TTT Ammo bug

Hey,

My server is having a bug with ammo as it’s spawning %75 less than it should do.

I’ve checked my files, theres nothing edited, apart from my row and main which have the scoreboard ranks on.

Ever since I edited the scoreboard, ammo has been spawning less.

I don’t get any lua errors etc when ammo isn’t spawning well btw.

sb_main:


---- VGUI panel version of the scoreboard, based on TEAM GARRY's sandbox mode
---- scoreboard.

local surface = surface
local draw = draw
local math = math
local string = string
local vgui = vgui

local GetTranslation = LANG.GetTranslation
local GetPTranslation = LANG.GetParamTranslation

include("sb_team.lua")

surface.CreateFont("cool_small", {font = "coolvetica",
                                  size = 20,
                                  weight = 400})
surface.CreateFont("cool_large", {font = "coolvetica",
                                  size = 24,
                                  weight = 400})
surface.CreateFont("treb_small", {font = "Trebuchet18",
                                  size = 14,
                                  weight = 700})

local logo = surface.GetTextureID("VGUI/ttt/score_logo")

local PANEL = {}

local max = math.max
local floor = math.floor
local function UntilMapChange()
   local rounds_left = max(0, GetGlobalInt("ttt_rounds_left", 6))
   local time_left = floor(max(0, ((GetGlobalInt("ttt_time_limit_minutes") or 60) * 60) - CurTime()))

   local h = floor(time_left / 3600)
   time_left = time_left - floor(h * 3600)
   local m = floor(time_left / 60)
   time_left = time_left - floor(m * 60)
   local s = floor(time_left)

   return rounds_left, string.format("%02i:%02i:%02i", h, m, s)
end


GROUP_TERROR = 1
GROUP_NOTFOUND = 2
GROUP_FOUND = 3
GROUP_SPEC = 4

GROUP_COUNT = 4

function ScoreGroup(p)
   if not IsValid(p) then return -1 end -- will not match any group panel

   if DetectiveMode() then
      if p:IsSpec() and (not p:Alive()) then
         if p:GetNWBool("body_found", false) then
            return GROUP_FOUND
         else
            local client = LocalPlayer()
            -- To terrorists, missing players show as alive
            if client:IsSpec() or
               client:IsActiveTraitor() or
               ((GAMEMODE.round_state != ROUND_ACTIVE) and client:IsTerror()) then
               return GROUP_NOTFOUND
            else
               return GROUP_TERROR
            end
         end
      end
   end

   return p:IsTerror() and GROUP_TERROR or GROUP_SPEC
end

function PANEL:Init()

   self.hostdesc = vgui.Create("DLabel", self)
   self.hostdesc:SetText(GetTranslation("sb_playing"))
   self.hostdesc:SetContentAlignment(9)

   self.hostname = vgui.Create( "DLabel", self )
   self.hostname:SetText( GetHostName() )
   self.hostname:SetContentAlignment(6)

   self.mapchange = vgui.Create("DLabel", self)
   self.mapchange:SetText("Map changes in 00 rounds or in 00:00:00")
   self.mapchange:SetContentAlignment(9)

   self.mapchange.Think = function (sf)
                             local r, t = UntilMapChange()

                             sf:SetText(GetPTranslation("sb_mapchange",
                                                        {num = r, time = t}))
                             sf:SizeToContents()
                          end


   self.ply_frame = vgui.Create( "TTTPlayerFrame", self )

   self.ply_groups = {}

   local t = vgui.Create("TTTScoreGroup", self.ply_frame:GetCanvas())
   t:SetGroupInfo(GetTranslation("terrorists"), Color(0,200,0,100), GROUP_TERROR)
   self.ply_groups[GROUP_TERROR] = t

   t = vgui.Create("TTTScoreGroup", self.ply_frame:GetCanvas())
   t:SetGroupInfo(GetTranslation("spectators"), Color(200, 200, 0, 100), GROUP_SPEC)
   self.ply_groups[GROUP_SPEC] = t

   if DetectiveMode() then
      t = vgui.Create("TTTScoreGroup", self.ply_frame:GetCanvas())
      t:SetGroupInfo(GetTranslation("sb_mia"), Color(130, 190, 130, 100), GROUP_NOTFOUND)
      self.ply_groups[GROUP_NOTFOUND] = t

      t = vgui.Create("TTTScoreGroup", self.ply_frame:GetCanvas())
      t:SetGroupInfo(GetTranslation("sb_confirmed"), Color(130, 170, 10, 100), GROUP_FOUND)
      self.ply_groups[GROUP_FOUND] = t
   end

