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Convert ff_schtop.lua to take advantage of the new base_shutdown.lua
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2 changed files with 24 additions and 114 deletions
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@ -99,20 +99,8 @@ red_windowpack = windowpack:new({ touchflags = { AllowFlags.kOnlyPlayers, AllowF
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-- kills those who wander into the enemy spawn
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-----------------------------------------------------------------------------
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spawn_protection = trigger_ff_script:new({ team = Team.kUnassigned })
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function spawn_protection:allowed( activator )
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local player = CastToPlayer( activator )
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if player then
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if player:GetTeamId() == self.team then
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return EVENT_ALLOWED
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end
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end
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return EVENT_DISALLOWED
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end
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red_spawn_protection = spawn_protection:new({ team = Team.kBlue })
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blue_spawn_protection = spawn_protection:new({ team = Team.kRed })
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red_spawn_protection = not_red_trigger:new()
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blue_spawn_protection = not_blue_trigger:new()
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-----------------------------------------------------------------------------
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-- OFFENSIVE AND DEFENSIVE SPAWNS
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@ -136,84 +124,32 @@ blue_dspawn = { validspawn = blue_d_only }
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-- AND THEN, SOME MORE STUFF...
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-----------------------------------------------------------------------------
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red_sec = trigger_ff_script:new()
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blue_sec = trigger_ff_script:new()
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bluesecstatus = 1
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redsecstatus = 1
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red_sec = red_security_trigger:new()
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blue_sec = blue_security_trigger:new()
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sec_iconx = 60
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sec_icony = 30
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sec_iconw = 16
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sec_iconh = 16
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local security_off_base = security_off or function() end
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function security_off( team )
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security_off_base( team )
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function red_sec:ontouch( touch_entity )
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if IsPlayer( touch_entity ) then
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local player = CastToPlayer( touch_entity )
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if player:GetTeamId() == Team.kBlue then
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if redsecstatus == 1 then
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redsecstatus = 0
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AddSchedule("secup10red", SECURITY_LENGTH - 10, secup10red)
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AddSchedule("beginclosered", SECURITY_LENGTH - 6, beginclosered)
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AddSchedule("secupred",SECURITY_LENGTH,secupred)
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OpenDoor("red_secdoor")
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BroadCastMessage("#FF_RED_SEC_40")
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SpeakAll( "SD_REDDOWN" )
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RemoveHudItemFromAll( "red-sec-up" )
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AddHudIconToAll( "hud_secdown.vtf", "red-sec-down", sec_iconx, sec_icony, sec_iconw, sec_iconh, 3 )
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end
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end
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end
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OpenDoor(team.."_secdoor")
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local opposite_team = team == "red" and "blue" or "red"
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OutputEvent("sec_"..opposite_team.."_slayer", "Disable")
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AddSchedule("aardvarksecup10"..team, SECURITY_LENGTH - 10, function()
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BroadCastMessage("#FF_"..team:upper().."_SEC_10")
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end)
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AddSchedule("beginclose"..team, SECURITY_LENGTH - 6, function()
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CloseDoor(team.."_secdoor")
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end)
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end
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function blue_sec:ontouch( touch_entity )
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if IsPlayer( touch_entity ) then
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local player = CastToPlayer( touch_entity )
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if player:GetTeamId() == Team.kRed then
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if bluesecstatus == 1 then
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bluesecstatus = 0
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AddSchedule("secup10blue", SECURITY_LENGTH - 10, secup10blue)
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AddSchedule("begincloseblue", SECURITY_LENGTH - 6, begincloseblue)
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AddSchedule("secupblue",SECURITY_LENGTH,secupblue)
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OpenDoor("blue_secdoor")
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BroadCastMessage("#FF_BLUE_SEC_40")
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SpeakAll( "SD_BLUEDOWN" )
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RemoveHudItemFromAll( "blue-sec-up" )
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AddHudIconToAll( "hud_secdown.vtf", "blue-sec-down", sec_iconx, sec_icony, sec_iconw, sec_iconh, 2 )
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end
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end
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end
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end
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local security_on_base = security_on or function() end
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function security_on( team )
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security_on_base( team )
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function secupred()
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redsecstatus = 1
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BroadCastMessage("#FF_RED_SEC_ON")
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SpeakAll( "SD_REDUP" )
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RemoveHudItemFromAll( "red-sec-down" )
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AddHudIconToAll( "hud_secup_red.vtf", "red-sec-up", sec_iconx, sec_icony, sec_iconw, sec_iconh, 3 )
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end
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function begincloseblue()
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CloseDoor("blue_secdoor")
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end
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function beginclosered()
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CloseDoor("red_secdoor")
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end
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function secupblue()
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bluesecstatus = 1
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BroadCastMessage("#FF_BLUE_SEC_ON")
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SpeakAll( "SD_BLUEUP" )
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RemoveHudItemFromAll( "blue-sec-down" )
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AddHudIconToAll( "hud_secup_blue.vtf", "blue-sec-up", sec_iconx, sec_icony, sec_iconw, sec_iconh, 2 )
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end
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function secup10red()
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BroadCastMessage("#FF_RED_SEC_10")
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end
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function secup10blue()
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BroadCastMessage("#FF_BLUE_SEC_10")
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CloseDoor(team.."_secdoor")
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local opposite_team = team == "red" and "blue" or "red"
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OutputEvent("sec_"..opposite_team.."_slayer", "Enable")
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end
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grp = bigpack:new({
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@ -222,29 +158,3 @@ gren1=4,gren2=4,model=
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"models/items/backpack/backpack.mdl",
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respawntime=1,touchsound="Backpack.Touch"})
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function grp:dropatspawn() return false end
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-------------------------
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-- flaginfo
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-------------------------
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function flaginfo( player_entity )
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local player = CastToPlayer( player_entity )
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flaginfo_base(player_entity) --basic CTF HUD items
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RemoveHudItem( player, "red-sec-down" )
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RemoveHudItem( player, "blue-sec-down" )
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RemoveHudItem( player, "red-sec-up" )
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RemoveHudItem( player, "blue-sec-up" )
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if bluesecstatus == 1 then
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AddHudIcon( player, "hud_secup_blue.vtf", "blue-sec-up", sec_iconx, sec_icony, sec_iconw, sec_iconh, 2 )
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else
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AddHudIcon( player, "hud_secdown.vtf", "blue-sec-down", sec_iconx, sec_icony, sec_iconw, sec_iconh, 2 )
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end
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if redsecstatus == 1 then
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AddHudIcon( player, "hud_secup_red.vtf", "red-sec-up", sec_iconx, sec_icony, sec_iconw, sec_iconh, 3 )
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else
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AddHudIcon( player, "hud_secdown.vtf", "red-sec-down", sec_iconx, sec_icony, sec_iconw, sec_iconh, 3 )
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end
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end
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@ -165,7 +165,7 @@ button_blue = button_common:new({
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-- Button responses
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-----------------------------------------------------------------------------
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function button_blue:onin()
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if SECURITY_LENGTH == 60 or SECURITY_LENGTH == 30 then
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if SECURITY_LENGTH == 60 or SECURITY_LENGTH == 30 or SECURITY_LENGTH == 40 then
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BroadCastMessage( "#FF_BLUE_SEC_"..SECURITY_LENGTH )
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else
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BroadCastMessage( "#FF_BLUE_SECURITY_DEACTIVATED" )
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