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wnsrc/addons/tfa-base/lua/weapons/tfa_gun_base/client/laser.lua

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Lua
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2024-08-05 18:40:29 +03:00
--[[
| This file was obtained through the combined efforts
| of Madbluntz & Plymouth Antiquarian Society.
|
| Credits: lifestorm, Gregory Wayne Rossel JR.,
| Maloy, DrPepper10 @ RIP, Atle!
|
| Visit for more: https://plymouth.thetwilightzone.ru/
--]]
-- Copyright (c) 2018-2020 TFA Base Devs
-- Permission is hereby granted, free of charge, to any person obtaining a copy
-- of this software and associated documentation files (the "Software"), to deal
-- in the Software without restriction, including without limitation the rights
-- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-- copies of the Software, and to permit persons to whom the Software is
-- furnished to do so, subject to the following conditions:
-- The above copyright notice and this permission notice shall be included in all
-- copies or substantial portions of the Software.
-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-- SOFTWARE.
local vector_origin = Vector()
local att, angpos, attname, elemname, targetent
local col = Color(255, 0, 0, 255)
local pc
local laserline
local laserdot
local laserFOV = 1.5
local traceres
local render = render
local Material = Material
local ProjectedTexture = ProjectedTexture
local math = math
SWEP.LaserDistance = 12 * 50 -- default 50 feet
SWEP.LaserDistanceVisual = 12 * 4 --default 4 feet
local function IsHolstering(wep)
if IsValid(wep) and TFA.Enum.HolsterStatus[wep:GetStatus()] then return true end
return false
end
function SWEP:DrawLaser(is_vm)
local self2 = self:GetTable()
if not laserline then
laserline = Material(self2.LaserLine or "cable/smoke")
end
if not laserdot then
laserdot = Material(self2.LaserDot or "effects/tfalaserdot")
end
local ply = self:GetOwner()
if not IsValid(ply) then return end
if ply:IsPlayer() then
local f = ply.GetNW2Vector or ply.GetNWVector
pc = f(ply, "TFALaserColor", vector_origin)
col.r = pc.x
col.g = pc.y
col.b = pc.z
else
col.r = 255
col.g = 0
col.b = 0
end
if is_vm then
if not self:VMIV() then
self:CleanLaser()
return
end
targetent = ply:GetViewModel()
elemname = self2.GetStatL(self, "LaserSight_VElement", self2.GetStatL(self, "LaserSight_Element"))
local ViewModelElements = self:GetStatRaw("ViewModelElements", TFA.LatestDataVersion)
if elemname and ViewModelElements[elemname] and IsValid(ViewModelElements[elemname].curmodel) then
targetent = ViewModelElements[elemname].curmodel
end
att = self2.GetStatL(self, "LaserSightAttachment")
attname = self2.GetStatL(self, "LaserSightAttachmentName")
if attname then
att = targetent:LookupAttachment(attname)
end
if (not att) or att <= 0 then
self:CleanLaser()
return
end
angpos = targetent:GetAttachment(att)
if not angpos then
self:CleanLaser()
return
end
if self2.LaserDotISMovement and self2.CLIronSightsProgress > 0 then
local isang = self2.GetStatL(self, "IronSightsAngle")
angpos.Ang:RotateAroundAxis(angpos.Ang:Right(), isang.y * (self2.ViewModelFlip and -1 or 1) * self2.CLIronSightsProgress)
angpos.Ang:RotateAroundAxis(angpos.Ang:Up(), -isang.x * self2.CLIronSightsProgress)
end
local localProjAng = select(2, WorldToLocal(vector_origin, angpos.Ang, vector_origin, EyeAngles()))
