Cleaning and spawnmenu settings started

This commit is contained in:
Jonny_Bro (Nikita) 2023-06-03 20:53:33 +05:00
parent 75198f56f2
commit 7a3e0362d2
3 changed files with 21 additions and 8 deletions

View file

@ -26,6 +26,7 @@ This version of the beatrun works on any version of the game (Chromium or not).
- [ ] Gamemodes menu - [ ] Gamemodes menu
## Fixes and changes from previous version ## Fixes and changes from previous version
* Hacky fix for weapon damage.
* Proper Kick Glitch (Like in original ME: https://www.youtube.com/watch?v=zK5y3NBUStc) * Proper Kick Glitch (Like in original ME: https://www.youtube.com/watch?v=zK5y3NBUStc)
* Grapple fixes. Now it moves with entity it attached to and other players can see it. * Grapple fixes. Now it moves with entity it attached to and other players can see it.
* More reliable grappling. * More reliable grappling.

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@ -0,0 +1,10 @@
hook.Add("AddToolMenuCategories", "Beatrun_Category", function()
spawnmenu.AddToolCategory("Beatrun", "beatrun_category", "Beatrun Settings")
end)
hook.Add("PopulateToolMenu", "CustomMenuSettings", function()
spawnmenu.AddToolMenuOption("Utilities", "Beatrun Settings", "Custom_Menu", "#My Custom Menu", "", "", function(panel)
panel:ClearControls()
panel:NumSlider("Gravity", "sv_gravity", 0, 600)
end)
end)

View file

@ -302,12 +302,9 @@ end)
hook.Add("ShouldCollide", "NoPlayerCollisions", function(ent1, ent2) hook.Add("ShouldCollide", "NoPlayerCollisions", function(ent1, ent2)
if ent1:IsPlayer() and (ent2:IsPlayer() or ent2.NoPlayerCollisions) then if ent1:IsPlayer() and (ent2:IsPlayer() or ent2.NoPlayerCollisions) then
if ent2.BRCollisionFunc then if ent2.BRCollisionFunc then return ent2:BRCollisionFunc(ent1)
return ent2:BRCollisionFunc(ent1)
else else
if ent1.br_Fired or ent2.br_Fired then if ent1.br_Fired or ent2.br_Fired then return true end
return true
end
return false return false
end end
@ -316,10 +313,15 @@ hook.Add("ShouldCollide", "NoPlayerCollisions", function(ent1, ent2)
if ent2:IsPlayer() and ent1:IsNPC() then return true end if ent2:IsPlayer() and ent1:IsNPC() then return true end
end) end)
// i was forced -- i was forced
hook.Add("EntityFireBullets", "thisengineismadebyacrackhead", function(ent, data) hook.Add("EntityFireBullets", "thisengineismadebyacrackhead", function(ent, data)
ent.br_Fired = true ent.br_Fired = true
timer.Simple(engine.TickInterval()*2, function() if IsValid(ent) then ent.br_Fired = false end end)
timer.Simple(engine.TickInterval() * 2, function()
if IsValid(ent) then
ent.br_Fired = false
end
end)
end) end)
hook.Add("PhysgunPickup", "AllowPlayerPickup", function(ply, ent) hook.Add("PhysgunPickup", "AllowPlayerPickup", function(ply, ent)