Compare commits
3 Commits
main
...
doing-this
Author | SHA1 | Date |
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Fesiug | b1677862af | |
Fesiug | dd005f58f9 | |
Fesiug | bf3d48b3b6 |
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# Auto detect text files and perform LF normalization
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* text=auto
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*.ogg filter=lfs diff=lfs merge=lfs -text
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*.wav filter=lfs diff=lfs merge=lfs -text
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*.mdl filter=lfs diff=lfs merge=lfs -text
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*.dx90.vtx filter=lfs diff=lfs merge=lfs -text
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*.phy filter=lfs diff=lfs merge=lfs -text
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*.vvd filter=lfs diff=lfs merge=lfs -text
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*.png filter=lfs diff=lfs merge=lfs -text
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*.vtf filter=lfs diff=lfs merge=lfs -text
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*.dx80.vtx
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*.sw.vtx
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{
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"folders": [
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{
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"path": "."
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}
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],
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"settings": {
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"editor.detectIndentation": false,
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"editor.insertSpaces": false
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},
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"extensions": {
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"recommendations": [
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"venner.vscode-glua-enhanced"
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]
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}
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}
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include("shared.lua")
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BIN
gamemodes/copsnrobbers/content/sound/cnr/impact/confirm-01.ogg (Stored with Git LFS)
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gamemodes/copsnrobbers/content/sound/cnr/impact/confirm-01.ogg (Stored with Git LFS)
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gamemodes/copsnrobbers/content/sound/cnr/impact/confirm-02.ogg (Stored with Git LFS)
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gamemodes/copsnrobbers/content/sound/cnr/impact/confirm-02.ogg (Stored with Git LFS)
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gamemodes/copsnrobbers/content/sound/cnr/impact/confirm-03.ogg (Stored with Git LFS)
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gamemodes/copsnrobbers/content/sound/cnr/impact/confirm-03.ogg (Stored with Git LFS)
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gamemodes/copsnrobbers/content/sound/cnr/impact/confirm-04.ogg (Stored with Git LFS)
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gamemodes/copsnrobbers/content/sound/cnr/impact/confirm-04.ogg (Stored with Git LFS)
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gamemodes/copsnrobbers/content/sound/cnr/impact/confirm-05.ogg (Stored with Git LFS)
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gamemodes/copsnrobbers/content/sound/cnr/impact/confirm-05.ogg (Stored with Git LFS)
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gamemodes/copsnrobbers/content/sound/cnr/impact/confirm-06.ogg (Stored with Git LFS)
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gamemodes/copsnrobbers/content/sound/cnr/impact/confirm-06.ogg (Stored with Git LFS)
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gamemodes/copsnrobbers/content/sound/cnr/impact/confirm-07.ogg (Stored with Git LFS)
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gamemodes/copsnrobbers/content/sound/cnr/impact/confirm-07.ogg (Stored with Git LFS)
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gamemodes/copsnrobbers/content/sound/cnr/impact/flesh-01.ogg (Stored with Git LFS)
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gamemodes/copsnrobbers/content/sound/cnr/impact/flesh-01.ogg (Stored with Git LFS)
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gamemodes/copsnrobbers/content/sound/cnr/impact/flesh-02.ogg (Stored with Git LFS)
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gamemodes/copsnrobbers/content/sound/cnr/impact/flesh-02.ogg (Stored with Git LFS)
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gamemodes/copsnrobbers/content/sound/cnr/impact/flesh-03.ogg (Stored with Git LFS)
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gamemodes/copsnrobbers/content/sound/cnr/impact/flesh-03.ogg (Stored with Git LFS)
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gamemodes/copsnrobbers/content/sound/cnr/impact/flesh-04.ogg (Stored with Git LFS)
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gamemodes/copsnrobbers/content/sound/cnr/impact/flesh-04.ogg (Stored with Git LFS)
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gamemodes/copsnrobbers/content/sound/cnr/impact/flesh-05.ogg (Stored with Git LFS)
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gamemodes/copsnrobbers/content/sound/cnr/impact/flesh-05.ogg (Stored with Git LFS)
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gamemodes/copsnrobbers/content/sound/cnr/impact/flesh-06.ogg (Stored with Git LFS)
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gamemodes/copsnrobbers/content/sound/cnr/impact/flesh-06.ogg (Stored with Git LFS)
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gamemodes/copsnrobbers/content/sound/cnr/impact/flesh-07.ogg (Stored with Git LFS)
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gamemodes/copsnrobbers/content/sound/cnr/impact/flesh-07.ogg (Stored with Git LFS)
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gamemodes/copsnrobbers/content/sound/cnr/impact/flesh-08.ogg (Stored with Git LFS)
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gamemodes/copsnrobbers/content/sound/cnr/impact/flesh-08.ogg (Stored with Git LFS)
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"cg"
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{
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"base" "base"
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"title" "Cops 'n Robbers"
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"maps" "^cnr_"
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"category" "pvp"
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"menusystem" "1"
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// "workshopid" "0"
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"settings"
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{
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}
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}
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@ -1,28 +0,0 @@
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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, "Round" )
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self:NetworkVar( "Int", 2, "Money" )
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self:NetworkVar( "Int", 3, "SwappedAtRound" )
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self:NetworkVar( "Bool", 0, "TeamSwap" )
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self:SetRound( 1 )
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self:SetSwappedAtRound( 1 )
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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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@ -1,17 +0,0 @@
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function SWEP:GetViewModelPosition( pos, ang )
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local p = self:GetOwner()
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local speed = math.Clamp( p:GetVelocity():Length2D()/320, 0, 1 )
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local newpos, newang = Vector( pos ), Angle( ang )
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newpos:Add( ang:Right() * self.ActivePos.x )
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newpos:Add( ang:Forward() * self.ActivePos.y )
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newpos:Add( ang:Up() * self.ActivePos.z )
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newpos:Add( ang:Right() * 1 * math.sin( CurTime() * math.pi * 2 ) * speed )
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newpos:Add( ang:Up() * -0.25 * math.abs( math.sin( CurTime() * math.pi * 2 ) ) * speed )
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return newpos, newang
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end
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@ -1,21 +0,0 @@
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function SWEP:SendAnim( anim )
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if !self:GetOwner():IsValid() then return 0 end
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local vm = self:GetOwner():GetViewModel()
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if !vm:IsValid() then return 0 end
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if !self.Animations then return 0 end
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local AnimData = self.Animations[anim]
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if !AnimData then return 0 end
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vm:SendViewModelMatchingSequence( vm:LookupSequence(AnimData.Source) )
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if AnimData.Delay_Reload then
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self:SetDelayReload( CurTime() + AnimData.Delay_Reload )
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end
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if AnimData.Delay_Refill then
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self:SetRefillTime( CurTime() + AnimData.Delay_Refill )
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end
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return vm:SequenceDuration()
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end
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@ -1,27 +0,0 @@
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function SWEP:Reload()
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if self:GetDelay() > CurTime() then
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return false
