Files
VnUtest/garrysmod/addons/handcuffs/lua/weapons/weapon_cuff_base.lua
2026-03-31 10:27:04 +03:00

468 lines
14 KiB
Lua

-----------------------------------------------------
-------------------------------------
---------------- Cuffs --------------
-------------------------------------
-- Copyright (c) 2015 Nathan Healy --
-------- All rights reserved --------
-------------------------------------
-- weapon_cuff_base.lua SHARED --
-- --
-- Base swep for handcuffs. --
-------------------------------------
AddCSLuaFile()
SWEP.Base = "weapon_base"
SWEP.Category = "Handcuffs"
SWEP.Author = "my_hat_stinks"
SWEP.Instructions = ""
SWEP.Spawnable = false
SWEP.AdminOnly = false
SWEP.AdminSpawnable = false
SWEP.Slot = 3
SWEP.PrintName = "UnnamedHandcuff"
SWEP.ViewModelFOV = 60
SWEP.Weight = 5
SWEP.AutoSwitchTo = false
SWEP.AutoSwitchFrom = false
SWEP.WorldModel = "models/weapons/w_toolgun.mdl"
SWEP.ViewModel = "models/weapons/c_bugbait.mdl"
SWEP.UseHands = true
SWEP.Primary.Recoil = 1
SWEP.Primary.Damage = 5
SWEP.Primary.NumShots = 1
SWEP.Primary.Cone = 0
SWEP.Primary.Delay = 0.25
SWEP.Primary.ClipSize = -1
SWEP.Primary.DefaultClip = -1
SWEP.Primary.Automatic = true
SWEP.Primary.Ammo = "none"
SWEP.Primary.ClipMax = -1
SWEP.Secondary.ClipSize = -1
SWEP.Secondary.DefaultClip = -1
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = "none"
SWEP.Secondary.ClipMax = -1
SWEP.DeploySpeed = 1.5
SWEP.Spawnable = false
SWEP.AdminSpawnable = false
SWEP.AdminOnly = false
SWEP.PrimaryAnim = ACT_VM_PRIMARYATTACK
SWEP.ReloadAnim = ACT_VM_RELOAD
SWEP.HoldType = "slam"
SWEP.Spawnable = false
SWEP.AdminSpawnable = false
SWEP.AdminOnly = false
//
// Handcuff Vars
SWEP.CuffTime = 1.0 // Seconds to handcuff
SWEP.CuffSound = Sound( "buttons/lever7.wav" )
SWEP.CuffMaterial = "phoenix_storms/metalfloor_2-3"
SWEP.CuffRope = "cable/cable2"
SWEP.CuffStrength = 1
SWEP.CuffRegen = 1
SWEP.RopeLength = 0
SWEP.CuffReusable = false // Can reuse (ie, not removed on use)
SWEP.CuffRecharge = 30 // Time before re-use
SWEP.CuffBlindfold = false
SWEP.CuffGag = false
SWEP.CuffStrengthVariance = 0 // Randomise strangth
SWEP.CuffRegenVariance = 0 // Randomise regen
//
// Network Vars
function SWEP:SetupDataTables()
self:NetworkVar( "Bool", 0, "IsCuffing" )
self:NetworkVar( "Entity", 0, "Cuffing" )
self:NetworkVar( "Float", 0, "CuffTime" )
end
//
// Standard SWEP functions
function SWEP:PrimaryAttack()
if self:GetIsCuffing() then return end
self:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
self:SetNextSecondaryFire( CurTime() + self.Primary.Delay )
if CLIENT then return end
if self:GetCuffTime()>CurTime() then return end // On cooldown
local tr = self:TargetTrace()
if not tr then return end
self:SetCuffTime( CurTime() + self.CuffTime )
self:SetIsCuffing( true )
self:SetCuffing( tr.Entity )
sound.Play( self.CuffSound, self.Owner:GetShootPos(), 75, 100, 1 )
