Round logic
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c6cd283755
commit
faac326333
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@ -9,45 +9,45 @@
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"settings"
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{
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1
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{
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"name" "cnr_roundlength"
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"text" "Round length (minutes)"
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"help" ""
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"type" "Numeric"
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"default" "3"
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}
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2
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{
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"name" "cnr_roundlength"
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"text" "Haste time (minutes)"
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"help" ""
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"type" "Numeric"
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"default" "1"
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}
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3
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{
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"name" "cnr_maxrounds"
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"text" "Game ends after X rounds"
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"help" ""
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"type" "Numeric"
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"default" "6"
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}
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4
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{
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"name" "cnr_teamswap"
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"text" "Swap teams after X rounds"
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"help" ""
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"type" "Numeric"
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"default" "2"
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}
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5
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{
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"name" "cnr_friendlyfire"
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"text" "Friendly fire"
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"help" "Enable friendly fire"
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"type" "CheckBox"
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"default" "0"
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}
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//1
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//{
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// "name" "cnr_roundlength"
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// "text" "Round length (minutes)"
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// "help" ""
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// "type" "Numeric"
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// "default" "3"
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//}
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//2
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//{
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// "name" "cnr_hastetime"
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// "text" "Haste time (minutes)"
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// "help" ""
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// "type" "Numeric"
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// "default" "1"
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//}
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//3
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//{
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// "name" "cnr_maxrounds"
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// "text" "Game ends after X rounds"
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// "help" ""
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// "type" "Numeric"
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// "default" "6"
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//}
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//4
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//{
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// "name" "cnr_teamswap"
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// "text" "Swap teams after X rounds"
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// "help" ""
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// "type" "Numeric"
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// "default" "2"
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//}
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//5
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//{
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// "name" "cnr_friendlyfire"
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// "text" "Friendly fire"
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// "help" "Enable friendly fire"
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// "type" "CheckBox"
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// "default" "0"
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//}
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}
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}
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@ -0,0 +1,22 @@
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AddCSLuaFile()
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ENT.Type = "point"
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function ENT:SetupDataTables()
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self:NetworkVar( "Float", 0, "RoundStartedAt" )
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self:NetworkVar( "Float", 1, "PregameStartedAt" )
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self:NetworkVar( "Float", 2, "RoundFinishedAt" )
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self:NetworkVar( "Int", 0, "State" )
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self:NetworkVar( "Int", 1, "RoundNumber" )
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self:NetworkVar( "Int", 2, "Money" )
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end
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function ENT:Initialize()
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self:AddEFlags( EFL_FORCE_CHECK_TRANSMIT )
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end
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function ENT:UpdateTransmitState()
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return TRANSMIT_ALWAYS
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end
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@ -34,6 +34,61 @@ surface.CreateFont( "CNR_HUD_4", {
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weight = 0,
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})
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local special1 = {
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normal = 12,
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colon = 5,
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clean1 = 2,
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}
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local special2 = {
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normal = 16+4,
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colon = 0,
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clean1 = 6,
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}
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function MonoDraw( text, font, x, y, color, rightalign, special )
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local s = ScreenScaleH
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local bump = 0
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text = tostring(text)
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if rightalign then
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local ogbump = 0
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for i=1, #text do
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local td = text[i]
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if td == ":" or td == "," or td == "." then
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ogbump = ogbump + special.colon
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else
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ogbump = ogbump + special.normal
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end
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end
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x = x - s(ogbump)
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end
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for i=1, #text do
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local td = text[i]
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local clean = 0
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if td == "1" then
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clean = special.clean1
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end
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draw.SimpleText( td, font, x + s(bump) + s(clean), y, color )
