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

602 lines
19 KiB
Lua

-----------------------------------------------------
-------------------------------------
---------------- Cuffs --------------
-------------------------------------
-- Copyright (c) 2015 Nathan Healy --
-------- All rights reserved --------
-------------------------------------
-- weapon_handcuffed.lua SHARED --
-- --
-- Handcuffed. Limits what --
-- equipping player can do. --
-------------------------------------
AddCSLuaFile()
SWEP.Base = "weapon_base"
SWEP.Category = "Handcuffs"
SWEP.Author = "my_hat_stinks"
SWEP.Instructions = ""
SWEP.Spawnable = false
SWEP.AdminSpawnable = false
SWEP.AdminOnly = false
SWEP.Slot = 4
SWEP.PrintName = "Handcuffed"
SWEP.ViewModelFOV = 60
SWEP.Weight = 5
SWEP.AutoSwitchTo = false
SWEP.AutoSwitchFrom = false
SWEP.WorldModel = "models/weapons/w_toolgun.mdl"
SWEP.ViewModel = "models/weapons/c_arms_citizen.mdl"
SWEP.UseHands = true
SWEP.Primary.Recoil = 1
SWEP.Primary.Damage = 5
SWEP.Primary.NumShots = 1
SWEP.Primary.Cone = 0
SWEP.Primary.Delay = 1
SWEP.Primary.ClipSize = -1
SWEP.Primary.DefaultClip = -1
SWEP.Primary.Automatic = false
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.PrimaryAnim = ACT_VM_PRIMARYATTACK
SWEP.ReloadAnim = ACT_VM_RELOAD
SWEP.HoldType = "duel"
SWEP.IsHandcuffs = true
SWEP.CuffType = ""
local LEASH = {}
CreateConVar( "cuffs_allowbreakout", 1, {FCVAR_ARCHIVE,FCVAR_SERVER_CAN_EXECUTE,FCVAR_REPLICATED,FCVAR_NOTIFY} )
// For anything that might try to drop this
SWEP.CanDrop = false
SWEP.PreventDrop = true
-- Missing anything?
//
// DataTables
function SWEP:SetupDataTables()
self:NetworkVar( "Entity", 0, "Kidnapper" )
self:NetworkVar( "Entity", 1, "FriendBreaking" )
self:NetworkVar( "Float", 0, "RopeLength" )
self:NetworkVar( "Float", 1, "CuffBroken" )
self:NetworkVar( "Float", 2, "CuffStrength" )
self:NetworkVar( "Float", 3, "CuffRegen" )
self:NetworkVar( "String", 0, "RopeMaterial" )
self:NetworkVar( "String", 1, "CuffMaterial" )
self:NetworkVar( "Bool", 0, "CanGag" )
self:NetworkVar( "Bool", 1, "IsGagged" )
self:NetworkVar( "Bool", 2, "CanBlind" )
self:NetworkVar( "Bool", 3, "IsBlind" )
self:NetworkVar( "Bool", 4, "IsLeash" )
end
//
// Initialize
function SWEP:Initialize()
hook.Add( "canDropWeapon", self, function(self, ply, wep) if wep==self then return false end end) // Thank you DarkRP, your code is terrible
if SERVER then
hook.Add( "Think", self, self.BreakThink )
end
if CLIENT then
hook.Add( "HUDPaint", self, self.CuffsHUD )
hook.Add( "HUDPaintBackground", self, self.BlindHUDBackground )
end
if self:GetCuffStrength()<=0 then self:SetCuffStrength(1) end
if self:GetCuffRegen()<=0 then self:SetCuffRegen(1) end
self:SetCuffBroken( 0 )
self:SetHoldType( self.HoldType )
end
//
// Standard SWEP functions
