Files
Gmod-PropHuntExtended/source/gamemodes/prophuntextended/gamemode/sh_config.lua
T
Michael Fabian 'Xaymar' Dirks 677f35ec4a shared/config: Add Friendly Fire option
2020-12-21 02:01:59 +01:00

563 lines
29 KiB
Lua

--[[
The MIT License (MIT)
Copyright (c) 2015 Xaymar
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
--]]
--! Initialize configuration table.
GM.Config = { }
GM.Config.ConVars = {}
function CreateConVarIfNotExists(name, value, flags, helptext)
cv = GetConVar(name)
if (cv == nil) then
cv = CreateConVar(name, value, flags, helptext)
-- else
-- ncv = CreateConVar(name, value, flags, helptext)
end
return cv
end
-- ------------------------------------------------------------------------- --
--! Options
-- ------------------------------------------------------------------------- --
GM.Options = { }
-- Friendly Fire
GM.Options.FriendlyFire = { }
GM.Options.FriendlyFire.Off = 0
GM.Options.FriendlyFire.On = 1
GM.Options.FriendlyFire.Reflect = 2
-- ------------------------------------------------------------------------- --
--! Debug Settings
-- ------------------------------------------------------------------------- --
-- Debug Mode
GM.Config.ConVars.Debug = CreateConVarIfNotExists("ph_debug", "0", FCVAR_CHEAT + FCVAR_REPLICATED, "Prop Hunt: Enable Debug Mode")
function GM.Config:Debug()
return self.ConVars.Debug:GetBool()
end
-- Debug Log
GM.Config.ConVars.DebugLog = CreateConVarIfNotExists("ph_debug_log", "0", FCVAR_REPLICATED, "Prop Hunt: Enable Debug Logging")
function GM.Config:DebugLog()
return self.ConVars.DebugLog:GetBool()
end
-- ------------------------------------------------------------------------- --
--! Basic Settings
-- ------------------------------------------------------------------------- --
-- Game Mode (See sh_init.lua)
GM.Config.ConVars.GameType = CreateConVarIfNotExists("ph_gametype", GM.Types.Original, FCVAR_REPLICATED, "Prop Hunt: Which Game Type should be played? ("..GM.Types.Original.." = Original Prop Hunt, "..GM.Types.TheDeadHunt.." = The Dead Hunt Mode)")
function GM.Config:GameType()
return self.ConVars.GameType:GetInt()
end
-- Timelimit in minutes
GM.Config.ConVars.TimeLimit = CreateConVarIfNotExists("mp_timelimit", "20", FCVAR_REPLICATED, "Map Time Limit (in Minutes)")
function GM.Config:TimeLimit()
return self.ConVars.TimeLimit:GetFloat()
end
-- Friendly Fire
GM.Config.ConVars.FriendlyFire = CreateConVarIfNotExists(
"mp_friendlyfire",
GM.Options.FriendlyFire.Off,
FCVAR_REPLICATED,
"Enable Friendly Fire? (0 = Off, 1 = On, 2 = Reflect)"
)
function GM.Config:FriendlyFire()
return self.ConVars.FriendlyFire:GetInt()
end
-- ------------------------------------------------------------------------- --
--! Round Settings
-- ------------------------------------------------------------------------- --
GM.Config.Round = {}
GM.Config.Round.ConVars = {}
-- How many rounds should the GM attempt to fit into the map timelimit, if there is any?
GM.Config.Round.ConVars.Limit = CreateConVarIfNotExists("ph_round_limit", "10", FCVAR_REPLICATED, "Round Manager: Maximum Rounds to Play on a single Map")
function GM.Config.Round:Limit()
return self.ConVars.Limit:GetInt()
end
-- Round Time Limit (Seconds, Default 3 minutes)
GM.Config.Round.ConVars.Time = CreateConVarIfNotExists("ph_round_timelimit", "180", FCVAR_REPLICATED, "Round Manager: Time Limit per Round (in Seconds)")
function GM.Config.Round:Time()
return math.max(self.ConVars.Time:GetFloat() - math.min(self:BlindTime(),0),0)
end
-- For how many seconds are the Seekers blinded? (Seconds)
GM.Config.Round.ConVars.BlindTime = CreateConVarIfNotExists("ph_round_blindtime", "-30", FCVAR_REPLICATED, "Round Manager: Blind Time for Seekers (in Seconds, positive takes away from ph_round_timelimit, negative adds extra time to ph_round_timelimit)")
function GM.Config.Round:BlindTime()
return self.ConVars.BlindTime:GetFloat()
end
-- ------------------------------------------------------------------------- --
--! Team Settings
-- ------------------------------------------------------------------------- --
GM.Config.Teams = {}
GM.Config.Teams.ConVars = {}
-- Should teams be ranomized each round?
