Lots of bug fixes & added female pain sounds

master
AlmTech Software 5 years ago
parent 04ad7282f3
commit 56d397f110
  1. 2
      gamemode/engine/core/client/cl_hud.lua
  2. 37
      gamemode/engine/core/server/sv_player_damage.lua
  3. 10
      gamemode/engine/core/server/sv_player_init.lua
  4. 52
      gamemode/engine/derma/menus/menu_charinfo.lua
  5. 1
      gamemode/engine/lib/server/sv_character.lua
  6. 7
      gamemode/engine/lib/server/sv_inventory.lua
  7. 15
      gamemode/engine/lib/server/sv_networking.lua
  8. 2
      gamemode/engine/vars/cl_vars.lua
  9. 2
      gamemode/engine/vars/sh_vars.lua
  10. 20
      gamemode/settings/sv_settings.lua
  11. 8
      plugins/plugin_addweaponsasitems.lua

@ -8,7 +8,7 @@
local enabledHUDs = {
["CHudChat"] = true,
["CHudGMod"] = true,
["CHudWeaponSelection"] = true
["CHudWeaponSelection"] = false
}
hook.Add( "HUDShouldDraw", "Quantum_RemoveDefualtHUD", function( hudid )

@ -27,31 +27,48 @@ end
function GM:PlayerDeathSound() return true end
local function getModelGender( char )
return char.gender
end
hook.Add( "EntityTakeDamage", "Quantum_PlayerDamage_SoundEffect", function( pl, dmginfo )
if( pl:IsPlayer() && dmginfo:GetDamage() >= 25 ) then
local soundlist = {
pain = Quantum.Server.Settings.PainSounds.Male, -- replace later with correct gender for the playermodel/character
idlepain = Quantum.Server.Settings.IdlePainSounds.Male -- same for this one
}
pl:EmitSound( Quantum.Server.Settings.PainSounds.Male[ math.random( 1, #Quantum.Server.Settings.PainSounds.Male ) ] )
local chargender = getModelGender( Quantum.Server.Char.GetCurrentCharacter( pl ) )
local soundlist
if( chargender == "Male" ) then
soundlist = {
pain = Quantum.Server.Settings.PainSounds.Male,
idlepain = Quantum.Server.Settings.IdlePainSounds.Male
}
elseif( chargender == "Female" ) then
soundlist = {
pain = Quantum.Server.Settings.PainSounds.Female,
idlepain = Quantum.Server.Settings.IdlePainSounds.Female
}
end
pl:EmitSound( soundlist.pain[ math.random( 1, #soundlist.pain ) ] )
if( timer.Exists( "Quantum_PlayerHurtSounds_" .. tostring( pl ) ) ) then timer.Remove( "Quantum_PlayerHurtSounds_" .. tostring( pl ) ) end -- if it already exists remove it
timer.Create( "Quantum_PlayerHurtSounds_" .. tostring( pl ), 4, 0, function()
if( timer.Exists("Quantum_PlayerHurtSounds_" .. tostring(pl:SteamID64())) ) then timer.Remove( "Quantum_PlayerHurtSounds_" .. tostring( pl:SteamID64() ) ) end -- if it already exists remove it
timer.Create( "Quantum_PlayerHurtSounds_" .. tostring( pl:SteamID64() ), 4, 0, function()
local rannum = math.random( 0, 100 )
if( rannum >= Quantum.Server.Settings.DamageHurtSoundRepeatChance ) then -- Make the player "moan" for a while when hurt
pl:EmitSound( Quantum.Server.Settings.IdlePainSounds.Male[ math.random( 1, #Quantum.Server.Settings.IdlePainSounds.Male ) ] )
pl:EmitSound( soundlist.idlepain[ math.random( 1, #soundlist.idlepain ) ] )
end
end)
timer.Simple( 60, function()
timer.Remove( "Quantum_PlayerHurtSounds_" .. tostring( pl ) ) -- remove the timer for the player
timer.Remove( "Quantum_PlayerHurtSounds_" .. tostring( pl:SteamID64() ) ) -- remove the timer for the player
end)
end
end)
hook.Add( "PlayerDeath", "Quantum_PlayerDamage_RemoveIdleSounds", function( pl )
if( timer.Exists( "Quantum_PlayerHurtSounds_" .. tostring( pl ) ) ) then timer.Remove( "Quantum_PlayerHurtSounds_" .. tostring( pl ) ) end
if( timer.Exists( "Quantum_PlayerHurtSounds_" .. tostring(pl:SteamID64()) ) ) then timer.Remove( "Quantum_PlayerHurtSounds_" .. tostring( pl:SteamID64() )) end
end)