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end
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if self:GetDelayReload() > CurTime() then
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return false
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end
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if self:GetShotgunReloading() == 1 then
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return false
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end
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if self:Clip1() >= self.Primary.ClipSize then
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return false
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end
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if self.ShotgunReloading then
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self:SendWeaponAnim( ACT_SHOTGUN_RELOAD_START )
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self:GetOwner():GetViewModel():SetPlaybackRate( 2.5 )
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self:SetDelayReload( CurTime() + 0.1 )
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self:SetShotgunReloading( 1 )
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else
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self:SendAnim( "reload" )
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--self:SetDelayReload( CurTime() + animtime*0.9 )
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--self:SetRefillTime( CurTime() + animtime*0.5 )
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end
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return true
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end
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function SWEP:Spread()
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local spread = self:GetBubbleSpread()
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spread = Lerp( spread, self.SpreadStart, self.SpreadEnd )
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return spread
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end
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function SWEP:PrimaryAttack( mine )
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if self:GetDelay() > CurTime() then
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return false
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end
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if self:GetDelayReload() > CurTime() then
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return false
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end
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if self:Clip1() == 0 then
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self:EmitSound( "weapons/clipempty_rifle.wav", 60, 100, 1, CHAN_STATIC )
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self:SetDelay( CurTime() + self.Delay )
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return false
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end
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if self:GetBurstCount() >= self.MaxBurst then
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return false
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end
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self:SetDelay( CurTime() + self.Delay )
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self:SetBurstCount( self:GetBurstCount() + 1 )
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self:SendAnim( "fire" )
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self:SetClip1( self:Clip1() - 1 )
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self:EmitSound( self.Sound_Fire[ math.random( 1, #self.Sound_Fire ) ], 80, 100, 1, CHAN_STATIC )
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self:EmitSound( self.Sound_Mech[ math.random( 1, #self.Sound_Mech ) ], 60, 100, 0.125, CHAN_BODY )
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local dir = self:GetOwner():EyeAngles()
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local newdir = Vector()
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local spread = math.rad( self:Spread() )
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do
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local radius = util.SharedRandom("CNR_WepRand1_" .. 1, 0, 1 )
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local theta = util.SharedRandom("CNR_WepRand2_" .. 1, 0, math.rad(360) )
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local x = radius * math.sin(theta)
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local y = radius * math.cos(theta)
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newdir:Set( dir:Forward() + (dir:Right() * spread * x) + (dir:Up() * spread * y) )
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end
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self:FireBullets( {
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Attacker = self:GetOwner(),
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Tracer = 1,
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Damage = self.DamageClose,
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Force = 1,
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Num = 1,
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Dir = newdir,
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Spread = vector_origin,
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Src = self:GetOwner():EyePos(),
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Callback = function( attacker, tr, dmginfo )
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end
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})
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do
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if ( !game.SinglePlayer() and CLIENT and IsFirstTimePredicted() ) then
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local recoil = {}
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recoil.up = util.SharedRandom( "CNR_WepRecoil", -1, 1 ) * self.RecoilUp
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recoil.speed = math.max( 1, self.RecoilSpeed ) -- how much to move in a second
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recoil.dist = Lerp( self:GetBubbleRecoil(), self.RecoilDistStart, self.RecoilDistEnd ) -- total distance to travel
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--recoil.up2 = recoil.up + 180
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--recoil.speed2 = recoil.speed * 0.25
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--recoil.dist2 = recoil.dist
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table.insert( self.RecoilTable, recoil )
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end
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end
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return true
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end
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function SWEP:SecondaryAttack()
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return true
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end
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@ -1,63 +0,0 @@
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SWEP.RecoilTable = {}
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function SWEP:Think()
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local p = self:GetOwner()
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if CLIENT and IsFirstTimePredicted() then
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for i, data in pairs( self.RecoilTable ) do
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local ft = FrameTime()
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local diff = data.dist - math.Approach( data.dist, 0, ft * data.speed )
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data.dist = math.Approach( data.dist, 0, ft * data.speed )
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local m_p, m_y = math.cos(math.rad(data.up)), math.sin(math.rad(data.up))
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local p_p, p_y = m_p * diff, m_y * diff
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p:SetEyeAngles( p:EyeAngles() - Angle( p_p, p_y, 0 ) )
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if data.up2 then
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if data.dist == 0 then
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local diff = data.dist2 - math.Approach( data.dist2, 0, ft * data.speed2 )
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data.dist2 = math.Approach( data.dist2, 0, ft * data.speed2 )
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local m_p, m_y = math.cos(math.rad(data.up2)), math.sin(math.rad(data.up2))
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local p_p, p_y = m_p * diff, m_y * diff
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p:SetEyeAngles( p:EyeAngles() - Angle( p_p, p_y, 0 ) )
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end
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if data.dist2 == 0 then
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self.RecoilTable[i] = nil
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end
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else
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if data.dist == 0 then
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self.RecoilTable[i] = nil
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end
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end
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end
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end
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if !p:KeyDown( IN_ATTACK ) then
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self:SetBurstCount( 0 )
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end
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local up = self:GetDelay() > CurTime()-engine.TickInterval()
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self:SetBubbleSpread( math.Approach( self:GetBubbleSpread(), up and 1 or 0, FrameTime()/(up and self.BubbleSpreadUp or self.BubbleSpreadDown) ) )
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self:SetBubbleRecoil( math.Approach( self:GetBubbleRecoil(), up and 1 or 0, FrameTime()/(up and self.BubbleRecoilUp or self.BubbleRecoilDown) ) )
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if self:GetRefillTime() != -1 and CurTime() >= self:GetRefillTime() then
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self:SetClip1( self.ShotgunReloading and (self:Clip1() + 1) or self.Primary.ClipSize )
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self:SetRefillTime( -1 )
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end