GM.Config.Teams.ConVars.Randomize = CreateConVarIfNotExists("ph_teams_randomize", "0", FCVAR_REPLICATED, "Teams: Randomize Teams instead of swapping each round")
function GM.Config.Teams:Randomize()
return self.ConVars.Randomize:GetBool()
end
-- Should teams be using weighted randomization?
-- Weighted randomization works by using a score calculated over the entire session.
-- * Round Start: Adjust Score towards the other Team by 1 (Positive = Seeker, Negative = Hider)
-- * Round Win: Adjust score by how many players are still alive on the winning team towards the other team.
-- * Alive players get double the score.
GM.Config.Teams.ConVars.Weighted = CreateConVarIfNotExists("ph_teams_weighted", "1", FCVAR_REPLICATED, "Teams: Use Weighted Randomization")
function GM.Config.Teams:Weighted()
return self.ConVars.Weighted:GetBool()
end
-- The Dead Hunt: Percent of players to assign to seeker.
GM.Config.Teams.ConVars.SeekerPercentage = CreateConVarIfNotExists("ph_teams_seekerpct", "25", FCVAR_REPLICATED, "Teams: Initial percentage of Seekers in Dead Hunt Game Type")
function GM.Config.Teams:SeekerPercentage()
return self.ConVars.SeekerPercentage:GetFloat() / 100
end
-- ------------------------------------------------------------------------- --
--! Seeker Settings
-- ------------------------------------------------------------------------- --
GM.Config.Seeker = {}
GM.Config.Seeker.ConVars = {}
GM.Config.Seeker.ConVars.Health = CreateConVarIfNotExists("ph_seeker_health", "100", FCVAR_REPLICATED, "Seekers: Initial Health")
function GM.Config.Seeker:Health()
return self.ConVars.Health:GetInt()
end
GM.Config.Seeker.ConVars.HealthMax = CreateConVarIfNotExists("ph_seeker_health_max", "100", FCVAR_REPLICATED, "Seekers: Maximum Health")
function GM.Config.Seeker:HealthMax()
return self.ConVars.HealthMax:GetInt()
end
GM.Config.Seeker.ConVars.HealthBonus = CreateConVarIfNotExists("ph_seeker_health_bonus", "20", FCVAR_REPLICATED, "Seekers: Health Bonus per Kill")
function GM.Config.Seeker:HealthBonus()
return self.ConVars.HealthBonus:GetInt()
end
GM.Config.Seeker.ConVars.HealthPenalty = CreateConVarIfNotExists("ph_seeker_health_penalty", "5", FCVAR_REPLICATED, "Seekers: Health Penalty per wrong Shot")
function GM.Config.Seeker:HealthPenalty()
return self.ConVars.HealthPenalty:GetInt()
end
GM.Config.Seeker.ConVars.Weapons = CreateConVarIfNotExists("ph_seeker_weapons", "weapon_crowbar,weapon_pistol,weapon_ph_smg,weapon_shotgun", FCVAR_REPLICATED, "Seekers: Initial Weapons (Weapon,Weapon,...)")
function GM.Config.Seeker:Weapons()
return string.Split(self.ConVars.Weapons:GetString(), ",")
end
GM.Config.Seeker.ConVars.Ammo = CreateConVarIfNotExists("ph_seeker_ammo", "Pistol:100,SMG1:300,SMG1_Grenade:1,Buckshot:64", FCVAR_REPLICATED, "Seekers: Initial Ammo (Ammo:Amount,Ammo:Amount,...)")
