7349a96603
This allows checking if the player is actually alive according to the current player class. Some classes are alive to the game, but not to the actual game mode, for example Spectators are alive, but not really.
251 lines
8.8 KiB
Lua
251 lines
8.8 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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--! This file defines the Seeker player class.
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-- A seeker is someone who is looking for the hiders, using weapons or other
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-- means of detecting idiots. Also someone who looks like a diaper baby.
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-- Weapons and Ammo are granted upon spawn and have to be used sparingly or
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-- they'll be stuck with the crowbar. Bad seeker, bad.
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-- Gain health upon killing a hider, lose health when attacking non-hiders.
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-- Death upon health reaching 0.
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DEFINE_BASECLASS( "Default" )
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local CLASS = {}
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CLASS.DisplayName = "Seeker"
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CLASS.CanUseFlashlight = true -- Can we use the flashlight
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CLASS.MaxHealth = 100
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CLASS.StartHealth = 100
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CLASS.StartArmor = 0
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CLASS.DropWeaponOnDie = true
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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:Spawn()
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if (GAMEMODE.Config:DebugLog()) then print("Prop Hunt: Seeker '"..self.Player:GetName().."' (SteamID: "..self.Player:SteamID()..") spawned.") end
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BaseClass.Spawn(self)
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-- Settings
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self.Player:SetMaxHealth(GAMEMODE.Config.Seeker:HealthMax())
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self.Player:SetHealth(GAMEMODE.Config.Seeker:Health())
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self.Player:SetRenderMode(RENDERMODE_NORMAL)
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self.Player:SetColor(Color(255,255,255,255))
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-- Speed and Jump Power
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self.Player:SetWalkSpeed(GAMEMODE.Config.Seeker:WalkSpeed())
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if (GAMEMODE.Config.Seeker:Sprint()) then
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self.Player:SetRunSpeed(GAMEMODE.Config.Seeker:SprintSpeed())
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else
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self.Player:SetRunSpeed(GAMEMODE.Config.Seeker:WalkSpeed())
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end
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self.Player:SetJumpPower(GAMEMODE.Config.Seeker:JumpPower())
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-- Hull & View Offset
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GAMEMODE:PlayerHullFromEntity(self.Player, nil)
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GAMEMODE:PlayerSetViewOffset(self.Player, Vector(0,0,64), Vector(0,0,32))
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end
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function CLASS:Loadout()
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-- Give the weapons the admin told us to.
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local weapons = GAMEMODE.Config.Seeker:Weapons()
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for i,weapon in ipairs(weapons) do
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self.Player:Give(weapon)
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end
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-- Give the ammo the admin told us to.
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local ammos = GAMEMODE.Config.Seeker:Ammo()
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for i,ammo in ipairs(ammos) do
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local typeCount = string.Split(ammo, ":")
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self.Player:GiveAmmo(tonumber(typeCount[2]), typeCount[1], true)
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end
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-- Default weapon stuff
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local cl_defaultweapon = self.Player:GetInfo("cl_defaultweapon")
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if self.Player:HasWeapon(cl_defaultweapon) then
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self.Player:SelectWeapon(cl_defaultweapon)
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end
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end
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-- Damage
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function CLASS:ShouldTakeDamage(attacker)
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if (IsValid(attacker)) then
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if (attacker:IsPlayer()) then
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if (attacker:Team() == self.Player:Team()) then
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local ffmode = GetConVarNumber("mp_friendlyfire")
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if (ffmode == 0) then -- Not Allowed
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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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end
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return true
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end
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function CLASS:Damage(victim, attacker, healthRemaining, damageDealt)
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if ((victim != attacker) && victim:IsPlayer() && attacker:IsPlayer() && (attacker:Team() == victim:Team())) then
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if (GAMEMODE.Config:DebugLog()) then
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print("Prop Hunt: Seeker '"..attacker:GetName().."' (SteamID: "..attacker:SteamID()..") damaged seeker '"..victim:GetName().."' (SteamID: "..victim:SteamID()..") with "..damageDealt.." damage.")
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end
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end
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end
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function CLASS:Hurt(victim, attacker, healthRemaining, damageTaken)
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if ((victim != attacker) && victim:IsPlayer() && attacker:IsPlayer() && (attacker:Team() == victim:Team())) then
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if (GAMEMODE.Config:DebugLog()) then
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print("Prop Hunt: Seeker '"..victim:GetName().."' (SteamID: "..victim:SteamID()..") was hurt by seeker '"..attacker:GetName().."' (SteamID: "..attacker:SteamID()..") with "..damageTaken.." damage.")
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end
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if (GetConVarNumber("mp_friendlyfire") == 2) then
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victim:SetHealth(healthRemaining + damageTaken)
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attacker:TakeDamage(damageTaken, attacker, attacker)
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print("Prop Hunt: Seeker '"..victim:GetName().."' (SteamID: "..victim:SteamID()..") reflected "..damageTaken.." to seeker '"..attacker:GetName().."' (SteamID: "..attacker:SteamID()..").")
