add sborka

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2026-03-31 10:27:04 +03:00
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-- TFA Base Animations reference
-- Example of animation table:
SWEP.Animations = {
["shoot1"] = {
-- Еype of the animation entry, either TFA.Enum.ANIMATION_ACT or TFA.Enum.ANIMATION_SEQ
-- ALL ENTRIES OF THE ANIMATION MUST BE OF THE SAME TYPE!!!
-- for ANIMATION_ACT, "value" must be one of the enums from https://wiki.facepunch.com/gmod/Enums/ACT
-- for ANIMATION_SEQ "value" is the sequence name
["type"] = TFA.Enum.ANIMATION_ACT,
-- Basic
["value"] = ACT_VM_PRIMARYATTACK,
["value_empty"] = ACT_VM_DRYFIRE,
["value_last"] = ACT_VM_PRIMARYATTACK_EMPTY,
-- Silenced
["value_sil"] = ACT_VM_PRIMARYATTACK_SILENCED,
["value_sil_empty"] = ACT_VM_DRYFIRE_SILENCED,
-- Ironsights/ADS
["value_is"] = ACT_VM_PRIMARYATTACK_1,
["value_is_empty"] = ACT_VM_PRIMARYATTACK_2,
["value_is_last"] = ACT_VM_PRIMARYATTACK_3,
-- ADS + Silenced
["value_is_sil"] = ACT_VM_PRIMARYATTACK_DEPLOYED_1,
["value_is_sil_empty"] = ACT_VM_PRIMARYATTACK_DEPLOYED_2,
["value_is_sil_last"] = ACT_VM_PRIMARYATTACK_DEPLOYED_3,
-- Force enable animation (when it's not autodetected)
["enabled"] = true
},
}
-- Uncomment entry and add to SWEP.Animations table of your SWEP. DO NOT COPY THE WHOLE BLOCK!
-- SWEP.Animations = {
--[[ Gun Base ]]--
-- ["draw_first"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_DRAW_DEPLOYED,
-- ["enabled"] = nil
-- },
-- ["draw"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_DRAW
-- },
-- ["draw_empty"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_DRAW_EMPTY
-- },
-- ["draw_silenced"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_DRAW_SILENCED
-- },
-- ["shoot1"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_PRIMARYATTACK
-- },
-- ["shoot1_last"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_PRIMARYATTACK_EMPTY
-- },
-- ["shoot1_empty"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_DRYFIRE
-- },
-- ["shoot1_silenced"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_PRIMARYATTACK_SILENCED
-- },
-- ["shoot1_silenced_empty"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_DRYFIRE_SILENCED or 0
-- },
-- ["shoot1_is"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_PRIMARYATTACK_1
-- },
-- ["shoot2"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_SECONDARYATTACK
-- },
-- ["shoot2_last"] = {
-- ["type"] = TFA.Enum.ANIMATION_SEQ,
-- ["value"] = "shoot2_last"
-- },
-- ["shoot2_empty"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_DRYFIRE
-- },
-- ["shoot2_silenced"] = {
-- ["type"] = TFA.Enum.ANIMATION_SEQ,
-- ["value"] = "shoot2_silenced"
-- },
-- ["shoot2_is"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_ISHOOT_M203
-- },
-- ["idle"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_IDLE
-- },
-- ["idle_empty"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_IDLE_EMPTY
-- },
-- ["idle_silenced"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_IDLE_SILENCED
-- },
-- ["reload"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_RELOAD
-- },
-- ["reload_empty"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_RELOAD_EMPTY
-- },
-- ["reload_silenced"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_RELOAD_SILENCED
-- },
-- ["reload_shotgun_start"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_SHOTGUN_RELOAD_START
-- },
-- ["reload_shotgun_finish"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_SHOTGUN_RELOAD_FINISH
-- },
-- ["reload_is"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_RELOAD_ADS
-- },
-- ["reload_empty_is"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_RELOAD_EMPTY_ADS
-- },
-- ["reload_silenced_is"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_RELOAD_SILENCED_ADS
-- },
-- ["reload_shotgun_start_is"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_SHOTGUN_RELOAD_START_ADS
-- },
-- ["reload_shotgun_finish_is"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_SHOTGUN_RELOAD_FINISH_ADS
-- },
-- ["holster"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_HOLSTER
-- },
-- ["holster_empty"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_HOLSTER_EMPTY
-- },
-- ["holster_silenced"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_HOLSTER_SILENCED
-- },
-- ["silencer_attach"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_ATTACH_SILENCER
-- },
-- ["silencer_detach"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_DETACH_SILENCER
-- },
-- ["rof"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_FIREMODE
-- },
-- ["rof_is"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_IFIREMODE
-- },
-- ["inspect"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_FIDGET
-- },
-- ["inspect_empty"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_FIDGET_EMPTY
-- },
-- ["inspect_silenced"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_FIDGET_SILENCED
-- },
--[[ Bash Base ]]--
-- ["bash"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_HITCENTER
-- },
-- ["bash_silenced"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_HITCENTER2
-- },
-- ["bash_empty"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_MISSCENTER
-- },
-- ["bash_empty_silenced"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_MISSCENTER2
-- },
-- }
-- Fake ACT enum entries added by the base
-- These values do not exist in the engine, so for those names use the replacement value in the $sequence definition:
-- ACT_VM_FIDGET_EMPTY - ACT_CROSSBOW_FIDGET_UNLOADED
-- ACT_VM_FIDGET_SILENCED - ACT_RPG_FIDGET_UNLOADED
-- ACT_VM_HOLSTER_SILENCED - ACT_CROSSBOW_HOLSTER_UNLOADED
-- ACT_VM_RELOAD_ADS - ACT_IDLE_AIM_RIFLE_STIMULATED
-- ACT_VM_RELOAD_EMPTY_ADS - ACT_WALK_AIM_RIFLE_STIMULATED
-- ACT_VM_RELOAD_SILENCED_ADS - ACT_RUN_AIM_RIFLE_STIMULATED
-- ACT_SHOTGUN_RELOAD_START_ADS - ACT_IDLE_SHOTGUN_RELAXED
-- ACT_SHOTGUN_RELOAD_FINISH_ADS - ACT_IDLE_SHOTGUN_STIMULATED
--[[ Bow Base ]]--
-- SWEP.BowAnimations = {
-- ["shake"] = {
-- ["type"] = TFA.Enum.ANIMATION_SEQ,
-- ["value"] = "tiredloop",
-- ["enabled"] = true
-- },
-- ["shoot"] = {
-- ["type"] = TFA.Enum.ANIMATION_SEQ,
-- ["value"] = "fire_1",
-- ["enabled"] = true
-- },
-- ["cancel"] = {
-- ["type"] = TFA.Enum.ANIMATION_SEQ,
-- ["value"] = "cancelarrow",
-- ["enabled"] = true
-- },
-- ["draw"] = {
-- ["type"] = TFA.Enum.ANIMATION_SEQ,
-- ["value"] = "drawarrow",
-- ["enabled"] = true
-- }
-- }

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-- TFA Base Attachment Template by TFA Base Devs
-- To the extent possible under law, the person who associated CC0 with
-- TFA Base Template has waived all copyright and related or neighboring rights
-- to TFA Base Template.
-- You should have received a copy of the CC0 legalcode along with this
-- work. If not, see <http://creativecommons.org/publicdomain/zero/1.0/>.
if not ATTACHMENT then
ATTACHMENT = {}
end
ATTACHMENT.TFADataVersion = 1 -- If it is undefined, it fallbacks to 0 and WeaponTable gets migrated like SWEPs do
-- ATTACHMENT.Base = "base" -- Attachment baseclass, defaults to "base" attachment
ATTACHMENT.Name = "Example Attachment"
ATTACHMENT.ShortName = nil -- Abbreviation shown on the bottom left of the icon, generated from name if not defined
ATTACHMENT.Description = {
TFA.Attachments.Colors["+"], "Does something good",
TFA.Attachments.Colors["-"], "Does something bad",
-- Color(255, 255, 255), "bottom text",
} -- all colors are defined in lua/tfa/modules/tfa_attachments.lua
ATTACHMENT.Icon = nil -- "entities/tfa_ammo_match.png" -- Full path to the icon, reverts to '?' by default
ATTACHMENT.WeaponTable = { -- The place where you change the stats (CACHED STATS ONLY!)
["Primary"] = {
["Damage"] = 60, -- For example, you want to change SWEP.Primary.Damage value to 60
["ClipSize"] = function(wep, stat)
return wep.Primary_TFA.ClipSize_Override or stat * 1.5
end -- Stat functions support changing value dynamically (which is cached afterwards), SWEP.Primary_TFA contains original unchanged values
}
}
-- ATTACHMENT.DInv2_GridSizeX = nil -- DInventory/2 Specific. Determines attachment's width in grid.
-- ATTACHMENT.DInv2_GridSizeY = nil -- DInventory/2 Specific. Determines attachment's height in grid.
-- ATTACHMENT.DInv2_Volume = nil -- DInventory/2 Specific. Determines attachment's volume in liters.
-- ATTACHMENT.DInv2_Mass = nil -- DInventory/2 Specific. Determines attachment's mass in kilograms.
-- ATTACHMENT.DInv2_StackSize = nil -- DInventory/2 Specific. Determines attachment's maximal stack size.
--[[
-- Default behavior is always allow, override to change
function ATTACHMENT:CanAttach(wep)
return true
end
]]--
--[[
-- These functions are called BEFORE stat cache is rebuilt
function ATTACHMENT:Attach(wep)
end
function ATTACHMENT:Detach(wep)
end
]]--
-- Attachment functions called from base
--[[
-- Called from render target code if SWEP.RTDrawEnabled is true
function ATTACHMENT:RTCode(wep, rt_texture, w, h)
end
]]--
--[[
-- Called from FireBullets for each bullet trace hit; arguments are passed from bullet callback
function ATTACHMENT:CustomBulletCallback(wep, attacker, trace, dmginfo)
end
]]--
--[[
-- Called before stencil sight reticle is drawn
function ATTACHMENT:PreDrawStencilSight(wep, vm, ply, sightVElementTable)
-- 3D rendering context from PostDrawViewModel
-- https://wiki.facepunch.com/gmod/3D_Rendering_Functions
-- return true -- to prevent SWEP:PreDrawStencilSight from being called
-- return false -- to stop reticle from drawing
end
]]--
--[[
-- Called right after stencil sight reticle is drawn
function ATTACHMENT:PostDrawStencilSight(wep, vm, ply, sightVElementTable)
-- 3D rendering context from PostDrawViewModel
-- https://wiki.facepunch.com/gmod/3D_Rendering_Functions
-- return true -- to prevent SWEP:PostDrawStencilSight from being called
end
]]--
if not TFA_ATTACHMENT_ISUPDATING then
TFAUpdateAttachments()
end

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-- TFA Base Batch Attachment Registration Template by TFA Base Devs
-- To the extent possible under law, the person who associated CC0 with
-- TFA Base Template has waived all copyright and related or neighboring rights
-- to TFA Base Template.
-- You should have received a copy of the CC0 legalcode along with this
-- work. If not, see <http://creativecommons.org/publicdomain/zero/1.0/>.
