add sborka

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2026-03-31 10:27:04 +03:00
commit f5e5f56c84
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local TFA = TFA
TFA.INSPECTION_IMPULSE = 148
TFA.BASH_IMPULSE = 149
TFA.CYCLE_FIREMODE_IMPULSE = 150
TFA.CYCLE_SAFETY_IMPULSE = 151
TFA.INSPECTION_IMPULSE_STRING = "148"
TFA.BASH_IMPULSE_STRING = "149"
TFA.CYCLE_FIREMODE_IMPULSE_STRING = "150"
TFA.CYCLE_SAFETY_IMPULSE_STRING = "151"
local sp = game.SinglePlayer()
local CurTime = CurTime
local ENTITY = FindMetaTable("Entity")
local PLAYER = FindMetaTable("Player")
--[[
Hook: PlayerPostThink
Function: Weapon Logic
Used For: Main weapon "think" logic
]]
--
if CLIENT and sp then
local engine_TickCount = engine.TickCount
hook.Add("PlayerPostThink", "PlayerTickTFA", function(plyv)
local wepv = PLAYER.GetActiveWeapon(plyv)
if not IsValid(wepv) then return end
local wep2 = ENTITY.GetTable(wepv)
if wep2.IsTFAWeapon then
local ply2 = PLAYER.GetTable(plyv)
local tickCount = engine_TickCount()
wep2.PlayerThink(wepv, plyv, ply2.last_tfa_think == tickCount)
ply2.last_tfa_think = tickCount
end
end)
end
if SERVER or not sp then
local IsFirstTimePredicted = IsFirstTimePredicted
hook.Add("FinishMove", "PlayerTickTFA", function(plyv)
local wepv = PLAYER.GetActiveWeapon(plyv)
if not IsValid(wepv) then return end
local wep2 = ENTITY.GetTable(wepv)
if wep2.IsTFAWeapon then
wep2.PlayerThink(wepv, plyv, not IsFirstTimePredicted())
end
end)
end
--[[
Hook: Think
Function: Weapon Logic for NPC
User For: Calling SWEP:Think for NPCs manually
]]
--
if SERVER then
hook.Add("Think", "NPCTickTFA", function()
hook.Run("TFA_NPCWeaponThink")
end)
end
--[[
Hook: Tick
Function: Inspection mouse support
Used For: Enables and disables screen clicker
]]
--
if CLIENT then
local tfablurintensity
local its_old = 0
local ScreenClicker = false
local cl_tfa_inspect_hide = GetConVar("cl_tfa_inspect_hide")
local cl_drawhud = GetConVar("cl_drawhud")
hook.Add("Tick", "TFAInspectionScreenClicker", function()
tfablurintensity = 0
if LocalPlayer():IsValid() and LocalPlayer():GetActiveWeapon():IsValid() then
local w = LocalPlayer():GetActiveWeapon()
if w.IsTFAWeapon then
tfablurintensity = w:GetCustomizing() and 1 or 0
end
end
if tfablurintensity > its_old and not ScreenClicker and not cl_tfa_inspect_hide:GetBool() and cl_drawhud:GetBool() then
gui.EnableScreenClicker(true)
ScreenClicker = true
elseif tfablurintensity < its_old and ScreenClicker then
gui.EnableScreenClicker(false)
ScreenClicker = false
end
its_old = tfablurintensity
end)
local engine_TickCount = engine.TickCount
local tickInterval = engine.TickInterval()
local FrameTime = FrameTime
local math_Clamp = math.Clamp
TFA.TickDeltaLastTick = TFA.TickDeltaLastTick or engine_TickCount() - 1
TFA.TickDelta = 0
hook.Add("Think", "TFABase_PlayerThinkCL", function()
TFA.TickDelta = math_Clamp(TFA.TickDelta + FrameTime() / tickInterval, 0, 1)
local tcount = engine_TickCount()
if TFA.TickDeltaLastTick ~= tcount then
TFA.TickDeltaLastTick = tcount
TFA.TickDelta = 0
end
local ply = LocalPlayer()
if not IsValid(ply) then return end
