add sborka
This commit is contained in:
@@ -0,0 +1,615 @@
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include('shared.lua')
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if not cigaParticleEmitter then cigaParticleEmitter = ParticleEmitter(Vector(0,0,0)) end
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function SWEP:DrawWorldModel()
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local ply = self:GetOwner()
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local cigaScale = self.cigaScale or 1
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self:SetModelScale(cigaScale, 0)
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self:SetSubMaterial()
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if IsValid(ply) then
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local modelStr = ply:GetModel():sub(1,17)
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local isPony = modelStr=="models/ppm/player" or modelStr=="models/mlp/player" or modelStr=="models/cppm/playe"
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local bn = isPony and "LrigScull" or "ValveBiped.Bip01_R_Hand"
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if ply.cigaArmFullyUp then bn ="ValveBiped.Bip01_Head1" end
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local bon = ply:LookupBone(bn) or 0
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local opos = self:GetPos()
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local oang = self:GetAngles()
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local bp,ba = ply:GetBonePosition(bon)
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if bp then opos = bp end
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if ba then oang = ba end
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if ply.cigaArmFullyUp then
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--head position
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opos = opos + (oang:Forward()*0.95) + (oang:Right()*7) + (oang:Up()*0.035)
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oang:RotateAroundAxis(oang:Forward(),-100)
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oang:RotateAroundAxis(oang:Up(),100)
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opos = opos + (oang:Up()*(cigaScale-1)*-10.25)
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else
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--hand position
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oang:RotateAroundAxis(oang:Forward(),50)
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oang:RotateAroundAxis(oang:Right(),90)
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opos = opos + (oang:Forward()*2) + (oang:Up()*-4.5) + (oang:Right()*-2)
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oang:RotateAroundAxis(oang:Forward(),90)
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oang:RotateAroundAxis(oang:Up(),10)
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opos = opos + (oang:Up()*(cigaScale-1)*-10.25)
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opos = opos + (oang:Up() * 2)
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opos = opos + (oang:Right() * 0.5)
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opos = opos + (oang:Forward() * -1.5)
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end
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self:SetupBones()
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local mrt = self:GetBoneMatrix(0)
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if mrt then
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mrt:SetTranslation(opos)
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mrt:SetAngles(oang)
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self:SetBoneMatrix(0, mrt)
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end
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end
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self:DrawModel()
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end
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function SWEP:GetViewModelPosition(pos, ang)
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--mouth pos
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local vmpos1=self.cigaVMPos1 or Vector(18.5,-3.4,-3.25)
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local vmang1=self.cigaVMAng1 or Vector(170,-180,20)
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--hand pos
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local vmpos2=self.cigaVMPos2 or Vector(24,-8,-11.2)
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local vmang2=self.cigaVMAng2 or Vector(120,-180,150)
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if not LocalPlayer().cigaArmTime then LocalPlayer().cigaArmTime=0 end
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local lerp = math.Clamp((os.clock()-LocalPlayer().cigaArmTime)*3,0,1)
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if LocalPlayer().cigaArm then lerp = 1-lerp end
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/*
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local newpos = LerpVector(lerp,vmpos1,vmpos2)
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local newang = LerpVector(lerp,vmang1,vmang2)
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--I have a good reason for doing it like this
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newang = Angle(newang.x,newang.y,newang.z)
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pos,ang = LocalToWorld(newpos,newang,pos,ang)*/
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local difvec = Vector(-10,-3.5,-12)--vmpos1 - vmpos2
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local orig = Vector(0,0,0)
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local topos = orig+difvec
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local difang = Vector(-30,0,0)--vmang1 - vmang2
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local origang = Vector(0,0,0)
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local toang = origang+difang
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local newpos = LerpVector(lerp,topos,orig)
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local newang = LerpVector(lerp,toang,origang)
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newang = Angle(newang.x, newang.y, newang.z)
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pos,ang = LocalToWorld(newpos,newang,pos,ang)
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return pos, ang
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end
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sound.Add({
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name = "ciga_inhale",
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channel = CHAN_WEAPON,
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volume = 0.24,
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level = 60,
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pitch = { 95 },
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sound = "cigainhale.wav"
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})
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net.Receive("ciga",function()
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local ply = net.ReadEntity()
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local amt = net.ReadInt(8)
