-- base.lua ----------------------------------------------------------------------------- -- This file is loaded automatically whenever a map is loaded. -- Do not change this file. ----------------------------------------------------------------------------- local _G = getfenv(0) ----------------------------------------------------------------------------- -- defines ----------------------------------------------------------------------------- -- Events EVENT_ALLOWED = true EVENT_DISALLOWED = false ----------------------------------------------------------------------------- -- set a cvar, but check to make sure it's not already set correctly ----------------------------------------------------------------------------- function set_cvar( cvarname, value ) if GetConvar( cvarname ) ~= value then SetConvar( cvarname, value ) end end ----------------------------------------------------------------------------- -- Output Events ----------------------------------------------------------------------------- function OpenDoor(name) OutputEvent( name, "Open" ) end function CloseDoor(name) OutputEvent( name, "Close" ) end function ToggleDoor(name) OutputEvent( name, "Toggle" ) end ----------------------------------------------------------------------------- -- baseclass (everything derives from this guy) ----------------------------------------------------------------------------- baseclass = { } function baseclass:new (o) -- create object if user does not provide one o = o or {} setmetatable(o, self) self.__index = self return o end ----------------------------------------------------------------------------- -- reset everything ----------------------------------------------------------------------------- function RespawnAllPlayers() ApplyToAll({ AT.kRemovePacks, AT.kRemoveProjectiles, AT.kRespawnPlayers, AT.kRemoveBuildables, AT.kRemoveRagdolls, AT.kStopPrimedGrens, AT.kReloadClips, AT.kAllowRespawn, AT.kReturnDroppedItems }) end ----------------------------------------------------------------------------- -- lowercase c "Broadcast" functions, because uppercase C "BroadCast" functions are lame ----------------------------------------------------------------------------- function BroadcastMessage( message ) BroadCastMessage( message ) end function BroadcastMessageToPlayer( player, message ) BroadCastMessageToPlayer( player, message ) end function BroadcastSound( soundname ) BroadCastSound( soundname ) end function BroadcastSoundToPlayer( player, soundname ) BroadCastSoundToPlayer( player, soundname ) end ----------------------------------------------------------------------------- -- trigger_ff_script ----------------------------------------------------------------------------- trigger_ff_script = baseclass:new({}) function trigger_ff_script:allowed() return EVENT_ALLOWED end function trigger_ff_script:ontouch() end function trigger_ff_script:ontrigger() end function trigger_ff_script:onendtouch() end function trigger_ff_script:onfailtouch() end function trigger_ff_script:onexplode() return EVENT_ALLOWED end function trigger_ff_script:onbuild() return EVENT_ALLOWED end function trigger_ff_script:onfailuse() end function trigger_ff_script:onuse() end function trigger_ff_script:onactive() end function trigger_ff_script:oninactive() end function trigger_ff_script:onremoved() end function trigger_ff_script:onrestored() end function trigger_ff_script:spawn() -- notify the bot if this is a goal type local info = CastToTriggerScript(entity) if(info ~= nil) then if self.botgoaltype and self.team then info:SetBotGoalInfo(self.botgoaltype, self.team) end end end ----------------------------------------------------------------------------- -- trigger_ff_clip ----------------------------------------------------------------------------- trigger_ff_clip = baseclass:new({}) function trigger_ff_clip:spawn() local clip = CastToTriggerClip(entity) if (clip ~= nil) then if self.clipflags then clip:SetClipFlags(self.clipflags) end end end ----------------------------------------------------------------------------- -- func_button ----------------------------------------------------------------------------- func_button = baseclass:new({}) function func_button:allowed() return true end function func_button:ondamage() end function func_button:ontouch() end function func_button:onuse() end function func_button:onfailuse() end ----------------------------------------------------------------------------- -- info_ff_script ----------------------------------------------------------------------------- info_ff_script = baseclass:new({ model = "models/items/healthkit.mdl" }) function info_ff_script:onreturn() end function info_ff_script:ondrop() end function info_ff_script:onownerdie() end function info_ff_script:onownerforcerespawn() end function info_ff_script:onownerfeign() end function info_ff_script:onactive() end function info_ff_script:oninactive() end function info_ff_script:onremoved() end function info_ff_script:onrestored() end function info_ff_script:onexplode() end function info_ff_script:dropatspawn() return false end function info_ff_script:usephysics() return false end function info_ff_script:hasshadow() return true end -- anims must be named certain things... function info_ff_script:hasanimation() return false end -- For when this object is carried, these offsets are used to place -- the info_ff_script relative to the objects GetAbsOrigin() function info_ff_script:attachoffset() local offset = Vector( 0, 0, 0 ) return offset end function info_ff_script:precache() PrecacheModel(self.model) end function info_ff_script:spawn() -- set model and skin local info = CastToInfoScript( entity ) info:SetModel(self.model) if self.modelskin then info:SetSkin(self.modelskin) end -- setup touch flags if self.touchflags ~= nil then info:SetTouchFlags(self.touchflags) end if self.disallowtouchflags ~= nil then info:SetDisallowTouchFlags(self.disallowtouchflags) end -- notify the bot if this is a goal type if(info ~= nil) then if self.botgoaltype then info:SetBotGoalInfo(self.botgoaltype) end end if self.renderfx ~= nil then info:SetRenderFx(self.renderfx) end end function info_ff_script:gettouchsize( mins, maxs ) end function info_ff_script:getphysicssize( mins, maxs ) end function info_ff_script:getbloatsize() return 12 end ----------------------------------------------------------------------------- -- info_ff_teamspawn ----------------------------------------------------------------------------- info_ff_teamspawn = baseclass:new({}) function info_ff_teamspawn:validspawn() return true end