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if self:GetShotgunReloading() == 1 then
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if p:KeyDown( IN_ATTACK ) or (self:GetDelayReload() <= CurTime() and self:Clip1() == self.Primary.ClipSize) then
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self:SendAnim( "reload_start" )
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self:SetRefillTime( -1 )
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self:SetShotgunReloading( 0 )
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else
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if self:GetDelayReload() <= CurTime() then
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self:SendAnim( "reload" )
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end
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end
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end
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end
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@ -1,97 +0,0 @@
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SWEP.Base = "weapon_base"
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SWEP.PrintName = "CNR weapon base"
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SWEP.Slot = 5
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SWEP.ViewModel = "models/weapons/cstrike/c_rif_ak47.mdl"
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SWEP.ViewModelFOV = 90
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SWEP.UseHands = true
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SWEP.WorldModel = "models/weapons/w_rif_ak47.mdl"
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SWEP.Sound_Fire = {
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"cnr/weapons/m4a1/fire-01.ogg",
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"cnr/weapons/m4a1/fire-02.ogg",
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"cnr/weapons/m4a1/fire-03.ogg",
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}
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SWEP.Sound_Mech = {
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"cnr/weapons/mech-01.ogg",
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"cnr/weapons/mech-02.ogg",
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"cnr/weapons/mech-03.ogg",
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"cnr/weapons/mech-04.ogg",
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"cnr/weapons/mech-05.ogg",
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"cnr/weapons/mech-06.ogg",
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}
|
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|
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SWEP.Delay = ( 60 / 900 )
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SWEP.MaxBurst = math.huge
|
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SWEP.ActivePos = vector_origin--Vector( 2, -2, -2 )
|
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|
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SWEP.BubbleSpreadUp = 0.8
|
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SWEP.BubbleRecoilUp = 0.8
|
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SWEP.BubbleSpreadDown = 0.2
|
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SWEP.BubbleRecoilDown = 0.2
|
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|
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SWEP.SpreadStart = 0
|
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SWEP.SpreadEnd = 10
|
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|
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SWEP.RecoilUp = 33
|
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SWEP.RecoilSpeed = 90
|
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SWEP.RecoilDistStart = 1
|
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SWEP.RecoilDistEnd = 10
|
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SWEP.RecoilDistFunc = math.ease.InExpo
|
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|
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SWEP.Primary.Ammo = "pistol"
|
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SWEP.Primary.ClipSize = 0
|
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SWEP.Primary.DefaultClip = 0
|
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SWEP.Primary.Automatic = true
|
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SWEP.Secondary.Ammo = "none"
|
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SWEP.Secondary.ClipSize = -1
|
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SWEP.Secondary.DefaultClip = 0
|
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SWEP.Secondary.Automatic = true
|
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|
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AddCSLuaFile("sh_think.lua")
|
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include ("sh_think.lua")
|
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|
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AddCSLuaFile("sh_shoot.lua")
|
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include ("sh_shoot.lua")
|
||||
|
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AddCSLuaFile("sh_reload.lua")
|
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include ("sh_reload.lua")
|
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|
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AddCSLuaFile("sh_animate.lua")
|
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include ("sh_animate.lua")
|
||||
|
||||
AddCSLuaFile("cl_vm.lua")
|
||||
if CLIENT then
|
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include ("cl_vm.lua")
|
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end
|
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|
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function SWEP:Initialize()
|
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self:SetClip1( self.Primary.ClipSize )
|
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end
|
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|
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function SWEP:SetupDataTables()
|
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self:NetworkVar( "Float", 0, "Delay" )
|
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self:NetworkVar( "Float", 1, "DelayReload" )
|
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self:NetworkVar( "Float", 2, "DelayDeploy" )
|
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self:NetworkVar( "Float", 3, "RefillTime" )
|
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self:NetworkVar( "Float", 4, "BubbleSpread" )
|
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self:NetworkVar( "Float", 5, "BubbleRecoil" )
|
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self:NetworkVar( "Int", 0, "BurstCount" )
|
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self:NetworkVar( "Int", 1, "ShotgunReloading" )
|
||||
|
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self:SetRefillTime( -1 )
|
||||
end
|
||||
|
||||
SWEP.m_WeaponDeploySpeed = 10
|
||||
SWEP.BobScale = 0
|
||||
SWEP.SwayScale = 0
|
||||
function SWEP:Deploy()
|
||||
self:SendAnim( "draw" )
|
||||
return true
|
||||
end
|
||||
function SWEP:Holster()
|
||||
self:SetRefillTime( -1 )
|
||||
return true
|
||||
end
|
|
@ -1,37 +0,0 @@
|
|||
|
||||
SWEP.Base = "cnr"
|
||||
|
||||
SWEP.PrintName = "CV-74"
|
||||
SWEP.Slot = 0
|
||||
|
||||
SWEP.ViewModel = "models/weapons/cstrike/c_rif_ak47.mdl"
|
||||
SWEP.ViewModelFOV = 90
|
||||
SWEP.WorldModel = "models/weapons/w_rif_ak47.mdl"
|
||||
SWEP.ActivePos = Vector( 1, -8, -1 )
|
||||
|
||||
SWEP.Sound_Fire = {
|
||||
"cnr/weapons/ak47/fire-01.ogg",
|
||||
"cnr/weapons/ak47/fire-02.ogg",
|
||||
"cnr/weapons/ak47/fire-03.ogg",
|
||||
}
|
||||
|
||||
SWEP.Primary.ClipSize = 30
|
||||
SWEP.Delay = ( 60 / 700 )
|
||||
SWEP.DamageClose = 25
|
||||
SWEP.DamageFar = 13
|
||||
|
||||
SWEP.BubbleSpreadUp = 0.9
|
||||
SWEP.BubbleRecoilUp = 0.9
|
||||
SWEP.BubbleSpreadDown = 0.3
|
||||
SWEP.BubbleRecoilDown = 0.3
|
||||
|
||||
SWEP.SpreadStart = 0
|
||||
SWEP.SpreadEnd = 10
|
||||
|
||||
SWEP.RecoilUp = 55
|
||||
SWEP.RecoilSpeed = 90
|
||||
SWEP.RecoilDistStart = 1
|
||||
SWEP.RecoilDistEnd = 10
|
||||
|
||||
-- Model source:
|
||||
-- https://gamebanana.com/mods/209669
|
|
@ -1,35 +0,0 @@
|
|||
|
||||
SWEP.Base = "cnr"
|
||||
|
||||
SWEP.PrintName = "CAL.50"
|
||||
SWEP.Slot = 1
|
||||
|
||||
SWEP.ViewModel = "models/weapons/cstrike/c_pist_deagle.mdl"
|
||||
SWEP.ViewModelFOV = 90
|
||||
SWEP.WorldModel = "models/weapons/w_pist_deagle.mdl"
|
||||
SWEP.ActivePos = Vector( 1, -8, -1 )
|
||||
|
||||
SWEP.Sound_Fire = {
|
||||
"cnr/weapons/mossberg/fire-01.ogg",
|
||||
"cnr/weapons/mossberg/fire-02.ogg",
|
||||
"cnr/weapons/mossberg/fire-03.ogg",
|
||||
}
|
||||
|
||||
SWEP.Primary.ClipSize = 7
|
||||
SWEP.Delay = ( 60 / 200 )
|
||||
SWEP.MaxBurst = 1
|
||||
SWEP.DamageClose = 44
|
||||
SWEP.DamageFar = 44
|
||||
|
||||
SWEP.BubbleSpreadUp = 0.01
|
||||
SWEP.BubbleRecoilUp = 0.01
|
||||
SWEP.BubbleSpreadDown = 0.75
|
||||
SWEP.BubbleRecoilDown = 0.75
|
||||
|
||||
SWEP.SpreadStart = 0.2
|
||||
SWEP.SpreadEnd = 15
|
||||
|
||||
SWEP.RecoilUp = 33
|
||||
SWEP.RecoilSpeed = 30/0.1
|
||||
SWEP.RecoilDistStart = 20
|
||||
SWEP.RecoilDistEnd = 20
|
|
@ -1,38 +0,0 @@
|
|||
|
||||
SWEP.Base = "cnr"
|
||||
|
||||
SWEP.PrintName = "CAL.9"
|
||||
SWEP.Slot = 1
|
||||
|
||||
SWEP.ViewModel = "models/weapons/cstrike/c_pist_glock18.mdl"
|
||||
SWEP.ViewModelFOV = 90
|
||||
SWEP.WorldModel = "models/weapons/w_pist_glock18.mdl"
|
||||
SWEP.ActivePos = Vector( 1, -8, -1 )
|
||||
|
||||
SWEP.Sound_Fire = {
|
||||
"cnr/weapons/glock/fire-01.ogg",
|
||||
"cnr/weapons/glock/fire-02.ogg",
|
||||
"cnr/weapons/glock/fire-03.ogg",
|
||||
}
|
||||
|
||||
SWEP.Primary.ClipSize = 17
|
||||
SWEP.Delay = ( 60 / 500 )
|
||||
SWEP.MaxBurst = 1
|
||||
SWEP.DamageClose = 22
|
||||
SWEP.DamageFar = 11
|
||||
|
||||
SWEP.BubbleSpreadUp = 0.2
|
||||
SWEP.BubbleRecoilUp = 0.2
|
||||
SWEP.BubbleSpreadDown = 0.3
|
||||
SWEP.BubbleRecoilDown = 0.2
|
||||
|
||||
SWEP.SpreadStart = 1
|
||||
SWEP.SpreadEnd = 3
|
||||
|
||||
SWEP.RecoilUp = 45
|
||||
SWEP.RecoilSpeed = 40
|
||||
SWEP.RecoilDistStart = 2
|
||||
SWEP.RecoilDistEnd = 5
|
||||
|
||||
-- Model source:
|
||||
-- https://gamebanana.com/mods/206952
|
|
@ -1,34 +0,0 @@
|
|||
|
||||
SWEP.Base = "cnr"
|
||||
|
||||
SWEP.PrintName = "REPT-499"
|
||||
SWEP.Slot = 0
|
||||
|
||||
SWEP.ViewModel = "models/weapons/cstrike/c_mach_m249para.mdl"
|
||||
SWEP.ViewModelFOV = 90
|
||||
SWEP.WorldModel = "models/weapons/w_mach_m249para.mdl"
|
||||
SWEP.ActivePos = Vector( 2, -2, -2 )
|
||||
|
||||
SWEP.Sound_Fire = {
|
||||
"cnr/weapons/m249/fire-01.ogg",
|
||||
"cnr/weapons/m249/fire-02.ogg",
|
||||
"cnr/weapons/m249/fire-03.ogg",
|
||||
}
|
||||
|
||||
SWEP.Primary.ClipSize = 60