function SWEP:PrimaryAttack()
if SERVER then self:AttemptBreak() end
end
function SWEP:SecondaryAttack() end
function SWEP:Reload() end
//
// Equip and Holster
function SWEP:Equip( newOwner )
newOwner:SelectWeapon( self:GetClass() )
timer.Simple( 0.1, function() // Fucking FA:S
if IsValid(self) and IsValid(newOwner) and newOwner:GetActiveWeapon()~=self then
local wep = newOwner:GetActiveWeapon()
if not IsValid(wep) then return end
local oHolster = wep.Holster
wep.Holster = function() return true end
newOwner:SelectWeapon( self:GetClass() )
wep.Holster = oHolster
end
end)
return true
end
function SWEP:Holster()
return self:GetIsLeash()
end
//
// Deploy
function SWEP:Deploy()
local viewModel = self.Owner:GetViewModel()
viewModel:SendViewModelMatchingSequence( viewModel:LookupSequence("fists_idle_01") )
return true
end
function SWEP:PreDrawViewModel( viewModel ) // Fixes visible base hands
viewModel:SetMaterial( "engine/occlusionproxy" )
end
if CLIENT then
local HadCuffs
hook.Add( "PreDrawOpaqueRenderables", "Cuffs FixViewModel", function()
local ply = LocalPlayer()
if not IsValid(ply) then return end
local HasCuffs = IsValid(ply:GetActiveWeapon()) and ply:GetActiveWeapon():GetClass()=="weapon_handcuffed"
if HadCuffs and not HasCuffs then
local vm = ply:GetViewModel()
if IsValid(vm) then
vm:SetMaterial( "" )
end
end
HadCuffs = HasCuffs
end)
end
function SWEP:OnRemove() // Fixes invisible other weapons
if IsValid(self.Owner) then
local viewModel = self.Owner:GetViewModel()
if IsValid(viewModel) then viewModel:SetMaterial("") end
end
if IsValid( self.cmdl_LeftCuff ) then self.cmdl_LeftCuff:Remove() end
if IsValid( self.cmdl_RightCuff ) then self.cmdl_RightCuff:Remove() end
return true
end
//
// Release
function SWEP:Uncuff()
local ply = IsValid(self.Owner) and self.Owner
self:Remove()
if ply then ply:ConCommand( "lastinv" ) end
end
//
// Breakout
if SERVER then
local BreakSound = Sound( "physics/metal/metal_barrel_impact_soft4.wav" )
function SWEP:Breakout()
if IsValid(self.Owner) then
sound.Play( BreakSound, self.Owner:GetShootPos(), 75, 100, 1 )
if IsValid( self:GetFriendBreaking() ) then
hook.Call( "OnHandcuffBreak", GAMEMODE, self.Owner, self, self:GetFriendBreaking() )
else
hook.Call( "OnHandcuffBreak", GAMEMODE, self.Owner, self )
end
end
self:Uncuff()
end
function SWEP:AttemptBreak()
if not cvars.Bool( "cuffs_allowbreakout" ) then return end
self:SetCuffBroken( self:GetCuffBroken() + math.abs(4/self:GetCuffStrength()) )
if self:GetCuffBroken()>=100 then
self:Breakout()
end
end
local function GetTrace( ply )
local tr = util.TraceLine( {start=ply:EyePos(), endpos=ply:EyePos()+(ply:GetAimVector()*100), filter=ply} )
if IsValid(tr.Entity) and tr.Entity:IsPlayer() then
local cuffed,wep = tr.Entity:IsHandcuffed()
if cuffed then return tr,wep end
