831 lines
24 KiB
Lua
831 lines
24 KiB
Lua
CreateConVar( "lordi_sledge_break_doors", "1", { FCVAR_REPLICATED, FCVAR_NOTIFY }, "Should people be able to break down doors using the sledgehammer? 1 for true, 0 for false" )
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CreateConVar( "lordi_sledge_break_doors_chance", "5", { FCVAR_REPLICATED, FCVAR_NOTIFY }, "What should the 1/<command> chance be before a door breaks? The higher this is, the harder it is. 1 makes it break immediadly" )
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SWEP.WElements = {
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["sledge"] = { type = "Model", model = "models/weapons/lordi/c_sledgehammer.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(-16.33, -3.294, -16.605), angle = Angle(8.395, 0, -115.988), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
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}
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SWEP.ViewModelFOV = 70
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SWEP.ViewModel = "models/weapons/lordi/c_sledgehammer.mdl"
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SWEP.WorldModel = "models/weapons/w_crowbar.mdl"
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SWEP.UseHands = true
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SWEP.AutoSwitchTo = true
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SWEP.Slot = 0
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SWEP.HoldType = "passive"
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SWEP.Spawnable = true
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SWEP.AdminSpawnable = false
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SWEP.DrawCrosshair = false
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SWEP.Category = "[FT] Специальное Оружие"
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SWEP.SlotPos = 0
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SWEP.DrawAmmo = true
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SWEP.PrintName = "Sledgehammer"
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SWEP.Author = "LordiAnders"
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SWEP.Instructions = "Bash heads in! Or if they are afar, throw the thing after them!"
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SWEP.ShowViewModel = true
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SWEP.ShowWorldModel = true
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SWEP.Primary.ClipSize = -1
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SWEP.Primary.DefaultClip = -1
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SWEP.Primary.Ammo = "none"
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SWEP.Primary.Automatic = true
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SWEP.Secondary.ClipSize = -1
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SWEP.Secondary.Ammo = "none"
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SWEP.Secondary.Automatic = true
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SWEP.AboutToSwing = false
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SWEP.IsSwinging = false
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SWEP.AboutToSwing2 = false
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SWEP.IsSwinging2 = false
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if CLIENT then
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SWEP.WepSelectIcon = surface.GetTextureID("vgui/entities/weapon_lordi_sledgehammer")
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killicon.Add("weapon_lordi_sledgehammer","vgui/entities/weapon_lordi_sledgehammer",Color(255,255,255,255))
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killicon.Add("ent_lordi_sledgehammer","vgui/entities/weapon_lordi_sledgehammer",Color(255,255,255,255))
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SWEP.BounceWeaponIcon = false
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end
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function SWEP:VerifyAndSet(bone,data)
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if not IsValid(self.Owner) then return end
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local bone = self.Owner:LookupBone(bone)
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if bone then
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self.Owner:ManipulateBoneAngles(bone,data)
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end
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end
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function SWEP:SetPassiveHoldType()
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if not IsValid(self.Owner) then return end
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if CLIENT then return end
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self:SetHoldType("passive")
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self:VerifyAndSet('ValveBiped.Bip01_R_UpperArm',Angle(13.8940719901227,12.334109775164,14.597405385818))
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self:VerifyAndSet('ValveBiped.Bip01_R_Hand',Angle(17,30,9))
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self:VerifyAndSet('ValveBiped.Bip01_L_Forearm',Angle(-16.224373259067,-24.886877720213,7.8929222269922))
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self:VerifyAndSet('ValveBiped.Bip01_L_UpperArm',Angle(-32.017127057138,-35.637168682527,16))
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self:VerifyAndSet('ValveBiped.Bip01_L_Hand',Angle(0.17154435310358,0,0))
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end
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function SWEP:SetMelee2HoldType()
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if not IsValid(self.Owner) then return end
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if CLIENT then return end
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self:SetHoldType("melee2")
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self:VerifyAndSet('ValveBiped.Bip01_R_UpperArm',Angle(0,0,0))
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self:VerifyAndSet('ValveBiped.Bip01_R_Hand',Angle(0,0,0))
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self:VerifyAndSet('ValveBiped.Bip01_L_Forearm',Angle(0,0,0))
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self:VerifyAndSet('ValveBiped.Bip01_L_UpperArm',Angle(0,0,0))
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self:VerifyAndSet('ValveBiped.Bip01_L_Hand',Angle(0,0,0))
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end
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function SWEP:Deploy()
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self.Weapon:SendWeaponAnim(ACT_VM_DRAW)
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self:SetDeploySpeed(self.Owner:GetViewModel():SequenceDuration())
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self.Weapon:SetNextPrimaryFire( CurTime() + self.Owner:GetViewModel():SequenceDuration() )
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self.Weapon:SetNextSecondaryFire( CurTime() + self.Owner:GetViewModel():SequenceDuration() )
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self.AboutToSwing = true --Just to disable holstering
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self:SetPassiveHoldType()
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if SERVER then
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timer.Simple(0.9,function()
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if not self:IsValid() then return end
