404 lines
14 KiB
Lua
404 lines
14 KiB
Lua
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-----------------------------------------------------
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-------------------------------------
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---------------- Cuffs --------------
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-------------------------------------
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-- Copyright (c) 2015 Healy --
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-------- All rights reserved --------
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-------------------------------------
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-- sh_handcuffs.lua SHARED --
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-- --
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-- Shared handcuff stuff. --
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-------------------------------------
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AddCSLuaFile()
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//
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// Config
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local ProtectedJobs = {
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"TEAM_PLAYER", "TEAM_MOD", "TEAM_PLAYER",
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}
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//
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// Utility
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local function GetTrace( ply )
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local tr = util.TraceLine( {start=ply:EyePos(), endpos=ply:EyePos()+(ply:GetAimVector()*100), filter=ply} )
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if IsValid(tr.Entity) and tr.Entity:IsPlayer() then
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local cuffed,wep = tr.Entity:IsHandcuffed()
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if cuffed then return tr,wep end
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end
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end
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//
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// PLAYER extensions
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local PLAYER = FindMetaTable( "Player" )
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function PLAYER:IsHandcuffed()
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local wep = self:GetWeapon( "weapon_handcuffed" )
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if IsValid(wep) and wep.IsHandcuffs then
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return true,wep
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end
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return false
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end
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//
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// Override Movement
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hook.Add( "SetupMove", "Cuffs Move Penalty", function(ply, mv, cmd)
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local cuffed, cuffs = ply:IsHandcuffed()
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if not (cuffed and IsValid(cuffs)) then return end
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mv:SetMaxClientSpeed( mv:GetMaxClientSpeed()*0.6 )
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if cuffs:GetRopeLength()<=0 then return end // No forced movement
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if not IsValid(cuffs:GetKidnapper()) then return end // Nowhere to move to
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local kidnapper = cuffs:GetKidnapper()
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if kidnapper==ply then return end
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local TargetPoint = (kidnapper:IsPlayer() and kidnapper:GetShootPos()) or kidnapper:GetPos()
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local MoveDir = (TargetPoint - ply:GetPos()):GetNormal()
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local ShootPos = ply:GetShootPos() + (Vector(0,0, (ply:Crouching() and 0)))
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local Distance = cuffs:GetRopeLength()
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local distFromTarget = ShootPos:Distance( TargetPoint )
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if distFromTarget<=(Distance+5) then return end
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if ply:InVehicle() then
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if SERVER and (distFromTarget>(Distance*3)) then
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ply:ExitVehicle()
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end
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return
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end
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local TargetPos = TargetPoint - (MoveDir*Distance)
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local xDif = math.abs(ShootPos[1] - TargetPos[1])
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local yDif = math.abs(ShootPos[2] - TargetPos[2])
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local zDif = math.abs(ShootPos[3] - TargetPos[3])
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local speedMult = 3+ ( (xDif + yDif)*0.5)^1.01
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local vertMult = math.max((math.Max(300-(xDif + yDif), -10)*0.08)^1.01 + (zDif/2),0)
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if kidnapper:GetGroundEntity()==ply then vertMult = -vertMult end
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local TargetVel = (TargetPos - ShootPos):GetNormal() * 10
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TargetVel[1] = TargetVel[1]*speedMult
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TargetVel[2] = TargetVel[2]*speedMult
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TargetVel[3] = TargetVel[3]*vertMult
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local dir = mv:GetVelocity()
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local clamp = 50
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local vclamp = 20
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local accel = 200
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local vaccel = 30*(vertMult/50)
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dir[1] = (dir[1]>TargetVel[1]-clamp or dir[1]<TargetVel[1]+clamp) and math.Approach(dir[1], TargetVel[1], accel) or dir[1]
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dir[2] = (dir[2]>TargetVel[2]-clamp or dir[2]<TargetVel[2]+clamp) and math.Approach(dir[2], TargetVel[2], accel) or dir[2]
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if ShootPos[3]<TargetPos[3] then
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dir[3] = (dir[3]>TargetVel[3]-vclamp or dir[3]<TargetVel[3]+vclamp) and math.Approach(dir[3], TargetVel[3], vaccel) or dir[3]
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if vertMult>0 then ply.Cuff_ForceJump=ply end
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end
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mv:SetVelocity( dir )
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if SERVER and mv:GetVelocity():Length()>=(mv:GetMaxClientSpeed()*10) and ply:IsOnGround() and CurTime()>(ply.Cuff_NextDragDamage or 0) then
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ply:SetHealth( ply:Health()-1 )
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if ply:Health()<=0 then ply:Kill() end
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ply.Cuff_NextDragDamage = CurTime()+0.1
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end