|
||||
SWEP.Delay = ( 60 / 900 )
|
||||
SWEP.DamageClose = 25
|
||||
SWEP.DamageFar = 13
|
||||
|
||||
SWEP.BubbleSpreadUp = 2
|
||||
SWEP.BubbleRecoilUp = 2
|
||||
SWEP.BubbleSpreadDown = 0.7
|
||||
SWEP.BubbleRecoilDown = 0.7
|
||||
|
||||
SWEP.SpreadStart = 0.1
|
||||
SWEP.SpreadEnd = 4
|
||||
|
||||
SWEP.RecoilUp = 33
|
||||
SWEP.RecoilSpeed = 60
|
||||
SWEP.RecoilDistStart = 0.5
|
||||
SWEP.RecoilDistEnd = 10
|
|
@ -1,44 +0,0 @@
|
|||
|
||||
SWEP.Base = "cnr"
|
||||
|
||||
SWEP.PrintName = "N4A4"
|
||||
SWEP.Slot = 0
|
||||
|
||||
SWEP.ViewModel = "models/cnr/m4a1_view.mdl"
|
||||
SWEP.ViewModelFOV = 74
|
||||
SWEP.WorldModel = "models/weapons/w_rif_m4a1.mdl"
|
||||
SWEP.ActivePos = vector_origin
|
||||
|
||||
SWEP.Sound_Fire = {
|
||||
"cnr/weapons/m4a1/fire-01.ogg",
|
||||
"cnr/weapons/m4a1/fire-02.ogg",
|
||||
"cnr/weapons/m4a1/fire-03.ogg",
|
||||
}
|
||||
|
||||
SWEP.Primary.ClipSize = 30
|
||||
SWEP.Delay = ( 60 / 900 )
|
||||
SWEP.DamageClose = 25
|
||||
SWEP.DamageFar = 13
|
||||
|
||||
-- Model source:
|
||||
-- https://gamebanana.com/mods/210362
|
||||
|
||||
SWEP.Animations = {
|
||||
["idle"] = {
|
||||
Source = "idle",
|
||||
},
|
||||
["fire"] = {
|
||||
Source = "fire",
|
||||
},
|
||||
["draw"] = {
|
||||
Source = "draw",
|
||||
},
|
||||
["melee"] = {
|
||||
Source = "melee1",
|
||||
},
|
||||
["reload"] = {
|
||||
Source = "reload",
|
||||
Delay_Reload = 4,
|
||||
Delay_Refill = 1.5,
|
||||
},
|
||||
}
|
|
@ -1,24 +0,0 @@
|
|||
|
||||
SWEP.Base = "cnr"
|
||||
|
||||
SWEP.PrintName = "MAXI R90"
|
||||
SWEP.Slot = 0
|
||||
|
||||
SWEP.ViewModel = "models/weapons/cstrike/c_shot_xm1014.mdl"
|
||||
SWEP.ViewModelFOV = 90
|
||||
SWEP.WorldModel = "models/weapons/w_shot_xm1014.mdl"
|
||||
SWEP.ActivePos = Vector( 2, -2, -2 )
|
||||
|
||||
SWEP.Sound_Fire = {
|
||||
"cnr/weapons/m4s90/fire-01.ogg",
|
||||
"cnr/weapons/m4s90/fire-02.ogg",
|
||||
"cnr/weapons/m4s90/fire-03.ogg",
|
||||
}
|
||||
|
||||
SWEP.Primary.ClipSize = 5
|
||||
SWEP.Delay = ( 60 / 180 )
|
||||
SWEP.MaxBurst = 1
|
||||
SWEP.DamageClose = 25
|
||||
SWEP.DamageFar = 13
|
||||
|
||||
SWEP.ShotgunReloading = true
|
|
@ -1,24 +0,0 @@
|
|||
|
||||
SWEP.Base = "cnr"
|
||||
|
||||
SWEP.PrintName = "SPITFIRE 45A"
|
||||
SWEP.Slot = 0
|
||||
|
||||
SWEP.ViewModel = "models/weapons/cstrike/c_smg_mac10.mdl"
|
||||
SWEP.ViewModelFOV = 90
|
||||
SWEP.WorldModel = "models/weapons/w_smg_mac10.mdl"
|
||||
SWEP.ActivePos = Vector( 2, -2, -2 )
|
||||
|
||||
SWEP.Sound_Fire = {
|
||||
"cnr/weapons/mac10/fire-01.ogg",
|
||||
"cnr/weapons/mac10/fire-02.ogg",
|
||||
"cnr/weapons/mac10/fire-03.ogg",
|
||||
}
|
||||
|
||||
SWEP.Primary.ClipSize = 32
|
||||
SWEP.Delay = ( 60 / 1600 )
|
||||
SWEP.DamageClose = 14
|
||||
SWEP.DamageFar = 10
|
||||
|
||||
-- Model source:
|
||||
-- https://gamebanana.com/mods/209072
|
|
@ -1,24 +0,0 @@
|
|||
|
||||
SWEP.Base = "cnr"
|
||||
|
||||
SWEP.PrintName = "SLIMLINE 12G"
|
||||
SWEP.Slot = 0
|
||||
|
||||
SWEP.ViewModel = "models/weapons/cstrike/c_shot_m3super90.mdl"
|
||||
SWEP.ViewModelFOV = 90
|
||||
SWEP.WorldModel = "models/weapons/w_shot_m3super90.mdl"
|
||||
SWEP.ActivePos = Vector( 2, -2, -2 )
|
||||
|
||||
SWEP.Sound_Fire = {
|
||||
"cnr/weapons/mossberg/fire-01.ogg",
|
||||
"cnr/weapons/mossberg/fire-02.ogg",
|
||||
"cnr/weapons/mossberg/fire-03.ogg",
|
||||
}
|
||||
|
||||
SWEP.Primary.ClipSize = 4
|
||||
SWEP.Delay = ( 60 / 80 )
|
||||
SWEP.MaxBurst = 1
|
||||
SWEP.DamageClose = 25
|
||||
SWEP.DamageFar = 13
|
||||
|
||||
SWEP.ShotgunReloading = true
|
|
@ -1,34 +0,0 @@
|
|||
|
||||
SWEP.Base = "cnr"
|
||||
|
||||
SWEP.PrintName = "SWORDFISH-5"
|
||||
SWEP.Slot = 0
|
||||
|
||||
SWEP.ViewModel = "models/weapons/cstrike/c_smg_mp5.mdl"
|
||||
SWEP.ViewModelFOV = 90
|
||||
SWEP.WorldModel = "models/weapons/w_smg_mp5.mdl"
|
||||
SWEP.ActivePos = Vector( 2, -2, -2 )
|
||||
|
||||
SWEP.Sound_Fire = {
|
||||
"cnr/weapons/mp5/fire-01.ogg",
|
||||
"cnr/weapons/mp5/fire-02.ogg",
|
||||
"cnr/weapons/mp5/fire-03.ogg",
|
||||
}
|
||||
|
||||
SWEP.Primary.ClipSize = 30
|
||||
SWEP.Delay = ( 60 / 900 )
|
||||
SWEP.DamageClose = 16
|
||||
SWEP.DamageFar = 10
|
||||
|
||||
SWEP.BubbleSpreadUp = 0.8
|
||||
SWEP.BubbleRecoilUp = 0.8
|
||||
SWEP.BubbleSpreadDown = 0.2
|
||||
SWEP.BubbleRecoilDown = 0.2
|
||||
|
||||
SWEP.SpreadStart = 0
|
||||
SWEP.SpreadEnd = 10
|
||||
|
||||
SWEP.RecoilUp = 60
|
||||
SWEP.RecoilSpeed = 180
|
||||
SWEP.RecoilDistStart = 1
|
||||
SWEP.RecoilDistEnd = 5
|
|
@ -1,35 +0,0 @@
|
|||
|
||||
SWEP.Base = "cnr"
|
||||
|
||||
SWEP.PrintName = "CAL.357"
|
||||
SWEP.Slot = 1
|
||||
|
||||
SWEP.ViewModel = "models/weapons/cstrike/c_pist_p228.mdl"
|
||||
SWEP.ViewModelFOV = 90
|
||||
SWEP.WorldModel = "models/weapons/w_pist_p228.mdl"
|
||||
SWEP.ActivePos = Vector( 1, -8, -1 )
|
||||
|
||||
SWEP.Sound_Fire = {
|
||||
"cnr/weapons/p220/fire-01.ogg",
|
||||
"cnr/weapons/p220/fire-02.ogg",
|
||||
"cnr/weapons/p220/fire-03.ogg",
|
||||
}
|
||||
|
||||
SWEP.Primary.ClipSize = 13
|
||||
SWEP.Delay = ( 60 / 400 )
|
||||
SWEP.MaxBurst = 1
|
||||
SWEP.DamageClose = 25
|
||||
SWEP.DamageFar = 21
|
||||
|
||||
SWEP.BubbleSpreadUp = 0.8
|
||||
SWEP.BubbleRecoilUp = 0.2
|
||||
SWEP.BubbleSpreadDown = 0.1
|
||||
SWEP.BubbleRecoilDown = 0.1
|
||||
|
||||
SWEP.SpreadStart = 0.1
|
||||
SWEP.SpreadEnd = 4
|
||||
|
||||
SWEP.RecoilUp = 33
|
||||
SWEP.RecoilSpeed = 60
|
||||
SWEP.RecoilDistStart = 0.8
|
||||
SWEP.RecoilDistEnd = 4
|
|
@ -1,35 +0,0 @@
|
|||
|
||||
SWEP.Base = "cnr"
|
||||
|
||||
SWEP.PrintName = "CAL.45"
|
||||
SWEP.Slot = 1
|
||||
|
||||
SWEP.ViewModel = "models/weapons/cstrike/c_pist_usp.mdl"
|
||||
SWEP.ViewModelFOV = 90
|
||||
SWEP.WorldModel = "models/weapons/w_pist_usp.mdl"
|
||||
SWEP.ActivePos = Vector( 1, -8, -1 )
|
||||
|
||||
SWEP.Sound_Fire = {
|
||||
"cnr/weapons/usp/fire-01.ogg",
|
||||
"cnr/weapons/usp/fire-02.ogg",
|
||||
"cnr/weapons/usp/fire-03.ogg",
|
||||
}
|
||||
|
||||
SWEP.Primary.ClipSize = 12
|
||||
SWEP.Delay = ( 60 / 400 )
|
||||
SWEP.MaxBurst = 1
|
||||
SWEP.DamageClose = 25
|
||||
SWEP.DamageFar = 13
|
||||
|
||||
SWEP.BubbleSpreadUp = 0.6
|
||||
SWEP.BubbleRecoilUp = 0.3
|
||||
SWEP.BubbleSpreadDown = 0.2
|
||||
SWEP.BubbleRecoilDown = 0.2
|
||||
|
||||
SWEP.SpreadStart = 0.1
|
||||
SWEP.SpreadEnd = 5
|
||||
|
||||
SWEP.RecoilUp = 45
|
||||
SWEP.RecoilSpeed = 60
|
||||
SWEP.RecoilDistStart = 2
|
||||
SWEP.RecoilDistEnd = 4
|
|
@ -1,37 +0,0 @@
|
|||
|
||||
SWEP.Base = "cnr"
|
||||
|
||||
SWEP.PrintName = "STAP-9"
|
||||
SWEP.Slot = 0
|
||||
|
||||
SWEP.ViewModel = "models/weapons/cstrike/c_smg_tmp.mdl"
|
||||
SWEP.ViewModelFOV = 90
|
||||
SWEP.WorldModel = "models/weapons/w_smg_mp5.mdl"
|
||||
SWEP.ActivePos = Vector( 2, -2, -2 )
|
||||
|
||||
SWEP.Sound_Fire = {
|
||||
"cnr/weapons/uzi/fire-01.ogg",
|
||||
"cnr/weapons/uzi/fire-02.ogg",
|
||||
"cnr/weapons/uzi/fire-03.ogg",
|
||||
}
|
||||
|
||||
SWEP.Primary.ClipSize = 32
|
||||
SWEP.Delay = ( 60 / 750 )
|
||||
SWEP.DamageClose = 16
|
||||
SWEP.DamageFar = 10
|
||||
|
||||
SWEP.BubbleSpreadUp = 0.8
|
||||
SWEP.BubbleRecoilUp = 0.6
|
||||
SWEP.BubbleSpreadDown = 0.2
|
||||
SWEP.BubbleRecoilDown = 0.2
|
||||
|
||||
SWEP.SpreadStart = 0
|
||||
SWEP.SpreadEnd = 10
|
||||
|
||||
SWEP.RecoilUp = 60
|
||||
SWEP.RecoilSpeed = 120
|
||||
SWEP.RecoilDistStart = 0.8
|
||||
SWEP.RecoilDistEnd = 5
|
||||
|
||||
-- Model source:
|
||||
-- https://gamebanana.com/mods/209113
|
|
@ -1,345 +0,0 @@
|
|||
|
||||
local hide = {
|
||||
["CHudHealth"] = true,
|
||||
["CHudBattery"] = true,
|
||||
["CHudAmmo"] = true,
|
||||
["CHudSecondaryAmmo"] = true,
|
||||
["CHudWeaponSelection"] = true,
|
||||
}
|
||||
|
||||
hook.Add( "HUDShouldDraw", "HideHUD", function( name )
|
||||
if ( hide[ name ] ) then
|
||||
return false
|
||||
end
|
||||
end )
|
||||
|
||||
local sizes = { 48, 28, 24, 18, 14, 10 }
|
||||
|
||||
for _, size in ipairs(sizes) do
|
||||
surface.CreateFont( "CNR_HUD_" .. size, {
|
||||
font = "Bahnschrift Light",
|
||||
size = ScreenScaleH(size),
|
||||
weight = 0,
|
||||
})
|
||||
surface.CreateFont( "CNR_HUD_" .. size .. "B", {
|
||||
font = "Bahnschrift Bold",
|
||||
size = ScreenScaleH(size),
|
||||
weight = 0,
|
||||
})
|
||||
end
|
||||
|
||||
local special1 = {
|
||||
normal = 12,
|
||||
colon = 5,
|
||||
clean1 = 2,
|
||||
}
|
||||
|
||||
local special2 = {
|
||||
normal = 16+4,
|
||||
colon = 0,
|
||||
clean1 = 6,
|
||||
}
|
||||
|
||||
local baby = Color( 0, 0, 0, 50 )
|
||||
local baby2 = Color( 0, 0, 0, 100 )
|
||||
|
||||
function qt( text, font, x, y, color, xalign, yalign )
|
||||
draw.SimpleText( text, font, x-1, y-1, baby2, xalign, yalign )
|
||||
draw.SimpleText( text, font, x, y-1, baby2, xalign, yalign )
|
||||
draw.SimpleText( text, font, x+1, y-1, baby2, xalign, yalign )
|
||||
|
||||
draw.SimpleText( text, font, x-1, y, baby2, xalign, yalign )
|
||||
draw.SimpleText( text, font, x+1, y, baby2, xalign, yalign )
|
||||
|
||||
draw.SimpleText( text, font, x-1, y+1, baby2, xalign, yalign )
|
||||
draw.SimpleText( text, font, x, y+1, baby2, xalign, yalign )
|
||||
draw.SimpleText( text, font, x+1, y+1, baby2, xalign, yalign )
|
||||
|
||||
draw.SimpleText( text, font, x, y, color, xalign, yalign )
|
||||
end
|
||||
|
||||
local s = function( inp ) return math.Round( inp * ( ScrH() / 480 ) ) end
|
||||
function MonoDraw( text, font, x, y, color, rightalign, special )
|
||||
local bump = 0
|
||||
text = tostring(text)
|
||||
|
||||
if rightalign then
|
||||
local ogbump = 0
|
||||
for i=1, #text do
|
||||
local td = text[i]
|
||||
if td == ":" or td == "," or td == "." then
|
||||
ogbump = ogbump + special.colon
|
||||
else
|
||||
ogbump = ogbump + special.normal
|
||||
end
|
||||
end
|
||||
x = x - s(ogbump)
|
||||
end
|
||||
for i=1, #text do
|
||||
local td = text[i]
|
||||
local clean = 0
|
||||
if td == "1" then
|
||||
clean = special.clean1
|
||||
end
|
||||
draw.SimpleText( td, font, x + s(bump) + s(clean), y, color )
|
||||
if td == ":" or td == "," or td == "." then
|
||||
bump = bump + special.colon
|
||||
else
|
||||
bump = bump + special.normal
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- State Look-up Table
|
||||
local slut = {
|
||||
[0] = "UNINIT",
|
||||
[1] = "WAITING",
|
||||
[2] = "PREGAME",
|
||||
[3] = "TIME",
|
||||
[4] = "POSTGAME",
|
||||
}
|
||||
|
||||
local gamelogic = NULL
|
||||
|
||||
hook.Add("HUDPaint", "CNR_HUD", function()
|
||||
local p, sw, sh = LocalPlayer(), ScrW(), ScrH()
|
||||
local c = sw/2
|
||||
local c1 = sw*0.125
|
||||
local c2 = sw*(1-0.125)
|
||||
local b = s(8)
|
||||
|
||||
local w = p:GetActiveWeapon()
|
||||
w = IsValid(w) and w or false
|
||||
|
||||
if !gamelogic:IsValid() then
|
||||
for i, ent in ents.Iterator() do
|
||||
if ( ent:GetClass() == "cnr_logic" ) then gamelogic = ent print("Located CNR game logic entity") break end
|
||||
end
|
||||
if !gamelogic:IsValid() then
|
||||
print("Couldn't locate CNR game logic entity!")
