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No commits in common. "ba38e2cdb56bbae3a73706bc22119cd62b2edb62" and "bc0000fed937e60d56ffd4b11a6d191fdf01c6d1" have entirely different histories.

10 changed files with 32 additions and 21 deletions

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@ -0,0 +1,6 @@
"UnlitGeneric"
{
"$basetexture" "vgui/hud/crosshair_reaction"
"$ignorez" 1
"$translucent" 1
}

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@ -0,0 +1,6 @@
"UnlitGeneric"
{
"$basetexture" "vgui/hud/crosshair_standard"
"$ignorez" 1
"$translucent" 1
}

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@ -113,7 +113,7 @@ beatrun.toolsmenu.hud.wind=Wind Effect
beatrun.toolsmenu.hud.winddesc=Wind noises when running
beatrun.toolsmenu.hud.fov=FOV
beatrun.toolsmenu.hud.fovdesc=Changes your Field Of View
beatrun.toolsmenu.hud.fovdesc=You need to respawn after changing your FOV!
beatrun.toolsmenu.hud.hidden=Hide HUD
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
beatrun.toolsmenu.hud.winddesc=Шум ветра во время бега
beatrun.toolsmenu.hud.fov=Угол Обзора
beatrun.toolsmenu.hud.fovdesc=Изменяет ваш Угол Обзора
beatrun.toolsmenu.hud.fovdesc=Вам нужно сделать респавн после изменения FOV!
beatrun.toolsmenu.hud.hidden=Скрыть HUD
beatrun.toolsmenu.hud.hiddendesc=0 - Показать\n1 - Только режим\n2 - Скрыть полностью
@ -177,7 +177,7 @@ beatrun.toolsmenu.moves.kickglitch=Kick Glitch
beatrun.toolsmenu.moves.kickglitchdesc=Переключает Kick Glitch\nНажмите ЛКМ во время бега по стене и зажатии/нажатии на прыжок сразу после
beatrun.toolsmenu.moves.kickglitchversion=Версия Kick Glitch
beatrun.toolsmenu.moves.kickglitchversiondesc=Вкл - Старая версия\nВыкл - Новая версия\nНовая версия использует механику из ME которая создаёт небольшую платформу под игроком
beatrun.toolsmenu.moves.kickglitchversiondesc=Вкл - Старая версия\nDisabled - Новая версия\nНовая версия использует механику из ME которая создаёт небольшую платформу под игроком
beatrun.toolsmenu.moves.quakejump=Quake Jump
beatrun.toolsmenu.moves.quakejumpdesc=Переключает Quake Jump\nНажмите Прыжок сразу после Side Step

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@ -7,7 +7,7 @@ if CLIENT then
SWEP.Slot = 0
SWEP.SlotPos = 1
SWEP.DrawAmmo = false
SWEP.DrawCrosshair = true
SWEP.DrawCrosshair = false
hook.Add("VManipPrePlayAnim", "LOCNoVManip", function()
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
local sway = CreateClientConVar("Beatrun_HUDSway", "1", true, false, language.GetPhrase("beatrun.convars.hudsway"), 0, 1)
local dynamic = CreateClientConVar("Beatrun_HUDDynamic", "0", true, false, language.GetPhrase("beatrun.convars.huddynamic"), 0, 1)
local hidden = CreateClientConVar("Beatrun_HUDHidden", "0", true, false, language.GetPhrase("beatrun.convars.hudhidden"), 0, 2)
-- local reticle = CreateClientConVar("Beatrun_HUDReticle", "1", true, false, language.GetPhrase("beatrun.convars.hudreticle"), 0, 1)
local reticle = CreateClientConVar("Beatrun_HUDReticle", "1", true, false, language.GetPhrase("beatrun.convars.hudreticle"), 0, 1)
CreateClientConVar("Beatrun_HUDTextColor", "255 255 255 255", true, true, language.GetPhrase("beatrun.convars.hudtextcolor"))
CreateClientConVar("Beatrun_HUDCornerColor", "20 20 20 100", true, true, language.GetPhrase("beatrun.convars.hudcornercolor"))
@ -532,9 +532,10 @@ end
hook.Add("Tick", "SpeedGraph", RecordSpeedGraph)
--[[
local crosshair_unarmed = Material("vgui/hud/crosshair_unarmed")
local crosshair_standard = Material("vgui/hud/crosshair_standard")
-- local crosshair_weapon = Material("vgui/hud/crosshair_weapon")
-- local crosshair_reaction = Material("vgui/hud/crosshair_reaction")
local function BeatrunReticle()
if not reticle:GetBool() then return end
@ -550,5 +551,4 @@ local function BeatrunReticle()
surface.DrawTexturedRect(ScrW() * 0.5 - 4, ScrH() * 0.5 - 4, 8, 8)
end
hook.Add("HUDPaint", "BeatrunReticle", BeatrunReticle)
--]]
hook.Add("HUDPaint", "BeatrunReticle", BeatrunReticle)