@ -9,7 +9,7 @@ Quantum.Server.Player = {}
local ply = FindMetaTable( "Player" )
function GM:PlayerSelectSpawn( pl )
function GM:PlayerSelectSpawn( ply )
return -- return nothing because we dont wont the player to spawn anywhere
end
@ -20,6 +20,12 @@ function GM:PlayerInitialSpawn( ply )
end
local function setUpPlayer( ply )
local plchar = Quantum.Server.Char.GetCurrentCharacter( ply )
if( plchar != nil ) then
ply:SetModel( plchar.model )
end
if( ply:GetModel() ~= nil ) then
ply:SetupHands()
else
@ -40,6 +46,8 @@ local function setUpPlayer( ply )
ply:Give( "quantum_hands" )
ply:SetActiveWeapon( "quantum_hands" )
ply:SetFOV( 80 )
Quantum.Debug( tostring( ply ) .. charnametxt )
end

@ -234,6 +234,32 @@ function menu.open( dt )
ent:SetEyeTarget( eyepos + Vector( 40, -5, 2 ) )
function char:LayoutEntity( Entity ) return end
---- Inventory panel ----
local inv = vgui.Create( "DPanel", f ) -- section for all of the item panels
inv:SetSize( f.w - char.w, f.h - bar.h )
inv.w, inv.h = inv:GetSize()
inv:SetPos( char.w, bar.h )
inv.Paint = function( self, w, h )
surface.SetDrawColor( 0, 0, 0, 0 )
surface.DrawRect( 0, 0, w, h )
end
local maxW, maxH = Quantum.Inventory.Width, Quantum.Inventory.Height
local itempanels = {}
local count = 0
local xbasepos, ybasepos = 0, 0
local xintervall, yintervall = itemWidth + padding/2, itemHeight + padding/2
local xpos, ypos = 0, 0
local rows = 0
local itemframe = vgui.Create( "DPanel", inv ) -- container for all of the item panels
itemframe:SetSize( inv:GetSize() )
itemframe:SetPos( 0, 0 )
itemframe.Paint = function( self, w, h ) end
---- EQUIP INFO----
f.markedItemPanel = {}
f.equippanels = {} -- so we can access it later
@ -270,32 +296,6 @@ function menu.open( dt )
f.equippanels[Quantum.EquipSlots.Weapon] = createEquipSlotPanel( Quantum.EquipSlots.Weapon, slotXpos + equipSlot_PanelWidth + equipSlotSpacing/2, (equipSlotYpos + equipSlot_PanelHeight) / 2, slotScale, f ) -- create the panel
f.equippanels[Quantum.EquipSlots.Weapon].SetItem( getItemInSlot(equipped[ Quantum.EquipSlots.Weapon ]) ) -- give its current item
---- Inventory panel ----
local inv = vgui.Create( "DPanel", f ) -- section for all of the item panels
inv:SetSize( f.w - char.w, f.h - bar.h )
inv.w, inv.h = inv:GetSize()
inv:SetPos( char.w, bar.h )
inv.Paint = function( self, w, h )
surface.SetDrawColor( 0, 0, 0, 0 )
surface.DrawRect( 0, 0, w, h )
end
local maxW, maxH = Quantum.Inventory.Width, Quantum.Inventory.Height
local itempanels = {}
local count = 0
local xbasepos, ybasepos = 0, 0
local xintervall, yintervall = itemWidth + padding/2, itemHeight + padding/2
local xpos, ypos = 0, 0
local rows = 0
local itemframe = vgui.Create( "DPanel", inv ) -- container for all of the item panels
itemframe:SetSize( inv:GetSize() )
itemframe:SetPos( 0, 0 )
itemframe.Paint = function( self, w, h ) end
for ii=1, maxW * maxH, 1 do -- create all of the item panels
if( ii != 1 ) then count = count + 1 end

@ -24,6 +24,7 @@ local function CreateCharTable( args )
maxhealth = Quantum.Server.Settings.MaxHealth,
health = args.health || Quantum.Server.Settings.MaxHealth,
model = setMdl || "models/player.mdl",
gender = args.gender || "Male",
money = args.money || Quantum.Server.Settings.StarterMoney,
inventory = args.inventory || {}, -- create new inventory later
jobs = args.jobs || {

