b8a7259d29
The code was previously uploaded to GitLab on my own server, but that will soon no longer be available. Before this happens, here is the code and all updates that were done over there (matching the current released version). # 27.12.2016 19:17 - Fixed ph_debug_log not showing player taunts. - Fixed ph_taunt_hiders and ph_taunt_seekers showing left over code debugging messages. - Fixed ph_teams_weighted the Seeker team, causing players winning Seekers to stay on the Seeker team. - Added client and server camera ConVars (ph_camera_). - Fixed camera collisions not using smooth transitions. - Fixed player model incorrectly hiding too early. # 18.12.2016 00:55 - Fixed ConVars not being taken from 'Start New Game' menu. - Added descriptions for each Console Variable. - Fixed Lua Error appearing when pressing Q as Spectator or Seeker. - Fixed automatic Taunt Pack loading being overridden by ConVars. - Fixed Blind Time being stuck at 0 seconds. # 20.08.2016 18:24 - Fixed: Team Swapping now actually works instead of breaking when there is less than 4 players. - Changed: Slightly reduced Prop Hitbox size to fix players getting stuck on each other. # 20.07.2016 21:27 - Fixed a bug which would create both a clientside and a serverside ragdoll on listen servers. - Added support for MapVote. - Fixed PostMatch not checking for Round Limit and Map Limit properly. # 20.06.2016 20:52 - Added taunting ability (ShowSpare1) and convars to define custom packs. - Added ph_teams_weighted that will assign players using a weighted Score. - Added convar to unlock Hider rotation to 3-Dimensional mode. (ph_hider_allow_full_rotation) - Added debug command to print game statistics. (ph_debug_stats) - Fixed Prop Rotation randomly being delayed by sending additional information. - Fixed ph_teams_randomize that would assign all players to Seekers. - Fixed a bug with ph_round_timelimit that made it ignore the blind time or double it. - Changed Team convars to use the ph_teams_ prefix instead. - Updated Game UI to look a little bit more modern. # 19.06.2016 16:58 - Implemented a Gamemode hook to respect the current mp_friendlyfire setting. (0 = Off, 1 = On, 2 = Self-Damage) - Implemented network messages for synchronized Kill Notifications. - Implemented ConVars for Taunts for Seekers & Hiders. (ph_taunts_seekers,ph_taunts_hiders) - Fixed a bug in which Seekers would be able to sprint while sprinting was disabled (and the other way around). - Implemented Team randomization for 'Original' Gametype. (ph_round_randomizeteams)
261 lines
9.8 KiB
Lua
261 lines
9.8 KiB
Lua
--[[
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The MIT License (MIT)
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Copyright (c) 2015 Xaymar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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--]]
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DEFINE_BASECLASS("player_default")
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local CLASS = {}
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CLASS.DisplayName = "Default"
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CLASS.WalkSpeed = 250 -- How fast to move when not running
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CLASS.RunSpeed = 500 -- How fast to move when running
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CLASS.CrouchedWalkSpeed = 0.5 -- Multiply move speed by this when crouching
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CLASS.DuckSpeed = 0.2 -- How fast to go from not ducking, to ducking
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CLASS.UnDuckSpeed = 0.2 -- How fast to go from ducking, to not ducking
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CLASS.JumpPower = 200 -- How powerful our jump should be
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CLASS.CanUseFlashlight = false -- Can we use the flashlight
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CLASS.MaxHealth = 100 -- Max health we can have
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CLASS.StartHealth = 100 -- How much health we start with
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CLASS.StartArmor = 0 -- How much armour we start with
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CLASS.DropWeaponOnDie = false -- Do we drop our weapon when we die
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CLASS.TeammateNoCollide = true -- Do we collide with teammates or run straight through them
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CLASS.AvoidPlayers = true -- Automatically swerves around other players
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CLASS.UseVMHands = true -- Uses viewmodel hands
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-- ------------------------------------------------------------------------- --
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--! Server-Side
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-- ------------------------------------------------------------------------- --
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-- Spawn
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function CLASS:InitialSpawn() end
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function CLASS:Spawn() end
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function CLASS:Loadout() end
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-- Damage
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function CLASS:ShouldTakeDamage(attacker) return true end -- Should take damage from attacker?
