add sborka

This commit is contained in:
2026-03-31 10:27:04 +03:00
commit f5e5f56c84
2345 changed files with 382127 additions and 0 deletions

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-----------------------------------------------------
-------------------------------------
---------------- Cuffs --------------
-------------------------------------
-- Copyright (c) 2015 Nathan Healy --
-------- All rights reserved --------
-------------------------------------
-- sv_handcuffs.lua SERVER --
-- --
-- Server-side handcuff stuff. --
-------------------------------------
if CLIENT then return end
util.AddNetworkString( "Cuffs_GagPlayer" )
util.AddNetworkString( "Cuffs_BlindPlayer" )
util.AddNetworkString( "Cuffs_FreePlayer" )
util.AddNetworkString( "Cuffs_DragPlayer" )
util.AddNetworkString( "Cuffs_TiePlayers" )
util.AddNetworkString( "Cuffs_UntiePlayers" )
local function GetTrace( ply )
local tr = util.TraceLine( {start=ply:EyePos(), endpos=ply:EyePos()+(ply:GetAimVector()*100), filter=ply} )
if IsValid(tr.Entity) and tr.Entity:IsPlayer() then
local cuffed,wep = tr.Entity:IsHandcuffed()
if cuffed then return tr,wep end
end
end
//
// Standard hooks
CreateConVar( "cuffs_restrictsuicide", 1, {FCVAR_ARCHIVE,FCVAR_SERVER_CAN_EXECUTE} )
hook.Add( "CanPlayerSuicide", "Cuffs RestrictSuicide", function( ply )
if ply:IsHandcuffed() and cvars.Bool("cuffs_restrictarrest") then return false end
end)
CreateConVar( "cuffs_restrictteams", 1, {FCVAR_ARCHIVE,FCVAR_SERVER_CAN_EXECUTE} )
hook.Add( "PlayerCanJoinTeam", "Cuffs RestrictTeam", function( ply )
if ply:IsHandcuffed() and cvars.Bool("cuffs_restrictteams") then return false end
end)
hook.Add( "PlayerCanSeePlayersChat", "Cuffs ChatGag", function( _,_,_, ply )
if not IsValid(ply) then return end
local cuffed,wep = ply:IsHandcuffed()
if cuffed and wep:GetIsGagged() then return false end
end)
hook.Add( "PlayerCanHearPlayersVoice", "Cuffs VoiceGag", function( _, ply )
if not IsValid(ply) then return end
local cuffed,wep = ply:IsHandcuffed()
if cuffed and wep:GetIsGagged() then return false end
end)
//
// DarkRP
CreateConVar( "cuffs_restrictwarrant", 1, {FCVAR_ARCHIVE,FCVAR_SERVER_CAN_EXECUTE,FCVAR_REPLICATED} )
hook.Add( "canRequestWarrant", "Cuffs PreventWarrant", function( crim, cop, reason ) if cvars.Bool("cuffs_restrictwarrant") and cop:IsHandcuffed() then return false,"You can issue warrants when cuffed!" end end)
hook.Add( "canWanted", "Cuffs PreventWarrant", function( crim, cop, reason ) if cvars.Bool("cuffs_restrictwarrant") and cop:IsHandcuffed() then return false,"You can issue warrants when cuffed!" end end)
CreateConVar( "cuffs_autoarrest", 0, {FCVAR_ARCHIVE,FCVAR_SERVER_CAN_EXECUTE} )
CreateConVar( "cuffs_restrictarrest", 0, {FCVAR_ARCHIVE,FCVAR_SERVER_CAN_EXECUTE} )
hook.Add( "canArrest", "Cuffs RestrictArrest", function( cop, crim ) // DarkRP Arrest hook
if IsValid(crim) and cvars.Bool("cuffs_restrictarrest") and not crim:IsHandcuffed() then return false,"You must handcuff a suspect to arrest them!" end
end)
hook.Add( "playerCanChangeTeam", "Cuffs RestrictTeam", function( ply, tm, force )
if ply:IsHandcuffed() and cvars.Bool("cuffs_restrictteams") and not force then return false,"You can't change jobs when cuffed!" end
end)
hook.Add( "CanChangeRPName", "Cuffs RestrictName", function( ply )
if ply:IsHandcuffed() then return false,"You can't change your name when cuffed!" end
end)
//
// Think
local NextTieHookCleanup
hook.Add( "Think", "Cuffs ForceJump CleanupTieHooks", function()
for _,v in pairs(player.GetAll()) do
if v.Cuff_ForceJump then
if not v:OnGround() then return end
local tr = util.TraceLine( {start = v:GetPos(), endpos = v:GetPos()+Vector(0,0,20), filter = v} )
if tr.Hit then return end
v:SetPos(v:GetPos()+Vector(0,0,5) )
v.Cuff_ForceJump = nil
end
end
if CurTime()>=(NextTieHookCleanup or 0) then
for _,v in pairs(ents.GetAll()) do
if v.IsHandcuffHook and v.TiedHandcuffs then
for i=#v.TiedHandcuffs,0,-1 do
if not IsValid(v.TiedHandcuffs[i]) then
table.remove( v.TiedHandcuffs, i )
end
end
if #v.TiedHandcuffs<=0 then
v:Remove()
continue
end
end
end
end
end)
//
// Cuffed player interaction
net.Receive( "Cuffs_GagPlayer", function(_,ply)
if (not IsValid(ply)) or ply:IsHandcuffed() then return end
local target = net.ReadEntity()
if (not IsValid(target)) or target==ply then return end
local cuffed, cuffs = target:IsHandcuffed()
if not (cuffed and IsValid(cuffs) and cuffs:GetCanGag()) then return end
local tr = GetTrace(ply)
if not (tr and tr.Entity==target) then return end
local shouldGag = net.ReadBit()==1
cuffs:SetIsGagged( shouldGag )
hook.Call( shouldGag and "OnHandcuffGag" or "OnHandcuffUnGag", GAMEMODE, ply, target, cuffs )
end)
net.Receive( "Cuffs_BlindPlayer", function(_,ply)
if (not IsValid(ply)) or ply:IsHandcuffed() then return end
local target = net.ReadEntity()
if (not IsValid(target)) or target==ply then return end
local cuffed, cuffs = target:IsHandcuffed()
if not (cuffed and IsValid(cuffs) and cuffs:GetCanBlind()) then return end
local tr = GetTrace(ply)
if not (tr and tr.Entity==target) then return end
local shouldBlind = net.ReadBit()==1
cuffs:SetIsBlind( shouldBlind )
hook.Call( shouldBlind and "OnHandcuffBlindfold" or "OnHandcuffUnBlindfold", GAMEMODE, ply, target, cuffs )
end)
net.Receive( "Cuffs_FreePlayer", function(_,ply)
if (not IsValid(ply)) or ply:IsHandcuffed() then return end
local target = net.ReadEntity()
if (not IsValid(target)) or target==ply then return end
local cuffed, cuffs = target:IsHandcuffed()
if not (cuffed and IsValid(cuffs)) then return end
if IsValid(cuffs:GetFriendBreaking()) then return end
local tr = GetTrace(ply)
if not (tr and tr.Entity==target) then return end
cuffs:SetFriendBreaking( ply )
end)
net.Receive( "Cuffs_DragPlayer", function(_,ply)
if (not IsValid(ply)) or ply:IsHandcuffed() then return end
local target = net.ReadEntity()
if (not IsValid(target)) or target==ply then return end
local cuffed, cuffs = target:IsHandcuffed()
if not (cuffed and IsValid(cuffs) and cuffs:GetRopeLength()>0) then return end
local tr = GetTrace(ply)
if not (tr and tr.Entity==target) then return end
local shouldDrag = net.ReadBit()==1
if shouldDrag then
if not (IsValid(cuffs:GetKidnapper())) then
cuffs:SetKidnapper( ply )
hook.Call( "OnHandcuffStartDragging", GAMEMODE, ply, target, cuffs )
end
else
if ply==cuffs:GetKidnapper() then
cuffs:SetKidnapper( nil )
hook.Call( "OnHandcuffStopDragging", GAMEMODE, ply, target, cuffs )
end
end
end)
local HookModel = Model("models/props_c17/TrapPropeller_Lever.mdl")
net.Receive( "Cuffs_TiePlayers", function(_,ply)
if (not IsValid(ply)) or ply:IsHandcuffed() then return end
local DraggedCuffs = {}
for _,c in pairs(ents.FindByClass("weapon_handcuffed")) do
if c:GetRopeLength()>0 and c:GetKidnapper()==ply then
table.insert( DraggedCuffs, c )
end
end
if #DraggedCuffs<=0 then return end
local tr = util.TraceLine( {start=ply:EyePos(), endpos=ply:EyePos()+(ply:GetAimVector()*100), filter=ply} )
if not tr.Hit then return end
if IsValid(tr.Entity) then // Pass to another player
if tr.Entity:IsPlayer() then
for i=1,#DraggedCuffs do
if DraggedCuffs[i].Owner==tr.Entity then
DraggedCuffs[i]:SetKidnapper(nil)
hook.Call( "OnHandcuffStopDragging", GAMEMODE, ply, DraggedCuffs[i].Owner, DraggedCuffs[i] )
else
DraggedCuffs[i]:SetKidnapper(tr.Entity)
hook.Call( "OnHandcuffStopDragging", GAMEMODE, ply, DraggedCuffs[i].Owner, DraggedCuffs[i] )
hook.Call( "OnHandcuffStartDragging", GAMEMODE, tr.Entity, DraggedCuffs[i].Owner, DraggedCuffs[i] )
end
end
return
elseif tr.Entity.IsHandcuffHook and tr.Entity.TiedHandcuffs then
for i=1,#DraggedCuffs do
DraggedCuffs[i]:SetKidnapper(tr.Entity)
table.insert( tr.Entity.TiedHandcuffs, DraggedCuffs[i] )
hook.Call( "OnHandcuffStopDragging", GAMEMODE, ply, DraggedCuffs[i].Owner, DraggedCuffs[i] )
hook.Call( "OnHandcuffTied", GAMEMODE, ply, DraggedCuffs[i].Owner, DraggedCuffs[i], tr.Entity )
end
return
end
end
local hk = ents.Create("prop_physics")
hk:SetPos( tr.HitPos + tr.HitNormal )
local ang = tr.HitNormal:Angle()
ang:RotateAroundAxis( ang:Up(), -90 )
hk:SetAngles( ang )
hk:SetModel( HookModel )
hk:Spawn()
-- hk:SetMoveType( MOVETYPE_NONE )
if IsValid(tr.Entity) then
hk:SetParent( tr.Entity )
hk:SetMoveType( MOVETYPE_VPHYSICS )
else
hk:SetMoveType( MOVETYPE_NONE )
end
hk:SetCollisionGroup( COLLISION_GROUP_WEAPON )
hk:SetNWBool("Cuffs_TieHook", true)
hk.IsHandcuffHook = true
hk.TiedHandcuffs = {}
for i=1,#DraggedCuffs do
DraggedCuffs[i]:SetKidnapper( hk )
table.insert( hk.TiedHandcuffs, DraggedCuffs[i] )
hook.Call( "OnHandcuffStopDragging", GAMEMODE, ply, DraggedCuffs[i].Owner, DraggedCuffs[i] )
hook.Call( "OnHandcuffTied", GAMEMODE, ply, DraggedCuffs[i].Owner, DraggedCuffs[i], hk )
end
end)
local function DoUntie( ply, ent )
for i=1,#ent.TiedHandcuffs do
if not IsValid(ent.TiedHandcuffs[i]) then continue end
ent.TiedHandcuffs[i]:SetKidnapper( ply )
hook.Call( "OnHandcuffUnTied", GAMEMODE, ply, ent.TiedHandcuffs[i].Owner, ent.TiedHandcuffs[i], ent )
hook.Call( "OnHandcuffStartDragging", GAMEMODE, ply, ent.TiedHandcuffs[i].Owner, ent.TiedHandcuffs[i] )
end
ent:Remove()
end
net.Receive( "Cuffs_UntiePlayers", function(_,ply)
if (not IsValid(ply)) or ply:IsHandcuffed() then return end
local tr = util.TraceLine( {start=ply:EyePos(), endpos=ply:EyePos()+(ply:GetAimVector()*100), filter=ply} )
