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  1. --[[
  2. Name: "init.lua".
  3. Product: "Cider (Roleplay)".
  4. --]]
  5. local player2 = player
  6. require("tmysql");
  7.  
  8. -- Include the shared gamemode file.
  9. include("sh_init.lua");
  10.  
  11. -- Add the Lua files that we need to send to the client.
  12. AddCSLuaFile("cl_init.lua");
  13. AddCSLuaFile("sh_init.lua");
  14. AddCSLuaFile("core/sh_configuration.lua");
  15. AddCSLuaFile("core/sh_enumerations.lua");
  16. AddCSLuaFile("core/scoreboard/admin_buttons.lua");
  17. AddCSLuaFile("core/scoreboard/player_frame.lua");
  18. AddCSLuaFile("core/scoreboard/player_infocard.lua");
  19. AddCSLuaFile("core/scoreboard/player_row.lua");
  20. AddCSLuaFile("core/scoreboard/scoreboard.lua");
  21. AddCSLuaFile("core/scoreboard/vote_button.lua");
  22.  
  23. -- Add our red glow to the download list.
  24. resource.AddFile("materials/sprites/redglow8.vmt");
  25.  
  26. -- Enable realistic fall damage for this gamemode.
  27. game.ConsoleCommand("mp_falldamage 1\n");
  28. game.ConsoleCommand("sbox_godmode 0\n");
  29. game.ConsoleCommand("sbox_plpldamage 0\n");
  30.  
  31.  
  32. -- Some useful ConVars that can be changed in game.
  33. CreateConVar("cider_ooc", 1);
  34.  
  35. -- Store the old hook.Call function.
  36. hookCall = hook.Call;
  37.  
  38. -- Overwrite the hook.Call function.
  39. function hook.Call(a, b, c, d, e, f, g, h, i, j, k, l, m, n, o, p, q, r, s, t, u, v, w, x, y, z)
  40.     if (a == "PlayerSay") then d = string.Replace(d, "$q", "\""); end;
  41.    
  42.     -- Call the original hook.Call function.
  43.     return hookCall(a, b, c, d, e, f, g, h, i, j, k, l, m, n, o, p, q, r, s, t, u, v, w, x, y, z);
  44. end;
  45.  
  46. -- A table that will hold entities that were there when the map started.
  47. GM.entities = {};
  48.  
  49. -- Called when the server initializes.
  50. function GM:Initialize()
  51.     local host = cider.configuration["MySQL Host"];
  52.     local username = cider.configuration["MySQL Username"];
  53.     local password = cider.configuration["MySQL Password"];
  54.     local database = cider.configuration["MySQL Database"];
  55.    
  56.     -- Initialize a connection to the MySQL database.
  57.     tmysql.initialize(host, username, password, database, 3306, 5, 5);
  58.    
  59.     -- Call the base class function.
  60.     return self.BaseClass:Initialize();
  61. end;
  62.  
  63. -- Called when a player switches their flashlight on or off.
  64. function GM:PlayerSwitchFlashlight(player, on)
  65.     if (player.cider._Arrested or player._KnockedOut or player.cider._Hostaged) then
  66.         return false;
  67.     else
  68.         return true;
  69.     end;
  70. end;
  71.  
  72. function GM.UpdateDatabase()
  73.     for k, v in pairs(player.GetAll()) do
  74.         cider.player.saveData(v);
  75.     end
  76. end
  77. timer.Create('cider_update_database', 60, 0, GM.UpdateDatabase);
  78.  
  79. -- Called when a player attempts to use an entity.
  80. function GM:PlayerUse(player, entity)
  81.     if (player._KnockedOut) then
  82.         return false;
  83.     elseif (player.cider._Arrested or player._Hostaged) then
  84.         if ( !player._NextNotify or player._NextNotify < CurTime() ) then
  85.             cider.player.notify(player, "You cannot do that in this state!", 1);
  86.            
  87.             -- Set their next notify so that they don't get spammed with the message.
  88.             player._NextNotify = CurTime() + 2;
  89.         end;
  90.        
  91.         -- Return false because they are arrested.
  92.         return false;
  93.     elseif (cider.entity.isDoor(entity) or entity:GetClass() == "prop_dynamic") then
  94.         if ( hook.Call("PlayerCanUseDoor", GAMEMODE, player, entity) ) then
  95.             cider.entity.openDoor(entity, 0);
  96.         end;
  97.     end;
  98.    
  99.     -- Call the base class function.
  100.     return self.BaseClass:PlayerUse(player, entity);
  101. end;
  102.  
  103. -- Called when a player's warrant has expired.
  104. function GM:PlayerWarrantExpired(player, class) end;
  105.  
  106. -- Called when a player demotes another player.
  107. function GM:PlayerDemote(player, target, team) end;
  108.  
  109. -- Called when a player knocks out another player.
  110. function GM:PlayerKnockOut(player, target) end;
  111.  
  112. -- Called when a player wakes up another player.
  113. function GM:PlayerWakeUp(player, target) end;
  114.  
  115. -- Called when a player arrests another player.
  116. function GM:PlayerArrest(player, target) end;
  117.  
  118. -- Called when a player hostage another player.
  119. function GM:PlayerHostage(player, target) end;
  120.  
  121. -- Called when a player unarrests another player.
  122. function GM:PlayerUnarrest(player, target) end;
  123.  
  124. -- Called when a player warrants another player.
  125. function GM:PlayerWarrant(player, target, class) end;
  126.  
  127. -- Called when a player unwarrants another player.
  128. function GM:PlayerUnwarrant(player, target) end;
  129.  
  130. -- Called when a player attempts to own a door.
  131. function GM:PlayerCanOwnDoor(player, door) return true; end;
  132.  
  133. -- Called when a player attempts to view a door.
  134. function GM:PlayerCanViewDoor(player, door) return true; end;
  135.  
  136. -- Called when a player attempts to holster a weapon.
  137. function GM:PlayerCanHolster(player, weapon, silent) return true; end;
  138.  
  139. -- Called when a player attempts to drop a weapon.
  140. function GM:PlayerCanDrop(player, weapon, silent, attacker) return true; end;
  141.  
  142. -- Called when a player attempts to use an item.
  143. function GM:PlayerCanUseItem(player, item, silent) return true; end;
  144.  
  145. -- Called when a player attempts to knock out a player.
  146. function GM:PlayerCanKnockOut(player, target) return true; end;
  147.  
  148. -- Called when a player attempts to warrant a player.
  149. function GM:PlayerCanWarrant(player, target) return true; end;
  150.  
  151. -- Called when a player attempts to wake up another player.
  152. function GM:PlayerCanWakeUp(player, target) return true; end;
  153.  
  154. -- Called when a player attempts to ram a door.
