rewards
for ply, edata in pairs(self.Memory) do
edata.xpcollected = (edata.xpcollected or 0) + (COLLECTED * 200)
local sap = math.floor(edata.xpcollected)
if sap >= 1 then
edata.xpcollected = edata.xpcollected - sap
ply:RewardXP( sap )
end
end
end
self.LastCaptureTime = CurTime()
elseif (self.LastCaptureTime or 0)+3 < CurTime() and self:GetTeamOwned() != 2 then
self:SetTeamTaking( 2 )
self:SetCapturePercent( math.Approach( self:GetCapturePercent(), 1, (1/5) * FrameTime() ) )
if self:GetCapturePercent() == 1 then
self:SetTeamOwned( self:GetTeamTaking() )
self:SetTeamTaking( 0 )
self:SetCapturePercent( 0 )
end
elseif (self.LastCaptureTime or 0)+3 < CurTime() and self:GetCapturePercent() > 0 and false then
self:SetCapturePercent( math.Approach( self:GetCapturePercent(), 0, (1/10) * FrameTime() ) )
if self:GetCapturePercent() == 0 then
self:SetTeamTaking( 0 )
self:SetCapturePercent( 0 )
end
end
local per = self:GetCapturePercent()
self:NextThink( CurTime()-1 )
local aa, bb = self:GetCollisionBounds()
debugoverlay.Box( self:GetPos(), aa, bb, 0, Color( 255, 255*(1-per), 255*(1-per), 0 ))
debugoverlay.Text( self:GetPos(), math.floor(self:GetCapturePercent()*100), 0 )
debugoverlay.Text( self:GetPos()-vector_up*8, self:GetTeamOwned(), 0 )
debugoverlay.Text( self:GetPos()-vector_up*16, self:GetTeamTaking(), 0 )
return true
end
function ENT:Touch( ent )
if ent:IsPlayer() then
--print( ent, CurTime() )
ent:SetTouchedObjective( self )
ent:SetTouchedObjectiveTime( CurTime() )
if !self.Memory[ent] then
self.Memory[ent] = {}
end
self.Memory[ent].time = CurTime()
end
end

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@ -0,0 +1,4 @@
AddCSLuaFile()
ENT.Type = "point"

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@ -0,0 +1,4 @@
AddCSLuaFile()
ENT.Type = "point"

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@ -0,0 +1,4 @@
AddCSLuaFile()
ENT.Type = "point"

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@ -0,0 +1,4 @@
AddCSLuaFile()
ENT.Type = "point"

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@ -0,0 +1,4 @@
AddCSLuaFile()
ENT.Type = "point"

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@ -0,0 +1,4 @@
AddCSLuaFile()
ENT.Type = "point"

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@ -48,7 +48,6 @@ function GM:CalcView( ply, pos, ang, fov )
local magic = math.Remap( ply:GetLayerCycle( GESTURE_SLOT_JUMP ), 0.6, 0.8, 0, 1 )
magic = math.Clamp( magic, 0, 1 )
print(magic)
angles.p = Lerp( magic, angles.r-90, ang.p )
angles.r = 0
view.angles = angles