if IsValid(tr.Entity) and tr.Entity.IsHandcuffHook and tr.Entity.TiedHandcuffs then
DoUntie( ply, tr.Entity )
end
end)
hook.Add( "AllowPlayerPickup", "Cuffs UntieHook", function(ply,ent)
if IsValid(ent) and ent.IsHandcuffHook and ent.TiedHandcuffs then
if (not IsValid(ply)) or ply:IsHandcuffed() then return end
DoUntie( ply, ent )
return false
end
end)
//
// GmodDayZ support
// Created by and added with permission of Phoenix129 ( http://steamcommunity.com/profiles/76561198039440140/ )
hook.Add("OnHandcuffed", "DayZCuffs RemoveInventoryItem", function(ply, cuffedply, handcuffs)
if engine.ActiveGamemode() == "dayz" then
ply:TakeCharItem( handcuffs.CuffType )
end
end)
hook.Add("OnHandcuffBreak", "DayZCuffs GiveInventoryItemIfFriend", function(cuffedply, handcuffs, friend)
if engine.ActiveGamemode() == "dayz" then
if IsValid(friend) and handcuffs.CuffType and handcuffs.CuffType~="" then
friend:GiveItem(handcuffs.CuffType, 1)
end
end
end)
hook.Add( "CuffsCanHandcuff", "DayZCuffs SafezoneProtectCuffs", function( ply, target )
if engine.ActiveGamemode() == "dayz" then
if target.SafeZone or target.SafeZoneEdge or target.Loading or !target.Ready then
return false
end
end
end)
hook.Add("PlayerDisconnected", "DayZCuffs DieHandcuffs", function(ply)
if engine.ActiveGamemode() == "dayz" then
if ply:IsHandcuffed() then ply:Kill() end
end
end)

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@@ -0,0 +1,403 @@
-----------------------------------------------------
-------------------------------------
---------------- Cuffs --------------
-------------------------------------
-- Copyright (c) 2015 Healy --
-------- All rights reserved --------
-------------------------------------
-- sh_handcuffs.lua SHARED --
-- --
-- Shared handcuff stuff. --
-------------------------------------
AddCSLuaFile()
//
// Config
local ProtectedJobs = {
"TEAM_PLAYER", "TEAM_MOD", "TEAM_PLAYER",
}
//
// Utility
local function GetTrace( ply )
local tr = util.TraceLine( {start=ply:EyePos(), endpos=ply:EyePos()+(ply:GetAimVector()*100), filter=ply} )
if IsValid(tr.Entity) and tr.Entity:IsPlayer() then
local cuffed,wep = tr.Entity:IsHandcuffed()
if cuffed then return tr,wep end
end
end
//
// PLAYER extensions
local PLAYER = FindMetaTable( "Player" )
function PLAYER:IsHandcuffed()
local wep = self:GetWeapon( "weapon_handcuffed" )
if IsValid(wep) and wep.IsHandcuffs then
return true,wep
end
return false
end
//
// Override Movement
hook.Add( "SetupMove", "Cuffs Move Penalty", function(ply, mv, cmd)
local cuffed, cuffs = ply:IsHandcuffed()
if not (cuffed and IsValid(cuffs)) then return end
mv:SetMaxClientSpeed( mv:GetMaxClientSpeed()*0.6 )
if cuffs:GetRopeLength()<=0 then return end // No forced movement
if not IsValid(cuffs:GetKidnapper()) then return end // Nowhere to move to
local kidnapper = cuffs:GetKidnapper()
if kidnapper==ply then return end
local TargetPoint = (kidnapper:IsPlayer() and kidnapper:GetShootPos()) or kidnapper:GetPos()
local MoveDir = (TargetPoint - ply:GetPos()):GetNormal()
local ShootPos = ply:GetShootPos() + (Vector(0,0, (ply:Crouching() and 0)))
local Distance = cuffs:GetRopeLength()
local distFromTarget = ShootPos:Distance( TargetPoint )
if distFromTarget<=(Distance+5) then return end
if ply:InVehicle() then
if SERVER and (distFromTarget>(Distance*3)) then
ply:ExitVehicle()
end
return
end
local TargetPos = TargetPoint - (MoveDir*Distance)
local xDif = math.abs(ShootPos[1] - TargetPos[1])
local yDif = math.abs(ShootPos[2] - TargetPos[2])
local zDif = math.abs(ShootPos[3] - TargetPos[3])
local speedMult = 3+ ( (xDif + yDif)*0.5)^1.01
local vertMult = math.max((math.Max(300-(xDif + yDif), -10)*0.08)^1.01 + (zDif/2),0)
if kidnapper:GetGroundEntity()==ply then vertMult = -vertMult end
local TargetVel = (TargetPos - ShootPos):GetNormal() * 10
TargetVel[1] = TargetVel[1]*speedMult
TargetVel[2] = TargetVel[2]*speedMult
TargetVel[3] = TargetVel[3]*vertMult
local dir = mv:GetVelocity()
local clamp = 50
local vclamp = 20
local accel = 200
local vaccel = 30*(vertMult/50)
dir[1] = (dir[1]>TargetVel[1]-clamp or dir[1]<TargetVel[1]+clamp) and math.Approach(dir[1], TargetVel[1], accel) or dir[1]
dir[2] = (dir[2]>TargetVel[2]-clamp or dir[2]<TargetVel[2]+clamp) and math.Approach(dir[2], TargetVel[2], accel) or dir[2]
if ShootPos[3]<TargetPos[3] then
dir[3] = (dir[3]>TargetVel[3]-vclamp or dir[3]<TargetVel[3]+vclamp) and math.Approach(dir[3], TargetVel[3], vaccel) or dir[3]
if vertMult>0 then ply.Cuff_ForceJump=ply end
end
mv:SetVelocity( dir )
if SERVER and mv:GetVelocity():Length()>=(mv:GetMaxClientSpeed()*10) and ply:IsOnGround() and CurTime()>(ply.Cuff_NextDragDamage or 0) then
ply:SetHealth( ply:Health()-1 )
if ply:Health()<=0 then ply:Kill() end
ply.Cuff_NextDragDamage = CurTime()+0.1
end
end)
//
// Vehicles
hook.Add( "CanPlayerEnterVehicle", "Cuffs PreventVehicle", function( ply )
-- if ply:IsHandcuffed() then return false end
end)
//
// Internal Cuffs hooks
hook.Add( "CuffsCanHandcuff", "Cuff ProtectAdmin", function( ply, target )
if IsValid(target) and target:IsPlayer() and ProtectedJobs then
for i=1,#ProtectedJobs do
if ProtectedJobs[i] and _G[ ProtectedJobs[i] ] and target:Team()==_G[ ProtectedJobs[i] ] then return false end
end
end
end)
if CLIENT then
local CuffsTable = {}
local function UpdateCuffsTable()
CuffsTable = {}
for _,v in pairs(ents.GetAll()) do
if IsValid(v) and v.IsHandcuffs then table.insert( CuffsTable, v ) end
end
end
//
// HUD
local Col = {
Text = Color(255,255,255), TextShadow=Color(0,0,0), Rope = Color(255,255,255),
BoxOutline = Color(0,0,0), BoxBackground = Color(255,255,255,20), BoxLeft = Color(255,0,0), BoxRight = Color(0,255,0),
}
local matGrad = Material( "gui/gradient" )
local NextCuffsTableUpdate = 0
hook.Add( "HUDPaint", "Cuffs CuffedInteractPrompt", function()
local ply = LocalPlayer()
if ply:IsHandcuffed() then return end
local w,h = (ScrW()/2), (ScrH()/2)
local TextPos = h-40
local tr = util.TraceLine( {start=ply:EyePos(), endpos=ply:EyePos()+(ply:GetAimVector()*100), filter=ply} )
if tr.Hit then
if CurTime()>NextCuffsTableUpdate then
UpdateCuffsTable()
NextCuffsTableUpdate = CurTime()+5
end
for _,v in pairs(CuffsTable) do
if IsValid(v) and v:GetKidnapper()==ply and v:GetRopeLength()>0 then
local str = string.format( "%s + %s to %s",
(input.LookupBinding("+use") or "[use]"):upper(),
(input.LookupBinding("+attack") or "[Primary Fire]"):upper(),
(IsValid(tr.Entity) and tr.Entity:IsPlayer()) and "hand over captive" or "tie captive"
)
draw.SimpleText( str, "HandcuffsText", w+1, TextPos+1, Col.TextShadow, TEXT_ALIGN_CENTER )
draw.SimpleText( str, "HandcuffsText", w, TextPos, Col.Text, TEXT_ALIGN_CENTER )
TextPos = TextPos-30
break
end
end
end
local tr,cuff = GetTrace( ply )
if not (tr and IsValid(cuff)) then
return
end
surface.SetDrawColor( Col.BoxOutline )
surface.DrawOutlinedRect( w-101, TextPos-1, 202, 22 )
surface.SetDrawColor( Col.BoxBackground )
surface.DrawRect( w-100, TextPos, 200, 20 )
render.SetScissorRect( w-100, TextPos, (w-100)+((cuff:GetCuffBroken()/100)*200), TextPos+20, true )
surface.SetDrawColor( Col.BoxRight )
surface.DrawRect( w-100,TextPos, 200,20 )
surface.SetMaterial( matGrad )
surface.SetDrawColor( Col.BoxLeft )
surface.DrawTexturedRect( w-100,TextPos, 200,20 )
render.SetScissorRect( 0,0,0,0, false )
TextPos = TextPos-25
if IsValid(cuff:GetFriendBreaking()) then
if cuff:GetFriendBreaking()==ply then
draw.SimpleText( "Releasing player...", "HandcuffsText", w+1, TextPos+1, Col.TextShadow, TEXT_ALIGN_CENTER )
draw.SimpleText( "Releasing player...", "HandcuffsText", w, TextPos, Col.Text, TEXT_ALIGN_CENTER )
TextPos = TextPos-20
end
else
local str = string.format( "%s to release", (input.LookupBinding("+use") or "[USE]"):upper() )
draw.SimpleText( str, "HandcuffsText", w+1, TextPos+1, Col.TextShadow, TEXT_ALIGN_CENTER )
draw.SimpleText( str, "HandcuffsText", w, TextPos, Col.Text, TEXT_ALIGN_CENTER )
TextPos = TextPos-20
end
if cuff:GetRopeLength()>0 then
if IsValid(cuff:GetKidnapper()) then
if cuff:GetKidnapper()==ply then
local str = string.format( "%s to stop dragging", (input.LookupBinding("+reload") or "[Reload]"):upper() )
draw.SimpleText( str, "HandcuffsText", w+1, TextPos+1, Col.TextShadow, TEXT_ALIGN_CENTER )
draw.SimpleText( str, "HandcuffsText", w, TextPos, Col.Text, TEXT_ALIGN_CENTER )
TextPos = TextPos-20
end
else
local str = string.format( "%s to drag player", (input.LookupBinding("+reload") or "[Reload]"):upper() )
draw.SimpleText( str, "HandcuffsText", w+1, TextPos+1, Col.TextShadow, TEXT_ALIGN_CENTER )
draw.SimpleText( str, "HandcuffsText", w, TextPos, Col.Text, TEXT_ALIGN_CENTER )
TextPos = TextPos-20
end
end
if cuff:GetCanBlind() then
local str = string.format( "%s to %sblindfold", (input.LookupBinding("+attack2") or "[PRIMARY FIRE]"):upper(), cuff:GetIsBlind() and "remove " or "" )
draw.SimpleText( str, "HandcuffsText", w+1, TextPos+1, Col.TextShadow, TEXT_ALIGN_CENTER )
draw.SimpleText( str, "HandcuffsText", w, TextPos, Col.Text, TEXT_ALIGN_CENTER )
TextPos = TextPos-20
end
if cuff:GetCanGag() then
local str = string.format( "%s to %sgag", (input.LookupBinding("+attack") or "[PRIMARY FIRE]"):upper(), cuff:GetIsGagged() and "un" or "" )
draw.SimpleText( str, "HandcuffsText", w+1, TextPos+1, Col.TextShadow, TEXT_ALIGN_CENTER )
