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- ----------------------------------------------------------------------------------
- ----------------------------------------------------------------------------------
- -- Base Configuration
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- ----------------------------------------------------------------------------------
- ConfigurationMedicMod.AddonName = "MedicMOD"
- -- Percentage of chance that the shock of the defibrillator works ( Default : 50 )
- ConfigurationMedicMod.DefibrillatorShockChance = 50
- ConfigurationMedicMod.MorphineEffectTime = 15
- ConfigurationMedicMod.MoneyUnit = "$"
- ConfigurationMedicMod.ScanRadioTime = 5
- ConfigurationMedicMod.HealedOnChangingJob = false
- ConfigurationMedicMod.SurgicalOperationTime = 20
- ConfigurationMedicMod.HealthUnitPrice = 3
- ConfigurationMedicMod.FractureRepairPrice = 75
- ConfigurationMedicMod.ForceRespawn = true
- -- if forcerespawn is set to true :
- ConfigurationMedicMod.TimeBeforeRespawn = 60
- ConfigurationMedicMod.TimeBeforeRespawnIfStable = 10*60
- ConfigurationMedicMod.DamagePerSecsDuringBleeding = 1
- ConfigurationMedicMod.DamagePerSecsDuringPoisoned = 0.25
- -- if the player get X damage on his leg or his arm, then he'll have a fracture
- ConfigurationMedicMod.MinimumDamageToGetFractures = 45
- ConfigurationMedicMod.CanGetFractures = true
- ConfigurationMedicMod.CanGetBleeding = true
- ConfigurationMedicMod.CanGetPoisoned = true
- ConfigurationMedicMod.TimeToQuickAnalyse = 3
- -- If the player can do CPR to another player
- ConfigurationMedicMod.CanCPR = true
- -- CPR Key, list of keys can be find here : http://wiki.garrysmod.com/page/Enums/BUTTON_CODE
- ConfigurationMedicMod.CPRKey = KEY_R
- ConfigurationMedicMod.FracturePlayerSpeed = 100
- ConfigurationMedicMod.Vehicles["models/tiggomods/gta/vc/ambulance.mdl"] = {
- buttonPos = Vector(-70.485283, -21.343185, -19.783451),
- buttonAngle = Angle(0,0,0),
- stretcherPos = Vector(0,-80,40),
- stretcherAngle = Angle(0,0,0),
- drawStretcher = false,
- backPos = Vector(-194.744202, 1.830775, 0)
- }
- timer.Simple(0, function() -- don't touch this
- ConfigurationMedicMod.MedicTeams = {
- TEAM_MEDYK,
- }
- end) -- don't touch this
- local lang = ConfigurationMedicMod.Language
- local sentences = ConfigurationMedicMod.Sentences
- local function AddReagent( name, color ) ConfigurationMedicMod.AddReagent( name, color ) end
- local function AddDrug( name, ing1, ing2, ing3, func ) ConfigurationMedicMod.AddDrug( name, ing1, ing2, ing3, func ) end
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- ----------------------------------------------------------------------------------
- -- Add reagents (ingredients) for drugs
- -- AddReagent( name, color )
- AddReagent(sentences["Aminophenol"][lang] ,Color(255,0,0))
- AddReagent(sentences["Water"][lang], Color(64, 164, 223) )
- AddReagent(sentences["Ethanoic anhydride"][lang],Color(255,255,0))
- AddReagent(sentences["Potassium iodide"][lang], Color(255,255,255))
- AddReagent(sentences["Ethanol"][lang],Color(255,255,255,150))
- AddReagent(sentences["Sulfuric acid"][lang],Color(0,255,0))
- AddReagent("Calcium ("..string.lower(sentences["Left arm"][lang])..")",Color(120,140,126))
- AddReagent("Calcium ("..string.lower(sentences["Right arm"][lang])..")",Color(120,140,126))
- AddReagent("Calcium ("..string.lower(sentences["Left leg"][lang])..")",Color(120,140,126))
- AddReagent("Calcium ("..string.lower(sentences["Right leg"][lang])..")",Color(120,140,126))
- ----------------------------------------------------------------------------------
- ----------------------------------------------------------------------------------
- -- Add drugs
- -- AddDrug( name, reagent1, reagent2, reagent3, function(ply) end )
- -- if there is no reagent 2 or 3 then replace them by nil
- AddDrug(sentences["Tylenol"][lang], sentences["Aminophenol"][lang], sentences["Water"][lang], sentences["Ethanoic anhydride"][lang], function(ply) ply:MedicNotif(sentences["You have been healed"][lang]) ply:SetHealth(ply:GetMaxHealth()) end )
- AddDrug(sentences["Antidote"][lang],sentences["Potassium iodide"][lang], nil, nil, function(ply) ply:SetPoisoned( false ) ply:MedicNotif( sentences["You have stopped your poisoning"][lang], 5 ) end)
- AddDrug(sentences["Morphine"][lang], sentences["Water"][lang],sentences["Ethanol"][lang],sentences["Sulfuric acid"][lang], function(ply) ply:SetMorphine( true ) ply:MedicNotif( sentences["You injected some morphine"][lang], 5 ) end)
- AddDrug(sentences["Drug"][lang].."("..string.lower(sentences["Left arm"][lang])..")", "Calcium ("..string.lower(sentences["Left arm"][lang])..")", nil, nil, function(ply) ply:SetFracture( false, HITGROUP_LEFTARM) end)
- AddDrug(sentences["Drug"][lang].."("..string.lower(sentences["Right arm"][lang])..")", "Calcium ("..string.lower(sentences["Right arm"][lang])..")", nil, nil, function(ply) ply:SetFracture( false, HITGROUP_RIGHTARM) end )
- AddDrug(sentences["Drug"][lang].."("..string.lower(sentences["Left leg"][lang])..")", "Calcium ("..string.lower(sentences["Left leg"][lang])..")", nil, nil, function(ply) ply:SetFracture( false, HITGROUP_LEFTLEG) end )
- AddDrug(sentences["Drug"][lang].."("..string.lower(sentences["Right leg"][lang])..")", "Calcium ("..string.lower(sentences["Right leg"][lang])..")", nil, nil, function(ply) ply:SetFracture( false, HITGROUP_RIGHTLEG) end )
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- -- List of entities that can be bought with the terminal
- ConfigurationMedicMod.Entities[1] = {
- name = sentences["Bandage"][lang],
- ent = "bandage",
- price = 20,
- mdl = "models/medicmod/bandage/bandage.mdl",
- func = function(ply, ent, price)
- if ply:Team() != TEAM_MEDYK then
- ply:MedicNotif("Nie jestes medykiem!")
