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@@ -0,0 +1,7 @@
|
||||
*.jpg merge=binary -diff
|
||||
*.png merge=bianry -diff
|
||||
*.gif merge=binary -diff
|
||||
*.tiff merge=bianry -diff
|
||||
*.tga merge=binary -diff
|
||||
*.psd merge=binary -diff
|
||||
*.psb merge=binary -diff
|
||||
@@ -0,0 +1,3 @@
|
||||
issuehunt: xaymar
|
||||
patreon: xaymar
|
||||
custom: https://www.paypal.me/xaymar
|
||||
@@ -0,0 +1,20 @@
|
||||
---
|
||||
name: Feature request
|
||||
about: Want a new feature implemented?
|
||||
|
||||
---
|
||||
|
||||
<!--- Please fill out the following template, which will help other contributors review your Issue. -->
|
||||
<!--- Make sure you’ve read the contribution guidelines -->
|
||||
|
||||
### Description
|
||||
<!-- Describe the feature (and behavior) in as much detail as possible (yes, that means write an essay if you have to) -->
|
||||
<!-- Include images of what you expect from the feature -->
|
||||
|
||||
### Checklist:
|
||||
<!--- Go over all the following points, and put an `x` in all the boxes that apply. -->
|
||||
<!--- If you're unsure about any of these, don't hesitate to ask. We're here to help! -->
|
||||
- [ ] I have read the contribution guidelines.
|
||||
- [ ] This feature is necessary and can't be done through other means.
|
||||
- [ ] This feature does not break existing functionality.
|
||||
- [ ] I am willing to hire/pay someone to implement this.
|
||||
@@ -0,0 +1,27 @@
|
||||
---
|
||||
name: Question/Feedback
|
||||
about: Submit a question or some feedback! (Not for bugs, issues or crashes!)
|
||||
|
||||
---
|
||||
|
||||
<!--- Please fill out the following template, which will help other contributors review your Issue. -->
|
||||
<!--- Make sure you’ve read the contribution guidelines -->
|
||||
|
||||
### Description
|
||||
<!-- Describe the feature (and behavior) in as much detail as possible (yes, that means write an essay if you have to) -->
|
||||
<!-- Include images of what you expect from the feature -->
|
||||
|
||||
### System Information
|
||||
<!-- Include as much information about the system you're using as possible. -->
|
||||
- Software Version: [e. g. 1.0.0, 1.2.1, ... - NEVER LATEST]
|
||||
- Operating System: [e. g. Windows, Debian, Ubuntu, RedHat, FreeBSD, ...]
|
||||
- Kernel Version: [e. g. 1903/1809 (Windows), 4.12 (Linux), ...]
|
||||
- CPU: [e. g. Intel i7, AMD Zen2, Qualcomm, ...]
|
||||
- GPU: [e. g. Nvidia RTX 2xxx Series, AMD Radeone 5xxx Series, ...]
|
||||
- RAM: [e. g. 16GB, 32GB, 64GB, ...]
|
||||
|
||||
### Checklist:
|
||||
<!--- Go over all the following points, and put an `x` in all the boxes that apply. -->
|
||||
<!--- If you're unsure about any of these, don't hesitate to ask. We're here to help! -->
|
||||
- [ ] I have read the contribution guidelines.
|
||||
- [ ] This is not a bug, crash or generic issue.
|
||||
@@ -0,0 +1,38 @@
|
||||
---
|
||||
name: Issue/Bug report
|
||||
about: Encountered a problem, a bug or a crash?
|
||||
|
||||
---
|
||||
|
||||
<!--- Please fill out the following template, which will help other contributors review your Issue. -->
|
||||
<!--- Make sure you’ve read the contribution guidelines -->
|
||||
|
||||
### Description
|
||||
<!-- Describe the bug (and behavior) in as much detail as necessary -->
|
||||
<!-- Include screenshots and attach (crash) logs if possible -->
|
||||
|
||||
### Expected Behavior
|
||||
<!-- What is the expected behavior in this case? -->
|
||||
|
||||
### Reproduction Steps
|
||||
<!-- Describe the steps required to get this to happen from a cleanly installed obs-studio -->
|
||||
<!-- Leave out detail that is not relevant to -->
|
||||
1. Open a portal to the Infinite Void
|
||||
2. Summon an ancient God
|
||||
3. Realize your mistake
|
||||
|
||||
### System Information
|
||||
<!-- Include as much information about the system you're using as possible. -->
|
||||
- Software Version: [e. g. 1.0.0, 1.2.1, ... - NEVER LATEST]
|
||||
- Operating System: [e. g. Windows, Debian, Ubuntu, RedHat, FreeBSD, ...]
|
||||
- Kernel Version: [e. g. 1903/1809 (Windows), 4.12 (Linux), ...]
|
||||
- CPU: [e. g. Intel i7, AMD Zen2, Qualcomm, ...]
|
||||
- GPU: [e. g. Nvidia RTX 2xxx Series, AMD Radeone 5xxx Series, ...]
|
||||
- RAM: [e. g. 16GB, 32GB, 64GB, ...]
|
||||
|
||||
### Checklist:
|
||||
<!--- Go over all the following points, and put an `x` in all the boxes that apply. -->
|
||||
<!--- If you're unsure about any of these, don't hesitate to ask. We're here to help! -->
|
||||
- [ ] I have read the contribution guidelines.
|
||||
- [ ] I can reproduce the issue with the exact reproduction steps I have provided.
|
||||
- [ ] The issue appears on all of my systems that can run this software.
|
||||
@@ -0,0 +1,35 @@
|
||||
<!--- Please fill out the following template, which will help other contributors review your Pull Request. -->
|
||||
|
||||
<!--- Make sure you’ve read the contribution guidelines -->
|
||||
|
||||
### Description
|
||||
<!--- Describe your changes in detail. -->
|
||||
<!--- If this change includes UI elements, please include screenshots. -->
|
||||
|
||||
### Motivation and Context
|
||||
<!--- Why is this change required? What problem does it solve? -->
|
||||
<!--- If it fixes an open Mantis issue, or implements feature request -->
|
||||
<!--- from the Ideas page, please link to the issue here. -->
|
||||
|
||||
### How Has This Been Tested?
|
||||
<!--- Please describe in detail how you tested your changes. -->
|
||||
<!--- Include details of your testing environment (hardware, OS version, etc.),-->
|
||||
<!--- and the tests you ran, including how it may affect other areas of code. -->
|
||||
|
||||
### Types of changes
|
||||
<!--- What types of changes does your PR introduce? Uncomment all that apply -->
|
||||
<!--- - Bug fix (non-breaking change which fixes an issue) -->
|
||||
<!--- - New feature (non-breaking change which adds functionality) -->
|
||||
<!--- - Performance enhancement (non-breaking change which improves efficiency) -->
|
||||
<!--- - Code cleanup (non-breaking change which makes code smaller or more readable) -->
|
||||
<!--- - Breaking change (fix or feature that would cause existing functionality to change) -->
|
||||
<!--- - Documentation (a change to documentation pages) -->
|
||||
|
||||
### Checklist:
|
||||
<!--- Go over all the following points, and put an `x` in all the boxes that apply. -->
|
||||
<!--- If you're unsure about any of these, don't hesitate to ask. We're here to help! -->
|
||||
- [ ] My code has been run through [clang-format](https://github.com/obsproject/obs-studio/blob/master/.clang-format).
|
||||
- [ ] I have read the [**contributing** document](https://github.com/obsproject/obs-studio/blob/master/CONTRIBUTING.rst).
|
||||
- [ ] My code is not on the master branch.
|
||||
- [ ] The code has been tested.
|
||||
- [ ] All commit messages are properly formatted and commits squashed where appropriate.
|
||||
@@ -1,4 +1,3 @@
|
||||
Pack.gma
|
||||
Changelog.txt
|
||||
Description.txt
|
||||
/*.gma
|
||||
/media/rendered/*
|
||||
*.gma
|
||||
desktop.ini
|
||||
@@ -1,22 +1,11 @@
|
||||
The MIT License (MIT)
|
||||
Copyright 2015-2020 Michael Fabian 'Xaymar' Dirks <info@xaymar.com>
|
||||
|
||||
Copyright (c) 2016 Michael Fabian Dirks
|
||||
Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
|
||||
|
||||
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:
|
||||
1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
|
||||
|
||||
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.
|
||||
3. Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
@@ -0,0 +1,58 @@
|
||||
# Prop Hunt Extended
|
||||
Hide n Seek with a twist - Hiders can turn into anything on the map! From bottles, to vending machines and all the way to huge cars - what you become depends on how you want to play. Do you want to blend in with your surroundings, or do you want to make a fool of the Seekers? And how will you deal with finding (and killing) all hiders as a Seeker?
|
||||
|
||||
## Features and Improvements
|
||||
* **Prop Rotation**: Rotate your prop into the correct orientation to fool Seekers even more.
|
||||
* **Correct Hitboxes**: All hitboxes now compensate for lag, making shots that should have hit actually hit.
|
||||
* **Better Camera**: First- & Third-Person modes, world collision, proper world origin to support small hiding spaces without making the world disappear.
|
||||
* **Custom Player Models**: Customize yourself to the best of your abilities.
|
||||
* **Taunt Packs**: All taunt packs compatible with Tsukasas Taunt Pack Loader will work and load.
|
||||
* **Name Plates and Selection Halo**: Know who is what, and what you're going to select!
|
||||
* **Proper Scoreboard**: The gamemode comes with a proper Scoreboard instead of the default one.
|
||||
* **Better Configuration**: Everything can be configured during gameplay using CVars.
|
||||
* **Improved Networking Performance**: Only necessary information is shared.
|
||||
|
||||
## Compatibility with other Addons
|
||||
* **[MapVote](https://steamcommunity.com/sharedfiles/filedetails/?id=151583504)**: Full support
|
||||
* **Tsukasas Taunt Pack Loader**: Compatibility layer included, not compatible due to this.
|
||||
* **LiteGibs**: Breaks literally everything somehow.
|
||||
|
||||
# How To Play
|
||||
## Seekers
|
||||
Your primary goal is to find hiders by any means possible. But watch out, you might lose health if you shoot an object that isn't actually a hider! Pick things up before shooting them, or simply remember the layout of the maps you are playing on. And remember: You lose if only a single hider is still alive at the end of the round.
|
||||
|
||||
## Hiders
|
||||
Stay alive as long as possible and make Seekers look like a fool. Dance around their feet, hide in plain sight or be that huge car that nobody though you could become! What you do is entirely up to you.
|
||||
|
||||
## Spectators
|
||||
You get to watch the whole thing go down live! Sit back, grab some popcorn or any other snack and relax.
|
||||
|
||||
## Controls
|
||||
* ShowHelp (Default F1): Show Help and client Settings menu.
|
||||
* ShowTeam (Default F2): Show Team Selection menu.
|
||||
* ShowSpare1 (Default F3): Taunt everything and everyone.
|
||||
* ShowContextMenu (Default C): Toggle between First- and Thirdperson camera.
|
||||
* ShowSpawnMenu (Default Q): (Hider only) Hold to enable prop rotation, let go to disable prop rotation.
|
||||
* Prop Hunt SMG Reload (Default R): If ammo is full switches between single and burst fire.
|
||||
|
||||
# Other Stuff
|
||||
## Help and Community
|
||||
All help is provided through [Discord (preferred, channel #gmod-prop-hunt-extended)](https://discord.gg/tbqhAxr) and [Steam Workshop Discussions](https://steamcommunity.com/sharedfiles/filedetails/discussions/468149739). Please read the [FAQ](https://steamcommunity.com/workshop/filedetails/discussion/468149739/358415206095321277/) as it can often answer your question.
|
||||
|
||||
## Spread the Word
|
||||
It is always appreciated to see the word about this Gamemode being spread, especially to content creators that are still uploading Prop Hunt content. If you want to tag me, my Twitter username is [@Xaymar](https://twitter.com/Xaymar), my Twitch username is [Xaymar](https://twitch.tv/Xaymar), my YouTube custom url is [Xaymar](https://youtube.com/c/Xaymar) and my Patreon is also [Xaymar](https://patreon.com/Xaymar).
|
||||
|
||||
## Donations to help the cause
|
||||
The development of this and other projects is funded through [Patreon](https://www.patreon.com/Xaymar). My dream is to eventually be able to do this full time without requiring a full-time job, perhaps even streaming this to YouTube and Twitch.
|
||||
|
||||
## Official Servers
|
||||
### Central Europe
|
||||
* Primary: steam://connect/xaymar.com:27015
|
||||
* Secondary: steam://connect/xaymar.com:27016
|
||||
|
||||
## Links
|
||||
* [Workshop page](https://steamcommunity.com/sharedfiles/filedetails/?id=468149739)
|
||||
* [Facepunch Thread](https://forum.facepunch.com/f/gmodgames/osvi/Prop-Hunt-Extended/1/)
|
||||
|
||||
# License
|
||||
For the license, see the file `LICENSE`. This file overrides any headers written in files.
|
||||
@@ -1,4 +0,0 @@
|
||||
@ECHO OFF
|
||||
call env.win.bat
|
||||
"%GARRYSMODPATH%\bin\gmpublish.exe" update -id 468149739 -icon "media\gamemode_workshop.jpg" -addon "pack.gma" -changes ""
|
||||
PAUSE
|
||||
|
Before Width: | Height: | Size: 212 KiB |
@@ -0,0 +1,11 @@
|
||||
[h1]Version: 1.4.0[/h1]
|
||||
The round manager has been rewritten to improve code quality and reusability and is now using meta-classes, which slightly improves overall performance. For addons that hook into the gamemode, this means that GAMEMODE.RoundManager is only valid after GM:Initialize() has been run.
|
||||
|
||||
Additionally the Prop Hunt SMG has been slightly changed and now fires at a rate of 0.075 (from 0.1), but deals only 4 damage (from 5), which makes it near identical to the standard Half Life 2 SMG. It will now deal 53.33 DPS instead of 50 DPS like before, while keeping the accuracy and extra features as is.
|
||||
|
||||
[b]Changelog:[/b]
|
||||
[list][*]Changed Prop Hunt SMD Refire Time from 0.1 to 0.075.
|
||||
[*]Fixed Seekers not gaining health back after killing a Hider.
|
||||
[*]Fixed some debug log messages by Prop Rotation appearing without debug log being enabled.
|
||||
[*]Rewrote the round manager to use a class based system.
|
||||
[list]
|
||||
|
Before Width: | Height: | Size: 177 KiB |
|
Before Width: | Height: | Size: 77 KiB |
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<dc:title>Prop Hunt Title Text</dc:title>
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<cc:Agent>
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<dc:title>Michael Fabian Dirks <info@xaymar.com></dc:title>
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After Width: | Height: | Size: 2.8 KiB |
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After Width: | Height: | Size: 140 KiB |
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After Width: | Height: | Size: 177 KiB |
@@ -0,0 +1,31 @@
|
||||
Hide n Seek with a twist - Hiders can turn into anything on the map! From bottles, to vending machines and all the way to huge cars - what you become depends on how you want to play. Do you want to blend in with your surroundings, or do you want to make a fool of the Seekers? And how will you deal with finding (and killing) all hiders as a Seeker?