draw.SimpleText( str, "HandcuffsText", w, TextPos, Col.Text, TEXT_ALIGN_CENTER )
TextPos = TextPos-20
end
end)
//
// Bind hooks
hook.Add( "PlayerBindPress", "Cuffs CuffedInteract", function(ply, bind, pressed)
if ply~=LocalPlayer() then return end
if bind:lower()=="+attack" and pressed then
if ply:KeyDown( IN_USE ) then
local isDragging = false
for _,c in pairs(ents.FindByClass("weapon_handcuffed")) do
if c.GetRopeLength and c.GetKidnapper and c:GetRopeLength()>0 and c:GetKidnapper()==ply then
isDragging=true
break
end
end
if isDragging then
net.Start("Cuffs_TiePlayers") net.SendToServer()
return true
end
end
local tr,cuffs = GetTrace( ply )
if tr and cuffs:GetCanGag() then
net.Start( "Cuffs_GagPlayer" )
net.WriteEntity( tr.Entity )
net.WriteBit( not cuffs:GetIsGagged() )
net.SendToServer()
return true
end
elseif bind:lower()=="+attack2" and pressed then
local tr,cuffs = GetTrace( ply )
if tr and cuffs:GetCanBlind() then
net.Start( "Cuffs_BlindPlayer" )
net.WriteEntity( tr.Entity )
net.WriteBit( not cuffs:GetIsBlind() )
net.SendToServer()
return true
end
elseif bind:lower()=="+reload" and pressed then
local tr,cuffs = GetTrace( ply )
if tr and cuffs:GetRopeLength()>0 then
net.Start( "Cuffs_DragPlayer" )
net.WriteEntity( tr.Entity )
net.WriteBit( LocalPlayer()~=cuffs:GetKidnapper() )
net.SendToServer()
return true
end
elseif bind:lower()=="+use" and pressed then
local tr,cuffs = GetTrace( ply )
if tr then
net.Start( "Cuffs_FreePlayer" )
net.WriteEntity( tr.Entity )
net.SendToServer()
return true
else
local tr = util.TraceLine( {start=ply:EyePos(), endpos=ply:EyePos()+(ply:GetAimVector()*100), filter=ply} )
if IsValid(tr.Entity) and tr.Entity:GetNWBool("Cuffs_TieHook") then
net.Start("Cuffs_UntiePlayers") net.SendToServer()
end
end
end
end)
//
// Render
local DragBone = "ValveBiped.Bip01_R_Hand"
local LeashBone = "ValveBiped.Bip01_Neck1"
local LeashAltBone = "Neck"
local LeashHolder = "ValveBiped.Bip01_R_Hand"
local DefaultRope = Material("cable/rope")
hook.Add( "PostDrawOpaqueRenderables", "Cuffs DragRope", function()
local allCuffs = ents.FindByClass( "weapon_handcuffed" )
for i=1,#allCuffs do
local cuff = allCuffs[i]
if not (IsValid(cuff) and IsValid(cuff.Owner) and cuff.GetRopeLength and cuff:GetRopeLength()>0 and cuff.GetKidnapper and IsValid(cuff:GetKidnapper())) then continue end
local kidnapper = cuff:GetKidnapper()
local kidPos = (kidnapper:IsPlayer() and kidnapper:GetPos() + Vector(0,0,37)) or kidnapper:GetPos()
local pos = cuff.Owner:GetPos()
if cuff:GetIsLeash() then
local bone = cuff.Owner:LookupBone( LeashBone )
if not bone then
bone = cuff.Owner:LookupBone( LeashAltBone )
end
if bone then
pos = cuff.Owner:GetBonePosition( bone )
if (pos.x==0 and pos.y==0 and pos.z==0) then pos = cuff.Owner:GetPos() end
end
if kidnapper~=LocalPlayer() or (hook.Call("ShouldDrawLocalPlayer", GAMEMODE, LocalPlayer())) then // Looks weird first-person
local lBone = kidnapper:LookupBone(LeashHolder)
if lBone then
local newPos = kidnapper:GetBonePosition( lBone )
if newPos and (newPos.x~=0 and newPos.y~=0 and newPos.z~=0) then
kidPos = newPos
end
end
end
else
local bone = cuff.Owner:LookupBone( DragBone )
if bone then
pos = cuff.Owner:GetBonePosition( bone )
if (pos.x==0 and pos.y==0 and pos.z==0) then pos = cuff.Owner:GetPos() end
end
end
-- print(bone)
if not cuff.RopeMat then cuff.RopeMat = DefaultRope end
render.SetMaterial( cuff.RopeMat )
render.DrawBeam( kidPos, pos, 0.7, 0, 5, Col.Rope )
render.DrawBeam( pos, kidPos, -0.7, 0, 5, Col.Rope )
end
end)
local HeadBone = "ValveBiped.Bip01_Head1"
local RenderPos = {
Blind = {Vector(3.5,3,2.6), Vector(3.8,4.8,0), Vector(3.5,3,-2.8), Vector(2.4,-2,-3.8), Vector(1.5,-4.5,0), Vector(2.4,-2,3.8)},
Gag = {Vector(1.0,4.2,2), Vector(1.0,5.5,-0.1), Vector(1.0,4.5,-2), Vector(0,0,-3.4), Vector(-0.8,-3,0), Vector(0,0,3.4)},
}
hook.Add( "PostPlayerDraw", "Cuffs DrawGag", function( ply )
if not IsValid(ply) then return end
local cuffed, cuff = ply:IsHandcuffed()
if not (cuffed and IsValid(cuff)) then return end
render.SetMaterial( DefaultRope )
if cuff:GetIsBlind() then
local pos,ang
local bone = cuff.Owner:LookupBone( HeadBone )
if bone then
pos, ang = cuff.Owner:GetBonePosition( bone )
end
if pos and ang then
local firstpos = pos + (ang:Forward()*RenderPos.Blind[1].x) + (ang:Right()*RenderPos.Blind[1].y) + (ang:Up()*RenderPos.Blind[1].z)
local lastpos = firstpos
for i=2,#RenderPos.Blind do
local newPos = pos + (ang:Forward()*RenderPos.Blind[i].x) + (ang:Right()*RenderPos.Blind[i].y) + (ang:Up()*RenderPos.Blind[i].z)
render.DrawBeam( newPos, lastpos, 1.5, 0, 1, Col.Rope )
lastpos = newPos
end
render.DrawBeam( lastpos, firstpos, 1.5, 0, 1, Col.Rope )
end
end
if cuff:GetIsGagged() then
local pos,ang
local bone = cuff.Owner:LookupBone( HeadBone )
if bone then
pos, ang = cuff.Owner:GetBonePosition( bone )
end
if pos and ang then
local firstpos = pos + (ang:Forward()*RenderPos.Gag[1].x) + (ang:Right()*RenderPos.Gag[1].y) + (ang:Up()*RenderPos.Gag[1].z)
local lastpos = firstpos
for i=2,#RenderPos.Gag do
local newPos = pos + (ang:Forward()*RenderPos.Gag[i].x) + (ang:Right()*RenderPos.Gag[i].y) + (ang:Up()*RenderPos.Gag[i].z)
render.DrawBeam( newPos, lastpos, 1.5, 0, 1, Col.Rope )
lastpos = newPos
end
render.DrawBeam( lastpos, firstpos, 1.5, 0, 1, Col.Rope )
end
end
end)
end

View File

@@ -0,0 +1,306 @@
-----------------------------------------------------
-------------------------------------
---------------- Cuffs --------------
-------------------------------------
-- Copyright (c) 2015 Nathan Healy --
-------- All rights reserved --------
-------------------------------------
-- sv_handcuffs.lua SERVER --
-- --
-- Server-side handcuff stuff. --
-------------------------------------
if CLIENT then return end
util.AddNetworkString( "Cuffs_GagPlayer" )
util.AddNetworkString( "Cuffs_BlindPlayer" )
util.AddNetworkString( "Cuffs_FreePlayer" )
util.AddNetworkString( "Cuffs_DragPlayer" )
util.AddNetworkString( "Cuffs_TiePlayers" )
util.AddNetworkString( "Cuffs_UntiePlayers" )
local function GetTrace( ply )
local tr = util.TraceLine( {start=ply:EyePos(), endpos=ply:EyePos()+(ply:GetAimVector()*100), filter=ply} )
if IsValid(tr.Entity) and tr.Entity:IsPlayer() then
local cuffed,wep = tr.Entity:IsHandcuffed()
if cuffed then return tr,wep end
end
end
//
// Standard hooks
CreateConVar( "cuffs_restrictsuicide", 1, {FCVAR_ARCHIVE,FCVAR_SERVER_CAN_EXECUTE} )
hook.Add( "CanPlayerSuicide", "Cuffs RestrictSuicide", function( ply )
if ply:IsHandcuffed() and cvars.Bool("cuffs_restrictarrest") then return false end
end)
CreateConVar( "cuffs_restrictteams", 1, {FCVAR_ARCHIVE,FCVAR_SERVER_CAN_EXECUTE} )
hook.Add( "PlayerCanJoinTeam", "Cuffs RestrictTeam", function( ply )
if ply:IsHandcuffed() and cvars.Bool("cuffs_restrictteams") then return false end
end)
hook.Add( "PlayerCanSeePlayersChat", "Cuffs ChatGag", function( _,_,_, ply )
if not IsValid(ply) then return end
local cuffed,wep = ply:IsHandcuffed()
if cuffed and wep:GetIsGagged() then return false end
end)
hook.Add( "PlayerCanHearPlayersVoice", "Cuffs VoiceGag", function( _, ply )
if not IsValid(ply) then return end
local cuffed,wep = ply:IsHandcuffed()
if cuffed and wep:GetIsGagged() then return false end
end)
//
// DarkRP
CreateConVar( "cuffs_restrictwarrant", 1, {FCVAR_ARCHIVE,FCVAR_SERVER_CAN_EXECUTE,FCVAR_REPLICATED} )
hook.Add( "canRequestWarrant", "Cuffs PreventWarrant", function( crim, cop, reason ) if cvars.Bool("cuffs_restrictwarrant") and cop:IsHandcuffed() then return false,"You can issue warrants when cuffed!" end end)
hook.Add( "canWanted", "Cuffs PreventWarrant", function( crim, cop, reason ) if cvars.Bool("cuffs_restrictwarrant") and cop:IsHandcuffed() then return false,"You can issue warrants when cuffed!" end end)
CreateConVar( "cuffs_autoarrest", 0, {FCVAR_ARCHIVE,FCVAR_SERVER_CAN_EXECUTE} )
CreateConVar( "cuffs_restrictarrest", 0, {FCVAR_ARCHIVE,FCVAR_SERVER_CAN_EXECUTE} )
hook.Add( "canArrest", "Cuffs RestrictArrest", function( cop, crim ) // DarkRP Arrest hook
if IsValid(crim) and cvars.Bool("cuffs_restrictarrest") and not crim:IsHandcuffed() then return false,"You must handcuff a suspect to arrest them!" end
end)
hook.Add( "playerCanChangeTeam", "Cuffs RestrictTeam", function( ply, tm, force )
if ply:IsHandcuffed() and cvars.Bool("cuffs_restrictteams") and not force then return false,"You can't change jobs when cuffed!" end
end)
hook.Add( "CanChangeRPName", "Cuffs RestrictName", function( ply )
if ply:IsHandcuffed() then return false,"You can't change your name when cuffed!" end
end)
//
// Think
local NextTieHookCleanup
hook.Add( "Think", "Cuffs ForceJump CleanupTieHooks", function()
for _,v in pairs(player.GetAll()) do
if v.Cuff_ForceJump then
if not v:OnGround() then return end
local tr = util.TraceLine( {start = v:GetPos(), endpos = v:GetPos()+Vector(0,0,20), filter = v} )
if tr.Hit then return end
v:SetPos(v:GetPos()+Vector(0,0,5) )
v.Cuff_ForceJump = nil
end
end
if CurTime()>=(NextTieHookCleanup or 0) then
for _,v in pairs(ents.GetAll()) do
if v.IsHandcuffHook and v.TiedHandcuffs then
for i=#v.TiedHandcuffs,0,-1 do
if not IsValid(v.TiedHandcuffs[i]) then
table.remove( v.TiedHandcuffs, i )
end
end
if #v.TiedHandcuffs<=0 then
v:Remove()
continue
end
end
end
end
