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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AddCSLuaFile()
SWEP.Category = "[LVS]"
SWEP.Spawnable = false
SWEP.AdminSpawnable = false
SWEP.ViewModel = "models/weapons/c_fuelfillerlvs.mdl"
SWEP.WorldModel = "models/props_equipment/gas_pump_p13.mdl"
SWEP.UseHands = true
SWEP.HoldType = "slam"
SWEP.Primary.ClipSize = -1
SWEP.Primary.DefaultClip = -1
SWEP.Primary.Automatic = true
SWEP.Primary.Ammo = "none"
SWEP.Secondary.ClipSize = -1
SWEP.Secondary.DefaultClip = -1
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = "none"
SWEP.RangeToCap = 24
SWEP.HitDistance = 128
function SWEP:SetupDataTables()
self:NetworkVar( "Int",0, "FuelType" )
self:NetworkVar( "Entity",0, "CallbackTarget" )
end
function SWEP:GetTank( entity )
if entity.lvsGasStationRefillMe then
return entity
end
if not entity.LVS or not entity.GetFuelTank then return NULL end
return entity:GetFuelTank()
end
function SWEP:GetCap( entity )
if entity.lvsGasStationRefillMe then
return entity
end
if not entity.LVS or not entity.GetFuelTank then return NULL end
local FuelTank = entity:GetFuelTank()
if not IsValid( FuelTank ) then return NULL end
return FuelTank:GetDoorHandler()
end
if CLIENT then
SWEP.PrintName = "Fuel Filler Pistol"
SWEP.Slot = 1
SWEP.SlotPos = 3
SWEP.DrawWeaponInfoBox = false
local FrameMat = Material( "lvs/3d2dmats/frame.png" )
local RefuelMat = Material( "lvs/3d2dmats/refuel.png" )
function SWEP:DrawWeaponSelection( x, y, wide, tall, alpha )
end
function SWEP:DrawWorldModel()
local ply = self:GetOwner()
if not IsValid( ply ) then return end
local id = ply:LookupAttachment("anim_attachment_rh")
local attachment = ply:GetAttachment( id )
if not attachment then return end
local pos = attachment.Pos + attachment.Ang:Forward() * 6 + attachment.Ang:Right() * -1.5 + attachment.Ang:Up() * 2.2
local ang = attachment.Ang
ang:RotateAroundAxis(attachment.Ang:Up(), 20)
ang:RotateAroundAxis(attachment.Ang:Right(), -30)
ang:RotateAroundAxis(attachment.Ang:Forward(), 0)
self:SetRenderOrigin( pos )
self:SetRenderAngles( ang )
self:DrawModel()
end
local function DrawText( pos, text, col )
local data2D = pos:ToScreen()
if not data2D.visible then return end
local font = "TargetIDSmall"
local x = data2D.x
local y = data2D.y
draw.SimpleText( text, font, x + 1, y + 1, Color( 0, 0, 0, 120 ), TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER )
draw.SimpleText( text, font, x + 2, y + 2, Color( 0, 0, 0, 50 ), TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER )
draw.SimpleText( text, font, x, y, col or color_white, TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER )
end
local function DrawIcon( pos, fueltype, fuelamount, visible )
local data2D = pos:ToScreen()
if not data2D.visible then return end
local data = LVS.FUELTYPES[ fueltype ]
if not istable( data ) then return end
local x = data2D.x
local y = data2D.y
local scale = visible and 2 or 1
if visible then
local IconColor = Color( data.color.x, data.color.y, data.color.z, 200 )
local ScissorScale = 50
local offset = ScissorScale * scale * fuelamount
local offset2 = ScissorScale * scale * (1 - fuelamount)
surface.SetDrawColor( Color(0,0,0,200) )