|
||||
|
||||
The Gamemode comes with out of the box support for console configuration (ph_*), custom taunt support, prop rotation, an improved code base for modders and better integration and some other fixes. Support for [url=https://steamcommunity.com/sharedfiles/filedetails/?id=151583504]MapVote[/url] is also built in, so as long as you have a compatible addon installed you will get a map voting menu at the end of a match.
|
||||
|
||||
[h1]How To Play[/h1]
|
||||
[b]Seekers[/b]
|
||||
Your primary goal is to find hiders by any means possible. But watch out, you might lose health if you shoot an object that isn't actually a hider! Pick things up before shooting them, or simply remember the layout of the maps you are playing on. And remember: You lose if only a single hider is still alive at the end of the round.
|
||||
|
||||
[b]Hiders[/b]
|
||||
Stay alive as long as possible and make Seekers look like a fool. Dance around their feet, hide in plain sight or be that huge car that nobody though you could become! What you do is entirely up to you.
|
||||
|
||||
[b]Spectators[/b]
|
||||
You get to watch the whole thing go down live! Sit back, grab some popcorn or any other snack and relax.
|
||||
|
||||
[h1]Controls[/h1]
|
||||
[list][*]F2 (ShowTeam): Select A Team or Change Current Team.
|
||||
[*]F3 (ShowSpare1): Play a Taunt.
|
||||
[*]C (ShowContextMenu): Toggle between first and third person camera.
|
||||
[*]Q (ShowSpawnMenu): Hold to rotate your object (Hider only).
|
||||
[*]Ctrl (Duck, Crouch): Interact with objects instead of turning into them, allowing you to pick things up (Hiders only, Seekers always interact with things).
|
||||
[*]R with the Prop Hunt SMG (Reload): On full magazine, switch between auto and burst fire.
|
||||
[/list]
|
||||
|
||||
[h1]Support the Gamemode[/h1]
|
||||
Spreading the word that Prop Hunt Extended exists, work together with others on the gamemode or just play it on your favourite server. Every single thing helps! You can also join our [url=https://discord.gg/tbqhAxr]Discord[/url] and perhaps find additional people to play with that way.
|
||||
|
||||
[h1]Need support?[/h1]
|
||||
Please consider reading the [url=http://steamcommunity.com/workshop/filedetails/discussion/468149739/358415206095321277/]Frequently Asked Questions[/url] first. If nothing of that helped, either write a comment below or try asking your question in #gmod-prop-hunt-extended on [url=https://discord.gg/tbqhAxr]Discord[/url].
|
||||
|
||||
[h1]Want to join development?[/h1]
|
||||
The entire source code is available under the MIT License [url=https://github.com/Xaymar/PropHuntExtended]on GitHub[/url].
|
||||
@@ -1,4 +0,0 @@
|
||||
@ECHO OFF
|
||||
call env.win.bat
|
||||
"%GARRYSMODPATH%\bin\gmad.exe" create -folder "%CD%\source" -out "%CD%\pack.gma"
|
||||
PAUSE
|
||||
@@ -0,0 +1,8 @@
|
||||
{
|
||||
"title" : "Prop Hunt Extended (Proxy Gamemode)",
|
||||
"type" : "gamemode",
|
||||
"tags" : [ ],
|
||||
"ignore" : [
|
||||
"addon.txt"
|
||||
]
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
"AddonInfo"
|
||||
{
|
||||
"name" "Prop Hunt"
|
||||
"version" "1.0.0"
|
||||
"up_date" "00/00/00"
|
||||
"author_name" "Xaymar"
|
||||
"author_email" "info@xaymar.com"
|
||||
"author_url" "https://xaymar.com/"
|
||||
}
|
||||
@@ -0,0 +1,25 @@
|
||||
--[[
|
||||
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.
|
||||
--]]
|
||||
|
||||
include("sh_init.lua")
|
||||
@@ -0,0 +1,27 @@
|
||||
--[[
|
||||
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.
|
||||
--]]
|
||||
|
||||
AddCSLuaFile("sh_init.lua")
|
||||
AddCSLuaFile("cl_init.lua")
|
||||
include "sh_init.lua"
|
||||
@@ -0,0 +1,37 @@
|
||||
--[[
|
||||
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.
|
||||
--]]
|
||||
|
||||
-- ------------------------------------------------------------------------- --
|
||||
--! Gamemode Information
|
||||
-- ------------------------------------------------------------------------- --
|
||||
GM.Name = "Prop Hunt Extended"
|
||||
GM.Author = "Michael Fabian 'Xaymar' Dirks"
|
||||
GM.Email = "info@xaymar.com"
|
||||
GM.Website = "http://xaymar.com/"
|
||||
|
||||
GM.TeamBased = true
|
||||
GM.AllowAutoTeam = true
|
||||
GM.SecondsBetweenTeamSwitches = 10
|
||||
|
||||
DeriveGamemode("prophuntextended")
|
||||
@@ -0,0 +1,401 @@
|
||||
"prop_hunt"
|
||||
{
|
||||
"base" "prophuntextended"
|
||||
"title" "Prop Hunt Extended"
|
||||
"maps" "^ph_"
|
||||
"menusystem" "1"
|
||||
"workshopid" "468149739"
|
||||
|
||||
"settings"
|
||||
{
|
||||
// Debug Settings
|
||||
1
|
||||
{
|
||||
"name" "ph_debug"
|
||||
"text" "Enable Debug Mode"
|
||||
"type" "CheckBox"
|
||||
"default" "0"
|
||||
"help" "Prop Hunt: Enable Debug Mode"
|
||||
}
|
||||
|
||||
2
|
||||
{
|
||||
"name" "ph_debug_log"
|
||||
"text" "Enable Debug Logging"
|
||||
"type" "CheckBox"
|
||||
"default" "1"
|
||||
"help" "Prop Hunt: Enable Debug Logging"
|
||||
}
|
||||
|
||||
// Basic Settings
|
||||
100
|
||||
{
|
||||
"name" "ph_gametype"
|
||||
"text" "Game Type to use"
|
||||
"type" "Numeric"
|
||||
"default" "0"
|
||||
"help" "Prop Hunt: Which Game Type should be played?"
|
||||
}
|
||||
101
|
||||
{
|
||||
"name" "mp_timelimit"
|
||||
"text" "Map Time Limit"
|
||||
"type" "Numeric"
|
||||
"default" "0"
|
||||
"help" "Map Time Limit (in Minutes)"
|
||||
}
|
||||
102
|
||||
{
|
||||
"name" "mp_friendlyfire"
|
||||
"text" "Friendly fire"
|
||||
"type" "Numeric"
|
||||
"default" "0"
|
||||
"help" "Allow friendly fire? (0 = No, 1 = Yes, 2 = Reflect)"
|
||||
}
|
||||
|
||||
// Round Settings
|
||||
200
|
||||
{
|
||||
"name" "ph_round_limit"
|
||||
"text" "Maximum Rounds Played"
|
||||
"type" "Numeric"
|
||||
"default" "10"
|
||||
"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"
|
||||
"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
|
||||
300
|
||||
{
|
||||
"name" "ph_teams_randomize"
|
||||
"text" "Randomize Teams"
|
||||
"type" "CheckBox"
|
||||
"default" "1"
|
||||
"help" "Teams: Randomize Teams instead of swapping each round"
|
||||
}
|
||||
301
|
||||
{
|
||||
"name" "ph_teams_weighted"
|
||||
"text" "Randomize with weighted Score"
|
||||
"type" "CheckBox"
|
||||
"default" "1"
|
||||
"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
|
||||
400
|
||||
{
|
||||
"name" "ph_seeker_health"
|
||||
"text" "Seeker Health"
|
||||
"type" "Numeric"
|
||||
"default" "100"
|
||||
"help" "Seekers: Initial Health"
|
||||
}
|
||||
401
|
||||
{
|
||||
"name" "ph_seeker_health_max"
|
||||
"text" "Seeker Max Health"
|
||||
"type" "Numeric"
|
||||
"default" "100"
|
||||
"help" "Seekers: Maximum Health"
|
||||
}
|
||||
402
|
||||
{
|
||||
"name" "ph_seeker_health_bonus"
|
||||
"text" "Seeker Health Kill-Bonus"
|
||||
"type" "Numeric"
|
||||
"default" "20"
|
||||
"help" "Seekers: Health Bonus per Kill"
|
||||
}
|
||||
403
|
||||
{
|
||||
"name" "ph_seeker_health_penalty"
|
||||
"text" "Seeker Health Penalty"
|
||||
"type" "Numeric"
|
||||
"default" "5"
|
||||
"help" "Seekers: Health Penalty per wrong Shot"
|
||||
}
|
||||
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,...)"
|
||||
}
|
||||
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
|
||||
500
|
||||
{
|
||||
"name" "ph_hider_health"
|
||||
"text" "Hider Health"
|
||||
"type" "Numeric"
|
||||
"default" "100"
|
||||
"help" "Hiders: Initial Health"
|
||||
}
|
||||
501
|
||||
{
|
||||
"name" "ph_hider_health_max"
|
||||
"text" "Hider Max Health"
|
||||
"type" "Numeric"
|
||||
"default" "100"
|
||||
"help" "Hiders: Maximum Health"
|
||||
}
|
||||
502
|
||||
{
|
||||
"name" "ph_hider_health_scaling"
|
||||
"text" "Hider Enable Health Scaling"
|
||||
"type" "CheckBox"
|
||||
"default" "1"
|
||||
"help" "Hiders: Enable Health Scaling"
|
||||
}
|
||||
503
|
||||
{
|
||||
"name" "ph_hider_health_scaling_max"
|
||||
"text" "Hider Scaled Max Health"
|
||||
"type" "Numeric"
|
||||
"default" "200"
|
||||
"help" "Hiders: Maximum scaled Health"
|
||||
}
|
||||
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
|
||||
600
|
||||
{
|
||||
"name" "ph_list_class_whitelist"
|
||||
"text" "Allowed Entity Classes"
|
||||
"type" "Text"
|
||||
"default" "ph_prop,prop_physics,prop_physics_multiplayer,prop_physics_respawnable"
|
||||
"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"
|
||||
"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
|
||||
700
|
||||
{
|
||||
"name" "ph_taunt_cooldown"
|
||||
"text" "Cooldown for Taunts"
|
||||
"type" "Numeric"
|
||||
"default" "5"
|
||||
"help" "Prop Hunt: Cooldown between Taunts"
|
||||
}
|
||||
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"
|
||||
}
|
||||
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."
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -3,5 +3,6 @@
|
||||
"type" : "gamemode",
|
||||
"tags" : [ "fun" ],
|
||||
"ignore" : [
|
||||
"addon.txt"
|
||||
]
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
"AddonInfo"
|
||||
{
|
||||
"name" "Prop Hunt Extended"
|
||||
"version" "1.4.0"
|
||||
"up_date" "00/00/00"
|
||||
"author_name" "Xaymar"
|
||||
"author_email" "info@xaymar.com"
|
||||
"author_url" "https://xaymar.com/"
|
||||
}
|
||||
|
Before Width: | Height: | Size: 11 KiB After Width: | Height: | Size: 135 KiB |
@@ -1,6 +1,6 @@
|
||||
-- SWEP Information
|
||||
SWEP.Author = "Michael 'Xaymar' Dirks"
|
||||
SWEP.Contact = "info@project-kube.de"
|
||||
SWEP.Contact = "info@xaymar.com"
|
||||
SWEP.PrintName = "PH Submachine Gun"
|
||||
SWEP.Purpose = "More accurate SMG for Prop Hunt."
|
||||
SWEP.Instructions = "Fire away! Alternative fire to fire a grenade."
|
||||
@@ -30,8 +30,8 @@ SWEP.Primary.ClipSize = 45
|
||||
SWEP.Primary.DefaultClip = 45
|
||||
SWEP.Primary.Automatic = true
|
||||
SWEP.Primary.Ammo = "SMG1"
|
||||
SWEP.Primary.Damage = 5
|
||||
SWEP.Primary.RefireTime = 0.1
|
||||
SWEP.Primary.Damage = 4
|
||||
SWEP.Primary.RefireTime = 0.075
|
||||
|
||||
-- Secondary Ammunition: SMG Grenades
|
||||
SWEP.Secondary.ClipSize = 1
|
||||
|
||||
@@ -25,12 +25,21 @@
|
||||
-- ------------------------------------------------------------------------- --
|
||||
--! Includes
|
||||
-- ------------------------------------------------------------------------- --
|
||||
-- Early Init
|
||||
include("sh_init.lua")
|
||||
include("derma/dscoreboard.lua")
|
||||
include("vgui/dlabeldpi.lua")
|
||||
include("vgui/dframedpi.lua")
|
||||
include("vgui/fontmanager.lua")
|
||||
include("vgui/uimanager.lua")
|
||||
include("client/roundmanager.lua")
|
||||
|
||||
GM.UI = {}
|
||||
-- Late Init
|
||||
include("client/cl_ui_help.lua")
|
||||
include("client/cl_ui_teamselection.lua")
|
||||
include("client/hud/gamestatedisplay.lua")
|
||||
include("client/ui/scoreboard.lua")
|
||||
include("client/ui/help.lua")
|
||||
include("client/ui/settings.lua")
|
||||
|
||||
-- ------------------------------------------------------------------------- --
|
||||
--! Code
|
||||
@@ -39,30 +48,24 @@ function GM:Initialize()
|
||||
print("-------------------------------------------------------------------------")
|
||||
print("Prop Hunt CL: Initializing...")
|
||||
|
||||
print("Prop Hunt CL: Initializing Gamemode Data...")
|
||||
print("Prop Hunt CL: Preparing data...")
|
||||
self.Data = {}
|
||||
|
||||
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...")
|
||||
print("Prop Hunt CL: Creating User Interface...")
|
||||
FontManager:Request("RobotoBoldCondensed160", {font="Roboto Bold Condensed", extended=true, size=160, weight=800, antialias=true})
|
||||
self.UI = {}
|
||||
self.UI.Help = vgui.Create("PHE_HelpUI")
|
||||
self.UI.Scoreboard = vgui.Create("DScoreBoard")
|
||||
self.UI.GameStateDisplay = vgui.Create("PHE_GameState")
|
||||
self.UI.GameStateDisplay:Show()
|
||||
|
||||
print("Prop Hunt CL: Complete.")