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local fx = net.ReadInt(8)
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if !IsValid(ply) then return end
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if amt>=50 then
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ply:EmitSound("cigacough1.wav",90)
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for i=1,200 do
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local d=i+10
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if i>140 then d=d+150 end
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timer.Simple((d-1)*0.003,function() ciga_do_pulse(ply, 1, 100, fx) end)
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end
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return
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elseif amt>=35 then
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ply:EmitSound("cigabreath2.wav",75,100,0.7)
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elseif amt>=10 then
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ply:EmitSound("cigabreath1.wav",70,130-math.min(100,amt*2),0.4+(amt*0.005))
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end
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for i=1,amt*2 do
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timer.Simple((i-1)*0.02,function() ciga_do_pulse(ply,math.floor(((amt*2)-i)/10), fx==2 and 100 or 0, fx) end)
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end
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end)
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net.Receive("cigaArm",function()
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local ply = net.ReadEntity()
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local z = net.ReadBool()
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if !IsValid(ply) then return end
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if ply.cigaArm != z then
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if z then
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timer.Simple(0.3, function()
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if !IsValid(ply) then return end
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if ply.cigaArm then ply:EmitSound("ciga_inhale") end
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end)
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else
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ply:StopSound("ciga_inhale")
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end
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ply.cigaArm = z
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ply.cigaArmTime = os.clock()
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local m = 0
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if z then m = 1 end
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for i=0,9 do
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timer.Simple(i/30,function() ciga_interpolate_arm(ply,math.abs(m-((9-i)/10)),z and 0 or 0.2) end)
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end
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end
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end)
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net.Receive("cigaTalking",function()
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local ply = net.ReadEntity()
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if IsValid(ply) then ply.cigaTalkingEndtime = net.ReadFloat() end
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end)
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function ciga_interpolate_arm(ply, mult, mouth_delay)
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if !IsValid(ply) then return end
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if mouth_delay>0 then
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timer.Simple(mouth_delay,function() if IsValid(ply) then ply.cigaMouthOpenAmt = mult end end)
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else
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ply.cigaMouthOpenAmt = mult
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end
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local b1 = ply:LookupBone("ValveBiped.Bip01_R_Upperarm")
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local b2 = ply:LookupBone("ValveBiped.Bip01_R_Forearm")
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if (not b1) or (not b2) then return end
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ply:ManipulateBoneAngles(b1,Angle(20*mult,-62*mult,10*mult))
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ply:ManipulateBoneAngles(b2,Angle(-5*mult,-10*mult,0))
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if mult==1 then ply.cigaArmFullyUp=true else ply.cigaArmFullyUp=false end
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end
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--this makes the mouth opening work without clobbering other addons
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hook.Add("InitPostEntity", "cigaMouthMoveSetup", function()
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timer.Simple(1, function()
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if ciga_OriginalMouthMove ~= nil then return end
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ciga_OriginalMouthMove = GAMEMODE.MouthMoveAnimation
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function GAMEMODE:MouthMoveAnimation(ply)
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--run the base MouthMoveAnimation if player isn't vaping/cigatalking
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if ((ply.cigaMouthOpenAmt or 0) == 0) and ((ply.cigaTalkingEndtime or 0) < CurTime()) then
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return ciga_OriginalMouthMove(GAMEMODE, ply)
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end
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local FlexNum = ply:GetFlexNum() - 1
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if ( FlexNum <= 0 ) then return end
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for i = 0, FlexNum - 1 do
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local Name = ply:GetFlexName(i)
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if ( Name == "jaw_drop" || Name == "right_part" || Name == "left_part" || Name == "right_mouth_drop" || Name == "left_mouth_drop" ) then
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ply:SetFlexWeight(i, math.max(((ply.cigaMouthOpenAmt or 0)*0.5), math.Clamp(((ply.cigaTalkingEndtime or 0)-CurTime())*3.0, 0, 1)*math.Rand(0.1,0.8) ))
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end
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end
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end
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end)
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end)
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function ciga_do_pulse(ply, amt, spreadadd, fx)
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if !IsValid(ply) then return end
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if ply:WaterLevel()==3 then return end
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if not spreadadd then spreadadd=0 end
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local attachid = ply:LookupAttachment("eyes")