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self:EmitSound("npc/combine_soldier/gear6.wav")
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self.Owner:ViewPunch( Angle(-2,0,1) )
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end)
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timer.Simple(2,function()
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if not self:IsValid() then return end
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self.Owner:ViewPunch( Angle(5,0,-5) )
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self:EmitSound("physics/flesh/flesh_impact_hard2.wav",75,180)
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self.AboutToSwing = false
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end)
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end
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end
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function SWEP:Think()
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if self.IsSwinging and not self.Owner:KeyDown(IN_ATTACK) then
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self:PrimaryAttack()
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elseif self.IsSwinging2 and not self.Owner:KeyDown(IN_ATTACK2) then
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self:SecondaryAttack()
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end
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end
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function SWEP:PrimaryAttack()
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if self.IsSwinging2 or self.AboutToSwing2 then return end
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if not self.IsSwinging then
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self.AboutToSwing = true
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self:SetMelee2HoldType()
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self.Weapon:SetNextPrimaryFire( CurTime() + 5000 )
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self.Weapon:SendWeaponAnim(ACT_VM_PRIMARYATTACK)
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timer.Simple(self.Owner:GetViewModel():SequenceDuration(),function()
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self.AboutToSwing = false
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self.IsSwinging = true
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end)
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end
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if self.IsSwinging then
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--Trace shit from weapon_fists.lua packed with Gmod
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self.Owner:SetAnimation( PLAYER_ATTACK1 )
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timer.Simple(0.25,function() if not self:IsValid() then return end self:SetPassiveHoldType() end)
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local trace = util.TraceLine( {
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start = self.Owner:GetShootPos(),
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endpos = self.Owner:GetShootPos() + self.Owner:GetAimVector() * 105,
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filter = self.Owner
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} )
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if ( !IsValid( trace.Entity ) ) then
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trace = util.TraceHull( {
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start = self.Owner:GetShootPos(),
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endpos = self.Owner:GetShootPos() + self.Owner:GetAimVector() * 105,
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filter = self.Owner,
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mins = Vector( -10, -10, -8 ),
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maxs = Vector( 10, 10, 8 )
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} )
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end
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if trace.Entity:IsValid() or trace.HitWorld then
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self.Weapon:SendWeaponAnim(ACT_VM_HITKILL)
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self.Owner:ViewPunch( Angle(-10,0,0) )
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timer.Simple(0.1,function()
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if not self:IsValid() then return end
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self.Owner:ViewPunch( Angle(15,0,0) )
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end)
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if trace.Entity:IsValid() then
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if trace.Entity:IsPlayer() or trace.Entity:IsNPC() then
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if SERVER then trace.Entity:EmitSound("physics/body/body_medium_break"..math.random(2,4)..".wav",75,math.random(70,90)) end
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local effectdata = EffectData()
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effectdata:SetOrigin(trace.HitPos)
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effectdata:SetEntity(trace.Entity)
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util.Effect( "BloodImpact", effectdata )
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elseif trace.Entity:GetClass() == "prop_door_rotating" and GetConVarNumber( "lordi_sledge_break_doors" ) == 1 then
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if SERVER and math.random(1,GetConVarNumber( "lordi_sledge_break_doors_chance" )) == 1 then
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trace.Entity:Fire("unlock")
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trace.Entity:Fire("open")
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trace.Entity:SetNotSolid(true)
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trace.Entity:SetNoDraw(true)
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--Bit of madcow stuff here... :L
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local ent = ents.Create("prop_physics")
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trace.Entity:EmitSound("physics/wood/wood_furniture_break1.wav")
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ent:SetPos(trace.Entity:GetPos())
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ent:SetAngles(trace.Entity:GetAngles())
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ent:SetModel(trace.Entity:GetModel())
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if trace.Entity:GetSkin() then
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ent:SetSkin(trace.Entity:GetSkin())
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end
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ent:Spawn()
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ent:GetPhysicsObject():ApplyForceCenter( self.Owner:GetAimVector() * 10000 )
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timer.Simple(25,function()
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if ent:IsValid() then
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ent:Remove()
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end
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trace.Entity:SetNotSolid(false)
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trace.Entity:SetNoDraw(false)
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end)
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elseif SERVER then