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end
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end
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end
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function CLASS:DamageEntity(ent, att, dmg)
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if (GAMEMODE.Config:DebugLog()) then print("Prop Hunt: Seeker '"..self.Player:GetName().."' (SteamID: "..self.Player:SteamID()..") damaged entity "..ent:GetClass()..".") end
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if (GAMEMODE:GetRoundState() != GAMEMODE.States.Seek) then return end
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if (!IsValid(ent) || !IsValid(att)) then return end
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if (att == ent) then return end
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-- Only take damage during this phase.
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if IsValid(ent) && (!(ent:IsPlayer())) then
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if (ent:GetClass() == "ph_prop") then
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ent:GetOwner():TakeDamageInfo(dmg)
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self.Player.Data.RandomWeight = self.Player.Data.RandomWeight - 1
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elseif (ent:GetClass() == "func_breakable") then
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elseif (ent:GetClass() == "prop_ragdoll") then
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else
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att:TakeDamage(GAMEMODE.Config.Seeker:HealthPenalty(), ent, ent)
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end
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end
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end
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-- Death
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function CLASS:Death(inflictor, attacker)
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BaseClass.Death(self, inflictor, attacker)
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if SERVER then
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self.Player:SetShouldServerRagdoll(true)
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--self.Player:CreateRagdoll()
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end
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end
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function CLASS:PostDeath()
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if (GAMEMODE.Config:DebugLog()) then print("Prop Hunt: Seeker '"..self.Player:GetName().."' (SteamID: "..self.Player:SteamID()..") died.") end
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BaseClass.PostDeath(self, inflictor, attacker)
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self.Player:UnLock()
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end
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function CLASS:CanSuicide()
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return true
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end
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function CLASS:DeathThink()
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if (CurTime() - self.Player.Data.AliveTime) > 1 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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-- Visible Stuff
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function CLASS:SetModel()
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local cl_playermodel = self.Player:GetInfo( "cl_playermodel" )
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local modelname = player_manager.TranslatePlayerModel( cl_playermodel )
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if !(util.IsValidModel(modelname)) then
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modelname = "models/player/combine_super_soldier.mdl"
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end
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util.PrecacheModel(modelname)
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self.Player:SetModel(modelname)
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-- Hands
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self.Player:SetupHands()
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end
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-- Interaction
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function CLASS:AllowPickup(ent) return true end
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function CLASS:CanPickupItem(ent) return true end
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function CLASS:CanPickupWeapon(ent) return true end
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-- Menu Buttons
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function CLASS:ShowSpare1()
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if BaseClass.ShowSpare1(self) then return end
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-- Play a taunt
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local tauntList = GAMEMODE.Config.Taunt:Seekers()
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local index = math.random(#tauntList)
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self.Player:EmitSound(tauntList[index], SNDLVL_NORM, 100, 1, CHAN_VOICE)
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if GAMEMODE.Config:DebugLog() then print("Prop Hunt: Seeker '"..self.Player:GetName().."' (SteamID: "..self.Player:SteamID()..") taunted with sound '"..tauntList[index].."'.") end
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end
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-- ------------------------------------------------------------------------- --
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--! Shared
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-- ------------------------------------------------------------------------- --
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function CLASS:Alive() return true end
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-- ------------------------------------------------------------------------- --
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--! Client-Side
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-- ------------------------------------------------------------------------- --
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function CLASS:ClientSpawn()
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if (GAMEMODE.Config:DebugLog()) then print("Prop Hunt CL: Seeker '"..self.Player:GetName().."' (SteamID: "..self.Player:SteamID()..") spawned.") end
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BaseClass.ClientSpawn(self)
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end
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function CLASS:HUDPaint()
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BaseClass.HUDPaint(self)
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local State = GetGlobalInt("RoundState", GAMEMODE.States.PreMatch)
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if (State == GAMEMODE.States.Hide) then
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local intTime = math.ceil(GetGlobalInt("RoundTime"))
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local strTime = tostring(intTime)
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-- Show Status at the center
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surface.SetTextColor( 255, 255, 255, 255 )
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if (intTime >= 1) then
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surface.SetFont("CloseCaption_Bold")
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local w,h = surface.GetTextSize("Unblinded in "..strTime.." seconds...")
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surface.SetTextPos( ScrW()/2 - w / 2, ScrH()/2 - h / 2)
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surface.DrawText("Unblinded in "..strTime.." seconds...")
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else
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surface.SetFont("PHHugeAssFont")
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local w,h = surface.GetTextSize("NOW")
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surface.SetTextPos( ScrW()/2 - w / 2, ScrH()/2 - h / 2)
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surface.DrawText("NOW")
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end
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end
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end
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function CLASS:ShouldDrawLocal()
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return (self.Player.Data.ViewDistance or 0) >= 10
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end
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-- Register
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player_manager.RegisterClass("Seeker", CLASS, "Default")
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