diff --git a/gamemode/engine/derma/menus/menu_character.lua b/gamemode/engine/derma/menus/menu_character.lua index 55d4b9a..7d4e60a 100644 --- a/gamemode/engine/derma/menus/menu_character.lua +++ b/gamemode/engine/derma/menus/menu_character.lua @@ -11,7 +11,6 @@ local snm = Quantum.Client.Menu.GetAPI( "net" ) local page = Quantum.Client.Menu.GetAPI( "page" ) local theme = Quantum.Client.Menu.GetAPI( "theme" ) local fade = Quantum.Client.Menu.GetAPI( "fade" ) -local qrender = Quantum.Client.Menu.GetAPI( "qrender" ) local resScale = Quantum.Client.ResolutionScale local sw, sh = ScrW(), ScrH() @@ -109,10 +108,10 @@ local pages = { }, ["rp_dunwood_eu"] = { [1] = { - fov = 50, + fov = 60, velocity = 10, - pos1 = Vector( -7419.0327148438, 13390.305664063, 326.03125 ), - ang1 = Angle( 3.4110288619995, 126.79418945313, 0 ) + pos1 = Vector( -7225.9956054688, -967.29949951172, 320 ), + ang1 = Angle( 2.7715656757355, 41.735473632813, 0 ) } } } @@ -489,10 +488,18 @@ function menu.open( dt ) ["rp_truenorth_v1a_livin"] = { [1] = { fov = 70, - velocity = 10, + velocity = 1, pos1 = Vector(9807.226563, -9093.957031, 5560.153809), ang1 = Angle(5.702401, -42.888149, 0.000000) } + }, + ["rp_dunwood_eu"] = { + [1] = { + fov = 70, + velocity = 1, + pos1 = Vector( -11620.374023438, 7470.0942382813, 409 ), + ang1 = Angle( 5.9394421577454, -49.899868011475, 0 ) + } } } Quantum.Client.Cam.Start( f.scene[game.GetMap()], true ) @@ -586,7 +593,7 @@ function menu.open( dt ) Quantum.Client.selectedChar = Quantum.Client.charPanels[1] ----------------------------------------------------- - if( Quantum.Client.selectedChar && p.mdl ~= nil ) then + if( Quantum.Client.selectedChar && p.mdl != nil ) then p.mdl:SetModel( Quantum.Client.selectedChar.char.model ) -- set the char model local minv, maxv = p.mdl.Entity:GetRenderBounds() local eyepos = p.mdl.Entity:GetBonePosition( p.mdl.Entity:LookupBone( "ValveBiped.Bip01_Head1" ) ) @@ -606,7 +613,7 @@ function menu.open( dt ) theme.sharpblurrbutton( self ) end cr.Think = function( self ) - if( table.Count(Quantum.Client.Chars) >= Quantum.CharacterLimit ) then + if( #Quantum.Client.Chars >= Quantum.CharacterLimit ) then self:SetVisible( false ) else self:SetVisible( true )