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Refosel
2026-03-30 10:39:52 +03:00
commit 2b57c019cb
2010 changed files with 185745 additions and 0 deletions

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if game.SinglePlayer() then return end
-----------------------------------------------------------------------=#
if SERVER then
util.AddNetworkString("MultiplayerSoundFix_PlaySound")
local ENT = FindMetaTable("Entity")
if !MPSNDFIX_SOUND_PLAY then MPSNDFIX_SOUND_PLAY = sound.Play end
if !MPSNDFIX_EMITSOUND then MPSNDFIX_EMITSOUND = ENT.EmitSound end
-----------------------------------------------------------------------=#
timer.Create("MPSOUNDFIX_RESET_PLY_NET_MSG_COUNT", 1, 0, function()
for _, ply in ipairs(player.GetAll()) do
ply.MPSNDFIX_NETMSGS = 0
end
end)
-----------------------------------------------------------------------=#
-----------------------------------------------------------------------=#
local function posObscured( pos1, pos2 )
return util.TraceLine({
start = pos1,
endpos = pos2,
mask = MASK_NPCWORLDSTATIC,
}).Hit
end
-----------------------------------------------------------------------=#
-----------------------------------------------------------------------=#
local function sound_Net( name, pos, lvl, pitch, vol )
if lvl < 100 then return end
for _, ply in ipairs(player.GetAll()) do
if ply.MPSNDFIX_NETMSGS and ply.MPSNDFIX_NETMSGS >= 10 then continue end
local dist = ply:GetPos():DistToSqr(pos)
if dist < 1970^2 then continue end
if dist > 8000^2 && posObscured( ply:WorldSpaceCenter(), pos ) then continue end
net.Start("MultiplayerSoundFix_PlaySound")
net.WriteString(name)
net.WriteVector(pos)
net.WriteUInt(lvl, 10)
net.WriteUInt(pitch, 9)
net.WriteFloat(vol)
net.Send(ply)
ply.MPSNDFIX_NETMSGS = ply.MPSNDFIX_NETMSGS + 1
end
end
-----------------------------------------------------------------------=#
-----------------------------------------------------------------------=#
function sound:Play( pos, lvl, pitch, vol )
sound_Net( self, pos or Vector(), lvl or 100, pitch or 100, vol or 1 )
MPSNDFIX_SOUND_PLAY( self, pos, lvl, pitch, vol )
end
-----------------------------------------------------------------------=#
-----------------------------------------------------------------------=#
function ENT:EmitSound( name, lvl, pitch, vol, ... )
if !self.GetClass or self:GetClass() == "gmod_tool" then return end -- Weird entities that we just skip
sound_Net( name, self:WorldSpaceCenter(), lvl or 100, pitch or 100, vol or 1 )
MPSNDFIX_EMITSOUND( self, name, lvl, pitch, vol, ... )
end
-----------------------------------------------------------------------=#
end
-----------------------------------------------------------------------=#
if CLIENT then
net.Receive("MultiplayerSoundFix_PlaySound", function()
local name = net.ReadString()
local pos = net.ReadVector()
local lvl = net.ReadUInt(10)
local pitch = net.ReadUInt(9)
local vol = net.ReadFloat()
sound.Play(name, pos, lvl, pitch, vol)
end)
end
--PENETRATION-----------------------------------------------------------=#
local matEasyPen = {
[MAT_GLASS] = 0,
[MAT_WOOD] = 1,
[MAT_PLASTIC] = 1,
}
local function Penetration(ent, data)
if IsValid(ent) then
if ent.CurrentPenetrationPower >= 0 then
data.Damage = data.Damage/1.5
data.Callback = function(ent, tr, dmg)
data.Src = tr.HitPos+data.Dir*4
