51 Commits

Author SHA1 Message Date
Michael Fabian 'Xaymar' Dirks 8a99ae2abf client: Unify layout 2020-12-21 03:08:50 +01:00
Michael Fabian 'Xaymar' Dirks 4f7543541c server/states: Fully remove "The Dead Hunt" 2020-12-21 02:20:04 +01:00
Michael Fabian 'Xaymar' Dirks 5562311505 shared/defines: Add shared definitions 2020-12-21 02:02:08 +01:00
Michael Fabian 'Xaymar' Dirks cdd9153f8d shared/config: Remove unsupported gametype option 2020-12-21 02:02:05 +01:00
Michael Fabian 'Xaymar' Dirks 677f35ec4a shared/config: Add Friendly Fire option 2020-12-21 02:01:59 +01:00
Michael Fabian 'Xaymar' Dirks 819c1bfd7d gamemode: Remove rarely used options 2020-12-21 01:58:11 +01:00
Michael Fabian 'Xaymar' Dirks 9b97f44f35 project: Switch to FreeBSD 3-Clause from MIT/X11 2020-12-21 01:39:19 +01:00
Michael Fabian 'Xaymar' Dirks c49e802b01 project: Add Visual Studio Code workspace 2020-12-21 01:39:04 +01:00
Michael Fabian 'Xaymar' Dirks ee89cbc05b init: Update to new RoundManager and UI 2019-08-15 15:46:32 +02:00
Michael Fabian 'Xaymar' Dirks eafb71c5bb server/states: Adjust to new RoundManager 2019-08-15 15:46:14 +02:00
Michael Fabian 'Xaymar' Dirks f31244432e client/hud/gamestatedisplay: Redesign with DPI awareness
This redesign drastically improves the early design, while also relying more on the new RoundManager available to clients.
2019-08-15 15:45:56 +02:00
Michael Fabian 'Xaymar' Dirks 15dd65be46 roundmanager: Update to have Client and Server implementations
The client code now no longer has to rely on the GAMEMODE object to handle synchronization, and instead can use the actual RoundManager for it.
2019-08-15 15:44:29 +02:00
Michael Fabian 'Xaymar' Dirks 8c5b037a68 sh_init: Add info_player_spawn to Spectators 2019-08-15 15:43:14 +02:00
Michael Fabian 'Xaymar' Dirks 61f1e9a0cc vgui: Adjust DFrameDPI and DLabelDPI to use CreateFontData 2019-08-15 15:42:40 +02:00
Michael Fabian 'Xaymar' Dirks 81638d3db1 vgui/uimanager: Fix log spam and reduce duplicated logic 2019-08-15 15:42:14 +02:00
Michael Fabian 'Xaymar' Dirks 68ee7e31d8 vgui/fontamanger: Fix existing font logic 2019-08-15 15:41:56 +02:00
Michael Fabian 'Xaymar' Dirks 89704044e8 gamemode: Update init files 2019-08-15 00:39:01 +02:00
Michael Fabian 'Xaymar' Dirks cc0c9c411f client/ui: Rename scoreboard file 2019-08-15 00:38:42 +02:00
Michael Fabian 'Xaymar' Dirks 1c1592a840 client/ui: New Help and Settings UI (partially DPI Aware) 2019-08-15 00:38:05 +02:00
Michael Fabian 'Xaymar' Dirks 8a97adade3 vgui: DPI Aware DFrame 2019-08-15 00:37:31 +02:00
Michael Fabian 'Xaymar' Dirks 484d38c1b6 vgui: DPI Aware DLabel 2019-08-15 00:37:20 +02:00
Michael Fabian 'Xaymar' Dirks b217582757 vgui: Global UI and Font managers
Drastically simplifies the logic required to use these and no longer relies on the GAMEMODE/GM object.
2019-08-15 00:36:42 +02:00
Michael Fabian 'Xaymar' Dirks a754f2cbce tools: Improve logic slightly 2019-08-14 21:03:54 +02:00
Michael Fabian 'Xaymar' Dirks 3cfa2a8d9e Add github issue templates and sponsorship information 2019-07-20 23:03:45 +02:00
Michael Fabian 'Xaymar' Dirks 629b921341 client/hud/gamestatedisplay: Improved HUD Game State Display
This is a Derma version of the manually drawn Default Player Class HUD Element which is now gone. It integrates with the UIManager and FontManager and scales with the ScreenSize instead of being a fixed small size.
2019-01-12 21:19:11 +01:00
Michael Fabian 'Xaymar' Dirks 4a8b95bdb4 Modify time logic to split RoundTime and StateTime
Adds two new functions:
- GM:GetRoundStateTime (Shared)
- GM:SetRoundStateTime (Server)
2019-01-12 21:17:49 +01:00
Michael Fabian 'Xaymar' Dirks 882cb5d9bb cl_init: Load and initialize new UI classes 2019-01-12 20:34:08 +01:00
Michael Fabian 'Xaymar' Dirks 0d1320a49b init: Add fontmanager and uimanager 2019-01-12 20:27:32 +01:00
Michael Fabian 'Xaymar' Dirks c8a4d63fda uimanager: Basic UI Manager for DPI and similar 2019-01-12 20:26:41 +01:00
Michael Fabian 'Xaymar' Dirks 7ce9df68ec fontmanager: Manager class for Fonts
Ensures that each font is only allocated once.
2019-01-12 20:26:09 +01:00
Michael Fabian 'Xaymar' Dirks 873e5410c1 media: Add transparent version of wide logo 2018-12-02 08:01:21 +01:00
Michael Fabian 'Xaymar' Dirks 9e6637679f gamemode: Fix scoreboard logo from 4da22f2f0e 2018-12-02 08:01:03 +01:00
Michael Fabian 'Xaymar' Dirks e951ae2b18 tools: Add Auto-Install script
This scripts goal is to attempt to install the addons into the /garrysmod/addons/ directory of the installed Garry's Mod. This should make it massively simpler to quickly get started with modifying and creating your own version of the gamemode.