-- Place your file in addons/<YOUR ADDON NAME HERE>/lua/tfa/attbatch/<YOUR FILE NAME HERE>.lua
-- These are loaded after regular lua/tfa/att folder, allowing to place base attachments there.
if not TFA_ATTACHMENT_ISUPDATING then TFAUpdateAttachments(false) return end
-- TFA.Attachments.RegisterFromTable(string id, table ATTACHMENT)
TFA.Attachments.RegisterFromTable("your_att_id_here", {
TFADataVersion = 1, -- If it is undefined, it fallbacks to 0 and WeaponTable gets migrated like SWEPs do
-- Base = "base", -- Attachment baseclass, defaults to "base" attachment
Name = "Example Attachment",
ShortName = nil, -- Abbreviation shown on the bottom left of the icon, generated from name if not defined
Description = {
TFA.Attachments.Colors["+"], "Does something good",
TFA.Attachments.Colors["-"], "Does something bad",
-- Color(255, 255, 255), "bottom text",
}, -- all colors are defined in lua/tfa/modules/tfa_attachments.lua
Icon = nil, -- "entities/tfa_ammo_match.png" -- Full path to the icon, reverts to '?' by default
WeaponTable = { -- The place where you change the stats (CACHED STATS ONLY!)
["Primary"] = {
["Damage"] = 60, -- For example, you want to change SWEP.Primary.Damage value to 60
["ClipSize"] = function(wep, stat)
return wep.Primary_TFA.ClipSize_Override or stat * 1.5
end -- Stat functions support changing value dynamically (which is cached afterwards), SWEP.Primary_TFA contains original unchanged values
}
},
-- DInv2_GridSizeX = nil, -- DInventory/2 Specific. Determines attachment's width in grid.
-- DInv2_GridSizeY = nil, -- DInventory/2 Specific. Determines attachment's height in grid.
-- DInv2_Volume = nil, -- DInventory/2 Specific. Determines attachment's volume in liters.
-- DInv2_Mass = nil, -- DInventory/2 Specific. Determines attachment's mass in kilograms.
-- DInv2_StackSize = nil, -- DInventory/2 Specific. Determines attachment's maximal stack size.
--[[
-- Default behavior is always allow, override to change
CanAttach = function(self, wep)
return true
end,
]]--
--[[
-- These functions are called BEFORE stat cache is rebuilt
Attach = function(self, wep)
end,
Detach = function(self, wep)
end,
]]--
-- Attachment functions called from base
--[[
-- Called from render target code if SWEP.RTDrawEnabled is true
RTCode = function(self, wep, rt_texture, w, h)
end,
]]--
--[[
-- Called from FireBullets for each bullet trace hit; arguments are passed from bullet callback
CustomBulletCallback = function(self, wep, attacker, trace, dmginfo)
end,
]]--
--[[
-- Called before stencil sight reticle is drawn
PreDrawStencilSight = function(self, wep, vm, ply, sightVElementTable)
-- 3D rendering context from PostDrawViewModel
-- https://wiki.facepunch.com/gmod/3D_Rendering_Functions
-- return true -- to prevent SWEP:PreDrawStencilSight from being called
-- return false -- to stop reticle from drawing
end,
]]--
--[[
-- Called right after stencil sight reticle is drawn
PostDrawStencilSight = function(self, wep, vm, ply, sightVElementTable)
-- 3D rendering context from PostDrawViewModel
-- https://wiki.facepunch.com/gmod/3D_Rendering_Functions
-- return true -- to prevent SWEP:PostDrawStencilSight from being called
end,
]]--
})
-- and so on

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-- TFA Base custom hooks reference
-- To be used with https://wiki.facepunch.com/gmod/hook.Add in your own code
-- All returns are optional, you can use hooks just to listen for events happening
-- Where state is listed as Shared, hook has to be added both on server and client to avoid any issues!
---------------------------
-- --
-- BASE INITIALIZATION --
-- --
---------------------------
GM:TFABase_PreEarlyInit()
-- Hook name: TFABase_PreEarlyInit
-- Description: Called after base enums has been loaded; preparing to load official modules
-- State: Shared
GM:TFABase_EarlyInit()
-- Hook name: TFABase_EarlyInit
-- Description: Called after official base modules has been loaded
-- State: Shared
GM:TFABase_PreInit()
-- Hook name: TFABase_PreInit
-- Description: Called before unofficial modules has been loaded
-- State: Shared
GM:TFABase_Init()
-- Hook name: TFABase_Init
-- Description: Called after unofficial modules have been found and loaded
-- State: Shared
GM:TFABase_PreFullInit()
-- Hook name: TFABase_PreFullInit
-- Description: Called before loading external files
-- State: Shared
GM:TFABase_FullInit()
-- Hook name: TFABase_FullInit
-- Description: Called after external files have been loaded
-- State: Shared
GM:TFABase_LateInit()
-- Hook name: TFABase_LateInit
-- Description: Called after (re)initializing the attachments
-- State: Shared
----------------------------------
-- --
-- ATTACHMENTS INITIALIZATION --
-- --
----------------------------------
boolean GM:TFABase_ShouldLoadAttachment(string attachmentID, string path)
-- Hook name: TFABase_ShouldLoadAttachment
-- Description: Called to determine if attachment should be registered
-- State: Shared
-- Arguments:
-- 1. string attachmentID - Requested attachment ID
-- 2. string path - Attachment file path
-- Returns:
-- 1. boolean - Return false to prevent attachment from loading and registration
-- Example:
hook.Add("TFABase_ShouldLoadAttachment", "TFA_Hooks_Example", function(id, path)
if id and (id == "ins2_fg_gp25" or id == "ins2_fg_m203") then
return false -- block INS2 Shared Parts grenade launcher attachments from loading
end
end)
GM:TFABase_PreBuildAttachment(string attachmentID, string path, table attTbl)
-- Hook name: TFABase_PreBuildAttachment
-- Description: Called before loading attachment file
-- State: Shared
-- Arguments:
-- 1. string attachmentID - Requested attachment ID
-- 2. string path - Attachment file path
-- 3. table attTbl - Empty attachment reference table (only containing assigned ID)
GM:TFABase_BuildAttachment(string attachmentID, string path, table attTbl)
-- Hook name: TFABase_BuildAttachment
-- Description: Called after attachment file has been loaded and executed
-- State: Shared
-- Arguments:
-- 1. string attachmentID - Requested attachment ID
-- 2. string path - Attachment file path
-- 3. table attTbl - Populated attachment reference table
GM:TFABase_RegisterAttachment(string attachmentID, table attTbl)
-- Hook name: TFABase_RegisterAttachment
-- Description: Called when attachment has been registered
-- State: Shared
-- Arguments:
-- 1. string attachmentID - Requested attachment ID
-- 2. table attTbl - Attachment reference table
GM:TFAAttachmentsLoaded()
-- Hook name: TFAAttachmentsLoaded
-- Description: Called after all attachments has been loaded and registered
-- State: Shared
GM:TFAAttachmentsInitialized()
-- Hook name: TFAAttachmentsInitialized
-- Description: Called after all attachments has been fully loaded and initialized
-- State: Shared
-------------------------
-- --
-- WEAPON STAT CACHE --
-- --
-------------------------
any GM:TFA_GetStat(Weapon weapon, string stat, any value)
-- Hook name: TFA_GetStat
-- Description: Called when a cached stat value is requested from weapon, allowing to intercept and modify it.
-- State: Shared
-- Arguments:
-- - 1. Weapon weapon
-- - 2. string stat - Cached stat name
-- - 3. any value - Cached stat value that was received from weapon
-- Returns:
-- - 1. any - Return the modified stat to pass it to :GetStat call
-- Example #1:
hook.Add("TFA_GetStat", "TFA_Hooks_Example", function(weapon, stat, value)
if stat == "Primary.ClipSize" then -- We want to modify SWEP.Primary.ClipSize which is a cached stat
return value + 10 -- We add 10 to it's current (number) value
end
end)
-- Example #2:
hook.Add("TFA_GetStat", "TFA_Hooks_Example_2", function(weapon, stat, value)
if stat == "Primary.AmmoConsumption" or stat == "Secondary.AmmoConsumption" then
return 0 -- We tell the base that the gun does not consume any ammo - infinite ammo hook!
end
end)
GM:TFA_ClearStatCache(Weapon weapon)
-- Hook name: TFA_ClearStatCache
-- Description: Called after weapon's stat cache has been cleared
-- State: Shared
-- Arguments:
-- 1. Weapon weapon
---------------------------------
-- --
-- DEPLOY AND INITIALIZATION --
-- --
---------------------------------
GM:TFA_SetupDataTables(Weapon weapon)
-- Hook name: TFA_SetupDataTables
-- Description: Called after WEAPON:SetupDataTables, allowing to add custom networked data values
-- State: Shared
-- Arguments:
-- 1. Weapon weapon
-- Example:
hook.Add("TFA_SetupDataTables", "TFA_Hooks_Example", function(weapon)
weapon:NetworkVarTFA("Bool", "TestVar") -- Adding a boolean variable with name TestVar with getter WEAPON:GetTestVar() and setter WEAPON:SetTestVar(true)
-- Syntax of WEAPON:NetworkVarTFA is quite identical to Entity:NetworkVar ( https://wiki.facepunch.com/gmod/Entity:NetworkVar )
-- WEAPON:NetworkVarTFA(string type, string name)
end)
GM:TFA_PreInitialize(Weapon weapon)
-- Hook name: TFA_PreInitialize
-- Description: Called from SWEP:Initialize, allowing to do things before weapon is initialized
-- State: Shared
-- Arguments:
-- 1. Weapon weapon
GM:TFA_Initialize(Weapon weapon)
-- Hook name: TFA_Initialize
-- Description: Called after weapon has been initialized from SWEP:Initialize
-- State: Shared
-- Arguments:
-- 1. Weapon weapon
GM:TFA_PreDeploy(Weapon weapon)
-- Hook name: TFA_PreDeploy
-- Description: Called from SWEP:Deploy before weapon has been deployed
-- State: Shared, Predicted (not called in SP clientside)
-- Arguments:
-- 1. Weapon weapon
boolean GM:TFA_Deploy(Weapon weapon)
-- Hook name: TFA_Deploy
-- Description: Called from SWEP:Deploy after weapon has been deployed.