local weapon = ply:GetActiveWeapon()
if IsValid(weapon) and weapon.IsTFAWeapon and weapon.PlayerThinkCL then
weapon:PlayerThinkCL(ply)
end
end)
end
if CLIENT and sp then
local lastSDLP
local function SyncSDLP()
local ply = LocalPlayer()
if not IsValid(ply) then return end
local SDLP = ply:ShouldDrawLocalPlayer()
if lastSDLP == nil or lastSDLP ~= SDLP then
net.Start("tfaSDLP", true)
net.WriteBool(SDLP)
net.SendToServer()
lastSDLP = SDLP
end
end
hook.Add("Think", "TFABase_ShouldDrawLocalPlayer", SyncSDLP)
end
--[[
Hook: AllowPlayerPickup
Function: Prop holding
Used For: Records last held object
]]
--
hook.Add("AllowPlayerPickup", "TFAPickupDisable", function(plyv, ent)
plyv:SetNW2Entity("LastHeldEntity", ent)
end)
--[[
Hook: PlayerBindPress
Function: Intercept Keybinds
Used For: Alternate attack, inspection, shotgun interrupts, and more
]]
--
local cv_cm = GetConVar("sv_tfa_cmenu")
local cv_cm_key = GetConVar("sv_tfa_cmenu_key")
local keyv
local function GetInspectionKey()
if cv_cm_key and cv_cm_key:GetInt() >= 0 then
keyv = cv_cm_key:GetInt()
else
keyv = TFA.BindToKey(input.LookupBinding("+menu_context", true) or "c", KEY_C)
end
return keyv
end
local function TFAContextBlock()
local plyv = LocalPlayer()
if not plyv:IsValid() or GetViewEntity() ~= plyv then return end
if plyv:InVehicle() and not plyv:GetAllowWeaponsInVehicle() then return end
local wepv = plyv:GetActiveWeapon()
if not IsValid(wepv) then return end
if plyv:GetInfoNum("cl_tfa_keys_customize", 0) > 0 then return end
if GetInspectionKey() == TFA.BindToKey(input.LookupBinding("+menu_context", true) or "c", KEY_C) and wepv.ToggleInspect and cv_cm:GetBool() and not plyv:KeyDown(IN_USE) then return false end
end
hook.Add("ContextMenuOpen", "TFAContextBlock", TFAContextBlock)
if CLIENT then
local kd_old = false
local cl_tfa_keys_customize
local function TFAKPThink()
local plyv = LocalPlayer()
if not plyv:IsValid() then return end
local wepv = plyv:GetActiveWeapon()
if not IsValid(wepv) then return end
if not cl_tfa_keys_customize then
cl_tfa_keys_customize = GetConVar("cl_tfa_keys_customize")
end
if cl_tfa_keys_customize:GetBool() then return end
local key = GetInspectionKey()
local kd = input.IsKeyDown(key)
if IsValid(vgui.GetKeyboardFocus()) then
kd = false
end
if kd ~= kd_old and kd and cv_cm:GetBool() and not plyv:KeyDown(IN_USE) then
RunConsoleCommand("impulse", tostring(TFA.INSPECTION_IMPULSE))
end
kd_old = kd
end
hook.Add("Think", "TFAInspectionMenu", TFAKPThink)
end
local cv_lr = GetConVar("sv_tfa_reloads_legacy")
local reload_threshold = 0.3
local sv_cheats = GetConVar("sv_cheats")
local host_timescale = GetConVar("host_timescale")
local band = bit.band
local bxor = bit.bxor
local bnot = bit.bnot
local GetTimeScale = game.GetTimeScale
local IN_ATTACK2 = IN_ATTACK2
local IN_RELOAD = IN_RELOAD
local function FinishMove(ply, cmovedata)
if ply:InVehicle() and not ply:GetAllowWeaponsInVehicle() then return end
local wepv = ply:GetActiveWeapon()
if not IsValid(wepv) or not wepv.IsTFAWeapon then return end
wepv:TFAFinishMove(ply, cmovedata:GetVelocity(), cmovedata)