|
||||
end
|
||||
end
|
||||
|
||||
do
|
||||
local b_w, b_h = s(64+8), s(64)
|
||||
local b_x, b_y = c1, sh - b_h - s(16)
|
||||
surface.SetDrawColor( color_white )
|
||||
surface.DrawRect( b_x, b_y, b_w, b_h )
|
||||
draw.SimpleText( "HP", "CNR_HUD_24", c1 + b, sh - s(64+12), color_black )
|
||||
local dumbfuck = tostring(p:Health()):Left(1) == "1" and s(4) or 0
|
||||
MonoDraw( p:Health(), "CNR_HUD_48B", c1 + b - dumbfuck, sh - s(64), color_black, false, special2 )
|
||||
end
|
||||
|
||||
if w then
|
||||
local b_w, b_h = s(64+8), s(64)
|
||||
local b_x, b_y = c2 - b_w, sh - b_h - s(16)
|
||||
surface.SetDrawColor( color_white )
|
||||
surface.DrawRect( b_x, b_y, b_w, b_h )
|
||||
draw.SimpleText( "AMMO", "CNR_HUD_24", c2 - b, sh - s(64+12), color_black, TEXT_ALIGN_RIGHT )
|
||||
MonoDraw( w:Clip1(), "CNR_HUD_48B", c2 - b, sh - s(64), color_black, true, special2 )
|
||||
end
|
||||
|
||||
local state = gamelogic:GetState()
|
||||
do
|
||||
local b_w, b_h = s(64+12), s(42)
|
||||
local b_x, b_y = c1, s(16)
|
||||
surface.SetDrawColor( color_white )
|
||||
surface.DrawRect( b_x, b_y, b_w, b_h )
|
||||
draw.SimpleText( slut[ gamelogic:GetState() ], "CNR_HUD_14", b_x + b, b_y + s(4), color_black, TEXT_ALIGN_LEFT )
|
||||
local fuckhead = ""
|
||||
local ltime = LOGIC:GetTimeLeft()
|
||||
if ltime > 60 then
|
||||
fuckhead = string.FormattedTime( LOGIC:GetTimeLeft(), "%02i:%02i")
|
||||
else
|
||||
fuckhead = string.FormattedTime( ltime )
|
||||
fuckhead = string.format( "%02i.%02i", fuckhead.s, fuckhead.ms )
|
||||
end
|
||||
MonoDraw( fuckhead, "CNR_HUD_28B", b_x + b, b_y + s(12), color_black, false, special1 )
|
||||
|
||||
do
|
||||
local n_w, n_h = s(56), s(42)
|
||||
local n_x, n_y = b_x + b + b_w, b_y
|
||||
surface.SetDrawColor( color_white )
|
||||
surface.DrawRect( n_x, n_y, n_w, n_h )
|
||||
draw.SimpleText( "ROUND", "CNR_HUD_14", n_x + b, n_y + s(4), color_black )
|
||||
draw.SimpleText( gamelogic:GetRound() .. "/" .. CONVARS["rounds_max"]:GetInt(), "CNR_HUD_28B", n_x + b, n_y + s(12), color_black )
|
||||
end
|
||||
end
|
||||
|
||||
if state == STATE_INGAME or state == STATE_POSTGAME then
|
||||
local b_w, b_h = s(172), s(30)
|
||||
local b_x, b_y = c1, s(16) + b + s(42)
|
||||
surface.SetDrawColor( color_white )
|
||||
surface.DrawRect( b_x, b_y, b_w, b_h )
|
||||
draw.SimpleText( "$", "CNR_HUD_14", b_x + b, b_y + s(8), color_black, TEXT_ALIGN_LEFT )
|
||||
|
||||
local fuckhead = gamelogic:GetMoney()
|
||||
fuckhead = string.Comma( fuckhead )
|
||||
MonoDraw( fuckhead, "CNR_HUD_28B", b_x + b_w - b, b_y, color_black, true, special1 )
|
||||
end
|
||||
|
||||
if DeathNotices then
|
||||
local b_w, b_h = s(172), s(16)
|
||||
for i, Data in pairs(DeathNotices) do
|
||||
if (Data.Time+3) <= CurTime() then
|
||||
DeathNotices[i] = nil
|
||||
end
|
||||
end
|
||||
|
||||
table.sort(DeathNotices, function(a, b)
|
||||
if !a then return true end
|
||||
if !b then return true end
|
||||
|
||||
return (a.Time > b.Time)
|
||||
end)
|
||||
|
||||
local spacing = 0
|
||||
|
||||
for i, Data in ipairs(DeathNotices) do
|
||||
local stupidfuck = math.Clamp( math.TimeFraction( Data.Time, Data.Time+0.25, CurTime()), 0, 1 )
|
||||
local stupidfuck2 = math.Clamp( math.TimeFraction( Data.Time, Data.Time+0.5, CurTime()), 0, 1 )
|
||||
|
||||
if (Data.Time+2.5) <= CurTime() then
|
||||
stupidfuck = 1 - math.Clamp( math.TimeFraction( Data.Time+2.75, Data.Time+3, CurTime()), 0, 1 )
|
||||
stupidfuck2 = 1 - math.Clamp( math.TimeFraction( Data.Time+2.5, Data.Time+3, CurTime()), 0, 1 )
|
||||
end
|
||||
local b_x, b_y = c2 - b_w, s(16) + spacing
|
||||
spacing = spacing + s(4) + (b_h) * stupidfuck
|
||||
|
||||
render.SetScissorRect( b_x, b_y, b_x + (b_w * stupidfuck2), b_y + (b_h * stupidfuck), true )
|
||||
surface.SetDrawColor( color_white )
|
||||
surface.DrawRect( b_x, b_y, b_w * stupidfuck2, b_h * stupidfuck )
|
||||
qt( Data.AttackerName, "CNR_HUD_10", b_x + s(4), b_y + s(3), Data.AttackerColor, TEXT_ALIGN_LEFT )
|
||||
draw.SimpleText( Data.InflictorName, "CNR_HUD_14B", b_x + b_w/2, b_y + s(1), color_black, TEXT_ALIGN_CENTER )
|
||||
qt( Data.VictimName, "CNR_HUD_10", b_x + b_w - s(4), b_y + s(3), Data.VictimColor, TEXT_ALIGN_RIGHT )
|
||||
render.SetScissorRect( 0, 0, 0, 0, false )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- Weapon selection
|
||||
do
|
||||
local OrganizedWeapons = {}
|
||||
|
||||
for i, v in ipairs( p:GetWeapons() ) do
|
||||
if !OrganizedWeapons[v:GetSlot()+1] then OrganizedWeapons[v:GetSlot()+1] = {} end
|
||||
local OrgSlot = OrganizedWeapons[v:GetSlot()+1]
|
||||
|
||||
table.insert( OrgSlot, v )
|
||||
end
|
||||
|
||||
local c_w, c_h = s(64), s(24)
|
||||
local booster = 0
|
||||
booster = booster + c_h + s(4)
|
||||
for i, v in ipairs( OrganizedWeapons ) do
|
||||
booster = booster + c_h + s(4)
|
||||
end
|
||||
for SlotNumber, SlotData in ipairs( OrganizedWeapons ) do
|
||||
booster = booster - c_h - s(4)
|
||||
local c_x, c_y = c2 - c_w, sh - s(64+16) - booster
|
||||
for i=#SlotData, 1, -1 do
|
||||
local v = SlotData[i]
|
||||
local eqp = p:GetActiveWeapon() == v
|
||||
surface.SetDrawColor( eqp and color_black or color_white )
|
||||
surface.DrawRect( c_x, c_y, c_w, c_h )
|
||||
|
||||
draw.SimpleText( v:GetPrintName(), "CNR_HUD_10B", c_x + c_w - s(4), c_y + s(10+2), eqp and color_white or color_black, TEXT_ALIGN_RIGHT )
|
||||
c_x = c_x - c_w - s(4)
|
||||
end
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
local function OW_GetOrganizedWeapons()
|
||||
local p = LocalPlayer()
|
||||
local OrganizedWeapons = {}
|
||||
|
||||
for i, v in ipairs( p:GetWeapons() ) do
|
||||
if !OrganizedWeapons[v:GetSlot()+1] then OrganizedWeapons[v:GetSlot()+1] = {} end
|
||||
local OrgSlot = OrganizedWeapons[v:GetSlot()+1]
|
||||
|
||||
table.insert( OrgSlot, v )
|
||||
end
|
||||
return OrganizedWeapons
|
||||
end
|
||||
|
||||
local function OW_Reorganize()
|
||||
local OW = OW_GetOrganizedWeapons()
|
||||
local NEW = {}
|
||||
|
||||
for SlotNum, SlotData in ipairs(OW) do
|
||||
for WeaponIndex, WeaponEntity in ipairs(SlotData) do
|
||||
table.insert( NEW, WeaponEntity )
|
||||
end
|
||||
end
|
||||
return NEW
|
||||
end
|
||||
|
||||
local slottocode = {
|
||||
[1] = "slot1",
|
||||
[2] = "slot2",
|
||||
[3] = "slot3",
|
||||
[4] = "slot4",
|
||||
[5] = "slot5",
|
||||
[6] = "slot6",
|
||||
[7] = "slot7",
|
||||
[8] = "slot8",
|
||||
[9] = "slot9",
|
||||
[0] = "slot0",
|
||||
}
|
||||
|
||||
local codetoslot = table.Flip( slottocode )
|
||||
|
||||
hook.Add("PlayerBindPress", "CNR_PlayerBindPress", function(p, bind, pressed, code)
|
||||
if pressed then
|
||||
if bind == "invnext" or bind == "invprev" then
|
||||
local w = p:GetActiveWeapon()
|
||||
local OW = OW_Reorganize()
|
||||
|
||||
local FlippedOrgSlot = table.Flip( OW )
|
||||
local CurPos = FlippedOrgSlot[ w ]
|
||||
|
||||
local toadvance = CurPos
|
||||
if bind == "invnext" then
|
||||
toadvance = toadvance + 1
|
||||
if toadvance > #OW then
|
||||
toadvance = 1
|
||||
end
|
||||
input.SelectWeapon( OW[toadvance] )
|
||||
elseif bind == "invprev" then
|
||||
toadvance = toadvance - 1
|
||||
if toadvance <= 0 then
|
||||
toadvance = #OW
|
||||
end
|
||||
input.SelectWeapon( OW[toadvance] )
|
||||
end
|
||||
elseif codetoslot[bind] then
|
||||
local w = p:GetActiveWeapon()
|
||||
local ws = w:GetSlot()+1
|
||||
|
||||
local OW = OW_Reorganize()
|
||||
local OW1 = OW_GetOrganizedWeapons()[ ws ]
|