2018-12-02 07:41:01 +01:00
Michael Fabian 'Xaymar' Dirks 004f89bd0a gamemode: Add support for directly installing into addons 2018-12-02 07:39:01 +01:00
Michael Fabian 'Xaymar' Dirks 27a44edaa1 gamemode: Fix logo size (GMod doesn't set a limit) 2018-12-02 07:38:41 +01:00
Michael Fabian 'Xaymar' Dirks 4da22f2f0e gamemode: Update logo and icon 2018-12-02 07:28:14 +01:00
Michael Fabian 'Xaymar' Dirks 333c7e3de7 media: Convert icon to SVG 2018-12-02 07:26:16 +01:00
Michael Fabian 'Xaymar' Dirks dd0de1aad1 tools, media: Update release tools 2018-12-02 07:25:44 +01:00
Michael Fabian 'Xaymar' Dirks 5452c69c8c media: Remove old files 2018-12-02 07:05:39 +01:00
Michael Fabian 'Xaymar' Dirks 13d91b20a1 gamemode/server/states/state_postround: Minor formatting 2018-12-02 06:40:13 +01:00
Michael Fabian 'Xaymar' Dirks 78f9596023 media: Add higher quality SVG files (compatible with Inkscape and text Diff) 2018-12-02 06:39:45 +01:00
Michael Fabian 'Xaymar' Dirks 8e6a557941 media: Remove old files 2018-12-02 06:39:00 +01:00
Michael Fabian 'Xaymar' Dirks a715cff408 project: Remove steam:// links in README.md 2018-12-02 06:38:25 +01:00
Michael Fabian 'Xaymar' Dirks 6d808c4272 git: More ignored files and merge/diff attributes for binary files 2018-12-02 06:36:00 +01:00
Michael Fabian 'Xaymar' Dirks a2b2c33475 tools: Simplify release tools 2018-12-02 05:38:55 +01:00
Michael Fabian 'Xaymar' Dirks 2ef4e82bbf media: Move media content 2018-12-02 03:39:21 +01:00
Michael Fabian 'Xaymar' Dirks 1565f956f9 tools: Move tools into separate directory 2018-12-02 03:38:09 +01:00
Michael Fabian 'Xaymar' Dirks 1a092fdf4d project: Rename and rewrite README file 2018-12-02 03:20:08 +01:00
Michael Fabian 'Xaymar' Dirks a1590c70a4 gamemode/player_class/class_hider: Log interaction with entities 2018-08-07 02:39:12 +02:00
Michael Fabian 'Xaymar' Dirks c56d0cee3e gamemode/player_class/class_default: Ignore players and increase use time
Players should be ignored for use commands, since it does not actually change things. Also increase the abuse cooldown to 0.5 seconds for non-blacklisted items.
2018-08-07 02:38:39 +02:00
Michael Fabian 'Xaymar' Dirks 69d22a0a20 Version 1.4.0 2018-08-07 02:35:48 +02:00
76 changed files with 5138 additions and 682 deletions
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*.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
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issuehunt: xaymar
patreon: xaymar
custom: https://www.paypal.me/xaymar
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---
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 youve 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.
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---
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 youve 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.
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---
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 youve 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.
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<!--- Please fill out the following template, which will help other contributors review your Pull Request. -->
<!--- Make sure youve read the contribution guidelines -->
### Description
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<!--- If this change includes UI elements, please include screenshots. -->
### Motivation and Context
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### How Has This Been Tested?
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<!--- Include details of your testing environment (hardware, OS version, etc.),-->
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### Types of changes
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<!--- - 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) -->
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### Checklist:
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- [ ] 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.
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Pack.gma /media/rendered/*
Changelog.txt *.gma
Description.txt desktop.ini
/*.gma
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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 1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
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 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.
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 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.
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.
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.
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# 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.
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@ECHO OFF
call env.win.bat
"%GARRYSMODPATH%\bin\gmpublish.exe" update -id 468149739 -icon "media\gamemode_workshop.jpg" -addon "pack.gma" -changes ""
PAUSE
BIN
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[h1]Version: 1.3.1 (Hotfix 1)[/h1] [h1]Version: 1.4.0[/h1]
With this update Prop Hunt Extended now has the last core gameplay feature implemented: Scoreboards! You will no longer have to install any other addon just to have a scoreboard that shows who is in what team. But if you do install an external scoreboard, the gamemode now also properly tracks player kills and deaths, as well as team points. 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.
Two other minor fixes were also implemented. You can now play an infinite amount of rounds (ph_round_limit 0) and Hiders should no longer get stuck on themselves. 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] [b]Changelog:[/b]
[list][*]Added support for Scoreboards by properly tracking player kills, deaths and team points. [list][*]Changed Prop Hunt SMD Refire Time from 0.1 to 0.075.
[*]Implemented basic Scoreboard which shows players separated by teams plus their kills and deaths. [*]Fixed Seekers not gaining health back after killing a Hider.
[*]Fixed Hiders occasionally getting stuck on their own prop. [*]Fixed some debug log messages by Prop Rotation appearing without debug log being enabled.
[*]Added player class function Alive(), which can be used to tell apart alive and dead players (Note: Player:Alive() is different from this!). [*]Rewrote the round manager to use a class based system.