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cigaParticleEmitter:SetPos(LocalPlayer():GetPos())
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local angpos = ply:GetAttachment(attachid) or {Ang=Angle(0,0,0), Pos=Vector(0,0,0)}
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local fwd
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local pos
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if (ply != LocalPlayer()) then
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fwd = (angpos.Ang:Forward()-angpos.Ang:Up()):GetNormalized()
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pos = angpos.Pos + (fwd*3.5)
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else
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fwd = ply:GetAimVector():GetNormalized()
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pos = ply:GetShootPos() + fwd*1.5 + gui.ScreenToVector( ScrW()/2, ScrH() )*5
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end
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fwd = ply:GetAimVector():GetNormalized()
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for i = 1,amt do
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if !IsValid(ply) then return end
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local particle = cigaParticleEmitter:Add(string.format("particle/smokesprites_00%02d",math.random(7,16)), pos )
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if particle then
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local dir = VectorRand():GetNormalized() * ((amt+5)/10)
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ciga_do_particle(particle, (ply:GetVelocity()*0.25)+(((fwd*9)+dir):GetNormalized() * math.Rand(50,80) * (amt + 1) * 0.2), fx)
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end
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end
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end
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function ciga_do_particle(particle, vel, fx)
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particle:SetColor(255,255,255,255)
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if fx == 3 then particle:SetColor(100,100,100,100) end
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if fx >= 4 then
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local c = JuicycigaJuices[fx-3].color
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if c == nil then c = HSVToColor(math.random(0,359),1,1) end
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particle:SetColor(c.r, c.g, c.b, 255)
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end
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local mega = 1
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if fx == 2 then mega = 4 end
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mega = mega * 0.3
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particle:SetVelocity( vel * mega )
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particle:SetGravity( Vector(0,0,1.5) )
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particle:SetLifeTime(0)
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particle:SetDieTime(math.Rand(80,100)*0.11*mega)
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particle:SetStartSize(3*mega)
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particle:SetEndSize(40*mega*mega)
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particle:SetStartAlpha(150)
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particle:SetEndAlpha(0)
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particle:SetCollide(true)
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particle:SetBounce(0.25)
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particle:SetRoll(math.Rand(0,360))
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particle:SetRollDelta(0.01*math.Rand(-40,40))
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particle:SetAirResistance(50)
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end
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matproxy.Add({
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name = "cigaTankColor",
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init = function( self, mat, values )
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self.ResultTo = values.resultvar
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end,
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bind = function( self, mat, ent )
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if ( !IsValid( ent ) ) then return end
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if ent:GetClass()=="viewmodel" then
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ent=ent:GetOwner()
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if ( !IsValid( ent ) or !ent:IsPlayer() ) then return end
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ent=ent:GetActiveWeapon()
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if ( !IsValid( ent ) ) then return end
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end
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local v = ent.cigaTankColor or Vector(0.3,0.3,0.3)
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if v==Vector(-1,-1,-1) then
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local c = HSVToColor((CurTime()*60)%360,0.9,0.9)
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v = Vector(c.r,c.g,c.b)/255.0
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end
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mat:SetVector(self.ResultTo, v)
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end
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})
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matproxy.Add({
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name = "cigaAccentColor",
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init = function( self, mat, values )
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self.ResultTo = values.resultvar
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end,
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bind = function( self, mat, ent )
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if ( !IsValid( ent ) ) then return end
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local o = ent:GetOwner()
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if ent:GetClass()=="viewmodel" then
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if (!IsValid(o)) or (!o:IsPlayer()) then return end
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ent=o:GetActiveWeapon()
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if ( !IsValid( ent ) ) then return end
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end
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local special = false
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local col = ent.cigaAccentColor or special and Vector(1,0.8,0) or Vector(1,1,1)
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if col==Vector(-1,-1,-1) then
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col=Vector(1,1,1)
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if IsValid(o) then col=o:GetWeaponColor() end
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end
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mat:SetVector(self.ResultTo, col)