||||
|
||||
local FlippedOrgSlot = table.Flip( OW1 )
|
||||
local toadvance = FlippedOrgSlot[ w ]
|
||||
|
||||
if slottocode[ws] != bind then
|
||||
OW1 = OW_GetOrganizedWeapons()[ codetoslot[bind] ]
|
||||
toadvance = 1
|
||||
else
|
||||
toadvance = toadvance + 1
|
||||
end
|
||||
do
|
||||
if toadvance > #OW1 then
|
||||
toadvance = 1
|
||||
end
|
||||
input.SelectWeapon( OW1[toadvance] )
|
||||
end
|
||||
elseif bind == "lastinv" then
|
||||
local prev = p:GetPreviousWeapon()
|
||||
if prev:IsValid() and prev:IsWeapon() then
|
||||
input.SelectWeapon( prev )
|
||||
end
|
||||
end
|
||||
end
|
||||
end)
|
|
@ -1,11 +0,0 @@
|
|||
include("shared.lua")
|
||||
|
||||
net.Receive("CNR_Logic_Ingame", function()
|
||||
Entity(0):EmitSound( "cnr/events/start.ogg", 0, 100, 0.5, CHAN_STATIC )
|
||||
end)
|
||||
net.Receive("CNR_Logic_Postgame", function()
|
||||
Entity(0):EmitSound( "cnr/events/win.ogg", 0, 100, 0.5, CHAN_STATIC )
|
||||
end)
|
||||
net.Receive("CNR_Logic_Pregame", function()
|
||||
Entity(0):EmitSound( "cnr/events/pregame.ogg", 0, 100, 0.5, CHAN_STATIC )
|
||||
end)
|
|
@ -1,95 +0,0 @@
|
|||
|
||||
function GM:ShowTeam()
|
||||
if IsValid( teampanel ) then teampanel:Remove() return end
|
||||
local s = ScreenScaleH
|
||||
teampanel = vgui.Create( "DFrame" )
|
||||
teampanel:SetSize( s(320), s(240) )
|
||||
teampanel:Center()
|
||||
teampanel:MakePopup()
|
||||
|
||||
function teampanel:Paint( w, h )
|
||||
surface.SetDrawColor( color_white )
|
||||
surface.DrawRect( 0, 0, w, h )
|
||||
return true
|
||||
end
|
||||
|
||||
-- the ids are undefined pretty early and whatever
|
||||
local teams = {
|
||||
{
|
||||
Name = "Side A",
|
||||
ID = TEAM_SIDEA,
|
||||
},
|
||||
{
|
||||
Name = "Side B",
|
||||
ID = TEAM_SIDEB,
|
||||
},
|
||||
{
|
||||
Name = "Spectate",
|
||||
ID = TEAM_SPECTATOR,
|
||||
},
|
||||
{
|
||||
Name = "Auto-Select",
|
||||
ID = true,
|
||||
},
|
||||
}
|
||||
|
||||
for i, v in ipairs( teams ) do
|
||||
local button = teampanel:Add( "DButton" )
|
||||
button:SetSize( s(320), s(48) )
|
||||
button:DockMargin( 0, s(2), 0, 0 )
|
||||
button:Dock( TOP )
|
||||
|
||||
function button:Paint( w, h )
|
||||
surface.SetDrawColor( color_white )
|
||||
surface.DrawRect( 0, 0, w, h )
|
||||
surface.SetDrawColor( color_black )
|
||||
surface.DrawOutlinedRect( 0, 0, w, h, s(1) )
|
||||
|
||||
draw.SimpleText( v.Name, "CNR_HUD_18", s(4), s(4), color_black )
|
||||
|
||||
local plys = team.GetPlayers( v.ID )
|
||||
local mew = { [1] = {} }
|
||||
local curr = 1
|
||||
|
||||
for _, v in ipairs( plys ) do
|
||||
local concat = ""
|
||||
local nick = v:Nick()
|
||||
if #nick > 8 then
|
||||
nick = nick:Left(8) .. ".."
|
||||
end
|
||||
concat = concat .. nick
|
||||
--if i!= #plys then
|
||||
-- concat = concat .. ", "
|
||||
--end
|
||||
if #mew[curr] > 5 then
|
||||
curr = curr + 1
|
||||
end
|
||||
if !mew[curr] then
|
||||
mew[curr] = {}
|
||||
end
|
||||
table.insert( mew[curr], concat )
|
||||
end
|
||||
|
||||
local bump = 0
|
||||
for _, row in ipairs( mew ) do
|
||||
bump = 0
|
||||
for i, v in ipairs( row ) do
|
||||
local tada = v .. ((i!=#row) and ", " or "")
|
||||
draw.SimpleText( tada, "CNR_HUD_10", s(4)+bump, s(4+16 + s((_-1)*4)), color_black )
|
||||
surface.SetFont( "CNR_HUD_10" )
|
||||
bump = bump + surface.GetTextSize( tada )
|
||||
end
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
function button:DoClick()
|
||||
if v.ID == true then
|
||||
RunConsoleCommand( "changeteam", team.BestAutoJoinTeam() )
|
||||
else
|
||||
RunConsoleCommand( "changeteam", v.ID )
|
||||
end
|
||||
teampanel:Remove()
|
||||
end
|
||||
end
|
||||
end
|
|
@ -1,168 +0,0 @@
|
|||
|
||||
CONVARS = {}
|
||||
|
||||
CONVARS["friendlyfire"] = CreateConVar( "cnr_friendlyfire", 0, FCVAR_ARCHIVE + FCVAR_REPLICATED, "Whether shooting friendlies hurts them", 0, 1 )
|
||||
CONVARS["time_round"] = CreateConVar( "cnr_time_round", 3*60, FCVAR_ARCHIVE + FCVAR_REPLICATED, "Length of a round in seconds" )
|
||||
CONVARS["time_haste"] = CreateConVar( "cnr_time_haste", 1*60, FCVAR_ARCHIVE + FCVAR_REPLICATED, "Time before the round ends to enable haste mode in seconds" )
|
||||
CONVARS["time_pregame"] = CreateConVar( "cnr_time_pregame", 5, FCVAR_ARCHIVE + FCVAR_REPLICATED, "Time before the round starts in seconds" )
|
||||
CONVARS["time_postgame"] = CreateConVar( "cnr_time_postgame", 5, FCVAR_ARCHIVE + FCVAR_REPLICATED, "Time before the round restarts in seconds" )
|
||||
CONVARS["rounds_swap"] = CreateConVar( "cnr_rounds_swap", 2, FCVAR_ARCHIVE + FCVAR_REPLICATED, "Rounds before teams swap" )
|
||||
CONVARS["rounds_max"] = CreateConVar( "cnr_rounds_max", 6, FCVAR_ARCHIVE + FCVAR_REPLICATED, "Maximum rounds before match finishes", 1 )
|
||||
|
||||
STATE_UNINITIALIZED = 0
|
||||
STATE_WAITINGFORPLAYERS = 1
|
||||
STATE_PREGAME = 2
|
||||
STATE_INGAME = 3
|
||||
STATE_POSTGAME = 4
|
||||
|
||||
if SERVER then
|
||||
util.AddNetworkString("CNR_Logic_Ingame")
|
||||
util.AddNetworkString("CNR_Logic_Postgame")
|
||||
util.AddNetworkString("CNR_Logic_Pregame")
|
||||
gamelogic = NULL
|
||||
hook.Add( "Think", "CNR_GameLogic", function()
|
||||
if !gamelogic:IsValid() then
|
||||
for i, ent in ents.Iterator() do
|
||||
if ( ent:GetClass() == "cnr_logic" ) then gamelogic = ent print("Located CNR game logic entity") break end
|
||||
end
|
||||
if !gamelogic:IsValid() then
|
||||
gamelogic = ents.Create( "cnr_logic" )
|
||||
assert( gamelogic:IsValid(), "Failed to create CNR game logic entity." )
|
||||
gamelogic:Spawn()
|
||||
print("Created CNR game logic entity")
|
||||
end
|
||||
end
|
||||
|
||||
local state = gamelogic:GetState()
|
||||
if state == STATE_UNINITIALIZED then
|
||||
-- Initialize
|
||||
state = STATE_WAITINGFORPLAYERS
|
||||
end
|
||||
|
||||
local willingplayers = #player.GetAll()
|
||||
if state == STATE_WAITINGFORPLAYERS then
|
||||
if willingplayers >= 2 then
|
||||
-- Begin pregame
|
||||
state = STATE_PREGAME
|
||||
gamelogic:SetPregameStartedAt( RealTime() )
|
||||
net.Start( "CNR_Logic_Pregame" )
|
||||
net.Broadcast()
|
||||
|
||||
-- Begin preparations for a new round
|
||||
gamelogic:SetMoney( 0 )
|
||||
|
||||
-- Swap teams
|
||||
if CONVARS["rounds_swap"]:GetBool() and gamelogic:GetRound() > (gamelogic:GetSwappedAtRound()-1)+CONVARS["rounds_swap"]:GetInt() then
|
||||
gamelogic:SetTeamSwap( !gamelogic:GetTeamSwap() )
|
||||
gamelogic:SetSwappedAtRound( gamelogic:GetRound() )
|
||||
end
|
||||
|
||||
LOGIC:SetSpawnpoints()
|
||||
|
||||
for i, v in player.Iterator() do
|
||||
v:Spawn()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if state == STATE_PREGAME then
|
||||
if willingplayers < 2 then
|
||||
-- Cancel pregame
|
||||
state = STATE_WAITINGFORPLAYERS
|
||||
gamelogic:SetPregameStartedAt( 0 )
|
||||
elseif (gamelogic:GetPregameStartedAt() + CONVARS["time_pregame"]:GetInt()) <= RealTime() then
|
||||
-- Begin round
|
||||
state = STATE_INGAME
|
||||
gamelogic:SetRoundStartedAt( RealTime() )
|
||||
net.Start( "CNR_Logic_Ingame" )
|
||||
net.Broadcast()
|
||||
end
|
||||
end
|
||||
|
||||
if state == STATE_INGAME then
|
||||
gamelogic:SetMoney( gamelogic:GetMoney() + 1000 )
|
||||
if (gamelogic:GetRoundStartedAt() + CONVARS["time_round"]:GetInt()) <= RealTime() then
|
||||
state = STATE_POSTGAME
|
||||
gamelogic:SetRoundFinishedAt( RealTime() )
|
||||
net.Start( "CNR_Logic_Postgame" )
|
||||
net.Broadcast()
|
||||
gamelogic:SetRound( gamelogic:GetRound() + 1 )