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@ -9,8 +9,31 @@ if SERVER then
net.Receive( "Benny_DebugMenuSpawn", function( len, ply )
if !ply:IsAdmin() then return end
local ent = ents.Create( "b-item_" .. net.ReadString() )
ent:SetPos( ply:GetEyeTrace().HitPos )
ent:Spawn()
local TRACE = ply:GetEyeTrace()
local thespawnpos = TRACE.HitPos
thespawnpos:Add( TRACE.HitNormal * 16 )
local WORLDAA, WORLDBB = ent:GetCollisionBounds()
local tr = util.TraceHull( {
start = thespawnpos,
endpos = thespawnpos - (vector_up*32),
mins = WORLDAA,
maxs = WORLDBB,
collisiongroup = COLLISION_GROUP_WEAPON,
})
thespawnpos:Set( tr.HitPos )
ent:SetPos( thespawnpos )
--[[local WORLDAA, WORLDBB = ent:GetCollisionBounds()
local WORLDC = ent:WorldSpaceCenter()
local TRACE = ply:GetEyeTrace()
local thespawnpos = TRACE.HitPos
thespawnpos:Add( WORLDC/2 )
thespawnpos:Add( ((WORLDBB * TRACE.HitNormal) - (WORLDAA * TRACE.HitNormal)) )
ent:SetPos( thespawnpos )]]
debugoverlay.Box( thespawnpos, WORLDAA, WORLDBB, 4, Color( 255, 255, 255, 0) )
end)
return
end
@ -26,17 +49,168 @@ end
local function OpenDebugMenu()
if IsValid(DebugMenu) then DebugMenu:Remove() end
DebugMenu = vgui.Create("DFrame")
DebugMenu:SetSize( 200, 500 )
DebugMenu:SetSize( 600, 500 )
DebugMenu:Center()
DebugMenu:MakePopup()
DebugMenu:SetKeyboardInputEnabled( false )
DebugMenu:SetSizable(true)
local splitter = DebugMenu:Add("DHorizontalDivider")
splitter:Dock( FILL )
splitter:SetLeftWidth(200)
local opt = DebugMenu:Add("DScrollPanel")
opt:Dock( FILL )
--opt:Dock( FILL )
splitter:SetLeft( opt )
local vsplit = DebugMenu:Add("DVerticalDivider")
splitter:SetRight( vsplit )
vsplit:SetTopHeight( 500/2 )
local texter = DebugMenu:Add("DTextEntry")
texter:SetFont( "HUD_24" )
texter:SetMultiline( true )
vsplit:SetBottom( texter )
local matColor = Material( "models/debug/debugwhite" )
local modeller = DebugMenu:Add("DModelPanel")
do
vsplit:SetTop( modeller )
modeller:SetModel( "models/weapons/w_pistol.mdl" )
modeller:SetFOV( 5 )
local original = Vector( 0, 50, 0 )
modeller:SetCamPos( original )
modeller:SetLookAt( vector_origin )
function modeller:LayoutEntity( ent )
ent:SetPos( Vector( 0, 0, 0 ) )
ent:SetAngles( Angle( 0, 0 * RealTime() * 10 % 360, 0 ) )
return
end
modeller:SetAmbientLight( HSLToColor( 0, 0, 1.00 ) )
modeller:SetDirectionalLight(BOX_TOP, HSLToColor( 0, 0, 1.00 ) )
modeller:SetDirectionalLight(BOX_FRONT, HSLToColor( 0, 0, 1.00 ) )
modeller:SetDirectionalLight(BOX_RIGHT, HSLToColor( 0, 0, 1.00 ) )
function modeller:Update( mdl )
if self.Entity:GetModel() == mdl then return end
self.Entity:SetModel( mdl )
local worked = self.Entity:PhysicsInit( SOLID_VPHYSICS )
if worked then
-- Factors the USP's bodygroup suppressor for some reason. Great
local mins, maxs = self.Entity:GetCollisionBounds()
local wsc = Vector()
wsc:Add( mins )
wsc:Add( maxs )
wsc:Div( 2 )
self:SetLookAt( wsc )
self:SetCamPos( wsc+original )
-- local HFOV = 45-5
-- local hfovRad = HFOV * math.pi / 180
-- local vfovRad = 2*math.atan(math.tan(hfovRad/2)*(self:GetTall()/self:GetWide()))
-- local VFOV = math.ceil(vfovRad* 180 / math.pi)
local directionAngCos = math.cos( math.rad(5/2) )
-- scale test
if true then for i=1, 50 do
local S1, S2 = false, false
local aimVector = (self:GetLookAt() - self:GetCamPos()):GetNormalized()
do -- test 1, mins
local entVector = mins - self:GetCamPos()
local angCos = aimVector:Dot(entVector) / entVector:Length()
S1 = (angCos >= directionAngCos)
end
do -- test 2: maxs
local entVector = maxs - self:GetCamPos()
local angCos = aimVector:Dot(entVector) / entVector:Length()
S2 = (angCos >= directionAngCos)
end
if S1 and S2 then
self.indicate = "took " .. i
self.vCamPos:Add( Vector( 0, 20, 0 ) )
--self.vLookatPos:Add( Vector( 0, 0, 0 ) )
--self.vLookatPos:Set( (mins+maxs)/2 )
break
else
self.indicate = "failed"
self.vCamPos:Sub( (aimVector*20) )
end
end end
else
self.indicate = false
self:SetLookAt( vector_origin )
self:SetCamPos( original )
end
self.Failed = !worked
end
local material = Material( "sprites/splodesprite" )
function modeller:Paint1( w, h )
if ( !IsValid( self.Entity ) ) then return end
local x, y = self:LocalToScreen( 0, 0 )
self:LayoutEntity( self.Entity )
local ang = self.aLookAngle
if ( !ang ) then
ang = ( self.vLookatPos - self.vCamPos ):Angle()
end
cam.Start3D( self.vCamPos, ang, self.fFOV, x, y, w, h, 5, self.FarZ )
render.SuppressEngineLighting( true )
render.SetLightingOrigin( vector_origin )
render.ResetModelLighting( self.colAmbientLight.r / 255, self.colAmbientLight.g / 255, self.colAmbientLight.b / 255 )
render.SetColorModulation( self.colColor.r / 255, self.colColor.g / 255, self.colColor.b / 255 )
render.SetBlend( ( self:GetAlpha() / 255 ) * ( self.colColor.a / 255 ) ) -- * surface.GetAlphaMultiplier()
for i = 0, 6 do
local col = self.DirectionalLight[ i ]
if ( col ) then
render.SetModelLighting( i, col.r / 255, col.g / 255, col.b / 255 )
end
end
render.MaterialOverride(matColor)
self:DrawModel()
render.MaterialOverride()
local mins, maxs = self.Entity:GetCollisionBounds()
-- render.SetColorMaterial()
-- render.DrawSphere( mins, .5, 30, 30, Color( 255, 0, 0 ) )
-- render.DrawSphere( maxs, .5, 30, 30, Color( 0, 0, 255 ) )
-- render.DrawWireframeBox( vector_origin, angle_zero, mins, maxs, Color( 0, 0, 0, 127 ))
render.SuppressEngineLighting( false )
cam.End3D()
self.LastPaint = RealTime()
end
function modeller:Paint( w, h )
surface.SetDrawColor( color_black )
surface.DrawRect( 0, 0, w, h )
self:Paint1( w, h )
if self.Failed then
draw.SimpleText("Failed physinit, not cached?", "HUD_36", w/2, h/2, color_white, TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER)
end
-- if self.indicate then
-- draw.SimpleText(self.indicate, "HUD_36", w/2, h/2 + 48, color_white, TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER)
-- end
end
end
local categories = {}
for iname, idata in SortedPairs( ITEMS ) do
if idata.Category == "base" then continue end
if !categories[idata.Category] then
local cate = opt:Add("DCollapsibleCategory")
cate:Dock(TOP)
@ -50,9 +224,17 @@ local function OpenDebugMenu()
button:Dock( TOP )
button:DockMargin( 0, 0, 0, 0 )
button:SetText( l8( idata.PrintName ) )
button:SetTall(32)
button.iName = iname
button.iData = idata
button.DoClick = dospawn
function button:Think()
if self:IsHovered() then
texter:SetText( l8(idata.Description) .. "\n\nClipsize: " .. (idata.ClipSize or "?") )
modeller:Update( idata.Model )
end
end
end
local button = DebugMenu:Add("DButton")

