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NightLight = string.byte( "a" )
DayLight = string.byte( "m" )
NextPattern = NextPattern or DayLight
CurrentPattern = CurrentPattern or DayLight
RiseTime = 300
DayTime = 480
SetTime = 960
NightTime = 1200
StealTime = 0
Time = Time or RiseTime + 1
IsNight = false
if ( CLIENT ) then
timer.Simple( 5, function()
RunConsoleCommand( "pp_sunbeams", "0" )
end )
hook.Add( "RenderScreenspaceEffects", "RenderSunbeams", function()
if ( !render.SupportsPixelShaders_2_0() ) then return end
local sun = util.GetSunInfo()
if ( !sun ) then return end
if ( sun.obstruction == 0 ) then return end
local sunpos = EyePos() + sun.direction * 4096
local scrpos = sunpos:ToScreen()
local dot = ( sun.direction:Dot( EyeVector() ) - 0.8 ) * 5
if ( dot <= 0 ) then return end
DrawSunbeams( 0.85, 1 * dot * sun.obstruction, 0.25, scrpos.x / ScrW(), scrpos.y / ScrH() )
end )
timer.Create( "DayTime.TimerClient", 1, 0, function()
if ( GetConVarNumber( "gms_daynight" ) <= 0 ) then return end
Time = Time + 1
if ( Time > 1440 ) then Time = 0 end
end )
elseif ( SERVER ) then
RunConsoleCommand( "sv_skyname", "painted" )
local GMS_DayColorTop = Vector( 0.22, 0.51, 1.0 )
local GMS_DayColorBottom = Vector( 0.92, 0.93, 0.99 )
local GMS_DayColorDusk = Vector( 1.0, 0.2, 0.0 )
local GMS_Clouds = "skybox/clouds"
local GMS_Stars = "skybox/starfield"
local GMS_StarFade = 1//0.5
local GMS_StarScale = 1.75
local GMS_StarSpeed = 0.03
theSky = theSky or nil
hook.Add( "InitPostEntity", "gms_create_skypaint", function()
if ( table.Count( ents.FindByClass( "env_skypaint" ) ) >= 1 ) then theSky = ents.FindByClass( "env_skypaint" )[ 1 ] return end
theSky = ents.Create( "env_skypaint" )
theSky:Spawn()
end )
timer.Create( "DayTime.TimerServer", 1, 0, function()
if ( GetConVarNumber( "gms_daynight" ) <= 0 ) then return end
Time = Time + 1
if ( Time > 1440 ) then Time = 0 end
//Time = CurTime() - math.floor( CurTime() / 1440 ) * 1440
for id, sun in pairs( ents.FindByClass( "env_sun" ) or {} ) do
sun:SetKeyValue( "pitch", math.NormalizeAngle( ( Time / 1440 * 360 ) + 90 ) )
sun:Activate()
end
local coef = 0
if ( Time >= NightTime && Time < RiseTime ) then // Night
IsNight = true
coef = 0
elseif ( Time >= RiseTime && Time < DayTime ) then // Sunrise
IsNight = false
coef = 1 - ( DayTime - Time ) / ( DayTime - RiseTime ) // Calculate progress
elseif ( Time >= DayTime && Time < SetTime ) then // Day
IsNight = false
coef = 1
elseif ( Time >= SetTime && Time < NightTime ) then // Sunset
IsNight = false
coef = ( NightTime - Time ) / ( NightTime - SetTime ) // Calculate progress
end
local dusk_coef = coef
if ( dusk_coef > 0.5 ) then
dusk_coef = 1 - dusk_coef
if ( IsValid( theSky ) ) then
if ( theSky:GetStarTexture() != GMS_Clouds ) then
theSky:SetStarTexture( GMS_Clouds )
theSky:SetStarScale( GMS_StarScale )
end
end
else
if ( IsValid( theSky ) ) then
if ( theSky:GetStarTexture() != GMS_Stars ) then
theSky:SetStarTexture( GMS_Stars )
theSky:SetStarScale( 0.5 )
end
end
end
if ( IsValid( theSky ) ) then
theSky:SetTopColor( GMS_DayColorTop * coef )
theSky:SetBottomColor( GMS_DayColorBottom * coef )
theSky:SetStarFade( GMS_StarFade * ( 0.5 - dusk_coef ) )
theSky:SetSunSize( 1 )
if ( IsNight ) then dusk_coef = 0 end
theSky:SetDuskColor( GMS_DayColorDusk * dusk_coef )
end
NextPattern = math.Clamp( NightLight + math.ceil( ( DayLight - NightLight ) * coef ), NightLight, DayLight )
if ( NextPattern != CurrentPattern ) then
for _, light in pairs( ents.FindByClass( "light_environment" ) or {} ) do
light:Fire( "FadeToPattern", string.char( NextPattern ) )
light:Activate()
end
//engine.LightStyle( 0, string.char( NextPattern - 1 ) )
//for id, ply in pairs( player.GetAll() ) do ply:SendLua( "render.RedownloadAllLightmaps()" ) end
CurrentPattern = NextPattern
end
if ( Time == StealTime && GetConVarNumber( "gms_night_cleanup" ) >= 1 ) then
local drops = ents.FindByClass( "gms_resourcedrop" )
local weaps = ents.FindByClass( "gms_resourcedrop" )
local msg = false
if ( #drops > 8 ) then for id, ent in pairs( drops ) do msg = true ent:Fadeout() end end
if ( #weaps > 4 ) then for id, ent in pairs( weaps ) do msg = true ent:Fadeout() end end
if ( msg ) then
for id, ply in pairs( player.GetAll() ) do
ply:SendMessage( "Something happened outside...", 5, Color( 255, 10, 10, 255 ) )
timer.Simple( 10, function()
ply:SendMessage( "So they dont't get stolen at night.", 5, Color( 255, 150, 150, 255 ) )
ply:SendMessage( "Remember to store your resources in resoucepack, ", 5, Color( 255, 150, 150, 255 ) )
end )
end
end
for i = 0, math.random( 2, 6 ) do
local zombies = #ents.FindByClass( "npc_zombie" )
local fzombies = #ents.FindByClass( "npc_fastzombie" )
if ( zombies + fzombies > 14 ) then break end
local pos = Vector( math.random( -6000, 6000 ), math.random( -6000, 6000 ), 1800 )
local tr = util.TraceLine( {
start = pos, endpos = pos - Vector( 0, 0, 9999 )
} )
if ( tr.HitWorld ) then
local class = "npc_zombie"
if ( math.random( 0, 100 ) < 25 ) then class = "npc_fastzombie" end
local zombie = ents.Create( class )
zombie:SetPos( tr.HitPos + Vector( 0, 0, 64 ) )
zombie:SetHealth( 128 )
zombie:SetNWString( "Owner", "World" )
zombie:SetKeyValue( "spawnflags", "1280" )
zombie:Spawn()
zombie:Fire( "Wake" )
zombie:Activate()
local ourEnemy = player.GetByID( math.random( 1, #player.GetAll() ) )
if ( IsValid( ourEnemy ) ) then
zombie:SetEnemy( ourEnemy )
zombie:SetLastPosition( ourEnemy:GetPos() )
zombie:SetSchedule( SCHED_FORCED_GO )
end
end
end
end
end )
end
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