end
end
function SWEP:BreakThink()
if (self.NextRegen or 0)<=CurTime() then
local regen = self:GetCuffRegen()
local friend = self:GetFriendBreaking()
if IsValid(friend) and friend:IsPlayer() then
local tr = GetTrace(friend)
if tr and tr.Entity==self.Owner then
regen = (regen*0.5) - (2/self:GetCuffStrength())
else
self:SetFriendBreaking( nil )
end
end
self:SetCuffBroken( math.Approach( self:GetCuffBroken(), regen<0 and 100 or 0, math.abs(regen) ) )
self.NextRegen = CurTime()+0.05
if self:GetCuffBroken()>=100 then self:Breakout() end
end
if IsValid(self:GetKidnapper()) and (self:GetKidnapper():IsPlayer() and not self:GetKidnapper():Alive()) then
self:SetKidnapper( nil )
end
if IsValid(self.Owner) then
self.Owner.KnockoutTimer = CurTime()+10 // Fucking DarkRP
end
end
end
//
// UI
if CLIENT then
surface.CreateFont( "HandcuffsText", {
font = "Arial",
size = 20,
weight = 700,
})
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),
Blind = Color(0,0,0, 253), Blind2 = Color(0,0,0, 255),
}
local matGrad = Material( "gui/gradient" )
function SWEP:CuffsHUD()
if self.Owner~=LocalPlayer() then return end
local w,h = (ScrW()/2), (ScrH()/2)
local TextPos = h+30
local str = string.format( "Your hands are bound%s",
((self:GetCuffStrength()>1.2) and " tightly") or ((self:GetCuffStrength()<0.8) and " loosely") or ""
)
if self:GetCuffRegen()>1.2 or self:GetCuffRegen()<0.8 then
str = str.. string.format( " with a %s material", ((self:GetCuffRegen()>1.2) and "sturdy") or "flimsy" )
end
draw.SimpleText( str, "HandcuffsText", w+1, TextPos+1, Col.TextShadow, TEXT_ALIGN_CENTER )
draw.SimpleText( str, "HandcuffsText", w, TextPos, Col.Text, TEXT_ALIGN_CENTER )
if self:GetIsBlind() then
TextPos = TextPos+20
draw.SimpleText( "You have been bindfolded", "HandcuffsText", w+1, TextPos+1, Col.TextShadow, TEXT_ALIGN_CENTER )
draw.SimpleText( "You have been bindfolded", "HandcuffsText", w, TextPos, Col.Text, TEXT_ALIGN_CENTER )
end
if self:GetIsGagged() then
TextPos = TextPos+20
draw.SimpleText( "You have been gagged", "HandcuffsText", w+1, TextPos+1, Col.TextShadow, TEXT_ALIGN_CENTER )
draw.SimpleText( "You have been gagged", "HandcuffsText", w, TextPos, Col.Text, TEXT_ALIGN_CENTER )
end
if cvars.Bool( "cuffs_allowbreakout" ) then
TextPos = TextPos+20
if self.Owner:GetActiveWeapon()==self then
str = string.format("%s to struggle", (input.LookupBinding("+attack") or "[Primary Fire]"):upper())
else
str = "Switch to ".. self.PrintName .." to break out"
end
draw.SimpleText( str, "HandcuffsText", w+1, TextPos+1, Col.TextShadow, TEXT_ALIGN_CENTER )
draw.SimpleText( str, "HandcuffsText", w, TextPos, Col.Text, TEXT_ALIGN_CENTER )
end
TextPos = TextPos+25
surface.SetDrawColor( Col.BoxOutline )
surface.DrawOutlinedRect( w-101, TextPos-1, 202, 22 )
