Russian roulette now ends after a player dies. Still need to let the minigame manager know and add logic for moving to the next game, cleanup, ending a round, etc

This commit is contained in:
gamer147
2023-08-02 23:04:51 -04:00
parent 0d6df93904
commit bdb25fd3ce
8 changed files with 186 additions and 22 deletions

View File

@@ -58,6 +58,7 @@ public partial class Pawn : AnimatedEntity
[BindComponent] public UserPawnController Controller { get; }
[BindComponent] public PawnAnimator Animator { get; }
[BindComponent] public PawnInventory Inventory { get; }
public override Ray AimRay => new Ray( EyePosition, EyeRotation.Forward );
@@ -71,12 +72,7 @@ public partial class Pawn : AnimatedEntity
EnableDrawing = true;
EnableHideInFirstPerson = true;
EnableShadowInFirstPerson = true;
}
public void Respawn()
{
Components.Create<UserPawnController>();
Components.Create<PawnAnimator>();
SetupPhysicsFromModel( PhysicsMotionType.Keyframed );
}
public void DressFromClient( IClient cl )
@@ -91,6 +87,7 @@ public partial class Pawn : AnimatedEntity
SimulateRotation();
Controller?.Simulate( cl );
Animator?.Simulate();
Inventory?.ActiveWeapon?.Simulate( cl );
}
public override void BuildInput()
@@ -130,4 +127,15 @@ public partial class Pawn : AnimatedEntity
EyeRotation = Rotation.Slerp( Rotation, idealRotation, Time.Delta * 10f );
Rotation = EyeRotation;
}
public void LookAt( Vector3 position )
{
Rotation = Rotation.LookAt( (position - this.Position).Normal, Vector3.Up );
EyePosition = position;
}
public override void TakeDamage( DamageInfo info )
{
base.TakeDamage( info );
}
}

View File

@@ -26,7 +26,7 @@ public partial class RoundManager : Entity
/// <summary>
/// The number of seconds from the timer starting before the round starts
/// </summary>
private const float RoundStartCountdownSeconds = 10f;
private const float RoundStartCountdownSeconds = 5f;
/// <summary>
/// The state of the current round

View File

@@ -1,3 +1,4 @@
using System;
using Sandbox;
using System.Collections.Generic;
@@ -26,6 +27,9 @@ public partial class Weapon : AnimatedEntity
public virtual string ReloadAnimPath => "reload";
public virtual string WeaponName => "weapon";
public virtual float ReloadDuration => 4f;
public virtual CitizenAnimationHelper.HoldTypes HoldType { get; }
protected virtual List<string> HitTags => new List<string> { "solid", "player", "npc" };
protected virtual float Damage => 20f;
private bool Reloading => TimeSinceReloadStarted < ReloadDuration;
/// <summary>
@@ -68,6 +72,7 @@ public partial class Weapon : AnimatedEntity
SetParent( pawn, true );
EnableDrawing = true;
CreateViewModel( To.Single( pawn ) );
pawn.SetAnimParameter( "holdtype", (int)HoldType );
}
/// <summary>
@@ -77,6 +82,7 @@ public partial class Weapon : AnimatedEntity
{
EnableDrawing = false;
DestroyViewModel( To.Single( Owner ) );
Pawn.SetAnimParameter( "holdtype", (int)CitizenAnimationHelper.HoldTypes.None );
}
/// <summary>
@@ -128,7 +134,7 @@ public partial class Weapon : AnimatedEntity
/// <returns></returns>
public virtual bool CanPrimaryAttack()
{
if ( !Owner.IsValid() || !Input.Down( "attack1" ) || Ammo == 0 || Reloading ) return false;
if ( !Owner.IsValid() || !Input.Down( "attack1" ) || (Ammo == 0 && MaxAmmo != 0) || Reloading ) return false;
var rate = PrimaryRate;
if ( rate <= 0 ) return true;
@@ -138,7 +144,7 @@ public partial class Weapon : AnimatedEntity
private void ReduceAmmoAndPrimaryAttack()
{
Ammo--;
Ammo = Math.Max(0, Ammo -1);
PrimaryAttack();
}
@@ -166,7 +172,7 @@ public partial class Weapon : AnimatedEntity
var trace = Trace.Ray( start, end )
.UseHitboxes()
.WithAnyTags( "solid", "player", "npc" )
.WithAnyTags( HitTags.ToArray() )
.Ignore( this )
.Size( radius );