[*]Hotfix: Fixed lua errors caused by indexing wrong ConVar in SeekerPercentage(). [list]
[/list]
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<dc:title>Michael Fabian Dirks &lt;info@xaymar.com&gt;</dc:title>
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-4
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@ECHO OFF
call env.win.bat
"%GARRYSMODPATH%\bin\gmad.exe" create -folder "%CD%\source" -out "%CD%\pack.gma"
PAUSE
+1
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@@ -3,5 +3,6 @@
"type" : "gamemode", "type" : "gamemode",
"tags" : [ ], "tags" : [ ],
"ignore" : [ "ignore" : [
"addon.txt"
] ]
} }
+9
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@@ -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/"
}
-4
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@@ -1,4 +0,0 @@
@ECHO OFF
call env.win.bat
"%GARRYSMODPATH%\bin\gmad.exe" create -folder "%CD%\proxy" -out "%CD%\proxy.gma"
PAUSE
-4
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@@ -1,4 +0,0 @@
@ECHO OFF
call env.win.bat
"%GARRYSMODPATH%\bin\gmpublish.exe" update -id 1327985306 -icon "media\gamemode_workshop.jpg" -addon "proxy.gma" -changes ""
PAUSE
-20
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@@ -1,20 +0,0 @@
# 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?
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.
# 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.
# Support the Gamemode
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.
# Need Support?
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].
+1
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@@ -3,5 +3,6 @@
"type" : "gamemode", "type" : "gamemode",
"tags" : [ "fun" ], "tags" : [ "fun" ],
"ignore" : [ "ignore" : [
"addon.txt"
] ]
} }
+9
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@@ -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/"
}
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@@ -25,12 +25,21 @@
-- ------------------------------------------------------------------------- -- -- ------------------------------------------------------------------------- --
--! Includes --! Includes
-- ------------------------------------------------------------------------- -- -- ------------------------------------------------------------------------- --
-- Early Init
include("sh_init.lua") 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_help.lua")
include("client/cl_ui_teamselection.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 --! Code
@@ -39,30 +48,24 @@ function GM:Initialize()
print("-------------------------------------------------------------------------") print("-------------------------------------------------------------------------")
print("Prop Hunt CL: Initializing...") print("Prop Hunt CL: Initializing...")
print("Prop Hunt CL: Initializing Gamemode Data...") print("Prop Hunt CL: Preparing data...")
self.Data = {} self.Data = {}
print("Prop Hunt CL: Creating Fonts...") print("Prop Hunt CL: Creating User Interface...")
surface.CreateFont("Roboto16", {font="Roboto", extended=true, size=16, weight=500, antialias=true}) FontManager:Request("RobotoBoldCondensed160", {font="Roboto Bold Condensed", extended=true, size=160, weight=800, antialias=true})
surface.CreateFont("Roboto24", {font="Roboto", extended=true, size=24, weight=500, antialias=true}) self.UI = {}
surface.CreateFont("Roboto32", {font="Roboto", extended=true, size=32, weight=500, antialias=true}) self.UI.Help = vgui.Create("PHE_HelpUI")
surface.CreateFont("Roboto40", {font="Roboto", extended=true, size=40, weight=500, antialias=true})
surface.CreateFont("Roboto48", {font="Roboto", extended=true, size=48, weight=500, antialias=true})
surface.CreateFont("Roboto16Bold", {font="Roboto Bold", extended=true, size=16, weight=500, antialias=true})
surface.CreateFont("Roboto24Bold", {font="Roboto Bold", extended=true, size=24, weight=500, antialias=true})
surface.CreateFont("Roboto32Bold", {font="Roboto Bold", extended=true, size=32, weight=500, antialias=true})
surface.CreateFont("Roboto40Bold", {font="Roboto Bold", extended=true, size=40, weight=500, antialias=true})
surface.CreateFont("Roboto48Bold", {font="Roboto Bold", extended=true, size=48, weight=500, antialias=true})
surface.CreateFont("RobotoBoldCondensed160", {font="Roboto Bold Condensed", extended=true, size=160, weight=800, antialias=true})
print("Prop Hunt CL: Initializing User Interface...")
self.UI.Scoreboard = vgui.Create("DScoreBoard") self.UI.Scoreboard = vgui.Create("DScoreBoard")
self.UI.GameStateDisplay = vgui.Create("PHE_GameState")
self.UI.GameStateDisplay:Show()
print("Prop Hunt CL: Complete.") print("Prop Hunt CL: Complete.")
print("-------------------------------------------------------------------------") print("-------------------------------------------------------------------------")
end end
function GM:Think() end function GM:Think()
UIManager:Tick()
end
function GM:InitialPlayerSpawn() function GM:InitialPlayerSpawn()
if GAMEMODE.Config:DebugLog() then print("Prop Hunt CL: InitialPlayerSpawn") end if GAMEMODE.Config:DebugLog() then print("Prop Hunt CL: InitialPlayerSpawn") end
@@ -22,61 +22,58 @@
SOFTWARE. SOFTWARE.
--]] --]]
local PANEL = vgui.Create("DFrame") local UI = {}
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)
function PANEL:Show() function UI:Init()
--self:SetSize(ScrW(), ScrH()) -- 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:Center()
self:SetVisible(true) self:SetVisible(true)
self:SetFocusTopLevel(true) self:SetFocusTopLevel(true)
self:SlideDown(.5)
self:MakePopup() self:MakePopup()
end 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)) draw.RoundedBox(0, 0, 0, w, h, Color(0,0,0,240))
end end
-- Sheets function UI:UpdateDPI(dpi)
local Element = vgui.Create("DPropertySheet", PANEL) local mult = dpi / self.scale
function Element:PAINT(w,h) self.scale = dpi
draw.RoundedBox(0, 0, 0, w, h, Color(0,0,0,240))
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 end
Element:Dock(FILL)
PANEL.Sheets = Element
PANEL.Sheet = {}
-- Basic Info derma.DefineControl("PHE_HelpUI", "Show Help UI Element", UI, "DFrameDPI");
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
@@ -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 -- Shared
AddCSLuaFile("sh_init.lua") AddCSLuaFile("sh_init.lua")
AddCSLuaFile("sh_defines.lua")
AddCSLuaFile("sh_config.lua") AddCSLuaFile("sh_config.lua")
AddCSLuaFile("meta/player.lua") AddCSLuaFile("meta/player.lua")
AddCSLuaFile("player_class/class_default.lua") AddCSLuaFile("player_class/class_default.lua")
@@ -35,12 +36,20 @@ AddCSLuaFile("player_class/class_seeker.lua")
AddCSLuaFile("player_class/class_hider.lua") AddCSLuaFile("player_class/class_hider.lua")
-- Client-Only -- 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_help.lua")
AddCSLuaFile("client/cl_ui_teamselection.lua") AddCSLuaFile("client/cl_ui_teamselection.lua")
AddCSLuaFile("derma/dscoreboard.lua")
-- Client Init -- Client Init
AddCSLuaFile("cl_init.lua") -- Immediately executed when downloaded, weird bug. AddCSLuaFile("cl_init.lua") -- Immediately executed when downloaded, weird behavior.