surface.SetDrawColor( Col.BoxBackground )
surface.DrawRect( w-100, TextPos, 200, 20 )
render.SetScissorRect( w-100, TextPos, (w-100)+((self:GetCuffBroken()/100)*200), TextPos+20, true )
surface.SetDrawColor( Col.BoxRight )
surface.DrawRect( w-100,TextPos, 200,20 )
surface.SetMaterial( matGrad )
surface.SetDrawColor( Col.BoxLeft )
surface.DrawTexturedRect( w-100,TextPos, 200,20 )
render.SetScissorRect( 0,0,0,0, false )
end
function SWEP:BlindHUDBackground()
if self.Owner~=LocalPlayer() then return end
if self:GetIsBlind() then
surface.SetDrawColor( Col.Blind )
surface.DrawRect( 0,0, ScrW(), ScrH() )
surface.SetDrawColor( Col.Blind2 )
for i=1,ScrH(),5 do
surface.DrawRect( 0,i, ScrW(), 4 )
end
for i=1,ScrW(),5 do
surface.DrawRect( i,0, 4,ScrH() )
end
end
end
end
//
// Rendering
local renderpos = {
left = {bone = "ValveBiped.Bip01_L_Wrist", pos=Vector(0.4,-0.15,-0.45), ang=Angle(90,0,0), scale = Vector(0.035,0.035,0.015)},
right = {bone = "ValveBiped.Bip01_R_Wrist", pos=Vector(0.2,-0.15,0.35), ang=Angle(100,0,0), scale = Vector(0.035,0.035,0.015)},
rope = {l = Vector(-0.2,1.3,-0.25), r = Vector(0.4,1.4,-0.2)},
}
local CuffMdl = "models/hunter/tubes/tube2x2x1.mdl"
local DefaultRope = "cable/cable2"
local RopeCol = Color(255,255,255)
function SWEP:ViewModelDrawn( vm )
if self:GetIsLeash() then self.ViewModelDrawn = LEASH.ViewModelDrawn return end
if not IsValid(vm) then return end
if not IsValid(self.cmdl_LeftCuff) then
self.cmdl_LeftCuff = ClientsideModel( CuffMdl, RENDER_GROUP_VIEW_MODEL_OPAQUE )
if not IsValid( self.cmdl_LeftCuff ) then return end // What
self.cmdl_LeftCuff:SetNoDraw( true )
self.cmdl_LeftCuff:SetParent( vm )
end
if not IsValid(self.cmdl_RightCuff) then
self.cmdl_RightCuff = ClientsideModel( CuffMdl, RENDER_GROUP_VIEW_MODEL_OPAQUE )
if not IsValid( self.cmdl_RightCuff ) then return end
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 (lpos and rpos and lang and rang) then return end
// Left
self.cmdl_LeftCuff:SetPos( lpos + (lang:Forward()*renderpos.left.pos.x) + (lang:Right()*renderpos.left.pos.y) + (lang:Up()*renderpos.left.pos.z) )
local u,r,f = lang:Up(), lang:Right(), lang:Forward() // Prevents moving axes
lang:RotateAroundAxis( u, renderpos.left.ang.y )
lang:RotateAroundAxis( r, renderpos.left.ang.p )
lang:RotateAroundAxis( f, renderpos.left.ang.r )
self.cmdl_LeftCuff:SetAngles( lang )
local matrix = Matrix()
matrix:Scale( renderpos.left.scale )
self.cmdl_LeftCuff:EnableMatrix( "RenderMultiply", matrix )
self.cmdl_LeftCuff:SetMaterial( self:GetCuffMaterial() or "" )
self.cmdl_LeftCuff:DrawModel()
// Right
self.cmdl_RightCuff:SetPos( rpos + (rang:Forward()*renderpos.right.pos.x) + (rang:Right()*renderpos.right.pos.y) + (rang:Up()*renderpos.right.pos.z) )
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:GetCuffMaterial() or "" )