function GM.Config.Seeker:Ammo()
return string.Split(self.ConVars.Ammo:GetString(), ",")
end
GM.Config.Seeker.ConVars.WalkSpeed = CreateConVarIfNotExists("ph_seeker_walk_speed", "250", 0, "Seekers: Walk Speed")
function GM.Config.Seeker:WalkSpeed()
return self.ConVars.WalkSpeed:GetFloat()
end
GM.Config.Seeker.ConVars.Sprint = CreateConVarIfNotExists("ph_seeker_sprint", "1", FCVAR_REPLICATED, "Seekers: Allow Sprinting")
function GM.Config.Seeker:Sprint()
return self.ConVars.Sprint:GetBool()
end
GM.Config.Seeker.ConVars.SprintSpeed = CreateConVarIfNotExists("ph_seeker_sprint_speed", "500", 0, "Seekers: Sprint Speed")
function GM.Config.Seeker:SprintSpeed()
return self.ConVars.SprintSpeed:GetFloat()
end
GM.Config.Seeker.ConVars.JumpPower = CreateConVarIfNotExists("ph_seeker_jump_power", "200", 0, "Seekers: Jump Power")
function GM.Config.Seeker:JumpPower()
return self.ConVars.JumpPower:GetFloat()
end
-- ------------------------------------------------------------------------- --
--! Hider Settings
-- ------------------------------------------------------------------------- --
GM.Config.Hider = {}
GM.Config.Hider.ConVars = {}
GM.Config.Hider.ConVars.Health = CreateConVarIfNotExists("ph_hider_health", "100", FCVAR_REPLICATED, "Hiders: Initial Health")
function GM.Config.Hider:Health()
return self.ConVars.Health:GetInt()
end
GM.Config.Hider.ConVars.HealthMax = CreateConVarIfNotExists("ph_hider_health_max", "100", FCVAR_REPLICATED, "Hiders: Maximum Health")
function GM.Config.Hider:HealthMax()
return self.ConVars.HealthMax:GetInt()
end
GM.Config.Hider.ConVars.HealthScaling = CreateConVarIfNotExists("ph_hider_health_scaling", "1", FCVAR_REPLICATED, "Hiders: Enable Health Scaling")
function GM.Config.Hider:HealthScaling()
return self.ConVars.HealthScaling:GetBool()
end
GM.Config.Hider.ConVars.HealthScalingMax = CreateConVarIfNotExists("ph_hider_health_scaling_max", "200", FCVAR_REPLICATED, "Hiders: Maximum scaled Health")
function GM.Config.Hider:HealthScalingMax()
return self.ConVars.HealthScalingMax:GetInt()
end
GM.Config.Hider.ConVars.AllowFullRotation = CreateConVarIfNotExists("ph_hider_allow_full_rotation", "0", FCVAR_REPLICATED, "Hiders: Enable full 3D Rotation")
function GM.Config.Hider:AllowFullRotation()
return self.ConVars.AllowFullRotation:GetBool()
end
GM.Config.Hider.ConVars.WalkSpeed = CreateConVarIfNotExists("ph_hider_walk_speed", "250", 0, "Hiders: Walk Speed")
function GM.Config.Hider:WalkSpeed()
return self.ConVars.WalkSpeed:GetFloat()
end
GM.Config.Hider.ConVars.Sprint = CreateConVarIfNotExists("ph_hider_sprint", "0", FCVAR_REPLICATED, "Hiders: Allow Sprinting")
function GM.Config.Hider:Sprint()
return self.ConVars.Sprint:GetBool()
end
GM.Config.Hider.ConVars.SprintSpeed = CreateConVarIfNotExists("ph_hider_sprint_speed", "500", 0, "Hiders: Sprint Speed")
function GM.Config.Hider:SprintSpeed()
return self.ConVars.SprintSpeed:GetFloat()
end
GM.Config.Hider.ConVars.JumpPower = CreateConVarIfNotExists("ph_hider_jump_power", "200", 0, "Hiders: Jump Power")
function GM.Config.Hider:JumpPower()
return self.ConVars.JumpPower:GetFloat()
end
-- ------------------------------------------------------------------------- --
--! Whitelist & Blacklist
-- ------------------------------------------------------------------------- --
GM.Config.Lists = {}
GM.Config.Lists.ConVars = {}
-- Class Whitelist
GM.Config.Lists.ConVars.ClassWhitelist = CreateConVarIfNotExists("ph_list_class_whitelist", "prop_physics,prop_physics_multiplayer,prop_physics_respawnable", FCVAR_REPLICATED, "Anti-Cheat: Whitelisted Hider Classes")
function GM.Config.Lists:ClassWhitelist()
local str = self.ConVars.ClassWhitelist:GetString()
if (self.ClassWhitelistCache != str) then
self.ClassWhitelistCache = str
self.ClassWhitelistCacheTbl = string.Split(self.ClassWhitelistCache, ",")
