eb3b7f3aef
This feature allows Hiders to easily tell which prop they will turn into if they press Use. As always, it can be fully configured and even turned off. By default it is enabled and set to Approximate mode. In Approximate mode, the client is responsible for guessing the best match to the Use key, but does not have any actual influence on what they will really turn into. This will in most cases be enough, as the internal Use test relies on the forward vector, which is checked by this mode. For those requiring more accuracy, there is the Accurate mode. In Accurate mode, the server is responsible for exactly knowing the best match to the Use key and sending this to the user. This has a server performance impact that scales with the player base and the rate at which these updates are performed can be configured. This mode is affected by lag and packet loss, so only really useful for high performance LAN servers or testing.
265 lines
10 KiB
Lua
265 lines
10 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()
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self.Player.Data = {}
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self.Player.Data.SelectionHaloTime = CurTime()
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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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function CLASS:FindUseEntity(defEnt) return defEnt 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") |