   -- the various score column headers
   self.cols = {}
   self.cols[1] = vgui.Create( "DLabel", self )
   self.cols[1]:SetText( GetTranslation("sb_ping") )

   self.cols[2] = vgui.Create( "DLabel", self )
   self.cols[2]:SetText( GetTranslation("sb_deaths") )

   self.cols[3] = vgui.Create( "DLabel", self )
   self.cols[3]:SetText( GetTranslation("sb_score") )
   
   self.cols[5] = vgui.Create( "DLabel", self )
   self.cols[5]:SetText("Rank")

   if KARMA.IsEnabled() then
      self.cols[4] = vgui.Create("DLabel", self)
      self.cols[4]:SetText(GetTranslation("sb_karma"))
   end

   self:UpdateScoreboard()
   self:StartUpdateTimer()
end

function PANEL:StartUpdateTimer()
   if not timer.Exists("TTTScoreboardUpdater") then
      timer.Create( "TTTScoreboardUpdater", 0.3, 0,
                    function()
                       local pnl = GAMEMODE:GetScoreboardPanel()
                       if IsValid(pnl) then
                          pnl:UpdateScoreboard()
                       end
                    end)
   end
end

local colors = {
   bg = Color(30,30,30, 235),
   bar = Color(220,180,0,255)
};

local y_logo_off = 72

function PANEL:Paint()
   -- Logo sticks out, so always offset bg
   draw.RoundedBox( 8, 0, y_logo_off, self:GetWide(), self:GetTall() - y_logo_off, colors.bg)

   -- Server name is outlined by orange/gold area
   draw.RoundedBox( 8, 0, y_logo_off + 25, self:GetWide(), 32, colors.bar)

   -- TTT Logo
   surface.SetTexture( logo )
   surface.SetDrawColor( 255, 255, 255, 255 )
   surface.DrawTexturedRect( 5, 0, 256, 256 )

end

function PANEL:PerformLayout()
   -- position groups and find their total size
   local gy = 0
   -- can't just use pairs (undefined ordering) or ipairs (group 2 and 3 might not exist)
   for i=1, GROUP_COUNT do
      local group = self.ply_groups*
      if ValidPanel(group) then
         if group:HasRows() then
            group:SetVisible(true)
            group:SetPos(0, gy)
            group:SetSize(self.ply_frame:GetWide(), group:GetTall())
            group:InvalidateLayout()
            gy = gy + group:GetTall() + 5
         else
            group:SetVisible(false)
         end
      end
   end

   self.ply_frame:GetCanvas():SetSize(self.ply_frame:GetCanvas():GetWide(), gy)

   local h = y_logo_off + 110 + self.ply_frame:GetCanvas():GetTall()

   -- if we will have to clamp our height, enable the mouse so player can scroll
   local scrolling = h > ScrH() * 0.95
--   gui.EnableScreenClicker(scrolling)
   self.ply_frame:SetScroll(scrolling)

   h = math.Clamp(h, 110 + y_logo_off, ScrH() * 0.95)

   local w = math.max(ScrW() * 0.6, 640)

   self:SetSize(w, h)
   self:SetPos( (ScrW() - w) / 2, math.min(72, (ScrH() - h) / 4))

   self.ply_frame:SetPos(8, y_logo_off + 109)
   self.ply_frame:SetSize(self:GetWide() - 16, self:GetTall() - 109 - y_logo_off - 5)