end)
//
// Cuffed player interaction
net.Receive( "Cuffs_GagPlayer", function(_,ply)
if (not IsValid(ply)) or ply:IsHandcuffed() then return end
local target = net.ReadEntity()
if (not IsValid(target)) or target==ply then return end
local cuffed, cuffs = target:IsHandcuffed()
if not (cuffed and IsValid(cuffs) and cuffs:GetCanGag()) then return end
local tr = GetTrace(ply)
if not (tr and tr.Entity==target) then return end
local shouldGag = net.ReadBit()==1
cuffs:SetIsGagged( shouldGag )
hook.Call( shouldGag and "OnHandcuffGag" or "OnHandcuffUnGag", GAMEMODE, ply, target, cuffs )
end)
net.Receive( "Cuffs_BlindPlayer", function(_,ply)
if (not IsValid(ply)) or ply:IsHandcuffed() then return end
local target = net.ReadEntity()
if (not IsValid(target)) or target==ply then return end
local cuffed, cuffs = target:IsHandcuffed()
if not (cuffed and IsValid(cuffs) and cuffs:GetCanBlind()) then return end
local tr = GetTrace(ply)
if not (tr and tr.Entity==target) then return end
local shouldBlind = net.ReadBit()==1
cuffs:SetIsBlind( shouldBlind )
hook.Call( shouldBlind and "OnHandcuffBlindfold" or "OnHandcuffUnBlindfold", GAMEMODE, ply, target, cuffs )
end)
net.Receive( "Cuffs_FreePlayer", function(_,ply)
if (not IsValid(ply)) or ply:IsHandcuffed() then return end
local target = net.ReadEntity()
if (not IsValid(target)) or target==ply then return end
local cuffed, cuffs = target:IsHandcuffed()
if not (cuffed and IsValid(cuffs)) then return end
if IsValid(cuffs:GetFriendBreaking()) then return end
local tr = GetTrace(ply)
if not (tr and tr.Entity==target) then return end
cuffs:SetFriendBreaking( ply )
end)
net.Receive( "Cuffs_DragPlayer", function(_,ply)
if (not IsValid(ply)) or ply:IsHandcuffed() then return end
local target = net.ReadEntity()
if (not IsValid(target)) or target==ply then return end
local cuffed, cuffs = target:IsHandcuffed()
if not (cuffed and IsValid(cuffs) and cuffs:GetRopeLength()>0) then return end
local tr = GetTrace(ply)
if not (tr and tr.Entity==target) then return end
local shouldDrag = net.ReadBit()==1
if shouldDrag then
if not (IsValid(cuffs:GetKidnapper())) then
cuffs:SetKidnapper( ply )
hook.Call( "OnHandcuffStartDragging", GAMEMODE, ply, target, cuffs )
end
else
if ply==cuffs:GetKidnapper() then
cuffs:SetKidnapper( nil )
hook.Call( "OnHandcuffStopDragging", GAMEMODE, ply, target, cuffs )
end
end
end)
local HookModel = Model("models/props_c17/TrapPropeller_Lever.mdl")
net.Receive( "Cuffs_TiePlayers", function(_,ply)
if (not IsValid(ply)) or ply:IsHandcuffed() then return end
local DraggedCuffs = {}
for _,c in pairs(ents.FindByClass("weapon_handcuffed")) do
if c:GetRopeLength()>0 and c:GetKidnapper()==ply then
table.insert( DraggedCuffs, c )
end
end
if #DraggedCuffs<=0 then return end
local tr = util.TraceLine( {start=ply:EyePos(), endpos=ply:EyePos()+(ply:GetAimVector()*100), filter=ply} )
if not tr.Hit then return end
if IsValid(tr.Entity) then // Pass to another player
if tr.Entity:IsPlayer() then
for i=1,#DraggedCuffs do
if DraggedCuffs[i].Owner==tr.Entity then
DraggedCuffs[i]:SetKidnapper(nil)
hook.Call( "OnHandcuffStopDragging", GAMEMODE, ply, DraggedCuffs[i].Owner, DraggedCuffs[i] )
else
DraggedCuffs[i]:SetKidnapper(tr.Entity)
hook.Call( "OnHandcuffStopDragging", GAMEMODE, ply, DraggedCuffs[i].Owner, DraggedCuffs[i] )
hook.Call( "OnHandcuffStartDragging", GAMEMODE, tr.Entity, DraggedCuffs[i].Owner, DraggedCuffs[i] )
end
end
return
elseif tr.Entity.IsHandcuffHook and tr.Entity.TiedHandcuffs then
for i=1,#DraggedCuffs do
DraggedCuffs[i]:SetKidnapper(tr.Entity)
table.insert( tr.Entity.TiedHandcuffs, DraggedCuffs[i] )
hook.Call( "OnHandcuffStopDragging", GAMEMODE, ply, DraggedCuffs[i].Owner, DraggedCuffs[i] )
hook.Call( "OnHandcuffTied", GAMEMODE, ply, DraggedCuffs[i].Owner, DraggedCuffs[i], tr.Entity )
end
return
end
end
local hk = ents.Create("prop_physics")
hk:SetPos( tr.HitPos + tr.HitNormal )
local ang = tr.HitNormal:Angle()
ang:RotateAroundAxis( ang:Up(), -90 )
hk:SetAngles( ang )
hk:SetModel( HookModel )
hk:Spawn()
-- hk:SetMoveType( MOVETYPE_NONE )
if IsValid(tr.Entity) then
hk:SetParent( tr.Entity )
hk:SetMoveType( MOVETYPE_VPHYSICS )
else
hk:SetMoveType( MOVETYPE_NONE )
end
hk:SetCollisionGroup( COLLISION_GROUP_WEAPON )
hk:SetNWBool("Cuffs_TieHook", true)
hk.IsHandcuffHook = true
hk.TiedHandcuffs = {}
for i=1,#DraggedCuffs do
DraggedCuffs[i]:SetKidnapper( hk )
table.insert( hk.TiedHandcuffs, DraggedCuffs[i] )
hook.Call( "OnHandcuffStopDragging", GAMEMODE, ply, DraggedCuffs[i].Owner, DraggedCuffs[i] )
hook.Call( "OnHandcuffTied", GAMEMODE, ply, DraggedCuffs[i].Owner, DraggedCuffs[i], hk )
end
end)
local function DoUntie( ply, ent )
for i=1,#ent.TiedHandcuffs do
if not IsValid(ent.TiedHandcuffs[i]) then continue end
ent.TiedHandcuffs[i]:SetKidnapper( ply )
hook.Call( "OnHandcuffUnTied", GAMEMODE, ply, ent.TiedHandcuffs[i].Owner, ent.TiedHandcuffs[i], ent )
hook.Call( "OnHandcuffStartDragging", GAMEMODE, ply, ent.TiedHandcuffs[i].Owner, ent.TiedHandcuffs[i] )
end
ent:Remove()
end
net.Receive( "Cuffs_UntiePlayers", function(_,ply)
if (not IsValid(ply)) or ply:IsHandcuffed() then return end
local tr = util.TraceLine( {start=ply:EyePos(), endpos=ply:EyePos()+(ply:GetAimVector()*100), filter=ply} )
if IsValid(tr.Entity) and tr.Entity.IsHandcuffHook and tr.Entity.TiedHandcuffs then
DoUntie( ply, tr.Entity )
end
end)
hook.Add( "AllowPlayerPickup", "Cuffs UntieHook", function(ply,ent)
if IsValid(ent) and ent.IsHandcuffHook and ent.TiedHandcuffs then
if (not IsValid(ply)) or ply:IsHandcuffed() then return end
DoUntie( ply, ent )
return false
end
end)
//
// GmodDayZ support
// Created by and added with permission of Phoenix129 ( http://steamcommunity.com/profiles/76561198039440140/ )
hook.Add("OnHandcuffed", "DayZCuffs RemoveInventoryItem", function(ply, cuffedply, handcuffs)
if engine.ActiveGamemode() == "dayz" then
ply:TakeCharItem( handcuffs.CuffType )
end
end)
hook.Add("OnHandcuffBreak", "DayZCuffs GiveInventoryItemIfFriend", function(cuffedply, handcuffs, friend)
if engine.ActiveGamemode() == "dayz" then
if IsValid(friend) and handcuffs.CuffType and handcuffs.CuffType~="" then
friend:GiveItem(handcuffs.CuffType, 1)
end
end
end)
hook.Add( "CuffsCanHandcuff", "DayZCuffs SafezoneProtectCuffs", function( ply, target )
if engine.ActiveGamemode() == "dayz" then
if target.SafeZone or target.SafeZoneEdge or target.Loading or !target.Ready then
return false
end
end
end)
hook.Add("PlayerDisconnected", "DayZCuffs DieHandcuffs", function(ply)
if engine.ActiveGamemode() == "dayz" then
if ply:IsHandcuffed() then ply:Kill() end
end
end)

View File

@@ -0,0 +1,467 @@
-----------------------------------------------------
-------------------------------------
---------------- Cuffs --------------
-------------------------------------
-- Copyright (c) 2015 Nathan Healy --
-------- All rights reserved --------
-------------------------------------
-- weapon_cuff_base.lua SHARED --
-- --
-- Base swep for handcuffs. --
-------------------------------------
AddCSLuaFile()
SWEP.Base = "weapon_base"
SWEP.Category = "Handcuffs"
SWEP.Author = "my_hat_stinks"
SWEP.Instructions = ""
SWEP.Spawnable = false
SWEP.AdminOnly = false
SWEP.AdminSpawnable = false
SWEP.Slot = 3
SWEP.PrintName = "UnnamedHandcuff"
SWEP.ViewModelFOV = 60
SWEP.Weight = 5
SWEP.AutoSwitchTo = false
SWEP.AutoSwitchFrom = false
SWEP.WorldModel = "models/weapons/w_toolgun.mdl"
SWEP.ViewModel = "models/weapons/c_bugbait.mdl"
SWEP.UseHands = true
SWEP.Primary.Recoil = 1
SWEP.Primary.Damage = 5
SWEP.Primary.NumShots = 1
SWEP.Primary.Cone = 0
SWEP.Primary.Delay = 0.25
SWEP.Primary.ClipSize = -1
SWEP.Primary.DefaultClip = -1
SWEP.Primary.Automatic = true
SWEP.Primary.Ammo = "none"
SWEP.Primary.ClipMax = -1
SWEP.Secondary.ClipSize = -1
SWEP.Secondary.DefaultClip = -1
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = "none"
SWEP.Secondary.ClipMax = -1
SWEP.DeploySpeed = 1.5
SWEP.Spawnable = false
SWEP.AdminSpawnable = false
SWEP.AdminOnly = false
SWEP.PrimaryAnim = ACT_VM_PRIMARYATTACK
SWEP.ReloadAnim = ACT_VM_RELOAD
SWEP.HoldType = "slam"
SWEP.Spawnable = false
SWEP.AdminSpawnable = false
SWEP.AdminOnly = false
//
// Handcuff Vars
SWEP.CuffTime = 1.0 // Seconds to handcuff
SWEP.CuffSound = Sound( "buttons/lever7.wav" )
SWEP.CuffMaterial = "phoenix_storms/metalfloor_2-3"
SWEP.CuffRope = "cable/cable2"
SWEP.CuffStrength = 1
SWEP.CuffRegen = 1
SWEP.RopeLength = 0
SWEP.CuffReusable = false // Can reuse (ie, not removed on use)
SWEP.CuffRecharge = 30 // Time before re-use
SWEP.CuffBlindfold = false
SWEP.CuffGag = false
SWEP.CuffStrengthVariance = 0 // Randomise strangth
SWEP.CuffRegenVariance = 0 // Randomise regen
//
// Network Vars
function SWEP:SetupDataTables()
self:NetworkVar( "Bool", 0, "IsCuffing" )
self:NetworkVar( "Entity", 0, "Cuffing" )
self:NetworkVar( "Float", 0, "CuffTime" )
end
//
// Standard SWEP functions
function SWEP:PrimaryAttack()
if self:GetIsCuffing() then return end
self:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
self:SetNextSecondaryFire( CurTime() + self.Primary.Delay )
if CLIENT then return end
if self:GetCuffTime()>CurTime() then return end // On cooldown
local tr = self:TargetTrace()
if not tr then return end
self:SetCuffTime( CurTime() + self.CuffTime )
self:SetIsCuffing( true )
