Adjust paths to be lowercase (part 2)

Even though git internally knows the difference between upper and lower case, all of it's commands rely on the file system to do so as well. This results in incorrect behavior when renaming A to a for example, as the source and destination is identical on the file system according to git. Windows does support such renames, but git seems to shit itself.
This commit is contained in:
Michael Fabian 'Xaymar' Dirks
2017-11-24 01:58:54 +01:00
parent e8454d4d27
commit 6ad75df85d
45 changed files with 0 additions and 0 deletions
@@ -0,0 +1,253 @@
--[[
The MIT License (MIT)
Copyright (c) 2015 Xaymar
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
--]]
-- ------------------------------------------------------------------------- --
--! Includes
-- ------------------------------------------------------------------------- --
include("sh_init.lua")
GM.UI = {}
include("client/cl_ui_help.lua")
include("client/cl_ui_teamselection.lua")
-- ------------------------------------------------------------------------- --
--! Code
-- ------------------------------------------------------------------------- --
function GM:Initialize()
print("-------------------------------------------------------------------------")
print("Prop Hunt CL: Initializing...")
print("Prop Hunt CL: Initializing Gamemode Data...")
self.Data = {}
print("Prop Hunt CL: Creating Fonts...")
surface.CreateFont("RobotoBoldCondensed160", {font="Roboto Bold Condensed", extended=true, size=160, weight=800, antialias=true})
print("Prop Hunt CL: Complete.")
print("-------------------------------------------------------------------------")
end
function GM:Think() end
function GM:InitialPlayerSpawn()
if GAMEMODE.Config:DebugLog() then print("Prop Hunt CL: InitialPlayerSpawn") end
-- Delay execution until LocalPlayer() is valid.
if (!LocalPlayer()) || (!IsValid(LocalPlayer())) then
timer.Simple(.1, function() GAMEMODE:InitialPlayerSpawn() end)
return
end
if GAMEMODE.Config:DebugLog() then print("Prop Hunt CL: InitialPlayerSpawn Valid") end
player_manager.RunClass(LocalPlayer(), "InitialClientSpawn")
end
function GM:PlayerSpawn()
if GAMEMODE.Config:DebugLog() then print("Prop Hunt CL: PlayerSpawn") end
-- Delay execution until LocalPlayer() is valid.
if (!LocalPlayer()) || (!IsValid(LocalPlayer())) then
timer.Simple(.1, function() GAMEMODE:PlayerSpawn() end)
return
end
if GAMEMODE.Config:DebugLog() then print("Prop Hunt CL: PlayerSpawn Valid") end
if !(LocalPlayer().Data) then
LocalPlayer().Data = {}
LocalPlayer().Data.ThirdPerson = true
end
player_manager.RunClass(LocalPlayer(), "ClientSpawn")
end
function GM:PostDrawViewModel( vm, ply, weapon )
if ( weapon.UseHands || !weapon:IsScripted() ) then
local hands = LocalPlayer():GetHands()
if ( IsValid( hands ) ) then hands:DrawModel() end
end
end
-- ------------------------------------------------------------------------- --
--! Player Manager Binding
-- ------------------------------------------------------------------------- --
function GM:HUDPaint() player_manager.RunClass(LocalPlayer(), "HUDPaint") end
function GM:CalcView(ply, pos, ang, fov, nearZ, farZ) return player_manager.RunClass(LocalPlayer(), "CalcView", {origin = pos, angles = ang, fov = fov, znear = nearZ, zfar = farZ}) end
function GM:GetHandsModel() return player_manager.RunClass(LocalPlayer(), "GetHandsModel") end
-- ------------------------------------------------------------------------- --
--! Gamemode Functionality
-- ------------------------------------------------------------------------- --
function GM:PlayerSetViewOffset(vo, voduck)
-- Delay execution until LocalPlayer() is valid.
if (!LocalPlayer()) || (!IsValid(LocalPlayer())) then
if !(GAMEMODE.TempData) then GAMEMODE.TempData = {} end
GAMEMODE.TempData.ViewOffset = vo
GAMEMODE.TempData.ViewOffsetDuck = voduck
timer.Simple(.1, function()
GAMEMODE:PlayerSetViewOffset(GAMEMODE.TempData.ViewOffset, GAMEMODE.TempData.ViewOffsetDuck)
end)
return
end
LocalPlayer():SetViewOffset(vo)
LocalPlayer():SetViewOffsetDucked(voduck)
if LocalPlayer():Crouching() then
LocalPlayer():SetCurrentViewOffset(voduck)
else
LocalPlayer():SetCurrentViewOffset(vo)
end
end
function GM:PlayerSetHull(hullMin, hullMax)
-- Delay execution until LocalPlayer() is valid.
