Initial Reupload

This commit is contained in:
Lucas Magnien
2019-05-28 09:16:53 +02:00
parent c7dea7beef
commit ded79721a1
368 changed files with 12298 additions and 2 deletions
@@ -0,0 +1,23 @@
-- This is a template of Devil Balls Additions which will adds a new events for Devil balls entity.
-- Note: Key name (the "UniqueName") must be different and cannot be similar with other name's addition. This is purposely used for printVerbose and preventing
-- Duplicated addition and table reading errors.
-- To add something, Remove "--[[" and "]]" to make them available again.
--[[
list.Set("DevilBallsAddition", "UniqueName", function(pl)
-- give something to the player or modify something to pl.ph_prop. for example:
pl:ChatPrint("Hello! Let me change the prop color and revert in 5 seconds!")
if IsValid(pl.ph_prop) then
pl.ph_prop:SetMaterials("models/shiny")
pl.ph_prop:SetColor(255,0,0)
pl.RevertColor = timer.Simple(5, function()
pl.ph_prop:SetMaterials("")
pl.ph_prop:SetColor(255,255,255)
end)
end
end)
]]
@@ -0,0 +1,16 @@
-- This is a template of Lucky Balls Additions which will adds a new events for luck balls entity.
-- Note: Key name (the "UniqueName") must be different and cannot be similar with other name's addition. This is purposely used for printVerbose and preventing
-- Duplicated addition and table reading errors.
-- To add something, Remove "--[[" and "]]" to make them available again.
--[[
list.Set("LuckyBallsAddition", "UniqueName", function(pl)
-- give something to the player. for example: Stunstick
pl:ChatPrint("Hello! Here is your free Stunstick! :D")
pl:Give("weapon_stunstick")
end)
]]
@@ -0,0 +1,50 @@
-- ph_kleiner Configuration.
-- Add some Invisible Wall to prevent Exploit. Additionaly, Force all player props become Kleiner model after 0.5 seconds of respawn.
function PH_Create_PlayerClip(min, max)
local pc = ents.Create("brush_playerclip")
pc.min = min
pc.max = max
pc.pos = pc.max - ((pc.max - pc.min) / 2)
pc:SetPos(pc.pos)
pc:Spawn()
end
local function RemoveClipBrush()
for _,pc in pairs(ents.FindByClass("brush_playerclip")) do
if !IsValid(pc) then return end
printVerbose("[PH_Kleiner_v2.Config] Removing Anti Exploit Brush -> #"..pc:EntIndex())
pc:Remove()
end
end
hook.Add("PreCleanupMap", "PH_RemoveClip", RemoveClipBrush)
local function PostCreatePlayerClip()
if game.GetMap() == "ph_kliener_v2" && engine.ActiveGamemode() == "prop_hunt" then
printVerbose("Creating Anti Exploit walls...")
PH_Create_PlayerClip(Vector(1040, -273, 1000), Vector(-1159, -156, 1500))
PH_Create_PlayerClip(Vector(-1020, 639, -50), Vector(-1306, 669, 850))
PH_Create_PlayerClip(Vector(-1299, 659, -50), Vector(-1312, -1440, 1510))
PH_Create_PlayerClip(Vector(-1302, -1434, -371), Vector(1042, -3500, 1500))
PH_Create_PlayerClip(Vector(1049, -1432, -50), Vector(1058, -217, 1400))
-- Force all players become Kleiner on respawn!
timer.Simple(5, function()
for k,v in pairs(ents.FindByClass("ph_prop")) do
v:SetModel("models/player/kleiner.mdl")
v:DrawShadow(false)
end
end)
-- Disable all shadows
local ShadowControl = ents.Create( "shadow_control" )
ShadowControl:SetPos( Vector( 0, 0, 0 ) )
ShadowControl:SetKeyValue( "disableallshadows", "1" )
ShadowControl:Spawn()
ShadowControl:Activate()
end
end
hook.Add("PostCleanupMap", "PH_AddClipBrush", PostCreatePlayerClip)
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-- We will initialize the config stuff here
-- Shared includes
AddCSLuaFile("sh_phe_additional_taunts.lua")
include("sh_phe_additional_taunts.lua")
-- Server includes
if SERVER then
include("server/sv_phkleiner_config.lua")
include("server/sv_devilball_additions.lua")
include("server/sv_luckyball_additions.lua")
end
@@ -0,0 +1,23 @@
-- In here you can add two team taunts without seperating them.
local taunts = {}
-- Begin Table: Hunters
taunts.Hunter = {
["Guuuh!"] = "vo/k_lab/ba_guh.wav",
["If you See Dr. Breen"] = "vo/streetwar/rubble/ba_tellbreen.wav"
-- Add more Hunters Taunt here...
}
-- Begin Table: Props
taunts.Props = {
["Windows XP Shutdown"] = "taunts/ph_enhanced/ext_xp_off.wav",
["Windows XP Startup"] = "taunts/ph_enhanced/ext_xp_start.wav"
-- Add more Props Taunt here...
}
-- if everything's done with above, let's add them as the list.
-- They will be automatically added as soon as the game loads!
for propTaunt,propPath in pairs(taunts.Props) do list.Set("PHE.CustomPropTaunts", propTaunt, propPath) end
for hunterTaunt,hunterPath in pairs(taunts.Hunter) do list.Set("PHE.CustomHunterTaunts", hunterTaunt, hunterPath) end
-- You can also add your custom taunts outside from this scope with your own [ list.Set("PHE.Custom<Prop/Hunter>Taunts", "Taunt Name", "Your Taunt Path") ]