localProjAng.p = localProjAng.p * ply:GetFOV() / self2.ViewModelFOV
localProjAng.y = localProjAng.y * ply:GetFOV() / self2.ViewModelFOV
local wsProjAng = select(2, LocalToWorld(vector_origin, localProjAng, vector_origin, EyeAngles())) --reprojection for trace angle
traceres = util.QuickTrace(ply:GetShootPos(), wsProjAng:Forward() * 999999, ply)
if not IsValid(ply.TFALaserDot) and not IsHolstering(self) then
local lamp = ProjectedTexture()
ply.TFALaserDot = lamp
lamp:SetTexture(laserdot:GetString("$basetexture"))
lamp:SetFarZ(self2.LaserDistance) -- How far the light should shine
lamp:SetFOV(laserFOV)
lamp:SetPos(angpos.Pos)
lamp:SetAngles(angpos.Ang)
lamp:SetBrightness(5)
lamp:SetNearZ(1)
lamp:SetEnableShadows(false)
lamp:Update()
end
local lamp = ply.TFALaserDot
if IsValid(lamp) then
local lamppos = EyePos() + EyeAngles():Up() * 4
local ang = (traceres.HitPos - lamppos):Angle()
self2.laserpos_old = traceres.HitPos
ang:RotateAroundAxis(ang:Forward(), math.Rand(-180, 180))
lamp:SetPos(lamppos)
lamp:SetAngles(ang)
lamp:SetColor(col)
lamp:SetFOV(laserFOV * math.Rand(0.9, 1.1))
lamp:Update()
end
return
end
targetent = self
elemname = self2.GetStatL(self, "LaserSight_WElement", self2.GetStatL(self, "LaserSight_Element"))
local WorldModelElements = self:GetStatRaw("WorldModelElements", TFA.LatestDataVersion)
if elemname and WorldModelElements[elemname] and IsValid(WorldModelElements[elemname].curmodel) then
targetent = WorldModelElements[elemname].curmodel
end
att = self2.GetStatL(self, "LaserSightAttachmentWorld", self2.GetStatL(self, "LaserSightAttachment"))
attname = self2.GetStatL(self, "LaserSightAttachmentWorldName", self2.GetStatL(self, "LaserSightAttachmentName"))
if attname then
att = targetent:LookupAttachment(attname)
end
if (not att) or att <= 0 then
self:CleanLaser()
return
end
angpos = targetent:GetAttachment(att)
if not angpos then
angpos = targetent:GetAttachment(1)
end
if not angpos then
self:CleanLaser()
return
end
if not IsValid(ply.TFALaserDot) and not IsHolstering(self) then
local lamp = ProjectedTexture()
ply.TFALaserDot = lamp
lamp:SetTexture(laserdot:GetString("$basetexture"))
lamp:SetFarZ(self2.LaserDistance) -- How far the light should shine
lamp:SetFOV(laserFOV)
lamp:SetPos(angpos.Pos)
lamp:SetAngles(angpos.Ang)
lamp:SetBrightness(5)
lamp:SetNearZ(1)
lamp:SetEnableShadows(false)
lamp:Update()
end
local lamp = ply.TFALaserDot
if IsValid(lamp) then
local ang = angpos.Ang
ang:RotateAroundAxis(ang:Forward(), math.Rand(-180, 180))
lamp:SetPos(angpos.Pos)
lamp:SetAngles(ang)
lamp:SetColor(col)
lamp:SetFOV(laserFOV * math.Rand(0.9, 1.1))
lamp:Update()
end
traceres = util.QuickTrace(angpos.Pos, angpos.Ang:Forward() * self2.LaserDistance, ply)
local hpos = traceres.StartPos + angpos.Ang:Forward() * math.min(traceres.HitPos:Distance(angpos.Pos), self2.LaserDistanceVisual )
render.SetMaterial(laserline)
render.SetColorModulation(1, 1, 1)
render.StartBeam(2)
col.r = math.sqrt(col.r / 255) * 255
col.g = math.sqrt(col.g / 255) * 255
col.b = math.sqrt(col.b / 255) * 255
render.AddBeam(angpos.Pos, self2.LaserBeamWidth or 0.25, 0, col)
col.a = 0
render.AddBeam(hpos, 0, 0, col)
render.EndBeam()
end
function SWEP:CleanLaser()
local ply = self:GetOwner()
if IsValid(ply) and IsValid(ply.TFALaserDot) then
ply.TFALaserDot:Remove()
end
end