   -- server stuff
   self.hostdesc:SizeToContents()
   self.hostdesc:SetPos(w - self.hostdesc:GetWide() - 8, y_logo_off + 5)

   local hw = w - 180 - 8
   self.hostname:SetSize(hw, 32)
   self.hostname:SetPos(w - self.hostname:GetWide() - 8, y_logo_off + 27)

   surface.SetFont("cool_large")
   local hname = self.hostname:GetValue()
   local tw, _ = surface.GetTextSize(hname)
   while tw > hw do
      hname = string.sub(hname, 1, -6) .. "..."
      tw, th = surface.GetTextSize(hname)
   end

   self.hostname:SetText(hname)

   self.mapchange:SizeToContents()
   self.mapchange:SetPos(w - self.mapchange:GetWide() - 8, y_logo_off + 60)

   -- score columns
   local cy = y_logo_off + 90
   for k,v in ipairs(self.cols) do
      v:SizeToContents()
      v:SetPos( w - (50*k) - v:GetWide()/2 - 8, cy)
   end
end

function PANEL:ApplySchemeSettings()
   self.hostdesc:SetFont("cool_small")
   self.hostname:SetFont("cool_large")
   self.mapchange:SetFont("treb_small")

   self.hostdesc:SetTextColor(COLOR_WHITE)
   self.hostname:SetTextColor(COLOR_BLACK)
   self.mapchange:SetTextColor(COLOR_WHITE)

   for k,v in pairs(self.cols) do
      v:SetFont("treb_small")
      v:SetTextColor(COLOR_WHITE)
   end
end

function PANEL:UpdateScoreboard( force )
   if not force and not self:IsVisible() then return end

   local layout = false

   -- Put players where they belong. Groups will dump them as soon as they don't
   -- anymore.
   for k, p in pairs(player.GetAll()) do
      if IsValid(p) then
         local group = ScoreGroup(p)
         if self.ply_groups[group] and not self.ply_groups[group]:HasPlayerRow(p) then
            self.ply_groups[group]:AddPlayerRow(p)
            layout = true
         end
      end
   end

   for k, group in pairs(self.ply_groups) do
      if ValidPanel(group) then
         group:SetVisible( group:HasRows() )
         group:UpdatePlayerData()
      end
   end

   if layout then
      self:PerformLayout()
   else
      self:InvalidateLayout()
   end
end

vgui.Register( "TTTScoreboard", PANEL, "Panel" )

---- PlayerFrame is defined in sandbox and is basically a little scrolling
---- hack. Just putting it here (slightly modified) because it's tiny.

local PANEL = {}
function PANEL:Init()
   self.pnlCanvas  = vgui.Create( "Panel", self )
   self.YOffset = 0

   self.scroll = vgui.Create("DVScrollBar", self)
end

function PANEL:GetCanvas() return self.pnlCanvas end

function PANEL:OnMouseWheeled( dlta )
   self.scroll:AddScroll(dlta * -2)

   self:InvalidateLayout()
end

function PANEL:SetScroll(st)
   self.scroll:SetEnabled(st)
end

function PANEL:PerformLayout()
   self.pnlCanvas:SetVisible(self:IsVisible())

   -- scrollbar
   self.scroll:SetPos(self:GetWide() - 16, 0)
   self.scroll:SetSize(16, self:GetTall())

   local was_on = self.scroll.Enabled
   self.scroll:SetUp(self:GetTall(), self.pnlCanvas:GetTall())
   self.scroll:SetEnabled(was_on) -- setup mangles enabled state

   self.YOffset = self.scroll:GetOffset()

   self.pnlCanvas:SetPos( 0, self.YOffset )
   self.pnlCanvas:SetSize( self:GetWide() - (self.scroll.Enabled and 16 or 0), self.pnlCanvas:GetTall() )
end
vgui.Register( "TTTPlayerFrame", PANEL, "Panel" )

sb_row


---- Scoreboard player score row, based on sandbox version

include("sb_info.lua")


local GetTranslation = LANG.GetTranslation
local GetPTranslation = LANG.GetParamTranslation


