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2 commits

Author SHA1 Message Date
ba38e2cdb5
typo 2024-03-17 16:07:48 +05:00
5037ae93c1
Remove Beatrun_HUDReticle
Adjusted sliding strafing speed
Fixed random error on deathmatch/datatheft spawn
Remove unused materials and code
Update RU and EN localizations FOV lines
2024-03-17 15:52:59 +05:00
10 changed files with 21 additions and 32 deletions

View file

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

View file

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

View file

@ -113,7 +113,7 @@ beatrun.toolsmenu.hud.wind=Wind Effect
beatrun.toolsmenu.hud.winddesc=Wind noises when running beatrun.toolsmenu.hud.winddesc=Wind noises when running
beatrun.toolsmenu.hud.fov=FOV beatrun.toolsmenu.hud.fov=FOV
beatrun.toolsmenu.hud.fovdesc=You need to respawn after changing your FOV! beatrun.toolsmenu.hud.fovdesc=Changes your Field Of View
beatrun.toolsmenu.hud.hidden=Hide HUD beatrun.toolsmenu.hud.hidden=Hide HUD
beatrun.toolsmenu.hud.hiddendesc=0 - Shown\n1 - Gamemode only\n2 - Hidden beatrun.toolsmenu.hud.hiddendesc=0 - Shown\n1 - Gamemode only\n2 - Hidden

View file

@ -113,7 +113,7 @@ beatrun.toolsmenu.hud.wind=Эффект Ветра
beatrun.toolsmenu.hud.winddesc=Шум ветра во время бега beatrun.toolsmenu.hud.winddesc=Шум ветра во время бега
beatrun.toolsmenu.hud.fov=Угол Обзора beatrun.toolsmenu.hud.fov=Угол Обзора
beatrun.toolsmenu.hud.fovdesc=Вам нужно сделать респавн после изменения FOV! beatrun.toolsmenu.hud.fovdesc=Изменяет ваш Угол Обзора
beatrun.toolsmenu.hud.hidden=Скрыть HUD beatrun.toolsmenu.hud.hidden=Скрыть HUD
beatrun.toolsmenu.hud.hiddendesc=0 - Показать\n1 - Только режим\n2 - Скрыть полностью 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.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.kickglitchversion=Версия Kick Glitch
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.kickglitchversiondesc=Вкл - Старая версия\nВыкл - Новая версия\nНовая версия использует механику из ME которая создаёт небольшую платформу под игроком
beatrun.toolsmenu.moves.quakejump=Quake Jump beatrun.toolsmenu.moves.quakejump=Quake Jump
beatrun.toolsmenu.moves.quakejumpdesc=Переключает Quake Jump\nНажмите Прыжок сразу после Side Step beatrun.toolsmenu.moves.quakejumpdesc=Переключает Quake Jump\nНажмите Прыжок сразу после Side Step

View file

@ -7,7 +7,7 @@ if CLIENT then
SWEP.Slot = 0 SWEP.Slot = 0
SWEP.SlotPos = 1 SWEP.SlotPos = 1
SWEP.DrawAmmo = false SWEP.DrawAmmo = false
SWEP.DrawCrosshair = false SWEP.DrawCrosshair = true
hook.Add("VManipPrePlayAnim", "LOCNoVManip", function() hook.Add("VManipPrePlayAnim", "LOCNoVManip", function()
if LocalPlayer():UsingRH() or blinded then return false end if LocalPlayer():UsingRH() or blinded then return false end

View file

@ -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 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 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 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_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")) CreateClientConVar("Beatrun_HUDCornerColor", "20 20 20 100", true, true, language.GetPhrase("beatrun.convars.hudcornercolor"))
@ -532,10 +532,9 @@ end
hook.Add("Tick", "SpeedGraph", RecordSpeedGraph) hook.Add("Tick", "SpeedGraph", RecordSpeedGraph)
--[[
local crosshair_unarmed = Material("vgui/hud/crosshair_unarmed") local crosshair_unarmed = Material("vgui/hud/crosshair_unarmed")
local crosshair_standard = Material("vgui/hud/crosshair_standard") 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() local function BeatrunReticle()
if not reticle:GetBool() then return end if not reticle:GetBool() then return end
@ -552,3 +551,4 @@ local function BeatrunReticle()
end end
hook.Add("HUDPaint", "BeatrunReticle", BeatrunReticle) hook.Add("HUDPaint", "BeatrunReticle", BeatrunReticle)
--]]

View file

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

View file

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