|
||||
print("-------------------------------------------------------------------------")
|
||||
end
|
||||
|
||||
function GM:Think() end
|
||||
function GM:Think()
|
||||
UIManager:Tick()
|
||||
end
|
||||
|
||||
function GM:InitialPlayerSpawn()
|
||||
if GAMEMODE.Config:DebugLog() then print("Prop Hunt CL: InitialPlayerSpawn") end
|
||||
|
||||
@@ -22,61 +22,58 @@
|
||||
SOFTWARE.
|
||||
--]]
|
||||
|
||||
local PANEL = vgui.Create("DFrame")
|
||||
PANEL:SetSize(640, 480)
|
||||
PANEL:SetTitle("Help")
|
||||
PANEL:SetDraggable(true)
|
||||
PANEL:SetVisible(false)
|
||||
PANEL:SetDraggable(true)
|
||||
PANEL:SetSizable(true)
|
||||
PANEL:ShowCloseButton(true)
|
||||
PANEL:SetDeleteOnClose(false)
|
||||
local UI = {}
|
||||
|
||||
function PANEL:Show()
|
||||
--self:SetSize(ScrW(), ScrH())
|
||||
function UI:Init()
|
||||
-- Initialize
|
||||
self:SetVisible(false)
|
||||
self:SetSize(1280, 720)
|
||||
self:SetScreenLock(true)
|
||||
self:SetTitle("Help & Settings")
|
||||
self:SetDraggable(true)
|
||||
self:SetSizable(true)
|
||||
self:ShowCloseButton(true)
|
||||
self:SetDeleteOnClose(false)
|
||||
|
||||
self.scale = 1.0
|
||||
|
||||
self.psh = vgui.Create("DPropertySheet", self)
|
||||
self.psh:Dock(FILL)
|
||||
self.psh:AddSheet("Help", vgui.Create("PHE_HelpUI_Help", self.psh))
|
||||
self.psh:AddSheet("Settings", vgui.Create("PHE_HelpUI_Settings", self.psh))
|
||||
|
||||
-- Listen to DPI Updates
|
||||
UIManager:Listen("UpdateDPI", self, function(dpi) self:UpdateDPI(dpi) end)
|
||||
self:UpdateDPI(UIManager:GetDPIScale())
|
||||
end
|
||||
|
||||
function UI:OnRemove()
|
||||
UIManager:Silence("UpdateDPI", self)
|
||||
|
||||
self.psh:Remove()
|
||||
end
|
||||
|
||||
function UI:Show()
|
||||
self:Center()
|
||||
self:SetVisible(true)
|
||||
self:SetFocusTopLevel(true)
|
||||
self:SlideDown(.5)
|
||||
self:MakePopup()
|
||||
end
|
||||
function PANEL:Hide()
|
||||
self:Close()
|
||||
self:SetVisible(false)
|
||||
end
|
||||
|
||||
function PANEL:Paint(w, h)
|
||||
function UI:Paint(w, h)
|
||||
draw.RoundedBox(0, 0, 0, w, h, Color(0,0,0,240))
|
||||
end
|
||||
|
||||
-- Sheets
|
||||
local Element = vgui.Create("DPropertySheet", PANEL)
|
||||
function Element:PAINT(w,h)
|
||||
draw.RoundedBox(0, 0, 0, w, h, Color(0,0,0,240))
|
||||
function UI:UpdateDPI(dpi)
|
||||
local mult = dpi / self.scale
|
||||
self.scale = dpi
|
||||
|
||||
local x, y = self:GetPos()
|
||||
local w, h = self:GetSize()
|
||||
local nw, nh = w * mult, h * mult
|
||||
local ox, oy = (nw - w) / 2, (nh - h) / 2
|
||||
self:SetSize(w * mult, h * mult)
|
||||
self:SetPos(x - ox, y - oy)
|
||||
end
|
||||
Element:Dock(FILL)
|
||||
PANEL.Sheets = Element
|
||||
PANEL.Sheet = {}
|
||||
|
||||
-- Basic Info
|
||||
local Element = vgui.Create("DPanel", PANEL.Sheets)
|
||||
function Element:Paint(w,h) end
|
||||
PANEL.Sheets:AddSheet("The Gamemode", Element)
|
||||
PANEL.Sheet.TheGamemode = Element
|
||||
|
||||
local Element = vgui.Create("DLabel", PANEL.Sheet.TheGamemode)
|
||||
Element:Dock(TOP)
|
||||
Element:SetMultiline(true)
|
||||
Element:SetText([[
|
||||
Prop Hunt Extended is a Gamemode based on the original Prop Hunt Gamemode. It changes many gameplay elements and features, adding the ability to easily integrate Taunt Packs, Configure Game parameters, rotate your prop and much more.
|
||||
]])
|
||||
|
||||
|
||||
|
||||
-- Settings
|
||||
PANEL.SettingsSheet = vgui.Create("DPanel", PANEL.Sheets)
|
||||
PANEL.Sheets:AddSheet("Settings", PANEL.SettingsSheet)
|
||||
|
||||
|
||||
|
||||
GM.UI.Help = PANEL
|
||||
derma.DefineControl("PHE_HelpUI", "Show Help UI Element", UI, "DFrameDPI");
|
||||
|
||||
@@ -0,0 +1,235 @@
|
||||
--[[
|
||||
The MIT License (MIT)
|
||||
|
||||
Copyright (c) 2015-2018 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 UI = {}
|
||||
|
||||
function UI:Init()
|
||||
self.time = CurTime() - 0.5
|
||||
|
||||
self.padding = 3
|
||||
self.size = Vector(320, 30 + self.padding * 2)
|
||||
self.size2 = Vector(60, self.size.y)
|
||||
self.colors = {}
|
||||
self.colors.background = Color(0, 0, 0, 204)
|
||||
self.colors.title = Color(204, 204, 204, 255)
|
||||
self.colors.text = Color(255, 255, 255, 255)
|
||||
self.state = {}
|
||||
self.state.name = ""
|
||||
|
||||
self.ui = {}
|
||||
self:DockPadding(self.padding, self.padding, self.padding, self.padding)
|
||||
|
||||
self.ui.bar = vgui.Create("DShape", self)
|
||||
self.ui.bar:SetType("Rect")
|
||||
self.ui.bar:SetSize(0, 5)
|
||||
self.ui.bar:Dock(BOTTOM)
|
||||
|
||||
self.ui.round = vgui.Create("Panel", self)
|
||||
self.ui.round:Dock(LEFT)
|
||||
self.ui.round:SetSize(100, self.size.y)
|
||||
|
||||
self.ui.round_title = vgui.Create("DLabelDPI", self.ui.round)
|
||||
self.ui.round_title:SetFontEx({ size = 10 })
|
||||
self.ui.round_title:SetText("Round")
|
||||
self.ui.round_title:SetColor(self.colors.title)
|
||||
self.ui.round_title:SetContentAlignment(2)
|
||||
self.ui.round_title:SizeToContents()
|
||||
self.ui.round_title:Dock(TOP)
|
||||
|
||||
self.ui.round_text = vgui.Create("DLabelDPI", self.ui.round)
|
||||
self.ui.round_text:SetFontEx({ size = 14 })
|
||||
self.ui.round_text:SetText("0 / 10")
|
||||
self.ui.round_text:SetColor(self.colors.text)
|
||||
self.ui.round_text:SetContentAlignment(8)
|
||||
self.ui.round_text:Dock(FILL)
|
||||
|
||||
self.ui.time = vgui.Create("Panel", self)
|
||||
self.ui.time:Dock(RIGHT)
|
||||
self.ui.time:SetSize(100, self.size.y)
|
||||
|
||||
self.ui.time_title = vgui.Create("DLabelDPI", self.ui.time)
|
||||
self.ui.time_title:SetFontEx({ size = 10 })
|
||||
self.ui.time_title:SetText("Time")
|
||||
self.ui.time_title:SetColor(self.colors.title)
|
||||
self.ui.time_title:SetContentAlignment(2)
|
||||
self.ui.time_title:SizeToContents()
|
||||
self.ui.time_title:Dock(TOP)
|
||||
|
||||
self.ui.time_text = vgui.Create("DLabelDPI", self.ui.time)
|
||||
self.ui.time_text:SetFontEx({ size = 14 })
|
||||
self.ui.time_text:SetText("00:00")
|
||||
self.ui.time_text:SetColor(self.colors.text)
|
||||
self.ui.time_text:SetContentAlignment(8)
|
||||
self.ui.time_text:Dock(FILL)
|
||||
|
||||
self.ui.state = vgui.Create("Panel", self)
|
||||
self.ui.state:Dock(FILL)
|
||||
|
||||
self.ui.state_title = vgui.Create("DLabelDPI", self.ui.state)
|
||||
self.ui.state_title:SetFontEx({ size = 14 })
|
||||
self.ui.state_title:SetText("Waiting for Server...")
|
||||
self.ui.state_title:SetColor(self.colors.title)
|
||||
self.ui.state_title:SetContentAlignment(2)
|
||||
self.ui.state_title:SizeToContents()
|
||||
self.ui.state_title:Dock(TOP)
|
||||
|
||||
self.ui.state_text = vgui.Create("DLabelDPI", self.ui.state)
|
||||
self.ui.state_text:SetFontEx({ size = 10 })
|
||||
self.ui.state_text:SetText("Waiting for Server...")
|
||||
self.ui.state_text:SetColor(self.colors.text)
|
||||
self.ui.state_text:SetContentAlignment(8)
|
||||
self.ui.state_text:Dock(FILL)
|
||||
|
||||
hook.Add("RoundManagerEnterState", self, self.HandleEnterState);
|
||||
|
||||
UIManager:Listen("UpdateDPI", self, function(dpi) self:UpdateDPI(dpi) end)
|
||||
self:UpdateDPI(UIManager:GetDPIScale())
|
||||
end
|
||||
|
||||
function UI:OnRemove()
|
||||
UIManager:Silence("UpdateDPI", self)
|
||||
end
|
||||
|
||||
function UI:Think()
|
||||
-- Only update once every 1/20th of a second.
|
||||
if ((CurTime() - self.time) < 0.05) then
|
||||
return
|
||||
end
|
||||
self.time = CurTime()
|
||||
|
||||
-- Update Time
|
||||
self.ui.time_text:SetText(string.format("%02d:%02d",
|
||||
math.floor(GAMEMODE:GetRoundTime() / 60),
|
||||
math.floor(GAMEMODE:GetRoundTime() % 60)))
|
||||
|
||||
-- Update State Text
|
||||
local round_time = GAMEMODE:GetRoundStateTime()
|
||||
local team_id = GAMEMODE.Teams.Spectator
|
||||
if (LocalPlayer() && LocalPlayer():IsPlayer()) then
|
||||
team_id = LocalPlayer():Team()
|
||||
end
|
||||
|
||||
if (self.state.name == "Hide") then
|
||||
if (team_id == GAMEMODE.Teams.Seekers) then
|
||||
self.ui.state_text:SetText(string.format("You will be unblinded in %02d:%02d",
|
||||
math.floor(round_time / 60), math.floor(round_time % 60)))
|
||||
else
|
||||
self.ui.state_text:SetText(string.format("Seekers unblinded in %02d:%02d...",
|
||||
math.floor(round_time / 60), math.floor(round_time % 60)))
|
||||
end
|
||||
elseif (self.state.name == "Seek") then
|
||||
if (team_id == GAMEMODE.Teams.Seekers) then
|
||||
self.ui.state_text:SetText(string.format("You have %02d:%02d left to kill all Hiders.",
|
||||
math.floor(round_time / 60), math.floor(round_time % 60)))
|
||||
else
|
||||
self.ui.state_text:SetText(string.format("You have %02d:%02d left to annoy all Seekers.",
|
||||
math.floor(round_time / 60), math.floor(round_time % 60)))
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function UI:Paint()
|
||||
local w,h = self:GetSize()
|
||||
draw.RoundedBox(0, 0, 0, w, h, self.colors.background)
|
||||
end
|
||||
|
||||
function UI:PerformLayout(w, h)
|
||||
end
|
||||
|
||||
function UI:UpdateDPI(dpi)
|
||||
local w, h = self.size.x * dpi, self.size.y * dpi
|
||||
local w2, h2 = self.size2.x * dpi, self.size2.y * dpi
|
||||
|
||||
self.ui.round:SetSize(w2, h2)
|
||||
self.ui.time:SetSize(w2, h2)
|
||||
|
||||
self:DockPadding(self.padding * dpi, self.padding * dpi, self.padding * dpi, self.padding * dpi)
|
||||
self:SetSize(w, h)
|
||||
self:CenterHorizontal()
|
||||
self:AlignTop(20 * dpi)
|
||||
|
||||
self.ui.round:InvalidateLayout()
|
||||
self.ui.time:InvalidateLayout()
|
||||
self:InvalidateLayout()
|
||||
end
|
||||
|
||||
function UI:UpdateStateDisplay()
|
||||
local team_id = GAMEMODE.Teams.Spectator
|
||||
if (LocalPlayer() && LocalPlayer():IsPlayer()) then
|
||||
team_id = LocalPlayer():Team()
|
||||
end
|
||||
|
||||
-- Update Team Color
|
||||
self.ui.bar:SetColor(team.GetColor(team_id))
|
||||
|
||||
-- Update State itself
|
||||
if (self.state.name == "PreMatch") then
|
||||
self.ui.state_title:SetText(team.GetName(team_id))
|
||||
self.ui.state_text:SetText(string.format("Waiting for players..."))
|
||||
elseif (self.state.name == "PreRound") then
|
||||
self.ui.state_title:SetText(team.GetName(team_id))
|
||||
self.ui.state_text:SetText(string.format("Round starts soon..."))
|
||||
elseif (self.state.name == "Hide") then
|
||||
local round_time = GAMEMODE:GetRoundStateTime()
|
||||
if (team_id == GAMEMODE.Teams.Seekers) then
|
||||
self.ui.state_title:SetText("Blinded! Get ready to seek.")
|
||||
else
|
||||
self.ui.state_title:SetText("Hiding Time!")
|
||||
end
|
||||
elseif (self.state.name == "Seek") then
|
||||
local round_time = GAMEMODE:GetRoundStateTime()
|
||||
if (team_id == GAMEMODE.Teams.Seekers) then
|
||||
self.ui.state_title:SetText("Seek & Destroy!")
|
||||
else
|
||||
self.ui.state_title:SetText("Hide & Avoid!")
|
||||
end
|
||||
elseif (self.state.name == "PostRound") then
|
||||
self.ui.state_text:SetText("Next Round starting soon...")
|
||||
local winner = GAMEMODE:GetRoundWinner()
|
||||
if (winner == GAMEMODE.Teams.Spectators) then
|
||||
self.ui.state_title:SetText("Draw! Everybody lost.")
|
||||
elseif (winner == GAMEMODE.Teams.Seekers) then
|
||||
self.ui.state_title:SetText("Seekers Win!")
|
||||
elseif (winner == GAMEMODE.Teams.Hiders) then
|
||||
self.ui.state_title:SetText("Hiders Win!")
