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No commits in common. "ba38e2cdb56bbae3a73706bc22119cd62b2edb62" and "bc0000fed937e60d56ffd4b11a6d191fdf01c6d1" have entirely different histories.
ba38e2cdb5
...
bc0000fed9
10 changed files with 32 additions and 21 deletions
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@ -0,0 +1,6 @@
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"UnlitGeneric"
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{
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"$basetexture" "vgui/hud/crosshair_reaction"
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"$ignorez" 1
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"$translucent" 1
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}
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@ -0,0 +1,6 @@
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"UnlitGeneric"
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{
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"$basetexture" "vgui/hud/crosshair_standard"
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"$ignorez" 1
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"$translucent" 1
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}
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@ -113,7 +113,7 @@ beatrun.toolsmenu.hud.wind=Wind Effect
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beatrun.toolsmenu.hud.winddesc=Wind noises when running
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beatrun.toolsmenu.hud.fov=FOV
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beatrun.toolsmenu.hud.fovdesc=Changes your Field Of View
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beatrun.toolsmenu.hud.fovdesc=You need to respawn after changing your FOV!
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beatrun.toolsmenu.hud.hidden=Hide HUD
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beatrun.toolsmenu.hud.hiddendesc=0 - Shown\n1 - Gamemode only\n2 - Hidden
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@ -113,7 +113,7 @@ beatrun.toolsmenu.hud.wind=Эффект Ветра
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beatrun.toolsmenu.hud.winddesc=Шум ветра во время бега
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beatrun.toolsmenu.hud.fov=Угол Обзора
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beatrun.toolsmenu.hud.fovdesc=Изменяет ваш Угол Обзора
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beatrun.toolsmenu.hud.fovdesc=Вам нужно сделать респавн после изменения FOV!
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beatrun.toolsmenu.hud.hidden=Скрыть HUD
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beatrun.toolsmenu.hud.hiddendesc=0 - Показать\n1 - Только режим\n2 - Скрыть полностью
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@ -177,7 +177,7 @@ beatrun.toolsmenu.moves.kickglitch=Kick Glitch
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beatrun.toolsmenu.moves.kickglitchdesc=Переключает Kick Glitch\nНажмите ЛКМ во время бега по стене и зажатии/нажатии на прыжок сразу после
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beatrun.toolsmenu.moves.kickglitchversion=Версия Kick Glitch
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beatrun.toolsmenu.moves.kickglitchversiondesc=Вкл - Старая версия\nВыкл - Новая версия\nНовая версия использует механику из ME которая создаёт небольшую платформу под игроком
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beatrun.toolsmenu.moves.kickglitchversiondesc=Вкл - Старая версия\nDisabled - Новая версия\nНовая версия использует механику из ME которая создаёт небольшую платформу под игроком
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beatrun.toolsmenu.moves.quakejump=Quake Jump
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beatrun.toolsmenu.moves.quakejumpdesc=Переключает Quake Jump\nНажмите Прыжок сразу после Side Step
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@ -7,7 +7,7 @@ if CLIENT then
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SWEP.Slot = 0
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SWEP.SlotPos = 1
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SWEP.DrawAmmo = false
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SWEP.DrawCrosshair = true
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SWEP.DrawCrosshair = false
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hook.Add("VManipPrePlayAnim", "LOCNoVManip", function()
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if LocalPlayer():UsingRH() or blinded then return false end
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@ -2,7 +2,7 @@ local showtotalXP = CreateClientConVar("Beatrun_HUDXP", "1", true, false, langua
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local sway = CreateClientConVar("Beatrun_HUDSway", "1", true, false, language.GetPhrase("beatrun.convars.hudsway"), 0, 1)
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local dynamic = CreateClientConVar("Beatrun_HUDDynamic", "0", true, false, language.GetPhrase("beatrun.convars.huddynamic"), 0, 1)
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local hidden = CreateClientConVar("Beatrun_HUDHidden", "0", true, false, language.GetPhrase("beatrun.convars.hudhidden"), 0, 2)
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-- local reticle = CreateClientConVar("Beatrun_HUDReticle", "1", true, false, language.GetPhrase("beatrun.convars.hudreticle"), 0, 1)
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local reticle = CreateClientConVar("Beatrun_HUDReticle", "1", true, false, language.GetPhrase("beatrun.convars.hudreticle"), 0, 1)
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CreateClientConVar("Beatrun_HUDTextColor", "255 255 255 255", true, true, language.GetPhrase("beatrun.convars.hudtextcolor"))
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CreateClientConVar("Beatrun_HUDCornerColor", "20 20 20 100", true, true, language.GetPhrase("beatrun.convars.hudcornercolor"))
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@ -532,9 +532,10 @@ end
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hook.Add("Tick", "SpeedGraph", RecordSpeedGraph)
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--[[
