Files
Gmod-PropHuntExtended/source/gamemodes/prophuntextended/gamemode/player_class/class_hider.lua
T
Michael Fabian 'Xaymar' Dirks eb3b7f3aef gamemode: Add new 'Selection Halo' feature
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.
2017-11-25 13:25:29 +01:00

237 lines
8.4 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.
--]]
DEFINE_BASECLASS( "Default" )
local CLASS = {}
CLASS.DisplayName = "Hider"
CLASS.DuckSpeed = 0.0 -- How fast to go from not ducking, to ducking
CLASS.UnDuckSpeed = 0.0 -- How fast to go from ducking, to not ducking
CLASS.CanUseFlashlight = false -- Can we use the flashlight
CLASS.UseVMHands = false -- Uses viewmodel hands
-- ------------------------------------------------------------------------- --
--! Server-Side
-- ------------------------------------------------------------------------- --
-- Spawn
function CLASS:Spawn()
if GAMEMODE.Config:DebugLog() then print("Prop Hunt: Hider '"..self.Player:GetName().."' (SteamID: "..self.Player:SteamID()..") spawned.") end
BaseClass.Spawn(self, self.Player)
-- Settings
self.Player:SetMaxHealth(GAMEMODE.Config.Hider:HealthMax())
self.Player:SetHealth(GAMEMODE.Config.Hider:Health())
self.Player:SetRenderMode(RENDERMODE_TRANSALPHA)
self.Player:SetColor(Color(0,0,0,0))
-- Speed and Jump Power
self.Player:SetWalkSpeed(GAMEMODE.Config.Hider:WalkSpeed())
if (GAMEMODE.Config.Hider:Sprint()) then
self.Player:SetRunSpeed(GAMEMODE.Config.Hider:SprintSpeed())
else
self.Player:SetRunSpeed(GAMEMODE.Config.Hider:WalkSpeed())
end
self.Player:SetJumpPower(GAMEMODE.Config.Hider:JumpPower())
-- Hull & View Offset
GAMEMODE:PlayerHullFromEntity(self.Player, nil)
GAMEMODE:PlayerSetViewOffset(self.Player, Vector(0,0,72), Vector(0,0,72))
-- Collision Group
self.Player:SetCollisionGroup(COLLISION_GROUP_PLAYER)
self.Player:SetSolid(SOLID_VPHYSICS)
-- Prop Stuff
self.Player.Data.Prop = ents.Create("ph_prop")
self.Player.Data.Prop:SetOwner(self.Player)
self.Player.Data.Prop:Spawn()
self.Player:DeleteOnRemove(self.Player.Data.Prop)
-- Assign Hands (Auto Networked Sync!)
local oldhands = self.Player:GetHands()
if (IsValid(oldhands)) then oldhands:Remove() end
self.Player:SetHands(self.Player.Data.Prop)
end
-- Death
function CLASS:PostDeath(attacker, dmginfo)
if GAMEMODE.Config:DebugLog() then print("Prop Hunt: Hider '"..self.Player:GetName().."' (SteamID: "..self.Player:SteamID()..") died.") end
BaseClass.PostDeath(self, inflictor, attacker)
-- Delete Hands Model
if IsValid(self.Player:GetHands()) then
self.Player:GetHands():Remove()
end
if IsValid(self.Player.Data.Prop) then
self.Player.Data.Prop:Remove()
end
-- Collision Group
self.Player:SetCollisionGroup(COLLISION_GROUP_PLAYER)
-- Hull
GAMEMODE:PlayerHullFromEntity(self.Player, nil)
-- Rendering
self.Player:SetRenderMode(RENDERMODE_NORMAL)
self.Player:SetColor(Color(255,255,255,255))
end
function CLASS:CanSuicide()
return true
end
function CLASS:DeathThink()
if 1 > (CurTime() - self.Player.Data.AliveTime) then
return false
end
self.Player:Spawn()
return true
end
-- Visible Stuff
function CLASS:SetModel() self.Player:SetModel("models/Gibs/Antlion_gib_small_3.mdl") end -- does "" even work?