local impulse = cmovedata:GetImpulseCommand()
if impulse == TFA.INSPECTION_IMPULSE then
wepv:ToggleInspect()
elseif impulse == TFA.CYCLE_FIREMODE_IMPULSE and wepv:GetStatus() == TFA.Enum.STATUS_IDLE and wepv:GetStatL("SelectiveFire") then
wepv:CycleFireMode()
elseif impulse == TFA.CYCLE_SAFETY_IMPULSE and wepv:GetStatus() == TFA.Enum.STATUS_IDLE then
wepv:CycleSafety()
end
local BashImpulse = cmovedata:GetImpulseCommand() == TFA.BASH_IMPULSE
ply:TFA_SetZoomKeyDown(BashImpulse) -- this may or may not work
if wepv.SetBashImpulse then
wepv:SetBashImpulse(BashImpulse)
end
if cmovedata:GetImpulseCommand() == 100 and (wepv:GetStatL("FlashlightAttachmentName") ~= nil or wepv:GetStatL("FlashlightAttachment", 0) > 0) then
wepv:ToggleFlashlight()
end
local lastButtons = wepv:GetDownButtons()
local buttons = cmovedata:GetButtons()
local stillPressed = band(lastButtons, buttons)
local changed = bxor(lastButtons, buttons)
local pressed = band(changed, bnot(lastButtons), buttons)
local depressed = band(changed, lastButtons, bnot(buttons))
wepv:SetDownButtons(buttons)
wepv:SetLastPressedButtons(pressed)
local time = CurTime()
local cl_tfa_ironsights_toggle = (ply:GetInfoNum("cl_tfa_ironsights_toggle", 0) or 0) >= 1
local cl_tfa_ironsights_resight = (ply:GetInfoNum("cl_tfa_ironsights_resight", 0) or 0) >= 1
local cl_tfa_ironsights_responsive = (ply:GetInfoNum("cl_tfa_ironsights_responsive", 0) or 0) >= 1
local cl_tfa_ironsights_responsive_timer = ply:GetInfoNum("cl_tfa_ironsights_responsive_timer", 0.175) or 0.175
local scale_dividier = GetTimeScale() * (sv_cheats:GetBool() and host_timescale:GetFloat() or 1)
if wepv:GetStatL("Secondary.IronSightsEnabled", false) and not wepv:IsSafety() then
if band(changed, IN_ATTACK2) == IN_ATTACK2 then
local deltaPress = (time - wepv:GetLastIronSightsPressed()) / scale_dividier
-- pressing for first time
if not wepv:GetIronSightsRaw() and band(pressed, IN_ATTACK2) == IN_ATTACK2 then
wepv:SetIronSightsRaw(true)
wepv:SetLastIronSightsPressed(time)
elseif wepv:GetIronSightsRaw() and
((cl_tfa_ironsights_toggle or cl_tfa_ironsights_responsive) and band(pressed, IN_ATTACK2) == IN_ATTACK2 or
not cl_tfa_ironsights_toggle and not cl_tfa_ironsights_responsive and band(depressed, IN_ATTACK2) == IN_ATTACK2)
then
-- get out of iron sights
wepv:SetIronSightsRaw(false)
wepv:SetLastIronSightsPressed(-1)
elseif wepv:GetIronSightsRaw() and cl_tfa_ironsights_responsive and band(depressed, IN_ATTACK2) == IN_ATTACK2 and deltaPress > cl_tfa_ironsights_responsive_timer then
-- we depressed IN_ATTACK2 with it were being held down
wepv:SetIronSightsRaw(false)
wepv:SetLastIronSightsPressed(-1)
end
elseif wepv:GetIronSightsRaw() and not cl_tfa_ironsights_resight and (not TFA.Enum.IronStatus[wepv:GetStatus()] or wepv:GetSprinting()) then
wepv:SetIronSightsRaw(false)
wepv:SetLastIronSightsPressed(-1)
end
end
if
band(depressed, IN_RELOAD) == IN_RELOAD and
not cv_lr:GetBool()
and band(buttons, IN_USE) == 0
and time <= (wepv:GetLastReloadPressed() + reload_threshold * scale_dividier)
then
wepv:SetLastReloadPressed(-1)
wepv:Reload(true)
