39 Commits

Author SHA1 Message Date
Michael Fabian 'Xaymar' Dirks 3d91f969c9 Version 1.3.1 2018-03-04 22:09:10 +01:00
Michael Fabian 'Xaymar' Dirks 05cf316c58 Shared: Use correct ConVar for Config::Teams::SeekerPercentage() 2018-03-04 21:57:43 +01:00
Michael Fabian 'Xaymar' Dirks 3a78c97742 media: Add normal logo 2017-11-26 16:21:59 +01:00
Michael Fabian 'Xaymar' Dirks 6b2ff0b55f gamemode: Implement a fully featured Scoreboard
The original game mode had a Scoreboard and now Prop Hunt Extended also has one. As usual, it has separation by team (Spectator, Hider, Seeker) and has the game mode logo in the top left. This score board is kept very simple and is non-interactive.

Media: https://drive.google.com/uc?id=12uVh2-BSC3p_aPgRSWNRdz3M0zbBj2BZ
2017-11-26 14:44:26 +01:00
Michael Fabian 'Xaymar' Dirks f5dacddd8c gamemode: Remove dmultilinelabel.lua (See Panel:SetWrap) 2017-11-26 13:50:27 +01:00
Michael Fabian 'Xaymar' Dirks dfdd8f82a3 gamemode: Allow infinite rounds to be played 2017-11-26 13:49:59 +01:00
Michael Fabian 'Xaymar' Dirks 7f3ba60b40 gamemode: Fix Suicide and Team Killing increasing Frags 2017-11-26 13:49:20 +01:00
Michael Fabian 'Xaymar' Dirks 863f099f31 gamemode: Implement Scoreboard support
The game mode will now assign points to teams as well as increment frags and deaths. This paves the way for a proper scoreboard to be added.
2017-11-26 12:54:57 +01:00
Michael Fabian 'Xaymar' Dirks 73a587085c gamemode: Remove the NoCollide constraint on player death 2017-11-26 12:46:02 +01:00
Michael Fabian 'Xaymar' Dirks 20dc523045 media: Add transparent version of the wide logo 2017-11-26 12:41:38 +01:00
Michael Fabian 'Xaymar' Dirks 47b768ffbd content: Rename content directory to prophuntextended 2017-11-26 12:41:06 +01:00
Michael Fabian 'Xaymar' Dirks 7349a96603 gamemode: Implement Alive() function in player classes
This allows checking if the player is actually alive according to the current player class. Some classes are alive to the game, but not to the actual game mode, for example Spectators are alive, but not really.
2017-11-26 12:40:28 +01:00
Michael Fabian 'Xaymar' Dirks be456dc323 gamemode: Fix client load order causing missing files.
Garry's Mod registers lua files in the order they appear, and will immediately run cl_init.lua once it is registered. This occasionally caused includes to error.
2017-11-26 12:38:23 +01:00
Michael Fabian 'Xaymar' Dirks f83464c10b gamemode: Create a few extra fonts 2017-11-26 12:36:33 +01:00
Michael Fabian 'Xaymar' Dirks be017d3d55 gamemode: Fix Hiders getting stuck on themselves
It seems that the physics engine allows the parent to collide with childs, but childs not with the parent. This doesn't make any sense at all.
2017-11-26 09:30:15 +01:00
Michael Fabian 'Xaymar' Dirks 6fbd73b217 gamemode: Remove unused lua code
These are mostly now in sh_config.lua, so there's no need to keep them around.
2017-11-26 08:21:04 +01:00
Michael Fabian 'Xaymar' Dirks ceb9ed1513 data: Remove unused files 2017-11-26 08:11:17 +01:00
Michael Fabian 'Xaymar' Dirks 677ff7b529 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.
2017-11-26 04:26:23 +01:00
Michael Fabian 'Xaymar' Dirks 624fc3968e gamemode: Fix wrong id for settings
This caused some of these to overwrite each other.
2017-11-25 13:53:10 +01:00
Michael Fabian 'Xaymar' Dirks eb3b7f3aef gamemode: Add new 'Selection Halo' feature
This feature allows Hiders to easily tell which prop they will turn into if they press Use. As always, it can be fully configured and even turned off. By default it is enabled and set to Approximate mode.

In Approximate mode, the client is responsible for guessing the best match to the Use key, but does not have any actual influence on what they will really turn into. This will in most cases be enough, as the internal Use test relies on the forward vector, which is checked by this mode. For those requiring more accuracy, there is the Accurate mode.

In Accurate mode, the server is responsible for exactly knowing the best match to the Use key and sending this to the user. This has a server performance impact that scales with the player base and the rate at which these updates are performed can be configured. This mode is affected by lag and packet loss, so only really useful for high performance LAN servers or testing.
2017-11-25 13:25:29 +01:00
Michael Fabian 'Xaymar' Dirks 785f55a017 gamemode: Add Player meta extension
The meta object is extended by some commonly used functionality that Garry's Mod does not expose directly. Some of these are Server only and will produce wrong results on the Client, also due to Garry's Mod not exposing things properly.
2017-11-25 13:14:57 +01:00
Michael Fabian 'Xaymar' Dirks 2691ca4e46 gamemode/compat: Remove old compatibility code 2017-11-25 09:21:59 +01:00
Michael Fabian 'Xaymar' Dirks 8413d8e08e gamemode: Add support for FindUseEntity hook 2017-11-25 09:18:59 +01:00
Michael Fabian 'Xaymar' Dirks 5a4791a097 gamemode/sh_player: Add proper license header 2017-11-25 09:16:20 +01:00
Michael Fabian 'Xaymar' Dirks cc820a89d3 gamemode: Add new and update existing cvars with help text
The command 'cvarlist ph_' should now actually be much more descriptive than before.
2017-11-25 01:30:06 +01:00
Michael Fabian 'Xaymar' Dirks e8f5fc4b92 compat/tauntpackloader: Fix support for third party taunt packs 2017-11-25 00:16:52 +01:00
Michael Fabian 'Xaymar' Dirks 0091281e90 media: Add wider version of the logo 2017-11-25 00:16:33 +01:00
Michael Fabian 'Xaymar' Dirks 0a1fa75a30 gamemode: Only show nameplates for alive players 2017-11-24 03:53:41 +01:00
Michael Fabian 'Xaymar' Dirks eac0c12d64 Ignore all gma files 2017-11-24 03:13:33 +01:00
Michael Fabian 'Xaymar' Dirks 74d77b5269 class/seeker: Ignore damage done to ragdolls 2017-11-24 03:10:50 +01:00
Michael Fabian 'Xaymar' Dirks 14e32383c4 class/seeker: Properly respect mp_friendlyfire 2
Support for the reflect setting (mp_friendlyfire 2) now properly works and will no longer spew lua errors into the console, while also logging who damaged who with how much damage. This info is critical to server owners that want to know what exactly went down in a match with this option enabled.
2017-11-24 03:10:30 +01:00
Michael Fabian 'Xaymar' Dirks 0efa3f12c0 gamemode: Fix PlayerHurt and PlayerShouldTakeDamage hooks 2017-11-24 03:07:19 +01:00
Michael Fabian 'Xaymar' Dirks f38e70dce9 Rename automated building scripts 2017-11-24 02:06:09 +01:00
Michael Fabian 'Xaymar' Dirks 67c91f9225 media: Add other media 2017-11-24 02:00:24 +01:00
Michael Fabian 'Xaymar' Dirks bc0068a79a media: Update Workshop Icon PSD 2017-11-24 02:00:18 +01:00
Michael Fabian 'Xaymar' Dirks 6ad75df85d 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.
2017-11-24 02:00:08 +01:00
Michael Fabian 'Xaymar' Dirks e8454d4d27 Adjust paths to be lowercase 2017-11-24 01:58:31 +01:00
Michael Fabian 'Xaymar' Dirks e609fb09f4 gamemode: Add support for name plates above players
Name plates are an easy way to identify other players without looking at them or relying on the Target id to appear (which should no longer happen). Several new cvars have been added to make this possible:

- ph_nameplates_show: Show or hide name plates.
- ph_nameplates_scale: World scale, a value of 1 makes 1 pixel equal 1 unit.
- ph_nameplates_height: Height above the player.
- ph_nameplates_tint_hue
- ph_nameplates_tint_saturation
- ph_nameplates_tint_value
- ph_nameplates_tint_health: Tint nameplate using the remaining health, 100% health = green, 0% health = red.
- ph_nameplates_tint_team: Tint nameplates using the players team.
2017-11-24 01:22:18 +01:00
Michael Fabian 'Xaymar' Dirks b5209f4b60 gamemode: Updated author and contact info
Before the 13th June 2016, the gamemode was indeed largely based on the version Kow@lski released to the Workshop (which was based on the original version AMT released). On 13th June 2016, I took it upon myself to completely rewrite the existing game mode to future proof it for years to come and make it incredibly easy to change.

This means that after the 13th June 2016, the sole author was and still is Michael Fabian 'Xaymar' Dirks.
2017-11-24 01:06:53 +01:00
57 changed files with 1199 additions and 1274 deletions
+2 -1
View File
@@ -1,3 +1,4 @@
Pack.gma
Changelog.txt
Description.txt
Description.txt
/*.gma
@@ -1,8 +0,0 @@
"TableToKeyValues"
{
"1" "models/props/cs_assault/dollar.mdl"
"2" "models/props/cs_assault/money.mdl"
"3" "models/props/cs_office/snowman_arm.mdl"
"4" "models/props_junk/garbage_plasticbottle001a.mdl"
"5" "models/props/cs_office/projector_remote.mdl"
}
@@ -1,8 +0,0 @@
"TableToKeyValues"
{
"TAUNT_DELAY" "0.1"
"ROUNDS_PER_MAP" "20"
"ROUND_TIME" "240"
"SWAP_TEAM_EVERY_ROUND" "1"
"GAME_TIME" "20"
}
@@ -1,26 +0,0 @@
"TableToKeyValues"
{
"1" "bot/aw_hell.wav"
"2" "bot/aww_man.wav"
"3" "bot/anyone_see_anything.wav"
"4" "bot/anyone_see_them.wav"
"5" "bot/come_out_and_fight_like_a_man.wav"
"6" "bot/come_out_wherever_you_are.wav"
"7" "bot/he_got_away.wav"
"8" "bot/he_got_away2.wav"
"9" "bot/i_dont_know_where_he_went.wav"
"10" "bot/i_got_nothing.wav"
"11" "bot/nothing_happening_over_here.wav"
"12" "bot/nothing_here.wav"
"13" "bot/nothing_moving_over_here.wav"
"14" "bot/thats_not_good.wav"
"15" "bot/theres_too_many.wav"
"16" "bot/theres_too_many_of_them.wav"
"17" "bot/theyre_all_over_the_place2.wav"
"18" "bot/theyre_everywhere2.wav"
"19" "bot/too_many2.wav"
"20" "bot/what_happened.wav"
"21" "bot/what_have_you_done.wav"
"22" "bot/where_are_they.wav"
"23" "bot/where_are_you_hiding.wav"
}
@@ -1,20 +0,0 @@
"TableToKeyValues"
{
"1" "bot/a_bunch_of_them.wav"
"2" "bot/come_out_and_fight_like_a_man.wav"
"3" "bot/come_out_wherever_you_are.wav"
"4" "bot/come_to_papa.wav"
"5" "bot/dont_worry_hell_get_it.wav"
"6" "bot/hang_on_i_heard_something.wav"
"7" "bot/hang_on_im_coming.wav"
"8" "bot/i_dont_think_so.wav"
"9" "bot/i_have_the_hostages.wav"
"10" "bot/i_see_our_target.wav"
"11" "bot/im_waiting_here.wav"
"12" "bot/keeping_an_eye_on_the_hostages.wav"
"13" "bot/nnno_sir.wav"
"14" "bot/spotted_the_delivery_boy.wav"
"15" "bot/target_acquired.wav"
"16" "bot/target_spotted.wav"
"17" "bot/you_heard_the_man_lets_go.wav"
}
@@ -1,131 +0,0 @@
"TableToKeyValues"
{
"1" "ambient/alarms/apc_alarm_pass1.wav"
"2" "ambient/alarms/manhack_alert_pass1.wav"
"3" "ambient/alarms/razortrain_horn1.wav"
"4" "ambient/alarms/scanner_alert_pass1.wav"
"5" "ambient/alarms/train_horn2.wav"
"6" "ambient/alarms/train_horn_distant1.wav"
"7" "ambient/alarms/warningbell1.wav"
"8" "ambient/energy/whiteflash.wav"
"9" "ambient/intro/alyxremove.wav"
"10" "ambient/intro/logosfx.wav"
"11" "ambient/levels/launch/1stfiringwarning.wav"
"12" "ambient/levels/launch/rockettakeoffblast.wav"
"13" "ambient/misc/ambulance1.wav"
"14" "ambient/misc/carhonk1.wav"
"15" "ambient/misc/carhonk2.wav"
"16" "ambient/misc/carhonk3.wav"
"17" "ambient/outro/gunshipcrash.wav"
"18" "ambient/3dmeagle.wav"
"19" "beams/beamstart5.wav"
"20" "buttons/bell1.wav"
"21" "buttons/weapon_cant_buy.wav"
"22" "common/bass.wav"
"23" "common/bugreporter_failed.wav"
"24" "common/warning.wav"
"25" "doors/door_squeek1.wav"
"26" "friends/friend_join.wav"
"27" "friends/friend_online.wav"
"28" "friends/message.wav"
"29" "hostage/hunuse/comeback.wav"
"30" "hostage/hunuse/dontleaveme.wav"
"31" "hostage/hunuse/yeahillstay.wav"
"32" "items/gift_drop.wav"
"33" "music/radio1.mp3"
"34" "phx/eggcrack.wav"
"35" "plats/elevbell1.wav"
"36" "player/headshot1.wav"
"37" "player/headshot2.wav"
"38" "player/sprayer.wav"
"39" "radio/enemydown.wav"
"40" "radio/go.wav"
"41" "radio/locknload.wav"
"42" "radio/negative.wav"
"43" "radio/rounddraw.wav"
"44" "radio/takepoint.wav"
"45" "resource/warning.wav"
"46" "ui/achievement_earned.wav"
"47" "ui/freeze_cam.wav"
"48" "vehicles/junker/radar_ping_friendly1.wav"
"49" "weapons/c4/c4_beep1.wav"
"50" "weapons/c4/c4_click.wav"
"51" "weapons/awp/awp1.wav"
"52" "vo/canals/female01/gunboat_giveemhell.wav"
"53" "vo/canals/female01/gunboat_justintime.wav"
"54" "vo/canals/female01/stn6_incoming.wav"
"55" "vo/canals/male01/gunboat_giveemhell.wav"
"56" "vo/canals/male01/gunboat_justintime.wav"
"57" "vo/canals/male01/stn6_incoming.wav"
"58" "vo/canals/al_radio_stn6.wav"
"59" "vo/canals/arrest_getgoing.wav"
"60" "vo/canals/arrest_helpme.wav"