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function CLASS:Hurt(victim, attacker, healthRemaining, damageTaken) end -- Damage Taken
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function CLASS:Damage(victim, attacker, healthRemaining, damageDealt) end -- Damage Dealt
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function CLASS:DamageEntity(ent, attacker, dmginfo) end -- Damage Dealt To Entity
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-- Death
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function CLASS:Death(inflictor, attacker)
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self.Player.Data.Alive = false
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self.Player.Data.AliveTime = CurTime()
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end
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function CLASS:SilentDeath()
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self.Player.Data.Alive = false
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self.Player.Data.AliveTime = CurTime()
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end
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function CLASS:PostDeath() end
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function CLASS:DoDeath() end
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function CLASS:DeathThink()
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if (CurTime() - self.Player.Data.AliveTime) > 5 then
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self.Player:Spawn()
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return true
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end
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return false
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end
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function CLASS:CanSuicide() return true end
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-- Visible Stuff
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function CLASS:SetModel() BaseClass.SetModel( self ) end
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-- Interaction
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function CLASS:Use(ent)
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-- Entity must be valid and not a player.
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if (!ent) || (!ent:IsValid()) || (ent:IsPlayer()) then
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return false
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end
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-- Cool Down
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if (self.Player.Data.UseTime) then
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local timeSinceUse = (CurTime() - self.Player.Data.UseTime)
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if (0.2 > timeSinceUse) then
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return false
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end
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-- Abuse Blacklist (Buttons, Doors, etc)
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if (5 > timeSinceUse) then
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local abuseBlacklist = GAMEMODE.Config.Lists:AbuseBlacklist()
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if (table.HasValue(abuseBlacklist, ent:GetClass())) then
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return false
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end
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end
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end
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self.Player.Data.UseTime = CurTime()
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return true
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end
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function CLASS:AllowPickup(ent) return false end
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function CLASS:CanPickupWeapon(ent) return false end
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function CLASS:CanPickupItem(ent) return false end
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-- Menu (Always Server)
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function CLASS:ShowSpare1()
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local lastTaunt = (self.Player.Data.LastTaunt or 0)
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if ((CurTime() - lastTaunt) <= GAMEMODE.Config.Taunt:Cooldown()) then
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return true
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end
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self.Player.Data.LastTaunt = CurTime()
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end
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function CLASS:ShowSpare2() end
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-- ------------------------------------------------------------------------- --
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--! Shared
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-- ------------------------------------------------------------------------- --
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function CLASS:PostThink() end
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function CLASS:Tick(mv) end
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-- ------------------------------------------------------------------------- --
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--! Client-Side
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-- ------------------------------------------------------------------------- --
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-- Spawn
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function CLASS:InitialClientSpawn()
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self.Player.Data = {}
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self.Player.Data.ThirdPerson = false -- Default to FirstPerson View
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end
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function CLASS:ClientSpawn() end
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-- View & HUD
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function CLASS:GetHandsModel() return BaseClass.GetHandsModel(self) end
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function CLASS:ShouldDrawLocal() return false end
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function CLASS:HUDPaint()
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local State = GetGlobalInt("RoundState", GAMEMODE.States.PreMatch)
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if State == -1 then
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return
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end
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-- Status Box at the top.
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local statusW, statusH = 256,48
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local statusX, statusY = ScrW() / 2 - statusW / 2, 0
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draw.RoundedBox(0, statusX, statusY, statusW, statusH, Color(0,0,0,204)) -- Background
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draw.RoundedBox(0, statusX, statusY+statusH, statusW, 4, team.GetColor(LocalPlayer():Team())) -- Team Bar
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-- Title
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surface.SetFont("Trebuchet18")
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surface.SetTextColor(Color(255,255,255,255))
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local titleText = ""
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if (State == GAMEMODE.States.PreMatch) then
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titleText = "Waiting for Players"
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elseif (State == GAMEMODE.States.PreRound) then
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titleText = "Preparing Round..."
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elseif (State == GAMEMODE.States.Hide) then -- Hide
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titleText = "Seekers unblinded in:"
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elseif (State == GAMEMODE.States.Seek) then -- Seek
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titleText = "Seek Time!"