elseif band(pressed, IN_RELOAD) == IN_RELOAD then
wepv:SetLastReloadPressed(time)
elseif band(buttons, IN_RELOAD) ~= 0 and band(buttons, IN_USE) == 0 and time > (wepv:GetLastReloadPressed() + reload_threshold * scale_dividier) then
wepv:CheckAmmo()
end
if BashImpulse then
if wepv.AltAttack then
wepv:AltAttack()
end
end
end
hook.Add("FinishMove", "TFAFinishMove", FinishMove)
local function TFABashZoom(plyv, cusercmd)
if plyv:InVehicle() and not plyv:GetAllowWeaponsInVehicle() then return end
if plyv:GetInfoNum("cl_tfa_keys_bash", 0) ~= 0 then
if (sp or CLIENT) and plyv.tfa_bash_hack then
cusercmd:SetImpulse(TFA.BASH_IMPULSE)
end
return
end
local zoom = cusercmd:KeyDown(IN_ZOOM)
if zoom then
local wepv = plyv:GetActiveWeapon()
if IsValid(wepv) and wepv.IsTFAWeapon and wepv.AltAttack then
cusercmd:RemoveKey(IN_ZOOM)
cusercmd:SetImpulse(TFA.BASH_IMPULSE)
end
end
end
hook.Add("StartCommand", "TFABashZoom", TFABashZoom)
--[[
Hook: PlayerSpawn
Function: Extinguishes players, zoom cleanup
Used For: Fixes incendiary bullets post-respawn
]]
--
hook.Add("PlayerSpawn", "TFAExtinguishQOL", function(plyv)
if IsValid(plyv) and plyv:IsOnFire() then
plyv:Extinguish()
end
end)
local sv_tfa_weapon_weight = GetConVar("sv_tfa_weapon_weight")
--[[
Hook: SetupMove
Function: Modify movement speed
Used For: Weapon slowdown, ironsights slowdown
]]
--
hook.Add("SetupMove", "tfa_setupmove", function(plyv, movedata, commanddata)
local wepv = plyv:GetActiveWeapon()
if IsValid(wepv) and wepv.IsTFAWeapon and sv_tfa_weapon_weight:GetBool() then
local speedmult = Lerp(wepv:GetIronSightsProgress(), wepv:GetStatL("RegularMoveSpeedMultiplier", 1), wepv:GetStatL("AimingDownSightsSpeedMultiplier", 1))
movedata:SetMaxClientSpeed(movedata:GetMaxClientSpeed() * speedmult)
commanddata:SetForwardMove(commanddata:GetForwardMove() * speedmult)
commanddata:SetSideMove(commanddata:GetSideMove() * speedmult)
end
end)
--[[
Hook: InitPostEntity
Function: Patches or removes other hooks that breaking or changing behavior of our weapons in a negative way
Used For: Fixing our stuff
]]
--
local function FixInvalidPMHook()
if not CLIENT then return end
local hookTable = hook.GetTable()
if hookTable["PostDrawViewModel"] and hookTable["PostDrawViewModel"]["Set player hand skin"] then
local targetFunc = hookTable["PostDrawViewModel"]["Set player hand skin"]
if not targetFunc then return end
local cv_shouldfix = GetConVar("cl_tfa_fix_pmhands_hook") or CreateClientConVar("cl_tfa_fix_pmhands_hook", "1", true, false, "Fix hands skin hook for CaptainBigButt's (and others) playermodels (Change requires map restart)")
if not cv_shouldfix:GetBool() then return end
print("[TFA Base] The playermodels you have installed breaks the automatic rig parenting for Insurgency and CS:GO weapons. The fix is applied but it's more of a band-aid, the solution would be to either fix this properly on author's side or to uninstall the addon.")
if CLIENT and debug and debug.getinfo then
local funcPath = debug.getinfo(targetFunc).short_src
print("Type whereis " .. funcPath .. " in console to see the conflicting addon.")