render.SetScissorRect( x - 40 * scale, y - ScissorScale * 0.5 * scale - offset, x + 40 * scale, y + ScissorScale * 0.5 * scale - offset, true )
surface.SetMaterial( FrameMat )
surface.DrawTexturedRect( x - 25 * scale, y - 25 * scale, 50 * scale, 50 * scale )
surface.SetMaterial( RefuelMat )
surface.DrawTexturedRect( x - 40 * scale, y - 40 * scale, 80 * scale, 80 * scale )
surface.SetDrawColor( IconColor )
render.SetScissorRect( x - 40 * scale, y - ScissorScale * 0.5 * scale + offset2, x + 40 * scale, y + ScissorScale * 0.5 * scale + offset2, true )
surface.SetMaterial( FrameMat )
surface.DrawTexturedRect( x - 25 * scale, y - 25 * scale, 50 * scale, 50 * scale )
surface.SetMaterial( RefuelMat )
surface.DrawTexturedRect( x - 40 * scale, y - 40 * scale, 80 * scale, 80 * scale )
render.SetScissorRect( 0,0,0,0,false )
draw.SimpleText( data.name, "LVS_FONT", x, y - 40 * scale, IconColor, TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER )
else
local IconColor = Color( data.color.x, data.color.y, data.color.z, 100 )
surface.SetDrawColor( IconColor )
surface.SetMaterial( FrameMat )
surface.DrawTexturedRect( x - 25 * scale, y - 25 * scale, 50 * scale, 50 * scale )
surface.SetMaterial( RefuelMat )
surface.DrawTexturedRect( x - 40 * scale, y - 40 * scale, 80 * scale, 80 * scale )
end
end
function SWEP:DrawHUD()
local ply = self:GetOwner()
if not IsValid( ply ) then return end
local startpos = ply:GetShootPos()
local endpos = startpos + ply:GetAimVector() * self.HitDistance
local trace = util.TraceLine( {
start = startpos ,
endpos = endpos,
filter = ply,
mask = MASK_SHOT_HULL
} )
if not IsValid( trace.Entity ) then
trace = util.TraceHull( {
start = startpos ,
endpos = endpos,
filter = ply,
mins = Vector( -10, -10, -8 ),
maxs = Vector( 10, 10, 8 ),
mask = MASK_SHOT_HULL
} )
end
local FuelTank = self:GetTank( trace.Entity )
local FuelCap = self:GetCap( trace.Entity )
if not IsValid( FuelTank ) then return end
local pos = trace.HitPos
local fuelamount = FuelTank:GetFuel()
local fueltype = FuelTank:GetFuelType()
if fueltype ~= self:GetFuelType() then
local FuelName = LVS.FUELTYPES[ fueltype ].name or ""
DrawText( trace.HitPos, "Incorrect Fuel Type. Requires: "..FuelName, Color(255,0,0,255) )
return
end
if not IsValid( FuelCap ) then
DrawIcon( pos, fueltype, fuelamount, true )
DrawText( pos, math.Round(fuelamount * 100,1).."%", Color(0,255,0,255) )
return
end
if FuelCap:IsOpen() then
if (trace.HitPos - FuelCap:GetPos()):Length() > self.RangeToCap then
DrawIcon( FuelCap:GetPos(), fueltype, fuelamount, false )
DrawText( pos, "Aim at Fuel Cap!", Color(255,255,0,255) )
else
DrawIcon( FuelCap:GetPos(), fueltype, fuelamount, true )
DrawText( pos, math.Round(fuelamount * 100,1).."%", Color(0,255,0,255) )
end
return
end
local Key = input.LookupBinding( "+use" )
if not isstring( Key ) then Key = "[+use is not bound to a key]" end
local pos = FuelCap:GetPos()
DrawIcon( pos, fueltype, fuelamount, false )
DrawText( pos, "Press "..Key.." to Open", Color(255,255,0,255) )
end
end
function SWEP:Initialize()
self:SetHoldType( self.HoldType )
end
function SWEP:PrimaryAttack()
self:SetNextPrimaryFire( CurTime() + 0.5 )
local ply = self:GetOwner()
if not IsValid( ply ) then return end
local startpos = ply:GetShootPos()
