add sborka

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2026-03-31 10:27:04 +03:00
commit f5e5f56c84
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-----------------------------------------------------
-------------------------------------
---------------- 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