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Cleaning and spawnmenu settings started
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3 changed files with 21 additions and 8 deletions
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@ -26,6 +26,7 @@ This version of the beatrun works on any version of the game (Chromium or not).
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- [ ] Gamemodes menu
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- [ ] Gamemodes menu
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## Fixes and changes from previous version
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## Fixes and changes from previous version
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* Hacky fix for weapon damage.
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* Proper Kick Glitch (Like in original ME: https://www.youtube.com/watch?v=zK5y3NBUStc)
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* Proper Kick Glitch (Like in original ME: https://www.youtube.com/watch?v=zK5y3NBUStc)
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* Grapple fixes. Now it moves with entity it attached to and other players can see it.
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* Grapple fixes. Now it moves with entity it attached to and other players can see it.
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* More reliable grappling.
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* More reliable grappling.
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10
beatrun/gamemodes/beatrun/gamemode/cl/SpawnMenuSettings.lua
Normal file
10
beatrun/gamemodes/beatrun/gamemode/cl/SpawnMenuSettings.lua
Normal file
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@ -0,0 +1,10 @@
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hook.Add("AddToolMenuCategories", "Beatrun_Category", function()
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spawnmenu.AddToolCategory("Beatrun", "beatrun_category", "Beatrun Settings")
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end)
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hook.Add("PopulateToolMenu", "CustomMenuSettings", function()
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spawnmenu.AddToolMenuOption("Utilities", "Beatrun Settings", "Custom_Menu", "#My Custom Menu", "", "", function(panel)
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panel:ClearControls()
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panel:NumSlider("Gravity", "sv_gravity", 0, 600)
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end)
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end)
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@ -302,12 +302,9 @@ end)
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hook.Add("ShouldCollide", "NoPlayerCollisions", function(ent1, ent2)
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hook.Add("ShouldCollide", "NoPlayerCollisions", function(ent1, ent2)
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if ent1:IsPlayer() and (ent2:IsPlayer() or ent2.NoPlayerCollisions) then
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if ent1:IsPlayer() and (ent2:IsPlayer() or ent2.NoPlayerCollisions) then
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if ent2.BRCollisionFunc then
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if ent2.BRCollisionFunc then return ent2:BRCollisionFunc(ent1)
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return ent2:BRCollisionFunc(ent1)
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else
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else
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if ent1.br_Fired or ent2.br_Fired then
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if ent1.br_Fired or ent2.br_Fired then return true end
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return true
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end
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return false
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return false
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end
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end
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@ -316,10 +313,15 @@ hook.Add("ShouldCollide", "NoPlayerCollisions", function(ent1, ent2)
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if ent2:IsPlayer() and ent1:IsNPC() then return true end
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if ent2:IsPlayer() and ent1:IsNPC() then return true end
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end)
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end)
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// i was forced
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-- i was forced
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hook.Add("EntityFireBullets", "thisengineismadebyacrackhead", function(ent, data)
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hook.Add("EntityFireBullets", "thisengineismadebyacrackhead", function(ent, data)
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ent.br_Fired = true
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ent.br_Fired = true
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timer.Simple(engine.TickInterval()*2, function() if IsValid(ent) then ent.br_Fired = false end end)
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timer.Simple(engine.TickInterval() * 2, function()
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if IsValid(ent) then
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ent.br_Fired = 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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hook.Add("PhysgunPickup", "AllowPlayerPickup", function(ply, ent)
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hook.Add("PhysgunPickup", "AllowPlayerPickup", function(ply, ent)
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