local endpos = startpos + ply:GetAimVector() * self.HitDistance
local trace = util.TraceLine( {
start = startpos ,
endpos = endpos,
filter = ply,
mask = MASK_SHOT_HULL
} )
if not IsValid( trace.Entity ) then
trace = util.TraceHull( {
start = startpos ,
endpos = endpos,
filter = ply,
mins = Vector( -10, -10, -8 ),
maxs = Vector( 10, 10, 8 ),
mask = MASK_SHOT_HULL
} )
end
self:Refuel( trace )
end
function SWEP:SecondaryAttack()
end
function SWEP:Refuel( trace )
local entity = trace.Entity
if CLIENT or not IsValid( entity ) then return end
local FuelCap = self:GetCap( entity )
local FuelTank = self:GetTank( entity )
if not IsValid( FuelTank ) then return end
if FuelTank:GetFuelType() ~= self:GetFuelType() then return end
if IsValid( FuelCap ) then
if not FuelCap:IsOpen() then return end
if (trace.HitPos - FuelCap:GetPos()):Length() > self.RangeToCap then return end
end
if FuelTank:GetFuel() == 1 then return end
local Target = self:GetCallbackTarget()
if FuelTank == Target then return end
if IsValid( Target ) and Target.TakeFuel then
local Size = FuelTank:GetSize()
local Cur = FuelTank:GetFuel()
local Need = 1 - Cur
local Add = Target:TakeFuel( Need * Size )
if Add > 0 then
FuelTank:SetFuel( Cur + Add / Size )
entity:OnRefueled()
end
return
end
FuelTank:SetFuel( math.min( FuelTank:GetFuel() + (entity.lvsGasStationFillSpeed or 0.05), 1 ) )
entity:OnRefueled()
end

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AddCSLuaFile()
SWEP.Category = "[LVS]"
SWEP.Spawnable = true
SWEP.AdminSpawnable = false
SWEP.ViewModel = "models/weapons/c_repairlvs.mdl"
SWEP.WorldModel = "models/weapons/w_repairlvs.mdl"
SWEP.UseHands = true
SWEP.HoldType = "slam"
SWEP.Primary.ClipSize = -1
SWEP.Primary.DefaultClip = -1
SWEP.Primary.Automatic = true
SWEP.Primary.Ammo = "none"
SWEP.Secondary.ClipSize = -1
SWEP.Secondary.DefaultClip = -1
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = "none"
SWEP.MaxRange = 250
function SWEP:SetupDataTables()
self:NetworkVar( "Float",0, "FlameTime" )
end
function SWEP:GetLVS()
local ply = self:GetOwner()
if not IsValid( ply ) then return NULL end
local ent = ply:GetEyeTrace().Entity
if not IsValid( ent ) then return NULL end
if ent._lvsRepairToolLabel or ent.LVS then return ent end
if not ent.GetBase then return NULL end
ent = ent:GetBase()
if IsValid( ent ) and ent.LVS then return ent end
return NULL
end
function SWEP:FindClosest()
local lvsEnt = self:GetLVS()
if not IsValid( lvsEnt ) then return NULL end
local ply = self:GetOwner()
if ply:InVehicle() then return end
local ShootPos = ply:GetShootPos()
local AimVector = ply:GetAimVector()
local ClosestDist = self.MaxRange
local ClosestPiece = NULL
local tableEnts = lvsEnt:GetChildren()
if isfunction( lvsEnt.GetCrosshairFilterEnts ) then
tableEnts = lvsEnt:GetCrosshairFilterEnts()
end
for _, target in pairs( tableEnts ) do
if not IsValid( target ) then continue end
for _, entity in pairs( target:GetChildren() ) do
if entity:GetClass() ~= "lvs_armor" then continue end
local boxOrigin = entity:GetPos()
local boxAngles = entity:GetAngles()
local boxMins = entity:GetMins()
local boxMaxs = entity:GetMaxs()
local HitPos, _, _ = util.IntersectRayWithOBB( ShootPos, AimVector * 1000, boxOrigin, boxAngles, boxMins, boxMaxs )
