Added support for RP_SouthSide

master
E. Almqvist 5 years ago
parent c17dfb20b0
commit dc1909bfd4
  1. 1
      gamemode/engine/core/server/sv_player_init.lua
  2. 67
      gamemode/engine/derma/menus/menu_intro.lua
  3. 8
      gamemode/settings/sv_settings.lua

@ -14,6 +14,7 @@ function GM:PlayerSelectSpawn( ply )
end end
function GM:PlayerInitialSpawn( ply ) function GM:PlayerInitialSpawn( ply )
ply:SetFOV( 72 )
ply.isloaded = false -- REMOVE THIS WHEN MYSQL DB IS ADDED ply.isloaded = false -- REMOVE THIS WHEN MYSQL DB IS ADDED
ply.cache = {} ply.cache = {}
-- load in all of the players characters and stuff from the MySQL DB -- load in all of the players characters and stuff from the MySQL DB

@ -128,6 +128,64 @@ local scenes = {
ang1 = Angle( -0.63365286588669, -4.9319581985474, 0 ), ang1 = Angle( -0.63365286588669, -4.9319581985474, 0 ),
ang2 = Angle( -2.0592522621155, 42.27123260498, 0 ) ang2 = Angle( -2.0592522621155, 42.27123260498, 0 )
} }
},
["RP_SouthSide"] = {
[1] = {
fov = 70,
velocity = 12,
pos1 = Vector( 1368.4291992188, 10858.263671875, 223.4137878418 ),
pos2 = Vector( 696.99578857422, 10961.203125, 225.74652099609 ),
ang1 = Angle( 0.68631637096405, 165.18278503418, 0 ),
ang2 = Angle( 0.26391625404358, 94.69450378418, 0 )
},
[2] = {
fov = 70,
velocity = 16,
pos1 = Vector( 5267.8354492188, -4528.1293945313, -237.05120849609 ),
pos2 = Vector( 5230.59375, -5460.64453125, -247.05084228516 ),
ang1 = Angle( 0.6544576883316, -113.82953643799, 0 ),
ang2 = Angle( -0.71832829713821, 34.855682373047, 0 )
},
[3] = {
fov = 70,
velocity = 12,
pos1 = Vector( 4746.53125, -820.14733886719, 245.23054504395 ),
pos2 = Vector( 6370.482421875, -690.12646484375, 247.95965576172 ),
ang1 = Angle( -1.5520542860031, 53.9260597229, 0 ),
ang2 = Angle( 0.34874564409256, 132.33442687988, 0 )
},
[4] = {
fov = 70,
velocity = 12,
pos1 = Vector( 11100.685546875, -13623.026367188, -142.84210205078 ),
pos2 = Vector( 11690.620117188, -13346.670898438, -172.52095031738 ),
ang1 = Angle( 2.8831143379211, 25.221273422241, 0 ),
ang2 = Angle( 1.5103136301041, 28.336471557617, 0 )
},
[5] = {
fov = 60,
velocity = 16,
pos1 = Vector( -9168.173828125, 3501.13671875, 8610.853515625 ),
pos2 = Vector( -10148.767578125, -4350.7163085938, 1860.8051757813 ),
ang1 = Angle( 48.132801055908, -50.447017669678, 0 ),
ang2 = Angle( 21.969816207886, -154.96385192871, 0 )
},
[6] = {
fov = 60,
velocity = 15,
pos1 = Vector( 8437.771484375, 13937.401367188, 1746.5352783203 ),
pos2 = Vector( 3200.0029296875, 14697.87109375, 2583.8791503906 ),
ang1 = Angle( -1.2141468524933, -164.51931762695, 0 ),
ang2 = Angle( -29.039636611938, -123.28386688232, 0 )
},
[7] = {
fov = 60,
velocity = 14,
pos1 = Vector( 2833.5769042969, 14572.4609375, 85.577995300293 ),
pos2 = Vector( 4496.3881835938, 14495.8671875, 84.486724853516 ),
ang1 = Angle( -0.63365286588669, -4.9319581985474, 0 ),
ang2 = Angle( -2.0592522621155, 42.27123260498, 0 )
}
} }
} }
@ -161,11 +219,12 @@ function intro.open()
f.w, f.h = f:GetSize() f.w, f.h = f:GetSize()
f.Think = function( self ) f.Think = function( self )
if( Quantum.Client.Cam.Temp ) then
if( Quantum.Client.Cam.Temp.Finished == true ) then -- if the scene is finished then close the menu and exit the cinematic if( Quantum.Client.Cam.Temp.Finished == true ) then -- if the scene is finished then close the menu and exit the cinematic
--self:Close()
fade.transition( f, {}, 1, 1, 1, Color( 0, 0, 0, 255 ), true, Quantum.EmptyFunction, function() Quantum.Client.IsInMenu = false end ) fade.transition( f, {}, 1, 1, 1, Color( 0, 0, 0, 255 ), true, Quantum.EmptyFunction, function() Quantum.Client.IsInMenu = false end )
end end
end end
end
--- MUSIC --- --- MUSIC ---
--surface.PlaySound( "music/HL1_song10.mp3" ) -- too short --surface.PlaySound( "music/HL1_song10.mp3" ) -- too short
@ -186,7 +245,13 @@ function intro.open()
end end
skip.OnCursorEntered = function() surface.PlaySound( "UI/buttonrollover.wav" ) end skip.OnCursorEntered = function() surface.PlaySound( "UI/buttonrollover.wav" ) end
if( scenes[game.GetMap()] ) then
Quantum.Client.Cam.Start( scenes[game.GetMap()], false ) -- start the cinematic Quantum.Client.Cam.Start( scenes[game.GetMap()], false ) -- start the cinematic
else
Quantum.Error( "Unable to get map scenes. Aborting cinematic intro..." )
fade.transition( f, {}, 1, 1, 1, Color( 0, 0, 0, 255 ), true, Quantum.EmptyFunction, function() Quantum.Client.IsInMenu = false end )
return
end
local logdata = { local logdata = {
[1] = { [1] = {