SB_ROW_HEIGHT = 24 --16

local PANEL = {}

function PANEL:Init()
   -- cannot create info card until player state is known
   self.info = nil

   self.open = false

   self.cols = {}
   self.cols[1] = vgui.Create("DLabel", self)
   self.cols[1]:SetText(GetTranslation("sb_ping"))

   self.cols[2] = vgui.Create("DLabel", self)
   self.cols[2]:SetText(GetTranslation("sb_deaths"))

   self.cols[3] = vgui.Create("DLabel", self)
   self.cols[3]:SetText(GetTranslation("sb_score"))

   if KARMA.IsEnabled() then
      self.cols[4] = vgui.Create("DLabel", self)
      self.cols[4]:SetText(GetTranslation("sb_karma"))
   end
   
   self.cols[5] = vgui.Create("DLabel", self)
   self.cols[5]:SetText("Rank")
      
   for _, c in ipairs(self.cols) do
      c:SetMouseInputEnabled(false)
   end

   self.tag = vgui.Create("DLabel", self)
   self.tag:SetText("")
   self.tag:SetMouseInputEnabled(false)

   self.sresult = vgui.Create("DImage", self)
   self.sresult:SetSize(16,16)
   self.sresult:SetMouseInputEnabled(false)

   self.avatar = vgui.Create( "AvatarImage", self )
   self.avatar:SetSize(SB_ROW_HEIGHT, SB_ROW_HEIGHT)
   self.avatar:SetMouseInputEnabled(false)

   self.nick = vgui.Create("DLabel", self)
   self.nick:SetMouseInputEnabled(false)

   self.voice = vgui.Create("DImageButton", self)
   self.voice:SetSize(16,16)

   self:SetCursor( "hand" )
end


local namecolor = {
   default = COLOR_WHITE,
   owner = Color(255, 0, 0, 255),
   headadmin = Color(0, 255, 255, 255),
   superadmin = Color(0, 119, 255, 255),
   admin = Color(255, 140, 0, 255),
   moderator = Color(238, 201, 0, 255),
   donator = Color(191, 62, 255, 255),
   respected = Color(0, 205, 0, 255)
};

function GM:TTTScoreboardColorForPlayer(ply)
   if not IsValid(ply) then return namecolor.default end

       if ply:IsUserGroup("owner") then
         return namecolor.owner
   elseif ply:IsUserGroup("headadmin") then
         return namecolor.headadmin
   elseif ply:IsUserGroup("superadmin") then
         return namecolor.superadmin
   elseif ply:IsUserGroup("moderator") then
         return namecolor.moderator
   elseif ply:IsUserGroup("donator") then
         return namecolor.donator
   elseif ply:IsUserGroup("respected") then
         return namecolor.respected 
    elseif ply:IsUserGroup("admin") then
         return namecolor.admin
   end
   return namecolor.default
end

local function ColorForPlayer(ply)
   if IsValid(ply) then
      local c = hook.Call("TTTScoreboardColorForPlayer", GAMEMODE, ply)

      -- verify that we got a proper color
      if c and type(c) == "table" and c.r and c.b and c.g and c.a then
         return c
      else
         ErrorNoHalt("TTTScoreboardColorForPlayer hook returned something that isn't a color!
")
      end
   end
   return namecolor.default
end

function PANEL:Paint()
   if not IsValid(self.Player) then return end

--   if ( self.Player:GetFriendStatus() == "friend" ) then
--      color = Color( 236, 181, 113, 255 )
--   end

   local ply = self.Player

   if ply:IsTraitor() then
      surface.SetDrawColor(255, 0, 0, 30)
      surface.DrawRect(0, 0, self:GetWide(), SB_ROW_HEIGHT)
   elseif ply:IsDetective() then
      surface.SetDrawColor(0, 0, 255, 30)
      surface.DrawRect(0, 0, self:GetWide(), SB_ROW_HEIGHT)
   end


   if ply == LocalPlayer() then
      surface.SetDrawColor( 200, 200, 200, math.Clamp(math.sin(RealTime() * 2) * 50, 0, 100))
      surface.DrawRect(0, 0, self:GetWide(), SB_ROW_HEIGHT )
   end