"61" "vo/canals/arrest_lookingforyou.wav"
"62" "vo/canals/boxcar_lethimhelp.wav"
"63" "vo/canals/matt_closecall.wav"
"64" "vo/canals/premassacre.wav"
"65" "vo/ravenholm/aimforhead.wav"
"66" "vo/ravenholm/bucket_patience.wav"
"67" "vo/ravenholm/madlaugh01.wav"
"68" "vo/ravenholm/madlaugh02.wav"
"69" "vo/ravenholm/madlaugh03.wav"
"70" "vo/ravenholm/madlaugh04.wav"
"71" "weapons/strider_buster/ol12_stickybombcreator.wav"
"72" "weapons/c4/c4_explode1.wav"
"73" "weapons/357/357_fire2.wav"
"74" "weapons/357/357_fire3.wav"
"75" "weapons/scout/scout_fire-1.wav"
"76" "weapons/smokegrenade/sg_explode.wav"
"77" "weapons/grenade_launcher1.wav"
"78" "weapons/explode3.wav"
"79" "weapons/underwater_explode3.wav"
"80" "items/nvg_on.wav"
"81" "hostage/huse/letsdoit.wav"
"82" "hostage/huse/illfollow.wav"
"83" "hostage/huse/getouttahere.wav"
"84" "doors/door_screen_move1.wav"
"85" "doors/heavy_metal_stop1.wav"
"86" "doors/default_move.wav"
"87" "common/stuck2.wav"
"88" "ambient/water_splash1.wav"
"89" "ambient/water_splash2.wav"
"90" "ambient/water_splash3.wav"
"91" "ambient/weather/thunder1.wav"
"92" "ambient/weather/thunder2.wav"
"93" "ambient/weather/thunder3.wav"
"94" "ambient/weather/thunder4.wav"
"95" "ambient/weather/thunder5.wav"
"96" "ambient/weather/thunder6.wav"
"97" "ambient/outro/thunder7.wav"
"98" "ambient/voices/crying_loop1.wav"
"99" "ambient/voices/playground_memory.wav"
"100" "ambient/voices/f_scream1.wav"
"101" "ambient/voices/m_scream1.wav"
"102" "ambient/voices/cough1.wav"
"103" "ambient/voices/cough2.wav"
"104" "ambient/voices/cough3.wav"
"105" "ambient/voices/cough4.wav"
"106" "ambient/overhead/plane1.wav"
"107" "ambient/overhead/plane2.wav"
"108" "ambient/overhead/plane3.wav"
"109" "ambient/overhead/hel1.wav"
"110" "ambient/overhead/hel2.wav"
"111" "ambient/misc/truck_backup1.wav"
"112" "ambient/misc/truck_drive1.wav"
"113" "ambient/misc/truck_drive2.wav"
"114" "ambient/machines/pneumatic_drill_1.wav"
"115" "ambient/machines/pneumatic_drill_2.wav"
"116" "ambient/machines/pneumatic_drill_3.wav"
"117" "ambient/machines/pneumatic_drill_4.wav"
"118" "ambient/machines/station_train_squeel.wav"
"119" "ambient/machines/ticktock.wav"
"120" "ambient/creatures/teddy.wav"
"121" "ambient/creatures/town_child_scream1.wav"
"122" "ambient/creatures/town_moan1.wav"
"123" "ambient/creatures/town_muffled_cry1.wav"
"124" "ambient/creatures/town_scared_breathing1.wav"
"125" "ambient/creatures/town_scared_breathing2.wav"
"126" "ambient/creatures/town_scared_sob1.wav"
"127" "ambient/creatures/town_scared_sob2.wav"
"128" "ambient/creatures/town_zombie_call1.wav"
}
@@ -1,52 +0,0 @@
"TableToKeyValues"
{
"1" "bot/and_thats_how_its_done.wav"
"2" "bot/come_to_papa.wav"
"3" "bot/do_not_mess_with_me.wav"
"4" "bot/dropped_him.wav"
"5" "bot/enemy_down.wav"
"6" "bot/enemy_down2.wav"
"7" "bot/good_job_team.wav"
"8" "bot/got_him.wav"
"9" "bot/hes_broken.wav"
"10" "bot/hes_dead.wav"
"11" "bot/hes_done.wav"
"12" "bot/hes_down.wav"
"13" "bot/its_a_party.wav"
"14" "bot/i_am_dangerous.wav"
"15" "bot/i_am_on_fire.wav"
"16" "bot/i_got_more_where_that_came_from.wav"
"17" "bot/i_wasnt_worried_for_a_minute.wav"
"18" "bot/killed_him.wav"
"19" "bot/look_out_brag.wav"
"20" "bot/made_him_cry.wav"
"21" "bot/oh_yea.wav"
"22" "bot/oh_yea2.wav"
"23" "bot/owned.wav"
"24" "bot/ruined_his_day.wav"
"25" "bot/tag_them_and_bag_them.wav"
"26" "bot/thats_the_way_this_is_done.wav"
"27" "bot/that_was_a_close_one.wav"
"28" "bot/that_was_it.wav"
"29" "bot/that_was_the_last_guy.wav"
"30" "bot/that_was_the_last_one.wav"
"31" "bot/they_never_knew_what_hit_them.wav"
"32" "bot/they_will_not_escape.wav"
"33" "bot/they_wont_get_away.wav"
"34" "bot/they_wont_get_away2.wav"
"35" "bot/this_is_my_house.wav"
"36" "bot/took_him_down.wav"
"37" "bot/took_him_out.wav"
"38" "bot/took_him_out2.wav"
"39" "bot/wasted_him.wav"
"40" "bot/way_to_be_team.wav"
"41" "bot/well_done.wav"
"42" "bot/we_owned_them.wav"
"43" "bot/whew_that_was_close.wav"
"44" "bot/whoo.wav"
"45" "bot/whoo2.wav"
"46" "bot/whos_the_man.wav"
"47" "bot/who_wants_some_more.wav"
"48" "bot/yesss.wav"
"49" "bot/yesss2.wav"
}
@@ -1,259 +0,0 @@
-- Sounds played by members of the losing team at the end of the round.
LOSS_SOUNDS = {
"bot/aw_hell.wav",
"bot/aww_man.wav",
"bot/anyone_see_anything.wav",
"bot/anyone_see_them.wav",
"bot/come_out_and_fight_like_a_man.wav",
"bot/come_out_wherever_you_are.wav",
"bot/he_got_away.wav",
"bot/he_got_away2.wav",
"bot/i_dont_know_where_he_went.wav",
"bot/i_got_nothing.wav",
"bot/nothing_happening_over_here.wav",
"bot/nothing_here.wav",
"bot/nothing_moving_over_here.wav",
"bot/thats_not_good.wav",
"bot/theres_too_many.wav",
"bot/theres_too_many_of_them.wav",
"bot/theyre_all_over_the_place2.wav",
"bot/theyre_everywhere2.wav",
"bot/too_many2.wav",
"bot/what_happened.wav",
"bot/what_have_you_done.wav",
"bot/where_are_they.wav",
"bot/where_are_you_hiding.wav"
}
-- Sounds played by members of the winning team at the end of the round.
VICTORY_SOUNDS = {
"bot/and_thats_how_its_done.wav",
"bot/come_to_papa.wav",
"bot/do_not_mess_with_me.wav",
"bot/dropped_him.wav",
"bot/enemy_down.wav",
"bot/enemy_down2.wav",
"bot/good_job_team.wav",
"bot/got_him.wav",
"bot/hes_broken.wav",
"bot/hes_dead.wav",
"bot/hes_done.wav",
"bot/hes_down.wav",
"bot/its_a_party.wav",
"bot/i_am_dangerous.wav",
"bot/i_am_on_fire.wav",
"bot/i_got_more_where_that_came_from.wav",
"bot/i_wasnt_worried_for_a_minute.wav",
"bot/killed_him.wav",
"bot/look_out_brag.wav",
"bot/made_him_cry.wav",
"bot/oh_yea.wav",
"bot/oh_yea2.wav",
"bot/owned.wav",
"bot/ruined_his_day.wav",
"bot/tag_them_and_bag_them.wav",
"bot/thats_the_way_this_is_done.wav",
"bot/that_was_a_close_one.wav",
"bot/that_was_it.wav",
"bot/that_was_the_last_guy.wav",
"bot/that_was_the_last_one.wav",
"bot/they_never_knew_what_hit_them.wav",
"bot/they_will_not_escape.wav",
"bot/they_wont_get_away.wav",
"bot/they_wont_get_away2.wav",
"bot/this_is_my_house.wav",
"bot/took_him_down.wav",
"bot/took_him_out.wav",
"bot/took_him_out2.wav",
"bot/wasted_him.wav",
"bot/way_to_be_team.wav",
"bot/well_done.wav",
"bot/we_owned_them.wav",
"bot/whew_that_was_close.wav",
"bot/whoo.wav",
"bot/whoo2.wav",
"bot/whos_the_man.wav",
"bot/who_wants_some_more.wav",
"bot/yesss.wav",
"bot/yesss2.wav"
}
-- Taunts played when Hunters hit their Spare1 binding.
HUNTER_TAUNTS = {
"bot/a_bunch_of_them.wav",
"bot/come_out_and_fight_like_a_man.wav",
"bot/come_out_wherever_you_are.wav",
"bot/come_to_papa.wav",
"bot/dont_worry_hell_get_it.wav",
"bot/hang_on_i_heard_something.wav",
"bot/hang_on_im_coming.wav",
"bot/i_dont_think_so.wav",
"bot/i_have_the_hostages.wav",
"bot/i_see_our_target.wav",
"bot/im_waiting_here.wav",
"bot/keeping_an_eye_on_the_hostages.wav",
"bot/nnno_sir.wav",
"bot/spotted_the_delivery_boy.wav",
"bot/target_acquired.wav",
"bot/target_spotted.wav",
"bot/you_heard_the_man_lets_go.wav"
}
-- Taunts played when Props hit their Spare1 binding.
PROP_TAUNTS = {
-- "ambient/alarms/apc_alarm_loop1.wav",
"ambient/alarms/apc_alarm_pass1.wav",
-- "ambient/alarms/citadel_alert_loop2.wav",
-- "ambient/alarms/city_firebell_loop1.wav",
-- "ambient/alarms/city_siren_loop2.wav",
-- "ambient/alarms/combine_bank_alarm_loop1.wav",
-- "ambient/alarms/combine_bank_alarm_loop4.wav",
-- "ambient/alarms/klaxon1.wav",
"ambient/alarms/manhack_alert_pass1.wav",
"ambient/alarms/razortrain_horn1.wav",
"ambient/alarms/scanner_alert_pass1.wav",
-- "ambient/alarms/siren.wav",
-- "ambient/alarms/train_crossing_bell_loop1.wav",
"ambient/alarms/train_horn2.wav",
"ambient/alarms/train_horn_distant1.wav",
"ambient/alarms/warningbell1.wav",
-- "ambient/chatter/cb_radio_chatter_1.wav",
-- "ambient/chatter/cb_radio_chatter_2.wav",
-- "ambient/chatter/cb_radio_chatter_3.wav",
"ambient/energy/whiteflash.wav",
"ambient/intro/alyxremove.wav",
"ambient/intro/logosfx.wav",
-- "ambient/levels/labs/teleport_alarm_loop1.wav",
"ambient/levels/launch/1stfiringwarning.wav",
"ambient/levels/launch/rockettakeoffblast.wav",
-- "ambient/levels/outland/basealarmloop.wav",
-- "ambient/machines/60hzhum.wav",
"ambient/misc/ambulance1.wav",
"ambient/misc/carhonk1.wav",
"ambient/misc/carhonk2.wav",
"ambient/misc/carhonk3.wav",
-- "ambient/music/bongo.wav",
-- "ambient/music/country_rock_am_radio_loop.wav",
-- "ambient/music/cubanmusic1.wav",
-- "ambient/music/dustmusic1.wav",
-- "ambient/music/dustmusic2.wav",
-- "ambient/music/dustmusic3.wav",
-- "ambient/music/flamenco.wav",
-- "ambient/music/latin.wav",
-- "ambient/music/mirame_radio_thru_wall.wav",
-- "ambient/music/piano1.wav",
-- "ambient/music/piano2.wav",
"ambient/outro/gunshipcrash.wav",
"ambient/3dmeagle.wav",
-- "ambient/guit1.wav",
-- "ambient/opera.wav",
-- "ambient/sheep.wav",
"beams/beamstart5.wav",
"buttons/bell1.wav",
"buttons/weapon_cant_buy.wav",
"common/bass.wav",
"common/bugreporter_failed.wav",
"common/warning.wav",
"doors/door_squeek1.wav",
"friends/friend_join.wav",
"friends/friend_online.wav",
"friends/message.wav",
"hostage/hunuse/comeback.wav",
"hostage/hunuse/dontleaveme.wav",
"hostage/hunuse/yeahillstay.wav",
"items/gift_drop.wav",
"music/radio1.mp3",
"phx/eggcrack.wav",
"plats/elevbell1.wav",
"player/headshot1.wav",
"player/headshot2.wav",
"player/sprayer.wav",
"radio/enemydown.wav",
"radio/go.wav",
"radio/locknload.wav",
"radio/negative.wav",
"radio/rounddraw.wav",
"radio/takepoint.wav",
"resource/warning.wav",
-- "test/temp/soundscape_test/tv_music.wav",
"ui/achievement_earned.wav",
"ui/freeze_cam.wav",
"vehicles/junker/radar_ping_friendly1.wav",
"weapons/c4/c4_beep1.wav",
"weapons/c4/c4_click.wav",
"weapons/awp/awp1.wav",
"vo/canals/female01/gunboat_giveemhell.wav",
"vo/canals/female01/gunboat_justintime.wav",
"vo/canals/female01/stn6_incoming.wav",
"vo/canals/male01/gunboat_giveemhell.wav",
"vo/canals/male01/gunboat_justintime.wav",
"vo/canals/male01/stn6_incoming.wav",
"vo/canals/al_radio_stn6.wav",
"vo/canals/arrest_getgoing.wav",
"vo/canals/arrest_helpme.wav",
"vo/canals/arrest_lookingforyou.wav",
"vo/canals/boxcar_lethimhelp.wav",
"vo/canals/matt_closecall.wav",
"vo/canals/premassacre.wav",
"vo/ravenholm/aimforhead.wav",
"vo/ravenholm/bucket_patience.wav",
"vo/ravenholm/madlaugh01.wav",
"vo/ravenholm/madlaugh02.wav",
"vo/ravenholm/madlaugh03.wav",
"vo/ravenholm/madlaugh04.wav",
"weapons/strider_buster/ol12_stickybombcreator.wav",
"weapons/c4/c4_explode1.wav",
"weapons/357/357_fire2.wav",
"weapons/357/357_fire3.wav",
"weapons/scout/scout_fire-1.wav",
"weapons/smokegrenade/sg_explode.wav",
"weapons/grenade_launcher1.wav",
"weapons/explode3.wav",
"weapons/underwater_explode3.wav",
"items/nvg_on.wav",
"hostage/huse/letsdoit.wav",
"hostage/huse/illfollow.wav",
"hostage/huse/getouttahere.wav",
"doors/door_screen_move1.wav",
"doors/heavy_metal_stop1.wav",
"doors/default_move.wav",
"common/stuck2.wav",
"ambient/water_splash1.wav",
"ambient/water_splash2.wav",
"ambient/water_splash3.wav",
"ambient/weather/thunder1.wav",
"ambient/weather/thunder2.wav",
"ambient/weather/thunder3.wav",
"ambient/weather/thunder4.wav",
"ambient/weather/thunder5.wav",
"ambient/weather/thunder6.wav",
"ambient/outro/thunder7.wav",
"ambient/voices/crying_loop1.wav",
"ambient/voices/playground_memory.wav",
"ambient/voices/f_scream1.wav",
"ambient/voices/m_scream1.wav",
"ambient/voices/cough1.wav",
"ambient/voices/cough2.wav",
"ambient/voices/cough3.wav",
"ambient/voices/cough4.wav",
"ambient/overhead/plane1.wav",
"ambient/overhead/plane2.wav",
"ambient/overhead/plane3.wav",
"ambient/overhead/hel1.wav",
"ambient/overhead/hel2.wav",
"ambient/misc/truck_backup1.wav",
"ambient/misc/truck_drive1.wav",
"ambient/misc/truck_drive2.wav",
"ambient/machines/pneumatic_drill_1.wav",
"ambient/machines/pneumatic_drill_2.wav",
"ambient/machines/pneumatic_drill_3.wav",
"ambient/machines/pneumatic_drill_4.wav",
"ambient/machines/station_train_squeel.wav",
"ambient/machines/ticktock.wav",
"ambient/creatures/teddy.wav",
"ambient/creatures/town_child_scream1.wav",
"ambient/creatures/town_moan1.wav",
"ambient/creatures/town_muffled_cry1.wav",
"ambient/creatures/town_scared_breathing1.wav",
"ambient/creatures/town_scared_breathing2.wav",
"ambient/creatures/town_scared_sob1.wav",
"ambient/creatures/town_scared_sob2.wav",
"ambient/creatures/town_zombie_call1.wav"
}
@@ -1,30 +0,0 @@
--[[
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.