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trace.Entity:EmitSound("physics/wood/wood_box_break"..math.random(1,2)..".wav",75,math.random(50,150))
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end
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end
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if SERVER then trace.Entity:TakeDamage(math.random(70,120),self.Owner) end
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end
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if trace.HitWorld then
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local trace = self.Owner:GetEyeTrace()
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if self.Owner:GetShootPos():Distance(trace.HitPos) <= 105 then
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util.Decal("Impact.Sand",trace.HitPos + trace.HitNormal,trace.HitPos - trace.HitNormal)
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end
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end
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if SERVER then timer.Simple(0,function() if not self:IsValid() then return end self:EmitSound("physics/metal/metal_canister_impact_hard"..math.random(1,3)..".wav",75,math.random(90,110)) end) end
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else
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self.Weapon:SendWeaponAnim(ACT_VM_MISSCENTER)
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if SERVER then timer.Simple(0,function() if not self:IsValid() then return end self:EmitSound("npc/zombie/claw_miss1.wav",75,60) end) end
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self.Owner:ViewPunch( Angle(-10,0,0) )
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timer.Simple(0.1,function()
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if not self:IsValid() then return end
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self.Owner:ViewPunch( Angle(30,0,0) )
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end)
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end
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self.IsSwinging = false
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self.Weapon:SetNextPrimaryFire( CurTime() + 1 )
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self.Weapon:SetNextSecondaryFire( CurTime() + 1 )
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end
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end
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function SWEP:GetViewModelPosition(pos, ang)
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if self.IsSwinging then
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pos = pos + (math.random(-1,1) / 40) * ang:Right()
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pos = pos + (math.random(-1,1) / 40) * ang:Forward()
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pos = pos + (math.random(-1,1) / 40) * ang:Up()
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end
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return pos, ang
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end
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function SWEP:SecondaryAttack()
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if self.IsSwinging or self.AboutToSwing then return end
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if not self.IsSwinging2 then
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self.AboutToSwing2 = true
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self:SetMelee2HoldType()
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self.Weapon:SetNextSecondaryFire( CurTime() + 5000 )
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self.Weapon:SendWeaponAnim(ACT_VM_PRIMARYATTACK)
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timer.Simple(self.Owner:GetViewModel():SequenceDuration(),function()
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self.AboutToSwing2 = false
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self.IsSwinging2 = true
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end)
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end
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if self.IsSwinging2 then
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self.IsSwinging2 = false
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self.Weapon:SendWeaponAnim(ACT_VM_MISSCENTER)
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timer.Simple(0.1,function()
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if SERVER then
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local sledge = ents.Create("ent_lordi_sledgehammer")
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sledge:SetOwner(self.Owner)
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sledge:SetPos(self.Owner:EyePos() + self.Owner:GetAimVector())
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sledge:SetAngles(self.Owner:GetAngles())
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sledge:Spawn()
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sledge:Activate()
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sledge:GetPhysicsObject():ApplyForceCenter( self.Owner:GetAimVector() * 7000 )
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timer.Simple(0.25,function() self.Owner:StripWeapon(self:GetClass()) 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 SWEP:Reload() end
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function SWEP:OnRemove()
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if IsValid(self.Owner) then
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self:VerifyAndSet('ValveBiped.Bip01_R_UpperArm',Angle(0,0,0))
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self:VerifyAndSet('ValveBiped.Bip01_R_Hand',Angle(0,0,0))
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self:VerifyAndSet('ValveBiped.Bip01_L_Forearm',Angle(0,0,0))
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self:VerifyAndSet('ValveBiped.Bip01_L_UpperArm',Angle(0,0,0))
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self:VerifyAndSet('ValveBiped.Bip01_L_Hand',Angle(0,0,0))
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local vm = self.Owner:GetViewModel()
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if IsValid(vm) then vm:SetMaterial("") end
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end
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if CLIENT and IsValid(self.Owner) then
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local vm = self.Owner:GetViewModel()
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if IsValid(vm) then
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self:ResetBonePositions(vm)
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end
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end
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end
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/********************************************************
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SWEP Construction Kit base code
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Created by Clavus
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Available for public use, thread at:
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facepunch.com/threads/1032378
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DESCRIPTION:
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This script is meant for experienced scripters
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that KNOW WHAT THEY ARE DOING. Don't come to me
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with basic Lua questions.