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end
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})
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--Swep Construction Kit code--
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if CLIENT then
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SWEP.vRenderOrder = nil
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function SWEP:ViewModelDrawn()
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local vm = self.Owner:GetViewModel()
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if !IsValid(vm) then return end
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if (!self.VElements) then return end
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self:UpdateBonePositions(vm)
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if (!self.vRenderOrder) then
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// we build a render order because sprites need to be drawn after models
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self.vRenderOrder = {}
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for k, v in pairs( self.VElements ) do
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if (v.type == "Model") then
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table.insert(self.vRenderOrder, 1, k)
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elseif (v.type == "Sprite" or v.type == "Quad") then
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table.insert(self.vRenderOrder, k)
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end
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end
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end
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for k, name in ipairs( self.vRenderOrder ) do
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local v = self.VElements[name]
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if (!v) then self.vRenderOrder = nil break end
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if (v.hide) then continue end
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local model = v.modelEnt
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local sprite = v.spriteMaterial
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if (!v.bone) then continue end
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local pos, ang = self:GetBoneOrientation( self.VElements, v, vm )
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if (!pos) then continue end
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if (v.type == "Model" and IsValid(model)) then
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model:SetPos(pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z )
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ang:RotateAroundAxis(ang:Up(), v.angle.y)
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ang:RotateAroundAxis(ang:Right(), v.angle.p)
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ang:RotateAroundAxis(ang:Forward(), v.angle.r)
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model:SetAngles(ang)
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//model:SetModelScale(v.size)
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local matrix = Matrix()
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matrix:Scale(v.size)
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model:EnableMatrix( "RenderMultiply", matrix )
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if (v.material == "") then
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model:SetMaterial("")
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elseif (model:GetMaterial() != v.material) then
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model:SetMaterial( v.material )
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end
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if (v.skin and v.skin != model:GetSkin()) then
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model:SetSkin(v.skin)
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end
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if (v.bodygroup) then
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for k, v in pairs( v.bodygroup ) do
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if (model:GetBodygroup(k) != v) then
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model:SetBodygroup(k, v)
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end
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end
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end
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if (v.surpresslightning) then
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render.SuppressEngineLighting(true)
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end
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render.SetColorModulation(v.color.r/255, v.color.g/255, v.color.b/255)
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render.SetBlend(v.color.a/255)
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model:DrawModel()
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render.SetBlend(1)
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render.SetColorModulation(1, 1, 1)
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if (v.surpresslightning) then
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render.SuppressEngineLighting(false)
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end
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elseif (v.type == "Sprite" and sprite) then
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local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
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render.SetMaterial(sprite)
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render.DrawSprite(drawpos, v.size.x, v.size.y, v.color)
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elseif (v.type == "Quad" and v.draw_func) then
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local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
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ang:RotateAroundAxis(ang:Up(), v.angle.y)
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ang:RotateAroundAxis(ang:Right(), v.angle.p)
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ang:RotateAroundAxis(ang:Forward(), v.angle.r)
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cam.Start3D2D(drawpos, ang, v.size)
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v.draw_func( self )
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cam.End3D2D()
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end
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end
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end
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function SWEP:GetBoneOrientation( basetab, tab, ent, bone_override )
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local bone, pos, ang
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if (tab.rel and tab.rel != "") then
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local v = basetab[tab.rel]
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if (!v) then return end
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// Technically, if there exists an element with the same name as a bone
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// you can get in an infinite loop. Let's just hope nobody's that stupid.
