--[[ The MIT License (MIT) Copyright (c) 2015 Xaymar Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. --]] --! This file defines the Seeker player class. -- A seeker is someone who is looking for the hiders, using weapons or other -- means of detecting idiots. Also someone who looks like a diaper baby. -- Weapons and Ammo are granted upon spawn and have to be used sparingly or -- they'll be stuck with the crowbar. Bad seeker, bad. -- Gain health upon killing a hider, lose health when attacking non-hiders. -- Death upon health reaching 0. DEFINE_BASECLASS( "Default" ) local CLASS = {} CLASS.DisplayName = "Seeker" CLASS.CanUseFlashlight = true -- Can we use the flashlight CLASS.MaxHealth = 100 CLASS.StartHealth = 100 CLASS.StartArmor = 0 CLASS.DropWeaponOnDie = true -- ------------------------------------------------------------------------- -- --! Server-Side -- ------------------------------------------------------------------------- -- -- Spawn function CLASS:Spawn() if (GAMEMODE.Config:DebugLog()) then print("Prop Hunt: Seeker '"..self.Player:GetName().."' (SteamID: "..self.Player:SteamID()..") spawned.") end BaseClass.Spawn(self) -- Settings self.Player:SetMaxHealth(GAMEMODE.Config.Seeker:HealthMax()) self.Player:SetHealth(GAMEMODE.Config.Seeker:Health()) self.Player:SetRenderMode(RENDERMODE_NORMAL) self.Player:SetColor(Color(255,255,255,255)) -- Speed and Jump Power self.Player:SetWalkSpeed(GAMEMODE.Config.Seeker:WalkSpeed()) if (GAMEMODE.Config.Seeker:Sprint()) then self.Player:SetRunSpeed(GAMEMODE.Config.Seeker:SprintSpeed()) else self.Player:SetRunSpeed(GAMEMODE.Config.Seeker:WalkSpeed()) end self.Player:SetJumpPower(GAMEMODE.Config.Seeker:JumpPower()) -- Hull & View Offset GAMEMODE:PlayerHullFromEntity(self.Player, nil) GAMEMODE:PlayerSetViewOffset(self.Player, Vector(0,0,64), Vector(0,0,32)) end function CLASS:Loadout() -- Give the weapons the admin told us to. local weapons = GAMEMODE.Config.Seeker:Weapons() for i,weapon in ipairs(weapons) do self.Player:Give(weapon) end -- Give the ammo the admin told us to. local ammos = GAMEMODE.Config.Seeker:Ammo() for i,ammo in ipairs(ammos) do local typeCount = string.Split(ammo, ":") self.Player:GiveAmmo(tonumber(typeCount[2]), typeCount[1], true) end -- Default weapon stuff local cl_defaultweapon = self.Player:GetInfo("cl_defaultweapon") if self.Player:HasWeapon(cl_defaultweapon) then self.Player:SelectWeapon(cl_defaultweapon) end end -- Damage function CLASS:ShouldTakeDamage(attacker) if (IsValid(attacker)) then if (attacker:IsPlayer()) then if (attacker:Team() == self.Player:Team()) then local ffmode = GetConVarNumber("mp_friendlyfire") if (ffmode == 0) then -- Not Allowed return false end end end end return true end function CLASS:Damage(victim, attacker, healthRemaining, damageDealt) if ((victim != attacker) && victim:IsPlayer() && attacker:IsPlayer() && (attacker:Team() == victim:Team())) then if (GAMEMODE.Config:DebugLog()) then print("Prop Hunt: Seeker '"..attacker:GetName().."' (SteamID: "..attacker:SteamID()..") damaged seeker '"..victim:GetName().."' (SteamID: "..victim:SteamID()..") with "..damageDealt.." damage.") end end end function CLASS:Hurt(victim, attacker, healthRemaining, damageTaken) if ((victim != attacker) && victim:IsPlayer() && attacker:IsPlayer() && (attacker:Team() == victim:Team())) then if (GAMEMODE.Config:DebugLog()) then print("Prop Hunt: Seeker '"..victim:GetName().."' (SteamID: "..victim:SteamID()..") was hurt by seeker '"..attacker:GetName().."' (SteamID: "..attacker:SteamID()..") with "..damageTaken.." damage.") end if (GetConVarNumber("mp_friendlyfire") == 2) then victim:SetHealth(healthRemaining + damageTaken) attacker:TakeDamage(damageTaken, attacker, attacker) print("Prop Hunt: Seeker '"..victim:GetName().."' (SteamID: "..victim:SteamID()..") reflected "..damageTaken.." to seeker '"..attacker:GetName().."' (SteamID: "..attacker:SteamID()..").") end end end function CLASS:DamageEntity(ent, att, dmg) if (GAMEMODE.Config:DebugLog()) then print("Prop Hunt: Seeker '"..self.Player:GetName().."' (SteamID: "..self.Player:SteamID()..") damaged entity "..ent:GetClass()..".") end if (GAMEMODE:GetRoundState() != GAMEMODE.States.Seek) then return end if (!IsValid(ent) || !IsValid(att)) then return end if (att == ent) then return end -- Only take damage during this phase. if IsValid(ent) && (!