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.
237 lines
8.4 KiB
Lua
237 lines
8.4 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( "Default" )
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local CLASS = {}
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CLASS.DisplayName = "Hider"
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CLASS.DuckSpeed = 0.0 -- How fast to go from not ducking, to ducking
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CLASS.UnDuckSpeed = 0.0 -- How fast to go from ducking, to not ducking
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CLASS.CanUseFlashlight = false -- Can we use the flashlight
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CLASS.UseVMHands = false -- 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:Spawn()
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if GAMEMODE.Config:DebugLog() then print("Prop Hunt: Hider '"..self.Player:GetName().."' (SteamID: "..self.Player:SteamID()..") spawned.") end
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BaseClass.Spawn(self, self.Player)
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-- Settings
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self.Player:SetMaxHealth(GAMEMODE.Config.Hider:HealthMax())
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self.Player:SetHealth(GAMEMODE.Config.Hider:Health())
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self.Player:SetRenderMode(RENDERMODE_TRANSALPHA)
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self.Player:SetColor(Color(0,0,0,0))
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-- Speed and Jump Power
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self.Player:SetWalkSpeed(GAMEMODE.Config.Hider:WalkSpeed())
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if (GAMEMODE.Config.Hider:Sprint()) then
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self.Player:SetRunSpeed(GAMEMODE.Config.Hider:SprintSpeed())
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else
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self.Player:SetRunSpeed(GAMEMODE.Config.Hider:WalkSpeed())
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end
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self.Player:SetJumpPower(GAMEMODE.Config.Hider: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(0,0,72), Vector(0,0,72))
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-- Collision Group
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self.Player:SetCollisionGroup(COLLISION_GROUP_PLAYER)
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self.Player:SetSolid(SOLID_VPHYSICS)
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-- Prop Stuff
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self.Player.Data.Prop = ents.Create("ph_prop")
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self.Player.Data.Prop:SetOwner(self.Player)
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self.Player.Data.Prop:Spawn()
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self.Player:DeleteOnRemove(self.Player.Data.Prop)
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-- Assign Hands (Auto Networked Sync!)
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local oldhands = self.Player:GetHands()
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if (IsValid(oldhands)) then oldhands:Remove() end
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self.Player:SetHands(self.Player.Data.Prop)
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end
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-- Death
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function CLASS:PostDeath(attacker, dmginfo)
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if GAMEMODE.Config:DebugLog() then print("Prop Hunt: Hider '"..self.Player:GetName().."' (SteamID: "..self.Player:SteamID()..") died.") end
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BaseClass.PostDeath(self, inflictor, attacker)
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-- Delete Hands Model
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if IsValid(self.Player:GetHands()) then
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self.Player:GetHands():Remove()
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end
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if IsValid(self.Player.Data.Prop) then
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self.Player.Data.Prop:Remove()
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end
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-- Collision Group
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self.Player:SetCollisionGroup(COLLISION_GROUP_PLAYER)
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-- Hull
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GAMEMODE:PlayerHullFromEntity(self.Player, nil)
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-- Rendering
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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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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 1 > (CurTime() - self.Player.Data.AliveTime) then
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return false
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end
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self.Player:Spawn()
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return true
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end
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-- Visible Stuff
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function CLASS:SetModel() self.Player:SetModel("models/Gibs/Antlion_gib_small_3.mdl") end -- does "" even work?
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-- Interaction
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function CLASS:Use(ent)
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if (!(BaseClass.Use(self, ent))) then
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return false
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end
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-- Allow interacting while crouched instead of turning into the prop.
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if (self.Player:Crouching()) then
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return true
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end
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-- Check Lists and other Parameters
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if (!table.HasValue(GAMEMODE.Config.Lists:ClassWhitelist(), ent:GetClass())) -- Class is not Whitelisted
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|| (table.HasValue(GAMEMODE.Config.Lists:ModelBlacklist(), ent:GetModel())) -- Model is Blacklisted
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|| !((ent:GetPhysicsObject()) && (ent:GetPhysicsObject():IsValid())) -- Entity doesn't have Physics
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then
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if GAMEMODE.Config:DebugLog() then print("Prop Hunt: Hider '"..self.Player:GetName().."' (SteamID: "..self.Player:SteamID()..") attempted to turn into "..ent:GetClass().." ("..ent:GetModel()..").") end
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return true -- Use instead of erroring.