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@ -9,13 +9,33 @@ function BennyGame:GetType()
return BG_GTYPE_MP
end
BennyGame.TeamsInPlay = {
[4] = 1,
[3] = 2,
}
BennyGame.TeamToFaction = table.Flip( BennyGame.TeamsInPlay )
BennyGame.TeamCount = table.Count(BennyGame.TeamsInPlay)
BG_GMODE_TDM = 0
BG_GMODE_FFA = 1
BG_GMODE_DOMINATION = 2
BG_GMODE_CTF = 3
BG_GMODE_BOMB = 4
BG_GMODE_HARDPOINT = 5
BG_GMODE_DEMOLITION = 6
function BennyGame:GetMode()
return BG_GMODE_TDM
end
hook.Add("Initialize", "Benny_Initialize", function()
-- local mapscript = "benny_maps/" .. game.GetMap() .. "_init.lua"
-- AddCSLuaFile(mapscript)
-- include(mapscript)
end)
hook.Add("InitPostEntity", "Benny_InitPostEntity", function()
-- local mapscript = "benny_maps/" .. game.GetMap() .. "_initpostentity.lua"
-- AddCSLuaFile(mapscript)
-- include(mapscript)
end)

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@ -142,34 +142,39 @@ local FACTIONS = {
},
-- MP
["mp_cia"] = {
COLOR_MAIN = Color( 228, 228, 245 ),
COLOR_MAIN = Color( 255, 255, 255),
COLOR_DARK = Color( 25, 23, 47 ),
CHARNAME = "CIA",
},
["mp_halo"] = {
COLOR_MAIN = Color( 130, 255, 255 ),
COLOR_DARK = Color( 40, 40, 58 ),
CHARNAME = "HALO",
},
["mp_plasof"] = {
COLOR_MAIN = Color( 255, 153, 153 ),
COLOR_DARK = Color( 45, 10, 10 ),
CHARNAME = "PLASOF",
},
["mp_militia"] = {
COLOR_MAIN = Color( 255, 219, 153 ),
COLOR_DARK = Color( 33, 18, 18 ),
CHARNAME = "MILITIA",
},
["mp_arng"] = {
COLOR_MAIN = Color( 198, 255, 192 ),
COLOR_DARK = Color( 23, 32, 23 ),
CHARNAME = "NATGUARD",
},
["mp_militia"] = {
COLOR_MAIN = Color( 255, 219, 153 ),
COLOR_DARK = Color( 33, 18, 18 ),
CHARNAME = "MILITIA",
},
["mp_viper"] = {
COLOR_MAIN = Color( 255, 230, 245 ),
COLOR_DARK = Color( 40, 20, 30 ),
COLOR_MAIN = Color( 248, 191, 225 ),
COLOR_DARK = Color( 50, 20, 50 ),
CHARNAME = "VIPER",
},
["mp_halo"] = {
COLOR_MAIN = Color( 200, 255, 246 ),
COLOR_DARK = Color( 30, 40, 38 ),
CHARNAME = "HALO",
["unassigned"] = {
COLOR_MAIN = Color( 220, 220, 220 ),
COLOR_DARK = Color( 40, 40, 40),
CHARNAME = "Unassigned...",
},
}
@ -177,42 +182,13 @@ local CURRCHAR = "mp_arng"
local COLOR_MAIN = FACTIONS[CURRCHAR].COLOR_MAIN
local COLOR_DARK = FACTIONS[CURRCHAR].COLOR_DARK
local CHARNAME = FACTIONS[CURRCHAR].CHARNAME
local E_CURRCHAR = "mp_plasof"
local E_COLOR_MAIN = FACTIONS[E_CURRCHAR].COLOR_MAIN
local E_COLOR_DARK = FACTIONS[E_CURRCHAR].COLOR_DARK
local E_CHARNAME = FACTIONS[E_CURRCHAR].CHARNAME
local COLOR_BRIGHT = Color( 94, 94, 94 )
--[[
BENNY
Color( 255, 238, 169 )
Color( 54, 44, 39 )
NIKKI
Color( 255, 174, 210 )
Color(37, 12, 40 )
IGOR
Color( 253, 208, 207 )
Color( 32, 14, 12 )
YANG-HAO
Color( 157, 187, 253 )
Color( 19, 21, 28 )
CIA
Color( 93, 118, 215 )
Color( 25, 23, 47 )
PLASOF
Color( 255, 103, 103 )
Color( 35, 25, 20 )
MILITIA
Color( 255, 199, 133 )
Color( 33, 18, 18 )
ARNG
Color( 208, 226, 132 )
Color( 23, 25, 23 )
VIPER
Color( 255, 230, 245 )
Color( 40, 30, 30 )
HALO
Color( 200, 255, 246 )
Color( 30, 40, 38 )
]]
local show_letters = {
{ "q", "w", "e", "r", "t", "y" },
{ "a", "s", "d", "f", "g", "h" },
@ -231,6 +207,8 @@ local translate_letters = {
["shift"] = "speed",
}
local alphabet = {"A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z"}
local xhair_dot = Material( "benny/hud/xhair/dotx.png", "mips smooth" )
local xhair_dot_shadow = Material( "benny/hud/xhair/dot_s.png", "mips smooth" )
@ -262,6 +240,65 @@ local fmlookup = {
[math.huge] = "AUTO",
}
local function QuickDrawBar( BARWIDE, BARTALL, faction_index, way )
--local faction_index = "mp_cia"
local faction_info = FACTIONS[faction_index]
hCol( faction_info.COLOR_DARK )
hRect( 0, 0, BARWIDE, BARTALL )
hCol( faction_info.COLOR_MAIN )
hORect( 1, 1, BARWIDE-2, BARTALL-2, 1 )
local count = 6
local perc = 6/count--0.23
local width = math.ceil( (BARWIDE-6)*perc )
if way then
hRect( BARWIDE - 3 - width, 3, width, BARTALL-6 )
else
hRect( 3, 3, width, BARTALL-6 )
end