self:SetCuffing( tr.Entity )
sound.Play( self.CuffSound, self.Owner:GetShootPos(), 75, 100, 1 )
end
function SWEP:SecondaryAttack()
end
function SWEP:Reload()
end
function SWEP:Initialize()
self:SetHoldType( self.HoldType )
if engine.ActiveGamemode()=="dayz" then self.CuffReusable = false end
end
function SWEP:Holster()
if CLIENT and IsValid(self.Owner) and self.Owner==LocalPlayer() then
local vm = self.Owner:GetViewModel()
if not IsValid(vm) then return end
vm:SetMaterial( "" )
end
if IsValid(self.cmdl_RightCuff) then self.cmdl_RightCuff:Remove() end
if IsValid(self.cmdl_LeftCuff) then self.cmdl_LeftCuff:Remove() end
return true
end
SWEP.OnRemove = SWEP.Holster
//
// Handcuff
function SWEP:DoHandcuff( target )
if not (target and IsValid(target)) then return end
if target:IsHandcuffed() then return end
if not IsValid(self.Owner) then return end
local cuff = target:Give( "weapon_handcuffed" )
cuff:SetCuffStrength( self.CuffStrength + (math.Rand(-self.CuffStrengthVariance,self.CuffStrengthVariance)) )
cuff:SetCuffRegen( self.CuffRegen + (math.Rand(-self.CuffRegenVariance,self.CuffRegenVariance)) )
cuff:SetCuffMaterial( self.CuffMaterial )
cuff:SetRopeMaterial( self.CuffRope )
cuff:SetKidnapper( self.Owner )
cuff:SetRopeLength( self.RopeLength )
cuff:SetCanBlind( self.CuffBlindfold )
cuff:SetCanGag( self.CuffGag )
cuff.CuffType = self:GetClass() or ""
if self.IsLeash then
cuff:SetIsLeash( true )
timer.Simple( 0, function()
if IsValid(cuff) then
cuff:SetHoldType( "normal" )
cuff.HoldType = "normal"
end
end)
end
PrintMessage( HUD_PRINTCONSOLE, "[Cuffs] "..tostring(self.Owner:Nick()).." has handcuffed "..tostring(target:Nick()).." with "..tostring(self.PrintName) )
hook.Call( "OnHandcuffed", GAMEMODE, self.Owner, target, cuff )
if self.Owner.isCP and target.arrest and self.Owner:isCP() and cvars.Bool("cuffs_autoarrest") then
target:arrest( nil, self.Owner)
end
if not self.CuffReusable then
if IsValid(self.Owner) then self.Owner:ConCommand( "lastinv" ) end
self:Remove()
end
end
//
// Think
function SWEP:Think()
if SERVER then
if self:GetIsCuffing() then
local tr = self:TargetTrace()
if (not tr) or tr.Entity~=self:GetCuffing() then
self:SetIsCuffing(false)
self:SetCuffTime( 0 )
return
end
if CurTime()>self:GetCuffTime() then
self:SetIsCuffing( false )
self:SetCuffTime( CurTime() + self.CuffRecharge )
self:DoHandcuff( self:GetCuffing() )
end
end
end
end
//
// Get Target
function SWEP:TargetTrace()
if not IsValid(self.Owner) then return end
local tr = util.TraceLine( {start=self.Owner:GetShootPos(), endpos=(self.Owner:GetShootPos() + (self.Owner:GetAimVector()*50)), filter={self, self.Owner}} )
if IsValid(tr.Entity) and tr.Entity:IsPlayer() and tr.Entity~=self.Owner and not tr.Entity:IsHandcuffed() then
if hook.Run( "CuffsCanHandcuff", self.Owner, tr.Entity )==false then return end
return tr
end
end
//
// HUD
local Col = {
Text = Color(255,255,255), TextShadow = Color(0,0,0),
BoxOutline = Color(0,0,0), BoxBackground = Color(255,255,255,20), BoxLeft = Color(255,0,0), BoxRight = Color(0,255,0),
}
local matGrad = Material( "gui/gradient" )
function SWEP:DrawHUD()
if not self:GetIsCuffing() then
if self:GetCuffTime()<=CurTime() then return end
local w,h = (ScrW()/2), (ScrH()/2)
surface.SetDrawColor( Col.BoxOutline )
surface.DrawOutlinedRect( w-101, h+54, 202, 22 )
surface.SetDrawColor( Col.BoxBackground )
surface.DrawRect( w-100, h+55, 200, 20 )
local CuffingPercent = math.Clamp( ((self:GetCuffTime()-CurTime())/self.CuffRecharge), 0, 1 )
render.SetScissorRect( w-100, h+55, (w-100)+(CuffingPercent*200), h+75, true )
surface.SetDrawColor( Col.BoxRight )
surface.DrawRect( w-100,h+55, 200,20 )
surface.SetMaterial( matGrad )
surface.SetDrawColor( Col.BoxLeft )
surface.DrawTexturedRect( w-100,h+55, 200,20 )
render.SetScissorRect( 0,0,0,0, false )
return
end
local w,h = (ScrW()/2), (ScrH()/2)
draw.SimpleText( "Restraining target...", "HandcuffsText", w+1, h+31, Col.TextShadow, TEXT_ALIGN_CENTER )
draw.SimpleText( "Restraining target...", "HandcuffsText", w, h+30, Col.Text, TEXT_ALIGN_CENTER )
surface.SetDrawColor( Col.BoxOutline )
surface.DrawOutlinedRect( w-101, h+54, 202, 22 )
surface.SetDrawColor( Col.BoxBackground )
surface.DrawRect( w-100, h+55, 200, 20 )
local CuffingPercent = math.Clamp( 1-((self:GetCuffTime()-CurTime())/self.CuffTime), 0, 1 )
render.SetScissorRect( w-100, h+55, (w-100)+(CuffingPercent*200), h+75, true )
surface.SetDrawColor( Col.BoxRight )
surface.DrawRect( w-100,h+55, 200,20 )
surface.SetMaterial( matGrad )
surface.SetDrawColor( Col.BoxLeft )
surface.DrawTexturedRect( w-100,h+55, 200,20 )
render.SetScissorRect( 0,0,0,0, false )
end
//
// Rendering
local renderpos = {
left = {pos=Vector(0,0,0), vel=Vector(0,0,0), gravity=1, ang=Angle(0,30,90)},
right = {bone = "ValveBiped.Bip01_R_Hand", pos=Vector(3.2,2.1,0.4), ang=Angle(-2,0,80), scale = Vector(0.045,0.045,0.03)},
rope = {l = Vector(0,0,2.0), r = Vector(2.3,-1.9,2.7)},
}
local CuffMdl = "models/hunter/tubes/tube2x2x1.mdl"
local RopeCol = Color(255,255,255)
function SWEP:ViewModelDrawn( vm )
if not IsValid(vm) then return end
vm:SetMaterial( "engine/occlusionproxy" )
if not IsValid(self.cmdl_LeftCuff) then
self.cmdl_LeftCuff = ClientsideModel( CuffMdl, RENDER_GROUP_VIEW_MODEL_OPAQUE )
self.cmdl_LeftCuff:SetNoDraw( true )
self.cmdl_LeftCuff:SetParent( vm )
renderpos.left.pos = self.Owner:GetPos()
end
if not IsValid(self.cmdl_RightCuff) then
self.cmdl_RightCuff = ClientsideModel( CuffMdl, RENDER_GROUP_VIEW_MODEL_OPAQUE )
self.cmdl_RightCuff:SetNoDraw( true )
self.cmdl_RightCuff:SetParent( vm )
end
-- local lpos, lang = self:GetBonePos( renderpos.left.bone, vm )
local rpos, rang = self:GetBonePos( renderpos.right.bone, vm )
if not (rpos and rang) then return end
// Right
local fixed_rpos = rpos + (rang:Forward()*renderpos.right.pos.x) + (rang:Right()*renderpos.right.pos.y) + (rang:Up()*renderpos.right.pos.z)
self.cmdl_RightCuff:SetPos( fixed_rpos )
local u,r,f = rang:Up(), rang:Right(), rang:Forward() // Prevents moving axes
rang:RotateAroundAxis( u, renderpos.right.ang.y )
rang:RotateAroundAxis( r, renderpos.right.ang.p )
rang:RotateAroundAxis( f, renderpos.right.ang.r )
self.cmdl_RightCuff:SetAngles( rang )
local matrix = Matrix()
matrix:Scale( renderpos.right.scale )
self.cmdl_RightCuff:EnableMatrix( "RenderMultiply", matrix )
self.cmdl_RightCuff:SetMaterial( self.CuffMaterial )
self.cmdl_RightCuff:DrawModel()
// Left
if CurTime()>(renderpos.left.NextThink or 0) then
local dist = renderpos.left.pos:Distance( fixed_rpos )
if dist>100 then
renderpos.left.pos = fixed_rpos
renderpos.left.vel = Vector(0,0,0)
elseif dist > 10 then
local target = (fixed_rpos - renderpos.left.pos)*0.3
renderpos.left.vel.x = math.Approach( renderpos.left.vel.x, target.x, 1 )
renderpos.left.vel.y = math.Approach( renderpos.left.vel.y, target.y, 1 )
renderpos.left.vel.z = math.Approach( renderpos.left.vel.z, target.z, 3 )
end
renderpos.left.vel.x = math.Approach( renderpos.left.vel.x, 0, 0.5 )
renderpos.left.vel.y = math.Approach( renderpos.left.vel.y, 0, 0.5 )
renderpos.left.vel.z = math.Approach( renderpos.left.vel.z, 0, 0.5 )
-- if renderpos.left.vel:Length()>10 then renderpos.left.vel:Mul(0.1) end
local targetZ = ((fixed_rpos.z - 10) - renderpos.left.pos.z) * renderpos.left.gravity
renderpos.left.vel.z = math.Approach( renderpos.left.vel.z, targetZ, 3 )
renderpos.left.pos:Add( renderpos.left.vel )
-- renderpos.left.NextThink = CurTime()+0.01
end
self.cmdl_LeftCuff:SetPos( renderpos.left.pos )
self.cmdl_LeftCuff:SetAngles( renderpos.left.ang )
-- self.cmdl_LeftCuff:SetAngles( rang )
local matrix = Matrix()
matrix:Scale( renderpos.right.scale )
self.cmdl_LeftCuff:EnableMatrix( "RenderMultiply", matrix )
self.cmdl_LeftCuff:SetMaterial( self.CuffMaterial )
self.cmdl_LeftCuff:DrawModel()
// Rope
if not self.RopeMat then self.RopeMat = Material(self.CuffRope) end
render.SetMaterial( self.RopeMat )
render.DrawBeam( renderpos.left.pos + renderpos.rope.l,
rpos + (rang:Forward()*renderpos.rope.r.x) + (rang:Right()*renderpos.rope.r.y) + (rang:Up()*renderpos.rope.r.z),
0.7, 0, 5, RopeCol )
end
SWEP.wrender = {
left = {pos=Vector(0,0,0), vel=Vector(0,0,0), gravity=1, ang=Angle(0,30,90)},
right = {bone = "ValveBiped.Bip01_R_Hand", pos=Vector(2.95,2.5,-0.2), ang=Angle(30,0,90), scale = Vector(0.044,0.044,0.044)},
rope = {l = Vector(0,0,2), r = Vector(3,-1.65,1)},
}
function SWEP:DrawWorldModel()
if not IsValid(self.Owner) then return end
local wrender = self.wrender
if not IsValid(self.cmdl_LeftCuff) then
self.cmdl_LeftCuff = ClientsideModel( CuffMdl, RENDER_GROUP_VIEW_MODEL_OPAQUE )
self.cmdl_LeftCuff:SetNoDraw( true )
end
if not IsValid(self.cmdl_RightCuff) then
self.cmdl_RightCuff = ClientsideModel( CuffMdl, RENDER_GROUP_VIEW_MODEL_OPAQUE )
self.cmdl_RightCuff:SetNoDraw( true )
end
local rpos, rang = self:GetBonePos( wrender.right.bone, self.Owner )
if not (rpos and rang) then return end
// Right
local fixed_rpos = rpos + (rang:Forward()*wrender.right.pos.x) + (rang:Right()*wrender.right.pos.y) + (rang:Up()*wrender.right.pos.z)
self.cmdl_RightCuff:SetPos( fixed_rpos )
local u,r,f = rang:Up(), rang:Right(), rang:Forward() // Prevents moving axes
rang:RotateAroundAxis( u, wrender.right.ang.y )
rang:RotateAroundAxis( r, wrender.right.ang.p )
rang:RotateAroundAxis( f, wrender.right.ang.r )
