forked from TeamUlysses/ulib
Too much carried over, putting back
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9df61b641e
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@ -213,87 +213,6 @@ function ULib.unban( steamid, admin )
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end
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local function doInvis()
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local players = player.GetAll()
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local remove = true
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for _, player in ipairs( players ) do
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local t = player:GetTable()
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if t.invis then
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remove = false
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if player:Alive() and player:GetActiveWeapon():IsValid() then
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if player:GetActiveWeapon() ~= t.invis.wep then
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if t.invis.wep and IsValid( t.invis.wep ) then -- If changed weapon, set the old weapon to be visible.
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t.invis.wep:SetRenderMode( RENDERMODE_NORMAL )
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t.invis.wep:Fire( "alpha", 255, 0 )
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t.invis.wep:SetMaterial( "" )
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end
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t.invis.wep = player:GetActiveWeapon()
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ULib.invisible( player, true, t.invis.vis )
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end
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end
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end
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end
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if remove then
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hook.Remove( "Think", "InvisThink" )
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end
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end
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--[[
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Function: invisible
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Makes a user invisible
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Parameters:
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ply - The player to affect.
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bool - Whether they're invisible or not
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visibility - *(Optional, defaults to 0)* A number from 0 to 255 for their visibility.
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Revisions:
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v2.40 - Removes shadow when invisible
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]]
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function ULib.invisible( ply, bool, visibility )
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if not ply:IsValid() then return end -- This is called on a timer so we need to verify they're still connected
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if bool then
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visibility = visibility or 0
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ply:DrawShadow( false )
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ply:SetMaterial( "models/effects/vol_light001" )
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ply:SetRenderMode( RENDERMODE_TRANSALPHA )
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ply:Fire( "alpha", visibility, 0 )
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ply:GetTable().invis = { vis=visibility, wep=ply:GetActiveWeapon() }
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if IsValid( ply:GetActiveWeapon() ) then
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ply:GetActiveWeapon():SetRenderMode( RENDERMODE_TRANSALPHA )
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ply:GetActiveWeapon():Fire( "alpha", visibility, 0 )
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ply:GetActiveWeapon():SetMaterial( "models/effects/vol_light001" )
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if ply:GetActiveWeapon():GetClass() == "gmod_tool" then
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ply:DrawWorldModel( false ) -- tool gun has problems
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else
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ply:DrawWorldModel( true )
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end
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end
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hook.Add( "Think", "InvisThink", doInvis )
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else
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ply:DrawShadow( true )
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ply:SetMaterial( "" )
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ply:SetRenderMode( RENDERMODE_NORMAL )
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ply:Fire( "alpha", 255, 0 )
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local activeWeapon = ply:GetActiveWeapon()
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if IsValid( activeWeapon ) then
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activeWeapon:SetRenderMode( RENDERMODE_NORMAL )
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activeWeapon:Fire( "alpha", 255, 0 )
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activeWeapon:SetMaterial( "" )
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end
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ply:GetTable().invis = nil
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end
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end
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--[[
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Function: refreshBans
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@ -111,6 +111,88 @@ function ULib.kick( ply, reason, calling_ply )
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end
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local function doInvis()
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local players = player.GetAll()
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local remove = true
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for _, player in ipairs( players ) do
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local t = player:GetTable()
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if t.invis then
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remove = false
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if player:Alive() and player:GetActiveWeapon():IsValid() then
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if player:GetActiveWeapon() ~= t.invis.wep then
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if t.invis.wep and IsValid( t.invis.wep ) then -- If changed weapon, set the old weapon to be visible.
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t.invis.wep:SetRenderMode( RENDERMODE_NORMAL )
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t.invis.wep:Fire( "alpha", 255, 0 )
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t.invis.wep:SetMaterial( "" )
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end
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t.invis.wep = player:GetActiveWeapon()
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ULib.invisible( player, true, t.invis.vis )
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end
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end
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end
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end
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if remove then
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hook.Remove( "Think", "InvisThink" )
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end
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end
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--[[
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Function: invisible
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Makes a user invisible
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Parameters:
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ply - The player to affect.
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bool - Whether they're invisible or not
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visibility - *(Optional, defaults to 0)* A number from 0 to 255 for their visibility.
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Revisions:
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v2.40 - Removes shadow when invisible
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]]
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function ULib.invisible( ply, bool, visibility )
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if not ply:IsValid() then return end -- This is called on a timer so we need to verify they're still connected
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if bool then
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visibility = visibility or 0
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ply:DrawShadow( false )
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ply:SetMaterial( "models/effects/vol_light001" )
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ply:SetRenderMode( RENDERMODE_TRANSALPHA )
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ply:Fire( "alpha", visibility, 0 )
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ply:GetTable().invis = { vis=visibility, wep=ply:GetActiveWeapon() }
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if IsValid( ply:GetActiveWeapon() ) then
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ply:GetActiveWeapon():SetRenderMode( RENDERMODE_TRANSALPHA )
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ply:GetActiveWeapon():Fire( "alpha", visibility, 0 )
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ply:GetActiveWeapon():SetMaterial( "models/effects/vol_light001" )
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if ply:GetActiveWeapon():GetClass() == "gmod_tool" then
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ply:DrawWorldModel( false ) -- tool gun has problems
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else
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ply:DrawWorldModel( true )
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end
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end
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hook.Add( "Think", "InvisThink", doInvis )
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else
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ply:DrawShadow( true )
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ply:SetMaterial( "" )
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ply:SetRenderMode( RENDERMODE_NORMAL )
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ply:Fire( "alpha", 255, 0 )
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local activeWeapon = ply:GetActiveWeapon()
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if IsValid( activeWeapon ) then
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activeWeapon:SetRenderMode( RENDERMODE_NORMAL )
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activeWeapon:Fire( "alpha", 255, 0 )
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activeWeapon:SetMaterial( "" )
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end
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ply:GetTable().invis = nil
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end
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end
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--[[
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Function: getSpawnInfo
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@ -1 +1 @@
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1504650283
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1504650847
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