--]]
local ELEMENT = {}
function ELEMENT:Paint()
end
vgui.Register("DMultilineLabel", ELEMENT, "Panel")
@@ -1,549 +0,0 @@
--[[
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.
--]]
--! Initialize configuration table.
GM.Config = { }
GM.Config.ConVars = {}
-- ------------------------------------------------------------------------- --
--! Basic Settings
-- ------------------------------------------------------------------------- --
-- Debug Mode
GM.Config.ConVars.Debug = CreateConVar("ph_debug", 0, FCVAR_CHEAT + FCVAR_REPLICATED)
function GM.Config:Debug()
return self.ConVars.Debug:GetBool()
end
-- Game Mode (See sh_init.lua)
GM.Config.ConVars.GameMode = CreateConVar("ph_gamemode", GM.Modes.Original, FCVAR_REPLICATED)
function GM.Config:GameMode()
return self.ConVars.GameMode:GetInt()
end
-- Timelimit in minutes
GM.Config.ConVars.TimeLimit = GetConVar("mp_timelimit")
function GM.Config:TimeLimit()
return self.ConVars.TimeLimit:GetFloat()
end
-- Enable Sprinting?
GM.Config.ConVars.Sprinting = CreateConVar("ph_sprinting", 0, FCVAR_REPLICATED)
function GM.Config:Sprinting()
return self.ConVars.Sprinting:GetBool()
end
-- Taunt Cooldown (Seconds)
GM.Config.ConVars.TauntCoolDown = CreateConVar("ph_tauntcooldown", 5, FCVAR_REPLICATED)
function GM.Config:TauntCoolDown()
return self.ConVars.TauntCoolDown:GetFloat()
end
-- ------------------------------------------------------------------------- --
--! Round Settings
-- ------------------------------------------------------------------------- --
GM.Config.Round = {}
GM.Config.Round.ConVars = {}
-- How many rounds should the gamemode attempt to fit into the map timelimit, if there is any?
GM.Config.Round.ConVars.Amount = CreateConVar("ph_round_limit", 10, FCVAR_REPLICATED)
function GM.Config.Round:Amount()
return self.ConVars.Amount:GetInt()
end
-- Round Time Limit (Seconds, Default 3 minutes)
GM.Config.Round.ConVars.Time = CreateConVar("ph_round_timelimit", 180, FCVAR_REPLICATED)
function GM.Config.Round:Time()
return self.ConVars.Time:GetInt() - GAMEMODE.Config.Round:BlindTime()
end
-- For how many seconds are the Seekers blinded? (Seconds)
GM.Config.Round.ConVars.BlindTime = CreateConVar("ph_round_blindtime", 30, FCVAR_REPLICATED, "How long are hunters blinded? (positive values will be inside the round time limit, negative will add to the round time limit)")
function GM.Config.Round:BlindTime()
return self.ConVars.BlindTime:GetInt()
end
-- ------------------------------------------------------------------------- --
--! Seeker Settings
-- ------------------------------------------------------------------------- --
GM.Config.Seeker = {}
GM.Config.Seeker.ConVars = {}
GM.Config.Seeker.ConVars.Health = CreateConVar("ph_seeker_health", 100, FCVAR_REPLICATED)
function GM.Config.Seeker:Health()
return self.ConVars.Health:GetInt()
end
GM.Config.Seeker.ConVars.HealthMax = CreateConVar("ph_seeker_health_max", 100, FCVAR_REPLICATED)
function GM.Config.Seeker:HealthMax()
return self.ConVars.HealthMax:GetInt()
end
GM.Config.Seeker.ConVars.HealthBonus = CreateConVar("ph_seeker_health_bonus", 20, FCVAR_REPLICATED)
function GM.Config.Seeker:HealthBonus()
return self.ConVars.HealthBonus:GetInt()
end
GM.Config.Seeker.ConVars.HealthPenalty = CreateConVar("ph_seeker_health_penalty", 5, FCVAR_REPLICATED)
function GM.Config.Seeker:HealthPenalty()
return self.ConVars.HealthPenalty:GetInt()
end
GM.Config.Seeker.ConVars.Weapons = CreateConVar("ph_seeker_weapons", "weapon_crowbar,weapon_pistol,weapon_ph_smg,weapon_shotgun", FCVAR_REPLICATED)
function GM.Config.Seeker:Weapons()
return string.Split(self.ConVars.Weapons:GetString(), ",")
end
GM.Config.Seeker.ConVars.Ammo = CreateConVar("ph_seeker_ammo", "Pistol:100,SMG1:300,SMG1_Grenade:1,Buckshot:64", FCVAR_REPLICATED)
function GM.Config.Seeker:Ammo()
return string.Split(self.ConVars.Ammo:GetString(), ",")
end
-- ------------------------------------------------------------------------- --
--! Hider Settings
-- ------------------------------------------------------------------------- --
GM.Config.Hider = {}
GM.Config.Hider.ConVars = {}
GM.Config.Hider.ConVars.Health = CreateConVar("ph_hider_health", 100, FCVAR_REPLICATED)
function GM.Config.Hider:Health()
return self.ConVars.Health:GetInt()
end
GM.Config.Hider.ConVars.HealthMax = CreateConVar("ph_hider_health_max", 100, FCVAR_REPLICATED)
function GM.Config.Hider:HealthMax()
return self.ConVars.HealthMax:GetInt()
end
GM.Config.Hider.ConVars.HealthScaling = CreateConVar("ph_hider_health_scaling", 100, FCVAR_REPLICATED)
function GM.Config.Hider:HealthScaling()
return self.ConVars.HealthScaling:GetBool()
end
GM.Config.Hider.ConVars.HealthScalingMax = CreateConVar("ph_hider_health_scaling_max", 200, FCVAR_REPLICATED)
function GM.Config.Hider:HealthScalingMax()
return self.ConVars.HealthScalingMax:GetInt()
end
-- ------------------------------------------------------------------------- --
--! Whitelist & Blacklist
-- ------------------------------------------------------------------------- --
GM.Config.Lists = {}
GM.Config.Lists.ConVars = {}
GM.Config.Lists.ConCmds = {}
GM.Config.Lists.ConVars.ClassWhitelist = CreateConVar("ph_list_class_whitelist", "prop_physics,prop_physics_multiplayer,prop_physics_respawnable", FCVAR_REPLICATED)
function GM.Config.Lists:ClassWhitelist()
return string.Split(self.ConVars.ClassWhitelist:GetString(), ",")
end
-- Use Abuse Blacklist
GM.Config.Lists.ConVars.AbuseBlacklist = CreateConVar("ph_list_abuse_blacklist", "func_button,func_door,func_door_rotation,prop_door_rotation,func_tracktrain,func_tanktrain,func_breakable", FCVAR_REPLICATED)
function GM.Config.Lists:AbuseBlacklist()
return string.Split(self.ConVars.AbuseBlacklist:GetString(), ",")
end
-- Model Blacklist
GM.Config.Lists.ModelBlacklist = {}
GM.Config.Lists.ModelBlacklist["models/props/cs_assault/dollar.mdl"] = true
GM.Config.Lists.ModelBlacklist["models/props/cs_assault/money.mdl"] = true
GM.Config.Lists.ModelBlacklist["models/props/cs_office/snowman_arm.mdl"] = true
GM.Config.Lists.ModelBlacklist["models/props/cs_office/projector_remote.mdl"] = true
--GM.Config.Lists.ModelBlacklist["models/props_junk/garbage_plasticbottle001a.mdl"] = true
GM.Config.Lists.ConCmds.ModelBlacklistList = concommand.Add("ph_list_model_blacklist_list", function(ply, cmd, args, argStr)
print("Model Blacklist:")
for k,v in pairs(GAMEMODE.Config.Lists.ModelBlacklist) do
print(" "..k)
end
end, "List all blacklisted models.")
GM.Config.Lists.ConCmds.ModelBlacklistClear = concommand.Add("ph_list_model_blacklist_list", function(ply, cmd, args, argStr)
GM.Config.Lists.ModelBlacklist = {}
end, "Clear blacklisted models.")
GM.Config.Lists.ConCmds.ModelBlacklistAdd = concommand.Add("ph_list_model_blacklist_add", function(ply, cmd, args, argStr)
if (table.count(args) > 0) then
GAMEMODE.Config.Lists.ModelBlacklist[args[1]] = true
else
print("Missing model name")
end
end, "Add a new blacklisted model.")
GM.Config.Lists.ConCmds.ModelBlacklistRemove = concommand.Add("ph_list_model_blacklist_remove", function(ply, cmd, args, argStr)
if (table.count(args) > 0) then
GAMEMODE.Config.Lists.ModelBlacklist[args[1]] = nil
else
print("Missing model name")
end
end, "Removes a blacklisted model.")
-- ------------------------------------------------------------------------- --
--! Taunts
-- ------------------------------------------------------------------------- --
-- GM.Config.Taunts = {
-- Seeker = { },
-- Hider = { },
-- }
-- -- Taunts.Clear()
-- --@desc: Clears the current taunt list.
-- GM.Config.Taunts.Clear = function()
-- this.Seeker = {}
-- this.Hider = {}
-- end
-- -- Taunts.Load(sTauntListFile)
-- --@desc: Loads the taunt list from disk.
-- --@param:
-- -- sTauntListFile - A string containing the path to the taunt list to load.
-- --@return: true or false depending on success.
-- GM.Config.Taunts.Load = function(sTauntListFile)
-- if GAMEMODE.Config:Debug() then print("Prop Hunt.Taunts.Load: Loading taunt list from file '"..sTauntListFile.."'...") end
-- -- Safeguard against idiots.
-- if type(sTauntListFile) != "string" then
-- if GAMEMODE.Config:Debug() then print("Prop Hunt.Taunts.Load: <sTauntListFile> is not a string.") end
-- return false
-- end
-- -- Given file must exist for us to continue.
-- if ! file.Exists(sTauntListFile, "GAME") then
-- if GAMEMODE.Config:Debug() then print("Prop Hunt.Taunts.Load: File not found.") end
-- return false
-- end
-- -- Read the file and check if it's empty.
-- sTauntListData = file.Read(sTauntListFile, "GAME")
-- if sTauntListData == "" then
-- if GAMEMODE.Config:Debug() then print("Prop Hunt.Taunts.Load: File is empty.") end
-- return false
-- end
-- -- Convert JSON to a table for us to use.
-- sTauntList = util.JSONToTable(sTauntListData)
-- -- Is it nil? Then it's not valid JSON
-- if sTauntList == nil then
-- if GAMEMODE.Config:Debug() then print("Prop Hunt.Taunts.Load: File contains invalid JSON.") end
-- return false
-- end
-- -- Finally, append the taunt lists.
-- if sTauntList.Seeker != nil then
-- if GAMEMODE.Config:Debug() then print("Prop Hunt.Taunts.Load: Adding Seeker taunts...") end
-- for k,v in pairs(sTauntList.Seeker) do
-- GAMEMODE.Taunts.Seeker[k] = v
-- end
-- end
-- if sTauntList.Hider != nil then
-- if GAMEMODE.Config:Debug() then print("Prop Hunt.Taunts.Load: Adding Hider taunts...") end
-- for k,v in pairs(sTauntList.Hider) do
-- GAMEMODE.Taunts.Hider[k] = v
-- end
-- end
-- if GAMEMODE.Config:Debug() then print("Prop Hunt.Taunts.Load: Complete.") end
-- return true
-- end
-- -- Taunts.Save(sTauntListFile)
-- --@desc: Saves the current taunt list to disk.
-- --@param:
-- -- sTauntListFile - A string containing the path to the file to save to.
-- --@return: true or false depending on success.
-- GM.Config.Taunts.Save = function(sTauntListFile)
-- if GAMEMODE.Config:Debug() then print("Prop Hunt.Taunts.Save: Saving taunt list to file '"..sTauntListFile.."'...") end
-- -- Safeguard against idiots.
-- if type(sTauntListFile) != "string" then
-- if GAMEMODE.Config:Debug() then print("Prop Hunt.Taunts.Save: <sTauntListFile> is not a string.") end
-- return false
-- end
-- -- File must not be nil, otherwise we can't write to it.
-- if sTauntListFile == nil then
-- if GAMEMODE.Config:Debug() then print("Prop Hunt.Taunts.Save: No file given.") end
-- return false
-- end
-- -- Convert our taunt table to JSON.
-- sTauntListData = util.TableToJSON(GAMEMODE.Taunts);
-- if sTauntListData == nil then
-- if GAMEMODE.Config:Debug() then print("Prop Hunt.Taunts.Save: Corrupted GAMEMODE table.") end
-- return false
-- end
-- -- Write out JSON out to file
-- if ! file.Write(sTauntListFile, sTauntListData) then
-- if GAMEMODE.Config:Debug() then print("Prop Hunt.Taunts.Save: Failed to write to file.") end
-- return false
-- end
-- if GAMEMODE.Config:Debug() then print("Prop Hunt.Taunts.Save: Complete.") end
-- return true
-- end
-- -- Taunts.Add(sTauntName, sSoundFile, iTeamID, mPropFilter)
-- --@desc: Registers a new taunt with the given name, file, team and filter.
-- --@param:
-- -- sTauntName - The unique name of the taunt.
-- -- sSoundFile - A sound file to play when this taunt is selected.
-- -- iTeamID - The team that should receive the taunt or nil for all teams.
-- -- mPropFilter - A string or a table containing strings for props that should be able to use this taunt.
-- --@return: true or false depending on success.
-- GM.Config.Taunts.Add = function(sTauntName, sSoundFile, iTeamID, mPropFilter)
-- if GAMEMODE.Config:Debug() then print("Prop Hunt.Taunts.Add: Adding new taunt '"..sTauntName.."'...") end
-- -- Safeguard against idiots.
-- if type(sTauntName) != "string" then
-- if GAMEMODE.Config:Debug() then print("Prop Hunt.Taunts.Add: <sTauntName> is not a string.") end
-- return false
-- end
-- if type(sSoundFile) != "string" then
-- if GAMEMODE.Config:Debug() then print("Prop Hunt.Taunts.Add: <sSoundFile> is not a string.") end
-- return false
-- end
-- if (type(iTeamID) != "number" && iTeamID != nil) then
-- if GAMEMODE.Config:Debug() then print("Prop Hunt.Taunts.Add: <iTeamID> is not a number or nil.") end
-- return false
-- end
-- if (type(mPropFilter) != "string" && type(mPropFilter) != "table" && mPropFilter != nil) then
-- if GAMEMODE.Config:Debug() then print("Prop Hunt.Taunts.Add: <mPropFilter> is not a string, table or nil.") end
-- return false
-- end
-- -- Check if the sound file actually exists
-- if !file.Exists("sound/"..sSoundFile, "GAME") then
-- if GAMEMODE.Config:Debug() then print("Prop Hunt.Taunts.Add: File '"..sSoundFile.."' does not exist.") end
-- return false
-- end
-- -- Make sure that our prop filter is a table listing the props it's supposed to work for.