  155. function GM:PlayerCanRamDoor(player, door, silent)
  156.     if ( ValidEntity(door._Owner) ) then
  157.         if (!door._Owner._Warranted and !door._Owner.cider._Arrested and door._Owner != player) then
  158.             cider.player.notify(player, "This player does not have a search warrant!", 1);
  159.            
  160.             -- Return false because the player requires a warrant.
  161.             return false;
  162.         end;
  163.     end;
  164.    
  165.     -- Return true because we can ram this door.
  166.     return true;
  167. end;
  168.  
  169. -- Called when a player attempts to use a door.
  170. function GM:PlayerCanUseDoor(player, door)
  171.     if ( ValidEntity(door._Owner) ) then
  172.         if (!door._Owner._Warranted and door._Owner != player) then
  173.             return false;
  174.         end;
  175.     end;
  176.    
  177.     -- Return true because we can use this door.
  178.     return true;
  179. end;
  180.  
  181. -- Called when a player enters a vehicle.
  182. function GM:PlayerEnteredVehicle(player, vehicle, role)
  183.     timer.Simple(FrameTime() * 0.5, function()
  184.         if ( ValidEntity(player) ) then player:SetCollisionGroup(COLLISION_GROUP_PLAYER); end;
  185.     end);
  186. end;
  187.  
  188. -- Called when a player attempts to join a team.
  189. function GM:PlayerCanJoinTeam(player, team)
  190.     team = cider.team.get(team);
  191.    
  192.     -- Check if this is a valid team.
  193.     if (team) then
  194.         if (player._NextChangeTeam[team.index]) then
  195.             if ( player._NextChangeTeam[team.index] > CurTime() ) then
  196.                 local seconds = math.floor( player._NextChangeTeam[team.index] - CurTime() );
  197.                
  198.                 -- Notify them that they cannot change to this team yet.
  199.                 cider.player.notify(player, "Wait "..seconds.." second(s) to become a "..team.name.."!", 1);
  200.                
  201.                 -- Return here because they can't become this team.
  202.                 return false;
  203.             end;
  204.         end;
  205.     end;
  206.    
  207.     -- Check if the player is warranted.
  208.     if (player._Warranted) then
  209.         cider.player.notify(player, "You cannot do that while you are warranted!", 1);
  210.        
  211.         -- Return here because they can't become this team.
  212.         return false;
  213.     end;
  214.    
  215.     -- Check if the player is knocked out.
  216.     if (player._KnockedOut or player._Hostaged) then
  217.         cider.player.notify(player, "You cannot do that in this state!", 1);
  218.        
  219.         -- Return here because they can't become this team.
  220.         return false;
  221.     end;
  222.    
  223.     -- Return true because they can join this team.
  224.     return true;
  225. end;
  226.  
  227. -- Called when a player earns contraband money.
  228. function GM:PlayerCanEarnContraband(player) return true; end;
  229.  
  230. -- Called when a player attempts to unwarrant a player.
  231. function GM:PlayerCanUnwarrant(player, target)
  232.     if ( !player:IsAdmin() ) then
  233.         return true;
  234.     else
  235.         cider.player.notify(player, "You do not have access to unwarrant this player!", 1);
  236.        
  237.         -- Return false because they cannot unwarrant this player.
  238.         return false;
  239.     end;
  240. end;
  241.  
  242.  
  243. -- Called when a player attempts to demote another player.
  244. function GM:PlayerCanDemote(player, target)
  245.     if ( !player:IsAdmin() ) then
  246.         cider.player.notify(player, "You do not have access to demote this player!", 1);
  247.        
  248.         -- Return false because they cannot demote this player.
  249.         return false;
  250.     else
  251.         return true;
  252.     end;
  253. end;
  254.  
  255. -- Called when a player attempts to promote another player.
  256. function GM:PlayerCanPromote(player, target)
  257.     if ( !player:IsAdmin() ) then
  258.         cider.player.notify(player, "You do not have access to promote this player!", 1);
  259.        
  260.         -- Return false because they cannot promote this player.
  261.         return false;
  262.     else
  263.         return true;
  264.     end;
  265. end;
  266.  
  267. -- Called when all of the map entities have been initialized.
  268. function GM:InitPostEntity()
  269.     for k, v in pairs( ents.GetAll() ) do self.entities[v] = v; end;
  270.    
  271.     -- Call the base class function.
  272.     return self.BaseClass:InitPostEntity();
  273. end;
  274.  
  275. -- Called when a player attempts to say something in-character.
  276. function GM:PlayerCanSayIC(player, text)
  277.     if (!player:Alive() or player._KnockedOut) then
  278.         cider.player.notify(player, "You cannot talk in this state!", 1);
  279.        
  280.         -- Return false because we can't say anything.
  281.         return false;
  282.     else
  283.         return true;
  284.     end;
  285. end;
  286.  
  287. -- Called when a player attempts to say something in OOC.
  288. function GM:PlayerCanSayOOC(player, text)
  289.  if ( player:IsAdmin() ) then
  290.  return true;
  291.  
  292.     elseif (player:GetNetworkedBool("CanOOC") == true) then
  293.         player:SetNetworkedBool("CanOOC", false);
  294.        
  295.         -- Set their chat time.
  296.         player:GetTable()._ChatTime = cider.configuration["OOC Delay"] + CurTime();
  297.        
  298.         -- Create the timer so it sets them able to speak again in a set time.
  299.         timer.Create("ChatOOC"..player:UniqueID(), cider.configuration["OOC Delay"], 1, function()
  300.             player:SetNetworkedBool("CanOOC", true);
  301.  
  302.         end);
  303.        
  304.         -- Return true to say we have chatted.
  305.         return true;
  306.     else
  307.         local chatTime = math.Round(player:GetTable()._ChatTime - CurTime());
  308.         cider.player.notify(player, "Please wait "..tostring(chatTime).." seconds to talk OOC again.", 1)
  309.         return false;
  310.     end;
  311. end;
  312.  
  313. -- Called when a player attempts to say something in local OOC.
  314. function GM:PlayerCanSayLOOC(player, text) return true; end;
  315.  
  316. -- Called when attempts to use a command.
  317. function GM:PlayerCanUseCommand(player, command, arguments)
  318.     if (command == "sleep" and player:Alive() and !player.cider._Arrested and player._Sleeping) then
  319.         return true;
  320.     else
  321.         if (!player:Alive() or player._KnockedOut or player.cider._Arrested or player.cider._Hostaged) then
  322.             cider.player.notify(player, "You cannot do that in this state!", 1);
  323.            
  324.             -- Return false because we can't say anything.
  325.             return false;
  326.         else
  327.             return true;
  328.         end;
  329.     end;
  330. end;
  331.  
  332. -- Called when a player says something.
