-
Notifications
You must be signed in to change notification settings - Fork 798
/
util.lua
496 lines (374 loc) · 14.4 KB
/
util.lua
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
--
-- Seed the rand!
--
math.randomseed( os.time() )
--
-- Alias string.Format to global Format
--
Format = string.format
--
-- Send C the flags for any materials we want to create
--
local C_Material = Material
function Material( name, words )
if ( !words ) then return C_Material( name ) end
local str = (words:find("vertexlitgeneric") and "1" or "0")
str = str .. (words:find("nocull") and "1" or "0")
str = str .. (words:find("alphatest") and "1" or "0")
str = str .. (words:find("mips") and "1" or "0")
str = str .. (words:find("noclamp") and "1" or "0")
str = str .. (words:find("smooth") and "1" or "0")
str = str .. (words:find("ignorez") and "1" or "0")
return C_Material( name, str )
end
--[[---------------------------------------------------------
IsTableOfEntitiesValid
-----------------------------------------------------------]]
function IsTableOfEntitiesValid( tab )
if ( !tab ) then return false end
for k, v in pairs( tab ) do
if ( !IsValid( v ) ) then return false end
end
return true
end
--[[---------------------------------------------------------
Color related functions - they now have their own
metatable so better put them in their own separate
file
-----------------------------------------------------------]]
include( "util/color.lua" )
--[[---------------------------------------------------------
Prints a table to the console
-----------------------------------------------------------]]
function PrintTable( t, indent, done )
local Msg = Msg
done = done or {}
indent = indent or 0
local keys = table.GetKeys( t )
table.sort( keys, function( a, b )
if ( isnumber( a ) and isnumber( b ) ) then return a < b end
return tostring( a ) < tostring( b )
end )
done[ t ] = true
for i = 1, #keys do
local key = keys[ i ]
local value = t[ key ]
key = ( type( key ) == "string" ) and "[\"" .. key .. "\"]" || "[" .. tostring( key ) .. "]"
Msg( string.rep( "\t", indent ) )
if ( istable( value ) and !done[ value ] ) then
done[ value ] = true
Msg( key, ":\n" )
PrintTable ( value, indent + 2, done )
done[ value ] = nil
else
Msg( key, "\t=\t", value, "\n" )
end
end
end
--[[---------------------------------------------------------
Returns a random vector
-----------------------------------------------------------]]
function VectorRand( min, max )
min = min || -1
max = max || 1
return Vector( math.Rand( min, max ), math.Rand( min, max ), math.Rand( min, max ) )
end
--[[---------------------------------------------------------
Returns a random angle
-----------------------------------------------------------]]
function AngleRand( min, max )
return Angle( math.Rand( min || -90, max || 90 ), math.Rand( min || -180, max || 180 ), math.Rand( min || -180, max || 180 ) )
end
--[[---------------------------------------------------------
Returns a random color
-----------------------------------------------------------]]
function ColorRand( alpha )
if ( alpha ) then
return Color( math.random( 0, 255 ), math.random( 0, 255 ), math.random( 0, 255 ), math.random( 0, 255 ) )
end
return Color( math.random( 0, 255 ), math.random( 0, 255 ), math.random( 0, 255 ) )
end
--[[---------------------------------------------------------
Convenience function to precache a sound
-----------------------------------------------------------]]
function Sound( name )
util.PrecacheSound( name )
return name
end
--[[---------------------------------------------------------
Convenience function to precache a model
-----------------------------------------------------------]]
function Model( name )
util.PrecacheModel( name )
return name
end
--[[---------------------------------------------------------
Convenience function to precache a particle
-----------------------------------------------------------]]
function Particle( name )
if ( CLIENT ) then
game.AddParticles( name )
end
return name
end
-- Some nice globals so we don't keep creating objects for no reason
vector_origin = Vector( 0, 0, 0 )
vector_up = Vector( 0, 0, 1 )
angle_zero = Angle( 0, 0, 0 )
color_white = Color( 255, 255, 255, 255 )
color_black = Color( 0, 0, 0, 255 )
color_transparent = Color( 255, 255, 255, 0 )
--[[---------------------------------------------------------
Includes the file - and adds it so the CS file list
-----------------------------------------------------------]]
function IncludeCS( filename )
if ( SERVER ) then
AddCSLuaFile( filename )
end
return include( filename )
end
-- Globals
FORCE_STRING = 1
FORCE_NUMBER = 2
FORCE_BOOL = 3
FORCE_ANGLE = 4
FORCE_COLOR = 5
FORCE_VECTOR = 6
--[[---------------------------------------------------------
AccessorFunc
Quickly make Get/Set accessor fuctions on the specified table
-----------------------------------------------------------]]