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end)
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//
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// Vehicles
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hook.Add( "CanPlayerEnterVehicle", "Cuffs PreventVehicle", function( ply )
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-- if ply:IsHandcuffed() then return false end
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end)
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//
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// Internal Cuffs hooks
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hook.Add( "CuffsCanHandcuff", "Cuff ProtectAdmin", function( ply, target )
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if IsValid(target) and target:IsPlayer() and ProtectedJobs then
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for i=1,#ProtectedJobs do
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if ProtectedJobs[i] and _G[ ProtectedJobs[i] ] and target:Team()==_G[ ProtectedJobs[i] ] then return false end
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end
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end
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end)
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if CLIENT then
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local CuffsTable = {}
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local function UpdateCuffsTable()
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CuffsTable = {}
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for _,v in pairs(ents.GetAll()) do
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if IsValid(v) and v.IsHandcuffs then table.insert( CuffsTable, v ) end
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end
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end
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//
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// HUD
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local Col = {
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Text = Color(255,255,255), TextShadow=Color(0,0,0), Rope = Color(255,255,255),
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BoxOutline = Color(0,0,0), BoxBackground = Color(255,255,255,20), BoxLeft = Color(255,0,0), BoxRight = Color(0,255,0),
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}
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local matGrad = Material( "gui/gradient" )
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local NextCuffsTableUpdate = 0
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hook.Add( "HUDPaint", "Cuffs CuffedInteractPrompt", function()
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local ply = LocalPlayer()
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if ply:IsHandcuffed() then return end
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local w,h = (ScrW()/2), (ScrH()/2)
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local TextPos = h-40
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local tr = util.TraceLine( {start=ply:EyePos(), endpos=ply:EyePos()+(ply:GetAimVector()*100), filter=ply} )
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if tr.Hit then
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if CurTime()>NextCuffsTableUpdate then
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UpdateCuffsTable()
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NextCuffsTableUpdate = CurTime()+5
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end
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for _,v in pairs(CuffsTable) do
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if IsValid(v) and v:GetKidnapper()==ply and v:GetRopeLength()>0 then
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local str = string.format( "%s + %s to %s",
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(input.LookupBinding("+use") or "[use]"):upper(),
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(input.LookupBinding("+attack") or "[Primary Fire]"):upper(),
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(IsValid(tr.Entity) and tr.Entity:IsPlayer()) and "hand over captive" or "tie captive"
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)
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draw.SimpleText( str, "HandcuffsText", w+1, TextPos+1, Col.TextShadow, TEXT_ALIGN_CENTER )
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draw.SimpleText( str, "HandcuffsText", w, TextPos, Col.Text, TEXT_ALIGN_CENTER )
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TextPos = TextPos-30
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break
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end
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end
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end
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local tr,cuff = GetTrace( ply )
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if not (tr and IsValid(cuff)) then
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return
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end
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surface.SetDrawColor( Col.BoxOutline )
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surface.DrawOutlinedRect( w-101, TextPos-1, 202, 22 )
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surface.SetDrawColor( Col.BoxBackground )
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surface.DrawRect( w-100, TextPos, 200, 20 )
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render.SetScissorRect( w-100, TextPos, (w-100)+((cuff:GetCuffBroken()/100)*200), TextPos+20, true )
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surface.SetDrawColor( Col.BoxRight )
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surface.DrawRect( w-100,TextPos, 200,20 )
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surface.SetMaterial( matGrad )
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surface.SetDrawColor( Col.BoxLeft )
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surface.DrawTexturedRect( w-100,TextPos, 200,20 )
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render.SetScissorRect( 0,0,0,0, false )
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TextPos = TextPos-25
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if IsValid(cuff:GetFriendBreaking()) then
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if cuff:GetFriendBreaking()==ply then
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draw.SimpleText( "Releasing player...", "HandcuffsText", w+1, TextPos+1, Col.TextShadow, TEXT_ALIGN_CENTER )
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draw.SimpleText( "Releasing player...", "HandcuffsText", w, TextPos, Col.Text, TEXT_ALIGN_CENTER )
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TextPos = TextPos-20
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end
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else
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local str = string.format( "%s to release", (input.LookupBinding("+use") or "[USE]"):upper() )
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draw.SimpleText( str, "HandcuffsText", w+1, TextPos+1, Col.TextShadow, TEXT_ALIGN_CENTER )
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draw.SimpleText( str, "HandcuffsText", w, TextPos, Col.Text, TEXT_ALIGN_CENTER )
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TextPos = TextPos-20
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end
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if cuff:GetRopeLength()>0 then
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if IsValid(cuff:GetKidnapper()) then
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if cuff:GetKidnapper()==ply then
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local str = string.format( "%s to stop dragging", (input.LookupBinding("+reload") or "[Reload]"):upper() )