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elseif (State == GAMEMODE.States.PostRound) then -- Post Round
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titleText = "Match Result:"
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elseif (State == GAMEMODE.States.PostMatch) then -- Post Match
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end
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local w,h = surface.GetTextSize(titleText)
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surface.SetTextPos(statusX + statusW/2 - w/2, statusY)
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surface.DrawText(titleText)
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-- Subtitle
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local stateText = ""
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surface.SetFont("Trebuchet24")
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surface.SetTextColor(Color(255,255,255,255))
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if (State == GAMEMODE.States.PreMatch) then
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stateText = tostring(team.NumPlayers(GAMEMODE.Teams.Seekers)) .. " Seeker(s), " .. tostring(team.NumPlayers(GAMEMODE.Teams.Hiders)) .. " Hider(s)"
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elseif (State == GAMEMODE.States.PreRound) then
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stateText = "Initiating..."
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elseif (State == GAMEMODE.States.Hide) -- Hide
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|| (State == GAMEMODE.States.Seek) then -- Seek
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local intTime = math.ceil(GetGlobalInt("RoundTime"))
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local strTime = string.format("%d:%02d", math.floor(intTime / 60), math.ceil(intTime % 60))
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stateText = strTime
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elseif (State == GAMEMODE.States.PostRound) then -- Post Round
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local victor = GAMEMODE:GetRoundWinner()
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local victorName = "Draw"
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if (victor == GAMEMODE.Teams.Spectator) then
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victorName = "Draw"
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elseif (victor == GAMEMODE.Teams.Hiders) then
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victorName = "Hiders Win"
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elseif (victor == GAMEMODE.Teams.Seekers) then
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victorName = "Seekers Win"
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end
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stateText = victorName
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surface.SetTextColor(team.GetColor(victor))
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elseif (State == GAMEMODE.States.PostMatch) then -- Post Match
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end
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local w,h = surface.GetTextSize(stateText)
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surface.SetTextPos(statusX + statusW/2 - w/2, statusY + 32 - h / 2)
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surface.DrawText(stateText)
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-- Death Notices
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GAMEMODE:DrawDeathNotice((ScrW() - 192) / ScrW() , 24 / ScrH())
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end
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function CLASS:CalcView(camdata)
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-- Config
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local cameraCollision = GAMEMODE.Config.Camera:Collisions()
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local cameraDistance = GAMEMODE.Config.Camera:Distance()
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local cameraDistanceRight = GAMEMODE.Config.Camera:DistanceRight()
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local cameraDistanceUp = GAMEMODE.Config.Camera:DistanceUp()
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local cameraLag = GAMEMODE.Config.Camera:Lag()
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local cameraLagInv = 1 - cameraLag
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-- First/Third Person Target Distance
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local targetDistance = 0
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if (self.Player.Data.ThirdPerson) then -- Incremental Distance instead of instant.
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targetDistance = cameraDistance
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if (cameraCollision == true) then
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-- Trace from Player to would-be camera position
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local trace = {
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start = camdata.origin,
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endpos = camdata.origin - (camdata.angles:Forward() * cameraDistance),
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--filter = { "worldspawn", "ph_prop", "player" },
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--[-[
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filter = function(ent)
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local filter = { "worldspawn", "ph_prop", "player" }
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if (ent:IsPlayer())
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|| (table.HasValue(filter, ent:GetClass()))
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|| (ent == LocalPlayer()) || (ent == LocalPlayer():GetHands()) then
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return false
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end
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return true
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end,
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--]]
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}
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local result = util.TraceLine(trace)
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-- The Camera has a Sphere radius of 10.
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if (result.Hit) then -- Configurable?
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targetDistance = math.Clamp(result.HitPos:Distance(camdata.origin), 0, cameraDistance)
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end
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end
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else
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targetDistance = 0
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end
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-- Fade between Target and Current Distance
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self.Player.Data.ViewDistance = math.Clamp(((self.Player.Data.ViewDistance or targetDistance) * cameraLag) + (targetDistance * cameraLagInv), 0, GAMEMODE.Config.Camera:DistanceMax())
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-- Adjust CamData and return
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camdata.origin = camdata.origin - (camdata.angles:Forward() * math.Clamp(self.Player.Data.ViewDistance - 10, 0, self.Player.Data.ViewDistance)) + (camdata.angles:Right() * cameraDistanceRight) + (camdata.angles:Up() * cameraDistanceUp)
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return camdata
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end
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-- ------------------------------------------------------------------------- --
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--! Register
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-- ------------------------------------------------------------------------- --
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player_manager.RegisterClass( "Default", CLASS, "player_default") |