  333. function GM:PlayerSay(player, text, public)
  334.     text = string.Replace(text, " ' ", "'");
  335.     text = string.Replace(text, " : ", ":");
  336.    
  337.     -- Check if we're speaking on OOC.
  338.     if (string.sub(text, 1, 2) == "//") then
  339.         if (string.Trim( string.sub(text, 3) ) != "") then
  340.             if ( hook.Call("PlayerCanSayOOC", GAMEMODE, player, text) ) then
  341.                 cider.chatBox.add( nil, player, "ooc", string.Trim( string.sub(text, 3) ) );
  342.             end;
  343.         end;
  344.     elseif (string.sub(text, 1, 3) == ".//") then
  345.         if (string.Trim( string.sub(text, 4) ) != "") then
  346.             if ( hook.Call("PlayerCanSayLOOC", GAMEMODE, player, text) ) then
  347.                 cider.chatBox.addInRadius(player, "looc", string.Trim( string.sub(text, 4) ), player:GetPos(), cider.configuration["Talk Radius"]);
  348.             end;
  349.         end;
  350.     elseif( string.sub(text, 1, 7) == "/cradio" and player._RadioFrequency) then
  351.         if (string.Trim( string.sub(text,8) ) != "") then
  352.             for k, v in pairs(player2.GetAll()) do
  353.                 if(v:IsValid()) then
  354.                     if(v._RadioFrequency == player._RadioFrequency) then
  355.                         cider.chatBox.add(v, player, "cradio", string.Trim(string.sub(text,8)))
  356.                     end
  357.                 end
  358.             end
  359.             return ""
  360.         end
  361.     else
  362.         if ( string.sub(text, 1, 1) == cider.configuration["Command Prefix"] ) then
  363.             local arguments = string.Explode(" ", text);
  364.            
  365.             -- Get the command from the arguments.
  366.             local command = string.sub(arguments[1], string.len(cider.configuration["Command Prefix"]) + 1);
  367.             local quote = false;
  368.            
  369.             -- Loop through the arguments that we specified.
  370.             for k, v in pairs(arguments) do
  371.                 if (!quote and string.sub(v, 1, 1) == '"') then quote = true; end
  372.                
  373.                 -- Check if the key is greater than 1 so that we don't affect the command.
  374.                 if (k > 1) then if (!quote) then arguments[k] = "\""..arguments[k].."\""; end; end;
  375.                
  376.                 -- Check if we are quoting and the last character is a quote.
  377.                 if (quote and string.sub(v, -1) == '"') then quote = false; end;
  378.             end;
  379.            
  380.             -- Run the console command on the player so that we can handle quoted arguments.
  381.             player:ConCommand("cider "..command.." "..table.concat(arguments, " ", 2).."\n");
  382.         else
  383.             if ( hook.Call("PlayerCanSayIC", GAMEMODE, player, text) ) then
  384.                 if (player.cider._Arrested) then
  385.                     cider.chatBox.addInRadius(player, "arrested", text, player:GetPos(), cider.configuration["Talk Radius"]);
  386.                 elseif (player.cider._Hostaged) then
  387.                     cider.chatBox.addInRadius(player, "hostaged", text, player:GetPos(), cider.configuration["Talk Radius"]);
  388.                 else
  389.                     cider.chatBox.addInRadius(player, "ic", text, player:GetPos(), cider.configuration["Talk Radius"]);
  390.                 end;
  391.             end;
  392.         end;
  393.     end;
  394.    
  395.     -- Return an empty string so the text doesn't show.
  396.     return "";
  397. end;
  398.  
  399. -- Called when a player attempts suicide.
  400. function GM:CanPlayerSuicide(player) return false; end;
  401.  
  402. -- Called when a player attempts to punt an entity with the gravity gun.
  403. function GM:GravGunPunt(player, entity) return false; end;
  404.  
  405. -- Called when a player attempts to pick up an entity with the physics gun.
  406. function GM:PhysgunPickup(player, entity)
  407.     if (self.entities[entity]) then return false; end;
  408.    
  409.     -- Check if the player is an administrator.
  410.     if ( player:IsAdmin() ) then
  411.         if ( entity:IsPlayer() ) then
  412.             if ( !entity:InVehicle() ) then
  413.                 entity:SetMoveType(MOVETYPE_NOCLIP);
  414.             else
  415.                 return false;
  416.             end;
  417.         end;
  418.        
  419.         -- Return true because administrators can pickup any entity.
  420.         return true;
  421.     end;
  422.    
  423.     -- Check if this entity is a player's ragdoll.
  424.     if ( ValidEntity(entity._Player) ) then return false; end;
  425.    
  426.     -- Check if the entity is a forbidden class.
  427.     if ( string.find(entity:GetClass(), "npc_")
  428.     or string.find(entity:GetClass(), "cider_")
  429.     or string.find(entity:GetClass(), "prop_dynamic") ) then
  430.         return false;
  431.     end;
  432.    
  433.     -- Call the base class function.
  434.     return self.BaseClass:PhysgunPickup(player, entity);
  435. end;
  436.  
  437. -- Called when a player attempts to drop an entity with the physics gun.
  438. function GM:PhysgunDrop(player, entity)
  439.     if ( entity:IsPlayer() ) then entity:SetMoveType(MOVETYPE_WALK); end;
  440. end;
  441.  
  442. -- Called when a player attempts to arrest another player.
  443. function GM:PlayerCanArrest(player, target)
  444.     if (target._Warranted == "arrest") then
  445.         return true;
  446.     else
  447.         cider.player.notify(player, target:Name().." does not have an arrest warrant!", 1);
  448.        
  449.         -- Return false because the target does not have a warrant.
  450.         return false;
  451.     end;
  452. end;
  453.  
  454. -- Called when a player attempts to unarrest a player.
  455. function GM:PlayerCanUnarrest(player, target)
  456.     if ( !player:IsAdmin() ) then
  457.         return true;
  458.     else
  459.         cider.player.notify(player, "You do not have access to unarrest this player!", 1);
  460.        
  461.         -- Return false because we cannot unarrest this player.
  462.         return false;
  463.     end;
  464. end;
  465.  
  466. -- Called when a player attempts to spawn an NPC.
  467. function GM:PlayerSpawnNPC(player, model)
  468.     if (!player:Alive() or player.cider._Arrested or player._KnockedOut or player.cider._Hostaged) then
  469.         cider.player.notify(player, "You cannot do that in this state!", 1);
  470.        
  471.         -- Return false because we cannot spawn it.
  472.         return false;
  473.     end;
  474.    
  475.     -- Check if the player is an administrator.
  476.     if ( !player:IsAdmin() ) then
  477.         return false;
  478.     else
  479.         return true;
  480.     end;
  481. end;
  482.  