-- State: Shared, Predicted (not called in SP clientside)
-- Arguments:
-- 1. Weapon weapon
-- Returns:
-- 1. boolean - Return a boolean to override SWEP:Deploy output (default behavior returns true)
---------------------------
-- --
-- HOLSTER AND REMOVAL --
-- --
---------------------------
boolean GM:TFA_PreHolster(Weapon weapon, Entity target)
-- Hook name: TFA_PreHolster
-- Description: Called from SWEP:Holster, enabling to prevent switching from currently equipped weapon
-- State: Shared, Predicted (not called in SP clientside)
-- Arguments:
-- 1. Weapon weapon
-- 2. Entity target - The weapon that is being switched to
-- Returns:
-- 1. boolean - Return true to switch to target weapon instantly
GM:TFA_Holster(Weapon weapon)
-- Hook name: TFA_Holster
-- Description: Called when weapon is finished holstering and ready to switch
-- State: Shared
-- Arguments:
-- 1. Weapon weapon
GM:TFA_OnRemove(Weapon weapon)
-- Hook name: TFA_OnRemove
-- Description: Called from SWEP:OnRemove when weapon is being removed
-- State: Shared
-- Arguments:
-- 1. Weapon weapon
GM:TFA_OnDrop(Weapon weapon)
-- Hook name: TFA_OnDrop
-- Description: Called from SWEP:OnDrop when weapon is dropped by the player
-- State: Server
-- Arguments:
-- 1. Weapon weapon
-------------------------------------
-- --
-- PRIMARY AND SECONDARY ATTACKS --
-- --
-------------------------------------
boolean GM:TFA_PreCanPrimaryAttack(Weapon weapon)
-- Hook name: TFA_PreCanPrimaryAttack
-- Description: Called before weapon checks if it can shoot
-- State: Shared, Predicted (not called in SP clientside)
-- Arguments:
-- 1. Weapon weapon
-- Returns:
-- 1. boolean - Return to override return value of SWEP:CanPrimaryAttack
-- Example:
hook.Add("TFA_PreCanPrimaryAttack", "TFA_Hooks_Example", function(weapon)
if IsValid(weapon:GetOwner()) and weapon:GetOwner():IsPlayer() and weapon:GetOwner():Crouching() then
return false -- we are blocking shooting if player that holding the weapon is crouching
end
end)
boolean GM:TFA_CanPrimaryAttack(Weapon weapon)
-- Hook name: TFA_CanPrimaryAttack
-- Description: Same as above but called after all checks were done (except jamming)
-- State: Shared, Predicted (not called in SP clientside)
-- Arguments:
-- 1. Weapon weapon
-- Returns:
-- 1. boolean - Return to override return value of SWEP:CanPrimaryAttack
boolean GM:TFA_PrimaryAttack(Weapon weapon)
-- Hook name: TFA_PrimaryAttack
-- Description: Called before weapon shoots
-- State: Shared, Predicted (not called in SP clientside)
-- Arguments:
-- 1. Weapon weapon
-- Returns:
-- 1. boolean - Return true to prevent weapon shooting
GM:TFA_PostPrimaryAttack(Weapon weapon)
-- Hook name: TFA_PostPrimaryAttack
-- Description: Called after successful weapon attack
-- State: Shared, Predicted (not called in SP clientside)
-- Arguments:
-- 1. Weapon weapon
boolean GM:TFA_PreCanSecondaryAttack(Weapon weapon)
-- Hook name: TFA_PreCanSecondaryAttack
-- Description: Called before weapon checks the right-click attack in SWEP:CanSecondaryAttack overrides.
-- State: Shared, Predicted (not called in SP clientside)
-- Arguments:
-- 1. Weapon weapon
-- Returns:
-- 1. boolean - Return to override return value of SWEP:CanSecondaryAttack
boolean GM:TFA_CanSecondaryAttack(Weapon weapon)
-- Hook name: TFA_CanSecondaryAttack
-- Description: Checks if weapon is allowed to use right-click attack. DOES NOT PREVENT AIMING DOWN THE SIGHTS!
-- State: Shared, Predicted (not called in SP clientside)
-- Arguments:
-- 1. Weapon weapon
-- Returns:
-- 1. boolean - Return to override return value of SWEP:CanSecondaryAttack
boolean GM:TFA_SecondaryAttack(Weapon weapon)
-- Hook name: TFA_SecondaryAttack
-- Description: Called when weapon is attempting to attack with right click (AltAttack/melee bash)
-- State: Shared, Predicted (not called in SP clientside)
-- Arguments:
-- 1. Weapon weapon
-- Returns:
-- 1. boolean - Return true to prevent secondary attack
GM:TFA_PostSecondaryAttack(Weapon weapon)
-- Hook name: TFA_PostSecondaryAttack
-- Description: Called after successful right-click attack
-- State: Shared, Predicted (not called in SP clientside)
-- Arguments:
-- 1. Weapon weapon
--------------------------
-- --
-- BULLET PENETRATION --
-- --
--------------------------
boolean GM:TFA_Bullet_Penetrate(Weapon weapon, Entity attacker, TraceResult traceres, CTakeDamageInfo dmginfo, table penetrated, Vector previousStartPos)
-- Hook name: TFA_Bullet_Penetrate
-- Description: Called before bullet is allowed to penetrate next surface
-- State: Shared
-- Arguments:
-- 1. Weapon weapon
-- 2. Entity attacker - The entity (player or NPC) who used the weapon
-- 3. TraceResult traceres - Bullet trace result
-- 4. CTakeDamageInfo dmginfo - Bullet callback damage info structure
-- 5. table penetrated - Table of entities bullet has gone through already
-- 6. Vector previousStartPos - Either previous penetration hit position or nil
-- Returns:
-- 1. boolean - Return false to block penetration
GM:TFA_BulletPenetration(Bullet bullet, Entity attacker, TraceResult traceres, CTakeDamageInfo dmginfo)
-- Hook name: TFA_BulletPenetration
-- Description: Called when bullet hits/penetrates surface
-- State: Shared
-- Arguments:
-- 1. Bullet bullet - The bullet (to access weapon which fired the bullet use bullet.Wep)
-- 2. Entity attacker - The entity (player or NPC) who used the weapon
-- 3. TraceResult traceres - Bullet trace result
-- 4. CTakeDamageInfo dmginfo - Bullet callback damage info structure
-----------------
-- --
-- RELOADING --
-- --
-----------------
boolean GM:TFA_PreReload(Weapon weapon, boolean released)
-- Hook name: TFA_PreReload
-- Description: Called when reload key is pressed/released (before any checks done)
-- State: Shared, Predicted (not called in SP clientside)
-- Arguments:
-- 1. Weapon weapon
-- 2. boolean released - If legacy reloads are enabled, reload happens when reload key is pressed, otherwise when it's released (allowing for stuff like inspect)
-- Returns:
-- 1. boolean - Return true to prevent weapon from reloading
boolean GM:TFA_Reload(Weapon weapon)
-- Hook name: TFA_Reload
-- Description: Called when weapon is attempting to enter reload status
-- State: Shared, Predicted (not called in SP clientside)
-- Arguments:
-- 1. Weapon weapon
-- Returns:
-- 1. boolean - Return true to prevent weapon from reloading
GM:TFA_PostReload(Weapon weapon)
-- Hook name: TFA_PostReload
-- Description: Called after reload status checks
-- State: Shared, Predicted (not called in SP clientside)
-- Arguments:
-- 1. Weapon weapon
boolean GM:TFA_LoadShell(Weapon weapon)
-- Hook name: TFA_LoadShell
-- Description: Called when shotgun reload type weapons attempt to enter looped reload status and play animation
-- State: Shared
-- Arguments:
-- 1. Weapon weapon
-- Returns:
-- 1. boolean - Return true to prevent default logic
boolean GM:TFA_Pump(Weapon weapon)
-- Hook name: TFA_Pump
-- Description: Called when weapon is attempting to play pump/bolt animation
-- State: Shared
-- Arguments:
-- 1. Weapon weapon
-- Returns:
-- 1. boolean - Return true to prevent default logic
boolean GM:TFA_CompleteReload(Weapon weapon)
-- Hook name: TFA_CompleteReload
-- Description: Called when weapon is exiting reloading status and trying to take ammo (and clear jamming status)
-- State: Shared
-- Arguments:
-- 1. Weapon weapon
-- Returns:
-- 1. boolean - Return true to prevent default logic
-- Example:
hook.Add("TFA_CompleteReload", "TFA_Hooks_Example", function(weapon)
weapon:SetClip1(weapon:GetPrimaryClipSizeForReload(true)) -- We set weapon's primary clip to max clipsize without taking ammo from the player
weapon:SetJammed(false) -- Force clear jammed status (since default logic does that)
return true -- Suppressing default logic
end)
boolean GM:TFA_CheckAmmo(Weapon weapon)
-- Hook name: TFA_CheckAmmo
-- Description: Called when player is holding Reload key to play inspect animation (called even if player has bound inspection keybind)
-- State: Shared
-- Arguments:
-- 1. Weapon weapon
-- Returns:
-- 1. boolean - Return true to prevent default logic
-------------------
-- --
-- ATTACHMENTS --
-- --
-------------------
GM:TFA_PreInitAttachments(Weapon weapon)
-- Hook name: TFA_PreInitAttachments
-- Description: Called before attachments are initialized
-- State: Shared
-- Arguments:
-- 1. Weapon weapon
GM:TFA_PostInitAttachments(Weapon weapon)
-- Hook name: TFA_PostInitAttachments
-- Description: Called after attachments sorting and initial setup but before cleanup and attachment cache build
-- State: Shared
-- Arguments:
-- 1. Weapon weapon
GM:TFA_FinalInitAttachments(Weapon weapon)
-- Hook name: TFA_FinalInitAttachments
-- Description: Called after full attachments setup/initialization
-- State: Shared
-- Arguments:
-- 1. Weapon weapon
boolean GM:TFA_PreCanAttach(Weapon weapon, string attachmentID)
-- Hook name: TFA_PreCanAttach
-- Description: Called before weapon checks to determine if attachment can be attached
-- State: Shared
-- Arguments:
-- 1. Weapon weapon
-- 2. string attachmentID - The ID of the attachment
-- Returns:
-- 1. boolean - Return a boolean to prevent checks and override
boolean GM:TFA_CanAttach(Weapon weapon, string attachmentID)
-- Hook name: TFA_CanAttach
-- Description: Called after default checks to determine if attachment can be attached
-- State: Shared
-- Arguments:
-- 1. Weapon weapon
-- 2. string attachmentID - The ID of the attachment
-- Returns:
-- 1. boolean - Return a boolean to override the return value
GM:TFA_Attachment_Attached(Weapon weapon, string attachmentID, table attTable, number category, number index, boolean forced)
-- Hook name: TFA_Attachment_Attached
-- Description: Called after attachment has been attached to the weapon
-- State: Shared
-- Arguments:
-- 1. Weapon weapon
-- 2. string attachmentID - The ID of the attachment
-- 3. table attTable - The ATTACHMENT reference table of the attachment
-- 4. number category - The category of the attachment in SWEP.Attachments
-- 5. number index - The index of the attachment in the category's attachments table
-- 6. boolean forced - If attachment was applied forcefully (bypassing any checks)
boolean GM:TFA_PreCanDetach(Weapon weapon, string attachmentID)
-- Hook name: TFA_PreCanDetach
-- Description: Equivalent of TFA_PreCanAttach but for detaching
-- State: Shared
-- Arguments:
-- 1. Weapon weapon
-- 2. string attachmentID - The ID of the attachment
-- Returns:
-- 1. boolean - Return a boolean to prevent checks and override
boolean GM:TFA_CanDetach(Weapon weapon, string attachmentID)
-- Hook name: TFA_CanDetach
-- Description: Equivalent of TFA_CanAttach but for detaching
-- State: Shared
-- Arguments:
-- 1. Weapon weapon
-- 2. string attachmentID - The ID of the attachment
-- Returns:
-- 1. boolean - Return a boolean to override the return value
GM:TFA_Attachment_Detached(Weapon weapon, string attachmentID, table attTable, number category, number index, boolean forced)
-- Hook name: TFA_Attachment_Detached
-- Description: Equivalent of TFA_Attachment_Attached but for detaching
-- State: Shared
-- Arguments:
-- 1. Weapon weapon
-- 2. string attachmentID - The ID of the attachment that was detached
-- 3. table attTable - The ATTACHMENT reference table of the attachment
-- 4. number category - The category of the attachment in SWEP.Attachments
-- 5. number index - The index of the attachment in the category's attachments table that's going to be selected
-- 6. boolean forced - If attachment was applied forcefully (bypassing any checks)
-----------
-- --
-- FOV --
-- --
-----------
number GM:TFA_PreTranslateFOV(Weapon weapon, number fov)
-- Hook name: TFA_PreTranslateFOV
-- Description: Called before weapon modifies player's FOV
-- State: Shared
-- Arguments:
-- 1. Weapon weapon
-- 2. number fov - Reference FOV received by weapon
-- Returns:
-- 1. number - Return a number to override FOV and prevent default logic
number GM:TFA_TranslateFOV(Weapon weapon, number fov)
-- Hook name: TFA_TranslateFOV
-- Description: Called after weapon calculated modified FOV
