168 lines
5.0 KiB
Lua
168 lines
5.0 KiB
Lua
AddCSLuaFile()
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ENT.Type = "anim"
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ENT.Base = "base_entity"
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ENT.RenderGroup = RENDERGROUP_TRANSLUCENT
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ENT.PrintName = "Attachment"
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ENT.Category = "Tactical Intervention - Attachments"
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ENT.Spawnable = false
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ENT.Model = "models/tacint/props_containers/supply_case-2.mdl"
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ENT.AttToGive = nil
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function ENT:Initialize()
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local model = self.Model
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self:SetModel(model)
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if SERVER then
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self:PhysicsInit(SOLID_VPHYSICS)
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self:SetMoveType(MOVETYPE_VPHYSICS)
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self:SetSolid(SOLID_VPHYSICS)
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self:SetCollisionGroup(COLLISION_GROUP_WEAPON)
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self:SetUseType(SIMPLE_USE)
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self:PhysWake()
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self:SetTrigger(true) -- Enables Touch() to be called even when not colliding
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self:UseTriggerBounds(true, 24)
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end
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end
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function ENT:GiveAtt(ply)
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if !self.AttToGive then return end
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if TacRP.ConVars["free_atts"]:GetBool() then
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ply:PrintMessage(HUD_PRINTTALK, "All attachments are free! This is not necessary!")
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return
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end
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if TacRP.ConVars["lock_atts"]:GetBool() and TacRP:PlayerGetAtts(ply, self.AttToGive) > 0 then
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ply:PrintMessage(HUD_PRINTTALK, "You already have this attachment!")
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return
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end
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local given = TacRP:PlayerGiveAtt(ply, self.AttToGive, 1)
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if given then
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TacRP:PlayerSendAttInv(ply)
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self:EmitSound("TacRP/weapons/flashlight_on.wav")
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self:Remove()
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end
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end
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ENT.CollisionSoundsHard = {
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"physics/metal/metal_box_impact_hard1.wav",
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"physics/metal/metal_box_impact_hard2.wav",
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"physics/metal/metal_box_impact_hard3.wav",
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}
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ENT.CollisionSoundsSoft = {
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"physics/metal/metal_box_impact_soft1.wav",
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"physics/metal/metal_box_impact_soft2.wav",
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"physics/metal/metal_box_impact_soft3.wav",
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}
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function ENT:PhysicsCollide(data)
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if data.DeltaTime < 0.1 then return end
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if data.Speed > 40 then
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self:EmitSound(self.CollisionSoundsHard[math.random(#self.CollisionSoundsHard)], 70, 100, data.Speed / 100)
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else
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self:EmitSound(self.CollisionSoundsSoft[math.random(#self.CollisionSoundsSoft)], 70, 100, data.Speed / 100)
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end
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end
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if SERVER then
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function ENT:Use(ply)
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if !ply:IsPlayer() then return end
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self:GiveAtt(ply)
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end
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elseif CLIENT then
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function ENT:DrawTranslucent()
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self:Draw()
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end
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local font = "TacRP_Myriad_Pro_48_Unscaled"
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local iw2 = 128
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local drawit = function(self, p, a, alpha)
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cam.Start3D2D(p, a, 0.05)
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-- surface.SetFont("TacRP_LondonBetween_24_Unscaled")
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if !self.PrintLines then
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self.PrintLines = TacRP.MultiLineText(TacRP:GetAttName(self.AttToGive), 328, font)
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end
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for j, text in ipairs(self.PrintLines or {}) do
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draw.SimpleTextOutlined(text, font, 0, -40 + j * 40, Color(255, 255, 255, alpha * 255), TEXT_ALIGN_CENTER, TEXT_ALIGN_TOP, 2, Color(0, 0, 0, alpha * 75))
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end
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-- local w2 = surface.GetTextSize(self.PrintName)
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-- surface.SetTextPos(-w2 / 2, 0)
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-- surface.SetTextColor(255, 255, 255, 255)
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-- surface.DrawText(self.PrintName)
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surface.SetDrawColor(255, 255, 255, alpha * 255)
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surface.SetMaterial(self.Icon or defaulticon)
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surface.DrawTexturedRect(-iw2 / 2, -iw2 - 8, iw2, iw2)
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cam.End3D2D()
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end
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function ENT:Draw()
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self:DrawModel()
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local distsqr = (EyePos() - self:WorldSpaceCenter()):LengthSqr()
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if distsqr <= 262144 then -- 512^2
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local a = math.Clamp(1 - (distsqr - 196608) / 65536, 0, 1)
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local ang = self:GetAngles()
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ang:RotateAroundAxis(ang:Forward(), 180)
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ang:RotateAroundAxis(ang:Right(), 90)
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ang:RotateAroundAxis(ang:Up(), 90)
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local pos = self:GetPos()
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pos = pos + ang:Forward() * 0
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pos = pos + ang:Up() * 4.1
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pos = pos + ang:Right() * -8
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drawit(self, pos, ang, a)
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-- cam.Start3D2D(pos, ang, 0.1)
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-- surface.SetFont("TacRP_LondonBetween_24_Unscaled")
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-- local w = surface.GetTextSize(self.PrintName)
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-- surface.SetTextPos(-w / 2, 0)
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-- surface.SetTextColor(255, 255, 255, 255)
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-- surface.DrawText(self.PrintName)
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-- surface.SetDrawColor(255, 255, 255)
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-- surface.SetMaterial(self.Icon or defaulticon)
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-- local iw = 64
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-- surface.DrawTexturedRect(-iw / 2, -iw - 8, iw, iw)
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-- cam.End3D2D()
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local ang2 = self:GetAngles()
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ang2:RotateAroundAxis(ang2:Forward(), 90)
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ang2:RotateAroundAxis(ang2:Right(), -90)
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ang2:RotateAroundAxis(ang2:Up(), 0)
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local pos2 = self:GetPos()
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pos2 = pos2 + ang2:Forward() * 0
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pos2 = pos2 + ang2:Up() * 4.1
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pos2 = pos2 + ang2:Right() * -8
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drawit(self, pos2, ang2, a)
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end
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end
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end
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