  483. -- Called when a player attempts to spawn a prop.
  484. function GM:PlayerSpawnProp(player, model)
  485.     if ( !cider.player.hasAccess(player, "e") ) then return false; end;
  486.    
  487.     -- Check if the player can spawn this prop.
  488.     if (!player:Alive() or player.cider._Arrested or player._KnockedOut or player._Hostaged) then
  489.         cider.player.notify(player, "You cannot do that in this state!", 1);
  490.        
  491.         -- Return false because we cannot spawn it.
  492.         return false;
  493.     end;
  494.    
  495.     -- Check if the player is an administrator.
  496.     if ( player:IsAdmin() ) then return true; end;
  497.    
  498.     -- Escape the bad characters from the model.
  499.     model = string.Replace(model, "\\", "/");
  500.     model = string.Replace(model, "//", "/");
  501.    
  502.     -- Loop through our banned props to see if this one is banned.
  503.     for k, v in pairs(cider.configuration["Banned Props"]) do
  504.         if ( string.lower(v) == string.lower(model) ) then
  505.             cider.player.notify(player, "You cannot spawn banned props!", 1);
  506.            
  507.             -- Return false because we cannot spawn it.
  508.             return false;
  509.         end;
  510.     end;
  511.  
  512.    
  513.     -- Call the base class function.
  514.     return self.BaseClass:PlayerSpawnProp(player, model);
  515. end;
  516.  
  517. -- Called when a player attempts to spawn a ragdoll.
  518. function GM:PlayerSpawnRagdoll(player, model)
  519.     if (!player:Alive() or player.cider._Arrested or player._KnockedOut or player.cider._Hostaged) then
  520.         cider.player.notify(player, "You cannot do that in this state!", 1);
  521.        
  522.         -- Return false because we cannot spawn it.
  523.         return false;
  524.     end;
  525.    
  526.     -- Check if the player is an administrator.
  527.     if ( !player:IsAdmin() ) then
  528.         return false;
  529.     else
  530.         return true;
  531.     end;
  532. end;
  533.  
  534. -- Called when a player attempts to spawn an effect.
  535. function GM:PlayerSpawnEffect(player, model)
  536.     if (!player:Alive() or player.cider._Arrested or player._KnockedOut or player.cider._Hostaged) then
  537.         cider.player.notify(player, "You cannot do that in this state!", 1);
  538.        
  539.         -- Return false because we cannot spawn it.
  540.         return false;
  541.     end;
  542.    
  543.     -- Check if the player is an administrator.
  544.     if ( !player:IsAdmin() ) then
  545.         return false;
  546.     else
  547.         return true;
  548.     end;
  549. end;
  550.  
  551. -- Called when a player attempts to spawn a vehicle.
  552. function GM:PlayerSpawnVehicle(player, model)
  553.     if ( !cider.player.hasAccess(player, "e") ) then return false; end;
  554.    
  555.     -- Check if the model is a chair.
  556.     if ( !string.find(model, "chair") and !string.find(model, "seat") ) then
  557.         return false;
  558.     end;
  559.    
  560.     -- Check if the player can spawn this vehicle.
  561.     if (!player:Alive() or player.cider._Arrested or player._KnockedOut or player._Hostaged) then
  562.         cider.player.notify(player, "You cannot do that in this state!", 1);
  563.        
  564.         -- Return false because we cannot spawn it.
  565.         return false;
  566.     end;
  567.    
  568.     -- Check if the player is an administrator.
  569.     if ( player:IsAdmin() ) then return true; end;
  570.    
  571.     -- Call the base class function.
  572.     return self.BaseClass:PlayerSpawnVehicle(player, model);
  573. end;
  574.  
  575. -- A function to check whether we're running on a listen server.
  576. function GM:IsListenServer()
  577.     for k, v in pairs( g_Player.GetAll() ) do
  578.         if ( v:IsListenServerHost() ) then return true; end;
  579.     end;
  580.    
  581.     -- Check if we're running on single player.
  582.     if ( SinglePlayer() ) then return true; end;
  583.    
  584.     -- Return false because there is no listen server host and it isn't single player.
  585.     return false;
  586. end;
  587.  
  588. -- Called when a player attempts to use a tool.
  589. function GM:CanTool(player, trace, tool)
  590.     if ( player:IsAdmin() ) then return true; end;
  591.    
  592.     -- Check if the trace entity is valid.
  593.     if ( ValidEntity(trace.Entity) ) then
  594.         if (tool == "nail") then
  595.             local line = {};
  596.            
  597.             -- Set the information for the trace line.
  598.             line.start = trace.HitPos;
  599.             line.endpos = trace.HitPos + player:GetAimVector() * 16;
  600.             line.filter = {player, trace.Entity};
  601.            
  602.             -- Perform the trace line.
  603.             line = util.TraceLine(line);
  604.            
  605.             -- Check if the trace entity is valid.
  606.             if ( ValidEntity(line.Entity) ) then
  607.                 if (self.entities[line.Entity]) then return false; end;
  608.             end;
  609.         end
  610.        
  611.         -- Check if we're using the remover tool and we're trying to remove constrained entities.
  612.         if ( tool == "remover" and player:KeyDown(IN_ATTACK2) and !player:KeyDownLast(IN_ATTACK2) ) then
  613.             local entities = constraint.GetAllConstrainedEntities(trace.Entity);
  614.            
  615.             -- Loop through the constained entities.
  616.             for k, v in pairs(entities) do
  617.                 if (self.entities[v]) then return false; end;
  618.             end
  619.         end
  620.        
  621.         -- Check if this entity cannot be used by the tool.
  622.         if (self.entities[trace.Entity]) then return false; end;
  623.        
  624.         -- Check if this entity is a player's ragdoll.
  625.         if ( ValidEntity(trace.Entity._Player) ) then return false; end;
  626.     end;
  627.    
  628.     -- Call the base class function.
  629.     return self.BaseClass:CanTool(player, trace, tool);
  630. end;
  631.  
  632. -- Called when a player attempts to noclip.
  633. function GM:PlayerNoClip(player)
  634.     if (player.cider._Arrested or player._KnockedOut or player.cider._Hostaged) then
  635.         return false;
  636.     else
  637.         if ( player:IsAdmin() ) then
  638.             return true;
  639.         else
  640.             return false;
  641.         end;
  642.     end;
  643. end;
  644.  
  645. -- Called when the player has initialized.
  646. function GM:PlayerInitialized(player)
  647.     local uniqueID = player:UniqueID();
  648.    
  649.     -- Create a timer to give this player their salary.
  650.     timer.Create("Give Salary: "..uniqueID, cider.configuration["Salary Interval"], 0, function()
  651.         if ( ValidEntity(player) ) then
  652.             if (player:Alive() and !player.cider._Arrested) then
  653.                 cider.player.giveMoney(player, player._Salary);
  654.                