-- State: Shared
-- Arguments:
-- 1. Weapon weapon
-- 2. number fov - Modified FOV value returned by weapon
-- Returns:
-- 1. number - Return to override modified FOV
------------------
-- --
-- ANIMATIONS --
-- --
------------------
number GM:TFA_AnimationRate(Weapon weapon, number sequence, number rate)
-- Hook name: TFA_AnimationRate
-- Description: Called
-- State: Shared
-- Arguments:
-- 1. Weapon weapon
-- 2. number sequence - Index of sequence from viewmodel animations
-- 3. number rate - Playback speed multiplier calculated by weapon
-- Returns:
-- 1. number - Return modified playback speed multiplier to override
---------------
-- --
-- EFFECTS --
-- --
---------------
any GM:TFA_MakeShell(Weapon weapon)
-- Hook name: TFA_MakeShell
-- Description: Called when weapon is trying to emit a shell casing effect
-- State: Shared
-- Arguments:
-- 1. Weapon weapon
-- Returns:
-- 1. any - Return anything to cancel
any GM:TFA_EjectionSmoke(Weapon weapon)
-- Hook name: TFA_EjectionSmoke
-- Description: Called when weapon is trying to emit smoke from shell ejection port
-- State: Shared
-- Arguments:
-- 1. Weapon weapon
-- Returns:
-- 1. any - Return anything to cancel
any GM:TFA_MuzzleFlash(Weapon weapon)
-- Hook name: TFA_MuzzleFlash
-- Description: Called when weapon is trying to emit muzzle flash effect
-- State: Shared
-- Arguments:
-- 1. Weapon weapon
-- Returns:
-- 1. any - Return anything to cancel
any GM:TFA_MuzzleSmoke(Weapon weapon)
-- Hook name: TFA_MuzzleSmoke
-- Description: Called when weapon is trying to emit smoke from muzzle
-- State: Shared
-- Arguments:
-- 1. Weapon weapon
-- Returns:
-- 1. any - Return anything to cancel
------------------
-- --
-- IRONSIGHTS --
-- --
------------------
any GM:TFA_IronSightSounds(Weapon weapon)
-- Hook name: TFA_IronSightSounds
-- Description: Called when weapon tries to play ironsights enter/exit sound
-- State: Shared
-- Arguments:
-- 1. Weapon weapon
-- Returns:
-- 1. any - Return anything to cancel
-----------------------
-- --
-- MELEE / BASHING --
-- --
-----------------------
boolean GM:TFA_CanBash(Weapon weapon)
-- Hook name: TFA_CanBash
-- Description: Called when player is attempting to use melee bash attack (after initial checks)
-- State: Shared
-- Arguments:
-- 1. Weapon weapon
-- Returns:
-- 1. boolean - Return false to disallow melee attack
GM:TFA_Bash(Weapon weapon)
-- Hook name: TFA_Bash
-- Description: Called when weapon is about to perform a melee attack
-- State: Shared
-- Arguments:
-- 1. Weapon weapon
GM:TFA_PostBash(Weapon weapon)
-- Hook name: TFA_PostBash
-- Description: Called after weapon has entered melee attack status
-- State: Shared
-- Arguments:
-- 1. Weapon weapon
boolean GM:TFA_MeleeCanBlockDamage(Weapon weapon, Player player, CTakeDamageInfo dmginfo, boolean canblock)
-- Hook name: TFA_MeleeCanBlockDamage
-- Description: Callen when melee weapon is asked to block the incoming damage
-- State: Shared (only for bullet damage), Server (for any other type)
-- Arguments:
-- 1. Weapon weapon
-- 2. Player player - The player that is receiving the damage that's about to be blocked
-- 3. CTakeDamageInfo dmginfo - Incoming damage
-- 4. boolean canblock - Original decision of weapon if it's allowed to block or not
-- Returns:
-- 1. boolean - Return to override the decision
----------------------------
-- --
-- HUD / USER INTERFACE --
-- --
----------------------------
boolean GM:TFA_DrawCrosshair(Weapon weapon, number x, number y)
-- Hook name: TFA_DrawCrosshair
-- Description: Called from SWEP:DoDrawCrosshair when weapon is about to draw crosshair
-- State: Client
-- Arguments:
-- 1. Weapon weapon
-- 2. number x
-- 3. number y
-- Returns:
-- 1. boolean - Return false to draw only engine crosshair, true to block both
boolean, number, number, number GM:TFA_DrawHUDAmmo(Weapon weapon, number x, number y, number alpha)
-- Hook name: TFA_DrawHUDAmmo
-- Description: Called before drawing holographic ammo indicator on screen
-- State: Client
-- Arguments:
-- 1. Weapon weapon
-- 2. number x - left position
-- 3. number y - top position
-- 4. number alpha
-- Returns:
-- 1. boolean - Return false to prevent drawing (next returns ignored), true to modify following values:
-- 2. number - modified X position
-- 3. number - modified Y position
-- 4. number - modified alpha
boolean GM:TFA_DrawScopeOverlay(Weapon weapon)
-- Hook name: TFA_DrawScopeOverlay
-- Description: Called before drawing 2D scope overlay
-- State: Client
-- Arguments:
-- 1. Weapon weapon
-- Returns:
-- 1. boolean - Return true to prevent drawing the overlay
table GM:TFA_PopulateKeyBindHints(Weapon weapon, table rawKeysTable)
-- Hook name: TFA_PopulateKeyBindHints
-- Description: Allows to populate keybinds table prior to drawing (called from SWEP:PopulateKeyBindHints() function)
-- State: Client
-- Arguments:
-- 1. Weapon weapon
-- 2. table rawKeysTable - Raw keybindings table
-- Returns:
-- 1. table rawKeysTableResult - Return the table to stop further processing
-- Example:
hook.Add("TFA_PopulateKeyBindHints", "TFA_Hooks_Example", function(wep, keys)
-- self:GetKeyBind({"+use", "+reload"}, "firemode")
-- First argument is a table of commands
-- Second argument is an ID of keybind registered through TFA.RegisterKeyBind, replaces all keys from first argument if key is bound (optional)
table.insert(keys, {
label = "Open Spawnmenu", -- it is recommended to use a localized string with language.GetPhrase
keys = {wep:GetKeyBind({"+menu"})} -- can have multiple keys; GetKeyBind args: first is table of commands (they will be chained with +), the second (optional) is keybind identifier added with TFA.RegisterKeyBind and will be displayed instead of first
}) -- this will add "[Q] - Open Spawnmenu" at the end of the keys table (before the TAB one, it always comes the last)
table.insert(keys, 1, {
label = "Sprint Forward",
keys = {wep:GetKeyBind({"+speed", "+forward"})}
}) -- this will add "[SHIFT + W] - Sprint Forward" at the start of the keys table
-- table.insert(keys, {
-- label = language.GetPhrase("tfa.hint.keys.safety"),
-- keys = {self:GetKeyBind({"+speed"}), self:GetKeyBind({"+use", "+reload"}, "firemode")}
-- }) -- example from the base, will display SHIFT+E+R or SHIFT+<firemode bind override key>
end)
boolean GM:TFA_PreDrawKeyBindHint(Weapon weapon, number x, number y, number alpha, table rawKeysTable, table keyStrings)
-- Hook name: TFA_PreDrawKeyBindHint
-- Description: Called before keybinds hint is drawn (only if alpha > 0)
-- State: Client
-- Arguments:
-- 1. Weapon weapon
-- 2. number x
-- 3. number y
-- 4. number alpha
-- 5. table rawKeysTable
-- 6. table keyStrings - Processed keybinds in format "[KEY(S)] - Label"
-- Returns:
-- 1. boolean - Return true to prevent drawing
GM:TFA_PostDrawKeyBindHint(Weapon weapon, number x, number y, number alpha, table rawKeysTable, table keyStrings)
-- Hook name: TFA_PostDrawKeyBindHint
-- Description: Called after keybinds hint is drawn
-- State: Client
-- Arguments:
-- 1. Weapon weapon
-- 2. number x
-- 3. number y
-- 4. number alpha
-- 5. table rawKeysTable
-- 6. table keyStrings
boolean GM:TFA_ShouldDrawStencilSight(Weapon weapon)
-- Hook name: TFA_ShouldDrawStencilSight
-- Description: Called when weapon is trying to draw stencil sight reticle
-- State: Client
-- Arguments:
-- 1. Weapon weapon
-- Returns:
-- 1. boolean - Return false to prevent reticle from drawing
GM:TFA_FontsLoaded()
-- Hook name: TFA_FontsLoaded
-- Description: Called after base (re)registers all it's fonts
-- State: Client
---------------------------------------
-- --
-- CUSTOMIZATION / INSPECTION MENU --
-- --
---------------------------------------
boolean GM:TFA_InspectVGUI_Start(Weapon weapon)
-- Hook name: TFA_InspectVGUI_Start
-- Description: Called before main customization screen panel is generated
-- State: Client
-- Arguments:
-- 1. Weapon weapon
-- Returns:
-- 1. boolean - Return false to prevent creation
GM:TFA_InspectVGUI_Finish(Weapon weapon, Panel mainpanel, Panel contentpanel)
-- Hook name: TFA_InspectVGUI_Finish
-- Description: Called after every panel has been initialized
-- State: Client
-- Arguments:
-- 1. Weapon weapon
-- 2. Panel mainpanel - The parent inspection screen panel
-- 3. Panel contentpanel - The padded panel that contains all elements
boolean GM:TFA_InspectVGUI_InfoStart(Weapon weapon, Panel contentpanel)
-- Hook name: TFA_InspectVGUI_InfoStart
-- Description: Called before populating screen with weapon info elements
-- State: Client
-- Arguments:
-- 1. Weapon weapon
-- 2. Panel contentpanel - The padded panel that contains all elements
-- Returns:
-- 1. boolean - Return false to prevent creation
GM:TFA_InspectVGUI_InfoFinish(Weapon weapon, Panel contentpanel, Panel infopanel)
-- Hook name: TFA_InspectVGUI_InfoFinish
-- Description: Called when weapon info elements are added
-- State: Client
-- Arguments:
-- 1. Weapon weapon
-- 2. Panel contentpanel - The padded panel that contains all elements
-- 3. Panel infopanel - The container panel for all displayed info elements
boolean GM:TFA_InspectVGUI_StatsStart(Weapon weapon, Panel contentpanel)
-- Hook name: TFA_InspectVGUI_StatsStart
-- Description: Called before adding weapon stats panel
-- State: Client
-- Arguments:
-- 1. Weapon weapon
-- 2. Panel contentpanel - The padded panel that contains all elements
-- Returns:
-- 1. boolean - Return false to prevent creation
GM:TFA_InspectVGUI_StatsFinish(Weapon weapon, Panel contentpanel, Panel statspanel)
-- Hook name: TFA_InspectVGUI_StatsFinish
-- Description: Called when weapon stats are added
-- State: Client
-- Arguments:
-- 1. Weapon weapon
-- 2. Panel contentpanel - The padded panel that contains all elements
-- 3. Panel statspanel - The container panel for all displayed stats
boolean GM:TFA_InspectVGUI_AttachmentsStart(Weapon weapon, Panel contentpanel)
-- Hook name: TFA_InspectVGUI_AttachmentsStart
-- Description: Called before adding attachments selector panel
-- State: Client
-- Arguments:
-- 1. Weapon weapon
-- 2. Panel contentpanel - The padded panel that contains all elements
-- Returns:
-- 1. boolean - Return false to prevent creation (also blocks damage falloff graph)
GM:TFA_InspectVGUI_AttachmentsFinish(Weapon weapon, Panel contentpanel, Panel attachmentspanel)
-- Hook name: TFA_InspectVGUI_AttachmentsFinish
-- Description: Called after attachments selector panel is generated
-- State: Client
-- Arguments:
-- 1. Weapon weapon
-- 2. Panel contentpanel - The padded panel that contains all elements
-- 3. Panel attachmentspanel - The resulting attachments selector panel
boolean GM:TFA_InspectVGUI_FalloffStart(Weapon weapon, Panel contentpanel)
-- Hook name: TFA_InspectVGUI_FalloffStart
-- Description: Called before damage falloff graph is initialized
-- State: Client
-- Arguments:
-- 1. Weapon weapon
-- 2. Panel contentpanel - The padded panel that contains all elements
-- Returns:
-- 1. boolean - Return false to prevent creation
GM:TFA_InspectVGUI_FalloffFinish(Weapon weapon, Panel contentpanel, Panel falloffpanel)
-- Hook name: TFA_InspectVGUI_FalloffFinish
-- Description: Called after damage falloff graph panel is initialized
-- State: Client
-- Arguments:
-- 1. Weapon weapon
-- 2. Panel contentpanel - The padded panel that contains all elements
-- 3. Panel falloffpanel - The resulting damage falloff graph panel
----------------------
-- --
-- DEPTH OF FIELD --
-- --
----------------------
boolean GM:TFA_AllowDoFDraw(Weapon weapon, Player player, Entity viewmodel)
-- Hook name: TFA_AllowDoFDraw
-- Description: Called before drawing aim DoF effect on viewmodel
-- State: Client
-- Arguments:
-- 1. Weapon weapon
-- 2. Player player - The player that is currently holding the weapon
-- 3. Entity viewmodel - Weapon's viewmodel
-- Returns:
-- 1. boolean - Return false to prevent effect from drawing
number GM:TFA_GetDoFMuzzleAttachmentID(Weapon weapon, Player player, Entity viewmodel)
-- Hook name: TFA_GetDoFMuzzleAttachmentID
-- Description: Called when deciding reference attachment for DoF effect focus
-- State: Client.