self.cmdl_RightCuff:SetAngles( rang )
local matrix = Matrix()
matrix:Scale( wrender.right.scale )
self.cmdl_RightCuff:EnableMatrix( "RenderMultiply", matrix )
self.cmdl_RightCuff:SetMaterial( self.CuffMaterial )
self.cmdl_RightCuff:DrawModel()
// Left
if CurTime()>(wrender.left.NextThink or 0) then
local dist = wrender.left.pos:Distance( fixed_rpos )
if dist>100 then
wrender.left.pos = fixed_rpos
wrender.left.vel = Vector(0,0,0)
elseif dist > 10 then
local target = (fixed_rpos - wrender.left.pos)*0.3
wrender.left.vel.x = math.Approach( wrender.left.vel.x, target.x, 1 )
wrender.left.vel.y = math.Approach( wrender.left.vel.y, target.y, 1 )
wrender.left.vel.z = math.Approach( wrender.left.vel.z, target.z, 3 )
end
wrender.left.vel.x = math.Approach( wrender.left.vel.x, 0, 0.5 )
wrender.left.vel.y = math.Approach( wrender.left.vel.y, 0, 0.5 )
wrender.left.vel.z = math.Approach( wrender.left.vel.z, 0, 0.5 )
-- if wrender.left.vel:Length()>10 then wrender.left.vel:Mul(0.1) end
local targetZ = ((fixed_rpos.z - 10) - wrender.left.pos.z) * wrender.left.gravity
wrender.left.vel.z = math.Approach( wrender.left.vel.z, targetZ, 3 )
wrender.left.pos:Add( wrender.left.vel )
-- wrender.left.NextThink = CurTime()+0
end
self.cmdl_LeftCuff:SetPos( wrender.left.pos )
self.cmdl_LeftCuff:SetAngles( wrender.left.ang )
local matrix = Matrix()
matrix:Scale( wrender.right.scale )
self.cmdl_LeftCuff:EnableMatrix( "RenderMultiply", matrix )
self.cmdl_LeftCuff:SetMaterial( self.CuffMaterial )
self.cmdl_LeftCuff:DrawModel()
// Rope
if not self.RopeMat then self.RopeMat = Material(self.CuffRope) end
render.SetMaterial( self.RopeMat )
render.DrawBeam( wrender.left.pos + wrender.rope.l,
rpos + (rang:Forward()*wrender.rope.r.x) + (rang:Right()*wrender.rope.r.y) + (rang:Up()*wrender.rope.r.z),
0.7, 0, 5, RopeCol )
end
//
// Bones
function SWEP:GetBonePos( bonename, vm )
local bone = vm:LookupBone( bonename )
if not bone then return end
local pos,ang = Vector(0,0,0),Angle(0,0,0)
local matrix = vm:GetBoneMatrix( bone )
if matrix then
pos = matrix:GetTranslation()
ang = matrix:GetAngles()
end
if self.ViewModelFlip then ang.r = -ang.r end
-- if pos.x==0 and pos.y==0 and pos.z==0 then print( bonename, vm ) end
return pos, ang
end

View File

@@ -0,0 +1,45 @@
-----------------------------------------------------
-------------------------------------
---------------- Cuffs --------------
-------------------------------------
-- Copyright (c) 2015 Nathan Healy --
-------- All rights reserved --------
-------------------------------------
-- weapon_cuff_standard.lua SHARED --
-- --
-- Rope handcuffs. --
-------------------------------------
AddCSLuaFile()
SWEP.Base = "weapon_cuff_base"
SWEP.Category = "[RP] Система полиции"
SWEP.Author = "my_hat_stinks"
SWEP.Instructions = "A weak restraint."
SWEP.Spawnable = true
SWEP.AdminOnly = false
SWEP.AdminSpawnable = false
SWEP.Slot = 3
SWEP.PrintName = "Наручники"
//
// Handcuff Vars
SWEP.CuffTime = 1.0 // Seconds to handcuff
SWEP.CuffSound = Sound( "buttons/lever7.wav" )
SWEP.CuffMaterial = "phoenix_storms/gear"
SWEP.CuffRope = "cable/cable2"
SWEP.CuffStrength = 1.4
SWEP.CuffRegen = 1.4
SWEP.RopeLength = 0
SWEP.CuffReusable = false
SWEP.CuffBlindfold = true
SWEP.CuffGag = true
SWEP.CuffStrengthVariance = 0.1 // Randomise strangth
SWEP.CuffRegenVariance = 0.1 // Randomise regen

View File

@@ -0,0 +1,601 @@
-----------------------------------------------------
-------------------------------------
---------------- Cuffs --------------
-------------------------------------
-- Copyright (c) 2015 Nathan Healy --
-------- All rights reserved --------
-------------------------------------
-- weapon_handcuffed.lua SHARED --
-- --
-- Handcuffed. Limits what --
-- equipping player can do. --
-------------------------------------
AddCSLuaFile()
SWEP.Base = "weapon_base"
SWEP.Category = "Handcuffs"
SWEP.Author = "my_hat_stinks"
SWEP.Instructions = ""
SWEP.Spawnable = false
SWEP.AdminSpawnable = false
SWEP.AdminOnly = false
SWEP.Slot = 4
SWEP.PrintName = "Handcuffed"
SWEP.ViewModelFOV = 60
SWEP.Weight = 5
SWEP.AutoSwitchTo = false
SWEP.AutoSwitchFrom = false
SWEP.WorldModel = "models/weapons/w_toolgun.mdl"
SWEP.ViewModel = "models/weapons/c_arms_citizen.mdl"
SWEP.UseHands = true
SWEP.Primary.Recoil = 1
SWEP.Primary.Damage = 5
SWEP.Primary.NumShots = 1
SWEP.Primary.Cone = 0
SWEP.Primary.Delay = 1
SWEP.Primary.ClipSize = -1
SWEP.Primary.DefaultClip = -1
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = "none"
SWEP.Primary.ClipMax = -1
SWEP.Secondary.ClipSize = -1
SWEP.Secondary.DefaultClip = -1
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = "none"
SWEP.Secondary.ClipMax = -1
SWEP.DeploySpeed = 1.5
SWEP.PrimaryAnim = ACT_VM_PRIMARYATTACK
SWEP.ReloadAnim = ACT_VM_RELOAD
SWEP.HoldType = "duel"
SWEP.IsHandcuffs = true
SWEP.CuffType = ""
local LEASH = {}
CreateConVar( "cuffs_allowbreakout", 1, {FCVAR_ARCHIVE,FCVAR_SERVER_CAN_EXECUTE,FCVAR_REPLICATED,FCVAR_NOTIFY} )
// For anything that might try to drop this
SWEP.CanDrop = false
SWEP.PreventDrop = true
-- Missing anything?
//
// DataTables
function SWEP:SetupDataTables()
self:NetworkVar( "Entity", 0, "Kidnapper" )
self:NetworkVar( "Entity", 1, "FriendBreaking" )
self:NetworkVar( "Float", 0, "RopeLength" )
self:NetworkVar( "Float", 1, "CuffBroken" )
self:NetworkVar( "Float", 2, "CuffStrength" )
self:NetworkVar( "Float", 3, "CuffRegen" )
self:NetworkVar( "String", 0, "RopeMaterial" )
self:NetworkVar( "String", 1, "CuffMaterial" )
self:NetworkVar( "Bool", 0, "CanGag" )
self:NetworkVar( "Bool", 1, "IsGagged" )
self:NetworkVar( "Bool", 2, "CanBlind" )
self:NetworkVar( "Bool", 3, "IsBlind" )
self:NetworkVar( "Bool", 4, "IsLeash" )
end
//
// Initialize
function SWEP:Initialize()
hook.Add( "canDropWeapon", self, function(self, ply, wep) if wep==self then return false end end) // Thank you DarkRP, your code is terrible
if SERVER then
hook.Add( "Think", self, self.BreakThink )
end
if CLIENT then
hook.Add( "HUDPaint", self, self.CuffsHUD )
hook.Add( "HUDPaintBackground", self, self.BlindHUDBackground )
end
if self:GetCuffStrength()<=0 then self:SetCuffStrength(1) end
if self:GetCuffRegen()<=0 then self:SetCuffRegen(1) end
self:SetCuffBroken( 0 )
self:SetHoldType( self.HoldType )
end
//
// Standard SWEP functions
function SWEP:PrimaryAttack()
if SERVER then self:AttemptBreak() end
end
function SWEP:SecondaryAttack() end
function SWEP:Reload() end
//
// Equip and Holster
function SWEP:Equip( newOwner )
newOwner:SelectWeapon( self:GetClass() )
timer.Simple( 0.1, function() // Fucking FA:S
if IsValid(self) and IsValid(newOwner) and newOwner:GetActiveWeapon()~=self then
local wep = newOwner:GetActiveWeapon()
if not IsValid(wep) then return end
local oHolster = wep.Holster
wep.Holster = function() return true end
newOwner:SelectWeapon( self:GetClass() )
wep.Holster = oHolster
end
end)
return true
end
function SWEP:Holster()
return self:GetIsLeash()
end
//
// Deploy
function SWEP:Deploy()
local viewModel = self.Owner:GetViewModel()
viewModel:SendViewModelMatchingSequence( viewModel:LookupSequence("fists_idle_01") )
return true
end
function SWEP:PreDrawViewModel( viewModel ) // Fixes visible base hands
viewModel:SetMaterial( "engine/occlusionproxy" )
end
if CLIENT then
local HadCuffs
hook.Add( "PreDrawOpaqueRenderables", "Cuffs FixViewModel", function()
local ply = LocalPlayer()
if not IsValid(ply) then return end
local HasCuffs = IsValid(ply:GetActiveWeapon()) and ply:GetActiveWeapon():GetClass()=="weapon_handcuffed"
if HadCuffs and not HasCuffs then
local vm = ply:GetViewModel()
if IsValid(vm) then
vm:SetMaterial( "" )
end
end
HadCuffs = HasCuffs
end)
end
function SWEP:OnRemove() // Fixes invisible other weapons
if IsValid(self.Owner) then
local viewModel = self.Owner:GetViewModel()
if IsValid(viewModel) then viewModel:SetMaterial("") end
end
if IsValid( self.cmdl_LeftCuff ) then self.cmdl_LeftCuff:Remove() end
if IsValid( self.cmdl_RightCuff ) then self.cmdl_RightCuff:Remove() end
return true
end
//
// Release
function SWEP:Uncuff()
local ply = IsValid(self.Owner) and self.Owner
self:Remove()
if ply then ply:ConCommand( "lastinv" ) end
end
//
// Breakout
if SERVER then
local BreakSound = Sound( "physics/metal/metal_barrel_impact_soft4.wav" )
function SWEP:Breakout()
if IsValid(self.Owner) then
sound.Play( BreakSound, self.Owner:GetShootPos(), 75, 100, 1 )
if IsValid( self:GetFriendBreaking() ) then
hook.Call( "OnHandcuffBreak", GAMEMODE, self.Owner, self, self:GetFriendBreaking() )
else
hook.Call( "OnHandcuffBreak", GAMEMODE, self.Owner, self )
end
end
self:Uncuff()
end
function SWEP:AttemptBreak()
if not cvars.Bool( "cuffs_allowbreakout" ) then return end
self:SetCuffBroken( self:GetCuffBroken() + math.abs(4/self:GetCuffStrength()) )
if self:GetCuffBroken()>=100 then
self:Breakout()
end
end
local function GetTrace( ply )
local tr = util.TraceLine( {start=ply:EyePos(), endpos=ply:EyePos()+(ply:GetAimVector()*100), filter=ply} )
if IsValid(tr.Entity) and tr.Entity:IsPlayer() then
local cuffed,wep = tr.Entity:IsHandcuffed()
if cuffed then return tr,wep end
end
end
function SWEP:BreakThink()
if (self.NextRegen or 0)<=CurTime() then
local regen = self:GetCuffRegen()
local friend = self:GetFriendBreaking()
if IsValid(friend) and friend:IsPlayer() then