  655.                 -- Print a message to the player letting them know they received their salary.
  656.                 cider.player.notify(player, "You received $"..player._Salary.." salary.", 0);
  657.             end;
  658.            
  659.         else
  660.             timer.Remove("Give Salary: "..uniqueID);
  661.         end;
  662.     end);
  663. end;
  664.  
  665. -- Called when a player's data is loaded.
  666. function GM:PlayerDataLoaded(player, success)
  667.     player._Job = cider.configuration["Default Job"];
  668.     player._Ammo = {};
  669.     player._Gender = "Male";
  670.     player._Salary = 0;
  671.     player._Ragdoll = {};
  672.     player._Sleeping = false;
  673.     player._Warranted = false;
  674.     player._LightSpawn = false;
  675.     player._ScaleDamage = false;
  676.     player._Initialized = true;
  677.     player._ChangeTeam = false;
  678.     player._NextChangeTeam = {};
  679.     player._NextSpawnGender = "";
  680.     player._HideHealthEffects = false;
  681.     player._CannotBeWarranted = 0;
  682.    
  683.     -- Some player variables based on configuration.
  684.     player._SpawnTime = cider.configuration["Spawn Time"];
  685.     player._ArrestTime = cider.configuration["Arrest Time"];
  686.     player._KnockOutTime = cider.configuration["Knock Out Time"];
  687.     player._TranqKnockOutTime = cider.configuration["Tranq Knock Out Time"];
  688.  
  689.     -- Call a hook for the gamemode.
  690.     hook.Call("PlayerInitialized", GAMEMODE, player);
  691.    
  692.     -- Respawn them now that they have initialized and then freeze them.
  693.     player:Spawn();
  694.     player:Freeze(true);
  695.    
  696.     -- Unfreeze them in a few seconds from now.
  697.     timer.Simple(0.7, function()
  698.         if ( ValidEntity(player) ) then
  699.             player:Freeze(false);
  700.             player:SetNetworkedBool("CanOOC", true)
  701.            
  702.             -- We can now start updating the player's data.
  703.             player._UpdateData = true;
  704.            
  705.             -- Send a user message to remove the loading screen.
  706.             umsg.Start("cider.player.initialized", player); umsg.End();
  707.         end;
  708.     end);
  709.    
  710.     -- Check if the player is arrested.
  711.     if (player.cider._Arrested) then cider.player.arrest(player, true, true); end;
  712. end;
  713.  
  714. -- Called when a player initially spawns.
  715. function GM:PlayerInitialSpawn(player)
  716.     if ( ValidEntity(player) ) then
  717.         player.cider = {};
  718.        
  719.         -- Create a timer to load my data.
  720.         timer.Create("LoadData:"..player:UniqueID(), 0.5, 1, function()
  721.             cider.player.loadData(player);
  722.         end);
  723.        
  724.         -- A table of valid door classes.
  725.         local doorClasses = {
  726.             "func_door",
  727.             "func_door_rotating",
  728.             "prop_door_rotating"
  729.         };
  730.        
  731.         -- Loop through our table of valid door classes.
  732.         for k, v in pairs(doorClasses) do
  733.             for k2, v2 in pairs( ents.FindByClass(v) ) do
  734.                 if ( cider.entity.isDoor(v2) ) then
  735.                     if (player:UniqueID() == v2._UniqueID) then
  736.                         v2._Owner = player;
  737.                        
  738.                         -- Set the networked owner so that the client can get it.
  739.                         v2:SetNetworkedEntity("cider_Owner", player);
  740.                     end;
  741.                 end;
  742.             end;
  743.         end;
  744.        
  745.         -- A table to store every contraband entity.
  746.         local contraband = {};
  747.        
  748.         -- Loop through each contraband class.
  749.         for k, v in pairs( cider.configuration["Contraband"] ) do
  750.             table.Add( contraband, ents.FindByClass(k) );
  751.         end;
  752.        
  753.         -- Loop through all of the contraband.
  754.         for k, v in pairs(contraband) do
  755.             if (player:UniqueID() == v._UniqueID) then v:SetPlayer(player); end;
  756.         end;
  757.        
  758.         -- Kill them silently until we've loaded the data.
  759.         player:KillSilent();
  760.     end;
  761. end
  762.  
  763. -- Called every frame that a player is dead.
  764. function GM:PlayerDeathThink(player)
  765.     if (!player._Initialized) then return true; end;
  766.    
  767.     -- Check if the player is a bot.
  768.     if (player:SteamID() == "BOT") then
  769.         if (player.NextSpawnTime and CurTime() >= player.NextSpawnTime) then player:Spawn(); end;
  770.     end;
  771.    
  772.     -- Return the base class function.
  773.     return self.BaseClass:PlayerDeathThink(player);
  774. end;
  775.  
  776. -- Called when a player's salary should be adjusted.
  777. function GM:PlayerAdjustSalary(player) end;
  778.  
  779. -- Called when a player's radio recipients should be adjusted.
  780. function GM:PlayerAdjustRadioRecipients(player, text, recipients) end;
  781.  
  782. -- Called when a player should gain a frag.
  783. function GM:PlayerCanGainFrag(player, victim) return true; end;
  784.  
  785. -- Called when a player's model should be set.
  786. function GM:PlayerSetModel(player)
  787.     local models = cider.team.query(player:Team(), "models");
  788.    
  789.     -- Check if the models table exists.
  790.     if (models) then
  791.         models = models[ string.lower(player._Gender) ];
  792.        
  793.         -- Check if the models table exists for this gender.
  794.         if (models) then
  795.             local model = models[ math.random(1, #models) ];
  796.            
  797.             -- Set the player's model to the we got.
  798.             player:SetModel(model);
  799.         end;
  800.     end;
  801. end;
  802.  
  803. -- Called when a player spawns.
  804. function GM:PlayerSpawn(player)
  805.     if (player._Initialized) then
  806.         if (player._NextSpawnGender != "") then
  807.             player._Gender = player._NextSpawnGender; player._NextSpawnGender = "";
  808.         end;
  809.        
  810.         -- Set it so that the player does not drop weapons.
  811.         player:ShouldDropWeapon(false);
  812.        
  813.         -- Check if we're not doing a light spawn.
  814.         if (!player._LightSpawn) then
  815.             player:SetRunSpeed( cider.configuration["Run Speed"] );
  816.             player:SetWalkSpeed( cider.configuration["Walk Speed"] );
  817.            
  818.             -- Set some of the player's variables.
  819.             player._Ammo = {};
  820.             player._Sleeping = false;
  821.             player._ScaleDamage = false;
  822.             player._HideHealthEffects = false;
  823.             player._CannotBeWarranted = CurTime() + 15;
  824.            