@ -22,8 +22,8 @@ Quantum.Server.Settings.ItemPickupSound = "physics/cardboard/cardboard_box_impac
Quantum.Server.Settings.ItemsGatheredSpawnInWorld = true Quantum.Server.Settings.ItemsGatheredSpawnInWorld = true
Quantum.Server.Settings.InitSpawnLocation = { Quantum.Server.Settings.InitSpawnLocation = {
pos = Vector( 12418.626953125, 9959.9345703125, 320.03125 ), pos = Vector( 2734.0334472656, 5066.060546875, 63.850269317627 ),
ang = Angle( 0, -2.1179277896881, 0 ) ang = Angle( 3.2735850811005, -173.51545715332, 0 )
} }
Quantum.Server.Settings.SpawnLocations = { Quantum.Server.Settings.SpawnLocations = {
@ -38,6 +38,10 @@ Quantum.Server.Settings.SpawnLocations = {
["Hospital"] = { pos = Vector( -5102.2807617188, 10812.857421875, 256.03125 ), ang = Angle( 0, 40.045780181885, 0 ) }, ["Hospital"] = { pos = Vector( -5102.2807617188, 10812.857421875, 256.03125 ), ang = Angle( 0, 40.045780181885, 0 ) },
["Graveyard"] = { pos = Vector( 6220.7700195313, -12982.192382813, 248 ), ang = Angle( 0, -136.18241882324, 0 ) } ["Graveyard"] = { pos = Vector( 6220.7700195313, -12982.192382813, 248 ), ang = Angle( 0, -136.18241882324, 0 ) }
},
["RP_SouthSide"] = {
["Hospital"] = { pos = Vector( 7586.4912109375, 5226.1508789063, 7.6475238800049 ), ang = Angle( 0, -127.80423736572, 0 ) }
} }
} }

Loading…
Cancel
Save