end
return self.ClassWhitelistCacheTbl
end
-- Abuse Blacklist
GM.Config.Lists.ConVars.AbuseBlacklist = CreateConVarIfNotExists("ph_list_abuse_blacklist", "func_button,func_door,func_door_rotation,prop_door_rotation,func_tracktrain,func_tanktrain,func_breakable", FCVAR_REPLICATED, "Anti-Cheat: Entity Abuse Blacklist")
function GM.Config.Lists:AbuseBlacklist()
local str = self.ConVars.AbuseBlacklist:GetString()
if (self.AbuseBlacklistCache != str) then
self.AbuseBlacklistCache = str
self.AbuseBlacklistCacheTbl = string.Split(self.AbuseBlacklistCache, ",")
end
return self.AbuseBlacklistCacheTbl
end
-- Model Blacklist
GM.Config.Lists.ConVars.ModelBlacklist = CreateConVarIfNotExists("ph_list_model_blacklist", "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", FCVAR_REPLICATED, "Anti-Cheat: Model Abuse Blacklist")
function GM.Config.Lists:ModelBlacklist()
local str = self.ConVars.ModelBlacklist:GetString()
if (self.ModelBlacklistCache != str) then
self.ModelBlacklistCache = str
self.ModelBlacklistCacheTbl = string.Split(self.ModelBlacklistCache, ",")
end
return self.ModelBlacklistCacheTbl
end
-- ------------------------------------------------------------------------- --
--! Taunts
-- ------------------------------------------------------------------------- --
GM.Config.Taunt = {}
GM.Config.Taunt.ConVars = {}
-- Cooldown (Seconds)
GM.Config.Taunt.ConVars.Cooldown = CreateConVarIfNotExists("ph_taunt_cooldown", 5, FCVAR_REPLICATED, "Prop Hunt: Cooldown between Taunts")
function GM.Config.Taunt:Cooldown()
return self.ConVars.Cooldown:GetFloat()
end
-- Seeker
GM.Config.Taunt.SeekersCache = ""
GM.Config.Taunt.SeekersCacheDynamic = nil
GM.Config.Taunt.SeekersCacheStatic = nil
GM.Config.Taunt.SeekersCacheFull = nil
GM.Config.Taunt.ConVars.Seekers = CreateConVarIfNotExists("ph_taunt_seekers", "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", 0, "Prop Hunt: Seeker Taunts")
function GM.Config.Taunt:Seekers()
local str = self.ConVars.Seekers:GetString()
if (self.SeekersCache != str) then
self.SeekersCache = str
self.SeekersCacheDynamic = string.Split(self.SeekersCache, ",")
self.SeekersCacheFull = table.Add(self.SeekersCacheDynamic, self.SeekersCacheStatic)
for i,snd in ipairs(self.SeekersCacheFull) do
util.PrecacheSound(snd)
end
end
return self.SeekersCacheFull
end
-- Hider
GM.Config.Taunt.HidersCache = ""
GM.Config.Taunt.HidersCacheDynamic = nil
GM.Config.Taunt.HidersCacheStatic = nil
GM.Config.Taunt.HidersCacheFull = nil
GM.Config.Taunt.ConVars.Hiders = CreateConVarIfNotExists("ph_taunt_hiders", "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", 0, "Prop Hunt: Hider Taunts")
function GM.Config.Taunt:Hiders()
local str = self.ConVars.Hiders:GetString()
if (self.HidersCacheDynamic == nil)
|| (self.HidersCache != str) then
self.HidersCache = str
self.HidersCacheDynamic = string.Split(self.HidersCache, ",")
self.HidersCacheFull = table.Add(self.HidersCacheDynamic, self.HidersCacheStatic)
for i,snd in ipairs(self.HidersCacheFull) do
util.PrecacheSound(snd)
end
end
return self.HidersCacheFull
end
-- ------------------------------------------------------------------------- --
--! Announcers
-- ------------------------------------------------------------------------- --
-- --! Announcers (Round Start, Unblind, Win, Loss)
-- GM.Config.Announcers = {
-- Start = { },
-- Unblind = { },
-- Win = { },
-- Loss = { }
-- }
-- ------------------------------------------------------------------------- --
--! Camera
-- ------------------------------------------------------------------------- --
GM.Config.Camera = {}
GM.Config.Camera.ConVars = {}
-- Allow Camera No Clip
GM.Config.Camera.ConVars.AllowNoClip = CreateConVarIfNotExists("ph_camera_allow_noclip", "0", FCVAR_REPLICATED, "Camera: Allow clients to disable camera collision.")