  825.             -- Make the player become conscious again.
  826.             cider.player.knockOut(player, false, nil, true);
  827.            
  828.             -- Set the player's model and give them their loadout.
  829.             self:PlayerSetModel(player);
  830.             self:PlayerLoadout(player);
  831.         end;
  832.        
  833.         -- Call a gamemode hook for when the player has finished spawning.
  834.         hook.Call("PostPlayerSpawn", GAMEMODE, player, player._LightSpawn, player._ChangeTeam);
  835.        
  836.         -- Set some of the player's variables.
  837.         player._LightSpawn = false;
  838.         player._ChangeTeam = false;
  839.     else
  840.         player:KillSilent();
  841.     end;
  842. end;
  843.  
  844. -- Called when a player should take damage.
  845. function GM:PlayerShouldTakeDamage(player, attacker) return true; end;
  846.  
  847. -- Called when a player is attacked by a trace.
  848. function GM:PlayerTraceAttack(player, damageInfo, direction, trace)
  849.     player._LastHitGroup = trace.HitGroup;
  850.    
  851.     -- Return false so that we don't override internals.
  852.     return false;
  853. end;
  854.  
  855. -- Called just before a player dies.
  856. function GM:DoPlayerDeath(player, attacker, damageInfo)
  857.     for k, v in pairs( player:GetWeapons() ) do
  858.         local class = v:GetClass();
  859.        
  860.         -- Check if this is a valid item.
  861.         if (cider.item.stored[class]) then
  862.             if ( hook.Call("PlayerCanDrop", GAMEMODE, player, class, true, attacker) ) then
  863.                 cider.item.make( class, player:GetPos() );
  864.             end;
  865.         end;
  866.     end;
  867.    
  868.     -- Unwarrant them, unarrest them and stop them from bleeding, etc.
  869.     player._Hostaged = false;
  870.     player._Stoned = false;
  871.     cider.player.warrant(player, false);
  872.     cider.player.arrest(player, false, true);
  873.     cider.player.bleed(player, false);
  874.    
  875.     -- Strip the player's weapons and ammo.
  876.     player:StripWeapons();
  877.     player:StripAmmo();
  878.    
  879.     -- Add a death to the player's death count.
  880.     player:AddDeaths(1);
  881.  
  882.     -- Death message NLR
  883.     player:ConCommand("DrawDeathMsg")
  884.    
  885.     -- Check it the attacker is a valid entity and is a player.
  886.     if ( ValidEntity(attacker) and attacker:IsPlayer() ) then
  887.         if (player != attacker) then
  888.             if ( hook.Call("PlayerCanGainFrag", GAMEMODE, attacker, player) ) then
  889.                 attacker:AddFrags(1);
  890.             end;
  891.         end;
  892.     end;
  893. end;
  894.  
  895. -- Called when a player dies.
  896. function GM:PlayerDeath(player, inflictor, attacker, ragdoll)
  897.     -- Set their next spawn time.
  898.     player.NextSpawnTime = CurTime() + player._SpawnTime;
  899.    
  900.     -- Set it so that we can the next spawn time client side.
  901.     cider.player.setLocalPlayerVariable(player, CLASS_LONG, "_NextSpawnTime", player.NextSpawnTime);
  902.    
  903.     -- Check if the attacker is a player.
  904.     if ( attacker:IsPlayer() ) then
  905.         if ( ValidEntity( attacker:GetActiveWeapon() ) ) then
  906.             cider.player.printConsoleAccess(attacker:Name().." killed "..player:Name().." with "..attacker:GetActiveWeapon():GetClass()..".", "a");
  907.         else
  908.             cider.player.printConsoleAccess(attacker:Name().." killed "..player:Name()..".", "a");
  909.         end;
  910.     else
  911.         cider.player.printConsoleAccess(attacker:GetClass().." killed "..player:Name()..".", "a");
  912.     end;
  913.    
  914.     if (!player._Sleeping) or (!player._KnockedOut == true) then
  915.         player:CreateRagdoll();
  916.     end
  917. end;
  918.  
  919. -- Called when a player's weapons should be given.
  920. function GM:PlayerLoadout(player)
  921.     if ( cider.player.hasAccess(player, "t") ) then player:Give("gmod_tool"); end
  922.     if ( cider.player.hasAccess(player, "p") ) then player:Give("weapon_physgun"); end
  923.    
  924.     -- Give the player the camera, the hands and the physics cannon.
  925.     player:Give("gmod_camera");
  926.     player:Give("cider_keys");
  927.    
  928.     -- Call the player loadout hook.
  929.     cider.plugin.call("playerLoadout", player);
  930.    
  931.     -- Select the hands by default.
  932.     player:SelectWeapon("cider_keys");
  933. end
  934.  
  935. -- Called when the server shuts down or the map changes.
  936. function GM:ShutDown()
  937.     for k, v in pairs( g_Player.GetAll() ) do
  938.         cider.player.holsterAll(v2);
  939.        
  940.         -- Save the player's data.
  941.         cider.player.saveData(v);
  942.     end;
  943. end;
  944.  
  945. -- Called when a player presses F1.
  946. function GM:ShowHelp(player) umsg.Start("cider_Menu", player); umsg.End(); end;
  947.  
  948. -- Called when a player presses F2.
  949. function GM:ShowTeam(player)
  950.     local door = player:GetEyeTrace().Entity;
  951.    
  952.     -- Check if the player is aiming at a door.
  953.     if ( ValidEntity(door) and cider.entity.isDoor(door) ) then
  954.         if (door:GetPos():Distance( player:GetPos() ) <= 128) then
  955.             if ( hook.Call("PlayerCanViewDoor", GAMEMODE, player, door) ) then
  956.                 umsg.Start("cider_Door", player);
  957.                     umsg.Bool(door._Unsellable or false);
  958.                    
  959.                     -- Check if the owner is a valid entity.
  960.                     if ( ValidEntity(door._Owner) ) then
  961.                         umsg.Entity(door._Owner);
  962.                     else
  963.                         umsg.Entity(NULL);
  964.                     end;
  965.                    
  966.                     -- Send the door as an entity and unsellable as a bool.
  967.                     umsg.Entity(door);
  968.                    
  969.                     -- Check if the door has access.
  970.                     if (door._Access) then
  971.                         for k, v in pairs( g_Player.GetAll() ) do
  972.                             if (v != door._Owner) then
  973.                                 local uniqueID = v:UniqueID();
  974.                                
  975.                                 -- Check if they have access.
  976.                                 if (door._Access[uniqueID]) then
  977.                                     umsg.Short( v:EntIndex() );
  978.                                     umsg.Short(1);
  979.                                 else
  980.                                     umsg.Short( v:EntIndex() );
  981.                                     umsg.Short(0);
  982.                                 end;
  983.                             end;
  984.                         end;
  985.                     end;
  986.                 umsg.End();
  987.             end;
  988.         end;
  989.     end;
  990. end;
  991.  
