Files

319 lines
10 KiB
Lua

GM.Name = "Feedc0de's coop Mode"
GM.Author = "0xFEEDC0DE64"
GM.Email = "daniel@brunner.ninja"
GM.Website = "brunner.ninja"
DeriveGamemode("sandbox")
include( "levels.lua" )
include( "progression_shared.lua" )
if (SERVER) then
function ChangeRandomLevel()
local randomLevel = GetRandomLevel()
if not randomLevel then
ErrorNoHalt("[custom_coop] No other installed coop map was found in levels.lua\n")
return false
end
print("[custom_coop] Changing to random level " .. randomLevel)
RunConsoleCommand("changelevel", randomLevel)
return true
end
function NextRandomLevel()
local randomLevel = GetRandomLevel()
if not randomLevel then
ErrorNoHalt("[custom_coop] Cannot set nextlevel: no other installed coop map was found\n")
return nil
end
print("[custom_coop] Setting nextlevel to " .. randomLevel)
RunConsoleCommand("nextlevel", randomLevel)
return randomLevel
end
concommand.Add("randomlevel", ChangeRandomLevel)
concommand.Add("randomnextlevel", NextRandomLevel)
hook.Add("Initialize", "SetupRandomLevels", function()
timer.Simple(0, NextRandomLevel)
end)
end
-- timer.Simple(
-- 1,
-- function()
-- function HideThings(name)
-- if (name == "CHudDamageIndicator" or name == "CHudHintDisplay") then
-- return false
-- end
-- end
-- hook.Add("HUDShouldDraw", "HideThings", HideThings)
-- end
-- )
function GM:IsSpawnpointSuitable(ply, spawnpointent, bMakeSuitable)
local Pos = spawnpointent:GetPos()
-- Note that we're searching the default hull size here for a player in the way of our spawning.
-- This seems pretty rough, seeing as our player's hull could be different.. but it should do the job
-- ( HL2DM kills everything within a 128 unit radius )
local Ents = ents.FindInBox(Pos + Vector(-16, -16, 0), Pos + Vector(16, 16, 72))
if (ply:Team() == TEAM_SPECTATOR or ply:Team() == TEAM_UNASSIGNED) then
return true
end
local Blockers = 0
for k, v in pairs(Ents) do
if (IsValid(v) and v:GetClass() == "player" and v:Alive()) then
Blockers = Blockers + 1
if (bMakeSuitable) then
v:SetVelocity(v:GetPos() + Vector(100, 100, 0))
end
end
end
if (bMakeSuitable) then
return true
end
if (Blockers > 0) then
return false
end
return true
end
if SERVER then
-- Preserve the inherited selector across script auto-refreshes so the
-- emergency fallback does not build a chain of older wrappers.
local DefaultPlayerSelectSpawn = GM.CustomCoopDefaultPlayerSelectSpawn or GM.PlayerSelectSpawn
GM.CustomCoopDefaultPlayerSelectSpawn = DefaultPlayerSelectSpawn
local spawnPriorities = {
info_player_deathmatch = 1,
info_player_coop = 1,
info_coop_spawn = 1,
gmod_player_start = 1,
info_player_rebel = 2,
info_player_start = 3,
info_player_combine = 4
}
-- Include the additional spawn classes registered by Garry's Mod, while
-- retaining a preference for the spawn types used by HL2DM coop maps.
for _, className in ipairs(scripted_ents.GetMember("gmod_player_start", "SpawnPointClasses") or {}) do
spawnPriorities[className] = spawnPriorities[className] or 2
end
local playerHullMins = Vector(-16, -16, 0)
local playerHullMaxs = Vector(16, 16, 72)
local function BoxesIntersect(minsA, maxsA, minsB, maxsB)
return minsA.x <= maxsB.x and maxsA.x >= minsB.x
and minsA.y <= maxsB.y and maxsA.y >= minsB.y
and minsA.z <= maxsB.z and maxsA.z >= minsB.z
end
local function IsSpawnInsideActiveHurt(spawnpoint)
local position = spawnpoint:GetPos()
local spawnMins = position + playerHullMins
local spawnMaxs = position + playerHullMaxs
for _, hurt in ipairs(ents.FindByClass("trigger_hurt")) do
local disabled = hurt:GetInternalVariable("m_bDisabled")
local damage = tonumber(hurt:GetInternalVariable("damage") or hurt:GetKeyValues().damage) or 0
if disabled ~= true and disabled ~= 1 and damage > 0 then
local hurtMins, hurtMaxs = hurt:WorldSpaceAABB()
if BoxesIntersect(spawnMins, spawnMaxs, hurtMins, hurtMaxs) then return true end
end
end
return false
end
function GM:PlayerSelectSpawn(ply, transition)
if transition then return end
local bestPriority
local candidates = {}
for _, spawnpoint in ipairs(ents.GetAll()) do
local priority = spawnPriorities[spawnpoint:GetClass()]
if priority and spawnpoint:IsInWorld() and not IsSpawnInsideActiveHurt(spawnpoint) then
if spawnpoint:HasSpawnFlags(1) then priority = 0 end