if matEasyPen[tr.MatType] then
ent.CurrentPenetrationPower = ent.CurrentPenetrationPower - matEasyPen[tr.MatType]
else
ent.CurrentPenetrationPower = ent.CurrentPenetrationPower - 2
end
if tr.Entity and (tr.Entity:IsPlayer() or tr.Entity:IsNPC()) then
ent.CurrentPenetrationPower = ent.CurrentPenetrationPower - 1
data.IgnoreEntity = tr.Entity
end
if ent.CurrentPenetrationPower >= 0 and not tr.HitSky then
Penetration(ent, data)
end
end
ent:FireBullets(data)
end
end
end
hook.Add("EntityFireBullets", "TDM_Penetration", function(ent, data)
if ent.PenetrationPower and ent.PenetrationPower > 0 then
if ent.CurrentPenetrationPower == ent.PenetrationPower then
data.Callback = function(ent, tr, dmg)
if tr.Entity and (tr.Entity:IsPlayer() or tr.Entity:IsNPC()) then
ent.CurrentPenetrationPower = ent.CurrentPenetrationPower - 1
data.IgnoreEntity = tr.Entity
end
if matEasyPen[tr.MatType] then
ent.CurrentPenetrationPower = ent.CurrentPenetrationPower - matEasyPen[tr.MatType]
else
ent.CurrentPenetrationPower = ent.CurrentPenetrationPower - 2
end
if ent.CurrentPenetrationPower >= 0 and not tr.HitSky then
data.Src = tr.HitPos+data.Dir*4
Penetration(ent, data)
end
end
return true
end
end
end)

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local meta = FindMetaTable("Player")
local enb = FindMetaTable("Entity")
function enb:IsMWIINPC()
return self:IsNPC() or self:IsNextBot()
end
local function GetLongOfSequence(model, sequence)
local t = ents.Create("base_anim")
t:SetModel(model)
t:SetRenderMode(10)
t:Spawn()
local id, long = t:LookupSequence(sequence)
t:Remove()
return long, id
end
function enb:Freeze(bool)
if self:IsMWIINPC() then
if bool then
self:AddEFlags(EFL_NO_THINK_FUNCTION)
else
self:RemoveEFlags(EFL_NO_THINK_FUNCTION)
end
end
end
function enb:MWII_BE(bonename)
local bone = self:LookupBone(bonename)
if bone then
local ef = EffectData()
ef:SetOrigin(self:GetBonePosition(bone))
ef:SetColor(0)
util.Effect("BloodImpact", ef)
end
end
function enb:HeadBlow()
for i=1,4 do
local pos = self:GetBonePosition(self:LookupBone("ValveBiped.Bip01_Head1"))
local m = ents.Create("prop_physics")
m:SetModel("models/Gibs/HGIBS_scapula.mdl")
m:SetPos(pos)
m:SetAngles(AngleRand())
m:Spawn()
m:SetMaterial("models/flesh")
m:SetCollisionGroup(1)
m:GetPhysicsObject():SetVelocity(VectorRand(-64,64))
local ef = EffectData()
ef:SetOrigin(pos)
util.Effect("BloodImpact", ef)
timer.Simple(15, function()
if !IsValid(m) then return end
m:Remove()
end)
end
end
function MWIITransferBones( base, ragdoll )
if !IsValid( base ) or !IsValid( ragdoll ) then return end
for i = 0, ragdoll:GetPhysicsObjectCount() - 1 do
local bone = ragdoll:GetPhysicsObjectNum( i )
if ( IsValid( bone ) ) then
local pos, ang = base:GetBonePosition( ragdoll:TranslatePhysBoneToBone( i ) )
if ( pos ) then bone:SetPos( pos ) end
if ( ang ) then bone:SetAngles( ang ) end
end
end
end
downNPCsClassList = {
["vj_tdm_invasion_soldier1"] = true,
["vj_tdm_invasion_soldier2"] = true,
}
reviveNPCsClassList = {
["vj_tdm_invasion_soldier1"] = true,
["vj_tdm_invasion_soldier2"] = true,
}
takedownedNPCsClassList = {
["vj_tdm_invasion_soldier1"] = true,
["vj_tdm_invasion_soldier2"] = true,
}
takedownNPCsClassList = {
["vj_tdm_invasion_soldier1"] = true,
["vj_tdm_invasion_soldier2"] = true,
}
function enb:IsDowned()