  992. -- Called when an entity takes damage.
  993. function GM:EntityTakeDamage(entity, inflictor, attacker, amount, damageInfo)
  994.     if (attacker:IsPlayer() and ValidEntity( attacker:GetActiveWeapon() )
  995.     and attacker:GetActiveWeapon():GetClass() == "weapon_stunstick") then
  996.         damageInfo:SetDamage(10);
  997.     elseif (attacker:IsPlayer() and ValidEntity( attacker:GetActiveWeapon() )
  998.     and attacker:GetActiveWeapon():GetClass() == "cider_hands") then
  999.         damageInfo:ScaleDamage(1);
  1000.     end;
  1001.    
  1002.     -- Check if the entity that got damaged is a player.
  1003.     if ( entity:IsPlayer() ) then
  1004.         if (entity:InVehicle()) then
  1005.             damageInfo:SetDamage(10);
  1006.         end;
  1007.        
  1008.         if (entity._KnockedOut) then
  1009.             if ( ValidEntity(entity._Ragdoll.entity) ) then
  1010.                 hook.Call("EntityTakeDamage", GAMEMODE, entity._Ragdoll.entity, inflictor, attacker, damageInfo:GetDamage(), damageInfo);
  1011.             end;
  1012.         else
  1013.             if ( entity:InVehicle() and damageInfo:IsExplosionDamage() ) then
  1014.                 if (!damageInfo:GetDamage() or damageInfo:GetDamage() == 0) then
  1015.                     damageInfo:SetDamage(100);
  1016.                 end;
  1017.             end;
  1018.            
  1019.             -- Check if the player has a last hit group defined.
  1020.             if (entity._LastHitGroup) then
  1021.                 if (entity._LastHitGroup == HITGROUP_HEAD) then
  1022.                     damageInfo:ScaleDamage( cider.configuration["Scale Head Damage"] );
  1023.                 elseif (entity._LastHitGroup == HITGROUP_CHEST or entity._LastHitGroup == HITGROUP_GENERIC) then
  1024.                     damageInfo:ScaleDamage( cider.configuration["Scale Chest Damage"] );
  1025.                 elseif (entity._LastHitGroup == HITGROUP_LEFTARM or
  1026.                 entity._LastHitGroup == HITGROUP_RIGHTARM or
  1027.                 entity._LastHitGroup == HITGROUP_LEFTLEG or
  1028.                 entity._LastHitGroup == HITGROUP_RIGHTLEG or
  1029.                 entity._LastHitGroup == HITGROUP_GEAR) then
  1030.                     damageInfo:ScaleDamage( cider.configuration["Scale Limb Damage"] );
  1031.                 end;
  1032.                
  1033.                 -- Set the last hit group to nil so that we don't use it again.
  1034.                 entity._LastHitGroup = nil;
  1035.             end;
  1036.            
  1037.             -- Check if the player is supposed to scale damage.
  1038.             if (entity._ScaleDamage) then damageInfo:ScaleDamage(entity._ScaleDamage); end;
  1039.            
  1040.             -- Make the player bleed.
  1041.             cider.player.bleed( entity, true, cider.configuration["Bleed Time"] );
  1042.         end;
  1043.     elseif ( entity:IsNPC() ) then
  1044.         if (attacker:IsPlayer() and ValidEntity( attacker:GetActiveWeapon() )
  1045.         and attacker:GetActiveWeapon():GetClass() == "weapon_crowbar") then
  1046.             damageInfo:SetDamage(10);
  1047.         end;
  1048.     end;
  1049.    
  1050.     -- Check if the entity is a knocked out player.
  1051.     if ( ValidEntity(entity._Player) ) then
  1052.         local player = entity._Player;
  1053.        
  1054.         -- Set the damage to the amount we're given.
  1055.         damageInfo:SetDamage(amount);
  1056.        
  1057.         -- Check if the attacker is not a player.
  1058.         if ( !attacker:IsPlayer() ) then
  1059.             if ( attacker == GetWorldEntity() ) then
  1060.                 if ( ( entity._NextWorldDamage and entity._NextWorldDamage > CurTime() )
  1061.                 or damageInfo:GetDamage() <= 10 ) then return; end;
  1062.                
  1063.                 -- Set the next world damage to be 1 second from now.
  1064.                 entity._NextWorldDamage = CurTime() + 1;
  1065.             else
  1066.                 if (damageInfo:GetDamage() <= 10) then return; end;
  1067.             end;
  1068.         else
  1069.             damageInfo:ScaleDamage( cider.configuration["Scale Ragdoll Damage"] );
  1070.         end;
  1071.        
  1072.         -- Check if the player is supposed to scale damage.
  1073.         if (entity._Player._ScaleDamage) then damageInfo:ScaleDamage(entity._Player._ScaleDamage); end;
  1074.        
  1075.         -- Take the damage from the player's health.
  1076.         player:SetHealth( math.max(player:Health() - damageInfo:GetDamage(), 0) );
  1077.        
  1078.         -- Set the player's conscious health.
  1079.         player._Ragdoll.health = player:Health();
  1080.        
  1081.         -- Create new effect data so that we can create a blood impact at the damage position.
  1082.         local effectData = EffectData();
  1083.             effectData:SetOrigin( damageInfo:GetDamagePosition() );
  1084.         util.Effect("BloodImpact", effectData);
  1085.        
  1086.         -- Loop from 1 to 4 so that we can draw some blood decals around the ragdoll.
  1087.         for i = 1, 2 do
  1088.             local trace = {};
  1089.            
  1090.             -- Set some settings and information for the trace.
  1091.             trace.start = damageInfo:GetDamagePosition();
  1092.             trace.endpos = trace.start + (damageInfo:GetDamageForce() + (VectorRand() * 16) * 128);
  1093.             trace.filter = entity;
  1094.            
  1095.             -- Create the trace line from the set information.
  1096.             trace = util.TraceLine(trace);
  1097.            
  1098.             -- Draw a blood decal at the hit position.
  1099.             util.Decal("Blood", trace.HitPos + trace.HitNormal, trace.HitPos - trace.HitNormal);
  1100.         end;
  1101.        
  1102.         -- Check to see if the player's health is less than 0 and that the player is alive.
  1103.         if ( player:Health() <= 0 and player:Alive() ) then
  1104.             player:KillSilent();
  1105.            
  1106.             -- Call some gamemode hooks to fake the player's death.
  1107.             hook.Call("DoPlayerDeath", GAMEMODE, player, attacker, damageInfo);
  1108.             hook.Call("PlayerDeath", GAMEMODE, player, inflictor, attacker, false);
  1109.         end;
  1110.     end;
  1111. end;
  1112.  
