110 lines
3.7 KiB
Lua
110 lines
3.7 KiB
Lua
util.AddNetworkString 'FPP_ShareSettings'
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util.AddNetworkString 'FPP_CheckBuddy'
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util.AddNetworkString 'FPP_Notify'
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util.AddNetworkString 'FPP_BlockedModel'
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util.AddNetworkString 'FPP_blockedlist'
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util.AddNetworkString 'FPP_RestrictedToolList'
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util.AddNetworkString 'OnChangedTeam'
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util.AddNetworkString 'darkrp_playerscale'
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util.AddNetworkString 'GotArrested'
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function DarkRP.printConsoleMessage(ply, msg)
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if ply:EntIndex() == 0 then
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print(msg)
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else
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ply:PrintMessage(HUD_PRINTCONSOLE, msg)
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end
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end
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function DarkRP.isEmpty(vector, ignore)
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if not vector then return false end
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ignore = ignore or {}
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local point = util.PointContents(vector)
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local a = point ~= CONTENTS_SOLID
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and point ~= CONTENTS_MOVEABLE
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and point ~= CONTENTS_LADDER
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and point ~= CONTENTS_PLAYERCLIP
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and point ~= CONTENTS_MONSTERCLIP
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local b = true
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for k,v in pairs(ents.FindInSphere(vector, 35)) do
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if (v:IsNPC() or v:IsPlayer() or v:GetClass() == "prop_physics") and not table.HasValue(ignore, v) then
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b = false
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break
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end
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end
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return a and b
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end
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/*---------------------------------------------------------------------------
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Find an empty position near the position given in the first parameter
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pos - The position to use as a center for looking around
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ignore - what entities to ignore when looking for the position (the position can be within the entity)
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distance - how far to look
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step - how big the steps are
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area - the position relative to pos that should also be free
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Performance: O(N^2) (The Lua part, that is, I don't know about the C++ counterpart)
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Don't call this function too often or with big inputs.
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---------------------------------------------------------------------------*/
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function DarkRP.findEmptyPos(pos, ignore, distance, step, area)
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if DarkRP.isEmpty(pos, ignore) and DarkRP.isEmpty(pos + area, ignore) then
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return pos
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end
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for j = step, distance, step do
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for i = -1, 1, 2 do -- alternate in direction
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local k = j * i
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-- Look North/South
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if DarkRP.isEmpty(pos + Vector(k, 0, 0), ignore) and DarkRP.isEmpty(pos + Vector(k, 0, 0) + area, ignore) then
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return pos + Vector(k, 0, 0)
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end
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-- Look East/West
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if DarkRP.isEmpty(pos + Vector(0, k, 0), ignore) and DarkRP.isEmpty(pos + Vector(0, k, 0) + area, ignore) then
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return pos + Vector(0, k, 0)
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end
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-- Look Up/Down
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if DarkRP.isEmpty(pos + Vector(0, 0, k), ignore) and DarkRP.isEmpty(pos + Vector(0, 0, k) + area, ignore) then
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return pos + Vector(0, 0, k)
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end
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end
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end
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return pos
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end
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local meta = FindMetaTable("Player")
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function meta:applyPlayerClassVars(applyHealth)
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local playerClass = baseclass.Get(player_manager.GetPlayerClass(self))
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-- self:SetWalkSpeed(playerClass.WalkSpeed >= 0 and playerClass.WalkSpeed or GAMEMODE.Config.walkspeed)
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-- self:SetRunSpeed(playerClass.RunSpeed >= 0 and playerClass.RunSpeed or (self:isCP() and GAMEMODE.Config.runspeedcp or GAMEMODE.Config.runspeed))
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hook.Call("UpdatePlayerSpeed", GAMEMODE, self) -- Backwards compatitibly, do not use
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self:SetCrouchedWalkSpeed(playerClass.CrouchedWalkSpeed)
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self:SetDuckSpeed(playerClass.DuckSpeed)
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self:SetUnDuckSpeed(playerClass.UnDuckSpeed)
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-- self:SetJumpPower(playerClass.JumpPower)
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self:AllowFlashlight(playerClass.CanUseFlashlight)
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self:SetMaxHealth(playerClass.MaxHealth >= 0 and playerClass.MaxHealth or (tonumber(GAMEMODE.Config.startinghealth) or 100))
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if applyHealth then
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self:SetHealth(playerClass.StartHealth >= 0 and playerClass.StartHealth or (tonumber(GAMEMODE.Config.startinghealth) or 100))
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end
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self:SetArmor(playerClass.StartArmor)
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self.dropWeaponOnDeath = playerClass.DropWeaponOnDie
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-- self:SetNoCollideWithTeammates(playerClass.TeammateNoCollide)
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-- self:SetAvoidPlayers(playerClass.AvoidPlayers)
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hook.Call("playerClassVarsApplied", nil, self)
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end
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