for i=1, count-1 do
local bleh
if way then
bleh = (i/count)<(1-perc)
else
bleh = (i/count)>perc
end
hCol( bleh and faction_info.COLOR_MAIN or faction_info.COLOR_DARK )
hRect( 3 + (BARWIDE-7)*(i/count), 4, 1, BARTALL-8 )
end
if way then
local x, y = hXY( BARWIDE - 5, 0 )
qt( faction_info.CHARNAME, "HUD_36", x, y, faction_info.COLOR_DARK, TEXT_ALIGN_RIGHT, nil, faction_info.COLOR_MAIN )
else
local x, y = hXY( 5, 0 )
qt( faction_info.CHARNAME, "HUD_36", x, y, faction_info.COLOR_DARK, nil, nil, faction_info.COLOR_MAIN )
end
-- Players alive
if false then
for i=1, 6 do
local o = i-1
local lol = i>=3
if way then
S_Push( BARWIDE - i*(16+2), BARTALL + 2 )
else
S_Push( o*(16+2), BARTALL + 2 )
end
hCol( lol and faction_info.COLOR_DARK or faction_info.COLOR_MAIN )
hRect( 0, 0, 16, 16 )
hCol( lol and faction_info.COLOR_MAIN or faction_info.COLOR_DARK )
hORect( 1, 1, 16-2, 16-2, 1 )
S_Pop()
end
end
end
local ROUNDEND = CurTime() + 62
-- Drawing
function GM:HUDPaint()
local p = LocalPlayer()
@ -269,6 +306,18 @@ function GM:HUDPaint()
local handler = p:HandlerCheck()
stack = util.Stack()
local CURRCHAR = TEAMS[p:Team()].factionid
local COLOR_MAIN = FACTIONS[CURRCHAR].COLOR_MAIN
local COLOR_DARK = FACTIONS[CURRCHAR].COLOR_DARK
local CHARNAME = FACTIONS[CURRCHAR].CHARNAME
local E_CURRCHAR = TEAMS[4].factionid
local E_COLOR_MAIN = FACTIONS[E_CURRCHAR].COLOR_MAIN
local E_COLOR_DARK = FACTIONS[E_CURRCHAR].COLOR_DARK
local E_CHARNAME = FACTIONS[E_CURRCHAR].CHARNAME
local MP = BennyGame:GetType() == BG_GTYPE_MP
-- S_Push( math.random( -4, 4 ), math.random( -4, 4 ) )
S_Push( 20, h - 20 - 65 )
@ -306,7 +355,7 @@ function GM:HUDPaint()
hORect( 8+1 + (slen*0.25+4)*2, 45+1, slen*0.25 - 2, 12-2, 1 )
hORect( 8+1 + (slen*0.25+4)*3, 45+1, slen*0.25 - 2, 12-2, 1 )
if true then -- MP
if MP then -- MP
S_Push( 0, -8 - 2 )
local targetlength = 328
local segments = 10
@ -317,7 +366,7 @@ function GM:HUDPaint()
for i=1, segments do
local z = i-1
local chunk0, chunk1 = chunk*z, chunk*i
local filled = math.Remap( 0.727, chunk0, chunk1, 0, 1 )
local filled = math.Remap( p:GetLevel_XP()/15000, chunk0, chunk1, 0, 1 )
filled = math.Clamp( filled, 0, 1 )
local a1, a2, a3, a4 = ( (targetlength/segments) * z ) + (gap*z), 0, (targetlength/segments), 8
if i == segments then a3 = math.ceil(a3) end
@ -340,7 +389,7 @@ function GM:HUDPaint()
end
local x, y = hXY( 0, -14 )
qt( "10000 / 15000", "HUD_16", x, y, COLOR_MAIN, nil, nil, COLOR_DARK )
qt( p:GetLevel_XP() .. " / 15000", "HUD_16", x, y, COLOR_MAIN, nil, nil, COLOR_DARK )
--qt( "", "HUD_24", x+328, y, COLOR_MAIN, TEXT_ALIGN_RIGHT, nil, COLOR_DARK )
S_Pop()
@ -378,6 +427,7 @@ function GM:HUDPaint()
hCol( COLOR_DARK )
hRect( 0, 0, Bw, Bh )
S_Push( 0, 0 )
hCol( COLOR_MAIN )
local leng = Bw-8-8
hRect( 8, 8, leng-70, 26 )
@ -387,6 +437,7 @@ function GM:HUDPaint()
local x, y = hXY( 10 + (leng - 70) + 70/2, 11 )
local bc = wep.Class.BurstCount
draw.SimpleText( fmlookup[bc] or bc .. "RND", "HUD_24", x, y, COLOR_DARK, TEXT_ALIGN_CENTER )
S_Pop()
S_Push( Bw - 8 - 8, Bh - 18 - 8 )
for i=0, wep.Class.ClipSize-1 do
@ -423,6 +474,181 @@ function GM:HUDPaint()
S_Pop()
end
if MP then S_Push( w/2, 20 )
local BARWIDE, BARTALL, GAP = 240, 30, 100
--hCol( Color( 255, 0, 0 ) )
--hRect( 0, 0, 1, 60 )
-- Score
for i=1, BennyGame.TeamCount do
local o = i-1
local lor =
S_Push( i%2==1 and (-BARWIDE - 1 - GAP) or (0 + 1 + GAP), (BARTALL+2+16+2)*math.floor(o/2) )
QuickDrawBar( BARWIDE, BARTALL, TEAMS[BennyGame.TeamToFaction[i]].factionid )
S_Pop()
end
--S_Push( 0 + 1 + GAP, 0 )
-- QuickDrawBar( BARWIDE, BARTALL, E_CURRCHAR, true )
--S_Pop()
--S_Push( -BARWIDE - 1 - GAP, BARTALL+2+16+2 )
-- QuickDrawBar( BARWIDE, BARTALL, "mp_arng" )
--S_Pop()
--S_Push( 0 + 1 + GAP, BARTALL+2+16+2 )
-- QuickDrawBar( BARWIDE, BARTALL, "mp_militia", true )
--S_Pop()
--S_Push( -BARWIDE - 1 - GAP, (BARTALL+2+16+2)*2 )
-- QuickDrawBar( BARWIDE, BARTALL, "mp_plasof" )
--S_Pop()