  1113. -- Called when a player has disconnected.
  1114. function GM:PlayerDisconnected(player)
  1115.  
  1116.     -- Remove the players knockout to give them their weapons back.
  1117.     cider.player.knockOut(player, false, nil, true);
  1118.    
  1119.     -- Holster all their weapons so it saves.
  1120.     cider.player.holsterAll(player);
  1121.    
  1122.     -- Remove the players cars and items.
  1123.     for k,v in pairs(ents.GetAll()) do
  1124.         if (!cider.entity.isDoor(v)) then
  1125.             if (v:GetTable()._Owner == player) then
  1126.                 if (v:GetTable()._UniqueID == player:UniqueID()) then
  1127.                     v:Remove()
  1128.                 end;
  1129.             end;
  1130.         end;
  1131.     end;
  1132.    
  1133.     -- Save the player's data.
  1134.     cider.player.saveData(player);
  1135.    
  1136.     -- Call the base class function.
  1137.     self.BaseClass:PlayerDisconnected(player);
  1138. end;
  1139.  
  1140. -- Called when a player attempts to spawn a SWEP.
  1141. function GM:PlayerSpawnSWEP(player, class, weapon)
  1142.     if ( !player:IsSuperAdmin() ) then
  1143.         return false;
  1144.     else
  1145.         return true;
  1146.     end;
  1147. end;
  1148.  
  1149. -- Called when a player is given a SWEP.
  1150. function GM:PlayerGiveSWEP(player, class, weapon)
  1151.     if ( !player:IsSuperAdmin() ) then
  1152.         return false;
  1153.     else
  1154.         return true;
  1155.     end;
  1156. end;
  1157.  
  1158. -- Called when attempts to spawn a SENT.
  1159. function GM:PlayerSpawnSENT(player, class)
  1160.     if ( !player:IsSuperAdmin() ) then
  1161.         return false;
  1162.     else
  1163.         return true;
  1164.     end;
  1165. end;
  1166.  
  1167. -- Called when a player presses a key.
  1168. function GM:KeyPress(player, key)
  1169.     if (key == IN_JUMP and player._StuckInWorld) then
  1170.         cider.player.holsterAll(player);
  1171.        
  1172.         -- Spawn them lightly now that we holstered their weapons.
  1173.         cider.player.lightSpawn(player);
  1174.     end;
  1175. end;
  1176.  
  1177. -- Create a timer to automatically clean up decals.
  1178. timer.Create("Cleanup Decals", 60, 0, function()
  1179.     for k, v in pairs( player.GetAll() ) do v:ConCommand("r_cleardecals\n"); end;
  1180. end);
  1181.  
  1182. -- Create a timer to give players money for their contraband.
  1183. timer.Create("Contraband", cider.configuration["Contraband Interval"], 0, function()
  1184.     local players = {};
  1185.     local contraband = {};
  1186.    
  1187.     -- Loop through each contraband class.
  1188.     for k, v in pairs( cider.configuration["Contraband"] ) do
  1189.         table.Add( contraband, ents.FindByClass(k) );
  1190.     end;
  1191.    
  1192.     -- Loop through all of the contraband.
  1193.     for k, v in pairs(contraband) do
  1194.         local player = v:GetPlayer();
  1195.        
  1196.         -- Check if the player is a valid entity,
  1197.         if ( ValidEntity(player) ) then
  1198.             players[player] = players[player] or {refill = 0, money = 0};
  1199.                 local amount = cider.configuration["Contraband"][v:GetClass()].money
  1200.                 local money = ents.Create("cider_money")
  1201.                 money:SetPos(v:GetPos() + Vector(0,0,30))
  1202.                 money:Spawn()
  1203.                 money:SetAmount(amount)
  1204.            
  1205.             -- Decrease the energy of the contraband.
  1206.             v._Energy = math.Clamp(v._Energy - 1, 0, 5);
  1207.            
  1208.             -- Set the networked variable so that the client can use it.
  1209.             v:SetNetworkedInt("cider_Energy3", v._Energy);
  1210.            
  1211.            
  1212.            
  1213.             -- Check the energy of the contraband.
  1214.             if (v._Energy == 0) then
  1215.                 players[player].refill = players[player].refill + 1;
  1216.             else
  1217.                 players[player].money = players[player].money + cider.configuration["Contraband"][ v:GetClass() ].money;
  1218.             end;
  1219.         end;
  1220.     end;
  1221.    
  1222.     -- Loop through our players list.
  1223.     for k, v in pairs(players) do
  1224.         if ( hook.Call("PlayerCanEarnContraband", GAMEMODE, k) ) then
  1225.             if (v.refill > 0) then
  1226.                 cider.player.notify(k, v.refill.." of your contraband need refilling!", 1);
  1227.             elseif (v.money > 0) then
  1228.                 -- cider.player.notify(k, "You earned $"..v.money.." from contraband.", 0);
  1229.                
  1230.                 -- Give the player their money.
  1231.                 -- cider.player.giveMoney(k, v.money);
  1232.                
  1233.  
  1234.                
  1235.                
  1236.             end;
  1237.         end;
  1238.     end;
  1239. end);
  1240.  
  1241. -- CHRISTMAS
  1242.  
  1243. -- function spawnHat(player)
  1244. --  local eyes = player:LookupAttachment("eyes");
  1245. --  if (eyes == 0) then return; end;
  1246.    
  1247. --  local santaHat = ents.Create("santa");
  1248. --  santaHat:SetOwner(player);
  1249. --  santaHat:SetParent(player);
  1250. --  santaHat:SetModel("models/santa/santa.mdl");
  1251. --  santaHat:Spawn();
  1252. --  santaHat:Activate();
  1253. --  santaHat:SetMoveType(MOVETYPE_NONE);
  1254. --  santaHat:SetSolid(SOLID_NONE);
  1255. --  santaHat:SetCollisionGroup(COLLISION_GROUP_NONE);
  1256. --  santaHat:DrawShadow(false);
  1257.  
  1258. --  return santaHat;
  1259. -- end;
  1260.  
  1261. -- function spawnHatPlayer(player)
  1262. --  timer.Create("santahat", 1, 1, function()
  1263. --      spawnHat(player);
  1264. --  end);
  1265. -- end;
  1266. -- hook.Add("PlayerInitialSpawn", "spawnHatPlayer", spawnHatPlayer);
  1267.  
  1268. function setStringPlayer()
  1269.     for k, v in pairs(player.GetAll()) do
  1270.         v:SetNWString("PModel", v:GetModel());
  1271.     end;
  1272. end;
  1273. hook.Add("Think", "setStringPlayer", setStringPlayer)
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