-- Arguments:
-- 1. Weapon weapon
-- 2. Player player - The player that is currently holding the weapon
-- 3. Entity viewmodel - Weapon's viewmodel
-- Returns:
-- 1. number - Return viewmodel's attachment point index to override

View File

@@ -0,0 +1,703 @@
-- TFA Base Template by TFA Base Devs
-- To the extent possible under law, the person who associated CC0 with
-- TFA Base Template has waived all copyright and related or neighboring rights
-- to TFA Base Template.
-- You should have received a copy of the CC0 legalcode along with this
-- work. If not, see <http://creativecommons.org/publicdomain/zero/1.0/>.
-- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! --
-- ! ! --
-- ! WARNING! This template is outdated, not supported anymore ! --
-- ! and is only kept in for reference/comparison reasons. ! --
-- ! ! --
-- ! Please use the updated template ! --
-- ! located at lua/weapons/tfa_base_template/shared.lua ! --
-- ! for future weapon development purposes. ! --
-- ! ! --
-- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! --
SWEP.Base = "tfa_gun_base"
SWEP.Category = "TFA Template" -- The category. Please, just choose something generic or something I've already done if you plan on only doing like one swep..
SWEP.Manufacturer = nil -- Gun Manufactrer (e.g. Hoeckler and Koch )
SWEP.Author = "" -- Author Tooltip
SWEP.Contact = "" -- Contact Info Tooltip
SWEP.Purpose = "" -- Purpose Tooltip
SWEP.Instructions = "" -- Instructions Tooltip
SWEP.Spawnable = false -- Can you, as a normal user, spawn this?
SWEP.AdminSpawnable = false -- Can an adminstrator spawn this? Does not tie into your admin mod necessarily, unless its coded to allow for GMod's default ranks somewhere in its code. Evolve and ULX should work, but try to use weapon restriction rather than these.
SWEP.DrawCrosshair = true -- Draw the crosshair?
SWEP.DrawCrosshairIS = false -- Draw the crosshair in ironsights?
SWEP.PrintName = "TFA Base Template" -- Weapon name (Shown on HUD)
SWEP.Slot = 2 -- Slot in the weapon selection menu. Subtract 1, as this starts at 0.
SWEP.SlotPos = 73 -- Position in the slot
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
SWEP.Weight = 30 -- This controls how "good" the weapon is for autopickup.
-- [[WEAPON HANDLING]] --
SWEP.Primary.Sound = Sound("") -- This is the sound of the weapon, when you shoot.
SWEP.Primary.SilencedSound = nil -- This is the sound of the weapon, when silenced.
SWEP.Primary.PenetrationMultiplier = 1 -- Change the amount of something this gun can penetrate through
-- the LESSER this value is, the BETTER is penetration
-- this is basically multiplier for next values
-- you don't need to uncomment these if you are not going to modify them!
--[[
SWEP.PenetrationMaterials = {
[MAT_DEFAULT] = 1,
[MAT_VENT] = 0.4, --Since most is aluminum and stuff
[MAT_METAL] = 0.6, --Since most is aluminum and stuff
[MAT_WOOD] = 0.2,
[MAT_PLASTIC] = 0.23,
[MAT_FLESH] = 0.48,
[MAT_CONCRETE] = 0.87,
[MAT_GLASS] = 0.16,
[MAT_SAND] = 1,
[MAT_SLOSH] = 1,
[MAT_DIRT] = 0.95, --This is plaster, not dirt, in most cases.
[MAT_FOLIAGE] = 0.9
}
]]
SWEP.Primary.Damage = 0.01 -- Damage, in standard damage points.
SWEP.Primary.DamageTypeHandled = true -- true will handle damagetype in base
SWEP.Primary.DamageType = nil -- See DMG enum. This might be DMG_SHOCK, DMG_BURN, DMG_BULLET, etc. Leave nil to autodetect. DMG_AIRBOAT opens doors.
SWEP.Primary.Force = nil -- Force value, leave nil to autocalc
SWEP.Primary.Knockback = nil -- Autodetected if nil; this is the velocity kickback
SWEP.Primary.HullSize = 0 -- Big bullets, increase this value. They increase the hull size of the hitscan bullet.
SWEP.Primary.NumShots = 1 -- The number of shots the weapon fires. SWEP.Shotgun is NOT required for this to be >1.
SWEP.Primary.Automatic = true -- Automatic/Semi Auto
SWEP.Primary.RPM = 600 -- This is in Rounds Per Minute / RPM
SWEP.Primary.RPM_Semi = nil -- RPM for semi-automatic or burst fire. This is in Rounds Per Minute / RPM
SWEP.Primary.RPM_Burst = nil -- RPM for burst fire, overrides semi. This is in Rounds Per Minute / RPM
SWEP.Primary.DryFireDelay = nil -- How long you have to wait after firing your last shot before a dryfire animation can play. Leave nil for full empty attack length. Can also use SWEP.StatusLength[ ACT_VM_BLABLA ]
SWEP.Primary.BurstDelay = nil -- Delay between bursts, leave nil to autocalculate
SWEP.Primary.LoopSound = nil -- Looped fire sound, unsilenced
SWEP.Primary.LoopSoundSilenced = nil -- Looped fire sound, silenced
SWEP.Primary.LoopSoundTail = nil -- Loop end/tail sound, unsilenced
SWEP.Primary.LoopSoundTailSilenced = nil -- Loop end/tail sound, silenced
SWEP.Primary.LoopSoundAutoOnly = false -- Play loop sound for full-auto only? Fallbacks to Primary.Sound for semi/burst if true
-- WORLD/THIRDPERSON/NPC FIRING SOUNDS! Fallbacks to first person sound if not defined.
SWEP.Primary.Sound_World = nil -- This is the sound of the weapon, when you shoot.
SWEP.Primary.SilencedSound_World = nil -- This is the sound of the weapon, when silenced.
SWEP.Primary.LoopSound_World = nil -- Looped fire sound, unsilenced
SWEP.Primary.LoopSoundSilenced_World = nil -- Looped fire sound, silenced
SWEP.Primary.LoopSoundTail_World = nil -- Loop end/tail sound, unsilenced
SWEP.Primary.LoopSoundTailSilenced_World = nil -- Loop end/tail sound, silenced
SWEP.ViewModelPunchPitchMultiplier = nil -- Default value is 0.5
SWEP.ViewModelPunchPitchMultiplier_IronSights = nil -- Default value is 0.09
SWEP.ViewModelPunch_MaxVertialOffset = nil -- Default value is 3
SWEP.ViewModelPunch_MaxVertialOffset_IronSights = nil -- Default value is 1.95
SWEP.ViewModelPunch_VertialMultiplier = nil -- Default value is 1
SWEP.ViewModelPunch_VertialMultiplier_IronSights = nil -- Default value is 0.25
SWEP.ViewModelPunchYawMultiplier = nil -- Default value is 0.6
SWEP.ViewModelPunchYawMultiplier_IronSights = nil -- Default value is 0.25
SWEP.CanJam = true -- whenever weapon cam jam
SWEP.JamChance = 0.04 -- the (maximal) chance the weapon will jam. Newly spawned weapon will never jam on first shot for example.
-- Default value is 0.04 (4%)
-- Maxmial value is 1, means weapon will always jam when factor become 100
-- Also remember that there is a minimal factor before weapon can jam
-- This number is not treated "as-is" but as basic value that needs to be concluded as chance
-- You don't really need to cry over it and trying to balance it, TFA Base will do the job for you
-- (TFA Base will calculate the best value between 0 and JamChance based on current JamFactor of the weapon)
SWEP.JamFactor = 0.06 -- How to increase jam factor after each shot.
-- When factor reach 100 it will mean that on each shot there will be SWEP.Primary.JamChance chance to jam
-- When factor reach 50 it will mean that on each shot there will be SWEP.Primary.JamChance / 2 chance to jam
-- and so on
-- Default value is 0.06, means weapon will jam with SWEP.Primary.JamChance chance right after 1666 shots
-- These settings are good for Assault Rifles, however, not good for anything else.
-- Suggested stats:
--[[
-- Pistols
SWEP.JamChance = 0.20
SWEP.JamFactor = 0.14
]]
--[[
-- Revolvers
SWEP.JamChance = 0.17
SWEP.JamFactor = 0.50
]]
--[[
-- Miniguns
SWEP.JamChance = 0.03
SWEP.JamFactor = 0.01
]]
--[[
-- Submachine gun
SWEP.JamChance = 0.04
SWEP.JamFactor = 0.09
]]
--[[
-- Auto shotguns
SWEP.JamChance = 0.15
SWEP.JamFactor = 0.2
]]
--[[
-- Pump-action shotguns
SWEP.JamChance = 0.25
SWEP.JamFactor = 0.3
]]
--[[
-- Sniper rifle
SWEP.JamChance = 0.17
SWEP.JamFactor = 0.35
]]
SWEP.FiresUnderwater = false
-- Miscelaneous Sounds
SWEP.IronInSound = nil -- Sound to play when ironsighting in? nil for default
SWEP.IronOutSound = nil -- Sound to play when ironsighting out? nil for default
-- Silencing
SWEP.CanBeSilenced = false -- Can we silence? Requires animations.
SWEP.Silenced = false -- Silenced by default?
-- Selective Fire Stuff
SWEP.SelectiveFire = false -- Allow selecting your firemode?
SWEP.DisableBurstFire = false -- Only auto/single?
SWEP.OnlyBurstFire = false -- No auto, only burst/single?
