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3 Commits

Author SHA1 Message Date
Fesiug b1677862af
Create shared.lua 2023-12-19 08:30:53 -05:00
Fesiug dd005f58f9
Create cl_init.lua 2023-12-19 08:29:57 -05:00
Fesiug bf3d48b3b6
Create base files 2023-12-19 08:28:51 -05:00
103 changed files with 4 additions and 1834 deletions

10
.gitattributes vendored
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# Auto detect text files and perform LF normalization
* text=auto
*.ogg filter=lfs diff=lfs merge=lfs -text
*.wav filter=lfs diff=lfs merge=lfs -text
*.mdl filter=lfs diff=lfs merge=lfs -text
*.dx90.vtx filter=lfs diff=lfs merge=lfs -text
*.phy filter=lfs diff=lfs merge=lfs -text
*.vvd filter=lfs diff=lfs merge=lfs -text
*.png filter=lfs diff=lfs merge=lfs -text
*.vtf filter=lfs diff=lfs merge=lfs -text

2
.gitignore vendored
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*.dx80.vtx
*.sw.vtx

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{
"folders": [
{
"path": "."
}
],
"settings": {
"editor.detectIndentation": false,
"editor.insertSpaces": false
},
"extensions": {
"recommendations": [
"venner.vscode-glua-enhanced"
]
}
}

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include("shared.lua")

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"cg"
{
"base" "base"
"title" "Cops 'n Robbers"
"maps" "^cnr_"
"category" "pvp"
"menusystem" "1"
// "workshopid" "0"
"settings"
{
}
}

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AddCSLuaFile()
ENT.Type = "point"
function ENT:SetupDataTables()
self:NetworkVar( "Float", 0, "RoundStartedAt" )
self:NetworkVar( "Float", 1, "PregameStartedAt" )
self:NetworkVar( "Float", 2, "RoundFinishedAt" )
self:NetworkVar( "Int", 0, "State" )
self:NetworkVar( "Int", 1, "Round" )
self:NetworkVar( "Int", 2, "Money" )
self:NetworkVar( "Int", 3, "SwappedAtRound" )
self:NetworkVar( "Bool", 0, "TeamSwap" )
self:SetRound( 1 )
self:SetSwappedAtRound( 1 )
end
function ENT:Initialize()
self:AddEFlags( EFL_FORCE_CHECK_TRANSMIT )
end
function ENT:UpdateTransmitState()
return TRANSMIT_ALWAYS
end

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function SWEP:GetViewModelPosition( pos, ang )
local p = self:GetOwner()
local speed = math.Clamp( p:GetVelocity():Length2D()/320, 0, 1 )
local newpos, newang = Vector( pos ), Angle( ang )
newpos:Add( ang:Right() * self.ActivePos.x )
newpos:Add( ang:Forward() * self.ActivePos.y )
newpos:Add( ang:Up() * self.ActivePos.z )
newpos:Add( ang:Right() * 1 * math.sin( CurTime() * math.pi * 2 ) * speed )
newpos:Add( ang:Up() * -0.25 * math.abs( math.sin( CurTime() * math.pi * 2 ) ) * speed )
return newpos, newang
end

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function SWEP:SendAnim( anim )
if !self:GetOwner():IsValid() then return 0 end
local vm = self:GetOwner():GetViewModel()
if !vm:IsValid() then return 0 end
if !self.Animations then return 0 end
local AnimData = self.Animations[anim]
if !AnimData then return 0 end
vm:SendViewModelMatchingSequence( vm:LookupSequence(AnimData.Source) )
if AnimData.Delay_Reload then
self:SetDelayReload( CurTime() + AnimData.Delay_Reload )
end
if AnimData.Delay_Refill then
self:SetRefillTime( CurTime() + AnimData.Delay_Refill )
end
return vm:SequenceDuration()
end

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function SWEP:Reload()
if self:GetDelay() > CurTime() then
return false
end
if self:GetDelayReload() > CurTime() then
return false
end
if self:GetShotgunReloading() == 1 then
return false
end
if self:Clip1() >= self.Primary.ClipSize then
return false
end
if self.ShotgunReloading then
self:SendWeaponAnim( ACT_SHOTGUN_RELOAD_START )
self:GetOwner():GetViewModel():SetPlaybackRate( 2.5 )
self:SetDelayReload( CurTime() + 0.1 )
self:SetShotgunReloading( 1 )
else
self:SendAnim( "reload" )
--self:SetDelayReload( CurTime() + animtime*0.9 )
--self:SetRefillTime( CurTime() + animtime*0.5 )
end
return true
end