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Just copy into your SWEP or SWEP base of choice
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and merge with your own code.
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The SWEP.VElements, SWEP.WElements and
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SWEP.ViewModelBoneMods tables are all optional
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and only have to be visible to the client.
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********************************************************/
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function SWEP:Initialize()
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self:SetHoldType(self.HoldType)
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// other initialize code goes here
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if CLIENT then
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// Create a new table for every weapon instance
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self.VElements = table.FullCopy( self.VElements )
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self.WElements = table.FullCopy( self.WElements )
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self.ViewModelBoneMods = table.FullCopy( self.ViewModelBoneMods )
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self:CreateModels(self.VElements) // create viewmodels
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self:CreateModels(self.WElements) // create worldmodels
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// init view model bone build function
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if IsValid(self.Owner) then
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local vm = self.Owner:GetViewModel()
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if IsValid(vm) then
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self:ResetBonePositions(vm)
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end
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// Init viewmodel visibility
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end
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end
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end
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function SWEP:Holster()
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if self.AboutToSwing or self.IsSwinging or self.IsSwinging2 or self.AboutToSwing2 then return end
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self:OnRemove()
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if CLIENT and IsValid(self.Owner) then
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local vm = self.Owner:GetViewModel()
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if IsValid(vm) then
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self:ResetBonePositions(vm)
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end
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end
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return true
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end
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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
|
|
|
|
end
|
|
|
|
SWEP.wRenderOrder = nil
|
|
function SWEP:DrawWorldModel()
|
|
|
|
self:DrawModel()
|
|
self:SetMaterial( "engine/occlusionproxy" )
|
|
|
|
if (!self.WElements) then return end
|
|
|
|
if (!self.wRenderOrder) then
|
|
|
|
self.wRenderOrder = {}
|
|
|
|
for k, v in pairs( self.WElements ) do
|
|
if (v.type == "Model") then
|
|
table.insert(self.wRenderOrder, 1, k)
|
|
elseif (v.type == "Sprite" or v.type == "Quad") then
|
|
table.insert(self.wRenderOrder, k)
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
if (IsValid(self.Owner)) then
|
|