if (!LocalPlayer()) || (!IsValid(LocalPlayer())) then
if !(GAMEMODE.TempData) then GAMEMODE.TempData = {} end
GAMEMODE.TempData.HullMin = hullMin
GAMEMODE.TempData.HullMax = hullMax
timer.Simple(.1, function()
GAMEMODE:PlayerSetHull(GAMEMODE.TempData.HullMin, GAMEMODE.TempData.HullMax) end)
return
end
if (hullMin == hullMax) && (hullMin == nil) then
LocalPlayer():ResetHull()
else
LocalPlayer():SetHull(hullMin, hullMax)
LocalPlayer():SetHullDuck(hullMin, hullMax)
end
end
-- ------------------------------------------------------------------------- --
--! Commands
-- ------------------------------------------------------------------------- --
function GM:OnContextMenuOpen()
end
function GM:OnContextMenuClose()
if GAMEMODE.Config:DebugLog() then print("Prop Hunt CL: Toggled View Mode") end
LocalPlayer().Data.ThirdPerson = !LocalPlayer().Data.ThirdPerson
end
function GM:OnSpawnMenuOpen()
if GAMEMODE.Config:DebugLog() then print("Prop Hunt CL: Enabling Prop Rotation") end
LocalPlayer():SetNWBool("PropRotation", true)
net.Start("PlayerEnablePropRotation")
net.WriteAngle(LocalPlayer():EyeAngles())
net.SendToServer()
end
function GM:OnSpawnMenuClose()
if GAMEMODE.Config:DebugLog() then print("Prop Hunt CL: Disabling Prop Rotation") end
LocalPlayer():SetNWBool("PropRotation", false)
net.Start("PlayerDisablePropRotation")
net.WriteAngle(LocalPlayer():EyeAngles())
net.SendToServer()
end
function GM:ShowHelpUI()
self.UI.Help:Show()
end
concommand.Add("ph_show_help", function() GAMEMODE:ShowHelpUI() end)
function GM:ShowTeamSelection()
TeamSelectionUI:Show()
end
concommand.Add("ph_select_team", function() GAMEMODE:ShowTeamSelection() end)
-- ------------------------------------------------------------------------- --
--! Network Messages
-- ------------------------------------------------------------------------- --
net.Receive("PlayerManagerInitialClientSpawn", function(len, pl) GAMEMODE:InitialPlayerSpawn() end)
net.Receive("PlayerManagerClientSpawn", function(len, pl) GAMEMODE:PlayerSpawn() end)
net.Receive( "PlayerSetHull", function(len, pl)
local hullMin, hullMax = net.ReadVector(), net.ReadVector();
GAMEMODE:PlayerSetHull(hullMin, hullMax)
end)
net.Receive( "PlayerResetHull", function(len, pl) GAMEMODE:PlayerSetHull(nil, nil) end)
net.Receive( "PlayerViewOffset", function(len, pl)
local vo, voduck = net.ReadVector(), net.ReadVector()
GAMEMODE:PlayerSetViewOffset(vo, voduck)
end)
-- ------------------------------------------------------------------------- --
--! Special Drawing
-- ------------------------------------------------------------------------- --
function DrawNamePlates(bDrawingDepth, bDrawingSkybox)
if (!GAMEMODE.Config.NamePlates:Show()) then
return
end
local scale = GAMEMODE.Config.NamePlates:Scale()
local pls = team.GetPlayers(GAMEMODE.Teams.Seekers)
if (LocalPlayer():Team() == GAMEMODE.Teams.Hiders) then
pls = table.Add(pls, team.GetPlayers(GAMEMODE.Teams.Hiders))
end
for i,v in ipairs(pls) do
if (v:Alive() && v != LocalPlayer()) then
local color = HSVToColor(GAMEMODE.Config.NamePlates:TintHue(),
GAMEMODE.Config.NamePlates:TintSaturation(),
GAMEMODE.Config.NamePlates:TintValue())
if GAMEMODE.Config.NamePlates:TintHealth() then
local healthPrc = v:Health() / v:GetMaxHealth()
color = HSVToColor(120 * healthPrc, 1.0, 1.0)
elseif GAMEMODE.Config.NamePlates:TintTeam() then
color = team.GetColor(v:Team())
end
local pos = v:GetPos() + v:GetViewOffset() + Vector(0, 0, GAMEMODE.Config.NamePlates:Height())
local ang = Angle(0, LocalPlayer():EyeAngles().y - 90, 90 - LocalPlayer():EyeAngles().x)
cam.Start3D2D(pos, ang, scale)
draw.DrawText(v:GetName(), "RobotoBoldCondensed160", 0, -draw.GetFontHeight("RobotoBoldCondensed160") / 2, color, TEXT_ALIGN_CENTER)
cam.End3D2D()
end
end
end
hook.Add("PostDrawTranslucentRenderables", "PHDrawNamePlates", DrawNamePlates)
-- ------------------------------------------------------------------------- --
--! Old Code
-- ------------------------------------------------------------------------- --
--[[
function DrawPlayerHalos(bDrawingDepth, bDrawingSkybox)
for i,v in ipairs(player.GetAll()) do
if v:Alive() then
local pos = v:GetPos() + Vector(0, 0, 1) * (v:OBBMaxs().z - v:OBBMins().z + 5)
local ang = Angle(0, LocalPlayer():EyeAngles().y - 90, 90 - LocalPlayer():EyeAngles().x)
local healthPrc = v:Health() / v:GetMaxHealth()
local healthCol = HSVToColor(120 * healthPrc, 1.0, 1.0)
if v:Team() == TEAM_HUNTERS || LocalPlayer():Team() == TEAM_PROPS then
local ent = v
if v.ph_prop && v.ph_prop:IsValid() then ent = v.ph_prop end
halo.Add({ent}, healthCol, 2, 2, 1)
end
end
end
end
--hook.Add("PostDrawEffects", "PH_DrawPlayerHalos", DrawPlayerHalos)
]]