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AddCSLuaFile()
include( 'taunt_camera.lua' )
local PLAYER = {}
PLAYER.DisplayName = "Default Class"
PLAYER.WalkSpeed = 400 -- How fast to move when not running
PLAYER.RunSpeed = 600 -- How fast to move when running
PLAYER.CrouchedWalkSpeed = 0.3 -- Multiply move speed by this when crouching
PLAYER.DuckSpeed = 0.3 -- How fast to go from not ducking, to ducking
PLAYER.UnDuckSpeed = 0.3 -- How fast to go from ducking, to not ducking
PLAYER.JumpPower = 200 -- How powerful our jump should be
PLAYER.CanUseFlashlight = true -- Can we use the flashlight
PLAYER.MaxHealth = 100 -- Max health we can have
PLAYER.StartHealth = 100 -- How much health we start with
PLAYER.StartArmor = 0 -- How much armour we start with
PLAYER.DropWeaponOnDie = false -- Do we drop our weapon when we die
PLAYER.TeammateNoCollide = true -- Do we collide with teammates or run straight through them
PLAYER.AvoidPlayers = true -- Automatically swerves around other players
PLAYER.UseVMHands = true -- Uses viewmodel hands
--
-- Name: PLAYER:SetupDataTables
-- Desc: Set up the network table accessors
-- Arg1:
-- Ret1:
--
function PLAYER:SetupDataTables()
end
--
-- Name: PLAYER:Init
-- Desc: Called when the class object is created (shared)
-- Arg1:
-- Ret1:
--
function PLAYER:Init()
end
--
-- Name: PLAYER:Spawn
-- Desc: Called serverside only when the player spawns
-- Arg1:
-- Ret1:
--
function PLAYER:Spawn()
end
--
-- Name: PLAYER:Loadout
-- Desc: Called on spawn to give the player their default loadout
-- Arg1:
-- Ret1:
--
function PLAYER:Loadout()
self.Player:Give( "weapon_pistol" )
self.Player:GiveAmmo( 255, "Pistol", true )
end
function PLAYER:SetModel()
local cl_playermodel = self.Player:GetInfo( "cl_playermodel" )
local modelname = player_manager.TranslatePlayerModel( cl_playermodel )
util.PrecacheModel( modelname )
self.Player:SetModel( modelname )
end
-- Clientside only
function PLAYER:CalcView( view ) end -- Setup the player's view
function PLAYER:CreateMove( cmd ) end -- Creates the user command on the client
function PLAYER:ShouldDrawLocal() end -- Return true if we should draw the local player
-- Shared
function PLAYER:StartMove( cmd, mv ) end -- Copies from the user command to the move
function PLAYER:Move( mv ) end -- Runs the move (can run multiple times for the same client)
function PLAYER:FinishMove( mv ) end -- Copy the results of the move back to the Player
--
-- Name: PLAYER:ViewModelChanged
-- Desc: Called when the player changes their weapon to another one causing their viewmodel model to change
-- Arg1: Entity|viewmodel|The viewmodel that is changing
-- Arg2: string|old|The old model
-- Arg3: string|new|The new model
-- Ret1:
--
function PLAYER:ViewModelChanged( vm, old, new )
end
--
-- Name: PLAYER:PreDrawViewmodel
-- Desc: Called before the viewmodel is being drawn (clientside)
-- Arg1: Entity|viewmodel|The viewmodel
-- Arg2: Entity|weapon|The weapon
-- Ret1:
--
function PLAYER:PreDrawViewModel( vm, weapon )
end
--
-- Name: PLAYER:PostDrawViewModel
-- Desc: Called after the viewmodel has been drawn (clientside)
-- Arg1: Entity|viewmodel|The viewmodel
-- Arg2: Entity|weapon|The weapon
-- Ret1:
--
function PLAYER:PostDrawViewModel( vm, weapon )
end
--
-- Name: PLAYER:GetHandsModel
-- Desc: Called on player spawn to determine which hand model to use
-- Arg1:
-- Ret1: table|info|A table containing model, skin and body
--
function PLAYER:GetHandsModel()
-- return { model = "models/weapons/c_arms_cstrike.mdl", skin = 1, body = "0100000" }
local playermodel = player_manager.TranslateToPlayerModelName( self.Player:GetModel() )
return player_manager.TranslatePlayerHands( playermodel )
end
player_manager.RegisterClass( "player_default", PLAYER, nil )
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