SWEP.BurstFireCount = nil -- Burst fire count override (autocalculated by the clip size if nil)
SWEP.DefaultFireMode = "" -- Default to auto or whatev
SWEP.FireModeName = nil -- Change to a text value to override it
SWEP.FireSoundAffectedByClipSize = true -- Whenever adjuct pitch (and proably other properties) of fire sound based on current clip / maxclip
-- This is always false when either:
-- Weapon has no primary clip
-- Weapon's clip is smaller than 4 rounds
-- Weapon is a shotgun
-- Ammo Related
SWEP.Primary.ClipSize = 0 -- This is the size of a clip
SWEP.Primary.DefaultClip = 0 -- This is the number of bullets the gun gives you, counting a clip as defined directly above.
SWEP.Primary.Ammo = "none" -- What kind of ammo. Options, besides custom, include pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, and AirboatGun.
SWEP.Primary.AmmoConsumption = 1 -- Ammo consumed per shot
-- Pistol, buckshot, and slam like to ricochet. Use AirboatGun for a light metal peircing shotgun pellets
SWEP.DisableChambering = false -- Disable round-in-the-chamber
-- Recoil Related
SWEP.Primary.KickUp = 0 -- This is the maximum upwards recoil (rise)
SWEP.Primary.KickDown = 0 -- This is the maximum downwards recoil (skeet)
SWEP.Primary.KickHorizontal = 0 -- This is the maximum sideways recoil (no real term)
SWEP.Primary.StaticRecoilFactor = 0.5 -- Amount of recoil to directly apply to EyeAngles. Enter what fraction or percentage (in decimal form) you want. This is also affected by a convar that defaults to 0.5.
-- Firing Cone Related
SWEP.Primary.Spread = .01 -- This is hip-fire acuracy. Less is more (1 is horribly awful, .0001 is close to perfect)
SWEP.Primary.IronAccuracy = .005 -- Ironsight accuracy, should be the same for shotguns
-- Unless you can do this manually, autodetect it. If you decide to manually do these, uncomment this block and remove this line.
SWEP.Primary.SpreadMultiplierMax = nil -- How far the spread can expand when you shoot. Example val: 2.5
SWEP.Primary.SpreadIncrement = nil -- What percentage of the modifier is added on, per shot. Example val: 1/3.5
SWEP.Primary.SpreadRecovery = nil -- How much the spread recovers, per second. Example val: 3
-- Range Related
-- DEPRECATED. Automatically converted to RangeFalloffLUT table
SWEP.Primary.Range = -1 -- The distance the bullet can travel in source units. Set to -1 to autodetect based on damage/rpm.
SWEP.Primary.RangeFalloff = -1 -- The percentage of the range the bullet damage starts to fall off at. Set to 0.8, for example, to start falling off after 80% of the range.
-- Use these if you don't want/understand how to use LUT below. These values are automatically converted to RangeFalloffLUT table
SWEP.Primary.FalloffMetricBased = false -- Set to true if you set up values below
SWEP.Primary.FalloffByMeter = nil -- How much damage points will bullet loose when travel
SWEP.Primary.MinRangeStartFalloff = nil -- How long will bullet travel in Meters before starting to lose damage?
SWEP.Primary.MaxFalloff = nil -- Maximal amount of damage to be lost
-- Use this for full control over damage dropoff.
--[[
SWEP.Primary.RangeFalloffLUT = {
bezier = true, -- Whenever to use Bezier or not to interpolate points?
-- you probably always want it to be set to true
range_func = "quintic", -- function to spline range
-- "linear" for linear splining.
-- Possible values are "quintic", "cubic", "cosine", "sinusine", "linear" or your own function
units = "meters", -- possible values are "inches", "inch", "hammer", "hu" (are all equal)
-- everything else is considered to be meters
lut = { -- providing zero point is not required
-- without zero point it is considered to be as {range = 0, damage = 1}
{range = 5, damage = 0.9},
{range = 12, damage = 0.8},
{range = 18, damage = 0.5},
{range = 24, damage = 0.2},
{range = 30, damage = 0.55},
{range = 38, damage = 0.76},
{range = 50, damage = 1},
{range = 52, damage = 0.96},
{range = 60, damage = 0.3},
{range = 70, damage = 0.1},
}
}
]]
SWEP.DisplayFalloff = nil -- Defaults to true (false for melees)
--[[
SWEP.Primary.RecoilLUT_IronSightsMult = nil -- Defaults to 0.5
-- controls how much effective LUT is when iron sighting
SWEP.Primary.RecoilLUT_AnglePunchMult = nil -- Defaults to 0.25
-- controls how much effective LUT at pushing EyeAngles of shooter
SWEP.Primary.RecoilLUT_ViewPunchMult = nil -- Defaults to 1
-- controls how much effective LUT at viewpunch
SWEP.Primary.RecoilLUT = {
["in"] = {
bezier = true,
func = "quintic", -- function to inerpolate progress when sampling points from table
-- Possible values are "quintic", "cubic", "cosine", "sinusine", "linear" or your own function
cooldown_speed = 1, -- how much to loose progress when we are at this stage
-- 1 means we lose entire progress in a second
increase = 0.1, -- how much to increase progress after shot
-- 0.1 means that this stage would be full after 10 shots
wait = 0.1, -- how much time do we wait in seconds after we stopped shooting
-- after this time, IN stage begin to cooldown until it reach zero
-- table is always prepended with an Angle()
-- only Pitch and Yaw are utilized
-- sampled point is added to aimvector of player
-- when they shoot
points = {
Angle(-1, 0.4),
Angle(-4, -2),
Angle(-6, -4),
Angle(-10, -6),
}
},
["loop"] = {
bezier = true,
func = "quintic",
-- this stage can not cooldown, so no cooldown_speed is defined
increase = 0.1, -- when LOOP stage reach 1, it is reset to 0
wait = 0.1, -- how much time do we wait in seconds after we stopped shooting
-- after this time, stage switch to OUT
-- table is NOT prepended with an Angle()
-- make sure it's starting point match the one from IN stage
-- last and first points are connected automatically
points = {
Angle(-10, -6),
Angle(-12, -0.4),
Angle(-8, 9),
Angle(-11, 12),
Angle(-13, 2),
Angle(-8, -4),
}
},
["out"] = {
bezier = true,
func = "quintic",
-- this stage is different
-- it is only started after LOOP took place
-- shooting in this stage will actually roll back it's state
-- until it reach zero and switch back to LOOP
-- cooling down actually increase stage's progress
cooldown_speed = 1,
-- increase act as negative number to reach zero in this stage
increase = 0.2,
-- after this stage reach 1, everything reset to IN and wait for next fire
-- table is always appended with an Angle()
-- starting point is dynamic
-- and will always match current LOOP's one
points = {
Angle(-7, -2),
Angle(-4, -1),
Angle(-2, 0),
}
}
}
]]
-- Penetration Related
SWEP.MaxPenetrationCounter = 4 -- The maximum number of ricochets. To prevent stack overflows.
-- Misc
SWEP.IronRecoilMultiplier = 0.5 -- Multiply recoil by this factor when we're in ironsights. This is proportional, not inversely.
SWEP.CrouchAccuracyMultiplier = 0.5 -- Less is more. Accuracy * 0.5 = Twice as accurate, Accuracy * 0.1 = Ten times as accurate
-- Movespeed
SWEP.MoveSpeed = 1 -- Multiply the player's movespeed by this.
SWEP.IronSightsMoveSpeed = 0.8 -- Multiply the player's movespeed by this when sighting.
-- PROJECTILES
SWEP.Primary.Projectile = nil -- Entity to shoot
SWEP.Primary.ProjectileVelocity = 0 -- Entity to shoot's velocity
SWEP.Primary.ProjectileModel = nil -- Entity to shoot's model
-- VIEWMODEL
SWEP.ViewModel = "models/your/path/here.mdl" -- Viewmodel path
SWEP.ViewModelFOV = 65 -- This controls how big the viewmodel looks. Less is more.
SWEP.ViewModelFlip = false -- Set this to true for CSS models, or false for everything else (with a righthanded viewmodel.)
SWEP.UseHands = false -- Use gmod c_arms system.
SWEP.VMPos = Vector(0, 0, 0) -- The viewmodel positional offset, constantly. Subtract this from any other modifications to viewmodel position.
SWEP.VMAng = Vector(0, 0, 0) -- The viewmodel angular offset, constantly. Subtract this from any other modifications to viewmodel angle.
SWEP.VMPos_Additive = true -- Set to false for an easier time using VMPos. If true, VMPos will act as a constant delta ON TOP OF ironsights, run, whateverelse
SWEP.CenteredPos = nil -- The viewmodel positional offset, used for centering. Leave nil to autodetect using ironsights.
SWEP.CenteredAng = nil -- The viewmodel angular offset, used for centering. Leave nil to autodetect using ironsights.
SWEP.Bodygroups_V = nil -- {
-- [0] = 1,
-- [1] = 4,
-- [2] = etc.
-- }
SWEP.AllowIronSightsDoF = true -- whenever allow DoF effect on viewmodel when zoomed in with iron sights
SWEP.IronSightsReloadEnabled = nil -- Enable ADS reload animations support (requires animations to be enabled in SWEP.Animations)
SWEP.IronSightsReloadLock = true -- Lock ADS state when reloading
-- WORLDMODEL
SWEP.WorldModel = "models/your/wmodel/path/here.mdl" -- Weapon world model path
SWEP.Bodygroups_W = nil -- {
-- [0] = 1,
-- [1] = 4,
-- [2] = etc.
-- }
SWEP.HoldType = "" -- This is how others view you carrying the weapon. Options include:
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
-- You're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
SWEP.Offset = {
Pos = {
Up = 0,
Right = 0,
Forward = 0
},
Ang = {
Up = -1,
Right = -2,
Forward = 178
},
Scale = 1
} -- Procedural world model animation, defaulted for CS:S purposes.
SWEP.ThirdPersonReloadDisable = false -- Disable third person reload? True disables.
-- SCOPES
SWEP.IronSightsSensitivity = 1 -- Useful for a RT scope. Change this to 0.25 for 25% sensitivity. This is if normal FOV compenstaion isn't your thing for whatever reason, so don't change it for normal scopes.
SWEP.BoltAction = false -- Unscope/sight after you shoot?
SWEP.Scoped = false -- Draw a scope overlay?
SWEP.ScopeOverlayThreshold = 0.875 -- Percentage you have to be sighted in to see the scope.
SWEP.BoltTimerOffset = 0.25 -- How long you stay sighted in after shooting, with a bolt action.
SWEP.ScopeScale = 0.5 -- Scale of the scope overlay
SWEP.ReticleScale = 0.7 -- Scale of the reticle overlay
-- GDCW Overlay Options. Only choose one.
SWEP.Secondary.UseACOG = false -- Overlay option
SWEP.Secondary.UseMilDot = false -- Overlay option
SWEP.Secondary.UseSVD = false -- Overlay option
SWEP.Secondary.UseParabolic = false -- Overlay option
SWEP.Secondary.UseElcan = false -- Overlay option
SWEP.Secondary.UseGreenDuplex = false -- Overlay option
if surface then
SWEP.Secondary.ScopeTable = nil --[[
{
scopetex = surface.GetTextureID("scope/gdcw_closedsight"),
reticletex = surface.GetTextureID("scope/gdcw_acogchevron"),
dottex = surface.GetTextureID("scope/gdcw_acogcross")
}
]] --
end
-- [[SHOTGUN CODE]] --
SWEP.Shotgun = false -- Enable shotgun style reloading.
SWEP.ShotgunEmptyAnim = false -- Enable emtpy reloads on shotguns?
SWEP.ShotgunEmptyAnim_Shell = true -- Enable insertion of a shell directly into the chamber on empty reload?