if isvector( HitPos ) then
local Dist = (ShootPos - HitPos):Length()
if Dist < ClosestDist then
ClosestDist = Dist
ClosestPiece = entity
end
end
end
end
return ClosestPiece
end
local function IsEngineMode( AimPos, Engine )
if not IsValid( Engine ) then return false end
if not isfunction( Engine.GetDoorHandler ) then return (AimPos - Engine:GetPos()):Length() < 25 end
local DoorHandler = Engine:GetDoorHandler()
if IsValid( DoorHandler ) then
if DoorHandler:IsOpen() then
return (AimPos - Engine:GetPos()):Length() < 50
end
return false
end
return (AimPos - Engine:GetPos()):Length() < 25
end
if CLIENT then
SWEP.PrintName = "Repair Torch"
SWEP.Author = "Blu-x92"
SWEP.Slot = 5
SWEP.SlotPos = 1
SWEP.Purpose = "Repair Broken Armor"
SWEP.Instructions = "Primary to Repair\nHold Secondary to switch to Armor Repair Mode"
SWEP.DrawWeaponInfoBox = true
SWEP.WepSelectIcon = surface.GetTextureID( "weapons/lvsrepair" )
local ColorSelect = Color(0,255,255,50)
local ColorText = Color(255,255,255,255)
local function DrawText( pos, text, col )
cam.Start2D()
local data2D = pos:ToScreen()
if not data2D.visible then cam.End2D() return end
local font = "TargetIDSmall"
local x = data2D.x
local y = data2D.y
draw.DrawText( text, font, x + 1, y + 1, Color( 0, 0, 0, 120 ), TEXT_ALIGN_CENTER )
draw.DrawText( text, font, x + 2, y + 2, Color( 0, 0, 0, 50 ), TEXT_ALIGN_CENTER )
draw.DrawText( text, font, x, y, col or color_white, TEXT_ALIGN_CENTER )
cam.End2D()
end
function SWEP:DrawEffects( weapon, ply )
local ID = weapon:LookupAttachment( "muzzle" )
local Muzzle = weapon:GetAttachment( ID )
if not Muzzle then return end
local T = CurTime()
if self:GetFlameTime() < T or (self._NextFX1 or 0) > T then return end
self._NextFX1 = T + 0.02
local effectdata = EffectData()
effectdata:SetOrigin( Muzzle.Pos )
effectdata:SetAngles( Muzzle.Ang )
effectdata:SetScale( 0.5 )
util.Effect( "MuzzleEffect", effectdata, true, true )
if (self._NextFX2 or 0) > T then return end
self._NextFX2 = T + 0.06
local trace = ply:GetEyeTrace()
local ShootPos = ply:GetShootPos()
if (ShootPos - trace.HitPos):Length() > self.MaxRange then return end
local effectdata = EffectData()
effectdata:SetOrigin( trace.HitPos )
effectdata:SetNormal( trace.HitNormal * 0.15 )
util.Effect( "manhacksparks", effectdata, true, true )
local dlight = DynamicLight( self:EntIndex() )
if not dlight then return end
dlight.pos = (trace.HitPos + ShootPos) * 0.5
dlight.r = 206
dlight.g = 253
dlight.b = 255
dlight.brightness = 3
dlight.decay = 1000
dlight.size = 256
dlight.dietime = CurTime() + 0.1
end
function SWEP:PostDrawViewModel( vm, weapon, ply )
self:DrawEffects( vm, ply )
end
function SWEP:DrawWorldModel( flags )
self:DrawModel( flags )
self:DrawEffects( self, self:GetOwner() )
end
function SWEP:DrawHUD()
local ply = self:GetOwner()
if not IsValid( ply ) or not ply:KeyDown( IN_ATTACK2 ) then
local lvsEnt = self:GetLVS()
local Pos = ply:GetEyeTrace().HitPos
if IsValid( lvsEnt ) and (Pos - ply:GetShootPos()):Length() < self.MaxRange and not ply:InVehicle() then
local Label = lvsEnt._lvsRepairToolLabel or "Frame"
if isfunction( lvsEnt.GetEngine ) then
local Engine = lvsEnt:GetEngine()
local AimPos = ply:GetEyeTrace().HitPos
local EngineMode = IsEngineMode( AimPos, Engine )