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end
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-- Turn into the prop
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local eProp = self.Player:GetHands()
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util.PrecacheModel(ent:GetModel())
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eProp:SetModel(ent:GetModel())
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eProp:SetSkin(ent:GetSkin())
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eProp:SetHealth(100)
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eProp:SetMaxHealth(100)
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eProp:SetRenderMode(RENDERMODE_TRANSALPHA)
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-- Hull (Optimize into single function? Code is repeated often)
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local hull = GAMEMODE:PlayerHullFromEntity(self.Player, ent)
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-- View Offset
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local vo = Vector(0, 0, hull[2].z)
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GAMEMODE:PlayerSetViewOffset(self.Player, vo, vo)
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-- Health Scaling
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if (GAMEMODE.Config.Hider:HealthScaling()) then
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local prc = math.Clamp(self.Player:Health() / self.Player:GetMaxHealth(), 0, 1)
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local maxhealth = math.Clamp(ent:GetPhysicsObject():GetVolume() / 250, 1, GAMEMODE.Config.Hider:HealthScalingMax())
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local health = math.Clamp(maxhealth * prc, 1, maxhealth)
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-- Set Health
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self.Player:SetHealth(health)
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self.Player:SetMaxHealth(maxhealth)
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end
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if GAMEMODE.Config:DebugLog() then print("Prop Hunt: Hider '"..self.Player:GetName().."' (SteamID: "..self.Player:SteamID()..") turned into "..ent:GetClass().." ("..ent:GetModel()..").") end
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end
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function CLASS:AllowPickup(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:Hiders()
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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: Hider '"..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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if SERVER then
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function CLASS:FindUseEntity(defEnt)
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return self.Player:FindUseEntity()
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end
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function CLASS:Tick(mv)
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if (self.Player.Data == nil) then return end
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-- Selection Halo
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if (GAMEMODE.Config.SelectionHalo:Allow()) && (!GAMEMODE.Config.SelectionHalo:Approximate()) then
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if (self.Player.Data.SelectionHaloTime == nil) then
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self.Player.Data.SelectionHaloTime = CurTime()
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elseif ((CurTime() - self.Player.Data.SelectionHaloTime) > GAMEMODE.Config.SelectionHalo:Interval()) then
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self.Player.Data.SelectionHaloTime = CurTime()
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local ent = self.Player:FindUseEntity()
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if (IsValid(ent)
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&& table.HasValue(GAMEMODE.Config.Lists:ClassWhitelist(), ent:GetClass())
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&& !table.HasValue(GAMEMODE.Config.Lists:ModelBlacklist(), ent:GetModel())) then
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self.Player:SetNWEntity("SelectionHalo", ent)
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else
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self.Player:SetNWBool("SelectionHalo", 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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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: Hider '"..self.Player:GetName().."' (SteamID: "..self.Player:SteamID()..") spawned.") end
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BaseClass.ClientSpawn(self, self.Player)
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self.Player:SetRenderMode(RENDERMODE_TRANSALPHA)
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end
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function CLASS:ShouldDrawLocal()
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if (self.Player.Data.ViewDistance or 0) >= 10 then
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if (IsValid(self.Player:GetHands())) then
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self.Player:GetHands():SetRenderMode(RENDERMODE_TRANSALPHA)
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self.Player:GetHands():SetColor(Color(255, 255, 255, 127))
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end
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else
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if (IsValid(self.Player:GetHands())) then
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self.Player:GetHands():SetRenderMode(RENDERMODE_TRANSALPHA)
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self.Player:GetHands():SetColor(Color(255, 255, 255, 0))
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end
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end
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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("Hider", CLASS, "Default")
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