end
function SWEP:SecondaryAttack()
end
function SWEP:Reload()
end
function SWEP:Initialize()
self:SetHoldType( self.HoldType )
if engine.ActiveGamemode()=="dayz" then self.CuffReusable = false end
end
function SWEP:Holster()
if CLIENT and IsValid(self.Owner) and self.Owner==LocalPlayer() then
local vm = self.Owner:GetViewModel()
if not IsValid(vm) then return end
vm:SetMaterial( "" )
end
if IsValid(self.cmdl_RightCuff) then self.cmdl_RightCuff:Remove() end
if IsValid(self.cmdl_LeftCuff) then self.cmdl_LeftCuff:Remove() end
return true
end
SWEP.OnRemove = SWEP.Holster
//
// Handcuff
function SWEP:DoHandcuff( target )
if not (target and IsValid(target)) then return end
if target:IsHandcuffed() then return end
if not IsValid(self.Owner) then return end
local cuff = target:Give( "weapon_handcuffed" )
cuff:SetCuffStrength( self.CuffStrength + (math.Rand(-self.CuffStrengthVariance,self.CuffStrengthVariance)) )
cuff:SetCuffRegen( self.CuffRegen + (math.Rand(-self.CuffRegenVariance,self.CuffRegenVariance)) )
cuff:SetCuffMaterial( self.CuffMaterial )
cuff:SetRopeMaterial( self.CuffRope )
cuff:SetKidnapper( self.Owner )
cuff:SetRopeLength( self.RopeLength )
cuff:SetCanBlind( self.CuffBlindfold )
cuff:SetCanGag( self.CuffGag )
cuff.CuffType = self:GetClass() or ""
if self.IsLeash then
cuff:SetIsLeash( true )
timer.Simple( 0, function()
if IsValid(cuff) then
cuff:SetHoldType( "normal" )
cuff.HoldType = "normal"
end
end)
end
PrintMessage( HUD_PRINTCONSOLE, "[Cuffs] "..tostring(self.Owner:Nick()).." has handcuffed "..tostring(target:Nick()).." with "..tostring(self.PrintName) )
hook.Call( "OnHandcuffed", GAMEMODE, self.Owner, target, cuff )
if self.Owner.isCP and target.arrest and self.Owner:isCP() and cvars.Bool("cuffs_autoarrest") then
target:arrest( nil, self.Owner)
end
if not self.CuffReusable then
if IsValid(self.Owner) then self.Owner:ConCommand( "lastinv" ) end
self:Remove()
end
end
//
// Think
function SWEP:Think()
if SERVER then
if self:GetIsCuffing() then
local tr = self:TargetTrace()
if (not tr) or tr.Entity~=self:GetCuffing() then
self:SetIsCuffing(false)
self:SetCuffTime( 0 )
return
end
if CurTime()>self:GetCuffTime() then
self:SetIsCuffing( false )
self:SetCuffTime( CurTime() + self.CuffRecharge )
self:DoHandcuff( self:GetCuffing() )
end
end
end
end
//
// Get Target
function SWEP:TargetTrace()
if not IsValid(self.Owner) then return end
local tr = util.TraceLine( {start=self.Owner:GetShootPos(), endpos=(self.Owner:GetShootPos() + (self.Owner:GetAimVector()*50)), filter={self, self.Owner}} )
if IsValid(tr.Entity) and tr.Entity:IsPlayer() and tr.Entity~=self.Owner and not tr.Entity:IsHandcuffed() then
if hook.Run( "CuffsCanHandcuff", self.Owner, tr.Entity )==false then return end
return tr
end
end
//
// HUD
local Col = {
Text = Color(255,255,255), TextShadow = Color(0,0,0),