if self:IsPlayer() then
return self:GetNWBool('Downed')
else
return self.Downed
end
end
function enb:MWIIsFriend(tar, neutral_too)
local dis = self:Disposition(tar)
if neutral_too then
return dis == 3 or dis == 4
else
return dis == 3
end
end
function enb:IsInFOVEnt(ent2)
local ent1Pos = self:GetPos()
local ent2Pos = ent2:GetPos()
local ent1Ang = self:GetAngles():Forward()
local direction = (ent1Pos - ent2Pos):GetNormalized()
local dot = direction:Dot(ent1Ang)
local fov = math.cos(math.rad(90))
if dot < fov then
return true
else
return false
end
end
local optimize_delay = 0
hook.Add("Think", "STDMFindNPCs", function()
if optimize_delay < CurTime() then
optimize_delay = CurTime()+1
local enttab = ents.FindByClass("*tdm_*")
for i=1,#enttab do
local ent = enttab[i]
if ent:IsNPC() and reviveNPCsClassList[ent:GetClass()] and !ent.Downed and !ent.Takedowning then
local tar = ent.ReviveThisTarget
if !IsValid(tar) then
local targets = ents.FindInSphere( ent:GetPos(), 512 )
for _, fri in ipairs(targets) do
if (fri:IsPlayer() or fri.IsMWIINPC and fri:IsMWIINPC()) and ent:MWIIsFriend(fri, true) then
if (fri:IsDowned() or fri.Downed) and !IsValid(fri.TargetReviver) then
fri.TargetReviver = ent
ent.ReviveThisTarget = fri
break
end
end
end
else
local pos = tar:GetPos()
local dist = pos:DistToSqr(ent:GetPos())
if not timer.Exists("HelpNPCToMWII"..ent:EntIndex()) then
timer.Create("HelpNPCToMWII"..ent:EntIndex(), 2, 1, function()
if !IsValid(ent) then return end
ent:SetLastPosition( pos )
ent:SetSchedule( SCHED_FORCED_GO_RUN )
if ent.IsVJBaseSNPC then
ent:VJ_TASK_GOTO_LASTPOS()
end
end)
end
if dist < 2500 and not ent.InSeqMWII then
local tk = ents.Create("mwii_sequence_npc")
tk.NPC = ent
tk.Target = tar
tk.Sequence = "revive"
tk:SetPos(ent:GetPos())
local ang1 = (pos - ent:GetPos()):Angle()
ang1.x, ang1.z = 0, 0
tk:SetAngles(ang1)
tk:Spawn()
ent.ReviveThisTarget = nil
end
if !tar:IsDowned() then
ent.ReviveThisTarget = nil
tar.TargetReviver = nil
end
end
end
if ent:IsNPC() and takedownNPCsClassList[ent:GetClass()] and !ent.Downed and !ent.Takedowning and !ent.CantUseTakedown and math.random(1,4) >= 2 then
local targets = ents.FindInSphere( ent:GetPos(), 200 )
for _, en in ipairs(targets) do
if (en:IsMWIINPC() and en:Health() > 0) and ent:IsInFOVEnt(en) and !ent:MWIIsFriend(en, true) and !en.CantUseTakedown then
if ent:EyePos():DistToSqr(en:EyePos()) < 5000 then
ent:NPC_Takedown(en)
break
else
if not timer.Exists("TakedownNPCToMWII"..ent:EntIndex()) then
timer.Create("TakedownNPCToMWII"..ent:EntIndex(), 2, 1, function()
if !IsValid(ent) or !IsValid(en) or en.Takedowning then return end
ent:SetLastPosition( en:GetPos() )
ent:SetSchedule( SCHED_FORCED_GO_RUN )
if ent.IsVJBaseSNPC then
ent:VJ_TASK_GOTO_LASTPOS()
end
end)
end
break
end
end
end
end
end
end
end)
hook.Add("OnNPCKilled", "STDMHook", function(ent)
if ent.Downed or ent.InSeqMWII then
ent:SetRenderMode(RENDERMODE_NORMAL)
end
end)
hook.Add("EntityTakeDamage", "!!!!!NPC_STDMHook", function(ply, dmg)
local att = dmg:GetAttacker()
local allowthis = ply:IsMWIINPC()
if allowthis and dmg:GetDamage() < ply:Health() and math.random(1,100) == 1 and not dmg:IsExplosionDamage() and not ply.AlreadyWasDowned and not ply.Takedowning and not ply:IsDowned() then
if ply:IsMWIINPC() and downNPCsClassList[ply:GetClass()] then