-- ------------------------------------------------------------------------- -- -- ------------------------------------------------------------------------- --
--! Code --! Code
@@ -74,10 +83,12 @@ function GM:Initialize()
print("Prop Hunt: Initializing Gamemode Data...") print("Prop Hunt: Initializing Gamemode Data...")
self.Data = {} self.Data = {}
self.Data.StartTime = CurTime() self.Data.RoundTime = 0
self.Data.RoundStartTime = 0
self.Data.StateTime = 0
print("Prop Hunt: Initializing Round Manager") print("Prop Hunt: Initializing Round Manager")
self.RoundManager = roundManager(StatePreMatch) RoundManager:SetState(StatePreRound)
print("Prop Hunt: Precaching...") print("Prop Hunt: Precaching...")
GAMEMODE.Config.Taunt:Seekers() GAMEMODE.Config.Taunt:Seekers()
@@ -87,10 +98,6 @@ function GM:Initialize()
print("-------------------------------------------------------------------------") print("-------------------------------------------------------------------------")
end end
function GM:Think()
self.RoundManager:Tick()
end
-- Player Connected -- Player Connected
function GM:PlayerConnect(name, ip) function GM:PlayerConnect(name, ip)
if GAMEMODE.Config:DebugLog() then print("Prop Hunt: Player '"..name.."' connecting from IP '"..ip.."'.") end 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) SetGlobalInt("Round", Round)
end end
function GM:SetRoundTime(Time)
SetGlobalInt("RoundTime", Time)
end
function GM:SetRoundState(State) function GM:SetRoundState(State)
SetGlobalInt("RoundState", State) SetGlobalInt("RoundState", State)
end end
function GM:SetRoundTime(Time) function GM:SetRoundStateTime(Time)
SetGlobalInt("RoundTime", Time) SetGlobalInt("RoundStateTime", Time)
end end
function GM:SetRoundWinner(Winner) function GM:SetRoundWinner(Winner)
@@ -91,14 +91,14 @@ function CLASS:SetModel() BaseClass.SetModel( self ) end
-- Interaction -- Interaction
function CLASS:Use(ent) function CLASS:Use(ent)
-- Entity must be valid and not a player. -- Entity must be valid and not a player.
if (!ent) || (!ent:IsValid()) || (ent:IsPlayer()) then if (!ent || !ent:IsValid()) then
return false return false
end end
-- Cool Down -- Cool Down
if (self.Player.Data.UseTime) then if (self.Player.Data.UseTime) then
local timeSinceUse = (CurTime() - self.Player.Data.UseTime) local timeSinceUse = (CurTime() - self.Player.Data.UseTime)
if (0.2 > timeSinceUse) then if (0.5 > timeSinceUse) then
return false return false
end end
@@ -150,69 +150,6 @@ function CLASS:ClientSpawn() end
function CLASS:GetHandsModel() return BaseClass.GetHandsModel(self) end function CLASS:GetHandsModel() return BaseClass.GetHandsModel(self) end
function CLASS:ShouldDrawLocal() return false end function CLASS:ShouldDrawLocal() return false end
function CLASS:HUDPaint() 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 -- Death Notices
GAMEMODE:DrawDeathNotice((ScrW() - 192) / ScrW() , 24 / ScrH()) GAMEMODE:DrawDeathNotice((ScrW() - 192) / ScrW() , 24 / ScrH())
end end
@@ -148,6 +148,7 @@ function CLASS:Use(ent)
-- Allow interacting while crouched instead of turning into the prop. -- Allow interacting while crouched instead of turning into the prop.
if (self.Player:Crouching()) then 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 return true
end end
@@ -22,65 +22,131 @@
SOFTWARE. SOFTWARE.
--]] --]]
local roundManagerDef = {} local CLASS = {}
roundManagerDef.__index = roundManagerDef CLASS.__index = CLASS
function roundManagerDef:__construct() local netmsg = {
self.State = nil refresh = "RoundManagerUpdate",
self.NextState = nil 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 end
function roundManagerDef:GetState() function CLASS:_RegisterTimer(name, delay, func)
return self.State self.timers.funcs[name] = func
self.timers.delay[name] = delay
self.timers.times[name] = CurTime()
end end
function roundManagerDef:GetNextState() function CLASS:GetState()
return self.NextState return self.state
end end
function roundManagerDef:SetState(state) function CLASS:GetNextState()
self.NextState = state return self.next_state
end end
function roundManagerDef:Tick(...) function CLASS:SetState(state)
if (self.State != nil) then self.next_state = state
if (self.State.Tick != nil) then end
self.State:Tick(...)
function CLASS:Tick(...)