-- Interaction
function CLASS:Use(ent)
if (!(BaseClass.Use(self, ent))) then
return false
end
-- Allow interacting while crouched instead of turning into the prop.
if (self.Player:Crouching()) then
return true
end
-- Check Lists and other Parameters
if (!table.HasValue(GAMEMODE.Config.Lists:ClassWhitelist(), ent:GetClass())) -- Class is not Whitelisted
|| (table.HasValue(GAMEMODE.Config.Lists:ModelBlacklist(), ent:GetModel())) -- Model is Blacklisted
|| !((ent:GetPhysicsObject()) && (ent:GetPhysicsObject():IsValid())) -- Entity doesn't have Physics
then
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
return true -- Use instead of erroring.
end
-- Turn into the prop
local eProp = self.Player:GetHands()
util.PrecacheModel(ent:GetModel())
eProp:SetModel(ent:GetModel())
eProp:SetSkin(ent:GetSkin())
eProp:SetHealth(100)
eProp:SetMaxHealth(100)
eProp:SetRenderMode(RENDERMODE_TRANSALPHA)
-- Hull (Optimize into single function? Code is repeated often)
local hull = GAMEMODE:PlayerHullFromEntity(self.Player, ent)
-- View Offset
local vo = Vector(0, 0, hull[2].z)
GAMEMODE:PlayerSetViewOffset(self.Player, vo, vo)
-- Health Scaling
if (GAMEMODE.Config.Hider:HealthScaling()) then
local prc = math.Clamp(self.Player:Health() / self.Player:GetMaxHealth(), 0, 1)
local maxhealth = math.Clamp(ent:GetPhysicsObject():GetVolume() / 250, 1, GAMEMODE.Config.Hider:HealthScalingMax())
local health = math.Clamp(maxhealth * prc, 1, maxhealth)
-- Set Health
self.Player:SetHealth(health)
self.Player:SetMaxHealth(maxhealth)
end
if GAMEMODE.Config:DebugLog() then print("Prop Hunt: Hider '"..self.Player:GetName().."' (SteamID: "..self.Player:SteamID()..") turned into "..ent:GetClass().." ("..ent:GetModel()..").") end
end
function CLASS:AllowPickup(ent) return true end
-- Menu Buttons
function CLASS:ShowSpare1()
if BaseClass.ShowSpare1(self) then return end
-- Play a taunt
local tauntList = GAMEMODE.Config.Taunt:Hiders()
local index = math.random(#tauntList)
self.Player:EmitSound(tauntList[index], SNDLVL_NORM, 100, 1, CHAN_VOICE)
if GAMEMODE.Config:DebugLog() then print("Prop Hunt: Hider '"..self.Player:GetName().."' (SteamID: "..self.Player:SteamID()..") taunted with sound '"..tauntList[index].."'.") end
end
-- ------------------------------------------------------------------------- --
--! Shared
-- ------------------------------------------------------------------------- --
if SERVER then
function CLASS:FindUseEntity(defEnt)
return self.Player:FindUseEntity()
end
function CLASS:Tick(mv)
if (self.Player.Data == nil) then return end
-- Selection Halo
if (GAMEMODE.Config.SelectionHalo:Allow()) && (!GAMEMODE.Config.SelectionHalo:Approximate()) then
if (self.Player.Data.SelectionHaloTime == nil) then
self.Player.Data.SelectionHaloTime = CurTime()
elseif ((CurTime() - self.Player.Data.SelectionHaloTime) > GAMEMODE.Config.SelectionHalo:Interval()) then
self.Player.Data.SelectionHaloTime = CurTime()
local ent = self.Player:FindUseEntity()
if (IsValid(ent)
&& table.HasValue(GAMEMODE.Config.Lists:ClassWhitelist(), ent:GetClass())
&& !table.HasValue(GAMEMODE.Config.Lists:ModelBlacklist(), ent:GetModel())) then
self.Player:SetNWEntity("SelectionHalo", ent)
else
self.Player:SetNWBool("SelectionHalo", false)
end
end
end
end
end
-- ------------------------------------------------------------------------- --
--! Client-Side
-- ------------------------------------------------------------------------- --
function CLASS:ClientSpawn()
if GAMEMODE.Config:DebugLog() then print("Prop Hunt CL: Hider '"..self.Player:GetName().."' (SteamID: "..self.Player:SteamID()..") spawned.") end
BaseClass.ClientSpawn(self, self.Player)
self.Player:SetRenderMode(RENDERMODE_TRANSALPHA)
end
function CLASS:ShouldDrawLocal()
if (self.Player.Data.ViewDistance or 0) >= 10 then
if (IsValid(self.Player:GetHands())) then
self.Player:GetHands():SetRenderMode(RENDERMODE_TRANSALPHA)
self.Player:GetHands():SetColor(Color(255, 255, 255, 127))
end
else
if (IsValid(self.Player:GetHands())) then
self.Player:GetHands():SetRenderMode(RENDERMODE_TRANSALPHA)
self.Player:GetHands():SetColor(Color(255, 255, 255, 0))
end
end
return (self.Player.Data.ViewDistance or 0) >= 10
end
-- Register
player_manager.RegisterClass("Hider", CLASS, "Default")