self.cmdl_RightCuff:DrawModel()
// Rope
if self:GetRopeMaterial()~=self.LastMatStr then
self.RopeMat = Material( self:GetRopeMaterial() )
self.LastMatStr = self:GetRopeMaterial()
end
if not self.RopeMat then self.RopeMat = Material(DefaultRope) end
render.SetMaterial( self.RopeMat )
render.DrawBeam( lpos + (lang:Forward()*renderpos.rope.l.x) + (lang:Right()*renderpos.rope.l.y) + (lang:Up()*renderpos.rope.l.z),
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
local wrender = {
left = {bone = "ValveBiped.Bip01_L_Hand", pos=Vector(0,0,0), ang=Angle(90,0,0), scale = Vector(0.035,0.035,0.035)},
right = {bone = "ValveBiped.Bip01_R_Hand", pos=Vector(0.2,0,0), ang=Angle(90,0,0), scale = Vector(0.035,0.035,0.035)},
rope = {l = Vector(-0.2,1.3,-0.25), r = Vector(0.4,1.4,-0.2)},
}
function SWEP:DrawWorldModel()
if self:GetIsLeash() then
-- self.DrawWorldModel = LEASH.DrawWorldModel
self.DrawWorldModel = function() end
hook.Add( "PostDrawOpaqueRenderables", self, LEASH.DrawWorldModel )
return
end
if not IsValid(self.Owner) then return end
if not IsValid(self.cmdl_LeftCuff) then
self.cmdl_LeftCuff = ClientsideModel( CuffMdl, RENDER_GROUP_VIEW_MODEL_OPAQUE )
if not IsValid( self.cmdl_LeftCuff ) then return end
self.cmdl_LeftCuff:SetNoDraw( true )
-- self.cmdl_LeftCuff:SetParent( vm )
end
if not IsValid(self.cmdl_RightCuff) then
self.cmdl_RightCuff = ClientsideModel( CuffMdl, RENDER_GROUP_VIEW_MODEL_OPAQUE )
if not IsValid( self.cmdl_RightCuff ) then return end
self.cmdl_RightCuff:SetNoDraw( true )
-- self.cmdl_RightCuff:SetParent( vm )
end
local lpos, lang = self:GetBonePos( wrender.left.bone, self.Owner )
local rpos, rang = self:GetBonePos( wrender.right.bone, self.Owner )
if not (lpos and rpos and lang and rang) then return end
// Left
self.cmdl_LeftCuff:SetPos( lpos + (lang:Forward()*wrender.left.pos.x) + (lang:Right()*wrender.left.pos.y) + (lang:Up()*wrender.left.pos.z) )
local u,r,f = lang:Up(), lang:Right(), lang:Forward() // Prevents moving axes
lang:RotateAroundAxis( u, wrender.left.ang.y )
lang:RotateAroundAxis( r, wrender.left.ang.p )
lang:RotateAroundAxis( f, wrender.left.ang.r )
self.cmdl_LeftCuff:SetAngles( lang )
local matrix = Matrix()
matrix:Scale( wrender.left.scale )
self.cmdl_LeftCuff:EnableMatrix( "RenderMultiply", matrix )
self.cmdl_LeftCuff:SetMaterial( self:GetCuffMaterial() or "" )
self.cmdl_LeftCuff:DrawModel()
// Right
self.cmdl_RightCuff:SetPos( rpos + (rang:Forward()*wrender.right.pos.x) + (rang:Right()*wrender.right.pos.y) + (rang:Up()*wrender.right.pos.z) )
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:GetCuffMaterial() or "" )
self.cmdl_RightCuff:DrawModel()
// Rope
if (lpos.x==0 and lpos.y==0 and lpos.z==0) or (rpos.x==0 and rpos.y==0 and rpos.z==0) then return end // Rope accross half the map...
