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144
gamemode/classes/prisoner.lua
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144
gamemode/classes/prisoner.lua
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-- ####################################################################################
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-- ## ##
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-- ## ##
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-- ## CASUAL BANANAS CONFIDENTIAL ##
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-- ## ##
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-- ## __________________________ ##
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-- ## ##
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-- ## ##
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-- ## Copyright 2014 (c) Casual Bananas ##
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-- ## All Rights Reserved. ##
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-- ## ##
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-- ## NOTICE: All information contained herein is, and remains ##
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-- ## the property of Casual Bananas. The intellectual and technical ##
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-- ## concepts contained herein are proprietary to Casual Bananas and may be ##
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-- ## covered by U.S. and Foreign Patents, patents in process, and are ##
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-- ## protected by trade secret or copyright law. ##
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-- ## Dissemination of this information or reproduction of this material ##
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-- ## is strictly forbidden unless prior written permission is obtained ##
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-- ## from Casual Bananas ##
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-- ## ##
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-- ## _________________________ ##
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-- ## ##
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-- ## ##
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-- ## Casual Bananas is registered with the "Kamer van Koophandel" (Dutch ##
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-- ## chamber of commerce) in The Netherlands. ##
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-- ## ##
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-- ## Company (KVK) number : 59449837 ##
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-- ## Email : info@casualbananas.com ##
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-- ## ##
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-- ## ##
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-- ####################################################################################
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DEFINE_BASECLASS( "player_default" )
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local PLAYER = {}
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PLAYER.DisplayName = "Prisoner"
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PLAYER.WalkSpeed = 260
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PLAYER.RunSpeed = 310
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PLAYER.CrouchedWalkSpeed = 0.4
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PLAYER.DuckSpeed = 0.3
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PLAYER.UnDuckSpeed = 0.3
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PLAYER.JumpPower = 200
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PLAYER.CanUseFlashlight = false
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PLAYER.MaxHealth = 100
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PLAYER.StartHealth = 100
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PLAYER.StartArmor = 50
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PLAYER.DropWeaponOnDie = false
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PLAYER.AvoidPlayers = false
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function PLAYER:Spawn()
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self.Player:SetPlayerColor(Vector(.9,.9,.9));
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self.Player:SetWeaponColor(Vector(.9,.9,.9));
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self.Player:SetRebel(false);
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self.Player:GiveAmmo( 50, "Pistol", true )
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self.Player:GiveAmmo( 100, "SMG1", true )
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end
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local randomSpecialWeapon = {
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"weapon_jb_knife",
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}
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function PLAYER:Loadout()
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self.Player:Give("weapon_jb_fists");
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if math.random(1,JB.Config.prisonerSpecialChance) == 1 then
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self.Player:Give(table.Random(randomSpecialWeapon)); -- give the player a rando waeapon from our table.
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end
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end
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function PLAYER:SetupDataTables()
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self.Player:NetworkVar( "Bool", 0, "Rebel" );
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self.Player:NetworkVar( "Bool", 1, "InGuardZone" );
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end
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local prisonerModels = {
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Model("models/player/Group01/female_03.mdl"),
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Model("models/player/Group01/female_05.mdl"),
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Model("models/player/Group01/male_01.mdl"),
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Model("models/player/Group01/male_03.mdl"),
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Model("models/player/Group01/female_03.mdl"),
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Model("models/player/Group01/female_05.mdl"),
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Model("models/player/Group01/male_01.mdl"),
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Model("models/player/Group01/male_03.mdl"),
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Model("models/player/Group01/female_03.mdl"),
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Model("models/player/Group01/female_05.mdl"),
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Model("models/player/Group01/male_01.mdl"),
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Model("models/player/Group01/male_03.mdl"),
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Model("models/player/Group01/female_03.mdl"),
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Model("models/player/Group01/female_05.mdl"),
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Model("models/player/Group01/male_01.mdl"),
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Model("models/player/Group01/male_03.mdl"),
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Model("models/player/Group01/female_03.mdl"),
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Model("models/player/Group01/female_05.mdl"),
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Model("models/player/Group01/male_01.mdl"),
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Model("models/player/Group01/male_03.mdl"),
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Model("models/player/Group01/female_03.mdl"),
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Model("models/player/Group01/female_05.mdl"),
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Model("models/player/Group01/male_01.mdl"),
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Model("models/player/Group01/male_03.mdl"),
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Model("models/player/Group01/female_03.mdl"),
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Model("models/player/Group01/female_05.mdl"),
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Model("models/player/Group01/male_01.mdl"),
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Model("models/player/Group01/male_03.mdl"),
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Model("models/player/Group01/female_03.mdl"),
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Model("models/player/Group01/female_05.mdl"),
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Model("models/player/Group01/male_01.mdl"),
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Model("models/player/Group01/male_03.mdl"),
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Model("models/player/Group01/female_03.mdl"),
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Model("models/player/Group01/female_05.mdl"),
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Model("models/player/Group01/male_01.mdl"),
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Model("models/player/Group01/male_03.mdl"),
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Model("models/player/Group01/female_03.mdl"),
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Model("models/player/Group01/female_05.mdl"),
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Model("models/player/Group01/male_01.mdl"),
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Model("models/player/Group01/male_03.mdl"),
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Model("models/player/Group01/female_03.mdl"),
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Model("models/player/Group01/female_05.mdl"),
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Model("models/player/Group01/male_01.mdl"),
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Model("models/player/Group01/male_03.mdl"),
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Model("models/player/Group01/female_03.mdl"),
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Model("models/player/Group01/female_05.mdl"),
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Model("models/player/Group01/male_01.mdl"),
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Model("models/player/Group01/male_03.mdl"),
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Model("models/player/Group01/female_02.mdl"),
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Model("models/player/Group01/female_01.mdl"),
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Model("models/player/Group01/female_04.mdl"),
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Model("models/player/Group01/female_06.mdl"),
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Model("models/player/Group01/male_02.mdl"),
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Model("models/player/Group01/male_04.mdl"),
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Model("models/player/Group01/male_05.mdl"),
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Model("models/player/Group01/male_06.mdl"),
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Model("models/player/Group01/male_07.mdl"),
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Model("models/player/Group01/male_08.mdl"),
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Model("models/player/Group01/male_09.mdl"),
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}
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function PLAYER:SetModel()
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self.Player:SetModel( string.lower(table.Random(prisonerModels)) )
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end
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player_manager.RegisterClass( "player_prisoner", PLAYER, "player_default" )
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