- return
- end
- if ply:HasWeapon( ent ) then
- ply:MedicNotif(sentences["You already carry this element on you"][lang])
- return
- end
- ply:addMoney( -price )
- ply:Give(ent)
- ply:MedicNotif("Kupiles bandaz")
- end
- }
- ConfigurationMedicMod.Entities[2] = {
- name = sentences["Morphine"][lang],
- ent = "syringe_morphine",
- price = 35,
- mdl = "models/medicmod/syringe/w_syringe.mdl",
- func = function(ply, ent, price)
- if ply:Team() != TEAM_MEDYK then
- ply:MedicNotif("Nie jestes medykiem!")
- return
- end
- if ply:HasWeapon( ent ) then
- ply:MedicNotif(sentences["You already carry this element on you"][lang])
- return
- end
- ply:addMoney( -price )
- ply:Give(ent)
- ply:MedicNotif("Kupiles morfine")
- end
- }
- ConfigurationMedicMod.Entities[3] = {
- name = sentences["Antidote"][lang],
- ent = "syringe_antidote",
- price = 40,
- mdl = "models/medicmod/syringe/w_syringe.mdl",
- func = function(ply, ent, price)
- if ply:Team() != TEAM_MEDYK then
- ply:MedicNotif("Nie jestes medykiem!")
- return
- end
- if ply:HasWeapon( ent ) then
- ply:MedicNotif(sentences["You already carry this element on you"][lang])
- return
- end
- ply:addMoney( -price )
- ply:Give(ent)
- ply:MedicNotif("Kupiles antidotum")
- end
- }
- ConfigurationMedicMod.Entities[4] = {
- name = sentences["First Aid Kit"][lang],
- ent = "first_aid_kit",
- price = 200,
- mdl = "models/medicmod/firstaidkit/firstaidkit.mdl",
- func = function(ply, ent, price)
- if ply:HasWeapon( ent ) then
- if ply:Team() != TEAM_MEDYK then
- ply:MedicNotif("Nie jestes medykiem!")
- return
- end
- ply:MedicNotif(sentences["You already carry a medical kit on you"][lang])
- return
- end
- ply:addMoney( -price )
- ply:Give(ent)
- local weap = ply:GetWeapon(ent)
- weap:SetBandage( 3 )
- weap:SetAntidote( 1 )
- weap:SetMorphine( 2 )
- ply:MedicNotif("Kupiles medyk")
- end
- }
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- ConfigurationMedicMod.DamagePoisoned[DMG_PARALYZE]=true
- ConfigurationMedicMod.DamagePoisoned[DMG_POISON]=true
- ConfigurationMedicMod.DamagePoisoned[DMG_ACID]=true
- ConfigurationMedicMod.DamagePoisoned[DMG_RADIATION]=true
- ConfigurationMedicMod.DamageBleeding[DMG_BULLET]=true
- ConfigurationMedicMod.DamageBleeding[DMG_CRUSH]=false
- ConfigurationMedicMod.DamageBleeding[DMG_SLASH]=false
- ConfigurationMedicMod.DamageBleeding[DMG_VEHICLE]=true
- ConfigurationMedicMod.DamageBleeding[DMG_BLAST]=false
- ConfigurationMedicMod.DamageBleeding[DMG_CLUB]=false
- ConfigurationMedicMod.DamageBleeding[DMG_AIRBOAT]=false
- ConfigurationMedicMod.DamageBleeding[DMG_BLAST_SURFACE]=false
- ConfigurationMedicMod.DamageBleeding[DMG_BUCKSHOT]=true
- ConfigurationMedicMod.DamageBleeding[DMG_PHYSGUN]=false
- ConfigurationMedicMod.DamageBleeding[DMG_FALL]=false
- ConfigurationMedicMod.DamageBleeding[DMG_MEDICMODBLEEDING]=true
- ConfigurationMedicMod.DamageBurn[DMG_BURN]=true
- ConfigurationMedicMod.DamageBurn[DMG_SLOWBURN]=true
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