function GM.Config.Camera:AllowNoClip()
return self.ConVars.AllowNoClip:GetBool()
end
-- Camera Distance Maximum
GM.Config.Camera.ConVars.DistanceMax = CreateConVarIfNotExists("ph_camera_distance_max", "150", FCVAR_REPLICATED, "Camera: Maximum allowed distance to player.")
function GM.Config.Camera:DistanceMax()
return self.ConVars.DistanceMax:GetFloat()
end
-- Camera Distance Minimum
GM.Config.Camera.ConVars.DistanceMin = CreateConVarIfNotExists("ph_camera_distance_min", "30", FCVAR_REPLICATED, "Camera: Minimum allowed distance to player.")
function GM.Config.Camera:DistanceMin()
return self.ConVars.DistanceMin:GetFloat()
end
-- Camera Distance Right Maximum
GM.Config.Camera.ConVars.DistanceRightRange = CreateConVarIfNotExists("ph_camera_distance_right_range", "20", FCVAR_REPLICATED, "Camera: Horizontal allowed camera distance range.")
function GM.Config.Camera:DistanceRightRange()
return self.ConVars.DistanceRightRange:GetFloat()
end
-- Camera Distance Up Maximum
GM.Config.Camera.ConVars.DistanceUpRange = CreateConVarIfNotExists("ph_camera_distance_up_range", "20", FCVAR_REPLICATED, "Camera: Vertical allowed camera distance range.")
function GM.Config.Camera:DistanceUpRange()
return self.ConVars.DistanceUpRange:GetFloat()
end
-- Lag Minimum
GM.Config.Camera.ConVars.LagMinimum = CreateConVarIfNotExists("ph_camera_lag_min", "0.01", FCVAR_REPLICATED, "Camera: Minimum Camera Lag.")
function GM.Config.Camera:LagMinimum()
return self.ConVars.LagMinimum:GetFloat()
end
-- Lag Maximum
GM.Config.Camera.ConVars.LagMaximum = CreateConVarIfNotExists("ph_camera_lag_max", "0.95", FCVAR_REPLICATED, "Camera: Maximum Camera Lag.")
function GM.Config.Camera:LagMaximum()
return self.ConVars.LagMaximum:GetFloat()
end
if CLIENT then
-- Collisions
GM.Config.Camera.ConVars.Collisions = CreateConVarIfNotExists("ph_camera_collisions", "1", FCVAR_ARCHIVE + FCVAR_CLIENTDLL, "Camera: Enable collisions with the world and objects in it.")
function GM.Config.Camera:Collisions()
if self:AllowNoClip() then
return self.ConVars.Collisions:GetBool()
else
return true
end
end
-- Distance
GM.Config.Camera.ConVars.Distance = CreateConVarIfNotExists("ph_camera_distance", "100", FCVAR_ARCHIVE + FCVAR_CLIENTDLL, "Camera: Ideal Distance to player.")
function GM.Config.Camera:Distance()
return math.Clamp(self.ConVars.Distance:GetFloat(), self:DistanceMin(), self:DistanceMax())
end
-- Distance Right
GM.Config.Camera.ConVars.DistanceRight = CreateConVarIfNotExists("ph_camera_distance_right", "0", FCVAR_ARCHIVE + FCVAR_CLIENTDLL, "Camera: Ideal Distance to player horizontally.")
function GM.Config.Camera:DistanceRight()
return math.Clamp(self.ConVars.DistanceRight:GetFloat(), -self:DistanceRightRange(), self:DistanceRightRange())
end
-- Distance Up
GM.Config.Camera.ConVars.DistanceUp = CreateConVarIfNotExists("ph_camera_distance_up", "0", FCVAR_ARCHIVE + FCVAR_CLIENTDLL, "Camera: Ideal Distance to player vertically.")