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@ -124,11 +124,7 @@ function PLAYER:Loadout()
if GetGlobalBool("GM_DATATHEFT") or GetGlobalBool("GM_DEATHMATCH") then
for _, v in ipairs(DATATHEFT_LOADOUTS[math.random(#DATATHEFT_LOADOUTS)]) do
local wep = self.Player:Give(v)
timer.Simple(1, function()
if wep:GetPrimaryAmmoType() ~= -1 then self.Player:GiveAmmo(10000, wep:GetPrimaryAmmoType(), true) end
if wep:GetSecondaryAmmoType() ~= -1 then self.Player:GiveAmmo(5, wep:GetSecondaryAmmoType(), true) end
end)
self.Player:GiveAmmo(1000, wep:GetPrimaryAmmoType())
end
else
self.Player:RemoveAllAmmo()
@ -143,6 +139,12 @@ function PLAYER:Loadout()
self.Player:SetCanZoom(false)
end
hook.Add("PlayerSwitchWeapon", "ResetFOV", function(ply)
local fovmult = (ply:InOverdrive() and 1.1) or 1
ply:SetFOV(ply:GetInfoNum("Beatrun_FOV", 120) * fovmult)
end)
function PLAYER:SetModel()
BaseClass.SetModel(self)
@ -354,11 +356,8 @@ function PLAYER:CreateMove(cmd)
end
function PLAYER:CalcView(view)
local fov = GetConVar("Beatrun_FOV"):GetInt()
local mult = (self.Player:InOverdrive() and 1.1) or 1
if CLIENT then
view.fov = fov * mult
view.fov = GetConVar("Beatrun_FOV"):GetInt()
end
if self.TauntCam:CalcView(view, self.Player, self.Player:IsPlayingTaunt()) then return true end
@ -509,7 +508,7 @@ hook.Add("PlayerSpawn", "ResetStateTransition", function(ply, transition)
if transition and IsValid(ply) then
ply:ResetParkourTimes()
ply:SetJumpPower(230)
ply:SetFOV(ply:GetInfoNum("Beatrun_FOV", 100))
ply:SetFOV(ply:GetInfoNum("Beatrun_FOV", 110))
ply:SetCanZoom(false)
ply.ClimbingTrace = nil
end

View file

@ -563,15 +563,15 @@ hook.Add("SetupMove", "qslide", function(ply, mv, cmd)
end
end
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
if not slippery then
if mv:KeyDown(IN_MOVELEFT) then
local ang = ply:GetSlidingAngle()
ang.y = ang.y + 0.5
ang.y = ang.y + 0.25
ply:SetSlidingAngle(ang)
elseif mv:KeyDown(IN_MOVERIGHT) then
local ang = ply:GetSlidingAngle()
ang.y = ang.y - 0.5
ang.y = ang.y - 0.25
ply:SetSlidingAngle(ang)
end