BoxOutline = Color(0,0,0), BoxBackground = Color(255,255,255,20), BoxLeft = Color(255,0,0), BoxRight = Color(0,255,0),
}
local matGrad = Material( "gui/gradient" )
function SWEP:DrawHUD()
if not self:GetIsCuffing() then
if self:GetCuffTime()<=CurTime() then return end
local w,h = (ScrW()/2), (ScrH()/2)
surface.SetDrawColor( Col.BoxOutline )
surface.DrawOutlinedRect( w-101, h+54, 202, 22 )
surface.SetDrawColor( Col.BoxBackground )
surface.DrawRect( w-100, h+55, 200, 20 )
local CuffingPercent = math.Clamp( ((self:GetCuffTime()-CurTime())/self.CuffRecharge), 0, 1 )
render.SetScissorRect( w-100, h+55, (w-100)+(CuffingPercent*200), h+75, true )
surface.SetDrawColor( Col.BoxRight )
surface.DrawRect( w-100,h+55, 200,20 )
surface.SetMaterial( matGrad )
surface.SetDrawColor( Col.BoxLeft )
surface.DrawTexturedRect( w-100,h+55, 200,20 )
render.SetScissorRect( 0,0,0,0, false )
return
end
local w,h = (ScrW()/2), (ScrH()/2)
draw.SimpleText( "Restraining target...", "HandcuffsText", w+1, h+31, Col.TextShadow, TEXT_ALIGN_CENTER )
draw.SimpleText( "Restraining target...", "HandcuffsText", w, h+30, Col.Text, TEXT_ALIGN_CENTER )
surface.SetDrawColor( Col.BoxOutline )
surface.DrawOutlinedRect( w-101, h+54, 202, 22 )
surface.SetDrawColor( Col.BoxBackground )
surface.DrawRect( w-100, h+55, 200, 20 )
local CuffingPercent = math.Clamp( 1-((self:GetCuffTime()-CurTime())/self.CuffTime), 0, 1 )
render.SetScissorRect( w-100, h+55, (w-100)+(CuffingPercent*200), h+75, true )
surface.SetDrawColor( Col.BoxRight )
surface.DrawRect( w-100,h+55, 200,20 )
surface.SetMaterial( matGrad )
surface.SetDrawColor( Col.BoxLeft )
surface.DrawTexturedRect( w-100,h+55, 200,20 )
render.SetScissorRect( 0,0,0,0, false )
end
//
// Rendering
local renderpos = {
left = {pos=Vector(0,0,0), vel=Vector(0,0,0), gravity=1, ang=Angle(0,30,90)},
right = {bone = "ValveBiped.Bip01_R_Hand", pos=Vector(3.2,2.1,0.4), ang=Angle(-2,0,80), scale = Vector(0.045,0.045,0.03)},
rope = {l = Vector(0,0,2.0), r = Vector(2.3,-1.9,2.7)},
}
local CuffMdl = "models/hunter/tubes/tube2x2x1.mdl"
local RopeCol = Color(255,255,255)
function SWEP:ViewModelDrawn( vm )
if not IsValid(vm) then return end
vm:SetMaterial( "engine/occlusionproxy" )
if not IsValid(self.cmdl_LeftCuff) then
self.cmdl_LeftCuff = ClientsideModel( CuffMdl, RENDER_GROUP_VIEW_MODEL_OPAQUE )
self.cmdl_LeftCuff:SetNoDraw( true )
self.cmdl_LeftCuff:SetParent( vm )
renderpos.left.pos = self.Owner:GetPos()
end
if not IsValid(self.cmdl_RightCuff) then
self.cmdl_RightCuff = ClientsideModel( CuffMdl, RENDER_GROUP_VIEW_MODEL_OPAQUE )
self.cmdl_RightCuff:SetNoDraw( true )
self.cmdl_RightCuff:SetParent( vm )
end
-- local lpos, lang = self:GetBonePos( renderpos.left.bone, vm )
local rpos, rang = self:GetBonePos( renderpos.right.bone, vm )
if not (rpos and rang) then return end
// Right