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pos, ang = self:GetBoneOrientation( basetab, v, ent )
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if (!pos) then return end
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pos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
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ang:RotateAroundAxis(ang:Up(), v.angle.y)
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ang:RotateAroundAxis(ang:Right(), v.angle.p)
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ang:RotateAroundAxis(ang:Forward(), v.angle.r)
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else
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bone = ent:LookupBone(bone_override or tab.bone)
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if (!bone) then return end
|
||||
|
||||
pos, ang = Vector(0,0,0), Angle(0,0,0)
|
||||
local m = ent:GetBoneMatrix(bone)
|
||||
if (m) then
|
||||
pos, ang = m:GetTranslation(), m:GetAngles()
|
||||
end
|
||||
|
||||
if (IsValid(self.Owner) and self.Owner:IsPlayer() and
|
||||
ent == self.Owner:GetViewModel() and self.ViewModelFlip) then
|
||||
ang.r = -ang.r // Fixes mirrored models
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
return pos, ang
|
||||
end
|
||||
|
||||
function SWEP:CreateModels( tab )
|
||||
|
||||
if (!tab) then return end
|
||||
|
||||
// Create the clientside models here because Garry says we can't do it in the render hook
|
||||
for k, v in pairs( tab ) do
|
||||
if (v.type == "Model" and v.model and v.model != "" and (!IsValid(v.modelEnt) or v.createdModel != v.model) and
|
||||
string.find(v.model, ".mdl") and file.Exists (v.model, "GAME") ) then
|
||||
|
||||
v.modelEnt = ClientsideModel(v.model, RENDER_GROUP_VIEW_MODEL_OPAQUE)
|
||||
if (IsValid(v.modelEnt)) then
|
||||
v.modelEnt:SetPos(self:GetPos())
|
||||
v.modelEnt:SetAngles(self:GetAngles())
|
||||
v.modelEnt:SetParent(self)
|
||||
v.modelEnt:SetNoDraw(true)
|
||||
v.createdModel = v.model
|
||||
else
|
||||
v.modelEnt = nil
|
||||
end
|
||||
|
||||
elseif (v.type == "Sprite" and v.sprite and v.sprite != "" and (!v.spriteMaterial or v.createdSprite != v.sprite)
|
||||
and file.Exists ("materials/"..v.sprite..".vmt", "GAME")) then
|
||||
|
||||
local name = v.sprite.."-"
|
||||
local params = { ["$basetexture"] = v.sprite }
|
||||
// make sure we create a unique name based on the selected options
|
||||
local tocheck = { "nocull", "additive", "vertexalpha", "vertexcolor", "ignorez" }
|
||||
for i, j in pairs( tocheck ) do
|
||||
if (v[j]) then
|
||||
params["$"..j] = 1
|
||||
name = name.."1"
|
||||
else
|
||||
name = name.."0"
|
||||
end
|
||||
end
|
||||
|
||||
v.createdSprite = v.sprite
|
||||
v.spriteMaterial = CreateMaterial(name,"UnlitGeneric",params)
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
local allbones
|
||||