SWEP.ShotgunStartAnimShell = false -- shotgun start anim inserts shell
SWEP.ShellTime = .35 -- For shotguns, how long it takes to insert a shell.
-- [[SPRINTING]] --
SWEP.RunSightsPos = Vector(0, 0, 0) -- Change this, using SWEP Creation Kit preferably
SWEP.RunSightsAng = Vector(0, 0, 0) -- Change this, using SWEP Creation Kit preferably
-- [[CROUCHING]] --
-- Viewmodel offset when player is crouched
-- SWEP.CrouchPos = Vector(0, 0, 0)
-- SWEP.CrouchAng = Vector(0, 0, 0)
-- [[IRONSIGHTS]] --
SWEP.data = {}
SWEP.data.ironsights = 1 -- Enable Ironsights
SWEP.Secondary.IronFOV = 70 -- How much you "zoom" in. Less is more! Don't have this be <= 0. A good value for ironsights is like 70.
-- SWEP.IronViewModelFOV = 65 -- Target viewmodel FOV when aiming down the sights.
SWEP.IronSightsPos = Vector(0, 0, 0) -- Change this, using SWEP Creation Kit preferably
SWEP.IronSightsAng = Vector(0, 0, 0) -- Change this, using SWEP Creation Kit preferably
-- [[INSPECTION]] --
SWEP.InspectPos = nil -- Vector(0, 0, 0) -- Replace with a vector, in style of ironsights position, to be used for inspection
SWEP.InspectAng = nil -- Vector(0, 0, 0) -- Replace with a vector, in style of ironsights angle, to be used for inspection
-- [[VIEWMODEL BLOWBACK]] --
SWEP.BlowbackEnabled = false -- Enable Blowback?
SWEP.BlowbackVector = Vector(0, -1, 0) -- Vector to move bone <or root> relative to bone <or view> orientation.
SWEP.BlowbackAngle = nil -- Angle(0, 0, 0)
SWEP.BlowbackCurrentRoot = 0 -- Amount of blowback currently, for root
SWEP.BlowbackCurrent = 0 -- Amount of blowback currently, for bones
SWEP.BlowbackBoneMods = nil -- Viewmodel bone mods via SWEP Creation Kit
SWEP.Blowback_Only_Iron = true -- Only do blowback on ironsights
SWEP.Blowback_PistolMode = false -- Do we recover from blowback when empty?
SWEP.Blowback_Shell_Enabled = true -- Shoot shells through blowback animations
SWEP.Blowback_Shell_Effect = "ShellEject" -- Which shell effect to use
SWEP.BlowbackAllowAnimation = nil -- Allow playing shoot animation with blowback?
-- [[VIEWMODEL PROCEDURAL ANIMATION]] --
SWEP.DoProceduralReload = false -- Animate first person reload using lua?
SWEP.ProceduralReloadTime = 1 -- Procedural reload time?
-- [[HOLDTYPES]] --
SWEP.IronSightHoldTypeOverride = "" -- This variable overrides the ironsights holdtype, choosing it instead of something from the above tables. Change it to "" to disable.
SWEP.SprintHoldTypeOverride = "" -- This variable overrides the sprint holdtype, choosing it instead of something from the above tables. Change it to "" to disable.
-- [[ANIMATION]] --
SWEP.StatusLengthOverride = {} -- Changes the status delay of a given animation; only used on reloads. Otherwise, use SequenceLengthOverride or one of the others
SWEP.SequenceLengthOverride = {} -- Changes both the status delay and the nextprimaryfire of a given animation
SWEP.SequenceTimeOverride = {} -- Like above but changes animation length to a target
SWEP.SequenceRateOverride = {} -- Like above but scales animation length rather than being absolute
SWEP.ProceduralHolsterEnabled = nil
SWEP.ProceduralHolsterTime = 0.3
SWEP.ProceduralHolsterPos = Vector(3, 0, -5)
SWEP.ProceduralHolsterAng = Vector(-40, -30, 10)
SWEP.Idle_Mode = TFA.Enum.IDLE_BOTH -- TFA.Enum.IDLE_DISABLED = no idle, TFA.Enum.IDLE_LUA = lua idle, TFA.Enum.IDLE_ANI = mdl idle, TFA.Enum.IDLE_BOTH = TFA.Enum.IDLE_ANI + TFA.Enum.IDLE_LUA
SWEP.Idle_Blend = 0.25 -- Start an idle this far early into the end of a transition
SWEP.Idle_Smooth = 0.05 -- Start an idle this far early into the end of another animation
-- MDL Animations Below
SWEP.Sights_Mode = TFA.Enum.LOCOMOTION_LUA -- LOCOMOTION_ANI = mdl, LOCOMOTION_HYBRID = ani + lua, LOCOMOTION_LUA = lua only
--[[
SWEP.IronAnimation = {
["in"] = {
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
["value"] = "Idle_To_Iron", -- Number for act, String/Number for sequence
["value_empty"] = "Idle_To_Iron_Dry",
["transition"] = true
}, -- Inward transition
["loop"] = {
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
["value"] = "Idle_Iron", -- Number for act, String/Number for sequence
["value_empty"] = "Idle_Iron_Dry"
}, -- Looping Animation
["out"] = {
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
["value"] = "Iron_To_Idle", -- Number for act, String/Number for sequence
["value_empty"] = "Iron_To_Idle_Dry",
["transition"] = true
}, -- Outward transition
["shoot"] = {
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
["value"] = "Fire_Iron", -- Number for act, String/Number for sequence
["value_last"] = "Fire_Iron_Last",
["value_empty"] = "Fire_Iron_Dry"
} -- What do you think
}
]]
SWEP.Sprint_Mode = TFA.Enum.LOCOMOTION_LUA -- LOCOMOTION_ANI = mdl, LOCOMOTION_HYBRID = ani + lua, LOCOMOTION_LUA = lua only
--[[
SWEP.SprintAnimation = {
["in"] = {
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
["value"] = "Idle_to_Sprint", -- Number for act, String/Number for sequence
["value_empty"] = "Idle_to_Sprint_Empty",
["transition"] = true
}, -- Inward transition
["loop"] = {
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
["value"] = "Sprint_", -- Number for act, String/Number for sequence
["value_empty"] = "Sprint_Empty_",
["is_idle"] = true
}, -- looping animation
["out"] = {
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
["value"] = "Sprint_to_Idle", -- Number for act, String/Number for sequence
["value_empty"] = "Sprint_to_Idle_Empty",
["transition"] = true
} -- Outward transition
}
]]
SWEP.Walk_Mode = TFA.Enum.LOCOMOTION_LUA -- LOCOMOTION_ANI = mdl, LOCOMOTION_HYBRID = ani + lua, LOCOMOTION_LUA = lua only
--[[
SWEP.WalkAnimation = {
["in"] = {
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
["value"] = "Idle_to_Walk", -- Number for act, String/Number for sequence
["value_empty"] = "Idle_to_Walk_Empty",
["transition"] = true
}, -- Inward transition
["loop"] = {
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
["value"] = "Walk", -- Number for act, String/Number for sequence
["value_empty"] = "Walk_Empty",
["is_idle"] = true
}, -- looping animation
["out"] = {
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
["value"] = "Walk_to_Idle", -- Number for act, String/Number for sequence
["value_empty"] = "Walk_to_Idle_Empty",
["transition"] = true
} -- Outward transition
}
]]
--[[
-- Looping fire animation (full-auto only)
SWEP.ShootAnimation = {
["in"] = {
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
["value"] = "ShootLoop_Start", -- Number for act, String/Number for sequence
["value_is"] = "ShootLoop_Iron_Start", -- Number for act, String/Number for sequence
["transition"] = true
}, -- Looping Start, fallbacks to loop
["loop"] = {
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
["value"] = "ShootLoop", -- Number for act, String/Number for sequence,
["value_is"] = "ShootLoop_Iron", -- Number for act, String/Number for sequence,
["is_idle"] = true,
}, -- Looping Animation
["out"] = {
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
["value"] = "ShootLoop_End", -- Number for act, String/Number for sequence
["value_is"] = "ShootLoop_Iron_End", -- Number for act, String/Number for sequence
["transition"] = true
}, -- Looping End
}
]]
SWEP.Customize_Mode = TFA.Enum.LOCOMOTION_LUA -- LOCOMOTION_ANI = mdl, LOCOMOTION_HYBRID = ani + lua, LOCOMOTION_LUA = lua only
--[[
SWEP.CustomizeAnimation = {
["in"] = {
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
["value"] = "customization_in", -- Number for act, String/Number for sequence
["transition"] = true
},
["loop"] = {
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
["value"] = "customization_idle", -- Number for act, String/Number for sequence
["is_idle"] = true
},
["out"] = {
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
["value"] = "customization_out", -- Number for act, String/Number for sequence
["transition"] = true
}
}
]]
--[[
SWEP.PumpAction = { -- Pump/bolt animations
["type"] = TFA.Enum.ANIMATION_ACT, -- Sequence or act
["value"] = ACT_VM_PULLBACK_HIGH, -- Number for act, String/Number for sequence
["value_empty"] = ACT_VM_PULLBACK, -- Last shot pump
["value_is"] = ACT_VM_PULLBACK_LOW, -- ADS pump
}
]] --
-- [[EFFECTS]] --
-- Attachments
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
SWEP.ShellAttachment = "2" -- Should be "2" for CSS models or "shell" for hl2 models
SWEP.MuzzleFlashEnabled = true -- Enable muzzle flash
SWEP.MuzzleAttachmentRaw = nil -- This will override whatever string you gave. This is the raw attachment number. This is overridden or created when a gun makes a muzzle event.
SWEP.AutoDetectMuzzleAttachment = false -- For multi-barrel weapons, detect the proper attachment?
SWEP.MuzzleFlashEffect = nil -- Change to a string of your muzzle flash effect. Copy/paste one of the existing from the base.
SWEP.SmokeParticle = nil -- Smoke particle (ID within the PCF), defaults to something else based on holdtype; "" to disable
SWEP.EjectionSmokeEnabled = true -- Disable automatic ejection smoke
-- Shell eject override
SWEP.LuaShellEject = false -- Enable shell ejection through lua?
SWEP.LuaShellEjectDelay = 0 -- The delay to actually eject things
SWEP.LuaShellModel = nil -- The model to use for ejected shells
SWEP.LuaShellScale = nil -- The model scale to use for ejected shells
SWEP.LuaShellYaw = nil -- The model yaw rotation ( relative ) to use for ejected shells
-- Tracer Stuff
SWEP.TracerName = nil -- Change to a string of your tracer name. Can be custom. There is a nice example at https://github.com/garrynewman/garrysmod/blob/master/garrysmod/gamemodes/base/entities/effects/tooltracer.lua
SWEP.TracerCount = 3 -- 0 disables, otherwise, 1 in X chance
-- Impact Effects
SWEP.ImpactEffect = nil -- Impact Effect
SWEP.ImpactDecal = nil -- Impact Decal
-- [[EVENT TABLE]] --
SWEP.EventTable = {} -- Event Table, used for custom events when an action is played. This can even do stuff like playing a pump animation after shooting.
-- example:
-- SWEP.EventTable = {
-- [ACT_VM_RELOAD] = {
-- -- ifp is IsFirstTimePredicted()
-- { ["time"] = 0.1, ["type"] = "lua", ["value"] = function( wep, viewmodel, ifp ) end, ["client"] = true, ["server"] = true},
-- { ["time"] = 0.1, ["type"] = "sound", ["value"] = Sound("x") }
-- }
-- }
-- [[RENDER TARGET]] --
SWEP.RTMaterialOverride = nil -- Take the material you want out of print(LocalPlayer():GetViewModel():GetMaterials()), subtract 1 from its index, and set it to this.