-- if (mPropFilter == nil) then
-- mPropFilter = { }
-- elseif type(mPropFilter) == "string" then
-- mPropFilter = { mPropFilter }
-- end
-- -- Prepare Taunt table
-- Taunt = {
-- File = sSoundFile,
-- Filter = mPropFilter
-- }
-- -- If iTeamID is nil, both teams will receive the taunt.
-- if iTeamID == nil then
-- GAMEMODE.Taunts.Seeker[sTauntName] = Taunt
-- GAMEMODE.Taunts.Hider[sTauntName] = Taunt
-- else
-- -- Make sure that the team is valid.
-- if ! team.Valid(iTeamID) then
-- if GAMEMODE.Config:Debug() then print("Prop Hunt.Taunts.Add: Team "..iTeamID.."' does not exist.") end
-- return false
-- end
-- if (iTeamID == TEAM_SEEKERS) then
-- GAMEMODE.Taunts.Seeker[sTauntName] = Taunt
-- elseif (iTeamID == TEAM_HIDERS) then
-- GAMEMODE.Taunts.Hider[sTauntName] = Taunt
-- else
-- if GAMEMODE.Config:Debug() then print("Prop Hunt.Taunts.Add: Team "..iTeamID.."' can't have taunts.") end
-- return false
-- end
-- end
-- if GAMEMODE.Config:Debug() then print("Prop Hunt.Taunts.Add: Complete.") end
-- return true
-- end
-- -- Taunts.Remove(sTauntName, iTeamID)
-- --@desc: Removes a registered taunt with the given name and team.
-- --@param:
-- -- sTauntName - The unique name of the taunt.
-- -- iTeamID - The team that the taunt should be removed from or nil for all teams.
-- --@return: true or false depending on success.
-- GM.Config.Taunts.Remove = function(sTauntName, iTeamID)
-- if GAMEMODE.Config:Debug() then print("Prop Hunt.Taunts.Remove: Removing taunt '"..sTauntName.."'...") end
-- -- Safeguard against idiots.
-- if type(sTauntName) != "string" then
-- if GAMEMODE.Config:Debug() then print("Prop Hunt.Taunts.Remove: <sTauntName> is not a string.") end
-- return false
-- end
-- if (type(iTeamID) != "number" && iTeamID != nil) then
-- if GAMEMODE.Config:Debug() then print("Prop Hunt.Taunts.Remove: <iTeamID> is not a number or nil.") end
-- return false
-- end
-- -- if iTeamID is nil, both teams will have the taunt removed.
-- if (iTeamID == nil) then
-- GAMEMODE.Taunts.Seeker[sTauntName] = nil
-- GAMEMODE.Taunts.Hider[sTauntName] = nil
-- else
-- -- Make sure we have a valid Team.
-- if ! team.Valid(iTeamID) then
-- if GAMEMODE.Config:Debug() then print("Prop Hunt.Taunts.Remove: Team "..iTeamID.."' does not exist.") end
-- return false
-- end
-- if iTeamID == TEAM_SEEKERS then
-- GAMEMODE.Taunts.Seeker[sTauntName] = nil
-- elseif iTeamID == TEAM_HIDERS then
-- GAMEMODE.Taunts.Hider[sTauntName] = nil
-- else
-- if GAMEMODE.Config:Debug() then print("Prop Hunt.Taunts.Remove: Team "..iTeamID.."' can't have taunts.") end
-- return false
-- end
-- end
-- if GAMEMODE.Config:Debug() then print("Prop Hunt.Taunts.Remove: Complete.") end
-- return true
-- end
-- -- ToDo: Taunts.Get(iTeamID, sPropName)
-- --! Announcers (Round Start, Unblind, Win, Loss)
-- GM.Config.Announcers = {
-- Start = { },
-- Unblind = { },
-- Win = { },
-- Loss = { }
-- }
-- -- Announcers.Clear()
-- --@desc: Clears the current announcer list.
-- GM.Config.Announcers.Clear = function()
-- Announcers.Start = { }
-- Announcers.Unblind = { }
-- Announcers.Win = { }
-- Announcers.Loss = { }
-- end
-- -- Announcers.Load(sAnnouncerListFile)
-- --@desc: Tries to load the given announcer list.
-- --@param:
-- -- sAnnouncerListFile - A string containing the path to the announcer list to load.
-- --@return: true or false depending on success.
-- GM.Config.Announcers.Load = function(sAnnouncerListFile)
-- if GAMEMODE.Config:Debug() then print("Prop Hunt.Announcers.Load: Loading announcer list from file '"..sAnnouncerListFile.."'...") end
-- -- Safeguard against idiots.
-- if type(sAnnouncerListFile) != "string" then
-- if GAMEMODE.Config:Debug() then print("Prop Hunt.Announcers.Load: <sAnnouncerListFile> is not a string.") end
-- return false
-- end
-- -- Given file must exist for us to continue.
-- if ! file.Exists(sAnnouncerListFile, "GAME") then
-- if GAMEMODE.Config:Debug() then print("Prop Hunt.Announcers.Load: File not found.") end
-- return false
-- end
-- -- Read the file and check if it's empty.
-- sAnnouncerListData = file.Read(sAnnouncerListFile, "GAME")
-- if sAnnouncerListData == "" then
-- if GAMEMODE.Config:Debug() then print("Prop Hunt.Announcers.Load: File is empty.") end
-- return false
-- end
-- -- Convert JSON to a table for us to use.
-- sAnnouncerList = util.JSONToTable(sAnnouncerListData)
-- -- Is it nil? Then it's not valid JSON
-- if sAnnouncerList == nil then
-- if GAMEMODE.Config:Debug() then print("Prop Hunt.Announcers.Load: File contains invalid JSON.") end
-- return false
-- end
-- -- Finally, insert the announcer lists.
-- if sAnnouncerList.Start != nil then
-- if GAMEMODE.Config:Debug() then print("Prop Hunt.Announcers.Load: Adding Start announcers...") end
-- for k,v in pairs(sAnnouncerList.Start) do
-- GAMEMODE.Announcers.Start[k] = v
-- end
-- end
-- if sAnnouncerList.Unblind != nil then
-- if GAMEMODE.Config:Debug() then print("Prop Hunt.Announcers.Load: Adding Unblind announcers...") end
-- for k,v in pairs(sAnnouncerList.Unblind) do
-- GAMEMODE.Announcers.Unblind[k] = v
-- end
-- end
-- if sAnnouncerList.Win != nil then
-- if GAMEMODE.Config:Debug() then print("Prop Hunt.Announcers.Load: Adding Win announcers...") end
-- for k,v in pairs(sAnnouncerList.Win) do
-- GAMEMODE.Announcers.Win[k] = v
-- end
-- end
-- if sAnnouncerList.Loss != nil then
-- if GAMEMODE.Config:Debug() then print("Prop Hunt.Announcers.Load: Adding Loss announcers...") end
-- for k,v in pairs(sAnnouncerList.Loss) do
-- GAMEMODE.Announcers.Loss[k] = v
-- end
-- end
-- if GAMEMODE.Config:Debug() then print("Prop Hunt.Announcers.Load: Complete.") end
-- return true
-- end
-- -- Announcers.Save(sAnnouncerListFile)
-- --@desc: Saves the current taunt list to disk.
-- --@param:
-- -- sAnnouncerListFile - A string containing the path to the file to save to.
-- --@return: true or false depending on success.
-- GM.Config.Announcers.Save = function(sAnnouncerListFile)
-- if GAMEMODE.Config:Debug() then print("Prop Hunt.Announcers.Save: Saving announcer list to file '"..sAnnouncerListFile.."'...") end
-- -- Safeguard against idiots.
-- if type(sAnnouncerListFile) != "string" then
-- if GAMEMODE.Config:Debug() then print("Prop Hunt.Announcers.Save: <sAnnouncerListFile> is not a string.") end
-- return false
-- end
-- -- File must not be nil, otherwise we can't write to it.
-- if sAnnouncerListFile == nil then
-- if GAMEMODE.Config:Debug() then print("Prop Hunt.Announcers.Save: No file given.") end
-- return false
-- end
-- -- Convert our taunt table to JSON.
-- sAnnouncerListData = util.TableToJSON(GAMEMODE.Announcers);
-- if sAnnouncerListData == nil then
-- if GAMEMODE.Config:Debug() then print("Prop Hunt.Announcers.Save: Corrupted GAMEMODE table.") end
-- return false
-- end
-- -- Write out JSON out to file
-- if ! file.Write(sAnnouncerListFile, sAnnouncerListData) then
-- if GAMEMODE.Config:Debug() then print("Prop Hunt.Announcers.Save: Failed to write to file.") end
-- return false
-- end
-- if GAMEMODE.Config:Debug() then print("Prop Hunt.Announcers.Save: Complete.") end
-- return true
-- end
-- -- ToDo: Announcers.Add
-- -- ToDo: Announcers.Remove
-- -- ToDo: Announcers.Get(iType)
@@ -1,49 +0,0 @@
-- Finds the player meta table or terminates
local meta = FindMetaTable("Player")
if !meta then return end
-- Blinds the player by setting view out into the void
function meta:Blind(bool)
if !self:IsValid() then return end
if SERVER then
umsg.Start("SetBlind", self)
if bool then
umsg.Bool(true)
else
umsg.Bool(false)
end
umsg.End()
elseif CLIENT then
blind = bool
end
end
-- Blinds the player by setting view out into the void
function meta:RemoveProp()
if CLIENT || !self:IsValid() then return end
if self.ph_prop && self.ph_prop:IsValid() then
self.ph_prop:Remove()
self.ph_prop = nil
end
end
-- Sets a new Hull for a player.
function meta:NewHull(hullOBBMin, hullOBBMax)
if !self:IsValid() then return end
if hullOBBMax == nil then return end
if hullOBBMin == nil then return end
local hullOBB = hullOBBMax - hullOBBMin
local hullOBBXY = math.max(hullOBB.x, hullOBB.y)
local xyMul = 0.5
local hullMin = Vector(-hullOBBXY * xyMul, -hullOBBXY * xyMul, 0)
local hullMax = Vector( hullOBBXY * xyMul, hullOBBXY * xyMul, hullOBB.z)
self:SetHull(hullMin, hullMax)
self:SetHullDuck(hullMin, hullMax)
self:SetViewOffset(Vector(0, 0, hullOBB.z))
self:SetViewOffsetDucked(Vector(0, 0, hullOBB.z / 2.0))
end
-4
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@@ -1,4 +0,0 @@
@ECHO OFF
call env.win.bat
"%GARRYSMODPATH%\bin\gmad.exe" create -folder "%CD%\Source" -out "%CD%\Pack.gma"
PAUSE
+3 -3
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@@ -1,4 +1,4 @@
@ECHO OFF
call env.win.bat
"%GARRYSMODPATH%\bin\gmpublish.exe" update -id 468149739 -icon "media\gamemode_workshop.jpg" -addon "Pack.gma" -changes ""
@ECHO OFF
call env.win.bat
"%GARRYSMODPATH%\bin\gmpublish.exe" update -id 468149739 -icon "media\gamemode_workshop.jpg" -addon "pack.gma" -changes ""
PAUSE

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@@ -0,0 +1,12 @@
[h1]Version: 1.3.1 (Hotfix 1)[/h1]
With this update Prop Hunt Extended now has the last core gameplay feature implemented: Scoreboards! You will no longer have to install any other addon just to have a scoreboard that shows who is in what team. But if you do install an external scoreboard, the gamemode now also properly tracks player kills and deaths, as well as team points.
Two other minor fixes were also implemented. You can now play an infinite amount of rounds (ph_round_limit 0) and Hiders should no longer get stuck on themselves.
[b]Changelog:[/b]
[list][*]Added support for Scoreboards by properly tracking player kills, deaths and team points.
[*]Implemented basic Scoreboard which shows players separated by teams plus their kills and deaths.
[*]Fixed Hiders occasionally getting stuck on their own prop.
[*]Added player class function Alive(), which can be used to tell apart alive and dead players (Note: Player:Alive() is different from this!).
[*]Hotfix: Fixed lua errors caused by indexing wrong ConVar in SeekerPercentage().
[/list]
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+4
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@@ -0,0 +1,4 @@
@ECHO OFF
call env.win.bat
"%GARRYSMODPATH%\bin\gmad.exe" create -folder "%CD%\source" -out "%CD%\pack.gma"
PAUSE
+3 -3
View File
@@ -1,4 +1,4 @@
@ECHO OFF
call env.win.bat
SET "PATH=%CD%;%GARRYSMODPATH%\bin;%PATH%"
@ECHO OFF
call env.win.bat
SET "PATH=%CD%;%GARRYSMODPATH%\bin;%PATH%"
CMD
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@@ -26,6 +26,7 @@
--! Includes
-- ------------------------------------------------------------------------- --
include("sh_init.lua")
include("derma/dscoreboard.lua")
GM.UI = {}
include("client/cl_ui_help.lua")
@@ -41,8 +42,21 @@ function GM:Initialize()
print("Prop Hunt CL: Initializing Gamemode Data...")
self.Data = {}
print("Prop Hunt CL: Creating Huge Ass Font...")
surface.CreateFont("PHHugeAssFont", {font="Roboto Bold Condensed", extended=true, size=160, weight=800, antialias=true})
print("Prop Hunt CL: Creating Fonts...")
surface.CreateFont("Roboto16", {font="Roboto", extended=true, size=16, weight=500, antialias=true})
surface.CreateFont("Roboto24", {font="Roboto", extended=true, size=24, weight=500, antialias=true})
surface.CreateFont("Roboto32", {font="Roboto", extended=true, size=32, weight=500, antialias=true})
surface.CreateFont("Roboto40", {font="Roboto", extended=true, size=40, weight=500, antialias=true})
surface.CreateFont("Roboto48", {font="Roboto", extended=true, size=48, weight=500, antialias=true})
surface.CreateFont("Roboto16Bold", {font="Roboto Bold", extended=true, size=16, weight=500, antialias=true})
surface.CreateFont("Roboto24Bold", {font="Roboto Bold", extended=true, size=24, weight=500, antialias=true})
surface.CreateFont("Roboto32Bold", {font="Roboto Bold", extended=true, size=32, weight=500, antialias=true})
surface.CreateFont("Roboto40Bold", {font="Roboto Bold", extended=true, size=40, weight=500, antialias=true})
surface.CreateFont("Roboto48Bold", {font="Roboto Bold", extended=true, size=48, weight=500, antialias=true})
surface.CreateFont("RobotoBoldCondensed160", {font="Roboto Bold Condensed", extended=true, size=160, weight=800, antialias=true})
print("Prop Hunt CL: Initializing User Interface...")
self.UI.Scoreboard = vgui.Create("DScoreBoard")
print("Prop Hunt CL: Complete.")