--S_Push( 0 + 1 + GAP, (BARTALL+2+16+2)*2 )
-- QuickDrawBar( BARWIDE, BARTALL, "mp_viper", true )
--S_Pop()
-- Timer
local DISPLAYWIDE, DISPLAYTALL = 150, 48
S_Push( -DISPLAYWIDE/2, 0 )
hCol( COLOR_DARK )
hRect( 0, 0, DISPLAYWIDE, DISPLAYTALL )
hCol( COLOR_MAIN )
hORect( 2, 2, DISPLAYWIDE-4, DISPLAYTALL-4, 1 )
local d1, d2
local tt = string.FormattedTime( math.max( ROUNDEND-CurTime(), 0 ) )
if tt.m > 0 then
d1 = string.format( "%01i:%02i", tt.m, tt.s )
d2 = false--tt.s
if tt.h > 0 then
d1 = tt.h .. ":" .. d1
end
else
d1 = string.format( "%02i", tt.s )
d2 = string.format( ".%02i", tt.ms )
end
surface.SetFont("HUD_48")
local twid = surface.GetTextSize(d1)
if d2 then
surface.SetFont("HUD_36")
twid = twid + surface.GetTextSize(".00")
end
local x, y = hXY( DISPLAYWIDE/2 + 0 - twid/2, 4 )
draw.SimpleText( d1, "HUD_48", x, y, COLOR_MAIN )
local twid2 = surface.GetTextSize(d1)
if d2 then
local x, y = hXY( DISPLAYWIDE/2 + twid2 - twid/2, 11 )
draw.SimpleText( d2, "HUD_36", x, y, COLOR_MAIN )
end
if false then
local myteamwins = 2
local enemywins = 3
local count = 7
-- Round counter
local wideness = (20+2)*count-2
for i=1, count do
local o = i-1
S_Push( DISPLAYWIDE/2 - wideness/2 + o*(20+2), DISPLAYTALL+4 )
local COLOR_DARK = COLOR_DARK
local COLOR_MAIN = COLOR_MAIN
local filled = false
if i<=myteamwins then
filled = true
elseif (count-o)<=enemywins then
COLOR_DARK = E_COLOR_DARK
COLOR_MAIN = E_COLOR_MAIN
filled = true
else
COLOR_DARK = Color( 040, 040, 040 )
COLOR_MAIN = Color( 080, 080, 080 )
filled = true
end
hCol( filled and COLOR_MAIN or COLOR_DARK )
hRect( 0, 0, 20, 8 )
hCol( filled and COLOR_DARK or COLOR_MAIN )
hORect( 1, 1, 20-2, 8-2, 1 )
S_Pop()
end
end
-- Domination flag status
if true then
local AllFlags = ents.FindByClass("benny_domflag")
S_Push( 0, 0 )
local count = #AllFlags
local wideness = (48+2)*count-2
for i, ent in ipairs( AllFlags ) do--for i=1, count do
local o = i-1
local faction_name = (ent:GetTeamOwned()==2 and E_CURRCHAR or ent:GetTeamOwned()==1 and CURRCHAR or "unassigned")
local faction_info = FACTIONS[faction_name]
local taking_faction_name = (ent:GetTeamTaking()==2 and E_CURRCHAR or ent:GetTeamTaking()==1 and CURRCHAR or "unassigned")
local taking_faction_info = FACTIONS[taking_faction_name]
local capturepercent = ent:GetCapturePercent()--math.Remap( CurTime()%4, 0, 3, 0, 1 )
--capturepercent = math.Clamp(capturepercent, 0, 1)
local mine, enemy = false, true
--if i==3 then mine = !mine enemy = !enemy end
if (capturepercent>=1) then
mine = !mine
enemy = !enemy
end
S_Push( DISPLAYWIDE/2 - wideness/2 + o*(48+2), DISPLAYTALL+4 )
hCol( faction_info.COLOR_DARK )
hRect( 0, 0, 48, 48 )
hCol( faction_info.COLOR_MAIN )
hRect( 1, 1, 48-2, 48-2, 1 )
if capturepercent<1 then
hCol( taking_faction_info.COLOR_MAIN )
hORect( 1, 1, 48-2, 48-2, math.floor(23 * capturepercent) )
end
local x, y = hXY( 48/2, 9 )
qt( alphabet[i] or i, "HUD_36", x, y, faction_info.COLOR_MAIN, TEXT_ALIGN_CENTER, nil, faction_info.COLOR_DARK )
S_Pop()
end
S_Pop()
end
S_Pop()
do
local AllFlags = ents.FindByClass("benny_domflag")
local AllFlagFlip = table.Flip(AllFlags)
-- Current Objective
local obj = p:GetTouchedObjective()
if obj:IsValid() then
S_Push( 0, 200 )
local BWIDE, BTALL = 180, 16
local x, y = hXY( -BWIDE/2, -2 )
qt( "CAPTURING", "HUD_24", x, y, COLOR_MAIN, TEXT_ALIGN_LEFT, nil, COLOR_DARK )
local x, y = hXY( -BWIDE/2, 36 )
qt( "POINT " .. (alphabet[ AllFlagFlip[obj] ] or AllFlagFlip[obj]), "HUD_24", x, y, COLOR_MAIN, TEXT_ALIGN_LEFT, nil, COLOR_DARK )
local x, y = hXY( BWIDE/2, 32 )
qt( math.floor(obj:GetCapturePercent()*100) .. "%", "HUD_36", x, y, COLOR_MAIN, TEXT_ALIGN_RIGHT, nil, COLOR_DARK )
S_Push( -BWIDE/2, 18 )
hCol( COLOR_DARK )
hRect( 0, 0, 180, BTALL )
hCol( COLOR_MAIN )
hORect( 1, 1, 180-2, BTALL-2 )
hRect( 3, 3, math.floor((BWIDE-6) * obj:GetCapturePercent()), BTALL-6 )
S_Pop()
S_Pop()
end
end
S_Pop() end
--local itemcheck = handler:ItemCheckTrace()