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local crosshair_unarmed = Material("vgui/hud/crosshair_unarmed")
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local crosshair_standard = Material("vgui/hud/crosshair_standard")
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-- local crosshair_weapon = Material("vgui/hud/crosshair_weapon")
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-- local crosshair_reaction = Material("vgui/hud/crosshair_reaction")
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local function BeatrunReticle()
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if not reticle:GetBool() then return end
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@ -550,5 +551,4 @@ local function BeatrunReticle()
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surface.DrawTexturedRect(ScrW() * 0.5 - 4, ScrH() * 0.5 - 4, 8, 8)
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end
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hook.Add("HUDPaint", "BeatrunReticle", BeatrunReticle)
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--]]
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hook.Add("HUDPaint", "BeatrunReticle", BeatrunReticle)
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@ -124,11 +124,7 @@ function PLAYER:Loadout()
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if GetGlobalBool("GM_DATATHEFT") or GetGlobalBool("GM_DEATHMATCH") then
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for _, v in ipairs(DATATHEFT_LOADOUTS[math.random(#DATATHEFT_LOADOUTS)]) do
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local wep = self.Player:Give(v)
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timer.Simple(1, function()
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if wep:GetPrimaryAmmoType() ~= -1 then self.Player:GiveAmmo(10000, wep:GetPrimaryAmmoType(), true) end
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if wep:GetSecondaryAmmoType() ~= -1 then self.Player:GiveAmmo(5, wep:GetSecondaryAmmoType(), true) end
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end)
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self.Player:GiveAmmo(1000, wep:GetPrimaryAmmoType())
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end
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else
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self.Player:RemoveAllAmmo()
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@ -143,6 +139,12 @@ function PLAYER:Loadout()
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self.Player:SetCanZoom(false)
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end
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hook.Add("PlayerSwitchWeapon", "ResetFOV", function(ply)
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local fovmult = (ply:InOverdrive() and 1.1) or 1
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ply:SetFOV(ply:GetInfoNum("Beatrun_FOV", 120) * fovmult)
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end)
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function PLAYER:SetModel()
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BaseClass.SetModel(self)
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@ -354,11 +356,8 @@ function PLAYER:CreateMove(cmd)
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end
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function PLAYER:CalcView(view)
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local fov = GetConVar("Beatrun_FOV"):GetInt()
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local mult = (self.Player:InOverdrive() and 1.1) or 1
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if CLIENT then
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view.fov = fov * mult
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view.fov = GetConVar("Beatrun_FOV"):GetInt()
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end
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if self.TauntCam:CalcView(view, self.Player, self.Player:IsPlayingTaunt()) then return true end
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@ -509,7 +508,7 @@ hook.Add("PlayerSpawn", "ResetStateTransition", function(ply, transition)
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if transition and IsValid(ply) then
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ply:ResetParkourTimes()
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ply:SetJumpPower(230)
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ply:SetFOV(ply:GetInfoNum("Beatrun_FOV", 100))
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ply:SetFOV(ply:GetInfoNum("Beatrun_FOV", 110))
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ply:SetCanZoom(false)
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ply.ClimbingTrace = nil
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end
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@ -563,15 +563,15 @@ hook.Add("SetupMove", "qslide", function(ply, mv, cmd)
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end
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end
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if not slippery then -- TODO: Find a way to make proper slide jump. It works on slippery because you are not holding Crouch for slippery objects
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if not slippery then
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if mv:KeyDown(IN_MOVELEFT) then
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local ang = ply:GetSlidingAngle()
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ang.y = ang.y + 0.5
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ang.y = ang.y + 0.25
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ply:SetSlidingAngle(ang)
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elseif mv:KeyDown(IN_MOVERIGHT) then
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local ang = ply:GetSlidingAngle()
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ang.y = ang.y - 0.5
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ang.y = ang.y - 0.25
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ply:SetSlidingAngle(ang)
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end
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