Optimization & added main menu scenes for dunwood

master
AlmTech Software 5 years ago
parent 0ea7dce7b6
commit 0d235ed425
  1. 21
      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 )

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