|
||||
end
|
||||
end
|
||||
|
||||
if state == STATE_POSTGAME then
|
||||
if (gamelogic:GetRoundFinishedAt() + CONVARS["time_postgame"]:GetInt()) <= RealTime() then
|
||||
state = STATE_PREGAME
|
||||
gamelogic:SetPregameStartedAt( RealTime() )
|
||||
net.Start( "CNR_Logic_Pregame" )
|
||||
net.Broadcast()
|
||||
|
||||
-- Begin preparations for a new round
|
||||
gamelogic:SetMoney( 0 )
|
||||
|
||||
-- Swap teams
|
||||
if CONVARS["rounds_swap"]:GetBool() and gamelogic:GetRound() > (gamelogic:GetSwappedAtRound()-1)+CONVARS["rounds_swap"]:GetInt() then
|
||||
gamelogic:SetTeamSwap( !gamelogic:GetTeamSwap() )
|
||||
gamelogic:SetSwappedAtRound( gamelogic:GetRound() )
|
||||
end
|
||||
|
||||
LOGIC:SetSpawnpoints()
|
||||
|
||||
for i, v in player.Iterator() do
|
||||
v:Spawn()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
gamelogic:SetState( state )
|
||||
end )
|
||||
end
|
||||
|
||||
LOGIC = {}
|
||||
|
||||
function LOGIC:GetLogic()
|
||||
for i, ent in ents.Iterator() do
|
||||
if ( ent:GetClass() == "cnr_logic" ) and ent.GetState then return ent end
|
||||
end
|
||||
if SERVER then
|
||||
gamelogic = ents.Create( "cnr_logic" )
|
||||
assert( gamelogic:IsValid(), "Failed to create CNR game logic entity." )
|
||||
gamelogic:Spawn()
|
||||
print("Created CNR game logic entity")
|
||||
end
|
||||
end
|
||||
|
||||
function LOGIC:GetTimeLeft()
|
||||
local gamelogic = LOGIC:GetLogic()
|
||||
|
||||
if gamelogic:GetState() == STATE_PREGAME then
|
||||
local time = CONVARS["time_pregame"]:GetInt()
|
||||
return ( gamelogic:GetPregameStartedAt() + time ) - RealTime(), time
|
||||
elseif gamelogic:GetState() == STATE_INGAME then
|
||||
local time = CONVARS["time_round"]:GetInt()
|
||||
return ( gamelogic:GetRoundStartedAt() + time ) - RealTime(), time
|
||||
elseif gamelogic:GetState() == STATE_POSTGAME then
|
||||
local time = CONVARS["time_postgame"]:GetInt()
|
||||
return ( gamelogic:GetRoundFinishedAt() + time ) - RealTime(), time
|
||||
else
|
||||
return 0, 0
|
||||
end
|
||||
end
|
||||
|
||||
function LOGIC:Switcheroo( teamid )
|
||||
local gamelogic = LOGIC:GetLogic()
|
||||
local flipped = gamelogic:GetTeamSwap()
|
||||
|
||||
if teamid == TEAM_SIDEA then
|
||||
return (flipped and TEAM_SIDEB or TEAM_SIDEA)
|
||||
else
|
||||
return (flipped and TEAM_SIDEA or TEAM_SIDEB)
|
||||
end
|
||||
end
|
||||
|
||||
function LOGIC:SetSpawnpoints()
|
||||
local gamelogic = LOGIC:GetLogic()
|
||||
local flipped = gamelogic:GetTeamSwap()
|
||||
team.SetSpawnPoint( flipped and TEAM_SIDEB or TEAM_SIDEA, "info_player_counterterrorist" )
|
||||
team.SetSpawnPoint( flipped and TEAM_SIDEA or TEAM_SIDEB, "info_player_terrorist" )
|
||||
end
|
|
@ -1,28 +0,0 @@
|
|||
|
||||
AddCSLuaFile()
|
||||
|
||||
local PLAYER = {}
|
||||
|
||||
PLAYER.DisplayName = "CNR Player Class"
|
||||
|
||||
PLAYER.SlowWalkSpeed = 200
|
||||
PLAYER.WalkSpeed = 250
|
||||
PLAYER.RunSpeed = 280
|
||||
PLAYER.CrouchedWalkSpeed = 0.3
|
||||
PLAYER.DuckSpeed = 0.3
|
||||
PLAYER.UnDuckSpeed = 0.3
|
||||
PLAYER.JumpPower = 200
|
||||
PLAYER.CanUseFlashlight = true
|
||||
PLAYER.MaxHealth = 100
|
||||
PLAYER.MaxArmor = 100
|
||||
PLAYER.StartHealth = 100
|
||||
PLAYER.StartArmor = 0
|
||||
PLAYER.DropWeaponOnDie = false
|
||||
PLAYER.TeammateNoCollide = true
|
||||
PLAYER.AvoidPlayers = true
|
||||
PLAYER.UseVMHands = true
|
||||
|
||||
function PLAYER:SetupDataTables()
|
||||
end
|
||||
|
||||
player_manager.RegisterClass( "player_cnr", PLAYER, "player_default" )
|
|
@ -1,267 +0,0 @@
|
|||
|
||||
|
||||
|
||||
function GM:OnDamagedByExplosion( ply, dmginfo )
|
||||
-- ply:SetDSP( 35, false )
|
||||
return true
|
||||
end
|
||||
function GM:PlayerCanJoinTeam( ply, teamid )
|
||||
if ( ply:Team() == teamid ) then
|
||||
ply:ChatPrint( "You're already on that team" )
|
||||
return false
|
||||
end
|
||||
|
||||
return true
|
||||
end
|
||||
|
||||
-- Write this so at the end of a round you can shittalk
|
||||
local sv_alltalk = GetConVar( "sv_alltalk" )
|
||||
function GM:PlayerCanHearPlayersVoice( pListener, pTalker )
|
||||
local alltalk = sv_alltalk:GetInt()
|
||||
if ( alltalk >= 1 ) then return true, alltalk == 2 end
|
||||
|
||||
return pListener:Team() == pTalker:Team(), false
|
||||
end
|
||||
|
||||
function GM:PlayerShouldTaunt( ply, actid )
|
||||
return false
|
||||
end
|
||||
function GM:AllowPlayerPickup( ply, object )
|
||||
return false
|
||||
end
|
||||
function GM:PlayerDeathSound()
|
||||
return true
|
||||
end
|
||||
function GM:PlayerDeathThink( pl )
|
||||
if ( pl.NextSpawnTime && pl.NextSpawnTime > CurTime() ) then return end
|
||||
pl:Spawn()
|
||||
end
|
||||
|
||||
function GM:CreateTeams()
|
||||
|
||||
TEAM_SIDEA = 1
|
||||
team.SetUp( TEAM_SIDEA, "Side A", Color( 100, 100, 255 ) )
|
||||
team.SetSpawnPoint( TEAM_SIDEA, "info_player_counterterrorist" )
|
||||
|
||||
TEAM_SIDEB = 2
|
||||
team.SetUp( TEAM_SIDEB, "Side B", Color( 255, 100, 100 ) )
|
||||
team.SetSpawnPoint( TEAM_SIDEB, "info_player_terrorist" )
|
||||
|
||||
team.SetSpawnPoint( TEAM_SPECTATOR, "worldspawn" )
|
||||
|
||||
end
|
||||
|
||||
hook.Add("PostEntityTakeDamage", "CNR_DamageSound", function( ent, dmginfo, took )
|
||||
if took and ent:IsPlayer() then
|
||||
ent:EmitSound( "cnr/impact/flesh-0" .. math.random(1,8) .. ".ogg", 70, 100, 1, CHAN_BODY )
|
||||
|
||||
local at = dmginfo:GetAttacker()
|
||||
if at:IsValid() and at:IsPlayer() then
|
||||
local rf = RecipientFilter()
|
||||
rf:AddPlayer(at)
|
||||
at:EmitSound( "cnr/impact/confirm-0" .. math.random(1,7) .. ".ogg", 0, 100, 0.5, CHAN_STATIC, nil, nil, rf )
|
||||
end
|
||||
|
||||
end
|
||||
end)
|
||||
|
||||
if CLIENT then
|
||||
hook.Add("CalcView", "CNR_CalcView", function( ply, pos, angles, fov )
|
||||
local rge = ply:GetRagdollEntity()
|
||||
if rge:IsValid() then
|
||||
local he = rge:GetAttachment(rge:LookupAttachment("eyes"))
|
||||
local view = {
|
||||
origin = he.Pos,
|
||||
angles = he.Ang,
|
||||
fov = fov,
|
||||
drawviewer = false
|
||||
}
|
||||
|
||||
return view
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
function GM:ScalePlayerDamage( ply, hitgroup, dmginfo )
|
||||
-- More damage if we're shot in the head
|
||||
if ( hitgroup == HITGROUP_HEAD ) then
|
||||
dmginfo:ScaleDamage( 3 )
|
||||
end
|
||||
end
|
||||
|
||||
function GM:PlayerInitialSpawn( pl, transition )
|
||||
if pl:IsBot() then
|
||||
pl:SetTeam( team.BestAutoJoinTeam() )
|
||||
else
|
||||
pl:SetTeam( TEAM_UNASSIGNED )
|
||||
pl:ConCommand( "gm_showteam" )
|
||||
end
|
||||
end
|
||||
function GM:PlayerSpawnAsSpectator( pl )
|
||||
pl:StripWeapons()
|
||||
if ( pl:Team() == TEAM_UNASSIGNED ) then
|
||||
pl:Spectate( OBS_MODE_FIXED )
|
||||
return
|
||||
end
|
||||
pl:SetTeam( TEAM_SPECTATOR )
|
||||
pl:Spectate( OBS_MODE_ROAMING )
|
||||
end
|
||||
function GM:PlayerSelectSpawn( pl, transition )
|
||||
local ent = self:PlayerSelectTeamSpawn( pl:Team(), pl )
|
||||
if ( IsValid( ent ) ) then return ent end
|
||||
end
|
||||
function GM:PlayerSelectTeamSpawn( TeamID, pl )
|
||||
local gamelogic = LOGIC:GetLogic()
|
||||
local SpawnPoints = team.GetSpawnPoints( LOGIC:Switcheroo( 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, pl, ChosenSpawnPoint, i == 6 ) ) then
|
||||
return ChosenSpawnPoint
|
||||
end
|
||||
end
|
||||
return ChosenSpawnPoint
|
||||
end
|
||||
|
||||
function GM:PlayerSpawn( p, transition )
|
||||
player_manager.SetPlayerClass( p, "player_cnr" )
|