print("-------------------------------------------------------------------------")
@@ -167,6 +181,14 @@ function GM:OnSpawnMenuClose()
net.SendToServer()
end
function GM:ScoreboardShow()
self.UI.Scoreboard:Show()
end
function GM:ScoreboardHide()
self.UI.Scoreboard:Hide()
end
function GM:ShowHelpUI()
self.UI.Help:Show()
end
@@ -193,44 +215,94 @@ net.Receive( "PlayerViewOffset", function(len, pl)
end)
-- ------------------------------------------------------------------------- --
--! Old Code
--! Special Drawing
-- ------------------------------------------------------------------------- --
--[[
-- Render halos and player names.
function DrawPlayerNames(bDrawingDepth, bDrawingSkybox)
for i,v in ipairs(player.GetAll()) do
if v:Alive() && v != LocalPlayer() then
local pos = v:GetPos() + v:GetViewOffset() + Vector(0, 0, 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
cam.Start3D2D(pos, ang, 0.15)
draw.DrawText(v:GetName(), "Trebuchet24", 0, -draw.GetFontHeight("Trebuchet24"), healthCol, TEXT_ALIGN_CENTER)
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
if (player_manager.GetPlayerClass(v) != "Spectator") 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
end
end
hook.Add("PostDrawTranslucentRenderables", "PH_DrawPlayerNames", DrawPlayerNames)
hook.Add("PostDrawTranslucentRenderables", "PHDrawNamePlates", DrawNamePlates)
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
function DrawSelectionHalo(bDrawingDepth, bDrawingSkybox)
if (!GAMEMODE.Config.SelectionHalo:Enabled()) then return end
if ((LocalPlayer():Team() == GAMEMODE.Teams.Hiders)
&& (player_manager.GetPlayerClass(LocalPlayer()) == "Hider")) then
local ent = nil
if (GAMEMODE.Config.SelectionHalo:Approximate()) then
local trace = {
start = LocalPlayer():EyePos(),
endpos = LocalPlayer():EyePos() + LocalPlayer():EyeAngles():Forward() * 80,
mins = Vector(-16, -16, -16),
maxs = Vector( 16, 16, 16),
mask = MASK_SOLID + CONTENTS_DEBRIS + CONTENTS_PLAYERCLIP,
filter = function(ent)
-- Ensure that we don't actually hit ourselves by accident, or our "hands" model.
if (!IsValid(ent)
|| (ent == LocalPlayer())
|| (ent == LocalPlayer():GetHands())) then
return false
end
if table.HasValue(GAMEMODE.Config.Lists:ClassWhitelist(), ent:GetClass()) then return true end
return false
end,
output = {}
}
util.TraceLine(trace)
if !IsValid(trace.output.Entity) then util.TraceHull(trace) end
if IsValid(trace.output.Entity) then
if (!table.HasValue(GAMEMODE.Config.Lists:ModelBlacklist(), trace.output.Entity:GetModel())) then
ent = trace.output.Entity
end
end
else
ent = LocalPlayer():GetNWEntity("SelectionHalo")
end
if IsValid(ent) then
local color = HSVToColor(
GAMEMODE.Config.SelectionHalo:TintHue(),
GAMEMODE.Config.SelectionHalo:TintSaturation(),
GAMEMODE.Config.SelectionHalo:TintValue()
)
halo.Add({ ent }, color,
GAMEMODE.Config.SelectionHalo:BlurX(), GAMEMODE.Config.SelectionHalo:BlurY(), GAMEMODE.Config.SelectionHalo:Passes(),
GAMEMODE.Config.SelectionHalo:Additive(), GAMEMODE.Config.SelectionHalo:IgnoreZ())
end
end
end
--hook.Add("PostDrawEffects", "PH_DrawPlayerHalos", DrawPlayerHalos)
hook.Add("PostDrawEffects", "PHDrawSelectionHalo", DrawSelectionHalo)
-- ------------------------------------------------------------------------- --
--! Old Code
-- ------------------------------------------------------------------------- --
--[[
]]
@@ -40,10 +40,7 @@ function CompatTauntPackLoader()
if (ty == "string") then
Taunts[#Taunts+1] = t
elseif (ty == "table") then
Taunts[#Taunts+1] = t[2]
-- for j,snd in ipairs(t) do
-- HiderTaunts[#HiderTaunts+1] = snd
-- end
Taunts[#Taunts+1] = t[1]
end
end
GAMEMODE.Config.Taunt.HidersCacheStatic = Taunts
@@ -53,10 +50,7 @@ function CompatTauntPackLoader()
if (ty == "string") then
Taunts[#Taunts+1] = t
elseif (ty == "table") then
Taunts[#Taunts+1] = t[2]
-- for j,snd in ipairs(t) do
-- SeekerTaunts[#SeekerTaunts+1] = snd
-- end
Taunts[#Taunts+1] = t[1]
end
end
GAMEMODE.Config.Taunt.SeekersCacheStatic = Taunts
@@ -0,0 +1,340 @@
--[[
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.
--]]
local DPlayerEntry = {}
function DPlayerEntry:Init()
self.Data = {}
self.Data.Margin = {
left = 0,
top = 0,
right = 0,
bottom = 0
}
self.Data.LastUpdate = CurTime() - 10
self.Data.Player = nil
self:SetMinimumSize(100, 40)
self.Container = vgui.Create("DPanel", self)
self.Container:SetBackgroundColor(Color(127,127,127,255))
self.Container:SetPaintBackground(true)
self.Container:Dock(FILL)
self.Container:DockMargin(0, 0, 0, 0)
self.Avatar = vgui.Create("AvatarImage", self.Container)
self.Avatar:Dock(LEFT)
self.Name = vgui.Create("DLabel", self.Container)
self.Name:SetText("Unknown")
self.Name:SetFont("Roboto24")
self.Name:SetContentAlignment(4)
self.Name:Dock(FILL)
self.Name:DockMargin(10, 5, 10, 5)
self.Deaths = vgui.Create("DLabel", self.Container)
self.Deaths:SetSize(80, 30)
self.Deaths:SetText("N/A")
self.Deaths:SetFont("Roboto24")
self.Deaths:SetContentAlignment(6)
self.Deaths:Dock(RIGHT)
self.Deaths:DockMargin(10, 5, 10, 5)
self.Kills = vgui.Create("DLabel", self.Container)
self.Kills:SetSize(80, 30)
self.Kills:SetText("N/A")
self.Kills:SetFont("Roboto24")
self.Kills:SetContentAlignment(6)
self.Kills:Dock(RIGHT)
self.Kills:DockMargin(10, 5, 10, 5)
end
function DPlayerEntry:PerformLayout(w, h)
self:SetMinimumSize(
100 + self.Data.Margin.left + self.Data.Margin.right,
40 + self.Data.Margin.top + self.Data.Margin.bottom
)
-- Docked Content
local containerX, containerY, containerW, containerH = self.Container:GetBounds()
self.Avatar:SetSize(containerH, containerH)
self.Kills:SetSize(80, containerH - 10)
self.Deaths:SetSize(80, containerH - 10)
end
function DPlayerEntry:Think()
if (CurTime() - self.Data.LastUpdate) < 0.25 then return end
if IsValid(self.Data.Player) then
self.Avatar:SetPlayer(self.Data.Player, 184)
self.Name:SetText(self.Data.Player:GetName())
self.Kills:SetText(self.Data.Player:Frags())
self.Deaths:SetText(self.Data.Player:Deaths())
end
end
function DPlayerEntry:SetMargin(left, top, right, bottom)
local uleft = left or 0
local utop = top or uleft
local uright = right or uleft
local ubottom = bottom or utop
self.Container:DockMargin(uleft, utop, uright, ubottom)
self:InvalidateLayout()
end
function DPlayerEntry:SetBackgroundColor(clr)
self.Container:SetBackgroundColor(clr)
end
function DPlayerEntry:SetForegroundColor(clr)
self.Name:SetColor(clr)
self.Kills:SetColor(clr)
self.Deaths:SetColor(clr)
end
function DPlayerEntry:SetPlayer(ply)
self.Data.Player = ply
end
function DPlayerEntry:ShowFlags(kills, deaths)
self.Kills:SetVisible(kills)
self.Deaths:SetVisible(deaths)
self.Container:InvalidateLayout()
end
vgui.Register("DPlayerEntry", DPlayerEntry, "Panel")
local DPlayerList = {}
function DPlayerList:Init()
self.Data = {}
self.Data.Time = CurTime() - 1
self.Data.Team = nil
self.Data.Players = {}
self.Data.ShowKills = true
self.Data.ShowDeaths = true
self.Container = vgui.Create("DPanel", self)
self.Container:SetPaintBackground(true)
self.Container:SetBackgroundColor(Color(51, 51, 51, 102))
self.Container:Dock(FILL)
self.Title = vgui.Create("DPanel", self.Container)
self.Title:SetSize(1, 40)
self.Title:Dock(TOP)
self.Title:DockMargin(0, 0, 0, 5)
self.Title.Name = vgui.Create("DLabel", self.Title)
self.Title.Name:SetText("Unknown")
self.Title.Name:SetFont("Roboto32Bold")
self.Title.Name:SetContentAlignment(5)
self.Title.Name:Dock(FILL)
self.Title.Name:DockMargin(10, 5, 10, 5)
self.Title.Deaths = vgui.Create("DLabel", self.Title)
self.Title.Deaths:SetText("Deaths")
self.Title.Deaths:SetFont("Roboto24")
self.Title.Deaths:SetContentAlignment(6)
self.Title.Deaths:SetSize(80, 40)
self.Title.Deaths:Dock(RIGHT)
self.Title.Deaths:DockMargin(10, 5, 10, 5)
self.Title.Kills = vgui.Create("DLabel", self.Title)
self.Title.Kills:SetText("Kills")
self.Title.Kills:SetFont("Roboto24")
self.Title.Kills:SetContentAlignment(6)
self.Title.Kills:SetSize(80, 40)
self.Title.Kills:Dock(RIGHT)
self.Title.Kills:DockMargin(10, 5, 10, 5)
self.Scroll = vgui.Create("DScrollPanel", self.Container)
self.Scroll:Dock(FILL)
self.Layout = vgui.Create("DListLayout", self.Scroll)
self.Layout:Dock(FILL)
end
function DPlayerList:PerformLayout(w, h)
--self.Container:SetSize(w, h)
end
function DPlayerList:Think()
if (self.Data.Team == -1) then return end
if ((CurTime() - self.Data.Time) < 0.1) then return end
self.Data.Time = CurTime()
-- Update Team Information
if (self.Data.Team != nil) then
self.Title:SetBackgroundColor(team.GetColor(self.Data.Team))
-- Name
self.Title.Name:SetText(team.GetName(self.Data.Team))
-- Text Color
local hue,sat,val = ColorToHSV(team.GetColor(self.Data.Team))
sat = sat * 0.1
val = val * 0.1
local col = HSVToColor(hue,sat,val)
self.Title.Name:SetColor(col)
self.Title.Kills:SetColor(col)
self.Title.Deaths:SetColor(col)
end
-- Update living players
local pls = team.GetPlayers(self.Data.Team)
for i,v in ipairs(pls) do
local alive = player_manager.RunClass(v, "Alive")
local gui = self.Data.Players[v]
if (gui == nil) then
gui = vgui.Create("DPlayerEntry")
gui:SetPlayer(v)
gui:SetMargin(0, 0, 0, 5)
gui:Stop()
gui:SetAlpha(0)
gui:AlphaTo(255, 1)
self.Data.Players[v] = gui
self.Layout:Add(gui)
end
if (alive) then
local hue,sat,val = ColorToHSV(team.GetColor(self.Data.Team))
local sat2,val2 = sat * 0.8, val * 0.8
gui:SetBackgroundColor(HSVToColor(hue, sat2, val2))
local sat3,val3 = sat * 0.1, val
gui:SetForegroundColor(HSVToColor(hue, sat3, val3))
else
local hue,sat,val = ColorToHSV(team.GetColor(self.Data.Team))
local sat2,val2 = sat * 0.8, val * 0.1
gui:SetBackgroundColor(HSVToColor(hue, sat2, val2))
local sat3,val3 = sat * 0.1, val
gui:SetForegroundColor(HSVToColor(hue, sat3, val3))
end
gui:ShowFlags(self.Data.ShowKills, self.Data.ShowDeaths)
end
-- Find dead players
for ply,gui in pairs(self.Data.Players) do
if (!table.HasValue(pls, ply)) then
self.Data.Players[ply] = nil
gui:Stop()
gui:AlphaTo(0, 1)
gui:SetTerm(1)
end
end
self.Layout:InvalidateLayout()
self.Scroll:InvalidateLayout()
end
function DPlayerList:SetTeam(team)
self.Data.Team = team
end
function DPlayerList:ShowFlags(kills, deaths)
self.Data.ShowKills = kills
self.Data.ShowDeaths = deaths
self.Title.Kills:SetVisible(self.Data.ShowKills)
self.Title.Deaths:SetVisible(self.Data.ShowDeaths)
self.Title:InvalidateLayout()
end
vgui.Register("DPlayerList", DPlayerList, "Panel")
local DScoreBoard = {}
function DScoreBoard:Init()
self.Container = vgui.Create("DPanel", self)
self.Container:SetPaintBackground(true)
self.Container:SetBackgroundColor(Color(0, 0, 0, 240))
self.Container:Dock(FILL)
self.Container:DockMargin(0, 35, 0, 0)
self.Logo = vgui.Create("DImage", self)
self.Logo:SetImage("prophuntextended/scoreboard_logo.png")
self.Logo:SetKeepAspect(true)
self.Logo:SetSize(580, 70)
self.Logo:SetPos(10, 0)
self.Frame = vgui.Create("DPanel", self.Container)
self.Frame:SetPaintBackground(false)
self.Frame:Dock(FILL)
self.Frame:DockMargin(5, 40, 5, 5)
self.Teams = {}
self.Teams.Seekers = vgui.Create("DPlayerList", self.Frame)
self.Teams.Seekers:SetTeam(GAMEMODE.Teams.Seekers)
self.Teams.Seekers:Dock(LEFT)
self.Teams.Seekers:DockMargin(5, 5, 5, 5)
self.Teams.Hiders = vgui.Create("DPlayerList", self.Frame)
self.Teams.Hiders:SetTeam(GAMEMODE.Teams.Hiders)
self.Teams.Hiders:Dock(RIGHT)
self.Teams.Hiders:DockMargin(5, 5, 5, 5)
self.Teams.Spectators = vgui.Create("DPlayerList", self.Container)
self.Teams.Spectators:SetSize(100, 100)
self.Teams.Spectators:SetTeam(GAMEMODE.Teams.Spectators)
self.Teams.Spectators:ShowFlags(false, false)
self.Teams.Spectators:Dock(BOTTOM)
self.Teams.Spectators:DockMargin(10, 0, 10, 10)
self:SetVisible(false)
self:SetAlpha(0)
end
function DScoreBoard:PerformLayout(w, h)
local frameW, frameH = self.Frame:GetSize()
local contW, contH = self.Container:GetSize()
-- Update Team Lists
self.Teams.Seekers:SetSize(frameW / 2 - 10, 0)
self.Teams.Hiders:SetSize(frameW / 2 - 10, 0)
self.Teams.Spectators:SetSize(100, contH / 5)
self.Frame:InvalidateLayout()
self.Container:InvalidateLayout()
end
function DScoreBoard:Show()
-- Size and Position
local w, h = ScrW() / 2, ScrH() / 4 * 3
if (w < 600) then w = 600 end
if (h < 400) then h = 400 end
self:SetSize(w, h)
self:Center()
-- Visibility
self:Stop()
self:AlphaTo(255, 0.1)
self:SetVisible(true)
-- Focus
self:SetPopupStayAtBack(true)
self:SetFocusTopLevel(true)
self:RequestFocus()
end
function DScoreBoard:Hide()
-- Visibility
self:Stop()
self:AlphaTo(0, 0.1, 0, function(animData, pnl)
pnl:SetVisible(false)
end)
end
vgui.Register("DScoreBoard", DScoreBoard, "EditablePanel")
@@ -28,15 +28,19 @@
-- Shared
AddCSLuaFile("sh_init.lua")
AddCSLuaFile("sh_config.lua")
AddCSLuaFile("meta/player.lua")
AddCSLuaFile("player_class/class_default.lua")
AddCSLuaFile("player_class/class_spectator.lua")
AddCSLuaFile("player_class/class_seeker.lua")
AddCSLuaFile("player_class/class_hider.lua")
-- Client-Only
AddCSLuaFile("cl_init.lua")
AddCSLuaFile("client/cl_ui_help.lua")
AddCSLuaFile("client/cl_ui_teamselection.lua")
AddCSLuaFile("derma/dscoreboard.lua")
-- Client Init
AddCSLuaFile("cl_init.lua") -- Immediately executed when downloaded, weird bug.