@ -27,6 +27,7 @@ end
local function setupWeaponItem( pl, itemTbl, dontSelect )
if( itemTbl.equipgive != nil ) then
pl:StripAmmo()
pl:Give( itemTbl.equipgive, false )
if( !dontSelect ) then pl:SelectWeapon( itemTbl.equipgive ) end
end
@ -51,8 +52,10 @@ local function setupWeaponOnRespawn( pl, char )
end
hook.Add( "PlayerSpawn", "Quantum_Inventory_Equip_GiveWeapon", function( ply )
setupWeaponOnRespawn( ply )
ply:SelectWeapon( "quantum_hands" )
if( ply.isloaded ) then
setupWeaponOnRespawn( ply )
ply:SelectWeapon( "quantum_hands" )
end
end)
function Quantum.Server.Inventory.UnEquipItem( pl, equipslot, char )

@ -146,13 +146,16 @@ function Quantum.Net.Inventory.Update( pl )
Quantum.Debug( "Updating " .. tostring(pl) .. " character." )
local charTbl = Quantum.Server.Char.GetCurrentCharacter( pl )
local char = { money = charTbl.money, model = charTbl.model, name = charTbl.name }
net.Start( "quantum_char_update" )
net.WriteTable( Quantum.Server.Char.GetInventory( charTbl ) )
net.WriteTable( char )
net.WriteTable( charTbl.equipped )
net.Send( pl )
if( charTbl != nil ) then
local char = { money = charTbl.money, model = charTbl.model, name = charTbl.name }
net.Start( "quantum_char_update" )
net.WriteTable( Quantum.Server.Char.GetInventory( charTbl ) )
net.WriteTable( char )
net.WriteTable( charTbl.equipped )
net.Send( pl )
end
end
local intcodeFunctions = {

@ -13,5 +13,5 @@ Quantum.EquipSlotsNames = {
[Quantum.EquipSlots.Chest] = "Chest",
[Quantum.EquipSlots.Legs] = "Legs",
[Quantum.EquipSlots.Boots] = "Boots",
[Quantum.EquipSlots.Weapon] = "Weapon",
[Quantum.EquipSlots.Weapon] = "Main hand",
}

@ -18,7 +18,7 @@ Quantum.Rarity = {
Rare = { txt = "Rare", color = Color( 48, 163, 230, 40 ) },
Epic = { txt = "Epic", color = Color( 220, 90, 90, 40 ) },
Legendary = { txt = "Legendary", color = Color( 235, 125, 52, 40 ) },
Weapon = { txt = "Illegal", color = Color( 220, 90, 90, 40 ) }
Weapon = { txt = "Weapon", color = Color( 220, 90, 90, 40 ) }
}
Quantum.EquipSlots = {

@ -73,6 +73,18 @@ Quantum.Server.Settings.PainSounds.Male = {
"vo/npc/male01/pain09.wav"
}
Quantum.Server.Settings.PainSounds.Female = {
"vo/npc/female01/pain01.wav",
"vo/npc/female01/pain02.wav",
"vo/npc/female01/pain03.wav",
"vo/npc/female01/pain04.wav",
"vo/npc/female01/pain05.wav",
"vo/npc/female01/pain06.wav",
"vo/npc/female01/pain07.wav",
"vo/npc/female01/pain08.wav",
"vo/npc/female01/pain09.wav"
}
Quantum.Server.Settings.DamageHurtSoundRepeatChance = 90 -- %
Quantum.Server.Settings.IdlePainSounds = {}
@ -84,6 +96,14 @@ Quantum.Server.Settings.IdlePainSounds.Male = {
"vo/npc/male01/moan05.wav"
}
Quantum.Server.Settings.IdlePainSounds.Female = {
"vo/npc/female01/moan01.wav",
"vo/npc/female01/moan02.wav",
"vo/npc/female01/moan03.wav",
"vo/npc/female01/moan04.wav",
"vo/npc/female01/moan05.wav"
}
--- Features to be added ---
Quantum.Server.Settings.MaxJobLevel = 250
Quantum.Server.Settings.MaxJobSlots = 2

@ -27,7 +27,7 @@ local function createItemName( entclass )
local str = string.Replace( entclass, "_", " " )
for i, ns in pairs( plugin.types ) do
str = string.Replace( str, ns, "" )
str = string.gsub( str, ns, "" )
end
return string.upper( str )
@ -56,8 +56,10 @@ end
function plugin.CreateItems( weps )
for _, wepID in pairs( weps ) do
local swepTbl = weapons.Get( wepID )
Quantum.Debug( "Added " .. wepID .. " as an item!" )
local wepName = createItemName( wepID )
local wepName = swepTbl.PrintName
if( wepName == "Scripted Weapon" || wepName == wepID ) then
wepName = createItemName( wepID )
end
Quantum.Item.Create( wepID, {
name = wepName,
desc = "A firearm." || swepTbl.Purpose,

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