|
||||
end
|
||||
elseif (self.state.name == "PostMatch") then
|
||||
self.ui.state_title:SetText(team.GetName(team_id))
|
||||
end
|
||||
end
|
||||
|
||||
function UI:HandleEnterState(id, name)
|
||||
self.state.name = name
|
||||
|
||||
-- Update Round
|
||||
if (GAMEMODE.Config.Round:Limit() > 0) then
|
||||
self.ui.round_text:SetText(string.format("%d / %d", GAMEMODE:GetRound(), GAMEMODE.Config.Round:Limit()))
|
||||
else
|
||||
self.ui.round_text:SetText(string.format("%d / ∞", GAMEMODE:GetRound()))
|
||||
end
|
||||
|
||||
self:UpdateStateDisplay()
|
||||
end
|
||||
|
||||
vgui.Register("PHE_GameState", UI, "Panel")
|
||||
@@ -0,0 +1,75 @@
|
||||
--[[
|
||||
The MIT License (MIT)
|
||||
|
||||
Copyright (c) 2019 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 CLASS = {}
|
||||
CLASS.__index = CLASS
|
||||
|
||||
local netmsg = { -- Keep in sync with server table.
|
||||
refresh = "RoundManagerUpdate",
|
||||
winner = "RoundManagerWinner"
|
||||
}
|
||||
|
||||
function CLASS:__construct()
|
||||
self.state = nil
|
||||
self.state_name = ""
|
||||
|
||||
net.Receive(netmsg.refresh, function(len, pl) self:__netRefresh(len, pl) end)
|
||||
net.Receive(netmsg.winner, function(len, pl) self:__netWinner(len, pl) end)
|
||||
end
|
||||
|
||||
function CLASS:GetStateId()
|
||||
return self.state
|
||||
end
|
||||
|
||||
function CLASS:GetStateName()
|
||||
return self.state_name
|
||||
end
|
||||
|
||||
function CLASS:CanJoinTeam(team)
|
||||
if (LocalPlayer():Team() == team) then
|
||||
return false
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
function CLASS:__netRefresh(len, pl)
|
||||
local data = net.ReadTable()
|
||||
if (self.state != data.state) then
|
||||
hook.Run("RoundManagerLeaveState", self.state, self.state_name)
|
||||
self.state = data.state
|
||||
self.state_name = data.state_name
|
||||
hook.Run("RoundManagerEnterState", self.state, self.state_name)
|
||||
end
|
||||
end
|
||||
|
||||
function CreateRoundManager()
|
||||
local obj = {}
|
||||
obj.__index = obj
|
||||
setmetatable(obj, CLASS)
|
||||
obj:__construct()
|
||||
return obj
|
||||
end
|
||||
|
||||
_G["RoundManager"] = CreateRoundManager()
|
||||
@@ -0,0 +1,107 @@
|
||||
--[[
|
||||
The MIT License (MIT)
|
||||
|
||||
Copyright (c) 2015-2018 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 FontManagerMeta = {}
|
||||
FontManagerMeta.__index = FontManagerMeta
|
||||
|
||||
-- Global Constructor
|
||||
function FontManager()
|
||||
local obj = {}
|
||||
obj.__index = obj
|
||||
setmetatable(obj, FontManagerMeta)
|
||||
obj:__construct()
|
||||
return obj
|
||||
end
|
||||
|
||||
-- Constructor
|
||||
function FontManagerMeta:__construct()
|
||||
self.fonts = {}
|
||||
end
|
||||
|
||||
function FontManagerMeta:Exists(name)
|
||||
if (self.fonts[name] != nil) then
|
||||
return true
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
function FontManagerMeta:CreateFontData(settings)
|
||||
local base = {}
|
||||
base.font = "Roboto"
|
||||
base.extended = true
|
||||
base.size = 13
|
||||
base.weight = 500
|
||||
base.blursize = 0
|
||||
base.scanlines = 0
|
||||
base.antialias = true
|
||||
base.underline = false
|
||||
base.italic = false
|
||||
base.strikeout = false
|
||||
base.symbol = false
|
||||
base.rotary = false
|
||||
base.shadow = false
|
||||
base.additive = false
|
||||
base.outline = false
|
||||
local final = table.Merge(base, settings)
|
||||
return final
|
||||
end
|
||||
|
||||
function FontManagerMeta:CreateFont(settings)
|
||||
local final = self:CreateFontData(settings)
|
||||
local name = self:ToName(final)
|
||||
return self:Request(name, final)
|
||||
end
|
||||
|
||||
function FontManagerMeta:ToName(settings)
|
||||
local name = settings.font
|
||||
name = name .. "[S" .. settings.size
|
||||
name = name .. "W" .. settings.weight
|
||||
if (settings.blursize > 0) then name = name .. "B" .. settings.blursize end
|
||||
if (settings.scanlines > 0) then name = name .. "L" .. settings.scanlines end
|
||||
if (settings.antialias) then name = name .. "A" end
|
||||
if (settings.extended) then name = name .. "E" end
|
||||
if (settings.underline) then name = name .. "U" end
|
||||
if (settings.italic) then name = name .. "I" end
|
||||
if (settings.strikeout) then name = name .. "-" end
|
||||
if (settings.shadow) then name = name .. "S" end
|
||||
if (settings.outline) then name = name .. "O" end
|
||||
if (settings.additive) then name = name .. "+" end
|
||||
if (settings.rotary) then name = name .. "R" end
|
||||
if (settings.symbol) then name = name .. "#" end
|
||||
name = name .. "]"
|
||||
return name
|
||||
end
|
||||
|
||||
function FontManagerMeta:Request(name, settings)
|
||||
if (self.fonts[name] != nil) then
|
||||
--print("[Prop Hunt Font Manager] Request for font '"..name.."' received and cached.")
|
||||
return name
|
||||
end
|
||||
|
||||
print("[Font Manager] Creating new Font '"..name.."'...")
|
||||
self.fonts[name] = surface.CreateFont(name, settings)
|
||||
return name
|
||||
end
|
||||
|
||||
_G["FontManager"] = FontManager()
|
||||
@@ -0,0 +1,148 @@
|
||||
--[[
|
||||
The MIT License (MIT)
|
||||
|
||||
Copyright (c) 2015-2019 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.
|
||||
--]]
|
||||
|
||||
-- Help Panel
|
||||
|
||||
local UI = {}
|
||||
|
||||
local HTML = [[
|
||||
<!DOCTYPE html>
|
||||
<html>
|
||||
<head>
|
||||
<style>
|
||||
body {
|
||||
font-family: Roboto;
|
||||
font-size: 18pt;
|
||||
color: rgba(255, 255, 255, 1.0);
|
||||
background: rgba(51, 51, 51, 1.0);
|
||||
}
|
||||
|
||||
div, p {
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
}
|
||||
|
||||
p + p {
|
||||
margin-top: 10pt;
|
||||
}
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
<div id="about">
|
||||
<h1>About Prop Hunt Extended</h1>
|
||||
<p>
|
||||
Hide n Seek with a twist: Hiders can turn into anything on the map! From bottles, to vending machines and all the way to huge cars, what you become depends on how you want to play. Do you want to blend in with your surroundings, or do you want to make a fool of the Seekers? And how will you deal with finding (and killing) all hiders as a Seeker?
|
||||
</p>
|
||||
<p>
|
||||
The Gamemode comes with out of the box support for console configuration (ph_*), custom taunt support, prop rotation, an improved code base for modders and better integration and some other fixes. Support for MapVote is also built in, so as long as you have a compatible addon installed you will get a map voting menu at the end of a match.
|
||||
</p>
|
||||
<p>
|
||||
<h2>Help Develop:</h2>
|
||||
The Gamemode is Open Source under the MIT License <a href="https://github.com/xaymar/prophuntextended" target="_blank">on Github</a>.
|
||||
</p>
|
||||
</div>
|
||||
<div id="howto">
|
||||
<h2>How To Play</h2>
|
||||
<p>
|
||||
<h3>Seekers</h3>
|
||||
Your primary goal is to find hiders by any means possible. But watch out, you might lose health if you shoot an object that isn't actually a hider! Pick things up before shooting them, or simply remember the layout of the maps you are playing on. And remember: You lose if only a single hider is still alive at the end of the round.
|
||||
</p>
|
||||
<p>
|
||||
<h3>Hiders</h3>
|
||||
Stay alive as long as possible and make Seekers look like a fool. Dance around their feet, hide in plain sight or be that huge car that nobody though you could become! What you do is entirely up to you.
|
||||
</p>
|
||||
<p>
|
||||
<h3>Spectators</h3>
|
||||
You get to watch the whole thing go down live! Sit back, grab some popcorn or any other snack and relax.
|
||||
</p>
|
||||
</div>
|
||||
<div id="controls">
|
||||
<h2>Controls</h2>
|
||||
<table>
|
||||
<tr>
|
||||
<th>Key/Button</th>
|
||||
<th>Control Name</th>
|
||||
<th>Description</th>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>F1</td>
|
||||
<td>ShowHelp</td>
|
||||
<td>Opens the Help and Settings window for this gamemode.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>F2</td>
|
||||
<td>ShowTeam</td>
|
||||
<td>Change the team.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>F3</td>
|
||||
<td>ShowSpare1</td>
|
||||
<td>Play a random Taunt, if it is not currently on cooldown.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>C</td>
|
||||
<td>ShowContextMenu</td>
|
||||
<td>Toggle between 1st and 3rd Person Camera.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Q</td>
|
||||
<td>ShowSpawnMenu</td>
|
||||
<td>Tap to rotate the prop towards your current view angle, hold to continue rotating.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Ctrl + E</td>
|
||||
<td>Duck + Use</td>
|
||||
<td>Interact with objects, such as picking them up, opening doors, or pushing buttons, instead of turning into the object you are targeting.</td>
|
||||
</tr>
|
||||
</table>
|
||||
</div>
|
||||
</body>
|
||||
</html>
|
||||
]]
|
||||
|
||||
function UI:Init()
|
||||
self.content = vgui.Create("DHTML", self)
|
||||
self.content:Dock(FILL)
|
||||
self.content:SetHTML(HTML)
|
||||
self.content.OnChildViewCreated = function(source, target, isPopup)
|
||||
gui.OpenURL(target)
|
||||
print(source)
|
||||
print(target)
|
||||
print(isPopup)
|
||||
end
|
||||
self.content.OnChangeTargetURL = function(url)
|
||||
print(url)
|
||||
end
|
||||
|
||||
|
||||
-- GAMEMODE.UIManager:Listen("UpdateDPI", self, function(dpi) self:UpdateDPI(dpi) end)
|
||||
-- self:UpdateDPI(GAMEMODE.UIManager:GetDPIScale())
|
||||
end
|
||||
|
||||
function UI:OnRemove()
|
||||
self.content:Remove()
|
||||
-- GAMEMODE.UIManager:Silence("UpdateDPI", self)
|
||||
end
|
||||
|
||||
derma.DefineControl("PHE_HelpUI_Help", "Help Page for Prop Hunt Extended", UI, "DPanel");
|
||||
@@ -0,0 +1,43 @@
|
||||
--[[
|
||||
The MIT License (MIT)
|
||||
|
||||
Copyright (c) 2015-2019 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 UI = {}
|
||||
|
||||
function UI:Init()
|
||||
self.text = vgui.Create("DLabelDPI", self)
|
||||
self.text:SetText("Hello World")
|
||||
|
||||
UIManager:Listen("UpdateDPI", self, function(dpi) self:UpdateDPI(dpi) end)
|
||||
self:UpdateDPI(UIManager:GetDPIScale())
|
||||
end
|
||||
|
||||
function UI:OnRemove()
|
||||
UIManager:Silence("UpdateDPI", self)
|
||||
end
|
||||
|
||||
function UI:UpdateDPI(dpi)
|
||||
|
||||
end
|
||||
|
||||
derma.DefineControl("PHE_HelpUI_Settings", "Settings Page for Prop Hunt Extended", UI, "DPanel");
|
||||
@@ -0,0 +1,182 @@
|
||||
--[[
|
||||
The MIT License (MIT)
|
||||
|
||||
Copyright (c) 2015-2018 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.
|
||||
--]]
|
||||
|
||||
--[[
|
||||
|
||||
# Class UIManager
|
||||
UIManager is used to simplify the logic required to keep the GameMode's UI looking
|
||||
good by simply moving all the logic into a single class and then handing off
|
||||
the UI control to the windows themselves.
|
||||
|
||||
# Events
|
||||
Events must be explicitly listened to by the client object. A client must first call
|
||||
UIManager:Listen(string event, any uniqueId, function callback)
|
||||
to listen to an event and call
|
||||
UIManager:Silence(string event, any uniqueId)
|
||||
to stop listening to an event.
|
||||
|
||||
## UpdateDPI(float DPIPercent)
|
||||
Called whenever a change is made to the DPI, such as a change in the screen resolution,
|
||||
or an update from the user of this class. Only parameter is DPI, which is a float.
|
||||
1.0 designates 100%, 2.0 designates 200% and so on.
|
||||
|
||||
--]]
|
||||
|
||||
local UIManagerMeta = {}
|
||||
UIManagerMeta.__index = UIManagerMeta
|
||||
|
||||
-- Global Constructor
|
||||
function UIManager()
|
||||
local obj = {}
|
||||
obj.__index = obj
|
||||
setmetatable(obj, UIManagerMeta)
|
||||
obj:__construct()
|
||||
return obj
|
||||
end
|
||||
|
||||
-- Constructor
|
||||
function UIManagerMeta:__construct()
|
||||
self:InitializeEvents()
|
||||
self:UpdateScreen()
|
||||
self:InitializeDPI()
|
||||
end
|
||||
|
||||
-- Events
|
||||
function UIManagerMeta:InitializeEvents()
|
||||
self.events = {}
|
||||
end
|
||||
|
||||
function UIManagerMeta:Listen(event, uniqueName, callback)
|
||||
assert(type(event) == "string", "UIManager:Listen(event<string>, uniqueName<any>, callback<function>): event must be a string")
|
||||
assert(type(callback) == "function", "UIManager:Listen(event<string>, uniqueName<any>, callback<function>): callback must be a function")
|
||||
|
||||
if (self.events[event] == nil) then
|
||||
self.events[event] = {}
|
||||
end
|
||||
|
||||
self.events[event][uniqueName] = callback
|
||||
return true
|
||||
end
|
||||
|
||||
function UIManagerMeta:Silence(event, uniqueName)
|
||||
assert(type(event) == "string", "UIManager:Silence(event<string>, uniqueName<any>): event must be a string")
|
||||
|
||||
if (self.events[event] == nil) then
|
||||
return false
|
||||
end
|
||||
|
||||
if (self.events[event][uniqueName] == nil) then
|
||||
return false
|
||||
end
|
||||
|
||||
self.events[event][uniqueName] = nil
|
||||
return true
|
||||
end
|
||||
|
||||
function UIManagerMeta:Call(event, ...)
