diff options
Diffstat (limited to 'gamemode/player_class')
| -rw-r--r-- | gamemode/player_class/player_army.lua | 4 | ||||
| -rw-r--r-- | gamemode/player_class/player_base.lua | 24 | ||||
| -rw-r--r-- | gamemode/player_class/player_default.lua | 24 | ||||
| -rw-r--r-- | gamemode/player_class/player_zombie.lua | 34 |
4 files changed, 43 insertions, 43 deletions
diff --git a/gamemode/player_class/player_army.lua b/gamemode/player_class/player_army.lua index 7e20c13..163ac5e 100644 --- a/gamemode/player_class/player_army.lua +++ b/gamemode/player_class/player_army.lua @@ -1,7 +1,7 @@ AddCSLuaFile() -local PLAYER = {} +local PLAYER = {} function PLAYER:GetHandsModel() @@ -13,4 +13,4 @@ function PLAYER:Spawn() end -player_manager.RegisterClass( "player_army", PLAYER, "player_baseclass" )
\ No newline at end of file +player_manager.RegisterClass( "player_army", PLAYER, "player_baseclass" ) diff --git a/gamemode/player_class/player_base.lua b/gamemode/player_class/player_base.lua index a470104..02733a8 100644 --- a/gamemode/player_class/player_base.lua +++ b/gamemode/player_class/player_base.lua @@ -3,7 +3,7 @@ AddCSLuaFile() DEFINE_BASECLASS( "player_default" ) -local PLAYER = {} +local PLAYER = {} function PLAYER:GetHandsModel() @@ -79,7 +79,7 @@ function PLAYER:HandlePlayerNoClipping( velocity ) if ( self.Player:InVehicle() ) then return end - if ( self.Player:GetMoveType() != MOVETYPE_NOCLIP ) then + if ( self.Player:GetMoveType() != MOVETYPE_NOCLIP ) then if ( self.Player.m_bWasNoclipping ) then @@ -110,16 +110,16 @@ function PLAYER:HandlePlayerVaulting( velocity ) if ( velocity:Length() < 1000 ) then return end if ( self.Player:IsOnGround() ) then return end - self.Player.CalcIdeal = ACT_MP_SWIM + self.Player.CalcIdeal = ACT_MP_SWIM return true end function PLAYER:HandlePlayerSwimming( velocity ) - if ( self.Player:WaterLevel() < 2 ) then + if ( self.Player:WaterLevel() < 2 ) then self.Player.m_bInSwim = false - return false + return false end if ( velocity:Length2D() > 10 ) then @@ -129,12 +129,12 @@ function PLAYER:HandlePlayerSwimming( velocity ) end self.Player.m_bInSwim = true - + return true end -function PLAYER:HandlePlayerLanding( velocity, WasOnGround ) +function PLAYER:HandlePlayerLanding( velocity, WasOnGround ) if ( self.Player:GetMoveType() == MOVETYPE_NOCLIP ) then return end @@ -147,10 +147,10 @@ end function PLAYER:HandlePlayerDriving() return false - + end -function PLAYER:UpdateAnimation( velocity, maxseqgroundspeed ) +function PLAYER:UpdateAnimation( velocity, maxseqgroundspeed ) local len = velocity:Length() local movement = 1.0 @@ -164,7 +164,7 @@ function PLAYER:UpdateAnimation( velocity, maxseqgroundspeed ) -- if we're under water we want to constantly be swimming.. if ( self.Player:WaterLevel() >= 2 ) then rate = math.max( rate, 0.5 ) - elseif ( !self.Player:IsOnGround() && len >= 1000 ) then + elseif ( !self.Player:IsOnGround() && len >= 1000 ) then rate = 0.1; end @@ -177,7 +177,7 @@ function PLAYER:UpdateAnimation( velocity, maxseqgroundspeed ) end -function PLAYER:GrabEarAnimation() +function PLAYER:GrabEarAnimation() self.Player.ChatGestureWeight = self.Player.ChatGestureWeight or 0 @@ -335,4 +335,4 @@ function PLAYER:DoAnimationEvent( event, data ) return nil end -player_manager.RegisterClass( "player_base", PLAYER, "player_default" )
\ No newline at end of file +player_manager.RegisterClass( "player_base", PLAYER, "player_default" ) diff --git a/gamemode/player_class/player_default.lua b/gamemode/player_class/player_default.lua index 1a5f9b3..cf3cb3d 100644 --- a/gamemode/player_class/player_default.lua +++ b/gamemode/player_class/player_default.lua @@ -3,7 +3,7 @@ AddCSLuaFile() DEFINE_BASECLASS( "player_default" ) -local PLAYER = {} +local PLAYER = {} function PLAYER:HandlePlayerJumping( velocity ) @@ -73,7 +73,7 @@ function PLAYER:HandlePlayerNoClipping( velocity ) if ( self.Player:InVehicle() ) then return end - if ( self.Player:GetMoveType() != MOVETYPE_NOCLIP ) then + if ( self.Player:GetMoveType() != MOVETYPE_NOCLIP ) then if ( self.Player.m_bWasNoclipping ) then @@ -104,16 +104,16 @@ function PLAYER:HandlePlayerVaulting( velocity ) if ( velocity:Length() < 1000 ) then return end if ( self.Player:IsOnGround() ) then return end - self.Player.CalcIdeal = ACT_MP_SWIM + self.Player.CalcIdeal = ACT_MP_SWIM return true end function PLAYER:HandlePlayerSwimming( velocity ) - if ( self.Player:WaterLevel() < 2 ) then + if ( self.Player:WaterLevel() < 2 ) then self.Player.m_bInSwim = false - return false + return false end if ( velocity:Length2D() > 10 ) then @@ -123,12 +123,12 @@ function PLAYER:HandlePlayerSwimming( velocity ) end self.Player.m_bInSwim = true - + return true end -function PLAYER:HandlePlayerLanding( velocity, WasOnGround ) +function PLAYER:HandlePlayerLanding( velocity, WasOnGround ) if ( self.Player:GetMoveType() == MOVETYPE_NOCLIP ) then return end @@ -141,10 +141,10 @@ end function PLAYER:HandlePlayerDriving() return false - + end -function PLAYER:UpdateAnimation( velocity, maxseqgroundspeed ) +function PLAYER:UpdateAnimation( velocity, maxseqgroundspeed ) local len = velocity:Length() local movement = 1.0 @@ -158,7 +158,7 @@ function PLAYER:UpdateAnimation( velocity, maxseqgroundspeed ) -- if we're under water we want to constantly be swimming.. if ( self.Player:WaterLevel() >= 2 ) then rate = math.max( rate, 0.5 ) - elseif ( !self.Player:IsOnGround() && len >= 1000 ) then + elseif ( !self.Player:IsOnGround() && len >= 1000 ) then rate = 0.1; end @@ -175,7 +175,7 @@ end -- If you don't want the player to grab his ear in your gamemode then -- just override this. -- -function PLAYER:GrabEarAnimation() +function PLAYER:GrabEarAnimation() self.Player.ChatGestureWeight = self.Player.ChatGestureWeight or 0 @@ -337,4 +337,4 @@ function PLAYER:DoAnimationEvent( event, data ) return nil end -player_manager.RegisterClass( "player_baseclass", PLAYER, "player_default" )
\ No newline at end of file +player_manager.RegisterClass( "player_baseclass", PLAYER, "player_default" ) diff --git a/gamemode/player_class/player_zombie.lua b/gamemode/player_class/player_zombie.lua index f8333b1..4167953 100644 --- a/gamemode/player_class/player_zombie.lua +++ b/gamemode/player_class/player_zombie.lua @@ -1,29 +1,29 @@ AddCSLuaFile() -local PLAYER = {} +local PLAYER = {} -function PLAYER:UpdateAnimation( velocity, maxseqgroundspeed ) +function PLAYER:UpdateAnimation( velocity, maxseqgroundspeed ) local len = velocity:Length() local movement = 1.0 if len > 0.2 then - - movement = len / maxseqgroundspeed - + + movement = len / maxseqgroundspeed + end rate = math.min( movement, 2 ) if self.Player:WaterLevel() >= 2 then - + rate = math.max( rate, 0.5 ) - - elseif !self.Player:IsOnGround() and len >= 1000 then - + + elseif !self.Player:IsOnGround() and len >= 1000 then + rate = 0.1 - + end local weapon = self.Player:GetActiveWeapon() @@ -31,10 +31,10 @@ function PLAYER:UpdateAnimation( velocity, maxseqgroundspeed ) self.Player:SetPlaybackRate( rate ) if CLIENT then - + self:GrabEarAnimation() self:MouthMoveAnimation() - + end end @@ -45,11 +45,11 @@ function PLAYER:CalcMainActivity( velocity ) self.Player.CalcSeqOverride = self.Player:LookupSequence( "zombie_idle" ) local len2d = velocity:Length2D() - + if len2d > 1 then - + self.Player.CalcSeqOverride = self.Player:LookupSequence( "zombie_run" ) - + end return self.Player.CalcIdeal, self.Player.CalcSeqOverride @@ -73,7 +73,7 @@ function PLAYER:DoAnimationEvent( event, data ) self.Player.m_bJumping = true self.Player.m_bFirstJumpFrame = true self.Player.m_flJumpStartTime = CurTime() - + self.Player:AnimRestartMainSequence() return ACT_INVALID @@ -90,4 +90,4 @@ function PLAYER:DoAnimationEvent( event, data ) end -player_manager.RegisterClass( "player_zombie", PLAYER, "player_base" )
\ No newline at end of file +player_manager.RegisterClass( "player_zombie", PLAYER, "player_base" ) |