dmg:ScaleDamage(0)
ply.Downed = true
ply:SetHealth(50)
local tk = ents.Create("mwii_down_npc")
tk.NPC = ply
tk:SetPos(ply:GetPos())
tk:SetAngles(ply:GetAngles())
tk:Spawn()
ply.DownedEnt = tk
return true
end
end
if ply.CantDamageMWII then
dmg:ScaleDamage(0)
return true
end
end)
----------------------------------------------------------
function meta:IsAtBack(enemy) --This function was made by OpenAI ChatGPT
if !IsValid(enemy) then return end
local enemyForward = enemy:GetForward()
local enemyToPlayer = self:GetPos() - enemy:GetPos()
local angle = enemyForward:Angle():Forward():Dot(enemyToPlayer:GetNormalized())
local degrees = math.deg(math.acos(angle))
return degrees > 100
end
function meta:Takedown()
local tr = self:GetEyeTrace()
local ent = tr.Entity
local dist = tr.StartPos:Distance(tr.HitPos) < 96
local isnpc = ent:IsMWIINPC()
if (!ent:IsPlayer() and !isnpc) or (!isnpc and ent:Team() == self:Team()) or (isnpc and ent:MWIIsFriend(self)) or self:IsDowned() or ent.Takedowning or self.Takedowning or !ent:OnGround() or !self:OnGround() or !self:IsAtBack(ent) or not dist then
return
end
if isnpc and !ent:LookupBone("ValveBiped.Bip01_Spine") then
return
end
local downed = ent:IsDowned()
local _, rnd = table.Random(COD.Takedowns)
local float = rnd
if self:IsPlayer() and not self:IsBot() and self:GetNWString('TakedownAnim') != "00" then
float = self:GetNWString('TakedownAnim')
end
if not COD.Takedowns[float] then return end
if !isnumber(float) then
anim1, anim2 = "execution_"..float.."_attacker_stand", "execution_"..float.."_victim_stand"
if downed then
anim1, anim2 = "execution_"..float.."_attacker_laststand", "execution_"..float.."_victim_laststand"
end
end
print(float, anim1, anim2)
local zpos = self:GetPos()
local delay1 = select(2, self:LookupSequence(anim1))
local delay2 = COD.Takedowns[float].deathtime
if downed then
delay2 = COD.Takedowns[float].deathtime_laststand
end
local ang1 = ent:EyeAngles()
self:Freeze(true)
self:SetEyeAngles(Angle(ang1.x,ang1.y,0))
self:SetPos(ent:GetPos())
self:SetSVAnimation(anim1)
local wep = self:GetActiveWeapon()
if IsValid(wep) then
self.TakedowningGun = wep:GetClass()
else
self.TakedowningGun = ""
end
local wep = ent:GetActiveWeapon()
if IsValid(wep) then
ent.TakedowningGun = wep:GetClass()
else
ent.TakedowningGun = ""
end
self.TakedowningTarget = ent
self.Takedowning = true
self.TakedownIsFinished = false
self:SetActiveWeapon(nil)
local tk
if isnpc then
ent.Takedowning = true
tk = ents.Create("mwii_takedown_npc")
tk.NPC = ent
tk.Finisher = self
tk.Delay = delay2
tk.Sequence = anim2
tk:SetPos(ent:GetPos())
tk:SetAngles(ent:GetAngles())
tk:Spawn()
else
ent:SetActiveWeapon(nil)
ent.TakedowningTarget = self
ent.Takedowning = true
ent.TakedownIsFinished = false
ent:SetSVAnimation(anim2)
ent:Freeze(true)
ent:SetEyeAngles(Angle(ang1.x,ang1.y,0))
net.Start("COD.TakedownCam")
net.WriteBool(true)
net.WriteFloat(delay2)
net.WriteBool(false)
net.Send(ent)
timer.Simple(delay2, function()
if IsValid(ent) and IsValid(self) and self.Takedowning then
self.TakedownIsFinished = true
ent:Freeze(false)
ent:TakeDamage(ent:Health()+ent:Armor(), self)
ent.Takedowning = false
ent.TakedowningTarget = nil
ent:SetSVAnimation("")
end
end)
end
net.Start("COD.TakedownCam")
net.WriteBool(true)
net.WriteFloat(delay1)
net.WriteBool(true)
net.Send(self)