-- Tick State
if (self.state != nil) then
if (self.state.Tick != nil) then
self.state:Tick(...)
end end
end end
-- Advance States -- Advance States
if (self.NextState != self.State) then if (self.next_state != self.state) then
-- Call OnLeave(NewState) local to_id = -1
if (self.State != nil) then local to_name = ""
if (self.State.OnLeave != nil) then
self.State:OnLeave(self.NextState) -- Call OnLeave
if (self.state != nil) then
if (self.state.OnLeave != nil) then
self.state:OnLeave(self.next_state)
end end
-- Run Hook -- Run Hook
hook.Run("RoundManagerLeaveState", self.State.Name) hook.Run("RoundManagerLeaveState", self.state:GetId(), self.state:GetName())
end end
-- Call OnEnter(OldState) -- Call OnEnter
if (self.NextState != nil) then if (self.next_state != nil) then
if (self.NextState.OnEnter != nil) then if (self.next_state.OnEnter != nil) then
self.NextState:OnEnter(self.State) self.next_state:OnEnter(self.state)
end end
to_id = self.next_state:GetId()
to_name = self.next_state:GetName()
-- Run Hook -- Run Hook
hook.Run("RoundManagerEnterState", self.NextState.Name) hook.Run("RoundManagerEnterState", self.next_state:GetId(), self.next_state:GetName())
end end
-- Send Network Message
self:RefreshAll()
-- Set State -- 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
end end
function roundManager(initialState) 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 CLASS:AnnounceWinner(team)
end
function CreateRoundManager()
local obj = {} local obj = {}
obj.__index = obj obj.__index = obj
setmetatable(obj, roundManagerDef) setmetatable(obj, CLASS)
obj:__construct() obj:__construct()
obj:SetState(initialState)
return obj return obj
end end
_G["RoundManager"] = CreateRoundManager()
@@ -22,32 +22,38 @@
SOFTWARE. SOFTWARE.
--]] --]]
local stateDef = {} local CLASS = {}
stateDef.__index = stateDef CLASS.__index = CLASS
function stateDef:__construct() function CLASS:__construct()
self.Name = "" self.name = "Unnamed"
self.id = 0
end end
function stateDef:GetName() function CLASS:GetName()
return self.Name return self.name
end end
function stateDef:OnEnter() end function CLASS:GetId()
return self.id
end
function stateDef:Tick() end function CLASS:OnEnter() end
function stateDef:OnLeave() end function CLASS:Tick() end
function state(name) function CLASS:OnLeave() end
function state(name, id)
local obj = {} local obj = {}
obj.__index = obj obj.__index = obj
setmetatable(obj, stateDef) setmetatable(obj, CLASS)
obj:__construct() obj:__construct()
if (name != nil) then if (name != nil) then
obj.Name = name obj.name = name
else end
obj.Name = "Unnamed" if (id != nil) then
obj.id = id
end end
return obj; return obj;
end end
@@ -24,29 +24,26 @@
include "base.lua" include "base.lua"
StateHide = state("Hide") local CLASS = state("Hide", GM.States.Hide)
function StateHide:OnEnter(OldState) function CLASS:OnEnter(OldState)
if GAMEMODE.Config:DebugLog() then print("StateHide: OnEnter") end if GAMEMODE.Config:DebugLog() then print("StateHide: OnEnter") end
GAMEMODE:SetRoundState(GAMEMODE.States.Hide) 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 end
function StateHide:Tick() function CLASS:Tick()
-- Update Game Time -- 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:SetRoundTime(GAMEMODE.Data.RoundTime)
GAMEMODE:SetRoundStateTime(GAMEMODE.Data.StateTime)
-- Advance to Seeking State -- 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 if GAMEMODE.Config:Debug() then print("StateHide: Advancing to Seek stage.") end
GAMEMODE.RoundManager:SetState(StateSeek) RoundManager:SetState(StateSeek)
end end
-- Freeze Seekers -- Freeze Seekers
@@ -59,9 +56,11 @@ function StateHide:Tick()
-- ToDo: Logic for more game modes here? -- ToDo: Logic for more game modes here?
end end
function StateHide:OnLeave(NewState) function CLASS:OnLeave(NewState)
if GAMEMODE.Config:Debug() then print("StateHide: OnLeave") end if GAMEMODE.Config:Debug() then print("StateHide: OnLeave") end
-- Fretta Hooks -- Fretta Hooks
hook.Run("PropHuntUnblind") hook.Run("PropHuntUnblind")
end end
_G["StateHide"] = CLASS
@@ -24,9 +24,9 @@
include "base.lua" include "base.lua"
StatePostMatch = state("PostMatch") local CLASS = state("PostMatch", GM.States.PostMatch)
function StatePostMatch:OnEnter(OldState) function CLASS:OnEnter(OldState)
if GAMEMODE.Config:DebugLog() then print("StatePostMatch: OnEnter") end if GAMEMODE.Config:DebugLog() then print("StatePostMatch: OnEnter") end
GAMEMODE:SetRoundState(GAMEMODE.States.PostMatch) GAMEMODE:SetRoundState(GAMEMODE.States.PostMatch)
@@ -46,11 +46,13 @@ function StatePostMatch:OnEnter(OldState)
end end
end end
function StatePostMatch:Tick() function CLASS:Tick()
-- Advance State -- Advance State
GAMEMODE.RoundManager:SetState(self.NextState) RoundManager:SetState(self.NextState)
end end
function StatePostMatch:OnLeave(NewState) function CLASS:OnLeave(NewState)
if GAMEMODE.Config:DebugLog() then print("StatePostMatch: OnLeave") end if GAMEMODE.Config:DebugLog() then print("StatePostMatch: OnLeave") end
end end
_G["StatePostMatch"] = CLASS
@@ -24,9 +24,9 @@
include "base.lua" include "base.lua"
StatePostRound = state("PostRound") local CLASS = state("PostRound", GM.States.PostRound)
function StatePostRound:OnEnter(OldState) function CLASS:OnEnter(OldState)
if GAMEMODE.Config:DebugLog() then print("StatePostRound: OnEnter") end if GAMEMODE.Config:DebugLog() then print("StatePostRound: OnEnter") end
GAMEMODE:SetRoundState(GAMEMODE.States.PostRound) GAMEMODE:SetRoundState(GAMEMODE.States.PostRound)
@@ -36,10 +36,10 @@ function StatePostRound:OnEnter(OldState)
hook.Run("RoundEnd") hook.Run("RoundEnd")
end end
function StatePostRound:Tick() function CLASS:Tick()
-- Advance State -- Advance State
if (CurTime() - GAMEMODE.Data.RoundStartTime) >= 5 then -- ToDo: configureable time? if (CurTime() - GAMEMODE.Data.RoundStartTime) >= 5 then -- ToDo: configureable time?