end
hook.Remove("PostDrawViewModel", "Set player hand skin")
hook.Add("PreDrawPlayerHands", "Set player hand skin BUT FIXED", function(hands, vm, ply, weapon)
if hands:SkinCount() == ply:SkinCount() then
hands:SetSkin(ply:GetSkin())
end
end)
end
end
local function PatchSiminovSniperHook()
if not CLIENT then return end -- that hook is clientside only
local hookTable = hook.GetTable()
if hookTable["CreateMove"] and hookTable["CreateMove"]["SniperCreateMove"] then
local SniperCreateMove = hookTable["CreateMove"]["SniperCreateMove"] -- getting the original function
if not SniperCreateMove then return end
local cv_shouldfix = GetConVar("cl_tfa_fix_siminov_scopes") or CreateClientConVar("cl_tfa_fix_siminov_scopes", "1", true, false, "Patch Siminov's sniper overlay hook with weapon base check (Change requires map restart)")
if not cv_shouldfix:GetBool() then return end
local PatchedSniperCreateMove = function(cmd) -- wrapping their function with our check
local ply = LocalPlayer()
if IsValid(ply) and IsValid(ply:GetActiveWeapon()) and ply:GetActiveWeapon().IsTFAWeapon then
return
end
SniperCreateMove(cmd)
end
hook.Remove("CreateMove", "SniperCreateMove") -- removing original hook
hook.Add("CreateMove", "SniperCreateMove_PatchedByTFABase", PatchedSniperCreateMove) -- creating new hook with wrap
end
end
hook.Add("InitPostEntity", "tfa_unfuckeverything", function()
FixInvalidPMHook()
PatchSiminovSniperHook()
end)
--[[
Hook: PlayerSwitchFlashlight
Function: Flashlight toggle
Used For: Switching flashlight on weapon and blocking HEV flashlight
]]
--
hook.Add("PlayerSwitchFlashlight", "tfa_toggleflashlight", function(plyv, toEnable)
if CLIENT then return end -- this is serverside hook GO AWAY
-- fuck you source
-- where is fucking prediction??!??!?!?/
if not IsValid(plyv) or not toEnable then return end -- allow disabling HEV flashlight
local wepv = plyv:GetActiveWeapon()
if IsValid(wepv) and wepv.IsTFAWeapon and (wepv:GetStatL("FlashlightAttachmentName") ~= nil or wepv:GetStatL("FlashlightAttachment", 0) > 0) then
-- wepv:ToggleFlashlight()
return false
end
end)
--[[
Hook: SetupMove
Function: Update players NW2 variable
Used For: Walking animation NW2 var
]]
--
hook.Add("SetupMove", "tfa_checkforplayerwalking", function(plyv, mvdatav, cmdv)
if not IsValid(plyv) or not mvdatav then return end
if mvdatav:GetForwardSpeed() ~= 0 or mvdatav:GetSideSpeed() ~= 0 then
if not plyv:GetNW2Bool("TFA_IsWalking") then
plyv:SetNW2Bool("TFA_IsWalking", true)
end
elseif plyv:GetNW2Bool("TFA_IsWalking") then
plyv:SetNW2Bool("TFA_IsWalking", false)
end
end)
--[[
Hook: PreDrawOpaqueRenderables
Function: Calls SWEP:PreDrawOpaqueRenderables()
Used For: whatever draw stuff you need lol
]]
--
hook.Add("PreDrawOpaqueRenderables", "tfaweaponspredrawopaque", function()
for _, v in ipairs(player.GetAll()) do
local wepv = v:GetActiveWeapon()
if IsValid(wepv) and wepv.IsTFAWeapon and wepv.PreDrawOpaqueRenderables then
wepv:PreDrawOpaqueRenderables()
end
end
end)
--[[
Hook: PreDrawViewModel
Function: Calculating viewmodel offsets
Used For: Viewmodel sway, offset and flip
]]
--
if CLIENT then
local vec = Vector()
local ang = Angle()
local IsGameUIVisible = gui and gui.IsGameUIVisible
local FrameTime = FrameTime
local FrameNumber = FrameNumber
local lastframe = FrameNumber() - 1
hook.Add("PreDrawViewModel", "TFACalculateViewmodel", function(vm, plyv, wepv)
if lastframe == FrameNumber() then return end
lastframe = FrameNumber()
if not IsValid(wepv) or not wepv.IsTFAWeapon then return end
local wep2 = wepv:GetTable()
if sp and IsGameUIVisible and IsGameUIVisible() then return end
wep2.UpdateEngineBob(wepv)
local delta = FrameTime()
wep2.Sway(wepv, vec, ang, delta)
wep2.CalculateViewModelOffset(wepv, delta)
wep2.CalculateViewModelFlip(wepv)
wep2.UpdateProjectedTextures(wepv, true)
end)
end
--[[
Hook: EntityTakeDamage
Function: Applies physics damage to Combine Turrets
Used For: Knocking up Combine Turrets with TFA Base weapons
]]
--
hook.Add("EntityTakeDamage", "TFA_TurretPhysics", function(entv, dmg)
if entv:GetClass() == "npc_turret_floor" then
entv:TakePhysicsDamage(dmg)
end
end)
--[[
Hook: HUDPaint
Function: Calls another hook
Used For: Hook that notifies when player is fully loaded.