-- ------------------------------------------------------------------------- --
--! Code
@@ -241,7 +245,19 @@ function GM:PlayerUse(ply, ent) return player_manager.RunClass(ply, "Use", ent)
function GM:AllowPlayerPickup(ply, ent) return player_manager.RunClass(ply, "AllowPickup", ent) end
function GM:PlayerSetModel(ply) return player_manager.RunClass(ply, "SetModel") end
-- Called when an entity takes damage
-- Damage
function GM:PlayerShouldTakeDamage(victim, attacker)
return player_manager.RunClass(victim, "ShouldTakeDamage", attacker)
end
function GM:PlayerHurt(victim, attacker, healthRemaining, damageTaken)
player_manager.RunClass(victim, "Hurt", victim, attacker, healthRemaining, damageTaken)
if (IsValid(attacker) && attacker:IsPlayer()) then
player_manager.RunClass(attacker, "Damage", victim, attacker, healthRemaining, damageTaken)
end
end
function GM:EntityTakeDamage(ent, dmg)
local att = dmg:GetAttacker()
@@ -0,0 +1,259 @@
--[[
The MIT License (MIT)
Copyright (c) 2017 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.
--]]
-- Finds the player meta table or terminates
local meta = FindMetaTable("Player")
if !meta then print("FAILED TO FIND PLAYER META") return end
-- Blinds the player by setting view out into the void
function meta:Blind(bool)
if !self:IsValid() then return end
if SERVER then
umsg.Start("SetBlind", self)
if bool then
umsg.Bool(true)
else
umsg.Bool(false)
end
umsg.End()
elseif CLIENT then
blind = bool
end
end
-- Blinds the player by setting view out into the void
function meta:RemoveProp()
if CLIENT || !self:IsValid() then return end
if self.ph_prop && self.ph_prop:IsValid() then
self.ph_prop:Remove()
self.ph_prop = nil
end
end
-- Sets a new Hull for a player.
function meta:NewHull(hullOBBMin, hullOBBMax)
if !self:IsValid() then return end
if hullOBBMax == nil then return end
if hullOBBMin == nil then return end
local hullOBB = hullOBBMax - hullOBBMin
local hullOBBXY = math.max(hullOBB.x, hullOBB.y)
local xyMul = 0.5
local hullMin = Vector(-hullOBBXY * xyMul, -hullOBBXY * xyMul, 0)
local hullMax = Vector( hullOBBXY * xyMul, hullOBBXY * xyMul, hullOBB.z)
self:SetHull(hullMin, hullMax)
self:SetHullDuck(hullMin, hullMax)
self:SetViewOffset(Vector(0, 0, hullOBB.z))
self:SetViewOffsetDucked(Vector(0, 0, hullOBB.z / 2.0))
end
-- Can the passed entity be used by the player?
function testflag(set, flag)
if (flag == 0) then return true end -- Mod(%) by 0 is nan.
return (set % (2 * flag)) >= flag
end
function meta:IsUseableEntity(ent, requiredCaps)
if ((ent != nil) && (ent:IsValid())) then
local caps = ent:ObjectCaps()
local capsmask = 16 + 32 + 64 + 128
if (testflag(caps, 16)
|| testflag(caps, 32)
|| testflag(caps, 64)
|| testflag(caps, 128)
) && testflag(caps, requiredCaps) then
return true
end
end
return false
end
function IntervalDistance(x, x0, x1)
-- swap so x0 < x1
if ( x0 > x1 ) then
local tmp = x0
x0 = x1
x1 = tmp
end
if ( x < x0 ) then
return x0-x
elseif ( x > x1 ) then
return x - x1
end
return 0
end
-- Find useable entity (Lua version of CBasePlayer:FindUseEntity)
function meta:FindUseEntity()
-- https://raw.githubusercontent.com/ValveSoftware/source-sdk-2013/0d8dceea4310fde5706b3ce1c70609d72a38efdf/mp/src/game/shared/baseplayer_shared.cpp
local PLAYER_USE_RADIUS = 80
-- Vectors
local forward = self:EyeAngles():Forward()
local up = self:EyeAngles():Up()
local center = self:EyePos()
local trace = {
start = center,
endpos = center,
mins = Vector(-16, -16, -16),
maxs = Vector( 16, 16, 16),
mask = MASK_SOLID + CONTENTS_DEBRIS + CONTENTS_PLAYERCLIP,
filter = function(ent)
if (ent == self) then return false end
if (!ent:IsValid()) then return false end
if (ent:IsPlayer()) then return false end
if (ent == self:GetHands()) then return false end
return true
end,
output = {}
}
local foundEnt = nil
local nearestDist = 16777216
local nearestEnt = nil
local tangents_num = 8
local tangents = {}
tangents[1] = 0
tangents[2] = 1
tangents[3] = 0.57735026919
tangents[4] = 0.3639702342
tangents[5] = 0.267949192431
tangents[6] = 0.1763269807
tangents[7] = -0.1763269807
tangents[8] = -0.267949192431
for idx=1,tangents_num,1 do
if (idx == 1) then
trace.endpos = center + forward * 1024
util.TraceLine(trace)
else
local down = forward - (Vector(tangents[idx], tangents[idx], tangents[idx]) * up)
down:Normalize()
trace.endpos = center + down * 72
util.TraceHull(trace)
end
foundEnt = trace.output.Entity
local useable = self:IsUseableEntity(foundEnt, 0)
while ((foundEnt:IsValid()) && !useable && (foundEnt:GetMoveParent():IsValid())) do
foundEnt = foundEnt:GetMoveParent()
useable = self:IsUseableEntity(foundEnt, 0)
end
if (useable) then
local delta = trace.output.HitPos - trace.output.StartPos
local centerZ = foundEnt:WorldSpaceCenter().z
delta.z = IntervalDistance(trace.output.HitPos.z, centerZ + foundEnt:OBBMins().z, centerZ + foundEnt:OBBMaxs().z)
local dist = delta:Length()
if (dist < PLAYER_USE_RADIUS) then
if (foundEnt:IsNPC() && (foundEnt:Team() == self:Team())) then
foundEnt = self:DoubleCheckUseNPC(foundEnt, center, forward)
end
--if (dist < nearestDist) then -- Not identical to CBasePlayer
--nearestDist = dist
nearestEnt = foundEnt
--end
if (idx == 1) then return foundEnt end
end
end
end
-- check ground entity first
-- if you've got a useable ground entity, then shrink the cone of this search to 45 degrees
-- otherwise, search out in a 90 degree cone (hemisphere)
if (self:GetGroundEntity():IsValid() && self:IsUseableEntity(self:GetGroundEntity(), 256)) then
nearestEnt = self:GetGroundEntity()
end
if (nearestEnt) then
local point = self:NearestPoint(center)
nearestDist = util.DistanceToLine(point, center, forward)
end
local search = ents.FindInSphere(center, PLAYER_USE_RADIUS)
for k,v in ipairs(search) do
if (v) && (v:IsValid()) && (self:IsUseableEntity(v, 512)) then
local point = v:NearestPoint(center)
local dir = (point - center):GetNormalized()
local dot = dir:Dot(forward)
if (dot >= 0.8) then
local dist = util.DistanceToLine(point, center, forward)
if (dist < nearestDist) then
trace.endpos = point
util.TraceLine(trace)
if ((trace.output.Fraction == 1.0) || (trace.output.Entity == v)) then
nearestEnt = v
nearestDist = dist
end
end
end
end
end
if (!nearestEnt) then
trace.endpos = center + forward * PLAYER_USE_RADIUS
trace.mask = MASK_OPAQUE_AND_NPCS
util.TraceLine(trace)
if (trace.output.Entity
&& trace.output.Entity:IsValid()
&& self:IsUseableEntity(trace.output.Entity, 0)
&& trace.output.Entity:IsNPC()
&& (trace.output.Entity:Team() == self:Team())) then
nearestEnt = trace.output.Entity
end
end
if (foundEnt:IsNPC() && (foundEnt:Team() == self:Team())) then
foundEnt = self:DoubleCheckUseNPC(foundEnt, center, forward)
end
return nearestEnt
end
-- Double Check NPC
-- Perhaps a poorly-named function. This function traces against the supplied
-- NPC's hitboxes (instead of hull). If the trace hits a different NPC, the
-- new NPC is selected. Otherwise, the supplied NPC is determined to be the
-- one the citizen wants. This function allows the selection of a citizen over
-- another citizen's shoulder, which is impossible without tracing against
-- hitboxes instead of the hull (sjb)
function meta:DoubleCheckUseNPC(npc, src, dir)
local trace = {
start = src,
endpos = src + dir * 1024,
mask = MASK_SHOT,
result = {}
}
util.TraceLine(trace)
if ((trace.result.Entity != nil) && (trace.result.Entity:IsValid()) && (trace.result.Entity:IsNPC()) && (trace.result.Entity != npc)) then
-- Player is selecting a different NPC through some negative space
-- in the first NPC's hitboxes (between legs, over shoulder, etc).
return trace.result.Entity
end
return npc
end
@@ -44,7 +44,10 @@ CLASS.UseVMHands = true -- Uses viewmodel hands
--! Server-Side
-- ------------------------------------------------------------------------- --
-- Spawn
function CLASS:InitialSpawn() end
function CLASS:InitialSpawn()
self.Player.Data = {}
self.Player.Data.SelectionHaloTime = CurTime()
end
function CLASS:Spawn() end
function CLASS:Loadout() end
@@ -58,6 +61,14 @@ function CLASS:DamageEntity(ent, attacker, dmginfo) end -- Damage Dealt To Entit
function CLASS:Death(inflictor, attacker)
self.Player.Data.Alive = false
self.Player.Data.AliveTime = CurTime()
-- Score support
self.Player:AddDeaths(1)
if IsValid(attacker) && attacker:IsPlayer() then
if ((attacker == self.Player)
|| (attacker:Team() == self.Player:Team())) then
self.Player:AddFrags(-1)
end
end
end
function CLASS:SilentDeath()
self.Player.Data.Alive = false
@@ -122,6 +133,8 @@ function CLASS:ShowSpare2() end
-- ------------------------------------------------------------------------- --
function CLASS:PostThink() end
function CLASS:Tick(mv) end
function CLASS:FindUseEntity(defEnt) return defEnt end
function CLASS:Alive() return false end
-- ------------------------------------------------------------------------- --
--! Client-Side
@@ -66,6 +66,7 @@ function CLASS:Spawn()
self.Player.Data.Prop:SetOwner(self.Player)
self.Player.Data.Prop:Spawn()
self.Player:DeleteOnRemove(self.Player.Data.Prop)
self.Player.Data.PropContraint = constraint.NoCollide(self.Player, self.Player.Data.Prop, 0, 0)
-- Assign Hands (Auto Networked Sync!)
local oldhands = self.Player:GetHands()
@@ -79,6 +80,9 @@ function CLASS:PostDeath(attacker, dmginfo)
BaseClass.PostDeath(self, inflictor, attacker)
-- Delete Hands Model
if IsValid(self.Player.Data.PropConstraint) then
self.Player.Data.PropConstraint:Remove()
end
if IsValid(self.Player:GetHands()) then
self.Player:GetHands():Remove()
end
@@ -111,7 +115,9 @@ function CLASS:DeathThink()
end
-- Visible Stuff
function CLASS:SetModel() self.Player:SetModel("models/Gibs/Antlion_gib_small_3.mdl") end -- does "" even work?
function CLASS:SetModel()
self.Player:SetModel("models/Gibs/Antlion_gib_small_3.mdl")
end
-- Interaction
function CLASS:Use(ent)
@@ -179,6 +185,33 @@ end
-- ------------------------------------------------------------------------- --
--! Shared
-- ------------------------------------------------------------------------- --
if SERVER then
function CLASS:FindUseEntity(defEnt)
return self.Player:FindUseEntity()
end
function CLASS:Tick(mv)
if (self.Player.Data == nil) then return end
-- Selection Halo
if (GAMEMODE.Config.SelectionHalo:Allow()) && (!GAMEMODE.Config.SelectionHalo:Approximate()) then
if (self.Player.Data.SelectionHaloTime == nil) then
self.Player.Data.SelectionHaloTime = CurTime()
elseif ((CurTime() - self.Player.Data.SelectionHaloTime) > GAMEMODE.Config.SelectionHalo:Interval()) then
self.Player.Data.SelectionHaloTime = CurTime()
local ent = self.Player:FindUseEntity()
if (IsValid(ent)
&& table.HasValue(GAMEMODE.Config.Lists:ClassWhitelist(), ent:GetClass())
&& !table.HasValue(GAMEMODE.Config.Lists:ModelBlacklist(), ent:GetModel())) then
self.Player:SetNWEntity("SelectionHalo", ent)
else
self.Player:SetNWBool("SelectionHalo", false)
end
end
end
end
end
function CLASS:Alive() return true end
-- ------------------------------------------------------------------------- --
--! Client-Side
@@ -96,30 +96,51 @@ function CLASS:ShouldTakeDamage(attacker)
local ffmode = GetConVarNumber("mp_friendlyfire")
if (ffmode == 0) then -- Not Allowed
return false
elseif (ffmode == 2) then -- Damage self instead
if (IsValid(attacker) && attacker:IsPlayer()) then
attacker:SetHealth(attacker:Health() - damageTaken)
end
return false
end
end
end
end
return true
end
function CLASS:Damage(victim, attacker, healthRemaining, damageDealt)
if ((victim != attacker) && victim:IsPlayer() && attacker:IsPlayer() && (attacker:Team() == victim:Team())) then
if (GAMEMODE.Config:DebugLog()) then
print("Prop Hunt: Seeker '"..attacker:GetName().."' (SteamID: "..attacker:SteamID()..") damaged seeker '"..victim:GetName().."' (SteamID: "..victim:SteamID()..") with "..damageDealt.." damage.")
end
end
end
function CLASS:Hurt(victim, attacker, healthRemaining, damageTaken)
if ((victim != attacker) && victim:IsPlayer() && attacker:IsPlayer() && (attacker:Team() == victim:Team())) then
if (GAMEMODE.Config:DebugLog()) then
print("Prop Hunt: Seeker '"..victim:GetName().."' (SteamID: "..victim:SteamID()..") was hurt by seeker '"..attacker:GetName().."' (SteamID: "..attacker:SteamID()..") with "..damageTaken.." damage.")
end
if (GetConVarNumber("mp_friendlyfire") == 2) then
victim:SetHealth(healthRemaining + damageTaken)
attacker:TakeDamage(damageTaken, attacker, attacker)
print("Prop Hunt: Seeker '"..victim:GetName().."' (SteamID: "..victim:SteamID()..") reflected "..damageTaken.." to seeker '"..attacker:GetName().."' (SteamID: "..attacker:SteamID()..").")