   return true
end

function PANEL:SetPlayer(ply)
   self.Player = ply
   self.avatar:SetPlayer(ply)

   if not self.info then
      local g = ScoreGroup(ply)
      if g == GROUP_TERROR and ply != LocalPlayer() then
         self.info = vgui.Create("TTTScorePlayerInfoTags", self)
         self.info:SetPlayer(ply)

         self:InvalidateLayout()
      elseif g == GROUP_FOUND or g == GROUP_NOTFOUND then
         self.info = vgui.Create("TTTScorePlayerInfoSearch", self)
         self.info:SetPlayer(ply)
         self:InvalidateLayout()
      end
   else
      self.info:SetPlayer(ply)

      self:InvalidateLayout()
   end

   self.voice.DoClick = function()
                           if IsValid(ply) and ply != LocalPlayer() then
                              ply:SetMuted(not ply:IsMuted())
                           end
                        end

   self:UpdatePlayerData()
end

function PANEL:GetPlayer() return self.Player end

function PANEL:UpdatePlayerData()
   if not IsValid(self.Player) then return end

   local ply = self.Player
   self.cols[1]:SetText(ply:Ping())
   self.cols[2]:SetText(ply:Deaths())
   self.cols[3]:SetText(ply:Frags())

   if self.cols[4] then
      self.cols[4]:SetText(math.Round(ply:GetBaseKarma()))
   end
   
    if ply:IsUserGroup("user") then
      self.cols[5]:SetText("User")
      self.cols[5]:SetTextColor(namecolor.default)
   elseif ply:IsUserGroup("owner") then
      self.cols[5]:SetText("Owner")
      self.cols[5]:SetTextColor(namecolor.owner)
	     elseif ply:IsUserGroup("headadmin") then
      self.cols[5]:SetText("HeadAdmin")
      self.cols[5]:SetTextColor(namecolor.headadmin)
   elseif ply:IsUserGroup("superadmin") then
      self.cols[5]:SetText("SuperAdmin")
      self.cols[5]:SetTextColor(namecolor.superadmin)
   elseif ply:IsUserGroup("admin") then
      self.cols[5]:SetText("Admin")
      self.cols[5]:SetTextColor(namecolor.admin)
   elseif ply:IsUserGroup("moderator") then
      self.cols[5]:SetText("Moderator")
      self.cols[5]:SetTextColor(namecolor.moderator)
   elseif ply:IsUserGroup("respected") then
      self.cols[5]:SetText("Respected")
      self.cols[5]:SetTextColor(namecolor.respected)
   elseif ply:IsUserGroup("donator") then
      self.cols[5]:SetText("Donator")
      self.cols[5]:SetTextColor(namecolor.donator)
	end

   self.nick:SetText(ply:Nick())
   self.nick:SizeToContents()
   self.nick:SetTextColor(ColorForPlayer(ply))

   local ptag = ply.sb_tag
   if ScoreGroup(ply) != GROUP_TERROR then
      ptag = nil
   end

   self.tag:SetText(ptag and GetTranslation(ptag.txt) or "")
   self.tag:SetTextColor(ptag and ptag.color or COLOR_WHITE)

   self.sresult:SetVisible(ply.search_result != nil)

   -- more blue if a detective searched them
   if ply.search_result and (LocalPlayer():IsDetective() or (not ply.search_result.show)) then
      self.sresult:SetImageColor(Color(200, 200, 255))
   end