View File

@ -219,6 +219,8 @@ AddItem( "base_firearm", {
local ply = handler:GetOwner()
ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_ATTACK_AND_RELOAD, ply:LookupSequence( AnimationLookup["fire"][class.HoldType] ), 0, true )
ent:PlayAnimation( ent:LookupSequence("fire") )
end,
["Reload"] = function( class, ent, handler )
@ -237,12 +239,14 @@ AddItem( "base_firearm", {
ent:SetClip( 0 )
ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_ATTACK_AND_RELOAD, ply:LookupSequence( AnimationLookup["reload"][class.HoldType] ), 0, true )
time = 0.4
ent:PlayAnimation( ent:LookupSequence("magout") )
else
handler:EmitSound( class.MagInSound, 70, 100, 0.4, CHAN_STATIC )
ent:SetLoaded( true )
ent:SetRefillTime( CurTime() + 0.5 )
ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_ATTACK_AND_RELOAD, ply:LookupSequence( AnimationLookup["reload_insert"][class.HoldType] ), 0, true )
time = 0.8
ent:PlayAnimation( ent:LookupSequence("magin") )
end
ent:SetDelay( CurTime() + time )
end,
@ -420,11 +424,19 @@ AddItem( "toolgun", {
local p = handler:GetOwner()
local tr = p:GetEyeTrace()
if lol then
local summon = ents.Create( "b-npc_human" )
summon:SetPos( tr.HitPos + tr.HitNormal )
local ang = Angle( 0, p:EyeAngles().y+0, 0 )
summon:SetAngles( ang )
summon:Spawn()
else
local summon = ents.Create( "benny_domflag" )
summon:SetPos( tr.HitPos )
local ang = Angle( 0, 0, 0 )
summon:SetAngles( ang )
summon:Spawn()
end
end
end,
@ -466,7 +478,7 @@ do -- Handguns
Category = "pistol",
Base = "base_firearm",
Model = "models/benny/weapons/testgun.mdl",
Model = "models/benny/weapons/test_mk23.mdl",
HoldType = "handgun",
ClipSize = 12,
@ -476,9 +488,9 @@ do -- Handguns
"benny/weapons/usp/02.ogg",
"benny/weapons/usp/03.ogg",
},
MagOutSound = "benny/weapons/1911/magout.ogg",
MagInSound = "benny/weapons/1911/magin.ogg",
BoltDropSound = "benny/weapons/1911/slidedrop.ogg",
MagOutSound = "benny/weapons/usp/magout.ogg",
MagInSound = "benny/weapons/usp/magin.ogg",
BoltDropSound = "benny/weapons/usp/slidedrop.ogg",
BoltPullSound = "benny/weapons/glock/cock.ogg",
Accuracy = 5/60,
@ -488,29 +500,57 @@ do -- Handguns
Accuracy_Decay = 5,
})
AddItem( "9mmhandgun", {
PrintName = "9mmhandgun",
Description = "undecided 9mm handgun",
AddItem( "cz75", {
PrintName = "CZ-75",
Description = "9mm handgun",
Category = "pistol",
Base = "base_firearm",
Model = "models/benny/weapons/testgun.mdl",
Model = "models/benny/weapons/test_cz75.mdl",
HoldType = "handgun",
ClipSize = 17,
Delay = (60/450),
Delay = (60/480),
FireSound = {
"benny/weapons/m92/01.ogg",
"benny/weapons/m92/02.ogg",
"benny/weapons/m92/03.ogg",
},
MagOutSound = "benny/weapons/m92/magout.ogg",
MagInSound = "benny/weapons/m92/magin.ogg",
BoltDropSound = "benny/weapons/m92/slidedrop.ogg",
BoltPullSound = "benny/weapons/glock/cock.ogg",
Accuracy = 5/60,
BurstCount = 1,
Accuracy_Add = 0.5,
Accuracy_Reset = 0.4,
Accuracy_Decay = 5,
})
AddItem( "g18", {
PrintName = "G18",
Description = "automatic 9mm handgun",
Category = "pistol",
Base = "base_firearm",
Model = "models/benny/weapons/test_g18.mdl",
HoldType = "handgun",
ClipSize = 33,
Delay = (60/1000),
FireSound = {
"benny/weapons/glock/01.ogg",
"benny/weapons/glock/02.ogg",
"benny/weapons/glock/03.ogg",
},
MagOutSound = "benny/weapons/1911/magout.ogg",
MagInSound = "benny/weapons/1911/magin.ogg",
BoltDropSound = "benny/weapons/1911/slidedrop.ogg",
MagOutSound = "benny/weapons/glock/magout.ogg",
MagInSound = "benny/weapons/glock/magin.ogg",
BoltDropSound = "benny/weapons/glock/cock.ogg",
BoltPullSound = "benny/weapons/glock/cock.ogg",
Accuracy = 5/60,
BurstCount = 1,
--BurstCount = 1,
Accuracy_Add = 0.5,
Accuracy_Reset = 0.4,
Accuracy_Decay = 5,
@ -524,9 +564,9 @@ do -- Rifles
PrintName = "#Item.fnc.Name",
Description = "#Item.fnc.Description",
Category = "assaultrifle",
Base = "base_firearm_ubgl",
Base = "base_firearm",
Model = "models/benny/weapons/testrifle2.mdl",--"models/weapons/w_rif_ar556.mdl",
Model = "models/benny/weapons/test_fnc.mdl",--"models/weapons/w_rif_ar556.mdl",
HoldType = "rifle",
ClipSize = 30,
@ -543,13 +583,36 @@ do -- Rifles
Accuracy_Decay = 12,
})
AddItem( "oicw", {
PrintName = "#Item.oicw.Name",
Description = "#Item.oicw.Description",
Category = "assaultrifle",
Base = "base_firearm_ubgl",
Model = "models/benny/weapons/test_oicw.mdl",
HoldType = "rifle",
ClipSize = 30,
Delay = (60/800),
FireSound = {
"benny/weapons/stoner63/01.ogg",
"benny/weapons/stoner63/02.ogg",
"benny/weapons/stoner63/03.ogg",
},
Accuracy = 1,
Accuracy_Add = 0.4,
Accuracy_Reset = 0.4,
Accuracy_Decay = 12,
})
AddItem( "qbz", {
PrintName = "#Item.qbz.Name",
Description = "#Item.qbz.Description",
Category = "assaultrifle",
Base = "base_firearm",
Model = "models/benny/weapons/testrifle2.mdl",--"models/weapons/w_rif_ar556.mdl",
Model = "models/benny/weapons/test_qbz.mdl",--"models/weapons/w_rif_ar556.mdl",
HoldType = "rifle",
ClipSize = 30,
@ -572,7 +635,7 @@ do -- Rifles
Category = "assaultrifle",
Base = "base_firearm",
Model = "models/benny/weapons/testrifle3.mdl",--"models/weapons/w_rif_m16a2.mdl",
Model = "models/benny/weapons/test_m16a2.mdl",--"models/weapons/w_rif_m16a2.mdl",
HoldType = "rifle",
ClipSize = 30,
@ -603,7 +666,7 @@ do -- SMGs
Category = "smg",
Base = "base_firearm",
Model = "models/benny/weapons/testrifle2.mdl",--"models/weapons/w_rif_ar556.mdl",
Model = "models/benny/weapons/test_tmp.mdl",--"models/weapons/w_rif_ar556.mdl",
HoldType = "handgun",
ClipSize = 20,
@ -621,7 +684,7 @@ do -- SMGs
Category = "smg",
Base = "base_firearm",
Model = "models/benny/weapons/testrifle2.mdl",--"models/weapons/w_rif_ar556.mdl",
Model = "models/benny/weapons/test_mp7.mdl",--"models/weapons/w_rif_ar556.mdl",
HoldType = "handgun",
ClipSize = 20,
@ -639,7 +702,7 @@ do -- SMGs
Category = "smg",
Base = "base_firearm",
Model = "models/benny/weapons/testrifle2.mdl",--"models/weapons/w_rif_ar556.mdl",
Model = "models/benny/weapons/test_mp5k.mdl",--"models/weapons/w_rif_ar556.mdl",
HoldType = "handgun",
ClipSize = 20,
@ -657,7 +720,7 @@ do -- SMGs
Category = "smg",
Base = "base_firearm",
Model = "models/benny/weapons/testrifle2.mdl",--"models/weapons/w_rif_ar556.mdl",
Model = "models/benny/weapons/test_mac10.mdl",--"models/weapons/w_rif_ar556.mdl",
HoldType = "handgun",
ClipSize = 20,