local tr = GetTrace(friend)
if tr and tr.Entity==self.Owner then
regen = (regen*0.5) - (2/self:GetCuffStrength())
else
self:SetFriendBreaking( nil )
end
end
self:SetCuffBroken( math.Approach( self:GetCuffBroken(), regen<0 and 100 or 0, math.abs(regen) ) )
self.NextRegen = CurTime()+0.05
if self:GetCuffBroken()>=100 then self:Breakout() end
end
if IsValid(self:GetKidnapper()) and (self:GetKidnapper():IsPlayer() and not self:GetKidnapper():Alive()) then
self:SetKidnapper( nil )
end
if IsValid(self.Owner) then
self.Owner.KnockoutTimer = CurTime()+10 // Fucking DarkRP
end
end
end
//
// UI
if CLIENT then
surface.CreateFont( "HandcuffsText", {
font = "Arial",
size = 20,
weight = 700,
})
local Col = {
Text = Color(255,255,255), TextShadow = Color(0,0,0),
BoxOutline = Color(0,0,0), BoxBackground = Color(255,255,255,20), BoxLeft = Color(255,0,0), BoxRight = Color(0,255,0),
Blind = Color(0,0,0, 253), Blind2 = Color(0,0,0, 255),
}
local matGrad = Material( "gui/gradient" )
function SWEP:CuffsHUD()
if self.Owner~=LocalPlayer() then return end
local w,h = (ScrW()/2), (ScrH()/2)
local TextPos = h+30
local str = string.format( "Your hands are bound%s",
((self:GetCuffStrength()>1.2) and " tightly") or ((self:GetCuffStrength()<0.8) and " loosely") or ""
)
if self:GetCuffRegen()>1.2 or self:GetCuffRegen()<0.8 then
str = str.. string.format( " with a %s material", ((self:GetCuffRegen()>1.2) and "sturdy") or "flimsy" )
end
draw.SimpleText( str, "HandcuffsText", w+1, TextPos+1, Col.TextShadow, TEXT_ALIGN_CENTER )
draw.SimpleText( str, "HandcuffsText", w, TextPos, Col.Text, TEXT_ALIGN_CENTER )
if self:GetIsBlind() then
TextPos = TextPos+20
draw.SimpleText( "You have been bindfolded", "HandcuffsText", w+1, TextPos+1, Col.TextShadow, TEXT_ALIGN_CENTER )
draw.SimpleText( "You have been bindfolded", "HandcuffsText", w, TextPos, Col.Text, TEXT_ALIGN_CENTER )
end
if self:GetIsGagged() then
TextPos = TextPos+20
draw.SimpleText( "You have been gagged", "HandcuffsText", w+1, TextPos+1, Col.TextShadow, TEXT_ALIGN_CENTER )
draw.SimpleText( "You have been gagged", "HandcuffsText", w, TextPos, Col.Text, TEXT_ALIGN_CENTER )
end
if cvars.Bool( "cuffs_allowbreakout" ) then
TextPos = TextPos+20
if self.Owner:GetActiveWeapon()==self then
str = string.format("%s to struggle", (input.LookupBinding("+attack") or "[Primary Fire]"):upper())
else
str = "Switch to ".. self.PrintName .." to break out"
end
draw.SimpleText( str, "HandcuffsText", w+1, TextPos+1, Col.TextShadow, TEXT_ALIGN_CENTER )
draw.SimpleText( str, "HandcuffsText", w, TextPos, Col.Text, TEXT_ALIGN_CENTER )
end
TextPos = TextPos+25
surface.SetDrawColor( Col.BoxOutline )
surface.DrawOutlinedRect( w-101, TextPos-1, 202, 22 )
surface.SetDrawColor( Col.BoxBackground )
surface.DrawRect( w-100, TextPos, 200, 20 )
render.SetScissorRect( w-100, TextPos, (w-100)+((self:GetCuffBroken()/100)*200), TextPos+20, true )
surface.SetDrawColor( Col.BoxRight )
surface.DrawRect( w-100,TextPos, 200,20 )
surface.SetMaterial( matGrad )
surface.SetDrawColor( Col.BoxLeft )
surface.DrawTexturedRect( w-100,TextPos, 200,20 )
render.SetScissorRect( 0,0,0,0, false )
end
function SWEP:BlindHUDBackground()
if self.Owner~=LocalPlayer() then return end
if self:GetIsBlind() then
surface.SetDrawColor( Col.Blind )
surface.DrawRect( 0,0, ScrW(), ScrH() )
surface.SetDrawColor( Col.Blind2 )
for i=1,ScrH(),5 do
surface.DrawRect( 0,i, ScrW(), 4 )
end
for i=1,ScrW(),5 do
surface.DrawRect( i,0, 4,ScrH() )
end
end
end
end
//
// Rendering
local renderpos = {
left = {bone = "ValveBiped.Bip01_L_Wrist", pos=Vector(0.4,-0.15,-0.45), ang=Angle(90,0,0), scale = Vector(0.035,0.035,0.015)},
right = {bone = "ValveBiped.Bip01_R_Wrist", pos=Vector(0.2,-0.15,0.35), ang=Angle(100,0,0), scale = Vector(0.035,0.035,0.015)},
rope = {l = Vector(-0.2,1.3,-0.25), r = Vector(0.4,1.4,-0.2)},
}
local CuffMdl = "models/hunter/tubes/tube2x2x1.mdl"
local DefaultRope = "cable/cable2"
local RopeCol = Color(255,255,255)
function SWEP:ViewModelDrawn( vm )
if self:GetIsLeash() then self.ViewModelDrawn = LEASH.ViewModelDrawn return end
if not IsValid(vm) then return end
if not IsValid(self.cmdl_LeftCuff) then
self.cmdl_LeftCuff = ClientsideModel( CuffMdl, RENDER_GROUP_VIEW_MODEL_OPAQUE )
if not IsValid( self.cmdl_LeftCuff ) then return end // What
self.cmdl_LeftCuff:SetNoDraw( true )
self.cmdl_LeftCuff:SetParent( vm )
end
if not IsValid(self.cmdl_RightCuff) then
self.cmdl_RightCuff = ClientsideModel( CuffMdl, RENDER_GROUP_VIEW_MODEL_OPAQUE )
if not IsValid( self.cmdl_RightCuff ) then return end
self.cmdl_RightCuff:SetNoDraw( true )
self.cmdl_RightCuff:SetParent( vm )
end
local lpos, lang = self:GetBonePos( renderpos.left.bone, vm )
local rpos, rang = self:GetBonePos( renderpos.right.bone, vm )
if not (lpos and rpos and lang and rang) then return end
// Left
self.cmdl_LeftCuff:SetPos( lpos + (lang:Forward()*renderpos.left.pos.x) + (lang:Right()*renderpos.left.pos.y) + (lang:Up()*renderpos.left.pos.z) )
local u,r,f = lang:Up(), lang:Right(), lang:Forward() // Prevents moving axes
lang:RotateAroundAxis( u, renderpos.left.ang.y )
lang:RotateAroundAxis( r, renderpos.left.ang.p )
lang:RotateAroundAxis( f, renderpos.left.ang.r )
self.cmdl_LeftCuff:SetAngles( lang )
local matrix = Matrix()
matrix:Scale( renderpos.left.scale )
self.cmdl_LeftCuff:EnableMatrix( "RenderMultiply", matrix )
self.cmdl_LeftCuff:SetMaterial( self:GetCuffMaterial() or "" )
self.cmdl_LeftCuff:DrawModel()
// Right
self.cmdl_RightCuff:SetPos( rpos + (rang:Forward()*renderpos.right.pos.x) + (rang:Right()*renderpos.right.pos.y) + (rang:Up()*renderpos.right.pos.z) )
local u,r,f = rang:Up(), rang:Right(), rang:Forward() // Prevents moving axes
rang:RotateAroundAxis( u, renderpos.right.ang.y )
rang:RotateAroundAxis( r, renderpos.right.ang.p )
rang:RotateAroundAxis( f, renderpos.right.ang.r )
self.cmdl_RightCuff:SetAngles( rang )
local matrix = Matrix()
matrix:Scale( renderpos.right.scale )
self.cmdl_RightCuff:EnableMatrix( "RenderMultiply", matrix )
self.cmdl_RightCuff:SetMaterial( self:GetCuffMaterial() or "" )
self.cmdl_RightCuff:DrawModel()
// Rope
if self:GetRopeMaterial()~=self.LastMatStr then
self.RopeMat = Material( self:GetRopeMaterial() )
self.LastMatStr = self:GetRopeMaterial()
end
if not self.RopeMat then self.RopeMat = Material(DefaultRope) end
render.SetMaterial( self.RopeMat )
render.DrawBeam( lpos + (lang:Forward()*renderpos.rope.l.x) + (lang:Right()*renderpos.rope.l.y) + (lang:Up()*renderpos.rope.l.z),
rpos + (rang:Forward()*renderpos.rope.r.x) + (rang:Right()*renderpos.rope.r.y) + (rang:Up()*renderpos.rope.r.z),
0.7, 0, 5, RopeCol )
end
local wrender = {
left = {bone = "ValveBiped.Bip01_L_Hand", pos=Vector(0,0,0), ang=Angle(90,0,0), scale = Vector(0.035,0.035,0.035)},
right = {bone = "ValveBiped.Bip01_R_Hand", pos=Vector(0.2,0,0), ang=Angle(90,0,0), scale = Vector(0.035,0.035,0.035)},
rope = {l = Vector(-0.2,1.3,-0.25), r = Vector(0.4,1.4,-0.2)},
}
function SWEP:DrawWorldModel()
if self:GetIsLeash() then
-- self.DrawWorldModel = LEASH.DrawWorldModel
self.DrawWorldModel = function() end
hook.Add( "PostDrawOpaqueRenderables", self, LEASH.DrawWorldModel )
return
end
if not IsValid(self.Owner) then return end
if not IsValid(self.cmdl_LeftCuff) then
self.cmdl_LeftCuff = ClientsideModel( CuffMdl, RENDER_GROUP_VIEW_MODEL_OPAQUE )
if not IsValid( self.cmdl_LeftCuff ) then return end
self.cmdl_LeftCuff:SetNoDraw( true )
-- self.cmdl_LeftCuff:SetParent( vm )
end
if not IsValid(self.cmdl_RightCuff) then
self.cmdl_RightCuff = ClientsideModel( CuffMdl, RENDER_GROUP_VIEW_MODEL_OPAQUE )
if not IsValid( self.cmdl_RightCuff ) then return end
self.cmdl_RightCuff:SetNoDraw( true )
-- self.cmdl_RightCuff:SetParent( vm )
end
local lpos, lang = self:GetBonePos( wrender.left.bone, self.Owner )
local rpos, rang = self:GetBonePos( wrender.right.bone, self.Owner )
if not (lpos and rpos and lang and rang) then return end
// Left
self.cmdl_LeftCuff:SetPos( lpos + (lang:Forward()*wrender.left.pos.x) + (lang:Right()*wrender.left.pos.y) + (lang:Up()*wrender.left.pos.z) )
local u,r,f = lang:Up(), lang:Right(), lang:Forward() // Prevents moving axes
lang:RotateAroundAxis( u, wrender.left.ang.y )
lang:RotateAroundAxis( r, wrender.left.ang.p )
lang:RotateAroundAxis( f, wrender.left.ang.r )
self.cmdl_LeftCuff:SetAngles( lang )
local matrix = Matrix()
matrix:Scale( wrender.left.scale )
self.cmdl_LeftCuff:EnableMatrix( "RenderMultiply", matrix )
self.cmdl_LeftCuff:SetMaterial( self:GetCuffMaterial() or "" )
self.cmdl_LeftCuff:DrawModel()
// Right
self.cmdl_RightCuff:SetPos( rpos + (rang:Forward()*wrender.right.pos.x) + (rang:Right()*wrender.right.pos.y) + (rang:Up()*wrender.right.pos.z) )
local u,r,f = rang:Up(), rang:Right(), rang:Forward() // Prevents moving axes
rang:RotateAroundAxis( u, wrender.right.ang.y )
rang:RotateAroundAxis( r, wrender.right.ang.p )
rang:RotateAroundAxis( f, wrender.right.ang.r )
self.cmdl_RightCuff:SetAngles( rang )
local matrix = Matrix()
matrix:Scale( wrender.right.scale )
self.cmdl_RightCuff:EnableMatrix( "RenderMultiply", matrix )
self.cmdl_RightCuff:SetMaterial( self:GetCuffMaterial() or "" )
self.cmdl_RightCuff:DrawModel()
// Rope
if (lpos.x==0 and lpos.y==0 and lpos.z==0) or (rpos.x==0 and rpos.y==0 and rpos.z==0) then return end // Rope accross half the map...
