Optimizations
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@ -22,16 +22,20 @@ end )
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-- Message on levelchange
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hook.Add( "D3Stats_LevelChanged", "D3Stats_ZS_LevelChanged", function ( ply, oldLevel, Level )
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ply:CenterNotify( Color( 0, 255, 255 ), "You ascended to level " .. tostring( Level ) .. " \"" .. d3stats.Levels[Level].Name .. "\"")
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if Level > oldLevel then
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ply:CenterNotify( Color( 0, 255, 255 ), string.format( d3stats.Message.Level_Ascended, Level, d3stats.Levels[Level].Name ) )
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else
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ply:CenterNotify( Color( 0, 255, 255 ), string.format( d3stats.Message.Level_Changed, Level, d3stats.Levels[Level].Name ) )
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end
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end )
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-- Handle "Use_Hammer" permission. TODO: Only prevent that the person can nail things
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hook.Add( "PlayerSwitchWeapon", "D3Stats_ZS_EquipHammer", function( ply, oldWeapon, newWeapon )
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local Class = newWeapon:GetClass()
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if not ply:D3Stats_HasPermission( "Use_Hammer" ) then
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if Class == "weapon_zs_hammer" or Class == "weapon_zs_electrohammer" then
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ply:CenterNotify( Color( 255, 0, 0 ), string.format( d3stats.Disallow_Hold_Hammer, d3stats.GetPermissionLevel( "Use_Hammer" ) ) )
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if Class == "weapon_zs_hammer" or Class == "weapon_zs_electrohammer" then
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if not ply:D3Stats_HasPermission( "Use_Hammer" ) then
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ply:CenterNotify( Color( 255, 0, 0 ), string.format( d3stats.Message.Disallow_Hold_Hammer, d3stats.GetPermissionLevel( "Use_Hammer" ) ) )
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return true
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end
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end
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@ -1,7 +1,7 @@
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if SERVER then
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concommand.Add( "d3stats_clearall", function( ply, cmd, args )
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print( "Test asd asdasdasd!" )
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print( "What the hell are you doing?" )
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end )
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end
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@ -5,19 +5,19 @@ Settings and level definitions are stored in here
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]]
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-- Permissions
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-- Everything not in this list will be allowed by default
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-- AllowIfLessThan: If the amount of players who have the permission is lower than this number, allow it anyway
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-- Team: Reduces count to the specified team. In ZS: TEAM_SURVIVOR = 4,
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-- - Everything not in this list will be allowed by default
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-- - AllowIfLessThan: If the amount of players who have the permission is lower than this number, allow it anyway
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-- - Team: Reduces count to the specified team. In ZS: TEAM_SURVIVOR = 4,
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d3stats.Permissions = {
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["Buy_Hammer"] = { AllowIfLessThan = 4, Team = 4 },
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["Use_Hammer"] = { AllowIfLessThan = 4, Team = 4 },
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--["Buy_Hammer"] = { AllowIfLessThan = 4, Team = 4 },
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--["Use_Hammer"] = { AllowIfLessThan = 4, Team = 4 },
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}
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-- Levels, please sort by XP
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d3stats.Levels = {
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{ XP_needed = 500, Name = "Citizen" },
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{ XP_needed = 500, Name = "Kleiner" },
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{ XP_needed = 1370, Name = "Survivor" },
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{ XP_needed = 2612, Name = "Rogue" },
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{ XP_needed = 2612, Name = "Helper" },
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{ XP_needed = 4225, Name = "Engineer", Permissions = { ["Buy_Hammer"] = true, ["Use_Hammer"] = true } },
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{ XP_needed = 6209, Name = "Scout" },
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{ XP_needed = 8564, Name = "Officer" },
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@ -49,6 +49,7 @@ d3stats.Levels = {
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{ XP_needed = 200000, Name = "God" },
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}
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-- Human reward settings
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d3stats.PlayerPointsAdded_Limit = 200 -- Ignore all "PlayerPointsAdded" callbacks above this XP value
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-- Zombie reward is calculated as follows: Reward = math.clamp( Static + Fraction * Human_Points, Min, Max )
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@ -58,10 +59,13 @@ d3stats.ZombieKilledHuman_Max = 1000 -- Upper XP reward clamp
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d3stats.ZombieKilledHuman_Min = 0 -- Lower XP reward clamp
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-- Messages TODO: Multilanguage
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d3stats.Disallow_Hold_Hammer = "You can't use the hammer until you have reached level %i"
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d3stats.MapStats_Zero = "We are playing %s." -- Message to players who just joined
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d3stats.MapStats = "We are playing %s. Humans won %i of %i times (%.1f%%)" -- Message to players who just joined (With statistics)
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d3stats.MapStats_End = "%s has been won %i of %i times (%.1f%%)" -- Message to all players at the end of the round (With statistics)
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d3stats.Message = {}
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d3stats.Message.Level_Ascended = "You ascended to level %i \"%s\""
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d3stats.Message.Level_Changed = "Your level changed to level %i \"%s\""
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d3stats.Message.Disallow_Hold_Hammer = "You can't use the hammer until you have reached level %i"
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d3stats.Message.MapStats_Zero = "We are playing %s." -- Message to players who just joined
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d3stats.Message.MapStats = "We are playing %s. Humans won %i of %i times (%.1f%%)" -- Message to players who just joined (With statistics)
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d3stats.Message.MapStats_End = "%s has been won %i of %i times (%.1f%%)" -- Message to all players at the end of the round (With statistics)
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if CLIENT then
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-- Overlay positions
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@ -5,12 +5,12 @@ function d3stats.Map_Message( roundend, ply )
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local Message
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if count > 0 then
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if roundend == true then
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Message = string.format( d3stats.MapStats_End, map, wins, count, wins / count * 100 )
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Message = string.format( d3stats.Message.MapStats_End, map, wins, count, wins / count * 100 )
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else
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Message = string.format( d3stats.MapStats, map, wins, count, wins / count * 100 )
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Message = string.format( d3stats.Message.MapStats, map, wins, count, wins / count * 100 )
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end
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else
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Message = string.format( d3stats.MapStats_Zero, map )
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Message = string.format( d3stats.Message.MapStats_Zero, map )
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end
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if ply then
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@ -22,10 +22,12 @@ end
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function d3stats.Map_End( won )
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local map = game.GetMap()
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local players = #player.GetAll()
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d3stats.Storage.Map_AddOutcome( map, won, #player.GetAll() )
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d3stats.Map_Message( true )
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if players > 0 then
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d3stats.Storage.Map_AddOutcome( map, won, players )
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d3stats.Map_Message( true )
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end
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end
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--d3stats.Map_End( false )
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