(ent:IsPlayer())) then if (ent:GetClass() == "ph_prop") then ent:GetOwner():TakeDamageInfo(dmg) self.Player.Data.RandomWeight = self.Player.Data.RandomWeight - 1 elseif (ent:GetClass() == "func_breakable") then elseif (ent:GetClass() == "prop_ragdoll") then else att:TakeDamage(GAMEMODE.Config.Seeker:HealthPenalty(), ent, ent) end end end -- Death function CLASS:DoDeath(attacker, dmginfo) BaseClass.DoDeath(self, attacker, dmginfo) if GAMEMODE.Config:DebugLog() then if (IsValid(attacker) && attacker:IsPlayer() && attacker != self.Player) then print("Prop Hunt: Seeker '"..self.Player:GetName().."' (SteamID: "..self.Player:SteamID()..") killed by '"..attacker:GetName().."' (SteamID: "..attacker:SteamID()..").") end end if SERVER then self.Player:SetShouldServerRagdoll(true) --self.Player:CreateRagdoll() end end function CLASS:PostDeath() if (GAMEMODE.Config:DebugLog()) then print("Prop Hunt: Seeker '"..self.Player:GetName().."' (SteamID: "..self.Player:SteamID()..") died.") end BaseClass.PostDeath(self, inflictor, attacker) self.Player:UnLock() end function CLASS:CanSuicide() return true end function CLASS:DeathThink() if (CurTime() - self.Player.Data.AliveTime) > 1 then self.Player:Spawn() return true end return false end -- Visible Stuff function CLASS:SetModel() local cl_playermodel = self.Player:GetInfo( "cl_playermodel" ) local modelname = player_manager.TranslatePlayerModel( cl_playermodel ) if !(util.IsValidModel(modelname)) then modelname = "models/player/combine_super_soldier.mdl" end util.PrecacheModel(modelname) self.Player:SetModel(modelname) -- Hands self.Player:SetupHands() end -- Interaction function CLASS:AllowPickup(ent) return true end function CLASS:CanPickupItem(ent) return true end function CLASS:CanPickupWeapon(ent) return true end -- Menu Buttons function CLASS:ShowSpare1() if BaseClass.ShowSpare1(self) then return end -- Play a taunt local tauntList = GAMEMODE.Config.Taunt:Seekers() local index = math.random(#tauntList) self.Player:EmitSound(tauntList[index], SNDLVL_NORM, 100, 1, CHAN_VOICE) if GAMEMODE.Config:DebugLog() then print("Prop Hunt: Seeker '"..self.Player:GetName().."' (SteamID: "..self.Player:SteamID()..") taunted with sound '"..tauntList[index].."'.") end end -- ------------------------------------------------------------------------- -- --! Shared -- ------------------------------------------------------------------------- -- function CLASS:Alive() return true end -- ------------------------------------------------------------------------- -- --! Client-Side -- ------------------------------------------------------------------------- -- function CLASS:ClientSpawn() if (GAMEMODE.Config:DebugLog()) then print("Prop Hunt CL: Seeker '"..self.Player:GetName().."' (SteamID: "..self.Player:SteamID()..") spawned.") end BaseClass.ClientSpawn(self) end function CLASS:HUDPaint() BaseClass.HUDPaint(self) local State = GetGlobalInt("RoundState", GAMEMODE.States.PreMatch) if (State == GAMEMODE.States.Hide) then local intTime = math.ceil(GetGlobalInt("RoundTime")) local strTime = tostring(intTime) -- Show Status at the center surface.SetTextColor( 255, 255, 255, 255 ) if (intTime >= 1) then surface.SetFont("CloseCaption_Bold") local w,h = surface.GetTextSize("Unblinded in "..strTime.." seconds...") surface.SetTextPos( ScrW()/2 - w / 2, ScrH()/2 - h / 2) surface.DrawText("Unblinded in "..strTime.." seconds...") else surface.SetFont("PHHugeAssFont") local w,h = surface.GetTextSize("NOW") surface.SetTextPos( ScrW()/2 - w / 2, ScrH()/2 - h / 2) surface.DrawText("NOW") end end end function CLASS:ShouldDrawLocal() return (self.Player.Data.ViewDistance or 0) >= 10 end -- Register player_manager.RegisterClass("Seeker", CLASS, "Default")