|
||||
if (self.events[event] == nil) then
|
||||
return
|
||||
end
|
||||
|
||||
for k,v in pairs(self.events[event]) do
|
||||
v(...)
|
||||
end
|
||||
end
|
||||
|
||||
-- Screen
|
||||
function UIManagerMeta:UpdateScreen()
|
||||
if (self.screen == nil) then
|
||||
self.screen = {}
|
||||
end
|
||||
if ((self.screen.width != ScrW()) || (self.screen.height != ScrH())) then
|
||||
self.screen.width = ScrW()
|
||||
self.screen.height = ScrH()
|
||||
return true
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
-- Tick
|
||||
function UIManagerMeta:Tick()
|
||||
if (self:UpdateScreen() == true) then
|
||||
self.dpi.calculated = self:CalculateDPI()
|
||||
self:SetDPIScale(self.dpi.override)
|
||||
end
|
||||
end
|
||||
|
||||
-- DPI Scaling
|
||||
function UIManagerMeta:InitializeDPI()
|
||||
self.dpi = {}
|
||||
-- Calculate DPI using these base sizes.
|
||||
self.dpi.base = {}
|
||||
self.dpi.base.width = 1280
|
||||
self.dpi.base.height = 720
|
||||
-- Limits
|
||||
self.dpi.limits = {}
|
||||
self.dpi.limits.min = 0.25
|
||||
self.dpi.limits.max = 10.00
|
||||
-- Final Value
|
||||
self.dpi.override = nil
|
||||
self.dpi.calculated = self:CalculateDPI()
|
||||
end
|
||||
|
||||
function UIManagerMeta:CalculateDPI()
|
||||
--[[
|
||||
DPI Scaling is linear in respect to the base resolution.
|
||||
That means that at 50% of the Base resolution, the output is 0.5,
|
||||
and at 200% of the Base resolution, the output is 2.0.
|
||||
--]]
|
||||
|
||||
-- Shortest Edge scaling
|
||||
local wScale, hScale = self.screen.width / self.dpi.base.width, self.screen.height / self.dpi.base.height
|
||||
|
||||
if (wScale < hScale) then
|
||||
return wScale
|
||||
end
|
||||
return hScale
|
||||
end
|
||||
|
||||
function UIManagerMeta:GetDPIScale()
|
||||
if (self.dpi.override != nil) then
|
||||
return self.dpi.override
|
||||
end
|
||||
return self.dpi.calculated
|
||||
end
|
||||
|
||||
function UIManagerMeta:SetDPIScale(newDPIScale)
|
||||
self.dpi.override = newDPIScale
|
||||
if (self.dpi.override == nil) then
|
||||
self:Call("UpdateDPI", self.dpi.calculated)
|
||||
else
|
||||
if (self.dpi.override < self.dpi.limits.min) then
|
||||
self.dpi.override = self.dpi.limits.min
|
||||
end
|
||||
if (self.dpi.override > self.dpi.limits.max) then
|
||||
self.dpi.override = self.dpi.limits.max
|
||||
end
|
||||
self:Call("UpdateDPI", self.dpi.override)
|
||||
end
|
||||
end
|
||||
|
||||
_G["UIManager"] = UIManager()
|
||||
@@ -0,0 +1,64 @@
|
||||
--[[
|
||||
The MIT License (MIT)
|
||||
|
||||
Copyright (c) 2015-2019 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.
|
||||
--]]
|
||||
|
||||
-- DPI Aware Frame
|
||||
|
||||
local UI = {}
|
||||
|
||||
function UI:Init()
|
||||
self.scale = 1.0
|
||||
self.fontdata = FontManager:CreateFontData({})
|
||||
|
||||
UIManager:Listen("UpdateDPI", self, function(dpi) self:UpdateDPI(dpi) end)
|
||||
self:UpdateDPI(UIManager:GetDPIScale())
|
||||
end
|
||||
|
||||
function UI:OnRemove()
|
||||
UIManager:Silence("UpdateDPI", self)
|
||||
end
|
||||
|
||||
function UI:SetFontEx(fontData)
|
||||
self.fontdata = FontManager:CreateFontData(fontData)
|
||||
|
||||
local scaled = table.Merge({}, self.fontdata)
|
||||
scaled.size = math.Round(self.fontdata.size * self.scale)
|
||||
scaled.blursize = math.Round(self.fontdata.blursize * self.scale)
|
||||
self.font = FontManager:Request(FontManager:ToName(scaled), scaled)
|
||||
|
||||
self.lblTitle:SetFont(self.font)
|
||||
self.lblTitle:InvalidateLayout()
|
||||
self.lblTitle:InvalidateParent()
|
||||
--self.btnClose:SetFont(self.font)
|
||||
--self.btnMinim:SetFont(self.font)
|
||||
--self.btnMaxim:SetFont(self.font)
|
||||
end
|
||||
|
||||
function UI:UpdateDPI(dpi)
|
||||
self.scale = dpi
|
||||
self:SetFontEx(self.fontdata)
|
||||
--self:InvalidateLayout()
|
||||
--self:InvalidateParent()
|
||||
end
|
||||
|
||||
derma.DefineControl("DFrameDPI", "DPI Aware DFrame (requires UIManager)", UI, "DFrame");
|
||||
@@ -0,0 +1,58 @@
|
||||
--[[
|
||||
The MIT License (MIT)
|
||||
|
||||
Copyright (c) 2015-2019 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.
|
||||
--]]
|
||||
|
||||
-- DPI Aware Label
|
||||
|
||||
local UI = {}
|
||||
|
||||
function UI:Init()
|
||||
self.scale = 1.0
|
||||
self.fontdata = FontManager:CreateFontData({})
|
||||
|
||||
UIManager:Listen("UpdateDPI", self, function(dpi) self:UpdateDPI(dpi) end)
|
||||
self:UpdateDPI(UIManager:GetDPIScale())
|
||||
end
|
||||
|
||||
function UI:OnRemove()
|
||||
UIManager:Silence("UpdateDPI", self)
|
||||
end
|
||||
|
||||
function UI:SetFontEx(fontData)
|
||||
self.fontdata = FontManager:CreateFontData(fontData)
|
||||
|
||||
local scaled = table.Merge({}, self.fontdata)
|
||||
scaled.size = math.Round(self.fontdata.size * self.scale)
|
||||
scaled.blursize = math.Round(self.fontdata.blursize * self.scale)
|
||||
|
||||
self:SetFont(FontManager:Request(FontManager:ToName(scaled), scaled))
|
||||
end
|
||||
|
||||
function UI:UpdateDPI(dpi)
|
||||
self.scale = dpi
|
||||
self:SetFontEx(self.fontdata)
|
||||
self:InvalidateLayout()
|
||||
self:InvalidateParent()
|
||||
end
|
||||
|
||||
derma.DefineControl("DLabelDPI", "DPI Aware DLabel (requires UIManager)", UI, "DLabel");
|
||||
@@ -27,6 +27,7 @@
|
||||
-- ------------------------------------------------------------------------- --
|
||||
-- Shared
|
||||
AddCSLuaFile("sh_init.lua")
|
||||
AddCSLuaFile("sh_defines.lua")
|
||||
AddCSLuaFile("sh_config.lua")
|
||||
AddCSLuaFile("meta/player.lua")
|
||||
AddCSLuaFile("player_class/class_default.lua")
|
||||
@@ -35,12 +36,20 @@ AddCSLuaFile("player_class/class_seeker.lua")
|
||||
AddCSLuaFile("player_class/class_hider.lua")
|
||||
|
||||
-- Client-Only
|
||||
AddCSLuaFile("vgui/fontmanager.lua")
|
||||
AddCSLuaFile("vgui/uimanager.lua")
|
||||
AddCSLuaFile("vgui/dlabeldpi.lua")
|
||||
AddCSLuaFile("vgui/dframedpi.lua")
|
||||
AddCSLuaFile("client/ui/help.lua")
|
||||
AddCSLuaFile("client/ui/settings.lua")
|
||||
AddCSLuaFile("client/ui/scoreboard.lua")
|
||||
AddCSLuaFile("client/hud/gamestatedisplay.lua")
|
||||
AddCSLuaFile("client/roundmanager.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.
|
||||
AddCSLuaFile("cl_init.lua") -- Immediately executed when downloaded, weird behavior.
|
||||
|
||||
-- ------------------------------------------------------------------------- --
|
||||
--! Code
|
||||
@@ -74,10 +83,12 @@ function GM:Initialize()
|
||||
|
||||
print("Prop Hunt: Initializing Gamemode Data...")
|
||||
self.Data = {}
|
||||
self.Data.StartTime = CurTime()
|
||||
self.Data.RoundTime = 0
|
||||
self.Data.RoundStartTime = 0
|
||||
self.Data.StateTime = 0
|
||||
|
||||
print("Prop Hunt: Setting initial RoundManager State...")
|
||||
self.RoundManager:SetState(StatePreMatch)
|
||||
print("Prop Hunt: Initializing Round Manager")
|
||||
RoundManager:SetState(StatePreRound)
|
||||
|
||||
print("Prop Hunt: Precaching...")
|
||||
GAMEMODE.Config.Taunt:Seekers()
|
||||
@@ -87,10 +98,6 @@ function GM:Initialize()
|
||||
print("-------------------------------------------------------------------------")
|
||||
end
|
||||
|
||||
function GM:Think()
|
||||
self.RoundManager:Tick()
|
||||
end
|
||||
|
||||
-- Player Connected
|
||||
function GM:PlayerConnect(name, ip)
|
||||
if GAMEMODE.Config:DebugLog() then print("Prop Hunt: Player '"..name.."' connecting from IP '"..ip.."'.") end
|
||||
@@ -273,12 +280,16 @@ function GM:SetRound(Round)
|
||||
SetGlobalInt("Round", Round)
|
||||
end
|
||||
|
||||
function GM:SetRoundTime(Time)
|
||||
SetGlobalInt("RoundTime", Time)
|
||||
end
|
||||
|
||||
function GM:SetRoundState(State)
|
||||
SetGlobalInt("RoundState", State)
|
||||
end
|
||||
|
||||
function GM:SetRoundTime(Time)
|
||||
SetGlobalInt("RoundTime", Time)
|
||||
function GM:SetRoundStateTime(Time)
|
||||
SetGlobalInt("RoundStateTime", Time)
|
||||
end
|
||||
|
||||
function GM:SetRoundWinner(Winner)
|
||||
@@ -394,15 +405,23 @@ net.Receive("PlayerEnablePropRotation", function(len, ply)
|
||||
if (ply:Team() != GAMEMODE.Teams.Hiders) then
|
||||
return
|
||||
end
|
||||
print("Prop Hunt: Enabling Prop Rotation")
|
||||
|
||||
angle = net.ReadAngle()
|
||||
|
||||
ply:SetNWBool("PropRotation", true)
|
||||
ply.Data.Prop:ApplyRotation(net.ReadAngle())
|
||||
ply.Data.Prop:ApplyRotation(angle)
|
||||
|
||||
if GAMEMODE.Config:DebugLog() then print("Prop Hunt: Player '"..ply:GetName().."' (SteamID: "..ply:SteamID()..") enabled prop rotation with angle ["..tostring(angle).."].") end
|
||||
end)
|
||||
net.Receive("PlayerDisablePropRotation", function(len, ply)
|
||||
if (ply:Team() != GAMEMODE.Teams.Hiders) then
|
||||
return
|
||||
end
|
||||
print("Prop Hunt: Disabling Prop Rotation")
|
||||
|
||||
angle = net.ReadAngle()
|
||||
|
||||
ply:SetNWBool("PropRotation", false)
|
||||
ply.Data.Prop:ApplyRotation(net.ReadAngle())
|
||||
ply.Data.Prop:ApplyRotation(angle)
|
||||
|
||||
if GAMEMODE.Config:DebugLog() then print("Prop Hunt: Player '"..ply:GetName().."' (SteamID: "..ply:SteamID()..") enabled prop rotation with angle ["..tostring(angle).."].") end
|
||||
end)
|
||||
@@ -91,14 +91,14 @@ function CLASS:SetModel() BaseClass.SetModel( self ) end
|
||||
-- Interaction
|
||||
function CLASS:Use(ent)
|
||||
-- Entity must be valid and not a player.
|
||||
if (!ent) || (!ent:IsValid()) || (ent:IsPlayer()) then
|
||||
if (!ent || !ent:IsValid()) then
|
||||
return false
|
||||
end
|
||||
|
||||
-- Cool Down
|
||||
if (self.Player.Data.UseTime) then
|
||||
local timeSinceUse = (CurTime() - self.Player.Data.UseTime)
|
||||
if (0.2 > timeSinceUse) then
|
||||
if (0.5 > timeSinceUse) then
|
||||
return false
|
||||
end
|
||||
|
||||
@@ -150,69 +150,6 @@ function CLASS:ClientSpawn() end
|
||||
function CLASS:GetHandsModel() return BaseClass.GetHandsModel(self) end
|
||||
function CLASS:ShouldDrawLocal() return false end
|
||||
function CLASS:HUDPaint()
|
||||
local State = GetGlobalInt("RoundState", GAMEMODE.States.PreMatch)
|
||||
if State == -1 then
|
||||
return
|
||||
end
|
||||
|
||||
-- Status Box at the top.
|
||||
local statusW, statusH = 256,48
|
||||
local statusX, statusY = ScrW() / 2 - statusW / 2, 0
|
||||
draw.RoundedBox(0, statusX, statusY, statusW, statusH, Color(0,0,0,204)) -- Background
|
||||
draw.RoundedBox(0, statusX, statusY+statusH, statusW, 4, team.GetColor(LocalPlayer():Team())) -- Team Bar
|
||||
|
||||
-- Title
|
||||
surface.SetFont("Trebuchet18")
|
||||
surface.SetTextColor(Color(255,255,255,255))
|
||||
local titleText = ""
|
||||
if (State == GAMEMODE.States.PreMatch) then
|
||||
titleText = "Waiting for Players"
|
||||
elseif (State == GAMEMODE.States.PreRound) then
|
||||
titleText = "Preparing Round..."
|
||||
elseif (State == GAMEMODE.States.Hide) then -- Hide
|
||||
titleText = "Seekers unblinded in:"
|
||||
elseif (State == GAMEMODE.States.Seek) then -- Seek
|
||||
titleText = "Seek Time!"
|
||||
elseif (State == GAMEMODE.States.PostRound) then -- Post Round
|
||||
titleText = "Match Result:"
|
||||
elseif (State == GAMEMODE.States.PostMatch) then -- Post Match
|
||||
end
|
||||
local w,h = surface.GetTextSize(titleText)
|
||||
surface.SetTextPos(statusX + statusW/2 - w/2, statusY)
|
||||
surface.DrawText(titleText)
|
||||
|
||||
-- Subtitle
|
||||
local stateText = ""
|
||||
surface.SetFont("Trebuchet24")
|
||||
surface.SetTextColor(Color(255,255,255,255))
|
||||
if (State == GAMEMODE.States.PreMatch) then
|
||||
stateText = tostring(team.NumPlayers(GAMEMODE.Teams.Seekers)) .. " Seeker(s), " .. tostring(team.NumPlayers(GAMEMODE.Teams.Hiders)) .. " Hider(s)"
|
||||
elseif (State == GAMEMODE.States.PreRound) then
|
||||
stateText = "Initiating..."