View File

@ -3,6 +3,26 @@ local L = {}
Languages["en-us"] = L
L["Name"] = "English (United States)"
-- Teams
L["#Team.cia.Name"] = "CIA"
L["#Team.cia.Description"] = "CIA black ops, coverup crew"
L["#Team.halo.Name"] = "HALO"
L["#Team.halo.Description"] = "Assassination agency?"
L["#Team.plasof.Name"] = "PLASOF"
L["#Team.plasof.Description"] = "People's Liberation Army Special Operations Forces"
L["#Team.arng.Name"] = "NATIONAL GUARD"
L["#Team.arng.Description"] = "United States National Guard"
L["#Team.militia.Name"] = "MILITIA"
L["#Team.militia.Description"] = "Brazilian militia??? what"
L["#Team.viper.Name"] = "VIPERS"
L["#Team.viper.Description"] = "Gang"
-- Items
L["#Item.mk23.Name"] = "MK.23"
L["#Item.mk23.Description"] = "Special forces sidearm"
@ -15,6 +35,9 @@ L["#Item.qbz.Description"] = "Low-profile bullpup assault rifle"
L["#Item.m16a2.Name"] = "M16A2"
L["#Item.m16a2.Description"] = "Rugged burst rifle"
L["#Item.oicw.Name"] = "OICW"
L["#Item.oicw.Description"] = "Advanced combat rifle"
L["#Item.spas12.Name"] = "SPAS-12"
L["#Item.spas12.Description"] = "Chrome-lined autoshotgun"

View File

@ -3,6 +3,10 @@
-- Your Name is Benny
---------------------
function GM:PlayerInitialSpawn( ply, transiton )
ply:SetTeam( 1 )
end
function GM:PlayerSpawn( ply )
player_manager.SetPlayerClass( ply, "player_benny" )
ply:SetViewOffset( Vector( 0, 0, 64 ) )
@ -26,12 +30,46 @@ function GM:PlayerSpawn( ply )
ply:MakeCharacter()
end
function GM:PlayerPostThink( ply )
if ply:GetTouchedObjective():IsValid() then
if ply:GetTouchedObjectiveTime()+0.1 <= CurTime() then
ply:SetTouchedObjective( NULL )
end
end
end
function GM:PlayerNoClip()
return true
end
local PT = FindMetaTable( "Player" )
concommand.Add("b-cheat_setxp", function( ply, cmd, args )
if !ply or !ply:IsValid() then return end
ply:SetLevel_XP( args[1] )
end)
concommand.Add("b-cheat_rewardxp", function( ply, cmd, args )
if !ply or !ply:IsValid() then return end
ply:RewardXP( args[1] )
end)
function PT:RewardXP( amt )
if CLIENT then return end
--self.amountcollected = (self.amountcollected or 0) + amt
self:SetLevel_XP( self:GetLevel_XP() + amt )
--self:ChatPrint( "Rewarded " .. amt .. " XP" )
end
function PT:RewardScore()
if CLIENT then return end
end
local bgl = {
["benny"] = {
[0] = Vector( 0.275, 0.7, 0.7 ),

