Files
VnUtest/garrysmod/addons/tacrp/lua/entities/tacrp_att.lua
2026-03-31 10:27:04 +03:00

168 lines
5.0 KiB
Lua

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