gamemode: Only show the selection halo for Hiders
The selection halo was previously visible to everyone in approximate mode, which caused more issues than it should have.
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@@ -232,45 +232,48 @@ hook.Add("PostDrawTranslucentRenderables", "PHDrawNamePlates", DrawNamePlates)
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function DrawSelectionHalo(bDrawingDepth, bDrawingSkybox)
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if (!GAMEMODE.Config.SelectionHalo:Enabled()) then return end
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local ent = nil
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if (GAMEMODE.Config.SelectionHalo:Approximate()) then
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local trace = {
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start = LocalPlayer():EyePos(),
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endpos = LocalPlayer():EyePos() + LocalPlayer():EyeAngles():Forward() * 80,
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mins = Vector(-16, -16, -16),
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maxs = Vector( 16, 16, 16),
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mask = MASK_SOLID + CONTENTS_DEBRIS + CONTENTS_PLAYERCLIP,
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filter = function(ent)
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-- Ensure that we don't actually hit ourselves by accident, or our "hands" model.
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if (!IsValid(ent)
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|| (ent == LocalPlayer())
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|| (ent == LocalPlayer():GetHands())) then
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if ((LocalPlayer():Team() == GAMEMODE.Teams.Hiders)
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&& (player_manager.GetPlayerClass(LocalPlayer()) == "Hider")) then
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local ent = nil
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if (GAMEMODE.Config.SelectionHalo:Approximate()) then
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local trace = {
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start = LocalPlayer():EyePos(),
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endpos = LocalPlayer():EyePos() + LocalPlayer():EyeAngles():Forward() * 80,
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mins = Vector(-16, -16, -16),
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maxs = Vector( 16, 16, 16),
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mask = MASK_SOLID + CONTENTS_DEBRIS + CONTENTS_PLAYERCLIP,
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filter = function(ent)
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-- Ensure that we don't actually hit ourselves by accident, or our "hands" model.
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if (!IsValid(ent)
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|| (ent == LocalPlayer())
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|| (ent == LocalPlayer():GetHands())) then
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return false
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end
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if table.HasValue(GAMEMODE.Config.Lists:ClassWhitelist(), ent:GetClass()) then return true end
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return false
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end
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if table.HasValue(GAMEMODE.Config.Lists:ClassWhitelist(), ent:GetClass()) then return true end
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return false
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end,
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output = {}
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}
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util.TraceLine(trace)
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if !IsValid(trace.output.Entity) then util.TraceHull(trace) end
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if IsValid(trace.output.Entity) then
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if (!table.HasValue(GAMEMODE.Config.Lists:ModelBlacklist(), trace.output.Entity:GetModel())) then
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ent = trace.output.Entity
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end
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end
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else
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ent = LocalPlayer():GetNWEntity("SelectionHalo")
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end
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if IsValid(ent) then
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local color = HSVToColor(
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GAMEMODE.Config.SelectionHalo:TintHue(),
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GAMEMODE.Config.SelectionHalo:TintSaturation(),
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GAMEMODE.Config.SelectionHalo:TintValue()
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)
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halo.Add({ ent }, color,
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GAMEMODE.Config.SelectionHalo:BlurX(), GAMEMODE.Config.SelectionHalo:BlurY(), GAMEMODE.Config.SelectionHalo:Passes(),
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GAMEMODE.Config.SelectionHalo:Additive(), GAMEMODE.Config.SelectionHalo:IgnoreZ())
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end,
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output = {}
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}
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util.TraceLine(trace)
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if !IsValid(trace.output.Entity) then util.TraceHull(trace) end
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if IsValid(trace.output.Entity) then
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if (!table.HasValue(GAMEMODE.Config.Lists:ModelBlacklist(), trace.output.Entity:GetModel())) then
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ent = trace.output.Entity
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end
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end
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else
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ent = LocalPlayer():GetNWEntity("SelectionHalo")
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end
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if IsValid(ent) then
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local color = HSVToColor(
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GAMEMODE.Config.SelectionHalo:TintHue(),
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GAMEMODE.Config.SelectionHalo:TintSaturation(),
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GAMEMODE.Config.SelectionHalo:TintValue()
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)
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halo.Add({ ent }, color,
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GAMEMODE.Config.SelectionHalo:BlurX(), GAMEMODE.Config.SelectionHalo:BlurY(), GAMEMODE.Config.SelectionHalo:Passes(),
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GAMEMODE.Config.SelectionHalo:Additive(), GAMEMODE.Config.SelectionHalo:IgnoreZ())
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end
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end
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end
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hook.Add("PostDrawEffects", "PHDrawSelectionHalo", DrawSelectionHalo)
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