local fixed_rpos = rpos + (rang:Forward()*renderpos.right.pos.x) + (rang:Right()*renderpos.right.pos.y) + (rang:Up()*renderpos.right.pos.z)
self.cmdl_RightCuff:SetPos( fixed_rpos )
local u,r,f = rang:Up(), rang:Right(), rang:Forward() // Prevents moving axes
rang:RotateAroundAxis( u, renderpos.right.ang.y )
rang:RotateAroundAxis( r, renderpos.right.ang.p )
rang:RotateAroundAxis( f, renderpos.right.ang.r )
self.cmdl_RightCuff:SetAngles( rang )
local matrix = Matrix()
matrix:Scale( renderpos.right.scale )
self.cmdl_RightCuff:EnableMatrix( "RenderMultiply", matrix )
self.cmdl_RightCuff:SetMaterial( self.CuffMaterial )
self.cmdl_RightCuff:DrawModel()
// Left
if CurTime()>(renderpos.left.NextThink or 0) then
local dist = renderpos.left.pos:Distance( fixed_rpos )
if dist>100 then
renderpos.left.pos = fixed_rpos
renderpos.left.vel = Vector(0,0,0)
elseif dist > 10 then
local target = (fixed_rpos - renderpos.left.pos)*0.3
renderpos.left.vel.x = math.Approach( renderpos.left.vel.x, target.x, 1 )
renderpos.left.vel.y = math.Approach( renderpos.left.vel.y, target.y, 1 )
renderpos.left.vel.z = math.Approach( renderpos.left.vel.z, target.z, 3 )
end
renderpos.left.vel.x = math.Approach( renderpos.left.vel.x, 0, 0.5 )
renderpos.left.vel.y = math.Approach( renderpos.left.vel.y, 0, 0.5 )
renderpos.left.vel.z = math.Approach( renderpos.left.vel.z, 0, 0.5 )
-- if renderpos.left.vel:Length()>10 then renderpos.left.vel:Mul(0.1) end
local targetZ = ((fixed_rpos.z - 10) - renderpos.left.pos.z) * renderpos.left.gravity
renderpos.left.vel.z = math.Approach( renderpos.left.vel.z, targetZ, 3 )
renderpos.left.pos:Add( renderpos.left.vel )
-- renderpos.left.NextThink = CurTime()+0.01
end
self.cmdl_LeftCuff:SetPos( renderpos.left.pos )
self.cmdl_LeftCuff:SetAngles( renderpos.left.ang )
-- self.cmdl_LeftCuff:SetAngles( rang )
local matrix = Matrix()
matrix:Scale( renderpos.right.scale )
self.cmdl_LeftCuff:EnableMatrix( "RenderMultiply", matrix )
self.cmdl_LeftCuff:SetMaterial( self.CuffMaterial )
self.cmdl_LeftCuff:DrawModel()
// Rope
if not self.RopeMat then self.RopeMat = Material(self.CuffRope) end
render.SetMaterial( self.RopeMat )
render.DrawBeam( renderpos.left.pos + renderpos.rope.l,
rpos + (rang:Forward()*renderpos.rope.r.x) + (rang:Right()*renderpos.rope.r.y) + (rang:Up()*renderpos.rope.r.z),
0.7, 0, 5, RopeCol )
end
SWEP.wrender = {
left = {pos=Vector(0,0,0), vel=Vector(0,0,0), gravity=1, ang=Angle(0,30,90)},
right = {bone = "ValveBiped.Bip01_R_Hand", pos=Vector(2.95,2.5,-0.2), ang=Angle(30,0,90), scale = Vector(0.044,0.044,0.044)},
rope = {l = Vector(0,0,2), r = Vector(3,-1.65,1)},
}
function SWEP:DrawWorldModel()
if not IsValid(self.Owner) then return end
local wrender = self.wrender
if not IsValid(self.cmdl_LeftCuff) then
self.cmdl_LeftCuff = ClientsideModel( CuffMdl, RENDER_GROUP_VIEW_MODEL_OPAQUE )
self.cmdl_LeftCuff:SetNoDraw( true )
end
if not IsValid(self.cmdl_RightCuff) then