local hasGarryFixedBoneScalingYet = false
|
||||
|
||||
function SWEP:UpdateBonePositions(vm)
|
||||
|
||||
if self.ViewModelBoneMods then
|
||||
|
||||
if (!vm:GetBoneCount()) then return end
|
||||
|
||||
// !! WORKAROUND !! //
|
||||
// We need to check all model names :/
|
||||
local loopthrough = self.ViewModelBoneMods
|
||||
if (!hasGarryFixedBoneScalingYet) then
|
||||
allbones = {}
|
||||
for i=0, vm:GetBoneCount() do
|
||||
local bonename = vm:GetBoneName(i)
|
||||
if (self.ViewModelBoneMods[bonename]) then
|
||||
allbones[bonename] = self.ViewModelBoneMods[bonename]
|
||||
else
|
||||
allbones[bonename] = {
|
||||
scale = Vector(1,1,1),
|
||||
pos = Vector(0,0,0),
|
||||
angle = Angle(0,0,0)
|
||||
}
|
||||
end
|
||||
end
|
||||
|
||||
loopthrough = allbones
|
||||
end
|
||||
// !! ----------- !! //
|
||||
|
||||
for k, v in pairs( loopthrough ) do
|
||||
local bone = vm:LookupBone(k)
|
||||
if (!bone) then continue end
|
||||
|
||||
// !! WORKAROUND !! //
|
||||
local s = Vector(v.scale.x,v.scale.y,v.scale.z)
|
||||
local p = Vector(v.pos.x,v.pos.y,v.pos.z)
|
||||
local ms = Vector(1,1,1)
|
||||
if (!hasGarryFixedBoneScalingYet) then
|
||||
local cur = vm:GetBoneParent(bone)
|
||||
while(cur >= 0) do
|
||||
local pscale = loopthrough[vm:GetBoneName(cur)].scale
|
||||
ms = ms * pscale
|
||||
cur = vm:GetBoneParent(cur)
|
||||
end
|
||||
end
|
||||
|
||||
s = s * ms
|
||||
// !! ----------- !! //
|
||||
|
||||
if vm:GetManipulateBoneScale(bone) != s then
|
||||
vm:ManipulateBoneScale( bone, s )
|
||||
end
|
||||
if vm:GetManipulateBoneAngles(bone) != v.angle then
|
||||
vm:ManipulateBoneAngles( bone, v.angle )
|
||||
end
|
||||
if vm:GetManipulateBonePosition(bone) != p then
|
||||
vm:ManipulateBonePosition( bone, p )
|
||||
end
|
||||
end
|
||||
else
|
||||
self:ResetBonePositions(vm)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
function SWEP:ResetBonePositions(vm)
|
||||
|
||||
if (!vm:GetBoneCount()) then return end
|
||||
for i=0, vm:GetBoneCount() do
|
||||
vm:ManipulateBoneScale( i, Vector(1, 1, 1) )
|
||||
vm:ManipulateBoneAngles( i, Angle(0, 0, 0) )
|
||||
vm:ManipulateBonePosition( i, Vector(0, 0, 0) )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
/**************************
|
||||
Global utility code
|
||||
**************************/
|
||||
|
||||
// Fully copies the table, meaning all tables inside this table are copied too and so on (normal table.Copy copies only their reference).
|
||||
// Does not copy entities of course, only copies their reference.
|
||||
// WARNING: do not use on tables that contain themselves somewhere down the line or you'll get an infinite loop
|
||||
function table.FullCopy( tab )
|
||||
|
||||
if (!tab) then return nil end
|
||||
|
||||
local res = {}
|
||||
for k, v in pairs( tab ) do
|
||||
if (type(v) == "table") then
|
||||
res[k] = table.FullCopy(v) // recursion ho!