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if td == ":" or td == "," or td == "." then
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bump = bump + special.colon
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else
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bump = bump + special.normal
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end
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end
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end
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-- State Look-up Table
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local slut = {
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[0] = "UNINIT",
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[1] = "WAITING",
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[2] = "PRE-GAME",
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[3] = "TIME",
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[4] = "POST-GAME",
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}
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local gamelogic = NULL
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hook.Add("HUDPaint", "CNR_HUD", function()
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local p, sw, sh = LocalPlayer(), ScrW(), ScrH()
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local c = sw/2
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@ -45,13 +100,21 @@ hook.Add("HUDPaint", "CNR_HUD", function()
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local w = p:GetActiveWeapon()
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w = IsValid(w) and w or false
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if !gamelogic:IsValid() then
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for i, ent in ents.Iterator() do
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if ( ent:GetClass() == "cnr_logic" ) then gamelogic = ent print("Located CNR game logic entity") break end
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end
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end
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do
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local b_w, b_h = s(64+8), s(64)
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local b_x, b_y = c1, sh - b_h - s(16)
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surface.SetDrawColor( color_white )
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surface.DrawRect( b_x, b_y, b_w, b_h )
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draw.SimpleText( "HP", "CNR_HUD_1", c1 + b, sh - s(64+12), color_black )
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draw.SimpleText( p:Health(), "CNR_HUD_2", c1 + b, sh - s(64), color_black )
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local dumbfuck = tostring(p:Health()):Left(1) == "1" and s(4) or 0
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MonoDraw( p:Health(), "CNR_HUD_2", c1 + b - dumbfuck, sh - s(64), color_black, false, special2 )
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end
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if w then
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@ -60,76 +123,36 @@ hook.Add("HUDPaint", "CNR_HUD", function()
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surface.SetDrawColor( color_white )
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surface.DrawRect( b_x, b_y, b_w, b_h )
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draw.SimpleText( "AMMO", "CNR_HUD_1", c2 - b, sh - s(64+12), color_black, TEXT_ALIGN_RIGHT )
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draw.SimpleText( w:Clip1(), "CNR_HUD_2", c2 - b, sh - s(64), color_black, TEXT_ALIGN_RIGHT )
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MonoDraw( w:Clip1(), "CNR_HUD_2", c2 - b, sh - s(64), color_black, true, special2 )
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end
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local state = gamelogic:GetState()
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do
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local b_w, b_h = s(64+8), s(42)
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local b_x, b_y = c1, s(16)
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surface.SetDrawColor( color_white )
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surface.DrawRect( b_x, b_y, b_w, b_h )
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draw.SimpleText( "TIME", "CNR_HUD_3", b_x + b, b_y + s(4), color_black, TEXT_ALIGN_LEFT )
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draw.SimpleText( slut[ gamelogic:GetState() ], "CNR_HUD_3", b_x + b, b_y + s(4), color_black, TEXT_ALIGN_LEFT )
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local fuckhead = ""
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fuckhead = string.FormattedTime( -CurTime()*100, "%02i:%02i")
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local bump = 0
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for i=1, #fuckhead do
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local damnit = b_x + b
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local clean = 0
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if fuckhead[i] == "1" then
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clean = 2
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end
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draw.SimpleText( fuckhead[i], "CNR_HUD_4", damnit + s(bump) + s(clean), b_y + s(12), color_black, TEXT_ALIGN_LEFT )
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if fuckhead[i] == ":" then
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bump = bump + 5
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else
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bump = bump + 12
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end
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local ltime = LOGIC:GetTimeLeft()
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if ltime > 60 then
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fuckhead = string.FormattedTime( LOGIC:GetTimeLeft(), "%02i:%02i")
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else
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fuckhead = string.FormattedTime( ltime )
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fuckhead = string.format( "%02i.%02i", fuckhead.s, fuckhead.ms )
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end
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MonoDraw( fuckhead, "CNR_HUD_4", b_x + b, b_y + s(12), color_black, false, special1 )
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end
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do
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if state == STATE_INGAME or state == STATE_POSTGAME then
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local b_w, b_h = s(172), s(30)
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local b_x, b_y = c1, s(16) + b + s(42)
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surface.SetDrawColor( color_white )
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surface.DrawRect( b_x, b_y, b_w, b_h )
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draw.SimpleText( "$", "CNR_HUD_3", b_x + b, b_y + s(8), color_black, TEXT_ALIGN_LEFT )
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local fuckhead = ""
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fuckhead = math.Round(CurTime()*100)
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local fuckhead = gamelogic:GetMoney()
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fuckhead = string.Comma( fuckhead )
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local originalbump = 0
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for i=1, #fuckhead do
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if fuckhead[i] == "," then
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originalbump = originalbump + s(6)
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else
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originalbump = originalbump + s(12)
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end
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end
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local whatever = b_x + b_w - b - originalbump
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local bump = 0
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for i=1, #fuckhead do
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local damnit = whatever + s(bump)
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local clean = 0
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if fuckhead[i] == "1" then
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clean = 4
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elseif fuckhead[i] == "2" then
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clean = 0
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end
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draw.SimpleText( fuckhead[i], "CNR_HUD_4", damnit + s(clean), b_y, color_black, TEXT_ALIGN_LEFT )
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if fuckhead[i] == "," then
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bump = bump + 6
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else
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bump = bump + 12
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end
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end
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MonoDraw( fuckhead, "CNR_HUD_4", b_x + b_w - b, b_y, color_black, true, special1 )