if IsValid( Engine ) and EngineMode then
DrawText( AimPos, "Engine\nHealth: "..math.Round(Engine:GetHP()).."/"..Engine:GetMaxHP(), ColorText )
else
DrawText( AimPos, Label.."\nHealth: "..math.Round(lvsEnt:GetHP()).."/"..lvsEnt:GetMaxHP(), ColorText )
end
else
DrawText( ply:GetEyeTrace().HitPos, Label.."\nHealth: "..math.Round(lvsEnt:GetHP()).."/"..lvsEnt:GetMaxHP(), ColorText )
end
end
return
end
local Target = self:FindClosest()
if IsValid( Target ) then
local boxOrigin = Target:GetPos()
local boxAngles = Target:GetAngles()
local boxMins = Target:GetMins()
local boxMaxs = Target:GetMaxs()
cam.Start3D()
render.SetColorMaterial()
render.DrawBox( boxOrigin, boxAngles, boxMins, boxMaxs, ColorSelect )
cam.End3D()
DrawText( Target:LocalToWorld( (boxMins + boxMaxs) * 0.5 ), (Target:GetIgnoreForce() / 100).."mm "..Target:GetLabel().."\nHealth: "..math.Round(Target:GetHP()).."/"..Target:GetMaxHP(), ColorText )
else
local Pos = ply:GetEyeTrace().HitPos
if IsValid( self:GetLVS() ) and (Pos - ply:GetShootPos()):Length() < self.MaxRange and not ply:InVehicle() then
DrawText( Pos, "No Armor", ColorText )
end
end
end
end
function SWEP:Initialize()
self:SetHoldType( self.HoldType )
end
function SWEP:PrimaryAttack()
local T = CurTime()
self:SetNextPrimaryFire( T + 0.15 )
self:SetFlameTime( T + 0.3 )
local EngineMode = false
local ArmorMode = true
local Target = self:FindClosest()
local ply = self:GetOwner()
if IsValid( ply ) and not ply:KeyDown( IN_ATTACK2 ) then
Target = self:GetLVS()
if isfunction( Target.GetEngine ) then
local Engine = Target:GetEngine()
local AimPos = ply:GetEyeTrace().HitPos
EngineMode = IsEngineMode( AimPos, Engine )
if IsValid( Engine ) and EngineMode then
Target = Engine
end
end
ArmorMode = false
end
if not IsValid( Target ) then return end
local HP = Target:GetHP()
local MaxHP = Target:GetMaxHP()
if IsFirstTimePredicted() then
local trace = ply:GetEyeTrace()
if HP ~= MaxHP then
local effectdata = EffectData()
effectdata:SetOrigin( trace.HitPos )
effectdata:SetNormal( trace.HitNormal )
util.Effect( "stunstickimpact", effectdata, true, true )
end
end
if CLIENT then return end
Target:SetHP( math.min( HP + 15, MaxHP ) )
if EngineMode and Target:GetDestroyed() then
Target:SetDestroyed( false )
end
if not ArmorMode then return end
if Target:GetDestroyed() then Target:SetDestroyed( false ) end
if HP < MaxHP then return end
Target:OnRepaired()
end
function SWEP:SecondaryAttack()
end
function SWEP:Think()
local ply = self:GetOwner()
if not IsValid( ply ) then self:StopSND() return end
local PlaySound = self:GetFlameTime() >= CurTime() and (ply:GetShootPos() - ply:GetEyeTrace().HitPos):Length() < self.MaxRange
if PlaySound then
self:PlaySND()
else
self:StopSND()
end
end
function SWEP:StopSND()
if CLIENT then return end
if not self._snd then return end
self._snd:Stop()
self._snd = nil
end
function SWEP:PlaySND()
if CLIENT then return end
if self._snd then return end
local ply = self:GetOwner()
if not IsValid( ply ) then return end
self._snd = CreateSound( ply, "lvs/weldingtorch_loop.wav" )
self._snd:PlayEx(1, 70 )
end
function SWEP:OnRemove()
self:StopSND()
end
function SWEP:OnDrop()
self:StopSND()
end
function SWEP:Holster( wep )
self:StopSND()
return true
end