||||
|
||||
if ( self.TeamBased and ( p:Team() == TEAM_SPECTATOR or p:Team() == TEAM_UNASSIGNED ) ) then
|
||||
self:PlayerSpawnAsSpectator( p )
|
||||
return
|
||||
end
|
||||
p:UnSpectate()
|
||||
|
||||
p:SetSlowWalkSpeed( 190 )
|
||||
p:SetWalkSpeed( 320 )
|
||||
p:SetRunSpeed( 320 )
|
||||
|
||||
if ( !transition ) then
|
||||
GAMEMODE:PlayerLoadout( p )
|
||||
end
|
||||
|
||||
GAMEMODE:PlayerSetModel( p )
|
||||
|
||||
p:SetupHands()
|
||||
end
|
||||
|
||||
local PT = FindMetaTable("Player")
|
||||
|
||||
function PT:IsCop()
|
||||
return self:Team() == LOGIC:Switcheroo( TEAM_SIDEA )
|
||||
end
|
||||
|
||||
function GM:PlayerLoadout( p )
|
||||
p:StripWeapons()
|
||||
|
||||
if p:IsCop() then
|
||||
p:Give("cnr_m4a1")
|
||||
p:Give("cnr_usp")
|
||||
else
|
||||
p:Give("cnr_ak47")
|
||||
p:Give("cnr_glock")
|
||||
end
|
||||
|
||||
return true
|
||||
end
|
||||
|
||||
function GM:PlayerSetModel( p )
|
||||
if p:IsCop() then
|
||||
p:SetModel( "models/player/combine_soldier.mdl" )
|
||||
else
|
||||
p:SetModel( "models/player/group03/male_07.mdl" )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
hook.Add( "StartCommand", "CNR_StartCommand", function( ply, cmd )
|
||||
if ( ply:IsBot() ) then
|
||||
local wpn = ply:GetActiveWeapon()
|
||||
if wpn:IsValid() and wpn:Clip1() == 0 then
|
||||
cmd:AddKey(IN_RELOAD)
|
||||
cmd:RemoveKey(IN_ATTACK)
|
||||
end
|
||||
|
||||
return
|
||||
end
|
||||
if ( !ply:Alive() ) then return end
|
||||
|
||||
local gamelogic = LOGIC:GetLogic()
|
||||
if IsValid( gamelogic ) and gamelogic:GetState() == STATE_PREGAME then
|
||||
cmd:ClearMovement()
|
||||
cmd:ClearButtons()
|
||||
end
|
||||
end)
|
||||
|
||||
hook.Add( "Move", "CNR_Move", function( ply, mv )
|
||||
local gamelogic = LOGIC:GetLogic()
|
||||
if IsValid( gamelogic ) and gamelogic:GetState() == STATE_PREGAME then
|
||||
mv:SetMaxClientSpeed( 0 )
|
||||
mv:SetMaxSpeed( 0 )
|
||||
end
|
||||
end)
|
||||
|
||||
if SERVER then
|
||||
util.AddNetworkString( "CNR_Kill" )
|
||||
|
||||
function GM:DoPlayerDeath( ply, attacker, dmginfo )
|
||||
ply:CreateRagdoll()
|
||||
ply:AddDeaths( 1 )
|
||||
if ( attacker:IsValid() && attacker:IsPlayer() ) then
|
||||
if ( attacker == ply ) then
|
||||
attacker:AddFrags( -1 )
|
||||
else
|
||||
attacker:AddFrags( 1 )
|
||||
end
|
||||
end
|
||||
net.Start( "CNR_Kill" )
|
||||
net.WriteEntity( ply )
|
||||
net.WriteEntity( attacker )
|
||||
net.WriteEntity( dmginfo:GetInflictor() )
|
||||
net.Broadcast()
|
||||
end
|
||||
else
|
||||
hook.Add("DrawDeathNotice", "CNR_DrawDeathNotice", function()
|
||||
return true
|
||||
end)
|
||||
net.Receive( "CNR_Kill", function()
|
||||
local victim = net.ReadEntity()
|
||||
local attacker = net.ReadEntity()
|
||||
local inflictor = net.ReadEntity()
|
||||
|
||||
local name_victim = "???"
|
||||
local name_attacker = "???"
|
||||
local name_inflictor = "???"
|
||||
local color_victim = color_white
|
||||
local color_attacker = color_white
|
||||
if IsValid(victim) then
|
||||
name_victim = victim:Nick()
|
||||
color_victim = team.GetColor(victim:Team())
|
||||
end
|
||||
if IsValid(attacker) then
|
||||
name_attacker = attacker:Nick()
|
||||
color_attacker = team.GetColor(attacker:Team())
|
||||
end
|
||||
if IsValid(inflictor) then
|
||||
if inflictor.GetPrintName then
|
||||
name_inflictor = inflictor:GetPrintName()
|
||||
else
|
||||
name_inflictor = inflictor:GetClass()
|
||||
end
|
||||
end
|
||||
|
||||
if !DeathNotices then DeathNotices = {} end
|
||||
table.insert( DeathNotices, {
|
||||
Time = CurTime(),
|
||||
VictimEnt = victim,
|
||||
VictimName = name_victim,
|
||||
VictimColor = color_victim,
|
||||
AttackerEnt = attacker,
|
||||
AttackerName = name_attacker,
|
||||
AttackerColor = color_attacker,
|
||||
InflictorEnt = inflictor,
|
||||
InflictorName = name_inflictor
|
||||
})
|
||||
end)
|
||||
end
|
|
@ -1,49 +0,0 @@
|
|||
|
||||
GM.Name = "Cops 'n Robbers"
|
||||
GM.Author = "Fesiug"
|
||||
GM.Email = "publicfesiug@outlook.com"
|
||||
GM.Website = "https://github.com/Fesiug/copsnrobbers"
|
||||
GM.TeamBased = true
|
||||
|
||||
AddCSLuaFile("player_class_cnr.lua")
|
||||
include ("player_class_cnr.lua")
|
||||
|
||||
AddCSLuaFile("logic.lua")
|
||||
include ("logic.lua")
|
||||
|
||||
AddCSLuaFile("playerbs.lua")
|
||||
include ("playerbs.lua")
|
||||
|
||||
AddCSLuaFile("cl_hud.lua")
|
||||
AddCSLuaFile("cl_selectteam.lua")
|
||||
if CLIENT then
|
||||
include ("cl_hud.lua")
|
||||
include ("cl_selectteam.lua")
|
||||
end
|
||||
|
||||
function GM:Initialize()
|
||||
-- Do stuff
|
||||
end
|
||||
|
||||
concommand.Add( "cnr_cheat_weapons", function( p )
|
||||
p:Give( "cnr_ak47" )
|
||||
p:Give( "cnr_deagle" )
|
||||
p:Give( "cnr_glock" )
|
||||
p:Give( "cnr_m4a1" )
|
||||
p:Give( "cnr_m4s90" )
|
||||
p:Give( "cnr_m249" )
|
||||
p:Give( "cnr_mac10" )
|
||||
p:Give( "cnr_mossberg" )
|
||||
p:Give( "cnr_mp5" )
|
||||
p:Give( "cnr_uzi" )
|
||||
p:Give( "cnr_p220" )
|
||||
p:Give( "cnr_usp" )
|
||||
end)
|
||||
|
||||
if SERVER then
|
||||
function GM:ShowTeam( ply )
|
||||
ply:SendLua( "GAMEMODE:ShowTeam()" )
|
||||
end
|
||||
end
|
||||
|
||||
-- Include module loader here
|
Binary file not shown.
Before Width: | Height: | Size: 824 B |
|
@ -1,3 +1,3 @@
|
|||
AddCSLuaFile("cl_init.lua")
|
||||
AddCSLuaFile("shared.lua")
|
||||
include ("shared.lua")
|
||||
include("shared.lua")
|
|
@ -0,0 +1,2 @@
|
|||
|
||||
-- Include module loader here
|
|
@ -1,4 +0,0 @@
|
|||
VertexLitGeneric
|
||||
{
|
||||
$color2 "[0.5 0.5 0.5]"
|
||||
}
|
|
@ -1,18 +0,0 @@
|
|||
VertexLitGeneric
|
||||
{
|
||||
$basetexture "cnr/weapons/m4a1/v_m4a1_main"
|
||||
$bumpmap "cnr/weapons/m4a1/v_m4a1_main_normal"
|
||||
$phongexponenttexture "cnr/weapons/m4a1/v_m4a1_main_exponent"
|
||||
$envmap env_cubemap
|
||||
$nocull 1
|
||||
$normalmapalphaenvmapmask 1
|
||||
$envmaptint "[0.01 0.01 0.01]"
|
||||
|
||||
$phong 1
|
||||
$phongboost 1
|
||||
$phongtint "[1 1 1]"
|
||||
$phongfresnelranges "[1 4 7]"
|
||||
$phongalbedotint 1
|
||||
$halflambert 1
|
||||
$color2 "[2 2 2]"
|
||||
}
|
BIN
materials/cnr/weapons/m4a1/v_m4a1_main.vtf (Stored with Git LFS)
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materials/cnr/weapons/m4a1/v_m4a1_main.vtf (Stored with Git LFS)
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materials/cnr/weapons/m4a1/v_m4a1_main_exponent.vtf (Stored with Git LFS)
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materials/cnr/weapons/m4a1/v_m4a1_main_exponent.vtf (Stored with Git LFS)
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materials/cnr/weapons/m4a1/v_m4a1_main_normal.vtf (Stored with Git LFS)
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materials/cnr/weapons/m4a1/v_m4a1_main_normal.vtf (Stored with Git LFS)
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models/cnr/m4a1_view.dx90.vtx (Stored with Git LFS)
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models/cnr/m4a1_view.dx90.vtx (Stored with Git LFS)
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models/cnr/m4a1_view.mdl (Stored with Git LFS)
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models/cnr/m4a1_view.mdl (Stored with Git LFS)
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models/cnr/m4a1_view.vvd (Stored with Git LFS)
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models/cnr/m4a1_view.vvd (Stored with Git LFS)
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Reference in New Issue