if self:GetRopeMaterial()~=self.LastMatStr then
self.RopeMat = Material( self:GetRopeMaterial() )
self.LastMatStr = self:GetRopeMaterial()
end
if not self.RopeMat then self.RopeMat = Material(DefaultRope) end
render.SetMaterial( self.RopeMat )
render.DrawBeam( lpos + (lang:Forward()*wrender.rope.l.x) + (lang:Right()*wrender.rope.l.y) + (lang:Up()*wrender.rope.l.z),
rpos + (rang:Forward()*wrender.rope.r.x) + (rang:Right()*wrender.rope.r.y) + (rang:Up()*wrender.rope.r.z),
0.7, 0, 5, RopeCol )
end
//
// Bones
function SWEP:GetBonePos( bonename, vm )
local bone = vm:LookupBone( bonename )
if not bone then return end
local pos,ang = Vector(0,0,0),Angle(0,0,0)
local matrix = vm:GetBoneMatrix( bone )
if matrix then
pos = matrix:GetTranslation()
ang = matrix:GetAngles()
end
if self.ViewModelFlip then ang.r = -ang.r end
-- if pos.x==0 and pos.y==0 and pos.z==0 then print( bonename, vm ) end
return pos, ang
end
//
// Leash
LEASH.HoldType = "normal"
//
// Rendering
local vrender = {
bone = "ValveBiped.Bip01_L_Wrist",
pos=Vector(0,0,-1.5),
ang=Angle(0,0,0),
scale = Vector(0.01,0.01,0.02),
}
function LEASH:ViewModelDrawn( vm )
self.UseHands = false
if not (IsValid(self) and IsValid(self.Owner)) then return end
if not IsValid(self.cmdl_LeftCuff) then
self.cmdl_LeftCuff = ClientsideModel( CuffMdl, RENDER_GROUP_VIEW_MODEL_OPAQUE )
if not IsValid( self.cmdl_LeftCuff ) then return end
self.cmdl_LeftCuff:SetNoDraw( true )
-- self.cmdl_LeftCuff:SetParent( vm )
end
local lpos, lang = self:GetBonePos( vrender.bone, self.Owner )
if not (lpos and lang) then return end
-- lpos = self.Owner:GetPos() + self.Owner:GetCurrentViewOffset()
-- lang = Angle(0,0,0)
self.cmdl_LeftCuff:SetPos( lpos + (lang:Forward()*vrender.pos.x) + (lang:Right()*vrender.pos.y) + (lang:Up()*vrender.pos.z) )
local u,r,f = lang:Up(), lang:Right(), lang:Forward() // Prevents moving axes
lang:RotateAroundAxis( u, vrender.ang.y )
lang:RotateAroundAxis( r, vrender.ang.p )
lang:RotateAroundAxis( f, vrender.ang.r )
self.cmdl_LeftCuff:SetAngles( lang )
local matrix = Matrix()
matrix:Scale( vrender.scale )
self.cmdl_LeftCuff:EnableMatrix( "RenderMultiply", matrix )
self.cmdl_LeftCuff:SetMaterial( self:GetCuffMaterial() or "" )
self.cmdl_LeftCuff:DrawModel()
end
local lrender = {
normal = {
bone = "ValveBiped.Bip01_Neck1",
pos=Vector(2,1.8,0),
ang=Angle(70,90,90),
scale = Vector(0.06,0.06,0.05),
},
alt = { // Eeveelotions models
bone = "Neck",
pos=Vector(1,0.5,-0.2),
ang=Angle(100,90,90),
scale = Vector(0.082,0.082,0.082),
},
}
function LEASH.DrawWorldModel(self)
if not (IsValid(self) and IsValid(self.Owner)) then return end
if self.Owner==LocalPlayer() and self.Owner:GetActiveWeapon()==self and not hook.Call("ShouldDrawLocalPlayer", GAMEMODE, self.Owner) then return end
if not IsValid(self.cmdl_LeftCuff) then
self.cmdl_LeftCuff = ClientsideModel( CuffMdl, RENDER_GROUP_VIEW_MODEL_OPAQUE )
if not IsValid( self.cmdl_LeftCuff ) then return end
self.cmdl_LeftCuff:SetNoDraw( true )
-- self.cmdl_LeftCuff:SetParent( vm )
end
local tbl = lrender.normal
local lpos, lang = self:GetBonePos( tbl.bone, self.Owner )
if not (lpos) then
tbl = lrender.alt
lpos, lang = self:GetBonePos( tbl.bone, self.Owner )
if not (lpos) then return end
end
self.cmdl_LeftCuff:SetPos( lpos + (lang:Forward()*tbl.pos.x) + (lang:Right()*tbl.pos.y) + (lang:Up()*tbl.pos.z) )
local u,r,f = lang:Up(), lang:Right(), lang:Forward() // Prevents moving axes
lang:RotateAroundAxis( u, tbl.ang.y )
lang:RotateAroundAxis( r, tbl.ang.p )
lang:RotateAroundAxis( f, tbl.ang.r )
self.cmdl_LeftCuff:SetAngles( lang )
local matrix = Matrix()
matrix:Scale( tbl.scale )
self.cmdl_LeftCuff:EnableMatrix( "RenderMultiply", matrix )
self.cmdl_LeftCuff:SetMaterial( self:GetCuffMaterial() or "" )
self.cmdl_LeftCuff:DrawModel()
end

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-----------------------------------------------------
-------------------------------------
---------------- Cuffs --------------
-------------------------------------
-- Copyright (c) 2015 Nathan Healy --
-------- All rights reserved --------
-------------------------------------
-- weapon_cuff_base.lua SHARED --
-- --
-- Base swep for handcuffs. --
-------------------------------------
AddCSLuaFile()
SWEP.Base = "weapon_cuff_base"
SWEP.Category = "Handcuffs"
SWEP.Author = "my_hat_stinks"
SWEP.Instructions = ""
SWEP.Slot = 3
SWEP.PrintName = "Unnamed"
SWEP.IsLeash = true
local Col = {
Text = Color(255,255,255), TextShadow = Color(0,0,0),
BoxOutline = Color(0,0,0), BoxBackground = Color(255,255,255,20), BoxLeft = Color(255,0,0), BoxRight = Color(0,255,0),
}
local matGrad = Material( "gui/gradient" )
function SWEP:DrawHUD()
if not self:GetIsCuffing() then
if self:GetCuffTime()<=CurTime() then return end
local w,h = (ScrW()/2), (ScrH()/2)
surface.SetDrawColor( Col.BoxOutline )
surface.DrawOutlinedRect( w-101, h+54, 202, 22 )
surface.SetDrawColor( Col.BoxBackground )
surface.DrawRect( w-100, h+55, 200, 20 )
local CuffingPercent = math.Clamp( ((self:GetCuffTime()-CurTime())/self.CuffRecharge), 0, 1 )
render.SetScissorRect( w-100, h+55, (w-100)+(CuffingPercent*200), h+75, true )
surface.SetDrawColor( Col.BoxRight )
surface.DrawRect( w-100,h+55, 200,20 )
surface.SetMaterial( matGrad )
surface.SetDrawColor( Col.BoxLeft )
surface.DrawTexturedRect( w-100,h+55, 200,20 )
render.SetScissorRect( 0,0,0,0, false )
return
end
local w,h = (ScrW()/2), (ScrH()/2)
draw.SimpleText( "Leashing target...", "HandcuffsText", w+1, h+31, Col.TextShadow, TEXT_ALIGN_CENTER )
draw.SimpleText( "Leashing target...", "HandcuffsText", w, h+30, Col.Text, TEXT_ALIGN_CENTER )
surface.SetDrawColor( Col.BoxOutline )
surface.DrawOutlinedRect( w-101, h+54, 202, 22 )
surface.SetDrawColor( Col.BoxBackground )
surface.DrawRect( w-100, h+55, 200, 20 )
local CuffingPercent = math.Clamp( 1-((self:GetCuffTime()-CurTime())/self.CuffTime), 0, 1 )
render.SetScissorRect( w-100, h+55, (w-100)+(CuffingPercent*200), h+75, true )
surface.SetDrawColor( Col.BoxRight )
surface.DrawRect( w-100,h+55, 200,20 )
surface.SetMaterial( matGrad )
surface.SetDrawColor( Col.BoxLeft )
surface.DrawTexturedRect( w-100,h+55, 200,20 )
render.SetScissorRect( 0,0,0,0, false )
end

View File

@@ -0,0 +1,45 @@
-----------------------------------------------------
-------------------------------------
---------------- Cuffs --------------
-------------------------------------
-- Copyright (c) 2015 Nathan Healy --
-------- All rights reserved --------
-------------------------------------
-- weapon_cuff_standard.lua SHARED --
-- --
-- Rope handcuffs. --
-------------------------------------
AddCSLuaFile()
SWEP.Base = "weapon_leash_base"
SWEP.Category = "Handcuffs"
SWEP.Author = "my_hat_stinks"
SWEP.Instructions = "A weak leash."
SWEP.Spawnable = true
SWEP.AdminOnly = false
SWEP.AdminSpawnable = false
SWEP.Slot = 3
SWEP.PrintName = "Rope Leash"
//
// Handcuff Vars
SWEP.CuffTime = 0.8 // Seconds to handcuff
SWEP.CuffSound = Sound( "buttons/lever7.wav" )
SWEP.CuffMaterial = "models/props_foliage/tree_deciduous_01a_trunk"
SWEP.CuffRope = "cable/rope"
SWEP.CuffStrength = 0.85
SWEP.CuffRegen = 0.8
SWEP.RopeLength = 100
SWEP.CuffReusable = false
SWEP.CuffBlindfold = false
SWEP.CuffGag = false
SWEP.CuffStrengthVariance = 0.1 // Randomise strangth
SWEP.CuffRegenVariance = 0.2 // Randomise regen