if not bestPriority or priority < bestPriority then
bestPriority = priority
candidates = { spawnpoint }
elseif priority == bestPriority then
candidates[#candidates + 1] = spawnpoint
end
end
end
if #candidates == 0 then
return DefaultPlayerSelectSpawn(self, ply, transition)
end
local lastSpawnpoint = ply:GetVar("LastSpawnpoint")
if #candidates > 1 and IsValid(lastSpawnpoint) then
table.RemoveByValue(candidates, lastSpawnpoint)
end
local chosen = candidates[math.random(#candidates)]
self.LastSpawnPoint = chosen
ply:SetVar("LastSpawnpoint", chosen)
return chosen
end
end
local hl2dmLoadout
local automaticLoadout
local BuildAutomaticLoadout
local ammoWeaponPairs = {
{ weapon = "weapon_pistol", ammo = { "item_ammo_pistol", "item_ammo_pistol_large" } },
{ weapon = "weapon_smg1", ammo = { "item_ammo_smg1", "item_ammo_smg1_large", "item_ammo_smg1_grenade" } },
{ weapon = "weapon_357", ammo = { "item_ammo_357", "item_ammo_357_large" } },
{ weapon = "weapon_ar2", ammo = { "item_ammo_ar2", "item_ammo_ar2_large", "item_ammo_ar2_altfire" } },
{ weapon = "weapon_shotgun", ammo = { "item_box_buckshot" } },
{ weapon = "weapon_crossbow", ammo = { "item_ammo_crossbow" } },
{ weapon = "weapon_rpg", ammo = { "item_rpg_round" } }
}
if SERVER then
hl2dmLoadout = CreateConVar(
"gc_hl2dmloadout",
"1",
FCVAR_ARCHIVE,
"Legacy map loadout: 0 off, 1 supply weapons missing for placed ammo, 2 full HL2DM loadout"
)
local function MapProvidesWeapon(className)
if #ents.FindByClass(className) > 0 then return true end
for _, equip in ipairs(ents.FindByClass("game_player_equip")) do
local weaponNames = equip:GetSaveTable().m_weaponNames or {}
for _, equippedClass in pairs(weaponNames) do
if string.lower(tostring(equippedClass)) == className then return true end
end
end
return false
end
BuildAutomaticLoadout = function()
automaticLoadout = {}
for _, pair in ipairs(ammoWeaponPairs) do
local hasAmmoPickup = false
for _, ammoClass in ipairs(pair.ammo) do
if #ents.FindByClass(ammoClass) > 0 then
hasAmmoPickup = true
break
end
end
if hasAmmoPickup and not MapProvidesWeapon(pair.weapon) then
automaticLoadout[#automaticLoadout + 1] = pair.weapon
end
end
end
hook.Add("InitPostEntity", "CustomCoopDetectMissingAmmoWeapons", BuildAutomaticLoadout)
end
function GM:PlayerLoadout(ply)
if striponspawn then return end
ply:Give("weapon_fists")
local loadoutMode = hl2dmLoadout and hl2dmLoadout:GetInt() or 0
if loadoutMode <= 0 then return end
if loadoutMode == 1 then
-- InitPostEntity normally prepares this before anybody spawns. The
-- fallback also covers script auto-refresh during a running map.
if not automaticLoadout and BuildAutomaticLoadout then BuildAutomaticLoadout() end
for _, weaponClass in ipairs(automaticLoadout or {}) do
ply:Give(weaponClass)
end
return
end
-- Forced compatibility mode mirrors CHL2MP_Player::GiveDefaultItems.
ply:Give("weapon_crowbar")
ply:Give("weapon_pistol")
ply:Give("weapon_smg1")
ply:Give("weapon_frag")
ply:Give("weapon_physcannon")
ply:GiveAmmo(255, "Pistol", true)
ply:GiveAmmo(45, "SMG1", true)
ply:GiveAmmo(1, "Grenade", true)
ply:GiveAmmo(6, "Buckshot", true)
ply:GiveAmmo(6, "357", true)
end
hook.Add( "SpawnMenuOpen", "DisallowSpawnMenu", function ()
return LocalPlayer():IsAdmin()
end)
hook.Add( "ContextMenuOpen", "DisallowSpawnMenu", function ()
return LocalPlayer():IsAdmin()
end)
function GM:PlayerNoClip(ply, desiredState)
if desiredState then
return ply:IsAdmin()
else
return true
end
end
function GM:PlayerDeathSound()
return true
end
function GM:DrawDeathNotice(x, y)
return false
end
function GM:PlayerSpawnVehicle(ply, model, name, table)
return ply:IsAdmin()
end
function GM:PlayerSpawnSWEP(ply, weapon, info)
return ply:IsAdmin()
end
function GM:PlayerSpawnSENT(ply, class)
return ply:IsAdmin()
end
function GM:PlayerSpawnRagdoll(ply, model)
return ply:IsAdmin()
end
function GM:PlayerSpawnProp(ply, model)
return ply:IsAdmin()
end
function GM:PlayerSpawnObject(ply, model, skin)
return ply:IsAdmin()
end
function GM:PlayerSpawnNPC(ply, npc_type, weapon)
return ply:IsAdmin()
end
function GM:PlayerSpawnEffect(ply, model)
return ply:IsAdmin()
end
function GM:PlayerGiveSWEP(ply, weapon, swep)
return ply:IsAdmin()
end
--function GM:HUDAmmoPickedUp( item, amount )
-- return false;
--end