SWEP.RTOpaque = false -- Do you want your render target to be opaque?
SWEP.RTCode = nil -- function(self) return end -- This is the function to draw onto your rendertarget
SWEP.RTBGBlur = true -- Draw background blur when 3D scope is active?
-- [[AKIMBO]] --
SWEP.Akimbo = false -- Akimbo gun? Alternates between primary and secondary attacks.
SWEP.AnimCycle = 1 -- Start on the right
SWEP.AkimboHUD = true -- Draw holographic HUD for both weapons?
-- [[ATTACHMENTS]] --
SWEP.VElements = nil -- Export from SWEP Creation Kit. For each item that can/will be toggled, set active=false in its individual table
SWEP.WElements = nil -- Export from SWEP Creation Kit. For each item that can/will be toggled, set active=false in its individual table
SWEP.Attachments = {
-- [ORDER] = = { atts = { "si_eotech" }, sel = 0 }
-- sel allows you to have an attachment pre-selected, and is used internally by the base to show which attachment is selected in each category.
}
SWEP.AttachmentDependencies = {} -- {["si_acog"] = {"bg_rail", ["type"] = "OR"}} -- type could also be AND to require multiple
SWEP.AttachmentExclusions = {} -- { ["si_iron"] = { [1] = "bg_heatshield"} }
SWEP.AttachmentTableOverride = {} --[[{ -- overrides WeaponTable for attachments
["ins2_ub_laser"] = { -- attachment id, root of WeaponTable override
["VElements"] = {
["laser_rail"] = {
["active"] = true
},
},
}
}]]
SWEP.DInv2_GridSizeX = nil -- DInventory/2 Specific. Determines weapon's width in grid. This is not TFA Base specific and can be specified to any Scripted SWEP.
SWEP.DInv2_GridSizeY = nil -- DInventory/2 Specific. Determines weapon's height in grid. This is not TFA Base specific and can be specified to any Scripted SWEP.
SWEP.DInv2_Volume = nil -- DInventory/2 Specific. Determines weapon's volume in liters. This is not TFA Base specific and can be specified to any Scripted SWEP.
SWEP.DInv2_Mass = nil -- DInventory/2 Specific. Determines weapon's mass in kilograms. This is not TFA Base specific and can be specified to any Scripted SWEP.
-- [[MISC INFO FOR MODELERS]] --
--[[
Used Animations (for modelers):
ACT_VM_DRAW - Draw
ACT_VM_DRAW_EMPTY - Draw empty
ACT_VM_DRAW_SILENCED - Draw silenced, overrides empty
ACT_VM_IDLE - Idle
ACT_VM_IDLE_SILENCED - Idle empty, overwritten by silenced
ACT_VM_IDLE_SILENCED - Idle silenced
ACT_VM_PRIMARYATTACK - Shoot
ACT_VM_PRIMARYATTACK_EMPTY - Shoot last chambered bullet
ACT_VM_PRIMARYATTACK_SILENCED - Shoot silenced, overrides empty
ACT_VM_PRIMARYATTACK_1 - Shoot ironsights, overriden by everything besides normal shooting
ACT_VM_DRYFIRE - Dryfire
ACT_VM_RELOAD - Reload / Tactical Reload / Insert Shotgun Shell
ACT_SHOTGUN_RELOAD_START - Start shotgun reload, unless ACT_VM_RELOAD_EMPTY is there.
ACT_SHOTGUN_RELOAD_FINISH - End shotgun reload.
ACT_VM_RELOAD_EMPTY - Empty mag reload, chambers the new round. Works for shotguns too, where applicable.
ACT_VM_RELOAD_SILENCED - Silenced reload, overwrites all
ACT_VM_HOLSTER - Holster
ACT_VM_HOLSTER_SILENCED - Holster empty, overwritten by silenced
ACT_VM_HOLSTER_SILENCED - Holster silenced
]] --
DEFINE_BASECLASS( SWEP.Base )

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-- Name: PlayerWeaponColorStatic
-- Description: Static/direct variation of PlayerWeaponColor, without any flickering.
-- Parameters:
-- 1. resultvar - Result variable for the color (such as $color2)
-- VMT Example:
--[[
Proxies
{
PlayerWeaponColorStatic
{
resultvar $color2
}
}
]]
-- Name: TFALaserColor
-- Description:
-- Parameters:
-- 1. resultvar - Result variable for the color (such as $color2)
-- VMT Example:
--[[
Proxies
{
TFALaserColor
{
resultVar $color2
}
}
]]
-- Name: TFAReticuleColor
-- Description:
-- Parameters:
-- 1. resultvar - Result variable for the color (such as $color2)
-- VMT Example:
--[[
Proxies
{
TFAReticuleColor
{
resultVar $color2
}
}
]]
-- Name: TFA_RTScope
-- Description: Replaces $basetexture with render target texture of 3D scopes
-- VMT Example:
--[[
Proxies
{
TFA_RTScope
{
}
}
]]
-- Name: TFA_CubemapTint
-- Description: Tints
-- Parameters:
-- 1. resultvar - Variable for resulting envmap tint ($envmaptint)
-- 2. multiplier - Variable for base tint multiplier (a vector)
-- VMT Example:
--[[
$envmapmultiplier "[1 1 1]" // Lighting will be multiplied by this value
Proxies
{
TFA_CubemapTint
{
resultvar $envmaptint // Write final output to $envmaptint
multiplier $envmapmultiplier // Use our value for default envmap tint
}
}
]]

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-- TFA Base Melee Template by TFA Base Devs
-- To the extent possible under law, the person who associated CC0 with
-- TFA Base Template has waived all copyright and related or neighboring rights
-- to TFA Base Template.
-- You should have received a copy of the CC0 legalcode along with this
-- work. If not, see <http://creativecommons.org/publicdomain/zero/1.0/>.
-- M9K compatible version is dated as 0 (and 0 is also fallback if TFADataVersion not present)
-- as well as everything made for TFA Base before 4.7
SWEP.TFADataVersion = 1
----------------- Basic Garry's Mod SWEP structure stats / TFA Base properties
SWEP.Base = "tfa_melee_base"
SWEP.Category = "TFA Template" -- The category.
-- Please, just choose something generic or something I've already done if you plan on only doing like one (or two or three) swep(s).
SWEP.Manufacturer = nil -- Gun Manufactrer (e.g. Hoeckler and Koch)
SWEP.Author = "" -- Author Tooltip
SWEP.Contact = "" -- Contact Info Tooltip
SWEP.Purpose = "" -- Purpose Tooltip
SWEP.Instructions = "" -- Instructions Tooltip
SWEP.Spawnable = false -- Can you, as a normal user, spawn this?
SWEP.AdminSpawnable = false -- Can an adminstrator spawn this? Does not tie into your admin mod necessarily, unless its coded to allow for GMod's default ranks somewhere in its code. Evolve and ULX should work, but try to use weapon restriction rather than these.
SWEP.DrawCrosshair = true -- Draw the crosshair?
SWEP.PrintName = "TFA Base Melee Template" -- Weapon name (Shown on HUD)
SWEP.Slot = 0 -- Slot in the weapon selection menu. Subtract 1, as this starts at 0.
SWEP.SlotPos = 73 -- Position in the slot
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
SWEP.Weight = 30 -- This controls how "good" the weapon is for autopickup.
-- For base values please refer to the base template at lua/weapons/tfa_base_template/shared.lua
-- Display values (inspection screen etc.)
SWEP.Primary.Damage = 0.01 -- Damage, in standard damage points.
SWEP.Primary.RPM = 600 -- This is in Rounds Per Minute / RPM
----------------- ViewModel related
SWEP.ViewModel = "models/your/path/here.mdl" -- Viewmodel path
SWEP.ViewModelFOV = 65 -- This controls how big the viewmodel looks. Less is more.
SWEP.ViewModelFlip = false -- Set this to true for CSS models, or false for everything else (with a righthanded viewmodel.)
SWEP.UseHands = false -- Use gmod c_arms system.
----------------- Worldmodel related
SWEP.WorldModel = "models/your/wmodel/path/here.mdl" -- Weapon world model path
SWEP.HoldType = "" -- This is how others view you carrying the weapon. Options include:
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
-- Attacks - Primary
SWEP.Primary.Attacks = { -- main attacks table, the values are selected randomly
{
["act"] = ACT_VM_HITLEFT, -- Animation acvitity to use (ACT_ enum value)
["len"] = 8 * 4.5, -- Trace distance
["src"] = Vector(20, 10, 0), -- Trace source; X ( +right, -left ), Y ( +forward, -back ), Z ( +up, -down )
["dir"] = Vector(-40, 30, 0), -- Trace direction/length; X ( +right, -left ), Y ( +forward, -back ), Z ( +up, -down )
["dmg"] = 60, -- Damage
["dmgtype"] = DMG_SLASH, -- Damage type (DMG_ enum value)
["delay"] = 0.2, -- Delay (in seconds) before attack trace
["force"] = 12, -- Damage force
["hull"] = 10, -- Trace hull size
["spr"] = true, -- Allow attack while sprinting?
["snd"] = "Swing.Sound", -- Soundscript name for swing sound
["hitflesh"] = "TFA.BashFlesh", -- Soundscript name for flesh hit
["hitworld"] = "TFA.BashWall", -- Soundscript name for non-flesh hit
["snd_delay"] = 0.1, -- Delay before swing sound
["viewpunch"] = Angle(1, -10, 0), -- Viewpunch angle
["end"] = 0.5, -- Time (from attack start) until next attack is allowed
["direction"] = "L", -- Swing direction (for directional preference); L,R,F,B
},
}
SWEP.Primary.MaxCombo = -1 -- How many attacks are allowed on single attack key hold
SWEP.Primary.Directional = false -- Prefer attacks with player's movement direction first
SWEP.Primary.SplitDamage = true -- Use the "dmg" value of the attack table? If false, SWEP.Primary.Damage will be used instead.
-- Attacks - Secondary
-- If secondary attacks table is empty or not defined, it falls back to primary table
SWEP.Secondary.Attacks = {} -- same as SWEP.Primary.Attacks
SWEP.Secondary.MaxCombo = -1
SWEP.Secondary.Directional = false
SWEP.Secondary.SplitDamage = true -- Use the "dmg" value of the attack table? If false, SWEP.Secondary.Damage will be used instead.
SWEP.Secondary.PrimaryFallback = true -- Allow falling back to primary attacks if secondary attacks table is empty/unavailable
-- Attacks - Alternative (melee bash)
SWEP.Secondary.CanBash = true -- set to false to disable bashing
SWEP.Secondary.BashDamage = 25 -- Melee bash damage
SWEP.Secondary.BashSound = "TFA.Bash" -- Soundscript name for bash swing sound
SWEP.Secondary.BashHitSound = "TFA.BashWall" -- Soundscript name for non-flesh hit sound
SWEP.Secondary.BashHitSound_Flesh = "TFA.BashFlesh" -- Soundscript name for flesh hit sound
SWEP.Secondary.BashLength = 54 -- Length of bash melee trace in units
SWEP.Secondary.BashDelay = 0.2 -- Delay (in seconds) from bash start to bash attack trace
SWEP.Secondary.BashDamageType = DMG_SLASH -- Damage type (DMG_ enum value)
SWEP.Secondary.BashEnd = nil -- Bash end time (in seconds), defaults to animation end if undefined
SWEP.Secondary.BashInterrupt = false -- Bash attack interrupts everything (reload, draw, whatever)