   -- cols are likely to need re-centering
   self:LayoutColumns()

   if self.info then
      self.info:UpdatePlayerData()
   end

   if self.Player != LocalPlayer() then
      local muted = self.Player:IsMuted()
      self.voice:SetImage(muted and "icon16/sound_mute.png" or "icon16/sound.png")
   else
      self.voice:Hide()
   end
end

function PANEL:ApplySchemeSettings()
   for k,v in pairs(self.cols) do
      v:SetFont("treb_small")
      v:SetTextColor(COLOR_WHITE)
   end

   self.nick:SetFont("treb_small")
   self.nick:SetTextColor(ColorForPlayer(self.Player))

   local ptag = self.Player and self.Player.sb_tag
   self.tag:SetTextColor(ptag and ptag.color or COLOR_WHITE)
   self.tag:SetFont("treb_small")

   self.sresult:SetImage("icon16/magnifier.png")
   self.sresult:SetImageColor(Color(170, 170, 170, 150))
end

function PANEL:LayoutColumns()
   for k,v in ipairs(self.cols) do
      v:SizeToContents()
      v:SetPos(self:GetWide() - (50*k) - v:GetWide()/2, (SB_ROW_HEIGHT - v:GetTall()) / 2)
   end

   self.tag:SizeToContents()
   self.tag:SetPos(self:GetWide() - (50 * 6) - self.tag:GetWide()/2, (SB_ROW_HEIGHT - self.tag:GetTall()) / 2)

   self.sresult:SetPos(self:GetWide() - (50*6) - 8, (SB_ROW_HEIGHT - 16) / 2)
end

function PANEL:PerformLayout()
   self.avatar:SetPos(0,0)
   self.avatar:SetSize(SB_ROW_HEIGHT,SB_ROW_HEIGHT)

   if not self.open then
      self:SetSize(self:GetWide(), SB_ROW_HEIGHT)

      if self.info then self.info:SetVisible(false) end
   elseif self.info then
      self:SetSize(self:GetWide(), 100 + SB_ROW_HEIGHT)

      self.info:SetVisible(true)
      self.info:SetPos(5, SB_ROW_HEIGHT + 5)
      self.info:SetSize(self:GetWide(), 100)
      self.info:PerformLayout()

      self:SetSize(self:GetWide(), SB_ROW_HEIGHT + self.info:GetTall())
   end

   self.nick:SizeToContents()

   self.nick:SetPos(SB_ROW_HEIGHT + 10, (SB_ROW_HEIGHT - self.nick:GetTall()) / 2)

   self:LayoutColumns()

   self.voice:SetVisible(not self.open)
   self.voice:SetSize(16, 16)
   self.voice:DockMargin(4, 4, 4, 4)
   self.voice:Dock(RIGHT)
end

function PANEL:DoClick(x, y)
   self:SetOpen(not self.open)
end

function PANEL:SetOpen(o)
   if self.open then
      surface.PlaySound("ui/buttonclickrelease.wav")
   else
      surface.PlaySound("ui/buttonclick.wav")
   end

   self.open = o

   self:PerformLayout()
   self:GetParent():PerformLayout()
   sboard_panel:PerformLayout()
end

function PANEL:DoRightClick()
end

vgui.Register( "TTTScorePlayerRow", PANEL, "Button" )

How do you know that it is 75% less? Also what does the scoreboard have to do with ammo?

Because when I edited it, ammo spawns less. I did say that.

When you change it back, do the weapons spawn at normal rate again?
We need to isolate the problem.
Also, what exactly did you edit in these files?

Hey, This is my other account,

I edited it so you can see ulx ranks on the scoreboard. I don’t know how its affecting the spawn rate of ammo, weapons are spawning fine though.

This is in no way related. Changing the scoreboard (which is CLIENT-side) cannot in any way affect ammo spawning (which is SERVER-side).

Dude, I agree.

I say i’m a slightly good coder, This is why I’m asking for help, because I have no clue whats going on.

But, for some reason, the scoreboard is affecting ammo. I have no clue why.

You need to be ABSOLUTELY sure that there’s nothing else that has been added or updated or changed.

The only things I’ve added is custom weapons (MP5, Jihad, AK47, AUG, Silent Fox, Loud n Kill)
And the scoreboard.

But, This happened a while ago. When I had no custom weapons and the scoreboard was the only thing I had changed. So I’m 99.5% sure that it may be the scoreboard. Its still really confusing.

Remove each weapon one at a time until it’s fixed.
At this point you have to try everything.
Clientside code wouldn’t cause this. It simply wouldn’t.