local bm = ent
if ent:IsMWIINPC() then
bm = tk
end
if downed then
COD.Takedowns[float].effect_laststand(self, ent, bm)
else
COD.Takedowns[float].effect(self, ent, bm)
end
timer.Simple(delay1, function()
if IsValid(self) and self.Takedowning then
self:Freeze(false)
self.Takedowning = false
self:SetSVAnimation("")
self:SelectWeapon(self.TakedowningGun)
if IsValid(ent) and ent:Health() > 0 then
self:SetPos(zpos)
end
end
end)
end
function enb:NPC_Takedown(ent)
local isnpc = ent:IsMWIINPC()
if (isnpc and !takedownedNPCsClassList[ent:GetClass()]) or self:IsDowned() or ent.Takedowning or self.Takedowning or !ent:OnGround() or !self:OnGround() then
return
end
if isnpc and !ent:LookupBone("ValveBiped.Bip01_Spine") then
return
end
local downed = ent:IsDowned()
local float = "00"
local rnd = math.random(1,33)
if rnd >= 10 then
float = ""..rnd
else
float = "0"..rnd
end
if not COD.Takedowns[float] then return end
if !isnumber(float) then
anim1, anim2 = "execution_"..float.."_attacker_stand", "execution_"..float.."_victim_stand"
if downed then
anim1, anim2 = "execution_"..float.."_attacker_laststand", "execution_"..float.."_victim_laststand"
end
end
local zpos = self:GetPos()
local delay1 = GetLongOfSequence("models/player/breen.mdl", anim1)
local delay2 = COD.Takedowns[float].deathtime
if downed then
delay2 = COD.Takedowns[float].deathtime_laststand
end
local ang1 = self:EyeAngles()
self:Freeze(true)
ent:SetAngles(Angle(0,ang1.y,0))
self:SetPos(ent:GetPos())
local wep = self:GetActiveWeapon()
if IsValid(wep) then
wep:SetClip1(0)
end
self.TakedowningTarget = ent
self.Takedowning = true
self.TakedownIsFinished = false
local tk = ents.Create("mwii_takedown_npc")
tk.NPC = self
tk.AttackerTime = delay2
tk.KillingEntityMode = true
tk.ToKill = ent
tk.Finisher = self
tk.Delay = delay1
tk.Sequence = anim1
tk:SetPos(ent:GetPos())
tk:SetAngles(ent:GetAngles())
tk:Spawn()
local tk2
if ent:IsPlayer() then
ent:SetActiveWeapon(nil)
ent.TakedowningTarget = self
ent.Takedowning = true
ent.TakedownIsFinished = false
ent:SetSVAnimation(anim2)
ent:Freeze(true)
ent:SetEyeAngles(Angle(ang1.x,ang1.y,0))
net.Start("COD.TakedownCam")
net.WriteBool(true)
net.WriteFloat(delay2)
net.WriteBool(false)
net.Send(ent)
else
ent.Takedowning = true
ent:SetAngles(Angle(0,ang1.y,0))
tk2 = ents.Create("mwii_takedown_npc")
tk2.NPC = ent
tk2.Finisher = self
tk2.Delay = delay2
tk2.Sequence = anim2
tk2:SetPos(ent:GetPos())
tk2:SetAngles(ent:GetAngles())
tk2:Spawn()
end
if !ent:IsPlayer() then
ent = tk2
end
local bm = ent
if ent:IsMWIINPC() then
bm = tk2
end
if downed then
COD.Takedowns[float].effect_laststand(tk, ent, bm)
else
COD.Takedowns[float].effect(tk, ent, bm)
end
timer.Simple(delay1, function()
if IsValid(self) and self.Takedowning then
self.Takedowning = false
if IsValid(ent) and ent:Health() > 0 then
self:SetPos(zpos)
end
end
end)
end
hook.Add("CreateEntityRagdoll", "MWIITDCreateRagdoll", function(owner, ragdoll)
local rag = owner:GetNWEntity('MWIIRag')
if IsValid(rag) then
MWIITransferBones( rag, ragdoll )
ragdoll:SetNoDraw(false)
if owner.HeadBlow then
ragdoll:ManipulateBoneScale(ragdoll:LookupBone("ValveBiped.Bip01_Head1"), Vector(0,0,0))
end
end
if owner:IsPlayer() and owner.HeadBlow then
ragdoll:ManipulateBoneScale(ragdoll:LookupBone("ValveBiped.Bip01_Head1"), Vector(0,0,0))
end
end)