GAMEMODE.RoundManager:SetState(StatePostMatch) RoundManager:SetState(StatePostMatch)
local players = team.GetPlayers(GAMEMODE.Teams.Seekers) local players = team.GetPlayers(GAMEMODE.Teams.Seekers)
table.Add(players, team.GetPlayers(GAMEMODE.Teams.Hiders)) table.Add(players, team.GetPlayers(GAMEMODE.Teams.Hiders))
@@ -97,7 +97,7 @@ function StatePostRound:Tick()
if GAMEMODE.Config:DebugLog() then print("Prop Hunt: Swapping Teams.") end if GAMEMODE.Config:DebugLog() then print("Prop Hunt: Swapping Teams.") end
table.sort(players, function(a,b) table.sort(players, function(a,b)
return math.random(100) > 50 return (math.random(100) > 50)
end) end)
table.sort(players, function(a,b) table.sort(players, function(a,b)
if (b:Team() == GAMEMODE.Teams.Seekers) then if (b:Team() == GAMEMODE.Teams.Seekers) then
@@ -109,21 +109,11 @@ function StatePostRound:Tick()
-- Team Distribution Logic -- Team Distribution Logic
local hiders, seekers = {}, {} local hiders, seekers = {}, {}
if (GAMEMODE.Config:GameType() == GAMEMODE.Types.Original) then local plyCount, finalPlyCount = #players, math.max(math.ceil(#players / 2), 1)
-- Game Mode: Basic for c = 1,finalPlyCount do
local plyCount, finalPlyCount = #players, math.max(math.ceil(#players / 2), 1) seekers[c] = table.remove(players, 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 end
hiders = players
-- Kill & Assign Teams -- Kill & Assign Teams
for i, ply in ipairs(hiders) do for i, ply in ipairs(hiders) do
@@ -139,6 +129,8 @@ function StatePostRound:Tick()
end end
end end
function StatePostRound:OnLeave(NewState) function CLASS:OnLeave(NewState)
if GAMEMODE.Config:DebugLog() then print("StatePostRound: OnLeave") end if GAMEMODE.Config:DebugLog() then print("StatePostRound: OnLeave") end
end end
_G["StatePostRound"] = CLASS
@@ -24,33 +24,31 @@
include "base.lua" include "base.lua"
StatePreMatch = state("PreMatch") local CLASS = state("PreMatch", GM.States.PreMatch)
function StatePreMatch:OnEnter(OldState) function CLASS:OnEnter(OldState)
if GAMEMODE.Config:DebugLog() then print("StatePreMatch: OnEnter") end if GAMEMODE.Config:DebugLog() then print("StatePreMatch: OnEnter") end
GAMEMODE:SetRoundState(GAMEMODE.States.PreMatch) GAMEMODE:SetRoundState(GAMEMODE.States.PreMatch)
math.randomseed(CurTime()) math.randomseed(CurTime())
end end
function StatePreMatch:Tick() function CLASS:Tick()
-- Debug: Auto Advance to PreRound State -- Debug: Auto Advance to PreRound State
if (GAMEMODE.Config:Debug()) then if (GAMEMODE.Config:Debug()) then
if GAMEMODE.Config:DebugLog() then print("StatePreMatch: Advancing to StatePreRound") end if GAMEMODE.Config:DebugLog() then print("StatePreMatch: Advancing to StatePreRound") end
GAMEMODE.RoundManager:SetState(StatePreRound) RoundManager:SetState(StatePreRound)
end end
-- Game Mode: Basic -- Both Teams must have at least 1 player.
if (GAMEMODE.Config:GameType() == GAMEMODE.Types.Original) then if ((team.NumPlayers(GAMEMODE.Teams.Seekers) >= 1) && (team.NumPlayers(GAMEMODE.Teams.Hiders) >= 1)) then
-- Both Teams must have at least 1 player. RoundManager:SetState(StatePreRound)
if ((team.NumPlayers(GAMEMODE.Teams.Seekers) >= 1) && (team.NumPlayers(GAMEMODE.Teams.Hiders) >= 1)) then if GAMEMODE.Config:DebugLog() then print("StatePreMatch: <Original> Have enough players to start match.") end
GAMEMODE.RoundManager:SetState(StatePreRound)
if GAMEMODE.Config:DebugLog() then print("StatePreMatch: <Original> Have enough players to start match.") end
end
-- TODO: Other Gamemodes
end end
end end
function StatePreMatch:OnLeave(NewState) function CLASS:OnLeave(NewState)
if GAMEMODE.Config:DebugLog() then print("StatePreMatch: OnLeave") end if GAMEMODE.Config:DebugLog() then print("StatePreMatch: OnLeave") end
end end
_G["StatePreMatch"] = CLASS
@@ -24,9 +24,9 @@
include "base.lua" include "base.lua"
StatePreRound = state("PreRound") local CLASS = state("PreRound", GM.States.PreRound)
function StatePreRound:OnEnter(OldState) function CLASS:OnEnter(OldState)
if GAMEMODE.Config:DebugLog() then print("StatePreRound: OnEnter") end if GAMEMODE.Config:DebugLog() then print("StatePreRound: OnEnter") end
GAMEMODE:SetRoundState(GAMEMODE.States.PreRound) GAMEMODE:SetRoundState(GAMEMODE.States.PreRound)
GAMEMODE:SetRound(GAMEMODE:GetRound() + 1) GAMEMODE:SetRound(GAMEMODE:GetRound() + 1)
@@ -34,12 +34,17 @@ function StatePreRound:OnEnter(OldState)
-- Clean Up the Map -- Clean Up the Map
game.CleanUpMap() game.CleanUpMap()
-- Set Round Start Time
GAMEMODE.Data.RoundStartTime = CurTime()
end end
function StatePreRound:Tick()
function CLASS:Tick()
-- Advance State -- Advance State
GAMEMODE.RoundManager:SetState(StateHide) RoundManager:SetState(StateHide)
end end
function StatePreRound:OnLeave(NewState)
function CLASS:OnLeave(NewState)
if GAMEMODE.Config:DebugLog() then print("StatePreRound: OnLeave") end if GAMEMODE.Config:DebugLog() then print("StatePreRound: OnLeave") end
-- Respawn Everyone -- Respawn Everyone
@@ -61,3 +66,5 @@ function StatePreRound:OnLeave(NewState)
-- Fretta Hooks -- Fretta Hooks