]]
--
hook.Add("HUDPaint", "TFA_TRIGGERCLIENTLOAD", function()
if LocalPlayer():IsValid() then
hook.Remove("HUDPaint", "TFA_TRIGGERCLIENTLOAD")
hook.Run("TFA_ClientLoad")
end
end)
--[[
Hook: InitPostEntity
Function: Wraps SWEP:Think functions
Used For: Patching old, broken weapons that override SWEP:Think without calling baseclass
]]
--
local PatchClassBlacklisted = {
tfa_gun_base = true,
tfa_melee_base = true,
tfa_bash_base = true,
tfa_bow_base = true,
tfa_knife_base = true,
tfa_nade_base = true,
tfa_sword_advanced_base = true,
tfa_cssnade_base = true,
tfa_shotty_base = true,
tfa_akimbo_base = true,
tfa_3dbash_base = true,
tfa_3dscoped_base = true,
tfa_scoped_base = true,
}
local cv_shouldpatchthink = GetConVar("sv_tfa_backcompat_patchswepthink") or CreateConVar("sv_tfa_backcompat_patchswepthink", "1", CLIENT and {FCVAR_REPLICATED} or {FCVAR_REPLICATED, FCVAR_ARCHIVE, FCVAR_NOTIFY}, "Enable patching of old weapons that override SWEP:Think function to work with newer version of the base?\n\tDISABLING THIS IS NOT RECOMMENDED AND MAY LEAD TO NON-FUNCTIONING WEAPONS!")
hook.Add("InitPostEntity", "TFA_PatchThinkOverride", function()
if not cv_shouldpatchthink:GetBool() then return end
if not debug or not debug.getinfo then return end
for _, wepRefTable in ipairs(weapons.GetList()) do
local class = wepRefTable.ClassName
if PatchClassBlacklisted[class] or not weapons.IsBasedOn(class, "tfa_gun_base") then
goto THINK1FOUND
end
local wepRealTbl = weapons.GetStored(class)
if wepRealTbl.Think then
local info = debug.getinfo(wepRealTbl.Think, "S")
if not info or not info.linedefined or not info.lastlinedefined then goto THINK1FOUND end
local src = info.short_src
if src:StartWith("addons/") then
src = src:gsub("^addons/[^%0:/]+/", "")
end
local luafile = file.Read(src:sub(5), "LUA")
if not luafile or luafile == "" then goto THINK1FOUND end
local lua = luafile:gsub("\r\n","\n"):gsub("\r","\n"):Split("\n")
for i = info.linedefined, info.lastlinedefined do
local line = lua[i]
if not line or line:find("BaseClass%s*.%s*Think%s*%(") then
goto THINK1FOUND
end
end
print(("[TFA Base] Weapon %s (%s) is overriding SWEP:Think() function without calling baseclass!"):format(wepRefTable.ClassName, info.short_src))
local BaseClass = baseclass.Get(wepRealTbl.Base)
wepRealTbl.ThinkFuncUnwrapped = wepRealTbl.ThinkFuncUnwrapped or wepRealTbl.Think
function wepRealTbl:Think(...)
self:ThinkFuncUnwrapped(...)
return BaseClass.Think(self, ...)
end
end
::THINK1FOUND::
end
end)