|
||||
elseif (State == GAMEMODE.States.Hide) -- Hide
|
||||
|| (State == GAMEMODE.States.Seek) then -- Seek
|
||||
local intTime = math.ceil(GetGlobalInt("RoundTime"))
|
||||
local strTime = string.format("%d:%02d", math.floor(intTime / 60), math.ceil(intTime % 60))
|
||||
stateText = strTime
|
||||
elseif (State == GAMEMODE.States.PostRound) then -- Post Round
|
||||
local victor = GAMEMODE:GetRoundWinner()
|
||||
local victorName = "Draw"
|
||||
if (victor == GAMEMODE.Teams.Spectator) then
|
||||
victorName = "Draw"
|
||||
elseif (victor == GAMEMODE.Teams.Hiders) then
|
||||
victorName = "Hiders Win"
|
||||
elseif (victor == GAMEMODE.Teams.Seekers) then
|
||||
victorName = "Seekers Win"
|
||||
end
|
||||
stateText = victorName
|
||||
surface.SetTextColor(team.GetColor(victor))
|
||||
elseif (State == GAMEMODE.States.PostMatch) then -- Post Match
|
||||
|
||||
end
|
||||
local w,h = surface.GetTextSize(stateText)
|
||||
surface.SetTextPos(statusX + statusW/2 - w/2, statusY + 32 - h / 2)
|
||||
surface.DrawText(stateText)
|
||||
|
||||
-- Death Notices
|
||||
GAMEMODE:DrawDeathNotice((ScrW() - 192) / ScrW() , 24 / ScrH())
|
||||
end
|
||||
|
||||
@@ -75,7 +75,28 @@ function CLASS:Spawn()
|
||||
end
|
||||
|
||||
-- Death
|
||||
function CLASS:PostDeath(attacker, dmginfo)
|
||||
function CLASS:DoDeath(attacker, dmginfo)
|
||||
BaseClass.DoDeath(self, attacker, dmginfo)
|
||||
if GAMEMODE.Config:DebugLog() then
|
||||
if (IsValid(attacker) && attacker:IsPlayer() && attacker != self.Player) then
|
||||
print("Prop Hunt: Hider '"..self.Player:GetName().."' (SteamID: "..self.Player:SteamID()..") killed by '"..attacker:GetName().."' (SteamID: "..attacker:SteamID()..").")
|
||||
end
|
||||
end
|
||||
|
||||
if (!IsValid(attacker)) then return end
|
||||
if (!attacker:IsPlayer()) then return end
|
||||
if (attacker:Team() == self.Player:Team()) then return end
|
||||
if (attacker:Team() == GAMEMODE.Teams.Seekers) then
|
||||
if GAMEMODE.Config:DebugLog() then
|
||||
print("Prop Hunt: Seeker '"..attacker:GetName().."' (SteamID: "..attacker:SteamID()..") gained "..GAMEMODE.Config.Seeker:HealthBonus().." health for killing Hider '"..self.Player:GetName().."' (SteamID: "..self.Player:SteamID()..").")
|
||||
end
|
||||
local newhealth = attacker:Health() + GAMEMODE.Config.Seeker:HealthBonus()
|
||||
if (newhealth > attacker:GetMaxHealth()) then newhealth = attacker:GetMaxHealth() end
|
||||
attacker:SetHealth(newhealth)
|
||||
end
|
||||
end
|
||||
|
||||
function CLASS:PostDeath()
|
||||
if GAMEMODE.Config:DebugLog() then print("Prop Hunt: Hider '"..self.Player:GetName().."' (SteamID: "..self.Player:SteamID()..") died.") end
|
||||
BaseClass.PostDeath(self, inflictor, attacker)
|
||||
|
||||
@@ -127,6 +148,7 @@ function CLASS:Use(ent)
|
||||
|
||||
-- Allow interacting while crouched instead of turning into the prop.
|
||||
if (self.Player:Crouching()) then
|
||||
if GAMEMODE.Config:DebugLog() then print("Prop Hunt: Hider '"..self.Player:GetName().."' (SteamID: "..self.Player:SteamID()..") interacted with "..ent:GetClass().." ("..ent:GetModel()..").") end
|
||||
return true
|
||||
end
|
||||
|
||||
|
||||
@@ -146,8 +146,13 @@ function CLASS:DamageEntity(ent, att, dmg)
|
||||
end
|
||||
|
||||
-- Death
|
||||
function CLASS:Death(inflictor, attacker)
|
||||
BaseClass.Death(self, inflictor, attacker)
|
||||
function CLASS:DoDeath(attacker, dmginfo)
|
||||
BaseClass.DoDeath(self, attacker, dmginfo)
|
||||
if GAMEMODE.Config:DebugLog() then
|
||||
if (IsValid(attacker) && attacker:IsPlayer() && attacker != self.Player) then
|
||||
print("Prop Hunt: Seeker '"..self.Player:GetName().."' (SteamID: "..self.Player:SteamID()..") killed by '"..attacker:GetName().."' (SteamID: "..attacker:SteamID()..").")
|
||||
end
|
||||
end
|
||||
|
||||
if SERVER then
|
||||
self.Player:SetShouldServerRagdoll(true)
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
--[[
|
||||
The MIT License (MIT)
|
||||
|
||||
Copyright (c) 2015 Xaymar
|
||||
Copyright (c) 2015-2018 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
|
||||
@@ -22,42 +22,131 @@
|
||||
SOFTWARE.
|
||||
--]]
|
||||
|
||||
GM.RoundManager = {}
|
||||
GM.RoundManager.State = nil;
|
||||
GM.RoundManager.NextState = nil;
|
||||
local CLASS = {}
|
||||
CLASS.__index = CLASS
|
||||
|
||||
function GM.RoundManager:Tick(...)
|
||||
if (self.State != nil) then
|
||||
if (self.State.Tick != nil) then
|
||||
self.State:Tick(...)
|
||||
local netmsg = {
|
||||
refresh = "RoundManagerUpdate",
|
||||
winner = "RoundManagerWinner"
|
||||
}
|
||||
|
||||
function CLASS:__construct()
|
||||
self.state = nil
|
||||
self.next_state = nil
|
||||
|
||||
-- Custom Timer Stuff
|
||||
self.timers = {}
|
||||
self.timers.funcs = {}
|
||||
self.timers.times = {}
|
||||
self.timers.delay = {}
|
||||
|
||||
-- Register all network string
|
||||
for k, v in pairs(netmsg) do
|
||||
util.AddNetworkString(v)
|
||||
end
|
||||
|
||||
-- And some more Timers based functionality.
|
||||
self:_RegisterTimer("refresh", 2.0, function() self:RefreshAll() end)
|
||||
|
||||
-- We need a Think hook.
|
||||
hook.Add("Think", "RoundManagerThink", function(...) self:Tick(...) end)
|
||||
end
|
||||
|
||||
function CLASS:_RegisterTimer(name, delay, func)
|
||||
self.timers.funcs[name] = func
|
||||
self.timers.delay[name] = delay
|
||||
self.timers.times[name] = CurTime()
|
||||
end
|
||||
|
||||
function CLASS:GetState()
|
||||
return self.state
|
||||
end
|
||||
|
||||
function CLASS:GetNextState()
|
||||
return self.next_state
|
||||
end
|
||||
|
||||
function CLASS:SetState(state)
|
||||
self.next_state = state
|
||||
end
|
||||
|
||||
function CLASS:Tick(...)
|
||||
-- Tick State
|
||||
if (self.state != nil) then
|
||||
if (self.state.Tick != nil) then
|
||||
self.state:Tick(...)
|
||||
end
|
||||
end
|
||||
|
||||
-- Advance States
|
||||
if (self.NextState != self.State) then
|
||||
-- Call OnLeave(NewState)
|
||||
if (self.State != nil) then
|
||||
if (self.State.OnLeave != nil) then
|
||||
self.State:OnLeave(self.NextState)
|
||||
end
|
||||
if (self.next_state != self.state) then
|
||||
local to_id = -1
|
||||
local to_name = ""
|
||||
|
||||
-- Call OnLeave
|
||||
if (self.state != nil) then
|
||||
if (self.state.OnLeave != nil) then
|
||||
self.state:OnLeave(self.next_state)
|
||||
end
|
||||
|
||||
-- Call OnEnter(OldState)
|
||||
if (self.NextState != nil) then
|
||||
if (self.NextState.OnEnter != nil) then
|
||||
self.NextState:OnEnter(self.State)
|
||||
-- Run Hook
|
||||
hook.Run("RoundManagerLeaveState", self.state:GetId(), self.state:GetName())
|
||||
end
|
||||
|
||||
-- Call OnEnter
|
||||
if (self.next_state != nil) then
|
||||
if (self.next_state.OnEnter != nil) then
|
||||
self.next_state:OnEnter(self.state)
|
||||
end
|
||||
|
||||
to_id = self.next_state:GetId()
|
||||
to_name = self.next_state:GetName()
|
||||
|
||||
-- Run Hook
|
||||
hook.Run("RoundManagerEnterState", self.next_state:GetId(), self.next_state:GetName())
|
||||
end
|
||||
|
||||
-- Send Network Message
|
||||
self:RefreshAll()
|
||||
|
||||
-- Set State
|
||||
self.State = self.NextState
|
||||
self.state = self.next_state
|
||||
end
|
||||
|
||||
-- Run all timers.
|
||||
for k, v in pairs(self.timers.times) do
|
||||
if ((CurTime() - self.timers.times[k]) >= self.timers.delay[k]) then
|
||||
self.timers.funcs[k]()
|
||||
self.timers.times[k] = CurTime()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function GM.RoundManager:GetState()
|
||||
return self.State
|
||||
function CLASS:RefreshAll()
|
||||
local data = {}
|
||||
if (self.state != nil) then
|
||||
data.state = self.state:GetId()
|
||||
data.state_name = self.state:GetName()
|
||||
else
|
||||
data.state = -1
|
||||
data.state_name = "Unknown"
|
||||
end
|
||||
|
||||
net.Start(netmsg.refresh)
|
||||
net.WriteTable(data)
|
||||
net.Broadcast()
|
||||
end
|
||||
|
||||
function GM.RoundManager:SetState(State)
|
||||
self.NextState = State
|
||||
function CLASS:AnnounceWinner(team)
|
||||
|
||||
end
|
||||
|
||||
function CreateRoundManager()
|
||||
local obj = {}
|
||||
obj.__index = obj
|
||||
setmetatable(obj, CLASS)
|
||||
obj:__construct()
|
||||
return obj
|
||||
end
|
||||
|
||||
_G["RoundManager"] = CreateRoundManager()
|
||||
|
||||
@@ -0,0 +1,59 @@
|
||||
--[[
|
||||
The MIT License (MIT)
|
||||
|
||||
Copyright (c) 2018 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 CLASS = {}
|
||||
CLASS.__index = CLASS
|
||||
|
||||
function CLASS:__construct()
|
||||
self.name = "Unnamed"
|
||||
self.id = 0
|
||||
end
|
||||
|
||||
function CLASS:GetName()
|
||||
return self.name
|
||||
end
|
||||
|
||||
function CLASS:GetId()
|
||||
return self.id
|
||||
end
|
||||
|
||||
function CLASS:OnEnter() end
|
||||
|
||||
function CLASS:Tick() end
|
||||
|
||||
function CLASS:OnLeave() end
|
||||
|
||||
function state(name, id)
|
||||
local obj = {}
|
||||
obj.__index = obj
|
||||
setmetatable(obj, CLASS)
|
||||
obj:__construct()
|
||||
if (name != nil) then
|
||||
obj.name = name
|
||||
end
|
||||
if (id != nil) then
|
||||
obj.id = id
|
||||
end
|
||||
return obj;
|
||||
end
|
||||
@@ -1,7 +1,7 @@
|
||||
--[[
|
||||
The MIT License (MIT)
|
||||
|
||||
Copyright (c) 2015 Xaymar
|
||||
Copyright (c) 2015-2018 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
|
||||
@@ -22,29 +22,28 @@
|
||||
SOFTWARE.
|
||||
--]]
|
||||
|
||||
StateHide = {}
|
||||
include "base.lua"
|
||||
|
||||
function StateHide:OnEnter(OldState)
|
||||
local CLASS = state("Hide", GM.States.Hide)
|
||||
|
||||
function CLASS:OnEnter(OldState)
|
||||
if GAMEMODE.Config:DebugLog() then print("StateHide: OnEnter") end
|
||||
GAMEMODE:SetRoundState(GAMEMODE.States.Hide)
|
||||
|
||||
-- Round Data
|
||||
GAMEMODE.Data.RoundTime = math.abs(GAMEMODE.Config.Round:BlindTime())
|
||||
GAMEMODE.Data.RoundStartTime = CurTime()
|
||||
|
||||
GAMEMODE:SetRoundTime(GAMEMODE.Data.RoundTime)
|
||||
end
|
||||
|
||||
function StateHide:Tick()
|
||||
function CLASS:Tick()
|
||||
-- Update Game Time
|
||||
GAMEMODE.Data.RoundTime = math.abs(GAMEMODE.Config.Round:BlindTime()) - (CurTime() - GAMEMODE.Data.RoundStartTime)
|
||||
local deltaTime = (CurTime() - GAMEMODE.Data.RoundStartTime)
|
||||
GAMEMODE.Data.RoundTime = GAMEMODE.Config.Round:Time() - deltaTime
|
||||
GAMEMODE.Data.StateTime = math.abs(GAMEMODE.Config.Round:BlindTime()) - deltaTime
|
||||
GAMEMODE:SetRoundTime(GAMEMODE.Data.RoundTime)
|
||||
GAMEMODE:SetRoundStateTime(GAMEMODE.Data.StateTime)
|
||||
|
||||
-- Advance to Seeking State
|
||||
if (GAMEMODE.Data.RoundTime <= 0) then
|
||||
if (GAMEMODE.Data.StateTime <= 0) then
|
||||
if GAMEMODE.Config:Debug() then print("StateHide: Advancing to Seek stage.") end
|
||||
|
||||
GAMEMODE.RoundManager:SetState(StateSeek)
|
||||
RoundManager:SetState(StateSeek)
|
||||
end
|
||||
|
||||
-- Freeze Seekers
|
||||
@@ -57,9 +56,11 @@ function StateHide:Tick()
|
||||
-- ToDo: Logic for more game modes here?