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function SWEP:Spread()
local spread = self:GetBubbleSpread()
spread = Lerp( spread, self.SpreadStart, self.SpreadEnd )
return spread
end
function SWEP:PrimaryAttack( mine )
if self:GetDelay() > CurTime() then
return false
end
if self:GetDelayReload() > CurTime() then
return false
end
if self:Clip1() == 0 then
self:EmitSound( "weapons/clipempty_rifle.wav", 60, 100, 1, CHAN_STATIC )
self:SetDelay( CurTime() + self.Delay )
return false
end
if self:GetBurstCount() >= self.MaxBurst then
return false
end
self:SetDelay( CurTime() + self.Delay )
self:SetBurstCount( self:GetBurstCount() + 1 )
self:SendAnim( "fire" )
self:SetClip1( self:Clip1() - 1 )
self:EmitSound( self.Sound_Fire[ math.random( 1, #self.Sound_Fire ) ], 80, 100, 1, CHAN_STATIC )
self:EmitSound( self.Sound_Mech[ math.random( 1, #self.Sound_Mech ) ], 60, 100, 0.125, CHAN_BODY )
local dir = self:GetOwner():EyeAngles()
local newdir = Vector()
local spread = math.rad( self:Spread() )
do
local radius = util.SharedRandom("CNR_WepRand1_" .. 1, 0, 1 )
local theta = util.SharedRandom("CNR_WepRand2_" .. 1, 0, math.rad(360) )
local x = radius * math.sin(theta)
local y = radius * math.cos(theta)
newdir:Set( dir:Forward() + (dir:Right() * spread * x) + (dir:Up() * spread * y) )
end
self:FireBullets( {
Attacker = self:GetOwner(),
Tracer = 1,
Damage = self.DamageClose,
Force = 1,
Num = 1,
Dir = newdir,
Spread = vector_origin,
Src = self:GetOwner():EyePos(),
Callback = function( attacker, tr, dmginfo )
end
})
do
if ( !game.SinglePlayer() and CLIENT and IsFirstTimePredicted() ) then
local recoil = {}
recoil.up = util.SharedRandom( "CNR_WepRecoil", -1, 1 ) * self.RecoilUp
recoil.speed = math.max( 1, self.RecoilSpeed ) -- how much to move in a second
recoil.dist = Lerp( self:GetBubbleRecoil(), self.RecoilDistStart, self.RecoilDistEnd ) -- total distance to travel
--recoil.up2 = recoil.up + 180
--recoil.speed2 = recoil.speed * 0.25
--recoil.dist2 = recoil.dist
table.insert( self.RecoilTable, recoil )
end
end
return true
end
function SWEP:SecondaryAttack()
return true
end

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SWEP.RecoilTable = {}
function SWEP:Think()
local p = self:GetOwner()
if CLIENT and IsFirstTimePredicted() then
for i, data in pairs( self.RecoilTable ) do
local ft = FrameTime()
local diff = data.dist - math.Approach( data.dist, 0, ft * data.speed )
data.dist = math.Approach( data.dist, 0, ft * data.speed )
local m_p, m_y = math.cos(math.rad(data.up)), math.sin(math.rad(data.up))
local p_p, p_y = m_p * diff, m_y * diff
p:SetEyeAngles( p:EyeAngles() - Angle( p_p, p_y, 0 ) )
if data.up2 then
if data.dist == 0 then
local diff = data.dist2 - math.Approach( data.dist2, 0, ft * data.speed2 )
data.dist2 = math.Approach( data.dist2, 0, ft * data.speed2 )
local m_p, m_y = math.cos(math.rad(data.up2)), math.sin(math.rad(data.up2))
local p_p, p_y = m_p * diff, m_y * diff
p:SetEyeAngles( p:EyeAngles() - Angle( p_p, p_y, 0 ) )
end
if data.dist2 == 0 then
self.RecoilTable[i] = nil
end
else
if data.dist == 0 then
self.RecoilTable[i] = nil
end
end
end
end
if !p:KeyDown( IN_ATTACK ) then
self:SetBurstCount( 0 )
end
local up = self:GetDelay() > CurTime()-engine.TickInterval()
self:SetBubbleSpread( math.Approach( self:GetBubbleSpread(), up and 1 or 0, FrameTime()/(up and self.BubbleSpreadUp or self.BubbleSpreadDown) ) )
self:SetBubbleRecoil( math.Approach( self:GetBubbleRecoil(), up and 1 or 0, FrameTime()/(up and self.BubbleRecoilUp or self.BubbleRecoilDown) ) )
if self:GetRefillTime() != -1 and CurTime() >= self:GetRefillTime() then
self:SetClip1( self.ShotgunReloading and (self:Clip1() + 1) or self.Primary.ClipSize )
self:SetRefillTime( -1 )
end
if self:GetShotgunReloading() == 1 then
if p:KeyDown( IN_ATTACK ) or (self:GetDelayReload() <= CurTime() and self:Clip1() == self.Primary.ClipSize) then
self:SendAnim( "reload_start" )
self:SetRefillTime( -1 )
self:SetShotgunReloading( 0 )
else
if self:GetDelayReload() <= CurTime() then
self:SendAnim( "reload" )
end
end
end
end