|
||||
elseif (type(v) == "Vector") then
|
||||
res[k] = Vector(v.x, v.y, v.z)
|
||||
elseif (type(v) == "Angle") then
|
||||
res[k] = Angle(v.p, v.y, v.r)
|
||||
else
|
||||
res[k] = v
|
||||
end
|
||||
end
|
||||
|
||||
return res
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
@@ -0,0 +1,55 @@
|
||||
AddCSLuaFile ("cl_init.lua")
|
||||
AddCSLuaFile ("shared.lua")
|
||||
include ("shared.lua")
|
||||
|
||||
util.AddNetworkString("ciga")
|
||||
util.AddNetworkString("cigaArm")
|
||||
util.AddNetworkString("cigaTalking")
|
||||
|
||||
function cigaUpdate(ply, cigaID)
|
||||
if not ply.cigaCount then ply.cigaCount = 0 end
|
||||
if not ply.cantStartciga then ply.cantStartciga=false end
|
||||
if ply.cigaCount == 0 and ply.cantStartciga then return end
|
||||
|
||||
ply.cigaID = cigaID
|
||||
ply.cigaCount = ply.cigaCount + 1
|
||||
if ply.cigaCount == 1 then
|
||||
ply.cigaArm = true
|
||||
net.Start("cigaArm")
|
||||
net.WriteEntity(ply)
|
||||
net.WriteBool(true)
|
||||
net.Broadcast()
|
||||
end
|
||||
if ply.cigaCount >= 50 then
|
||||
ply.cantStartciga = true
|
||||
Releaseciga(ply)
|
||||
end
|
||||
end
|
||||
|
||||
hook.Add("KeyRelease","DocigaHook",function(ply, key)
|
||||
if key == IN_ATTACK then
|
||||
Releaseciga(ply)
|
||||
ply.cantStartciga=false
|
||||
end
|
||||
end)
|
||||
|
||||
function Releaseciga(ply)
|
||||
if not ply.cigaCount then ply.cigaCount = 0 end
|
||||
if IsValid(ply:GetActiveWeapon()) and ply:GetActiveWeapon():GetClass():sub(1,11) == "weapon_ciga" then
|
||||
if ply.cigaCount >= 5 then
|
||||
net.Start("ciga")
|
||||
net.WriteEntity(ply)
|
||||
net.WriteInt(ply.cigaCount, 8)
|
||||
net.WriteInt(ply.cigaID + (ply:GetActiveWeapon().juiceID or 0), 8)
|
||||
net.Broadcast()
|
||||
end
|
||||
end
|
||||
if ply.cigaArm then
|
||||
ply.cigaArm = false
|
||||
net.Start("cigaArm")
|
||||
net.WriteEntity(ply)
|
||||
net.WriteBool(false)
|
||||
net.Broadcast()
|
||||
end
|
||||
ply.cigaCount=0
|
||||
end
|
||||
@@ -0,0 +1,131 @@
|
||||
SWEP.PrintName = "Marlboro"
|
||||
|
||||
SWEP.IconLetter = ""
|
||||
SWEP.Author = "AeroMatix"
|
||||
SWEP.Category = "[FT] Атмосфера" -- Support the author by not changing this.
|
||||
SWEP.Slot = 1
|
||||
SWEP.SlotPos = 0
|
||||
|
||||
SWEP.ViewModelFOV = 62 --default
|
||||
|
||||
SWEP.BounceWeaponIcon = false
|
||||
|
||||
SWEP.ViewModel = "models/oldcigshib.mdl"
|
||||
SWEP.WorldModel = "models/oldcigshib.mdl"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminOnly = false
|
||||
|
||||
SWEP.Primary.Clipsize = -1
|
||||
SWEP.Primary.DefaultClip = -1
|
||||
SWEP.Primary.Automatic = true
|
||||
SWEP.Primary.Ammo = "none"
|
||||
|
||||
SWEP.Secondary.Clipsize = -1
|
||||
SWEP.Secondary.DefaultClip = -1
|
||||
SWEP.Secondary.Automatic = false
|
||||
SWEP.Secondary.Ammo = "none"
|
||||
|
||||
SWEP.DrawAmmo = false
|
||||
SWEP.HoldType = "slam"
|
||||
|
||||
SWEP.cigaID = 1
|
||||
|
||||
function SWEP:Deploy()
|
||||
self:SetHoldType("slam")
|
||||
end
|
||||
|
||||
function SWEP:SecondaryAttack()
|
||||
end
|
||||
|
||||
function SWEP:Initialize()
|
||||
|
||||
if !self.CigaInitialized then
|
||||
self.CigaInitialized = true
|
||||
self.VElements = {
|
||||
["ciga"] = { type = "Model", model = self.ViewModel, bone = "ValveBiped.Bip01_Spine4", rel = "", pos = Vector(-7.1, -2.401, 23.377), angle = Angle(111.039, 10.519, 0), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
|
||||
}
|
||||
--self.VElements["ciga"].model = self.ViewModel
|
||||