hook.Run("RoundStart") hook.Run("RoundStart")
end end
_G["StatePreRound"] = CLASS
@@ -24,16 +24,12 @@
include "base.lua" include "base.lua"
StateSeek = {} local CLASS = state("Seek", GM.States.Seek)
StateSeek.Name = "Seek"
function StateSeek:OnEnter(OldState) function CLASS:OnEnter(OldState)
if GAMEMODE.Config:DebugLog() then print("StateSeek: OnEnter") end if GAMEMODE.Config:DebugLog() then print("StateSeek: OnEnter") end
GAMEMODE:SetRoundState(GAMEMODE.States.Seek) GAMEMODE:SetRoundState(GAMEMODE.States.Seek)
-- Round Data
GAMEMODE.Data.RoundTime = GAMEMODE.Config.Round:Time()
-- Unfreeze Seekers -- Unfreeze Seekers
for i, ply in ipairs(team.GetPlayers(GAMEMODE.Teams.Seekers)) do for i, ply in ipairs(team.GetPlayers(GAMEMODE.Teams.Seekers)) do
ply:Freeze(false) ply:Freeze(false)
@@ -43,10 +39,13 @@ function StateSeek:OnEnter(OldState)
end end
end end
function StateSeek:Tick() function CLASS:Tick()
-- Update Game Time -- 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:SetRoundTime(GAMEMODE.Data.RoundTime)
GAMEMODE:SetRoundStateTime(GAMEMODE.Data.StateTime)
-- Victory Conditions -- Victory Conditions
local hiders, seekers = team.GetPlayers(GAMEMODE.Teams.Hiders), team.GetPlayers(GAMEMODE.Teams.Seekers) local hiders, seekers = team.GetPlayers(GAMEMODE.Teams.Hiders), team.GetPlayers(GAMEMODE.Teams.Seekers)
@@ -61,31 +60,31 @@ function StateSeek:Tick()
end end
for i,ply in ipairs(seekers) do for i,ply in ipairs(seekers) do
if (ply.Data.Alive) then if (ply.Data.Alive) then
seekerAlive = true seekerAlive = truew
end end
end end
if (hiderAlive == false) then if (hiderAlive == false) then
if (seekerAlive == false) then -- Draw, both teams dead. if (seekerAlive == false) then -- Draw, both teams dead.
GAMEMODE:SetRoundWinner(GAMEMODE.Teams.Spectators) GAMEMODE:SetRoundWinner(GAMEMODE.Teams.Spectators)
GAMEMODE.RoundManager:SetState(StatePostRound) RoundManager:SetState(StatePostRound)
else -- Seeker victory, Hiders dead else -- Seeker victory, Hiders dead
GAMEMODE:SetRoundWinner(GAMEMODE.Teams.Seekers) GAMEMODE:SetRoundWinner(GAMEMODE.Teams.Seekers)
GAMEMODE.RoundManager:SetState(StatePostRound) RoundManager:SetState(StatePostRound)
end end
else else
if (seekerAlive == false) then -- Hider Victory, Seeker dead. if (seekerAlive == false) then -- Hider Victory, Seeker dead.
GAMEMODE:SetRoundWinner(GAMEMODE.Teams.Hiders) GAMEMODE:SetRoundWinner(GAMEMODE.Teams.Hiders)
GAMEMODE.RoundManager:SetState(StatePostRound) RoundManager:SetState(StatePostRound)
else 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:SetRoundWinner(GAMEMODE.Teams.Hiders)
GAMEMODE.RoundManager:SetState(StatePostRound) RoundManager:SetState(StatePostRound)
end end
end end
end end
end end
function StateSeek:OnLeave(NewState) function CLASS:OnLeave(NewState)
if GAMEMODE.Config:DebugLog() then print("StateSeek: OnLeave") end if GAMEMODE.Config:DebugLog() then print("StateSeek: OnLeave") end
if GAMEMODE:GetRoundWinner() == GAMEMODE.Teams.Seekers then if GAMEMODE:GetRoundWinner() == GAMEMODE.Teams.Seekers then
@@ -105,3 +104,5 @@ function StateSeek:OnLeave(NewState)
hook.Run("RoundVictoryDraw") hook.Run("RoundVictoryDraw")
end end
end end
_G["StateSeek"] = CLASS
@@ -36,6 +36,17 @@ function CreateConVarIfNotExists(name, value, flags, helptext)
return cv return cv
end 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 --! Debug Settings
-- ------------------------------------------------------------------------- -- -- ------------------------------------------------------------------------- --
@@ -54,18 +65,23 @@ end
-- ------------------------------------------------------------------------- -- -- ------------------------------------------------------------------------- --
--! Basic Settings --! 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 -- Timelimit in minutes
GM.Config.ConVars.TimeLimit = CreateConVarIfNotExists("mp_timelimit", "20", FCVAR_REPLICATED, "Map Time Limit (in Minutes)") GM.Config.ConVars.TimeLimit = CreateConVarIfNotExists("mp_timelimit", "20", FCVAR_REPLICATED, "Map Time Limit (in Minutes)")
function GM.Config:TimeLimit() function GM.Config:TimeLimit()
return self.ConVars.TimeLimit:GetFloat() return self.ConVars.TimeLimit:GetFloat()
end 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 --! Round Settings
-- ------------------------------------------------------------------------- -- -- ------------------------------------------------------------------------- --
@@ -46,11 +46,6 @@ GM.States.Seek = 3
GM.States.PostRound = 4 GM.States.PostRound = 4
GM.States.PostMatch = 5 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 -- Teams
GM.Teams = {} GM.Teams = {}
GM.Teams.Spectators = 0 GM.Teams.Spectators = 0
@@ -61,12 +56,13 @@ function GM:CreateTeams()
-- Specators -- Specators
team.SetUp(self.Teams.Spectators, "Spectators", Color(127, 127, 127, 255)) team.SetUp(self.Teams.Spectators, "Spectators", Color(127, 127, 127, 255))
team.SetSpawnPoint(self.Teams.Spectators, { team.SetSpawnPoint(self.Teams.Spectators, {
"info_player_start",