function AccessorFunc( tab, varname, name, iForce )
if ( !tab ) then debug.Trace() end
tab[ "Get" .. name ] = function( self ) return self[ varname ] end
if ( iForce == FORCE_STRING ) then
tab[ "Set" .. name ] = function( self, v ) self[ varname ] = tostring( v ) end
return end
if ( iForce == FORCE_NUMBER ) then
tab[ "Set" .. name ] = function( self, v ) self[ varname ] = tonumber( v ) end
return end
if ( iForce == FORCE_BOOL ) then
tab[ "Set" .. name ] = function( self, v ) self[ varname ] = tobool( v ) end
return end
if ( iForce == FORCE_ANGLE ) then
tab[ "Set" .. name ] = function( self, v ) self[ varname ] = Angle( v ) end
return end
if ( iForce == FORCE_COLOR ) then
tab[ "Set" .. name ] = function( self, v )
if ( type( v ) == "Vector" ) then self[ varname ] = v:ToColor()
else self[ varname ] = string.ToColor( tostring( v ) ) end
end
return end
if ( iForce == FORCE_VECTOR ) then
tab[ "Set" .. name ] = function( self, v )
if ( IsColor( v ) ) then self[ varname ] = v:ToVector()
else self[ varname ] = Vector( v ) end
end
return end
tab[ "Set" .. name ] = function( self, v ) self[ varname ] = v end
end
--[[---------------------------------------------------------
Returns true if object is valid (is not nil and IsValid)
-----------------------------------------------------------]]
function IsValid( object )
if ( !object ) then return false end
local isvalid = object.IsValid
if ( !isvalid ) then return false end
return isvalid( object )
end
--[[---------------------------------------------------------
Safely remove an entity
-----------------------------------------------------------]]
function SafeRemoveEntity( ent )
if ( !IsValid( ent ) || ent:IsPlayer() ) then return end
ent:Remove()
end
--[[---------------------------------------------------------
Safely remove an entity (delayed)
-----------------------------------------------------------]]
function SafeRemoveEntityDelayed( ent, timedelay )
if ( !IsValid( ent ) || ent:IsPlayer() ) then return end
timer.Simple( timedelay, function() SafeRemoveEntity( ent ) end )
end
--[[---------------------------------------------------------
Simple lerp
-----------------------------------------------------------]]
function Lerp( delta, from, to )
if ( delta > 1 ) then return to end
if ( delta < 0 ) then return from end
return from + ( to - from ) * delta
end
--[[---------------------------------------------------------
Convert Var to Bool
-----------------------------------------------------------]]
function tobool( val )
if ( val == nil || val == false || val == 0 || val == "0" || val == "false" ) then return false end
return true
end
--[[---------------------------------------------------------
Universal function to filter out crappy models by name
-----------------------------------------------------------]]
local UselessModels = {
"_gesture", "_anim", "_gst", "_pst", "_shd", "_ss", "_posture", "_anm",
"ghostanim","_paths", "_shared", "anim_", "gestures_", "shared_ragdoll_"
}
function IsUselessModel( modelname )
modelname = modelname:lower()
if ( !modelname:find( ".mdl", 1, true ) ) then return true end
for k, v in ipairs( UselessModels ) do
if ( modelname:find( v, 1, true ) ) then
return true
end
end
return false
end
UTIL_IsUselessModel = IsUselessModel
--[[---------------------------------------------------------
Given a number, returns the right 'th
-----------------------------------------------------------]]
local STNDRD_TBL = { "st", "nd", "rd" }
function STNDRD( num )
num = num % 100
if ( num > 10 and num < 20 ) then
return "th"
end
return STNDRD_TBL[ num % 10 ] or "th"
end
--[[---------------------------------------------------------
From Simple Gamemode Base (Rambo_9)
-----------------------------------------------------------]]
function TimedSin( freq, min, max, offset )
return math.sin( freq * math.tau * CurTime() + offset ) * ( max - min ) * 0.5 + min
end
--[[---------------------------------------------------------
From Simple Gamemode Base (Rambo_9)
-----------------------------------------------------------]]
function TimedCos( freq, min, max, offset )
return math.cos( freq * math.tau * CurTime() + offset ) * ( max - min ) * 0.5 + min
end
--[[---------------------------------------------------------
IsEnemyEntityName
-----------------------------------------------------------]]
local EnemyNames = {
-- Half-Life 1.
monster_alien_grunt = true, monster_nihilanth = true, monster_tentacle = true, monster_alien_slave = true,
monster_bigmomma = true, monster_bullchicken = true, monster_gargantua = true, monster_human_assassin = true,
monster_babycrab = true, monster_human_grunt = true, monster_cockroach = true, monster_houndeye = true,
monster_zombie = true, monster_headcrab = true, monster_alien_controller = true, monster_turret = true,
monster_miniturret = true, monster_sentry = true,
-- Half-Life 2.