|
||||
end
|
||||
|
||||
function StateHide:OnLeave(NewState)
|
||||
function CLASS:OnLeave(NewState)
|
||||
if GAMEMODE.Config:Debug() then print("StateHide: OnLeave") end
|
||||
|
||||
-- Fretta Hooks
|
||||
hook.Run("PropHuntUnblind")
|
||||
end
|
||||
|
||||
_G["StateHide"] = CLASS
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
--[[
|
||||
The MIT License (MIT)
|
||||
|
||||
Copyright (c) 2015 Xaymar
|
||||
Copyright (c) 2015-2018 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
|
||||
@@ -22,9 +22,11 @@
|
||||
SOFTWARE.
|
||||
--]]
|
||||
|
||||
StatePostMatch = {}
|
||||
include "base.lua"
|
||||
|
||||
function StatePostMatch:OnEnter(OldState)
|
||||
local CLASS = state("PostMatch", GM.States.PostMatch)
|
||||
|
||||
function CLASS:OnEnter(OldState)
|
||||
if GAMEMODE.Config:DebugLog() then print("StatePostMatch: OnEnter") end
|
||||
GAMEMODE:SetRoundState(GAMEMODE.States.PostMatch)
|
||||
|
||||
@@ -44,11 +46,13 @@ function StatePostMatch:OnEnter(OldState)
|
||||
end
|
||||
end
|
||||
|
||||
function StatePostMatch:Tick()
|
||||
function CLASS:Tick()
|
||||
-- Advance State
|
||||
GAMEMODE.RoundManager:SetState(self.NextState)
|
||||
RoundManager:SetState(self.NextState)
|
||||
end
|
||||
|
||||
function StatePostMatch:OnLeave(NewState)
|
||||
function CLASS:OnLeave(NewState)
|
||||
if GAMEMODE.Config:DebugLog() then print("StatePostMatch: OnLeave") end
|
||||
end
|
||||
|
||||
_G["StatePostMatch"] = CLASS
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
--[[
|
||||
The MIT License (MIT)
|
||||
|
||||
Copyright (c) 2015 Xaymar
|
||||
Copyright (c) 2015-2018 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
|
||||
@@ -22,9 +22,11 @@
|
||||
SOFTWARE.
|
||||
--]]
|
||||
|
||||
StatePostRound = {}
|
||||
include "base.lua"
|
||||
|
||||
function StatePostRound:OnEnter(OldState)
|
||||
local CLASS = state("PostRound", GM.States.PostRound)
|
||||
|
||||
function CLASS:OnEnter(OldState)
|
||||
if GAMEMODE.Config:DebugLog() then print("StatePostRound: OnEnter") end
|
||||
GAMEMODE:SetRoundState(GAMEMODE.States.PostRound)
|
||||
|
||||
@@ -34,10 +36,10 @@ function StatePostRound:OnEnter(OldState)
|
||||
hook.Run("RoundEnd")
|
||||
end
|
||||
|
||||
function StatePostRound:Tick()
|
||||
function CLASS:Tick()
|
||||
-- Advance State
|
||||
if (CurTime() - GAMEMODE.Data.RoundStartTime) >= 5 then -- ToDo: configureable time?
|
||||
GAMEMODE.RoundManager:SetState(StatePostMatch)
|
||||
RoundManager:SetState(StatePostMatch)
|
||||
local players = team.GetPlayers(GAMEMODE.Teams.Seekers)
|
||||
table.Add(players, team.GetPlayers(GAMEMODE.Teams.Hiders))
|
||||
|
||||
@@ -95,7 +97,7 @@ function StatePostRound:Tick()
|
||||
if GAMEMODE.Config:DebugLog() then print("Prop Hunt: Swapping Teams.") end
|
||||
|
||||
table.sort(players, function(a,b)
|
||||
return math.random(100) > 50
|
||||
return (math.random(100) > 50)
|
||||
end)
|
||||
table.sort(players, function(a,b)
|
||||
if (b:Team() == GAMEMODE.Teams.Seekers) then
|
||||
@@ -107,21 +109,11 @@ function StatePostRound:Tick()
|
||||
|
||||
-- Team Distribution Logic
|
||||
local hiders, seekers = {}, {}
|
||||
if (GAMEMODE.Config:GameType() == GAMEMODE.Types.Original) then
|
||||
-- Game Mode: Basic
|
||||
local plyCount, finalPlyCount = #players, math.max(math.ceil(#players / 2), 1)
|
||||
for c = 1,finalPlyCount do
|
||||
seekers[c] = table.remove(players, 1)
|
||||
end
|
||||
hiders = players
|
||||
elseif (GAMEMODE.Config:GameType() == GAMEMODE.Types.TheDeadHunt) then
|
||||
-- Game Mode: The Dead Hunt
|
||||
local plyCount, finalPlyCount = #players, math.max(math.ceil(#players * GAMEMODE.Config.Teams:SeekerPercentage()), 1)
|
||||
for c = 1,finalPlyCount do
|
||||
seekers[c] = table.remove(players, 1)
|
||||
end
|
||||
hiders = players
|
||||
end
|
||||
|
||||
-- Kill & Assign Teams
|
||||
for i, ply in ipairs(hiders) do
|
||||
@@ -137,6 +129,8 @@ function StatePostRound:Tick()
|
||||
end
|
||||
end
|
||||
|
||||
function StatePostRound:OnLeave(NewState)
|
||||
function CLASS:OnLeave(NewState)
|
||||
if GAMEMODE.Config:DebugLog() then print("StatePostRound: OnLeave") end
|
||||
end
|
||||
|
||||
_G["StatePostRound"] = CLASS
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
--[[
|
||||
The MIT License (MIT)
|
||||
|
||||
Copyright (c) 2015 Xaymar
|
||||
Copyright (c) 2015-2018 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
|
||||
@@ -22,34 +22,33 @@
|
||||
SOFTWARE.
|
||||
--]]
|
||||
|
||||
-- Precache Network Message
|
||||
StatePreMatch = {}
|
||||
include "base.lua"
|
||||
|
||||
function StatePreMatch:OnEnter(OldState)
|
||||
local CLASS = state("PreMatch", GM.States.PreMatch)
|
||||
|
||||
function CLASS:OnEnter(OldState)
|
||||
if GAMEMODE.Config:DebugLog() then print("StatePreMatch: OnEnter") end
|
||||
GAMEMODE:SetRoundState(GAMEMODE.States.PreMatch)
|
||||
|
||||
math.randomseed(CurTime())
|
||||
end
|
||||
|
||||
function StatePreMatch:Tick()
|
||||
function CLASS:Tick()
|
||||
-- Debug: Auto Advance to PreRound State
|
||||
if (GAMEMODE.Config:Debug()) then
|
||||
if GAMEMODE.Config:DebugLog() then print("StatePreMatch: Advancing to StatePreRound") end
|
||||
GAMEMODE.RoundManager:SetState(StatePreRound)
|
||||
RoundManager:SetState(StatePreRound)
|
||||
end
|
||||
|
||||
-- Game Mode: Basic
|
||||
if (GAMEMODE.Config:GameType() == GAMEMODE.Types.Original) then
|
||||
-- Both Teams must have at least 1 player.
|
||||
if ((team.NumPlayers(GAMEMODE.Teams.Seekers) >= 1) && (team.NumPlayers(GAMEMODE.Teams.Hiders) >= 1)) then
|
||||
GAMEMODE.RoundManager:SetState(StatePreRound)
|
||||
RoundManager:SetState(StatePreRound)
|
||||
if GAMEMODE.Config:DebugLog() then print("StatePreMatch: <Original> Have enough players to start match.") end
|
||||
end
|
||||
-- TODO: Other Gamemodes
|
||||
end
|
||||
end
|
||||
|
||||
function StatePreMatch:OnLeave(NewState)
|
||||
function CLASS:OnLeave(NewState)
|
||||
if GAMEMODE.Config:DebugLog() then print("StatePreMatch: OnLeave") end
|
||||
end
|
||||
|
||||
_G["StatePreMatch"] = CLASS
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
--[[
|
||||
The MIT License (MIT)
|
||||
|
||||
Copyright (c) 2015 Xaymar
|
||||
Copyright (c) 2015-2018 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
|
||||
@@ -22,9 +22,11 @@
|
||||
SOFTWARE.
|
||||
--]]
|
||||
|
||||
StatePreRound = {}
|
||||
include "base.lua"
|
||||
|
||||
function StatePreRound:OnEnter(OldState)
|
||||
local CLASS = state("PreRound", GM.States.PreRound)
|
||||
|
||||
function CLASS:OnEnter(OldState)
|
||||
if GAMEMODE.Config:DebugLog() then print("StatePreRound: OnEnter") end
|
||||
GAMEMODE:SetRoundState(GAMEMODE.States.PreRound)
|
||||
GAMEMODE:SetRound(GAMEMODE:GetRound() + 1)
|
||||
@@ -32,12 +34,17 @@ function StatePreRound:OnEnter(OldState)
|
||||
-- Clean Up the Map
|
||||
game.CleanUpMap()
|
||||
|
||||
-- Set Round Start Time
|
||||
GAMEMODE.Data.RoundStartTime = CurTime()
|
||||
|
||||
end
|
||||
function StatePreRound:Tick()
|
||||
|
||||
function CLASS:Tick()
|
||||
-- Advance State
|
||||
GAMEMODE.RoundManager:SetState(StateHide)
|
||||
RoundManager:SetState(StateHide)
|
||||
end
|
||||
function StatePreRound:OnLeave(NewState)
|
||||
|
||||
function CLASS:OnLeave(NewState)
|
||||
if GAMEMODE.Config:DebugLog() then print("StatePreRound: OnLeave") end
|
||||
|
||||
-- Respawn Everyone
|
||||
@@ -59,3 +66,5 @@ function StatePreRound:OnLeave(NewState)
|
||||
-- Fretta Hooks
|
||||
hook.Run("RoundStart")
|
||||
end
|
||||
|
||||
_G["StatePreRound"] = CLASS
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
--[[
|
||||
The MIT License (MIT)
|
||||
|
||||
Copyright (c) 2015 Xaymar
|
||||
Copyright (c) 2015-2018 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
|
||||
@@ -22,15 +22,14 @@
|
||||
SOFTWARE.
|
||||
--]]
|
||||
|
||||
StateSeek = {}
|
||||
include "base.lua"
|
||||
|
||||
function StateSeek:OnEnter(OldState)
|
||||
local CLASS = state("Seek", GM.States.Seek)
|
||||
|
||||
function CLASS:OnEnter(OldState)
|
||||
if GAMEMODE.Config:DebugLog() then print("StateSeek: OnEnter") end
|
||||
GAMEMODE:SetRoundState(GAMEMODE.States.Seek)
|
||||
|
||||
-- Round Data
|
||||
GAMEMODE.Data.RoundTime = GAMEMODE.Config.Round:Time()
|
||||
|
||||
-- Unfreeze Seekers
|
||||
for i, ply in ipairs(team.GetPlayers(GAMEMODE.Teams.Seekers)) do
|
||||
ply:Freeze(false)
|
||||
@@ -40,10 +39,13 @@ function StateSeek:OnEnter(OldState)
|
||||
end
|
||||
end
|
||||
|
||||
function StateSeek:Tick()
|
||||
function CLASS:Tick()
|
||||
-- Update Game Time
|
||||
GAMEMODE.Data.RoundTime = GAMEMODE.Config.Round:Time() - (CurTime() - GAMEMODE.Data.RoundStartTime)
|
||||
local deltaTime = (CurTime() - GAMEMODE.Data.RoundStartTime)
|
||||
GAMEMODE.Data.RoundTime = GAMEMODE.Config.Round:Time() - deltaTime
|
||||
GAMEMODE.Data.StateTime = GAMEMODE.Config.Round:Time() - deltaTime
|
||||
GAMEMODE:SetRoundTime(GAMEMODE.Data.RoundTime)
|
||||
GAMEMODE:SetRoundStateTime(GAMEMODE.Data.StateTime)
|
||||
|
||||
-- Victory Conditions
|
||||
local hiders, seekers = team.GetPlayers(GAMEMODE.Teams.Hiders), team.GetPlayers(GAMEMODE.Teams.Seekers)
|
||||
@@ -58,31 +60,31 @@ function StateSeek:Tick()
|
||||
end
|
||||
for i,ply in ipairs(seekers) do
|
||||
if (ply.Data.Alive) then
|
||||
seekerAlive = true
|
||||
seekerAlive = truew
|
||||
end
|
||||
end
|
||||
if (hiderAlive == false) then
|
||||
if (seekerAlive == false) then -- Draw, both teams dead.
|
||||
GAMEMODE:SetRoundWinner(GAMEMODE.Teams.Spectators)
|
||||
GAMEMODE.RoundManager:SetState(StatePostRound)
|
||||
RoundManager:SetState(StatePostRound)
|
||||
else -- Seeker victory, Hiders dead
|
||||
GAMEMODE:SetRoundWinner(GAMEMODE.Teams.Seekers)
|
||||
GAMEMODE.RoundManager:SetState(StatePostRound)
|
||||
RoundManager:SetState(StatePostRound)
|
||||
end
|
||||
else
|
||||
if (seekerAlive == false) then -- Hider Victory, Seeker dead.