"info_player_spawn",
"info_player_deathmatch", "info_player_deathmatch",
"info_player_combine", "info_player_combine",
"info_player_counterterrorist", "info_player_counterterrorist",
"info_player_allies", "info_player_allies",
"info_player_terrorist", "info_player_terrorist"
"info_player_start"
}) })
team.SetClass(self.Teams.Spectators, { "Spectator", "Spectator" }) team.SetClass(self.Teams.Spectators, { "Spectator", "Spectator" })
@@ -115,12 +111,16 @@ function GM:GetRound()
return GetGlobalInt("Round", 0) return GetGlobalInt("Round", 0)
end end
function GM:GetRoundTime()
return GetGlobalInt("RoundTime", 0)
end
function GM:GetRoundState() function GM:GetRoundState()
return GetGlobalInt("RoundState", self.States.PreMatch) return GetGlobalInt("RoundState", self.States.PreMatch)
end end
function GM:GetRoundTime() function GM:GetRoundStateTime()
return GetGlobalInt("RoundTime", 0) return GetGlobalInt("RoundStateTime", 0)
end end
function GM:GetRoundWinner() function GM:GetRoundWinner()
@@ -130,6 +130,9 @@ end
-- ------------------------------------------------------------------------- -- -- ------------------------------------------------------------------------- --
--! Includes --! Includes
-- ------------------------------------------------------------------------- -- -- ------------------------------------------------------------------------- --
-- Defines
include "sh_defines.lua"
-- Meta -- Meta
include "meta/player.lua" include "meta/player.lua"
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@@ -8,46 +8,20 @@
"settings" "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 // Basic Settings
100 100
{
"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" "name" "mp_timelimit"
"text" "Map Time Limit" "text" "Core: Time Limit for the entire Map"
"type" "Numeric" "type" "Numeric"
"default" "0" "default" "0"
"help" "Map Time Limit (in Minutes)" "help" "Map Time Limit (in Minutes)"
} }
102
101
{ {
"name" "mp_friendlyfire" "name" "mp_friendlyfire"
"text" "Friendly fire" "text" "Core: Friendly fire"
"type" "Numeric" "type" "Numeric"
"default" "0" "default" "0"
"help" "Allow friendly fire? (0 = No, 1 = Yes, 2 = Reflect)" "help" "Allow friendly fire? (0 = No, 1 = Yes, 2 = Reflect)"
@@ -57,7 +31,7 @@
200 200
{ {
"name" "ph_round_limit" "name" "ph_round_limit"
"text" "Maximum Rounds Played" "text" "Rounds: Limit"
"type" "Numeric" "type" "Numeric"
"default" "10" "default" "10"
"help" "Round Manager: Maximum Rounds to Play on a single Map" "help" "Round Manager: Maximum Rounds to Play on a single Map"
@@ -65,7 +39,7 @@
201 201
{ {
"name" "ph_round_timelimit" "name" "ph_round_timelimit"
"text" "Time Limit per Round" "text" "Rounds: Time Limit per Round"
"type" "Numeric" "type" "Numeric"
"default" "180" "default" "180"
"help" "Round Manager: Time Limit per Round (in Seconds)" "help" "Round Manager: Time Limit per Round (in Seconds)"
@@ -73,7 +47,7 @@
202 202
{ {
"name" "ph_round_blindtime" "name" "ph_round_blindtime"
"text" "Seeker Blind time per Round" "text" "Rounds: Blind Time per Round"
"type" "Numeric" "type" "Numeric"
"default" "-30" "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)" "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 @@
300 300
{ {
"name" "ph_teams_randomize" "name" "ph_teams_randomize"
"text" "Randomize Teams" "text" "Teams: Randomize instead of Swap"
"type" "CheckBox" "type" "CheckBox"
"default" "1" "default" "0"
"help" "Teams: Randomize Teams instead of swapping each round" "help" "Teams: Randomize Teams instead of swapping each round"
} }
301 301
{ {
"name" "ph_teams_weighted" "name" "ph_teams_weighted"
"text" "Randomize with weighted Score" "text" "Teams: Weighted Randomization"
"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" "type" "CheckBox"
"default" "0" "default" "0"
"help" "Hiders: Enable full 3D Rotation" "help" "Teams: Use Weighted Randomization, which may seem more fair towards players."
}
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 // Taunts
@@ -296,106 +80,5 @@
"default" "5" "default" "5"
"help" "Prop Hunt: Cooldown between Taunts" "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."
}
} }
} }
+17
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@@ -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
+4 -1
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@@ -1,7 +1,10 @@
@ECHO OFF @ECHO OFF
:: Root and repo
SET "ROOT=%~dp0"
:: Garry's Mod :: 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" 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%" == "" ( 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" 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"
+10
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@@ -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
+10
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@@ -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
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+8
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@@ -0,0 +1,8 @@
{
"folders": [
{
"path": "."
}
],
"settings": {}
}