self.cmdl_RightCuff = ClientsideModel( CuffMdl, RENDER_GROUP_VIEW_MODEL_OPAQUE )
self.cmdl_RightCuff:SetNoDraw( true )
end
local rpos, rang = self:GetBonePos( wrender.right.bone, self.Owner )
if not (rpos and rang) then return end
// Right
local fixed_rpos = rpos + (rang:Forward()*wrender.right.pos.x) + (rang:Right()*wrender.right.pos.y) + (rang:Up()*wrender.right.pos.z)
self.cmdl_RightCuff:SetPos( fixed_rpos )
local u,r,f = rang:Up(), rang:Right(), rang:Forward() // Prevents moving axes
rang:RotateAroundAxis( u, wrender.right.ang.y )
rang:RotateAroundAxis( r, wrender.right.ang.p )
rang:RotateAroundAxis( f, wrender.right.ang.r )
self.cmdl_RightCuff:SetAngles( rang )
local matrix = Matrix()
matrix:Scale( wrender.right.scale )
self.cmdl_RightCuff:EnableMatrix( "RenderMultiply", matrix )
self.cmdl_RightCuff:SetMaterial( self.CuffMaterial )
self.cmdl_RightCuff:DrawModel()
// Left
if CurTime()>(wrender.left.NextThink or 0) then
local dist = wrender.left.pos:Distance( fixed_rpos )
if dist>100 then
wrender.left.pos = fixed_rpos
wrender.left.vel = Vector(0,0,0)
elseif dist > 10 then
local target = (fixed_rpos - wrender.left.pos)*0.3
wrender.left.vel.x = math.Approach( wrender.left.vel.x, target.x, 1 )
wrender.left.vel.y = math.Approach( wrender.left.vel.y, target.y, 1 )
wrender.left.vel.z = math.Approach( wrender.left.vel.z, target.z, 3 )
end
wrender.left.vel.x = math.Approach( wrender.left.vel.x, 0, 0.5 )
wrender.left.vel.y = math.Approach( wrender.left.vel.y, 0, 0.5 )
wrender.left.vel.z = math.Approach( wrender.left.vel.z, 0, 0.5 )
-- if wrender.left.vel:Length()>10 then wrender.left.vel:Mul(0.1) end
local targetZ = ((fixed_rpos.z - 10) - wrender.left.pos.z) * wrender.left.gravity
wrender.left.vel.z = math.Approach( wrender.left.vel.z, targetZ, 3 )
wrender.left.pos:Add( wrender.left.vel )
-- wrender.left.NextThink = CurTime()+0
end
self.cmdl_LeftCuff:SetPos( wrender.left.pos )
self.cmdl_LeftCuff:SetAngles( wrender.left.ang )
local matrix = Matrix()
matrix:Scale( wrender.right.scale )
self.cmdl_LeftCuff:EnableMatrix( "RenderMultiply", matrix )
self.cmdl_LeftCuff:SetMaterial( self.CuffMaterial )
self.cmdl_LeftCuff:DrawModel()
// Rope
if not self.RopeMat then self.RopeMat = Material(self.CuffRope) end
render.SetMaterial( self.RopeMat )
render.DrawBeam( wrender.left.pos + wrender.rope.l,
rpos + (rang:Forward()*wrender.rope.r.x) + (rang:Right()*wrender.rope.r.y) + (rang:Up()*wrender.rope.r.z),
0.7, 0, 5, RopeCol )
end
//
// Bones
function SWEP:GetBonePos( bonename, vm )
local bone = vm:LookupBone( bonename )
if not bone then return end
local pos,ang = Vector(0,0,0),Angle(0,0,0)
local matrix = vm:GetBoneMatrix( bone )
if matrix then
pos = matrix:GetTranslation()
ang = matrix:GetAngles()
end
if self.ViewModelFlip then ang.r = -ang.r end
-- if pos.x==0 and pos.y==0 and pos.z==0 then print( bonename, vm ) end
return pos, ang
end