npc_antlion = true, npc_antlionguard = true, npc_antlionguardian = true, npc_barnacle = true,
npc_breen = true, npc_clawscanner = true, npc_combine_s = true, npc_cscanner = true, npc_fastzombie = true,
npc_fastzombie_torso = true, npc_headcrab = true, npc_headcrab_fast = true, npc_headcrab_poison = true,
npc_hunter = true, npc_metropolice = true, npc_manhack = true, npc_poisonzombie = true, npc_strider = true,
npc_stalker = true, npc_zombie = true, npc_zombie_torso = true, npc_zombine = true, npc_combine_camera = true,
npc_turret_ceiling = true, npc_combinedropship = true, npc_combinegunship = true, npc_helicopter = true,
npc_turret_floor = true, npc_antlion_worker = true, npc_headcrab_black = true
}
function IsEnemyEntityName( victimtype )
return EnemyNames[ victimtype ] or false
end
--[[---------------------------------------------------------
IsFriendEntityName
-----------------------------------------------------------]]
local FriendlyNames = {
-- Half-Life 1.
monster_scientist = true, monster_barney = true,
-- Half-Life 2.
npc_alyx = true, npc_barney = true, npc_citizen = true, npc_dog = true, npc_eli = true,
npc_fisherman = true, npc_gman = true, npc_kleiner = true, npc_magnusson = true,
npc_monk = true, npc_mossman = true, npc_odessa = true, npc_vortigaunt = true
}
function IsFriendEntityName( victimtype )
return FriendlyNames[ victimtype ] or false
end
--[[---------------------------------------------------------
Is content mounted?
IsMounted( "cstrike" )
IsMounted( 4010 )
-----------------------------------------------------------]]
function IsMounted( name )
local games = engine.GetGames()
for k, v in pairs( games ) do
if ( !v.mounted ) then continue end
if ( v.depot == name ) then return true end
if ( v.folder == name ) then return true end
end
return false
end
--[[---------------------------------------------------------
Replacement for C++'s iff ? aa : bb
-----------------------------------------------------------]]
function Either( iff, aa, bb )
if ( iff ) then return aa end
return bb
end
--
-- You can use this function to add your own CLASS_ var.
-- Adding in this way will ensure your CLASS_ doesn't collide with another
--
-- ie Add_NPC_Class( "MY_CLASS" )
function Add_NPC_Class( name )
_G[ name ] = NUM_AI_CLASSES
NUM_AI_CLASSES = NUM_AI_CLASSES + 1
end
if ( CLIENT ) then
--[[---------------------------------------------------------
Remember/Restore cursor position..
Clientside only
If you have a system where you hold a key to show the cursor
Call RememberCursorPosition when the key is released and call
RestoreCursorPosition to restore the cursor to where it was
when the key was released.
If you don't the cursor will appear in the middle of the screen
-----------------------------------------------------------]]
local StoredCursorPos = {}
function RememberCursorPosition()
local x, y = input.GetCursorPos()
-- If the cursor isn't visible it will return 0,0 ignore it.
if ( x == 0 and y == 0 ) then return end
StoredCursorPos.x, StoredCursorPos.y = x, y
end
function RestoreCursorPosition()
if ( !StoredCursorPos.x || !StoredCursorPos.y ) then return end
input.SetCursorPos( StoredCursorPos.x, StoredCursorPos.y )
end
end
--
-- This is supposed to be clientside, but was exposed to both states for years due to a bug.
--
function CreateClientConVar( name, default, shouldsave, userdata, helptext, min, max )
local iFlags = 0
if ( shouldsave || shouldsave == nil ) then
iFlags = bit.bor( iFlags, FCVAR_ARCHIVE )
end
if ( userdata ) then
iFlags = bit.bor( iFlags, FCVAR_USERINFO )
end
return CreateConVar( name, default, iFlags, helptext, min, max )
end
--[[---------------------------------------------------------
Convar access functions
-----------------------------------------------------------]]
local ConVarCache = {}
function GetConVar( name )
local c = ConVarCache[ name ]
if ( !c ) then
c = GetConVar_Internal( name )
if ( !c ) then
return
end
ConVarCache[ name ] = c
end
return c
end
function GetConVarNumber( name )
if ( name == "maxplayers" ) then return game.MaxPlayers() end -- Backwards compatibility
local c = GetConVar( name )
return ( c and c:GetFloat() ) or 0
end
function GetConVarString( name )
if ( name == "maxplayers" ) then return tostring( game.MaxPlayers() ) end -- ew
local c = GetConVar( name )
return ( c and c:GetString() ) or ""
end