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draw.SimpleText( str, "HandcuffsText", w+1, TextPos+1, Col.TextShadow, TEXT_ALIGN_CENTER )
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draw.SimpleText( str, "HandcuffsText", w, TextPos, Col.Text, TEXT_ALIGN_CENTER )
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TextPos = TextPos-20
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end
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else
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local str = string.format( "%s to drag player", (input.LookupBinding("+reload") or "[Reload]"):upper() )
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draw.SimpleText( str, "HandcuffsText", w+1, TextPos+1, Col.TextShadow, TEXT_ALIGN_CENTER )
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draw.SimpleText( str, "HandcuffsText", w, TextPos, Col.Text, TEXT_ALIGN_CENTER )
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TextPos = TextPos-20
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end
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end
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if cuff:GetCanBlind() then
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local str = string.format( "%s to %sblindfold", (input.LookupBinding("+attack2") or "[PRIMARY FIRE]"):upper(), cuff:GetIsBlind() and "remove " or "" )
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draw.SimpleText( str, "HandcuffsText", w+1, TextPos+1, Col.TextShadow, TEXT_ALIGN_CENTER )
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draw.SimpleText( str, "HandcuffsText", w, TextPos, Col.Text, TEXT_ALIGN_CENTER )
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TextPos = TextPos-20
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end
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if cuff:GetCanGag() then
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local str = string.format( "%s to %sgag", (input.LookupBinding("+attack") or "[PRIMARY FIRE]"):upper(), cuff:GetIsGagged() and "un" or "" )
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draw.SimpleText( str, "HandcuffsText", w+1, TextPos+1, Col.TextShadow, TEXT_ALIGN_CENTER )
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draw.SimpleText( str, "HandcuffsText", w, TextPos, Col.Text, TEXT_ALIGN_CENTER )
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TextPos = TextPos-20
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end
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end)
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//
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// Bind hooks
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hook.Add( "PlayerBindPress", "Cuffs CuffedInteract", function(ply, bind, pressed)
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if ply~=LocalPlayer() then return end
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if bind:lower()=="+attack" and pressed then
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if ply:KeyDown( IN_USE ) then
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local isDragging = false
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for _,c in pairs(ents.FindByClass("weapon_handcuffed")) do
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if c.GetRopeLength and c.GetKidnapper and c:GetRopeLength()>0 and c:GetKidnapper()==ply then
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isDragging=true
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break
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end
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end
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if isDragging then
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net.Start("Cuffs_TiePlayers") net.SendToServer()
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return true
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end
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end
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local tr,cuffs = GetTrace( ply )
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if tr and cuffs:GetCanGag() then
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net.Start( "Cuffs_GagPlayer" )
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net.WriteEntity( tr.Entity )
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net.WriteBit( not cuffs:GetIsGagged() )
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net.SendToServer()
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return true
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end
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elseif bind:lower()=="+attack2" and pressed then
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local tr,cuffs = GetTrace( ply )
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if tr and cuffs:GetCanBlind() then
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net.Start( "Cuffs_BlindPlayer" )
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net.WriteEntity( tr.Entity )
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net.WriteBit( not cuffs:GetIsBlind() )
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net.SendToServer()
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return true
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end
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elseif bind:lower()=="+reload" and pressed then
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local tr,cuffs = GetTrace( ply )
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if tr and cuffs:GetRopeLength()>0 then
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net.Start( "Cuffs_DragPlayer" )
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net.WriteEntity( tr.Entity )
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net.WriteBit( LocalPlayer()~=cuffs:GetKidnapper() )
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net.SendToServer()
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return true
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end
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elseif bind:lower()=="+use" and pressed then
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local tr,cuffs = GetTrace( ply )
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if tr then
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net.Start( "Cuffs_FreePlayer" )
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net.WriteEntity( tr.Entity )
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net.SendToServer()
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return true
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else
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local tr = util.TraceLine( {start=ply:EyePos(), endpos=ply:EyePos()+(ply:GetAimVector()*100), filter=ply} )
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if IsValid(tr.Entity) and tr.Entity:GetNWBool("Cuffs_TieHook") then
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net.Start("Cuffs_UntiePlayers") net.SendToServer()
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end
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end
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end
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end)
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//
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// Render
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local DragBone = "ValveBiped.Bip01_R_Hand"
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local LeashBone = "ValveBiped.Bip01_Neck1"
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local LeashAltBone = "Neck"
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local LeashHolder = "ValveBiped.Bip01_R_Hand"
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local DefaultRope = Material("cable/rope")