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SWEP.Base = "weapon_base"
SWEP.PrintName = "CNR weapon base"
SWEP.Slot = 5
SWEP.ViewModel = "models/weapons/cstrike/c_rif_ak47.mdl"
SWEP.ViewModelFOV = 90
SWEP.UseHands = true
SWEP.WorldModel = "models/weapons/w_rif_ak47.mdl"
SWEP.Sound_Fire = {
"cnr/weapons/m4a1/fire-01.ogg",
"cnr/weapons/m4a1/fire-02.ogg",
"cnr/weapons/m4a1/fire-03.ogg",
}
SWEP.Sound_Mech = {
"cnr/weapons/mech-01.ogg",
"cnr/weapons/mech-02.ogg",
"cnr/weapons/mech-03.ogg",
"cnr/weapons/mech-04.ogg",
"cnr/weapons/mech-05.ogg",
"cnr/weapons/mech-06.ogg",
}
SWEP.Delay = ( 60 / 900 )
SWEP.MaxBurst = math.huge
SWEP.ActivePos = vector_origin--Vector( 2, -2, -2 )
SWEP.BubbleSpreadUp = 0.8
SWEP.BubbleRecoilUp = 0.8
SWEP.BubbleSpreadDown = 0.2
SWEP.BubbleRecoilDown = 0.2
SWEP.SpreadStart = 0
SWEP.SpreadEnd = 10
SWEP.RecoilUp = 33
SWEP.RecoilSpeed = 90
SWEP.RecoilDistStart = 1
SWEP.RecoilDistEnd = 10
SWEP.RecoilDistFunc = math.ease.InExpo
SWEP.Primary.Ammo = "pistol"
SWEP.Primary.ClipSize = 0
SWEP.Primary.DefaultClip = 0
SWEP.Primary.Automatic = true
SWEP.Secondary.Ammo = "none"
SWEP.Secondary.ClipSize = -1
SWEP.Secondary.DefaultClip = 0
SWEP.Secondary.Automatic = true
AddCSLuaFile("sh_think.lua")
include ("sh_think.lua")
AddCSLuaFile("sh_shoot.lua")
include ("sh_shoot.lua")
AddCSLuaFile("sh_reload.lua")
include ("sh_reload.lua")
AddCSLuaFile("sh_animate.lua")
include ("sh_animate.lua")
AddCSLuaFile("cl_vm.lua")
if CLIENT then
include ("cl_vm.lua")
end
function SWEP:Initialize()
self:SetClip1( self.Primary.ClipSize )
end
function SWEP:SetupDataTables()
self:NetworkVar( "Float", 0, "Delay" )
self:NetworkVar( "Float", 1, "DelayReload" )
self:NetworkVar( "Float", 2, "DelayDeploy" )
self:NetworkVar( "Float", 3, "RefillTime" )
self:NetworkVar( "Float", 4, "BubbleSpread" )
self:NetworkVar( "Float", 5, "BubbleRecoil" )
self:NetworkVar( "Int", 0, "BurstCount" )
self:NetworkVar( "Int", 1, "ShotgunReloading" )
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

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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

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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

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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

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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

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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,
},
}

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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

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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

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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

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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

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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

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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

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@ -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

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@ -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)

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@ -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)

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@ -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

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@ -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

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@ -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" )

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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

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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

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AddCSLuaFile("cl_init.lua")
AddCSLuaFile("shared.lua")
include ("shared.lua")
include("shared.lua")

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-- Include module loader here

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VertexLitGeneric
{
$color2 "[0.5 0.5 0.5]"
}

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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]"
}

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materials/cnr/weapons/m4a1/v_m4a1_main.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.mdl (Stored with Git LFS)

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models/cnr/m4a1_view.vvd (Stored with Git LFS)

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