View File

@ -31,24 +31,29 @@ STANCE_DUCK = 1
STANCE_PRONE = 2
function PLAYER:SetupDataTables()
self.Player:NetworkVar( "Bool", 0, "Shoulder" )
self.Player:NetworkVar( "Bool", 1, "InDive" )
self.Player:NetworkVar( "Bool", "Shoulder" )
self.Player:NetworkVar( "Bool", "InDive" )
self.Player:NetworkVar( "Int", 0, "JumpBoost" )
self.Player:NetworkVar( "Int", 1, "Health_Blood" )
self.Player:NetworkVar( "Int", 2, "Health_Stamina" )
self.Player:NetworkVar( "Int", 3, "Stance" )
self.Player:NetworkVar( "Int", "JumpBoost" )
self.Player:NetworkVar( "Int", "Health_Blood" )
self.Player:NetworkVar( "Int", "Health_Stamina" )
self.Player:NetworkVar( "Int", "Stance" )
self.Player:NetworkVar( "Int", "Level" )
self.Player:NetworkVar( "Int", "Level_XP" )
self.Player:NetworkVar( "Float", 0, "VaultDebuff" )
self.Player:NetworkVar( "Float", 1, "VaultTransition" )
self.Player:NetworkVar( "Float", 2, "Stamina" )
self.Player:NetworkVar( "Float", 3, "DivedAt" )
self.Player:NetworkVar( "Float", "VaultDebuff" )
self.Player:NetworkVar( "Float", "VaultTransition" )
self.Player:NetworkVar( "Float", "Stamina" )
self.Player:NetworkVar( "Float", "DivedAt" )
self.Player:NetworkVar( "Float", "TouchedObjectiveTime" )
self.Player:NetworkVar( "Vector", 0, "VaultPos1")
self.Player:NetworkVar( "Vector", 1, "VaultPos2")
self.Player:NetworkVar( "Entity", "TouchedObjective" )
self.Player:NetworkVar( "String", 0, "ReqID1")
self.Player:NetworkVar( "String", 1, "ReqID2")
self.Player:NetworkVar( "Vector", "VaultPos1")
self.Player:NetworkVar( "Vector", "VaultPos2")
self.Player:NetworkVar( "String", "ReqID1")
self.Player:NetworkVar( "String", "ReqID2")
end
player_manager.RegisterClass( "player_benny", PLAYER, "player_default" )

View File

@ -28,6 +28,8 @@ AC("inventory.lua")
IN("inventory.lua")
AC("gamestate.lua")
IN("gamestate.lua")
AC("teams.lua")
IN("teams.lua")
AC("debugmenu.lua")
IN("debugmenu.lua")

View File

@ -0,0 +1,122 @@
concommand.Add("b-cheat_setteam", function( ply, cmd, args )
if !ply or !ply:IsValid() then return end
ply:SetTeam( args[1] )
end)
TEAMS = {
{
name = "#Team.cia.Name",
description = "#Team.cia.Description",
factionid = "mp_cia",
id = "CIA",
},
{
name = "#Team.halo.Name",
description = "#Team.halo.Description",
factionid = "mp_halo",
id = "HALO",
},
{
name = "#Team.plasof.Name",
description = "#Team.plasof.Description",
factionid = "mp_plasof",
id = "PLASOF",
},
{
name = "#Team.arng.Name",
description = "#Team.arng.Description",
factionid = "mp_arng",
id = "ARNG",
},
{
name = "#Team.militia.Name",
description = "#Team.militia.Description",
factionid = "mp_militia",
id = "MILITIA",
},
{
name = "#Team.viper.Name",
description = "#Team.viper.Description",
factionid = "mp_viper",
id = "VIPER",
},
{
name = "campaign",
description = "internal campaign faction",
factionid = "campaign",
id = "CAMPAIGN",
},
}
TEAMS_IDtoTeam = {
[TEAMS[1].id] = TEAMS[1],
[TEAMS[2].id] = TEAMS[2],
[TEAMS[3].id] = TEAMS[3],
[TEAMS[4].id] = TEAMS[4],
[TEAMS[5].id] = TEAMS[5],
[TEAMS[6].id] = TEAMS[6],
}
TEAMS_FIDtoTeam = {
[TEAMS[1].factionid] = TEAMS[1],
[TEAMS[2].factionid] = TEAMS[2],
[TEAMS[3].factionid] = TEAMS[3],
[TEAMS[4].factionid] = TEAMS[4],
[TEAMS[5].factionid] = TEAMS[5],
[TEAMS[6].factionid] = TEAMS[6],
}
-- Team 1 is CIA, Team 2 is HALO for now
TEAMS_Placeholder = {
[1] = "benny_playerstart_team1",
[2] = "benny_playerstart_team2",
[3] = "benny_playerstart_team3",
[4] = "benny_playerstart_team4",
[5] = "benny_playerstart_team5",
[6] = "benny_playerstart_team6",
}
TEAMS_Current = {
[1] = 1,
[2] = 2,
}
function GM:CreateTeams()
for index, data in ipairs( TEAMS ) do
team.SetUp( index, data.name, Color( 0, 0, 255 ) )
team.SetSpawnPoint( index, "benny_playerstart_team" .. index )
end
team.SetSpawnPoint( TEAM_SPECTATOR, "worldspawn" )
end
function GM:PlayerSelectSpawn( ply, transition )
if ( transition ) then return end
if BennyGame:GetType() == BG_GTYPE_MP then
local ent = self:PlayerSelectTeamSpawn( ply:Team(), ply )
if IsValid( ent ) then return ent end
end
end
function GM:PlayerSelectTeamSpawn( TeamID, ply )
local SpawnPoints = team.GetSpawnPoints( TeamID )
if ( !SpawnPoints || table.IsEmpty( SpawnPoints ) ) then return end
local ChosenSpawnPoint = nil
for i = 0, 6 do
ChosenSpawnPoint = table.Random( SpawnPoints )
if ( hook.Call( "IsSpawnpointSuitable", GAMEMODE, ply, ChosenSpawnPoint, i == 6 ) ) then
return ChosenSpawnPoint
end
end
return ChosenSpawnPoint
end