end
end
end
function CLASS:DamageEntity(ent, att, dmg)
if (GAMEMODE.Config:DebugLog()) then print("Prop Hunt: Seeker '"..self.Player:GetName().."' (SteamID: "..self.Player:SteamID()..") damaged entity "..ent:GetClass()..".") end
if (GAMEMODE:GetRoundState() != GAMEMODE.States.Seek) then return end
if (!IsValid(ent) || !IsValid(att)) then return end
if (att == ent) then return end
-- Only take damage during this phase.
if (GAMEMODE:GetRoundState() == GAMEMODE.States.Seek) then
if IsValid(ent) && (!(ent:IsPlayer())) then
if (ent:GetClass() == "ph_prop") then
ent:GetOwner():TakeDamageInfo(dmg)
self.Player.Data.RandomWeight = self.Player.Data.RandomWeight - 1
elseif (ent:GetClass() == "func_breakable") then -- ToDo: Make Configurable which entities don't hurt?
else
att:TakeDamage(GAMEMODE.Config.Seeker:HealthPenalty(), ent, ent)
end
if IsValid(ent) && (!(ent:IsPlayer())) then
if (ent:GetClass() == "ph_prop") then
ent:GetOwner():TakeDamageInfo(dmg)
self.Player.Data.RandomWeight = self.Player.Data.RandomWeight - 1
elseif (ent:GetClass() == "func_breakable") then
elseif (ent:GetClass() == "prop_ragdoll") then
else
att:TakeDamage(GAMEMODE.Config.Seeker:HealthPenalty(), ent, ent)
end
end
end
@@ -184,6 +205,11 @@ function CLASS:ShowSpare1()
if GAMEMODE.Config:DebugLog() then print("Prop Hunt: Seeker '"..self.Player:GetName().."' (SteamID: "..self.Player:SteamID()..") taunted with sound '"..tauntList[index].."'.") end
end
-- ------------------------------------------------------------------------- --
--! Shared
-- ------------------------------------------------------------------------- --
function CLASS:Alive() return true end
-- ------------------------------------------------------------------------- --
--! Client-Side
-- ------------------------------------------------------------------------- --
@@ -32,7 +32,7 @@ function StatePostMatch:OnEnter(OldState)
-- Check Change map conditions.
if ((GAMEMODE.Config:TimeLimit() > 0) && ((CurTime() - GAMEMODE.Data.StartTime) >= (GAMEMODE.Config:TimeLimit() * 60))) -- Over Time
|| (GAMEMODE:GetRound() >= GAMEMODE.Config.Round:Limit()) -- Over Round Limit
|| ((GAMEMODE.Config.Round:Limit() > 0) && (GAMEMODE:GetRound() >= GAMEMODE.Config.Round:Limit())) -- Over Round Limit
then
-- Advance to nothing
@@ -86,10 +86,19 @@ function StateSeek:OnLeave(NewState)
if GAMEMODE.Config:DebugLog() then print("StateSeek: OnLeave") end
if GAMEMODE:GetRoundWinner() == GAMEMODE.Teams.Seekers then
-- Run external Hooks
hook.Run("RoundVictorySeeker")
-- Assign Team Points
team.SetScore(GAMEMODE.Teams.Seekers, team.GetScore(GAMEMODE.Teams.Seekers) + 1)
elseif GAMEMODE:GetRoundWinner() == GAMEMODE.Teams.Hiders then
-- Run external Hooks
hook.Run("RoundVictoryHider")
-- Assign Team Points
team.SetScore(GAMEMODE.Teams.Hiders, team.GetScore(GAMEMODE.Teams.Hiders) + 1)
else
-- Run external Hooks
hook.Run("RoundVictoryDraw")
end
end
@@ -40,7 +40,6 @@ end
--! Debug Settings
-- ------------------------------------------------------------------------- --
-- Debug Mode
GM.Config.ConVars.Debug = CreateConVarIfNotExists("ph_debug", "0", FCVAR_CHEAT + FCVAR_REPLICATED, "Prop Hunt: Enable Debug Mode")
function GM.Config:Debug()
return self.ConVars.Debug:GetBool()
@@ -86,7 +85,7 @@ function GM.Config.Round:Time()
end
-- For how many seconds are the Seekers blinded? (Seconds)
GM.Config.Round.ConVars.BlindTime = CreateConVarIfNotExists("ph_round_blindtime", "-30", FCVAR_REPLICATED, "Round Manager: Blind Time for Seekers (in Seconds, positive takes away from ph_round_timelimit, negative adds extra time to ph_round_timelimit")
GM.Config.Round.ConVars.BlindTime = CreateConVarIfNotExists("ph_round_blindtime", "-30", FCVAR_REPLICATED, "Round Manager: Blind Time for Seekers (in Seconds, positive takes away from ph_round_timelimit, negative adds extra time to ph_round_timelimit)")
function GM.Config.Round:BlindTime()
return self.ConVars.BlindTime:GetFloat()
end
@@ -98,7 +97,7 @@ GM.Config.Teams = {}
GM.Config.Teams.ConVars = {}
-- Should teams be ranomized each round?
GM.Config.Teams.ConVars.Randomize = CreateConVarIfNotExists("ph_teams_randomize", "0", FCVAR_REPLICATED, "Teams: Randomize Each Round")
GM.Config.Teams.ConVars.Randomize = CreateConVarIfNotExists("ph_teams_randomize", "0", FCVAR_REPLICATED, "Teams: Randomize Teams instead of swapping each round")
function GM.Config.Teams:Randomize()
return self.ConVars.Randomize:GetBool()
end
@@ -116,7 +115,7 @@ end
-- The Dead Hunt: Percent of players to assign to seeker.
GM.Config.Teams.ConVars.SeekerPercentage = CreateConVarIfNotExists("ph_teams_seekerpct", "25", FCVAR_REPLICATED, "Teams: Initial percentage of Seekers in Dead Hunt Game Type")
function GM.Config.Teams:SeekerPercentage()
return self.ConVars.Teams:GetFloat() / 100
return self.ConVars.SeekerPercentage:GetFloat() / 100
end
-- ------------------------------------------------------------------------- --
@@ -410,4 +409,132 @@ if CLIENT then
function GM.Config.Camera:Lag()
return math.Clamp(self.ConVars.Lag:GetFloat(), self:LagMinimum(), self:LagMaximum())
end
end
end
-- ------------------------------------------------------------------------- --
--! Name Plates
-- ------------------------------------------------------------------------- --
GM.Config.NamePlates = {}
GM.Config.NamePlates.ConVars = {}
if CLIENT then
-- Show
GM.Config.NamePlates.ConVars.Show = CreateConVarIfNotExists("ph_nameplates_show", "1", FCVAR_ARCHIVE + FCVAR_CLIENTDLL, "Nameplates: Show a name plate above each player in your team (or all players if spectating).")
function GM.Config.NamePlates:Show()
return self.ConVars.Show:GetBool()
end
-- Scale
GM.Config.NamePlates.ConVars.Scale = CreateConVarIfNotExists("ph_nameplates_scale", "0.05", FCVAR_ARCHIVE + FCVAR_CLIENTDLL, "Nameplates: World scale of name plate, a setting of 1 means 1px = 1unit.")
function GM.Config.NamePlates:Scale()
return self.ConVars.Scale:GetFloat()
end
-- Height
GM.Config.NamePlates.ConVars.Height = CreateConVarIfNotExists("ph_nameplates_height", "10", FCVAR_ARCHIVE + FCVAR_CLIENTDLL, "Nameplates: Height above player.")
function GM.Config.NamePlates:Height()
return self.ConVars.Height:GetFloat()
end
-- Tint Color
GM.Config.NamePlates.ConVars.TintHue = CreateConVarIfNotExists("ph_nameplates_tint_hue", "0", FCVAR_ARCHIVE + FCVAR_CLIENTDLL, "Nameplates: Tint hue.")
function GM.Config.NamePlates:TintHue()
return self.ConVars.TintHue:GetFloat()
end
GM.Config.NamePlates.ConVars.TintSaturation = CreateConVarIfNotExists("ph_nameplates_tint_saturation", "0", FCVAR_ARCHIVE + FCVAR_CLIENTDLL, "Nameplates: Tint saturation.")
function GM.Config.NamePlates:TintSaturation()
return self.ConVars.TintSaturation:GetFloat()
end
GM.Config.NamePlates.ConVars.TintValue = CreateConVarIfNotExists("ph_nameplates_tint_value", "1", FCVAR_ARCHIVE + FCVAR_CLIENTDLL, "Nameplates: Tint value.")
function GM.Config.NamePlates:TintValue()
return self.ConVars.TintValue:GetFloat()
end
-- Tint By Health
GM.Config.NamePlates.ConVars.TintHealth = CreateConVarIfNotExists("ph_nameplates_tint_health", "0", FCVAR_ARCHIVE + FCVAR_CLIENTDLL, "Nameplates: Tint the nameplate using their health percent.")
function GM.Config.NamePlates:TintHealth()
return self.ConVars.TintHealth:GetBool()
end
-- Tint By Team
GM.Config.NamePlates.ConVars.TintTeam = CreateConVarIfNotExists("ph_nameplates_tint_team", "0", FCVAR_ARCHIVE + FCVAR_CLIENTDLL, "Nameplates: Tint the nameplate with the team colors.")
function GM.Config.NamePlates:TintTeam()
return self.ConVars.TintTeam:GetBool()
end
end
-- ------------------------------------------------------------------------- --
--! Selection Halo
-- ------------------------------------------------------------------------- --
GM.Config.SelectionHalo = {}
GM.Config.SelectionHalo.ConVars = {}
-- Allow
GM.Config.SelectionHalo.ConVars.Allow = CreateConVarIfNotExists("ph_selectionhalo_allow", "1", FCVAR_REPLICATED, "Selection Halo: Allow clients to enable halo around the currently looked at prop?")
function GM.Config.SelectionHalo:Allow()
return self.ConVars.Allow:GetBool()
end
-- Approximate
GM.Config.SelectionHalo.ConVars.Approximate = CreateConVarIfNotExists("ph_selectionhalo_approximate", "1", FCVAR_REPLICATED, "Selection Halo: Enable approximate selection halo, which only checks the forward vector on the client.")
function GM.Config.SelectionHalo:Approximate()
return self.ConVars.Approximate:GetBool()
end
if SERVER then
-- Update Interval
GM.Config.SelectionHalo.ConVars.Interval = CreateConVarIfNotExists("ph_selectionhalo_interval", "0.05", FCVAR_ARCHIVE, "Selection Halo: Interval for updates of the accuracte selection halo in seconds.")
function GM.Config.SelectionHalo:Interval()
return self.ConVars.Interval:GetFloat()
end
end
if CLIENT then
-- Enabled
GM.Config.SelectionHalo.ConVars.Enabled = CreateConVarIfNotExists("ph_selectionhalo_enabled", "1", FCVAR_ARCHIVE, "Selection Halo: Enable halo around prop you might become.")
function GM.Config.SelectionHalo:Enabled()
if (self:Allow()) then
return self.ConVars.Enabled:GetBool()
else
return false
end
end
-- Settings
GM.Config.SelectionHalo.ConVars.Passes = CreateConVarIfNotExists("ph_selectionhalo_passes", "1", FCVAR_ARCHIVE + FCVAR_CLIENTDLL, "Selection Halo: Passes")
function GM.Config.SelectionHalo:Passes()
return self.ConVars.Passes:GetInt()
end
GM.Config.SelectionHalo.ConVars.Additive = CreateConVarIfNotExists("ph_selectionhalo_additive", "1", FCVAR_ARCHIVE + FCVAR_CLIENTDLL, "Selection Halo: Additive")
function GM.Config.SelectionHalo:Additive()
return self.ConVars.Additive:GetBool()
end
GM.Config.SelectionHalo.ConVars.IgnoreZ = CreateConVarIfNotExists("ph_selectionhalo_ignorez", "0", FCVAR_ARCHIVE + FCVAR_CLIENTDLL, "Selection Halo: Ignore Z")
function GM.Config.SelectionHalo:IgnoreZ()
return self.ConVars.IgnoreZ:GetBool()
end
-- Blur
GM.Config.SelectionHalo.ConVars.BlurX = CreateConVarIfNotExists("ph_selectionhalo_blur_x", "2", FCVAR_ARCHIVE + FCVAR_CLIENTDLL, "Selection Halo: Blur X")
function GM.Config.SelectionHalo:BlurX()
return self.ConVars.BlurX:GetFloat()
end
GM.Config.SelectionHalo.ConVars.BlurY = CreateConVarIfNotExists("ph_selectionhalo_blur_y", "2", FCVAR_ARCHIVE + FCVAR_CLIENTDLL, "Selection Halo: Blur Y")
function GM.Config.SelectionHalo:BlurY()
return self.ConVars.BlurY:GetFloat()
end
-- Tint Color
GM.Config.SelectionHalo.ConVars.TintHue = CreateConVarIfNotExists("ph_selectionhalo_tint_hue", "0", FCVAR_ARCHIVE + FCVAR_CLIENTDLL, "Selection Halo: Tint Hue")
function GM.Config.SelectionHalo:TintHue()
return self.ConVars.TintHue:GetFloat()
end
GM.Config.SelectionHalo.ConVars.TintSaturation = CreateConVarIfNotExists("ph_selectionhalo_tint_saturation", "0", FCVAR_ARCHIVE + FCVAR_CLIENTDLL, "Selection Halo: Tint Saturation")
function GM.Config.SelectionHalo:TintSaturation()
return self.ConVars.TintSaturation:GetFloat()
end
GM.Config.SelectionHalo.ConVars.TintValue = CreateConVarIfNotExists("ph_selectionhalo_tint_value", "1", FCVAR_ARCHIVE + FCVAR_CLIENTDLL, "Selection Halo: Tint Value")
function GM.Config.SelectionHalo:TintValue()
return self.ConVars.TintValue:GetFloat()
end
end
@@ -26,8 +26,8 @@
--! Gamemode Information
-- ------------------------------------------------------------------------- --
GM.Name = "Prop Hunt Extended"
GM.Author = "Michael 'Xaymar' Dirks (Based on Kow@lskis Version, Original by AMT)"
GM.Email = "michael.fabian.dirks@gmail.com"
GM.Author = "Michael Fabian 'Xaymar' Dirks"
GM.Email = "info@xaymar.com"
GM.Website = "http://xaymar.com/"
GM.TeamBased = true
@@ -104,15 +104,8 @@ function GM:PlayerTick(ply, mv)
return player_manager.RunClass(ply, "Tick", mv)
end
function GM:PlayerHurt(victim, attacker, healthRemaining, damageTaken)
player_manager.RunClass(victim, "Hurt", victim, attacker, healthRemaining, damageTaken)
if (IsValid(attacker) && attacker:IsPlayer()) then
player_manager.RunClass(attacker, "Damage", victim, attacker, healthRemaining, damageTaken)
end
end
function GM:PlayerShouldTakeDamage(victim, attacker)
return player_manager.RunClass(victim, "ShouldTakeDamage", attacker)
function GM:FindUseEntity(ply, defaultEnt)
return player_manager.RunClass(ply, "FindUseEntity", defaultEnt)
end
-- ------------------------------------------------------------------------- --
@@ -137,6 +130,10 @@ end
-- ------------------------------------------------------------------------- --
--! Includes
-- ------------------------------------------------------------------------- --
-- Meta
include "meta/player.lua"
-- Configuration
include "sh_config.lua"
-- Player Classes

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@@ -15,6 +15,7 @@
"text" "Enable Debug Mode"
"type" "CheckBox"
"default" "0"
"help" "Prop Hunt: Enable Debug Mode"
}
2
@@ -23,221 +24,378 @@
"text" "Enable Debug Logging"
"type" "CheckBox"
"default" "1"
"help" "Prop Hunt: Enable Debug Logging"
}
// Basic Settings
11
100
{
"name" "ph_gametype"
"text" "Game Type to use"
"type" "Numeric"
"default" "0"
"help" "Prop Hunt: Which Game Type should be played?"