bone_ent = self.Owner
|
|
else
|
|
// when the weapon is dropped
|
|
bone_ent = self
|
|
end
|
|
|
|
for k, name in pairs( self.wRenderOrder ) do
|
|
|
|
local v = self.WElements[name]
|
|
if (!v) then self.wRenderOrder = nil break end
|
|
if (v.hide) then continue end
|
|
|
|
local pos, ang
|
|
|
|
if (v.bone) then
|
|
pos, ang = self:GetBoneOrientation( self.WElements, v, bone_ent )
|
|
else
|
|
pos, ang = self:GetBoneOrientation( self.WElements, v, bone_ent, "ValveBiped.Bip01_R_Hand" )
|
|
end
|
|
|
|
if (!pos) then continue end
|
|
|
|
local model = v.modelEnt
|
|
local sprite = v.spriteMaterial
|
|
|
|
if (v.type == "Model" and IsValid(model)) then
|
|
|
|
model:SetPos(pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z )
|
|
ang:RotateAroundAxis(ang:Up(), v.angle.y)
|
|
ang:RotateAroundAxis(ang:Right(), v.angle.p)
|
|
ang:RotateAroundAxis(ang:Forward(), v.angle.r)
|
|
|
|
model:SetAngles(ang)
|
|
//model:SetModelScale(v.size)
|
|
local matrix = Matrix()
|
|
matrix:Scale(v.size)
|
|
model:EnableMatrix( "RenderMultiply", matrix )
|
|
|
|
if (v.material == "") then
|
|
model:SetMaterial("")
|
|
elseif (model:GetMaterial() != v.material) then
|
|
model:SetMaterial( v.material )
|
|
end
|
|
|
|
if (v.skin and v.skin != model:GetSkin()) then
|
|
model:SetSkin(v.skin)
|
|
end
|
|
|
|
if (v.bodygroup) then
|
|
for k, v in pairs( v.bodygroup ) do
|
|
if (model:GetBodygroup(k) != v) then
|
|
model:SetBodygroup(k, v)
|
|
end
|
|
end
|
|
end
|
|
|
|
if (v.surpresslightning) then
|
|
render.SuppressEngineLighting(true)
|
|
end
|
|
|
|
render.SetColorModulation(v.color.r/255, v.color.g/255, v.color.b/255)
|
|
render.SetBlend(v.color.a/255)
|
|
model:DrawModel()
|
|
render.SetBlend(1)
|
|
render.SetColorModulation(1, 1, 1)
|
|
|
|
if (v.surpresslightning) then
|
|
render.SuppressEngineLighting(false)
|
|
end
|
|
|
|
elseif (v.type == "Sprite" and sprite) then
|
|
|
|
local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
|
|
render.SetMaterial(sprite)
|
|
render.DrawSprite(drawpos, v.size.x, v.size.y, v.color)
|
|
|
|
elseif (v.type == "Quad" and v.draw_func) then
|
|
|
|
local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
|
|
ang:RotateAroundAxis(ang:Up(), v.angle.y)
|
|
ang:RotateAroundAxis(ang:Right(), v.angle.p)
|
|
ang:RotateAroundAxis(ang:Forward(), v.angle.r)
|
|
|
|
cam.Start3D2D(drawpos, ang, v.size)
|
|
v.draw_func( self )
|
|
cam.End3D2D()
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
function SWEP:GetBoneOrientation( basetab, tab, ent, bone_override )
|
|
|
|
local bone, pos, ang
|
|
if (tab.rel and tab.rel != "") then
|
|
|
|
local v = basetab[tab.rel]
|
|
|
|
if (!v) then return end
|
|
|
|
// Technically, if there exists an element with the same name as a bone
|
|
// you can get in an infinite loop. Let's just hope nobody's that stupid.
|
|
pos, ang = self:GetBoneOrientation( basetab, v, ent )
|
|
|
|
if (!pos) then return end
|
|
|
|
pos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
|
|
ang:RotateAroundAxis(ang:Up(), v.angle.y)
|
|
ang:RotateAroundAxis(ang:Right(), v.angle.p)
|
|
ang:RotateAroundAxis(ang:Forward(), v.angle.r)
|
|
|
|
else
|
|
|
|
bone = ent:LookupBone(bone_override or tab.bone)
|
|
|
|
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:UpdateBonePositions2(vm)
|
|
|
|
if self.GrenadeThrowBoneMods then
|
|
|
|
if (!vm:GetBoneCount()) then return end
|
|
|
|
local loopthrough = self.GrenadeThrowBoneMods
|
|
if (!hasGarryFixedBoneScalingYet) then
|
|
allbones = {}
|
|
for i=0, vm:GetBoneCount() do
|
|
local bonename = vm:GetBoneName(i)
|
|
if (self.GrenadeThrowBoneMods[bonename]) then
|
|
allbones[bonename] = self.GrenadeThrowBoneMods[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
|
|
|
|
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: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
|