self.OldCigaModel = self.ViewModel
|
||||
self.ViewModel = "models/weapons/c_slam.mdl"
|
||||
self.UseHands = true
|
||||
self.ViewModelFlip = true
|
||||
self.ShowViewModel = true
|
||||
self.ShowWorldModel = true
|
||||
self.ViewModelBoneMods = {
|
||||
["ValveBiped.Bip01_L_Finger1"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(-23.334, -12.223, -32.223) },
|
||||
["ValveBiped.Bip01_L_Finger12"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(0, -21.112, 0) },
|
||||
["ValveBiped.Bip01_L_Finger4"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(0, -65.556, 0) },
|
||||
["ValveBiped.Bip01_R_UpperArm"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(0, 72.222, -41.112) },
|
||||
["ValveBiped.Bip01_L_Finger0"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(10, 1.11, -1.111) },
|
||||
["Detonator"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) },
|
||||
["ValveBiped.Bip01_L_Hand"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(-27.778, 1.11, -7.778) },
|
||||
["Slam_panel"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) },
|
||||
["ValveBiped.Bip01_L_Finger2"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(0, -47.778, 0) },
|
||||
["ValveBiped.Bip01_L_Finger3"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(0, -43.334, 0) },
|
||||
["Slam_base"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) },
|
||||
["ValveBiped.Bip01_R_Hand"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) }
|
||||
}
|
||||
|
||||
end
|
||||
|
||||
if CLIENT then
|
||||
|
||||
// Create a new table for every weapon instance
|
||||
self.VElements = table.FullCopy( self.VElements )
|
||||
self.WElements = table.FullCopy( self.WElements )
|
||||
self.ViewModelBoneMods = table.FullCopy( self.ViewModelBoneMods )
|
||||
|
||||
self:CreateModels(self.VElements) // create viewmodels
|
||||
self:CreateModels(self.WElements) // create worldmodels
|
||||
|
||||
// init view model bone build function
|
||||
if IsValid(self.Owner) then
|
||||
local vm = self.Owner:GetViewModel()
|
||||
if IsValid(vm) then
|
||||
self:ResetBonePositions(vm)
|
||||
|
||||
// Init viewmodel visibility
|
||||
if (self.ShowViewModel == nil or self.ShowViewModel) then
|
||||
vm:SetColor(Color(255,255,255,255))
|
||||
else
|
||||
// we set the alpha to 1 instead of 0 because else ViewModelDrawn stops being called
|
||||
vm:SetColor(Color(255,255,255,1))
|
||||
// ^ stopped working in GMod 13 because you have to do Entity:SetRenderMode(1) for translucency to kick in
|
||||
// however for some reason the view model resets to render mode 0 every frame so we just apply a debug material to prevent it from drawing
|
||||
vm:SetMaterial("Debug/hsv")
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
if self.Initialize2 then self:Initialize2() end
|
||||
end
|
||||
|
||||
function SWEP:PrimaryAttack()
|
||||
if SERVER then
|
||||
cigaUpdate(self.Owner, self.cigaID)
|
||||
end
|
||||
self.Weapon:SetNextPrimaryFire(CurTime() + 0.1)
|
||||
end
|
||||
|
||||
function SWEP:Reload()
|
||||
|
||||
end
|
||||
|
||||
function SWEP:Holster()
|
||||
if SERVER and IsValid(self.Owner) then
|
||||
Releaseciga(self.Owner)
|
||||
end
|
||||
|
||||
if CLIENT and IsValid(self.Owner) then
|
||||
local vm = self.Owner:GetViewModel()
|
||||
if IsValid(vm) then
|
||||
self:ResetBonePositions(vm)
|
||||
end
|
||||
end
|
||||
|
||||
return true
|
||||
end
|
||||
|
||||
SWEP.OnDrop = SWEP.Holster
|
||||
SWEP.OnRemove = SWEP.Holster
|
||||
Reference in New Issue
Block a user