}
12
101
{
"name" "mp_timelimit"
"text" "Map Time Limit"
"type" "Numeric"
"default" "0"
"help" "Map Time Limit (in Minutes)"
}
13
102
{
"name" "ph_sprinting"
"text" "Enable Sprinting"
"type" "CheckBox"
"name" "mp_friendlyfire"
"text" "Friendly fire"
"type" "Numeric"
"default" "0"
"help" "Allow friendly fire? (0 = No, 1 = Yes, 2 = Reflect)"
}
// Round Settings
21
200
{
"name" "ph_round_limit"
"text" "Maximum Rounds Played"
"type" "Numeric"
"default" "10"
}
22
"help" "Round Manager: Maximum Rounds to Play on a single Map"
}
201
{
"name" "ph_round_timelimit"
"text" "Time Limit per Round"
"type" "Numeric"
"default" "180"
}
23
"help" "Round Manager: Time Limit per Round (in Seconds)"
}
202
{
"name" "ph_round_blindtime"
"text" "Seeker Blind time per Round"
"type" "Numeric"
"default" "-30"
"help" "Round Manager: Blind Time for Seekers (in Seconds, positive takes away from ph_round_timelimit, negative adds extra time to ph_round_timelimit)"
}
// Team Settings
31
300
{
"name" "ph_teams_randomize"
"text" "Randomize Teams"
"type" "CheckBox"
"default" "1"
}
32
"help" "Teams: Randomize Teams instead of swapping each round"
}
301
{
"name" "ph_teams_weighted"
"text" "Randomize with weighted Score"
"type" "CheckBox"
"default" "1"
}
33
"help" "Teams: Use Weighted Randomization"
}
302
{
"name" "ph_teams_seekerpct"
"text" "Pct of Pl. becoming Seeker"
"type" "Numeric"
"default" "25"
"help" "Teams: Initial percentage of Seekers in Dead Hunt Game Type"
}
// Seeker Settings
41
400
{
"name" "ph_seeker_health"
"text" "Seeker Health"
"type" "Numeric"
"default" "100"
"help" "Seekers: Initial Health"
}
42
401
{
"name" "ph_seeker_health_max"
"text" "Seeker Max Health"
"type" "Numeric"
"default" "100"
"help" "Seekers: Maximum Health"
}
43
402
{
"name" "ph_seeker_health_bonus"
"text" "Seeker Health Kill-Bonus"
"type" "Numeric"
"default" "20"
"help" "Seekers: Health Bonus per Kill"
}
44
403
{
"name" "ph_seeker_health_penalty"
"text" "Seeker Health Penalty"
"type" "Numeric"
"default" "5"
"help" "Seekers: Health Penalty per wrong Shot"
}
45
404
{
"name" "ph_seeker_weapons"
"text" "Seeker Weapons"
"type" "Text"
"default" "weapon_crowbar,weapon_pistol,weapon_ph_smg,weapon_shotgun"
"help" "Seekers: Initial Weapons (Weapon,Weapon,...)"
}
46
405
{
"name" "ph_seeker_ammo"
"text" "Seeker Ammo"
"type" "Text"
"default" "Pistol:100,SMG1:300,SMG1_Grenade:1,Buckshot:64"
"help" "Seekers: Initial Ammo (Ammo:Amount,Ammo:Amount,...)"
}
406
{
"name" "ph_seeker_walk_speed"
"text" "Seeker Walk Speed"
"type" "Numeric"
"default" "250"
"help" "Seekers: Walk Speed"
}
407
{
"name" "ph_seeker_sprint"
"text" "Seeker Sprint Allowed"
"type" "CheckBox"
"default" "1"
"help" "Seekers: Allow Sprinting"
}
408
{
"name" "ph_seeker_sprint_speed"
"text" "Seeker Sprint Speed"
"type" "Numeric"
"default" "500"
"help" "Seekers: Sprint Speed"
}
409
{
"name" "ph_seeker_jump_power"
"text" "Seeker Jump Power"
"type" "Numeric"
"default" "200"
"help" "Seekers: Jump Power"
}
// Hider Settings
51
500
{
"name" "ph_hider_health"
"text" "Hider Health"
"type" "Numeric"
"default" "100"
"help" "Hiders: Initial Health"
}
52
501
{
"name" "ph_hider_health_max"
"text" "Hider Max Health"
"type" "Numeric"
"default" "100"
"help" "Hiders: Maximum Health"
}
53
502
{
"name" "ph_hider_health_scaling"
"text" "Hider Enable Health Scaling"
"type" "CheckBox"
"default" "1"
"help" "Hiders: Enable Health Scaling"
}
54
503
{
"name" "ph_hider_health_scaling_max"
"text" "Hider Scaled Max Health"
"type" "Numeric"
"default" "200"
"help" "Hiders: Maximum scaled Health"
}
55
504
{
"name" "ph_hider_allow_full_rotation"
"text" "Hider 3-Dimensional Rotation"
"type" "CheckBox"
"default" "0"
"help" "Hiders: Enable full 3D Rotation"
}
505
{
"name" "ph_hider_walk_speed"
"text" "Hider Walk Speed"
"type" "Numeric"
"default" "250"
"help" "Hiders: Walk Speed"
}
506
{
"name" "ph_hider_sprint"
"text" "Hider Sprint Allowed"
"type" "CheckBox"
"default" "0"
"help" "Hiders: Allow Sprinting"
}
507
{
"name" "ph_hider_sprint_speed"
"text" "Hider Sprint Speed"
"type" "Numeric"
"default" "500"
"help" "Hiders: Sprint Speed"
}
507
{
"name" "ph_hider_jump_power"
"text" "Hider Jump Power"
"type" "Numeric"
"default" "200"
"help" "Hiders: Jump Power"
}
// Whitelist & Blacklist
61
600
{
"name" "ph_list_class_whitelist"
"text" "Allowed Entity Classes"
"type" "Text"
"default" "ph_prop,prop_physics,prop_physics_multiplayer,prop_physics_respawnable"
}
62
"help" "Anti-Cheat: Whitelisted Hider Classes"
}
601
{
"name" "ph_list_abuse_blacklist"
"text" "Abuse Blacklist"
"type" "Text"
"default" "func_button,func_door,func_door_rotation,prop_door_rotation,func_tracktrain,func_tanktrain,func_breakable"
}
63
"help" "Anti-Cheat: Entity Abuse Blacklist"
}
602
{
"name" "ph_list_model_blacklist"
"text" "Model Blacklist"
"type" "Text"
"default" "models/props/cs_assault/dollar.mdl,models/props/cs_assault/money.mdl,models/props/cs_office/snowman_arm.mdl,models/props/cs_office/projector_remote.mdl"
"help" "Anti-Cheat: Model Abuse Blacklist"
}
// Taunts
71
700
{
"name" "ph_taunt_cooldown"
"text" "Cooldown for Taunts"
"type" "Numeric"
"default" "5"
"help" "Prop Hunt: Cooldown between Taunts"
}
72
701
{
"name" "ph_taunt_seekers"
"text" "Seeker Taunts"
"type" "Text"
"default" "bot/a_bunch_of_them.wav,bot/come_out_and_fight_like_a_man.wav,bot/come_out_wherever_you_are.wav,bot/come_to_papa.wav,bot/dont_worry_hell_get_it.wav,bot/hang_on_i_heard_something.wav,bot/hang_on_im_coming.wav,bot/i_dont_think_so.wav,bot/i_have_the_hostages.wav,bot/i_see_our_target.wav,bot/im_waiting_here.wav,bot/keeping_an_eye_on_the_hostages.wav,bot/nnno_sir.wav,bot/spotted_the_delivery_boy.wav,bot/target_acquired.wav,bot/target_spotted.wav,bot/you_heard_the_man_lets_go.wav"
"help" "Prop Hunt: Seeker Taunts"
}
73
702
{
"name" "ph_taunt_hiders"
"text" "Hider Taunts"
"type" "Text"
"default" "ambient/alarms/apc_alarm_pass1.wav,ambient/alarms/manhack_alert_pass1.wav,ambient/alarms/razortrain_horn1.wav,ambient/alarms/scanner_alert_pass1.wav,ambient/alarms/train_horn2.wav,ambient/alarms/train_horn_distant1.wav,ambient/alarms/warningbell1.wav,ambient/energy/whiteflash.wav,ambient/intro/alyxremove.wav,ambient/intro/logosfx.wav,ambient/levels/launch/1stfiringwarning.wav,ambient/levels/launch/rockettakeoffblast.wav,ambient/misc/ambulance1.wav,ambient/misc/carhonk1.wav,ambient/misc/carhonk2.wav,ambient/misc/carhonk3.wav,ambient/outro/gunshipcrash.wav,ambient/3dmeagle.wav,beams/beamstart5.wav,buttons/bell1.wav,buttons/weapon_cant_buy.wav,common/bass.wav,common/bugreporter_failed.wav,common/warning.wav,doors/door_squeek1.wav,friends/friend_join.wav,friends/friend_online.wav,friends/message.wav,hostage/hunuse/comeback.wav,hostage/hunuse/dontleaveme.wav,hostage/hunuse/yeahillstay.wav,items/gift_drop.wav,music/radio1.mp3,phx/eggcrack.wav,plats/elevbell1.wav,player/headshot1.wav,player/headshot2.wav,player/sprayer.wav,radio/enemydown.wav,radio/go.wav,radio/locknload.wav,radio/negative.wav,radio/rounddraw.wav,radio/takepoint.wav,resource/warning.wav,ui/achievement_earned.wav,ui/freeze_cam.wav,vehicles/junker/radar_ping_friendly1.wav,weapons/c4/c4_beep1.wav,weapons/c4/c4_click.wav,weapons/awp/awp1.wav,vo/canals/female01/gunboat_giveemhell.wav,vo/canals/female01/gunboat_justintime.wav,vo/canals/female01/stn6_incoming.wav,vo/canals/male01/gunboat_giveemhell.wav,vo/canals/male01/gunboat_justintime.wav,vo/canals/male01/stn6_incoming.wav,vo/canals/al_radio_stn6.wav,vo/canals/arrest_getgoing.wav,vo/canals/arrest_helpme.wav,vo/canals/arrest_lookingforyou.wav,vo/canals/boxcar_lethimhelp.wav,vo/canals/matt_closecall.wav,vo/canals/premassacre.wav,vo/ravenholm/aimforhead.wav,vo/ravenholm/bucket_patience.wav,vo/ravenholm/madlaugh01.wav,vo/ravenholm/madlaugh02.wav,vo/ravenholm/madlaugh03.wav,vo/ravenholm/madlaugh04.wav,weapons/strider_buster/ol12_stickybombcreator.wav,weapons/c4/c4_explode1.wav,weapons/357/357_fire2.wav,weapons/357/357_fire3.wav,weapons/scout/scout_fire-1.wav,weapons/smokegrenade/sg_explode.wav,weapons/grenade_launcher1.wav,weapons/explode3.wav,weapons/underwater_explode3.wav,items/nvg_on.wav,hostage/huse/letsdoit.wav,hostage/huse/illfollow.wav,hostage/huse/getouttahere.wav,doors/door_screen_move1.wav,doors/heavy_metal_stop1.wav,doors/default_move.wav,common/stuck2.wav,ambient/water_splash1.wav,ambient/water_splash2.wav,ambient/water_splash3.wav,ambient/weather/thunder1.wav,ambient/weather/thunder2.wav,ambient/weather/thunder3.wav,ambient/weather/thunder4.wav,ambient/weather/thunder5.wav,ambient/weather/thunder6.wav,ambient/outro/thunder7.wav,ambient/voices/crying_loop1.wav,ambient/voices/playground_memory.wav,ambient/voices/f_scream1.wav,ambient/voices/m_scream1.wav,ambient/voices/cough1.wav,ambient/voices/cough2.wav,ambient/voices/cough3.wav,ambient/voices/cough4.wav,ambient/overhead/plane1.wav,ambient/overhead/plane2.wav,ambient/overhead/plane3.wav,ambient/overhead/hel1.wav,ambient/overhead/hel2.wav,ambient/misc/truck_backup1.wav,ambient/misc/truck_drive1.wav,ambient/misc/truck_drive2.wav,ambient/machines/pneumatic_drill_1.wav,ambient/machines/pneumatic_drill_2.wav,ambient/machines/pneumatic_drill_3.wav,ambient/machines/pneumatic_drill_4.wav,ambient/machines/station_train_squeel.wav,ambient/machines/ticktock.wav,ambient/creatures/teddy.wav,ambient/creatures/town_child_scream1.wav,ambient/creatures/town_moan1.wav,ambient/creatures/town_muffled_cry1.wav,ambient/creatures/town_scared_breathing1.wav,ambient/creatures/town_scared_breathing2.wav,ambient/creatures/town_scared_sob1.wav,ambient/creatures/town_scared_sob2.wav,ambient/creatures/town_zombie_call1.wav"
"help" "Prop Hunt: Hider Taunts"
}
// Camera
800
{
"name" "ph_camera_allow_noclip"
"text" "Camera Noclip Allowed"
"type" "CheckBox"
"default" "0"
"help" "Camera: Allow clients to disable camera collision"
}
801
{
"name" "ph_camera_distance_max"
"text" "Camera Distance Max."
"type" "Numeric"
"default" "150"
"help" "Camera: Maximum allowed distance to player."
}
802
{
"name" "ph_camera_distance_min"
"text" "Camera Distance Min."
"type" "Numeric"
"default" "30"
"help" "Camera: Minimum allowed distance to player."
}
803
{
"name" "ph_camera_distance_right_range"
"text" "Camera Horizontal Offset Range"
"type" "Numeric"
"default" "20"
"help" "Camera: Horizontal allowed camera distance range."
}
804
{
"name" "ph_camera_distance_up_range"
"text" "Camera Vertical Offset Range"
"type" "Numeric"
"default" "20"
"help" "Camera: Vertical allowed camera distance range."
}
805
{
"name" "ph_camera_lag_min"
"text" "Camera Lag Min."
"type" "Numeric"
"default" "0"
"help" "Camera: Minimum Camera Lag."
}
806
{
"name" "ph_camera_lag_max"
"text" "Camera Lag Max."
"type" "Numeric"
"default" "0.95"
"help" "Camera: Maximum Camera Lag."
}
// Selection Halo
900
{
"name" "ph_selectionhalo_allow"
"text" "Selection Halo Allowed"
"type" "CheckBox"
"default" "1"
"help" "Selection Halo: Allow clients to enable halo around the currently looked at prop?"
}
901
{
"name" "ph_selectionhalo_approximate"
"text" "Selection Approximate Mode"
"type" "CheckBox"
"default" "1"
"help" "Selection Halo: Enable approximate selection halo, which only checks the forward vector on the client."
}
902
{
"name" "ph_selectionhalo_interval"
"text" "Selection Halo Allowed"
"type" "Numeric"
"default" "0.05"
"help" "Selection Halo: Interval for updates of the accuracte selection halo in seconds."
}
}
}