function GM.Config.Camera:DistanceUp()
return math.Clamp(self.ConVars.DistanceUp:GetFloat(), -self:DistanceUpRange(), self:DistanceUpRange())
end
-- Lag
GM.Config.Camera.ConVars.Lag = CreateConVarIfNotExists("ph_camera_lag", "0.95", FCVAR_ARCHIVE + FCVAR_CLIENTDLL, "Camera: Percentage of camera lag (higher = slower, lower = faster).")
function GM.Config.Camera:Lag()
return math.Clamp(self.ConVars.Lag:GetFloat(), self:LagMinimum(), self:LagMaximum())
end
end
-- ------------------------------------------------------------------------- --
--! Name Plates
-- ------------------------------------------------------------------------- --
GM.Config.NamePlates = {}
GM.Config.NamePlates.ConVars = {}
if CLIENT then
-- Show
GM.Config.NamePlates.ConVars.Show = CreateConVarIfNotExists("ph_nameplates_show", "1", FCVAR_ARCHIVE + FCVAR_CLIENTDLL, "Nameplates: Show a name plate above each player in your team (or all players if spectating).")
function GM.Config.NamePlates:Show()
return self.ConVars.Show:GetBool()
end
-- Scale
GM.Config.NamePlates.ConVars.Scale = CreateConVarIfNotExists("ph_nameplates_scale", "0.05", FCVAR_ARCHIVE + FCVAR_CLIENTDLL, "Nameplates: World scale of name plate, a setting of 1 means 1px = 1unit.")
function GM.Config.NamePlates:Scale()
return self.ConVars.Scale:GetFloat()
end
-- Height
GM.Config.NamePlates.ConVars.Height = CreateConVarIfNotExists("ph_nameplates_height", "10", FCVAR_ARCHIVE + FCVAR_CLIENTDLL, "Nameplates: Height above player.")
function GM.Config.NamePlates:Height()
return self.ConVars.Height:GetFloat()
end
-- Tint Color
GM.Config.NamePlates.ConVars.TintHue = CreateConVarIfNotExists("ph_nameplates_tint_hue", "0", FCVAR_ARCHIVE + FCVAR_CLIENTDLL, "Nameplates: Tint hue.")
function GM.Config.NamePlates:TintHue()
return self.ConVars.TintHue:GetFloat()
end
GM.Config.NamePlates.ConVars.TintSaturation = CreateConVarIfNotExists("ph_nameplates_tint_saturation", "0", FCVAR_ARCHIVE + FCVAR_CLIENTDLL, "Nameplates: Tint saturation.")
function GM.Config.NamePlates:TintSaturation()
return self.ConVars.TintSaturation:GetFloat()
end
GM.Config.NamePlates.ConVars.TintValue = CreateConVarIfNotExists("ph_nameplates_tint_value", "1", FCVAR_ARCHIVE + FCVAR_CLIENTDLL, "Nameplates: Tint value.")
function GM.Config.NamePlates:TintValue()
return self.ConVars.TintValue:GetFloat()
end
-- Tint By Health
GM.Config.NamePlates.ConVars.TintHealth = CreateConVarIfNotExists("ph_nameplates_tint_health", "0", FCVAR_ARCHIVE + FCVAR_CLIENTDLL, "Nameplates: Tint the nameplate using their health percent.")
function GM.Config.NamePlates:TintHealth()
return self.ConVars.TintHealth:GetBool()
end
-- Tint By Team
GM.Config.NamePlates.ConVars.TintTeam = CreateConVarIfNotExists("ph_nameplates_tint_team", "0", FCVAR_ARCHIVE + FCVAR_CLIENTDLL, "Nameplates: Tint the nameplate with the team colors.")
function GM.Config.NamePlates:TintTeam()
return self.ConVars.TintTeam:GetBool()
end
end
-- ------------------------------------------------------------------------- --
--! Selection Halo
-- ------------------------------------------------------------------------- --
GM.Config.SelectionHalo = {}
GM.Config.SelectionHalo.ConVars = {}
-- Allow
GM.Config.SelectionHalo.ConVars.Allow = CreateConVarIfNotExists("ph_selectionhalo_allow", "1", FCVAR_REPLICATED, "Selection Halo: Allow clients to enable halo around the currently looked at prop?")