if self:GetRopeMaterial()~=self.LastMatStr then
self.RopeMat = Material( self:GetRopeMaterial() )
self.LastMatStr = self:GetRopeMaterial()
end
if not self.RopeMat then self.RopeMat = Material(DefaultRope) end
render.SetMaterial( self.RopeMat )
render.DrawBeam( lpos + (lang:Forward()*wrender.rope.l.x) + (lang:Right()*wrender.rope.l.y) + (lang:Up()*wrender.rope.l.z),
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
//
// Leash
LEASH.HoldType = "normal"
//
// Rendering
local vrender = {
bone = "ValveBiped.Bip01_L_Wrist",
pos=Vector(0,0,-1.5),
ang=Angle(0,0,0),
scale = Vector(0.01,0.01,0.02),
}
function LEASH:ViewModelDrawn( vm )
self.UseHands = false
if not (IsValid(self) and IsValid(self.Owner)) then return end
if not IsValid(self.cmdl_LeftCuff) then
self.cmdl_LeftCuff = ClientsideModel( CuffMdl, RENDER_GROUP_VIEW_MODEL_OPAQUE )
if not IsValid( self.cmdl_LeftCuff ) then return end
self.cmdl_LeftCuff:SetNoDraw( true )
-- self.cmdl_LeftCuff:SetParent( vm )
end
local lpos, lang = self:GetBonePos( vrender.bone, self.Owner )
if not (lpos and lang) then return end
-- lpos = self.Owner:GetPos() + self.Owner:GetCurrentViewOffset()
-- lang = Angle(0,0,0)
self.cmdl_LeftCuff:SetPos( lpos + (lang:Forward()*vrender.pos.x) + (lang:Right()*vrender.pos.y) + (lang:Up()*vrender.pos.z) )
local u,r,f = lang:Up(), lang:Right(), lang:Forward() // Prevents moving axes
lang:RotateAroundAxis( u, vrender.ang.y )
lang:RotateAroundAxis( r, vrender.ang.p )
lang:RotateAroundAxis( f, vrender.ang.r )
self.cmdl_LeftCuff:SetAngles( lang )
local matrix = Matrix()
matrix:Scale( vrender.scale )
self.cmdl_LeftCuff:EnableMatrix( "RenderMultiply", matrix )
self.cmdl_LeftCuff:SetMaterial( self:GetCuffMaterial() or "" )
self.cmdl_LeftCuff:DrawModel()
end
local lrender = {
normal = {
bone = "ValveBiped.Bip01_Neck1",
pos=Vector(2,1.8,0),
ang=Angle(70,90,90),
scale = Vector(0.06,0.06,0.05),
},
alt = { // Eeveelotions models
bone = "Neck",
pos=Vector(1,0.5,-0.2),
ang=Angle(100,90,90),
scale = Vector(0.082,0.082,0.082),
},
}
function LEASH.DrawWorldModel(self)
if not (IsValid(self) and IsValid(self.Owner)) then return end
if self.Owner==LocalPlayer() and self.Owner:GetActiveWeapon()==self and not hook.Call("ShouldDrawLocalPlayer", GAMEMODE, self.Owner) then return end
if not IsValid(self.cmdl_LeftCuff) then
self.cmdl_LeftCuff = ClientsideModel( CuffMdl, RENDER_GROUP_VIEW_MODEL_OPAQUE )
if not IsValid( self.cmdl_LeftCuff ) then return end
self.cmdl_LeftCuff:SetNoDraw( true )
-- self.cmdl_LeftCuff:SetParent( vm )
end
local tbl = lrender.normal
local lpos, lang = self:GetBonePos( tbl.bone, self.Owner )
if not (lpos) then
tbl = lrender.alt
lpos, lang = self:GetBonePos( tbl.bone, self.Owner )
if not (lpos) then return end
end
self.cmdl_LeftCuff:SetPos( lpos + (lang:Forward()*tbl.pos.x) + (lang:Right()*tbl.pos.y) + (lang:Up()*tbl.pos.z) )
local u,r,f = lang:Up(), lang:Right(), lang:Forward() // Prevents moving axes
lang:RotateAroundAxis( u, tbl.ang.y )
lang:RotateAroundAxis( r, tbl.ang.p )
lang:RotateAroundAxis( f, tbl.ang.r )
self.cmdl_LeftCuff:SetAngles( lang )
local matrix = Matrix()
matrix:Scale( tbl.scale )
self.cmdl_LeftCuff:EnableMatrix( "RenderMultiply", matrix )
self.cmdl_LeftCuff:SetMaterial( self:GetCuffMaterial() or "" )
self.cmdl_LeftCuff:DrawModel()
end