|
||||
GAMEMODE:SetRoundWinner(GAMEMODE.Teams.Hiders)
|
||||
GAMEMODE.RoundManager:SetState(StatePostRound)
|
||||
RoundManager:SetState(StatePostRound)
|
||||
else
|
||||
if (GAMEMODE.Data.RoundTime <= 0) then -- No Time remaining
|
||||
if (GAMEMODE.Data.StateTime <= 0) then -- No Time remaining
|
||||
GAMEMODE:SetRoundWinner(GAMEMODE.Teams.Hiders)
|
||||
GAMEMODE.RoundManager:SetState(StatePostRound)
|
||||
RoundManager:SetState(StatePostRound)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function StateSeek:OnLeave(NewState)
|
||||
function CLASS:OnLeave(NewState)
|
||||
if GAMEMODE.Config:DebugLog() then print("StateSeek: OnLeave") end
|
||||
|
||||
if GAMEMODE:GetRoundWinner() == GAMEMODE.Teams.Seekers then
|
||||
@@ -102,3 +104,5 @@ function StateSeek:OnLeave(NewState)
|
||||
hook.Run("RoundVictoryDraw")
|
||||
end
|
||||
end
|
||||
|
||||
_G["StateSeek"] = CLASS
|
||||
|
||||
@@ -36,6 +36,17 @@ function CreateConVarIfNotExists(name, value, flags, helptext)
|
||||
return cv
|
||||
end
|
||||
|
||||
-- ------------------------------------------------------------------------- --
|
||||
--! Options
|
||||
-- ------------------------------------------------------------------------- --
|
||||
GM.Options = { }
|
||||
|
||||
-- Friendly Fire
|
||||
GM.Options.FriendlyFire = { }
|
||||
GM.Options.FriendlyFire.Off = 0
|
||||
GM.Options.FriendlyFire.On = 1
|
||||
GM.Options.FriendlyFire.Reflect = 2
|
||||
|
||||
-- ------------------------------------------------------------------------- --
|
||||
--! Debug Settings
|
||||
-- ------------------------------------------------------------------------- --
|
||||
@@ -54,18 +65,23 @@ end
|
||||
-- ------------------------------------------------------------------------- --
|
||||
--! Basic Settings
|
||||
-- ------------------------------------------------------------------------- --
|
||||
-- Game Mode (See sh_init.lua)
|
||||
GM.Config.ConVars.GameType = CreateConVarIfNotExists("ph_gametype", GM.Types.Original, FCVAR_REPLICATED, "Prop Hunt: Which Game Type should be played? ("..GM.Types.Original.." = Original Prop Hunt, "..GM.Types.TheDeadHunt.." = The Dead Hunt Mode)")
|
||||
function GM.Config:GameType()
|
||||
return self.ConVars.GameType:GetInt()
|
||||
end
|
||||
|
||||
-- Timelimit in minutes
|
||||
GM.Config.ConVars.TimeLimit = CreateConVarIfNotExists("mp_timelimit", "20", FCVAR_REPLICATED, "Map Time Limit (in Minutes)")
|
||||
function GM.Config:TimeLimit()
|
||||
return self.ConVars.TimeLimit:GetFloat()
|
||||
end
|
||||
|
||||
-- Friendly Fire
|
||||
GM.Config.ConVars.FriendlyFire = CreateConVarIfNotExists(
|
||||
"mp_friendlyfire",
|
||||
GM.Options.FriendlyFire.Off,
|
||||
FCVAR_REPLICATED,
|
||||
"Enable Friendly Fire? (0 = Off, 1 = On, 2 = Reflect)"
|
||||
)
|
||||
function GM.Config:FriendlyFire()
|
||||
return self.ConVars.FriendlyFire:GetInt()
|
||||
end
|
||||
|
||||
-- ------------------------------------------------------------------------- --
|
||||
--! Round Settings
|
||||
-- ------------------------------------------------------------------------- --
|
||||
@@ -115,7 +131,7 @@ 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
|
||||
|
||||
-- ------------------------------------------------------------------------- --
|
||||
|
||||
@@ -46,11 +46,6 @@ GM.States.Seek = 3
|
||||
GM.States.PostRound = 4
|
||||
GM.States.PostMatch = 5
|
||||
|
||||
-- Game Modes
|
||||
GM.Types = {}
|
||||
GM.Types.Original = 0
|
||||
GM.Types.TheDeadHunt = 1 -- One Hunter, Dead Prop become Hunter, Props can't see each other.
|
||||
|
||||
-- Teams
|
||||
GM.Teams = {}
|
||||
GM.Teams.Spectators = 0
|
||||
@@ -61,12 +56,13 @@ function GM:CreateTeams()
|
||||
-- Specators
|
||||
team.SetUp(self.Teams.Spectators, "Spectators", Color(127, 127, 127, 255))
|
||||
team.SetSpawnPoint(self.Teams.Spectators, {
|
||||
"info_player_start",
|
||||
"info_player_spawn",
|
||||
"info_player_deathmatch",
|
||||
"info_player_combine",
|
||||
"info_player_counterterrorist",
|
||||
"info_player_allies",
|
||||
"info_player_terrorist",
|
||||
"info_player_start"
|
||||
"info_player_terrorist"
|
||||
})
|
||||
team.SetClass(self.Teams.Spectators, { "Spectator", "Spectator" })
|
||||
|
||||
@@ -115,12 +111,16 @@ function GM:GetRound()
|
||||
return GetGlobalInt("Round", 0)
|
||||
end
|
||||
|
||||
function GM:GetRoundTime()
|
||||
return GetGlobalInt("RoundTime", 0)
|
||||
end
|
||||
|
||||
function GM:GetRoundState()
|
||||
return GetGlobalInt("RoundState", self.States.PreMatch)
|
||||
end
|
||||
|
||||
function GM:GetRoundTime()
|
||||
return GetGlobalInt("RoundTime", 0)
|
||||
function GM:GetRoundStateTime()
|
||||
return GetGlobalInt("RoundStateTime", 0)
|
||||
end
|
||||
|
||||
function GM:GetRoundWinner()
|
||||
@@ -130,6 +130,9 @@ end
|
||||
-- ------------------------------------------------------------------------- --
|
||||
--! Includes
|
||||
-- ------------------------------------------------------------------------- --
|
||||
-- Defines
|
||||
include "sh_defines.lua"
|
||||
|
||||
-- Meta
|
||||
include "meta/player.lua"
|
||||
|
||||
|
||||
|
Before Width: | Height: | Size: 1.4 KiB After Width: | Height: | Size: 920 B |
|
Before Width: | Height: | Size: 152 KiB After Width: | Height: | Size: 134 KiB |
@@ -8,46 +8,20 @@
|
||||
|
||||
"settings"
|
||||
{
|
||||
// Debug Settings
|
||||
1
|
||||
{
|
||||
"name" "ph_debug"
|
||||
"text" "Enable Debug Mode"
|
||||
"type" "CheckBox"
|
||||
"default" "0"
|
||||
"help" "Prop Hunt: Enable Debug Mode"
|
||||
}
|
||||
|
||||
2
|
||||
{
|
||||
"name" "ph_debug_log"
|
||||
"text" "Enable Debug Logging"
|
||||
"type" "CheckBox"
|
||||
"default" "1"
|
||||
"help" "Prop Hunt: Enable Debug Logging"
|
||||
}
|
||||
|
||||
// Basic Settings
|
||||
100
|
||||
{
|
||||
"name" "ph_gametype"
|
||||
"text" "Game Type to use"
|
||||
"type" "Numeric"
|
||||
"default" "0"
|
||||
"help" "Prop Hunt: Which Game Type should be played?"
|
||||
}
|
||||
101
|
||||
{
|
||||
"name" "mp_timelimit"
|
||||
"text" "Map Time Limit"
|
||||
"text" "Core: Time Limit for the entire Map"
|
||||
"type" "Numeric"
|
||||
"default" "0"
|
||||
"help" "Map Time Limit (in Minutes)"
|
||||
}
|
||||
102
|
||||
|
||||
101
|
||||
{
|
||||
"name" "mp_friendlyfire"
|
||||
"text" "Friendly fire"
|
||||
"text" "Core: Friendly fire"
|
||||
"type" "Numeric"
|
||||
"default" "0"
|
||||
"help" "Allow friendly fire? (0 = No, 1 = Yes, 2 = Reflect)"
|
||||
@@ -57,7 +31,7 @@
|
||||
200
|
||||
{
|
||||
"name" "ph_round_limit"
|
||||
"text" "Maximum Rounds Played"
|
||||
"text" "Rounds: Limit"
|
||||
"type" "Numeric"
|
||||
"default" "10"
|
||||
"help" "Round Manager: Maximum Rounds to Play on a single Map"
|
||||
@@ -65,7 +39,7 @@
|
||||
201
|
||||
{
|
||||
"name" "ph_round_timelimit"
|
||||
"text" "Time Limit per Round"
|
||||
"text" "Rounds: Time Limit per Round"
|
||||
"type" "Numeric"
|
||||
"default" "180"
|
||||
"help" "Round Manager: Time Limit per Round (in Seconds)"
|
||||
@@ -73,7 +47,7 @@
|
||||
202
|
||||
{
|
||||
"name" "ph_round_blindtime"
|
||||
"text" "Seeker Blind time per Round"
|
||||
"text" "Rounds: 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)"
|
||||
@@ -83,208 +57,18 @@
|
||||
300
|
||||
{
|
||||
"name" "ph_teams_randomize"
|
||||
"text" "Randomize Teams"
|
||||
"text" "Teams: Randomize instead of Swap"
|
||||
"type" "CheckBox"
|
||||
"default" "1"
|
||||
"default" "0"
|
||||
"help" "Teams: Randomize Teams instead of swapping each round"
|
||||
}
|
||||
301
|
||||
{
|
||||
"name" "ph_teams_weighted"
|
||||
"text" "Randomize with weighted Score"
|
||||
"type" "CheckBox"
|
||||
"default" "1"
|
||||
"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
|
||||
400
|
||||
{
|
||||
"name" "ph_seeker_health"
|
||||
"text" "Seeker Health"
|
||||
"type" "Numeric"
|
||||
"default" "100"
|
||||
"help" "Seekers: Initial Health"
|
||||
}
|
||||
401
|
||||
{
|
||||
"name" "ph_seeker_health_max"
|
||||
"text" "Seeker Max Health"
|
||||
"type" "Numeric"
|
||||
"default" "100"
|
||||
"help" "Seekers: Maximum Health"
|
||||
}
|
||||
402
|
||||
{
|
||||
"name" "ph_seeker_health_bonus"
|
||||
"text" "Seeker Health Kill-Bonus"
|
||||
"type" "Numeric"
|
||||
"default" "20"
|
||||
"help" "Seekers: Health Bonus per Kill"
|
||||
}
|
||||
403
|
||||
{
|
||||
"name" "ph_seeker_health_penalty"
|
||||
"text" "Seeker Health Penalty"
|
||||
"type" "Numeric"
|
||||
"default" "5"
|
||||
"help" "Seekers: Health Penalty per wrong Shot"
|
||||
}
|
||||
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,...)"
|
||||
}
|
||||
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
|
||||
500
|
||||
{
|
||||
"name" "ph_hider_health"
|
||||
"text" "Hider Health"
|
||||
"type" "Numeric"
|
||||
"default" "100"
|
||||
"help" "Hiders: Initial Health"
|
||||
}
|
||||
501
|
||||
{
|
||||
"name" "ph_hider_health_max"
|
||||
"text" "Hider Max Health"
|
||||
"type" "Numeric"
|
||||
"default" "100"
|
||||
"help" "Hiders: Maximum Health"
|
||||
}
|
||||
502
|
||||
{
|
||||
"name" "ph_hider_health_scaling"
|
||||
"text" "Hider Enable Health Scaling"
|
||||
"type" "CheckBox"
|
||||
"default" "1"
|
||||
"help" "Hiders: Enable Health Scaling"
|
||||
}
|
||||
503
|
||||
{
|
||||
"name" "ph_hider_health_scaling_max"
|
||||
"text" "Hider Scaled Max Health"
|
||||
"type" "Numeric"
|
||||
"default" "200"
|
||||
"help" "Hiders: Maximum scaled Health"
|
||||
}
|
||||
504
|
||||
{
|
||||
"name" "ph_hider_allow_full_rotation"
|
||||
"text" "Hider 3-Dimensional Rotation"
|
||||
"text" "Teams: Weighted Randomization"
|
||||
"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
|
||||
600
|
||||
{
|
||||
"name" "ph_list_class_whitelist"
|
||||
"text" "Allowed Entity Classes"
|
||||
"type" "Text"
|
||||
"default" "ph_prop,prop_physics,prop_physics_multiplayer,prop_physics_respawnable"
|
||||
"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"
|
||||
"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"
|
||||
"help" "Teams: Use Weighted Randomization, which may seem more fair towards players."
|
||||
}
|
||||
|
||||
// Taunts
|
||||
@@ -296,106 +80,5 @@
|
||||
"default" "5"
|
||||
"help" "Prop Hunt: Cooldown between Taunts"
|
||||
}
|
||||
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"
|
||||
}
|
||||
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."
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,17 @@
|
||||
@ECHO OFF
|
||||
ECHO This script must be run as administrator, or will fail with unknown results.
|
||||
|
||||
ECHO I've been run from "%CD%", and am in "%~dp0", switching directory to set up environment.
|
||||
PUSHD "%~dp0"
|
||||
CALL "%~dp0\env.win.bat"
|
||||
|
||||
SET "PATH_GMOD=%GARRYSMODPATH%"
|
||||
SET "PATH_REPO=%ROOT%\.."
|
||||
|
||||
PUSHD "%PATH_GMOD%\garrysmod\addons"
|
||||
MKLINK /J prophuntextended "%PATH_REPO%\source"
|
||||
MKLINK /J prophunt "%PATH_REPO%\proxy"
|
||||
POPD
|
||||
|
||||
POPD
|
||||
PAUSE
|
||||
@@ -1,7 +1,10 @@
|
||||
@ECHO OFF
|
||||
|
||||
:: Root and repo
|
||||
SET "ROOT=%~dp0"
|
||||
|
||||
:: Garry's Mod
|
||||
SET "GARRYSMODPATH=C:\Program Files (x86)\Steam\steamapps\common\GarrysMod"
|
||||
SET "GARRYSMODPATH="
|
||||
FOR /F "tokens=2* delims= " %%A IN ('REG QUERY "HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\Steam App 4000" /v InstallLocation') DO SET "GARRYSMODPATH=%%B"
|
||||
IF "%GARRYSMODPATH%" == "" (
|
||||
FOR /F "tokens=2* delims= " %%A IN ('REG QUERY "HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\Windows\CurrentVersion\Uninstall\Steam App 4000" /v InstallLocation') DO SET "GARRYSMODPATH=%%B"
|
||||
@@ -0,0 +1,10 @@
|
||||
@ECHO OFF
|
||||
CALL "env.win.bat"
|
||||
|
||||
SET "GMANAME=%TMP%\prophuntextended-%RANDOM%-%RANDOM%-%RANDOM%-%RANDOM%.gma"
|
||||
|
||||
PUSHD "%REPO%"
|
||||
"%GARRYSMODPATH%\bin\gmad.exe" create -folder "%REPO%source" -out "%GMANAME%"
|
||||
"%GARRYSMODPATH%\bin\gmpublish.exe" update -id 468149739 -icon "media\workshop-gamemode.jpg" -addon "%GMANAME%" -changes "To be added (see Github in the mean time)"
|
||||
POPD
|
||||
PAUSE
|
||||
@@ -0,0 +1,10 @@
|
||||
@ECHO OFF
|
||||
CALL "env.win.bat"
|
||||
|
||||
SET "GMANAME=%TMP%\prophuntproxy-%RANDOM%-%RANDOM%-%RANDOM%-%RANDOM%.gma"
|
||||
|
||||
PUSHD "%REPO%"
|
||||
"%GARRYSMODPATH%\bin\gmad.exe" create -folder "%REPO%source" -out "%GMANAME%"
|
||||
"%GARRYSMODPATH%\bin\gmpublish.exe" update -id 1327985306 -icon "media\workshop-gamemode.jpg" -addon "%GMANAME%" -changes "To be added (see Github in the mean time)"
|
||||
POPD
|
||||
PAUSE
|
||||
@@ -0,0 +1,8 @@
|
||||
{
|
||||
"folders": [
|
||||
{
|
||||
"path": "."
|
||||
}
|
||||
],
|
||||
"settings": {}
|
||||
}
|
||||