function GM.Config.SelectionHalo:Allow()
return self.ConVars.Allow:GetBool()
end
-- Approximate
GM.Config.SelectionHalo.ConVars.Approximate = CreateConVarIfNotExists("ph_selectionhalo_approximate", "1", FCVAR_REPLICATED, "Selection Halo: Enable approximate selection halo, which only checks the forward vector on the client.")
function GM.Config.SelectionHalo:Approximate()
return self.ConVars.Approximate:GetBool()
end
if SERVER then
-- Update Interval
GM.Config.SelectionHalo.ConVars.Interval = CreateConVarIfNotExists("ph_selectionhalo_interval", "0.05", FCVAR_ARCHIVE, "Selection Halo: Interval for updates of the accuracte selection halo in seconds.")
function GM.Config.SelectionHalo:Interval()
return self.ConVars.Interval:GetFloat()
end
end
if CLIENT then
-- Enabled
GM.Config.SelectionHalo.ConVars.Enabled = CreateConVarIfNotExists("ph_selectionhalo_enabled", "1", FCVAR_ARCHIVE, "Selection Halo: Enable halo around prop you might become.")
function GM.Config.SelectionHalo:Enabled()
if (self:Allow()) then
return self.ConVars.Enabled:GetBool()
else
return false
end
end
-- Settings
GM.Config.SelectionHalo.ConVars.Passes = CreateConVarIfNotExists("ph_selectionhalo_passes", "1", FCVAR_ARCHIVE + FCVAR_CLIENTDLL, "Selection Halo: Passes")
function GM.Config.SelectionHalo:Passes()
return self.ConVars.Passes:GetInt()
end
GM.Config.SelectionHalo.ConVars.Additive = CreateConVarIfNotExists("ph_selectionhalo_additive", "1", FCVAR_ARCHIVE + FCVAR_CLIENTDLL, "Selection Halo: Additive")
function GM.Config.SelectionHalo:Additive()
return self.ConVars.Additive:GetBool()
end
GM.Config.SelectionHalo.ConVars.IgnoreZ = CreateConVarIfNotExists("ph_selectionhalo_ignorez", "0", FCVAR_ARCHIVE + FCVAR_CLIENTDLL, "Selection Halo: Ignore Z")
function GM.Config.SelectionHalo:IgnoreZ()
return self.ConVars.IgnoreZ:GetBool()
end
-- Blur
GM.Config.SelectionHalo.ConVars.BlurX = CreateConVarIfNotExists("ph_selectionhalo_blur_x", "2", FCVAR_ARCHIVE + FCVAR_CLIENTDLL, "Selection Halo: Blur X")
function GM.Config.SelectionHalo:BlurX()
return self.ConVars.BlurX:GetFloat()
end
GM.Config.SelectionHalo.ConVars.BlurY = CreateConVarIfNotExists("ph_selectionhalo_blur_y", "2", FCVAR_ARCHIVE + FCVAR_CLIENTDLL, "Selection Halo: Blur Y")
function GM.Config.SelectionHalo:BlurY()
return self.ConVars.BlurY:GetFloat()
end
-- Tint Color
GM.Config.SelectionHalo.ConVars.TintHue = CreateConVarIfNotExists("ph_selectionhalo_tint_hue", "0", FCVAR_ARCHIVE + FCVAR_CLIENTDLL, "Selection Halo: Tint Hue")
function GM.Config.SelectionHalo:TintHue()
return self.ConVars.TintHue:GetFloat()
end
GM.Config.SelectionHalo.ConVars.TintSaturation = CreateConVarIfNotExists("ph_selectionhalo_tint_saturation", "0", FCVAR_ARCHIVE + FCVAR_CLIENTDLL, "Selection Halo: Tint Saturation")
function GM.Config.SelectionHalo:TintSaturation()
return self.ConVars.TintSaturation:GetFloat()
end
GM.Config.SelectionHalo.ConVars.TintValue = CreateConVarIfNotExists("ph_selectionhalo_tint_value", "1", FCVAR_ARCHIVE + FCVAR_CLIENTDLL, "Selection Halo: Tint Value")
function GM.Config.SelectionHalo:TintValue()
return self.ConVars.TintValue:GetFloat()
end
end