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hook.Add( "PostDrawOpaqueRenderables", "Cuffs DragRope", function()
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local allCuffs = ents.FindByClass( "weapon_handcuffed" )
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for i=1,#allCuffs do
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local cuff = allCuffs[i]
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if not (IsValid(cuff) and IsValid(cuff.Owner) and cuff.GetRopeLength and cuff:GetRopeLength()>0 and cuff.GetKidnapper and IsValid(cuff:GetKidnapper())) then continue end
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local kidnapper = cuff:GetKidnapper()
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local kidPos = (kidnapper:IsPlayer() and kidnapper:GetPos() + Vector(0,0,37)) or kidnapper:GetPos()
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local pos = cuff.Owner:GetPos()
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if cuff:GetIsLeash() then
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local bone = cuff.Owner:LookupBone( LeashBone )
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if not bone then
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bone = cuff.Owner:LookupBone( LeashAltBone )
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end
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if bone then
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pos = cuff.Owner:GetBonePosition( bone )
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if (pos.x==0 and pos.y==0 and pos.z==0) then pos = cuff.Owner:GetPos() end
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end
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if kidnapper~=LocalPlayer() or (hook.Call("ShouldDrawLocalPlayer", GAMEMODE, LocalPlayer())) then // Looks weird first-person
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local lBone = kidnapper:LookupBone(LeashHolder)
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if lBone then
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local newPos = kidnapper:GetBonePosition( lBone )
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if newPos and (newPos.x~=0 and newPos.y~=0 and newPos.z~=0) then
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kidPos = newPos
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end
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end
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end
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else
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local bone = cuff.Owner:LookupBone( DragBone )
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if bone then
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pos = cuff.Owner:GetBonePosition( bone )
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if (pos.x==0 and pos.y==0 and pos.z==0) then pos = cuff.Owner:GetPos() end
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end
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end
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-- print(bone)
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if not cuff.RopeMat then cuff.RopeMat = DefaultRope end
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render.SetMaterial( cuff.RopeMat )
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render.DrawBeam( kidPos, pos, 0.7, 0, 5, Col.Rope )
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render.DrawBeam( pos, kidPos, -0.7, 0, 5, Col.Rope )
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end
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end)
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local HeadBone = "ValveBiped.Bip01_Head1"
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local RenderPos = {
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Blind = {Vector(3.5,3,2.6), Vector(3.8,4.8,0), Vector(3.5,3,-2.8), Vector(2.4,-2,-3.8), Vector(1.5,-4.5,0), Vector(2.4,-2,3.8)},
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Gag = {Vector(1.0,4.2,2), Vector(1.0,5.5,-0.1), Vector(1.0,4.5,-2), Vector(0,0,-3.4), Vector(-0.8,-3,0), Vector(0,0,3.4)},
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}
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hook.Add( "PostPlayerDraw", "Cuffs DrawGag", function( ply )
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if not IsValid(ply) then return end
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local cuffed, cuff = ply:IsHandcuffed()
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if not (cuffed and IsValid(cuff)) then return end
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render.SetMaterial( DefaultRope )
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if cuff:GetIsBlind() then
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local pos,ang
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local bone = cuff.Owner:LookupBone( HeadBone )
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if bone then
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pos, ang = cuff.Owner:GetBonePosition( bone )
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end
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if pos and ang then
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local firstpos = pos + (ang:Forward()*RenderPos.Blind[1].x) + (ang:Right()*RenderPos.Blind[1].y) + (ang:Up()*RenderPos.Blind[1].z)
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local lastpos = firstpos
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for i=2,#RenderPos.Blind do
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local newPos = pos + (ang:Forward()*RenderPos.Blind[i].x) + (ang:Right()*RenderPos.Blind[i].y) + (ang:Up()*RenderPos.Blind[i].z)
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render.DrawBeam( newPos, lastpos, 1.5, 0, 1, Col.Rope )
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lastpos = newPos
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end
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render.DrawBeam( lastpos, firstpos, 1.5, 0, 1, Col.Rope )
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end
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end
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if cuff:GetIsGagged() then
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local pos,ang
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local bone = cuff.Owner:LookupBone( HeadBone )
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if bone then
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pos, ang = cuff.Owner:GetBonePosition( bone )
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end
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if pos and ang then
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local firstpos = pos + (ang:Forward()*RenderPos.Gag[1].x) + (ang:Right()*RenderPos.Gag[1].y) + (ang:Up()*RenderPos.Gag[1].z)
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local lastpos = firstpos
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for i=2,#RenderPos.Gag do
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local newPos = pos + (ang:Forward()*RenderPos.Gag[i].x) + (ang:Right()*RenderPos.Gag[i].y) + (ang:Up()*RenderPos.Gag[i].z)
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render.DrawBeam( newPos, lastpos, 1.5, 0, 1, Col.Rope )
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lastpos = newPos
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end
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render.DrawBeam( lastpos, firstpos, 1.5, 0, 1, Col.Rope )
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end
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end
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end)
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end
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