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end
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end)
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@ -0,0 +1,109 @@
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CONVARS = {}
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CONVARS["friendlyfire"] = CreateConVar( "cnr_friendlyfire", 0, FCVAR_ARCHIVE + FCVAR_REPLICATED, "Whether shooting friendlies hurts them", 0, 1 )
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CONVARS["time_round"] = CreateConVar( "cnr_time_round", 3*60, FCVAR_ARCHIVE + FCVAR_REPLICATED, "Length of a round in seconds" )
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CONVARS["time_haste"] = CreateConVar( "cnr_time_haste", 1*60, FCVAR_ARCHIVE + FCVAR_REPLICATED, "Time before the round ends to enable haste mode in seconds" )
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CONVARS["time_pregame"] = CreateConVar( "cnr_time_pregame", 5, FCVAR_ARCHIVE + FCVAR_REPLICATED, "Time before the round starts in seconds" )
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CONVARS["time_postgame"] = CreateConVar( "cnr_time_postgame", 5, FCVAR_ARCHIVE + FCVAR_REPLICATED, "Time before the round restarts in seconds" )
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CONVARS["rounds_swap"] = CreateConVar( "cnr_rounds_swap", 2, FCVAR_ARCHIVE + FCVAR_REPLICATED, "Rounds before teams swap" )
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CONVARS["rounds_max"] = CreateConVar( "cnr_rounds_max", 6, FCVAR_ARCHIVE + FCVAR_REPLICATED, "Maximum rounds before match finishes", 1 )
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STATE_UNINITIALIZED = 0
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STATE_WAITINGFORPLAYERS = 1
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STATE_PREGAME = 2
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STATE_INGAME = 3
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STATE_POSTGAME = 4
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if SERVER then
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gamelogic = NULL
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hook.Add( "Think", "CNR_GameLogic", function()
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if !gamelogic:IsValid() then
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for i, ent in ents.Iterator() do
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if ( ent:GetClass() == "cnr_logic" ) then gamelogic = ent print("Located CNR game logic entity") break end
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end
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if !gamelogic:IsValid() then
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gamelogic = ents.Create( "cnr_logic" )
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assert( gamelogic:IsValid(), "Failed to create CNR game logic entity." )
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gamelogic:Spawn()
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print("Created CNR game logic entity")
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end
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end
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local state = gamelogic:GetState()
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if state == STATE_UNINITIALIZED then
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-- Initialize
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state = STATE_WAITINGFORPLAYERS
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end
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local willingplayers = #player.GetAll()
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if state == STATE_WAITINGFORPLAYERS then
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if willingplayers >= 2 then
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-- Begin pregame
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state = STATE_PREGAME
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gamelogic:SetPregameStartedAt( RealTime() )
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end
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end
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if state == STATE_PREGAME then
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if willingplayers < 2 then
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-- Cancel pregame
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state = STATE_WAITINGFORPLAYERS
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gamelogic:SetPregameStartedAt( 0 )
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elseif (gamelogic:GetPregameStartedAt() + CONVARS["time_pregame"]:GetInt()) <= RealTime() then
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-- Begin round
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state = STATE_INGAME
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gamelogic:SetRoundStartedAt( RealTime() )
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gamelogic:SetMoney( 0 )
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end
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end
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if state == STATE_INGAME then
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gamelogic:SetMoney( gamelogic:GetMoney() + 1000 )
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if (gamelogic:GetRoundStartedAt() + CONVARS["time_round"]:GetInt()) <= RealTime() then
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state = STATE_POSTGAME
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gamelogic:SetRoundFinishedAt( RealTime() )
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end
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end
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if state == STATE_POSTGAME then
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if (gamelogic:GetRoundFinishedAt() + CONVARS["time_postgame"]:GetInt()) <= RealTime() then
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state = STATE_PREGAME
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gamelogic:SetPregameStartedAt( RealTime() )
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end
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end
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gamelogic:SetState( state )
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end )
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end
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LOGIC = {}
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function LOGIC:GetLogic()
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for i, ent in ents.Iterator() do
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if ( ent:GetClass() == "cnr_logic" ) then return ent end
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end
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if SERVER then
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gamelogic = ents.Create( "cnr_logic" )
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assert( gamelogic:IsValid(), "Failed to create CNR game logic entity." )
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gamelogic:Spawn()
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print("Created CNR game logic entity")
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end
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end
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function LOGIC:GetTimeLeft()
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local gamelogic = LOGIC:GetLogic()
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if gamelogic:GetState() == STATE_PREGAME then
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local time = CONVARS["time_pregame"]:GetInt()
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return ( gamelogic:GetPregameStartedAt() + time ) - RealTime(), time
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elseif gamelogic:GetState() == STATE_INGAME then
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local time = CONVARS["time_round"]:GetInt()
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return ( gamelogic:GetRoundStartedAt() + time ) - RealTime(), time
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elseif gamelogic:GetState() == STATE_POSTGAME then
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local time = CONVARS["time_postgame"]:GetInt()
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return ( gamelogic:GetRoundFinishedAt() + time ) - RealTime(), time
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else
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return 0, 0
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end
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end
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@ -13,6 +13,9 @@ end
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AddCSLuaFile("player_class_cnr.lua")
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include ("player_class_cnr.lua")
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AddCSLuaFile("logic.lua")
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include ("logic.lua")
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function GM:Initialize()
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-- Do stuff
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end
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@ -132,3 +135,4 @@ concommand.Add( "cnr_cheat_weapons", function( p )
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end)
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-- Include module loader here
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