mirror of
https://github.com/lifestorm/wnsrc.git
synced 2025-12-17 21:53:46 +03:00
712 lines
23 KiB
Lua
712 lines
23 KiB
Lua
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--[[
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| This file was obtained through the combined efforts
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| of Madbluntz & Plymouth Antiquarian Society.
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| Credits: lifestorm, Gregory Wayne Rossel JR.,
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| Maloy, DrPepper10 @ RIP, Atle!
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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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if (!file.Exists("autorun/vj_base_autorun.lua","LUA")) then return end
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---------------------------------------------------------------------------------------------------------------------------------------------
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SWEP.Base = "weapon_vj_base"
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SWEP.PrintName = "Crowbar VJ"
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SWEP.Author = "Comrade Communist"
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SWEP.Contact = "http://steamcommunity.com/groups/vrejgaming"
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SWEP.Purpose = "This weapon is made for Players and NPCs"
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SWEP.Instructions = "Controls are like a regular weapon."
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SWEP.Category = "VJ Base"
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-- Client Settings ---------------------------------------------------------------------------------------------------------------------------------------------
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if (CLIENT) then
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SWEP.Slot = 2 -- Which weapon slot you want your SWEP to be in? (1 2 3 4 5 6)
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SWEP.SlotPos = 4 -- Which part of that slot do you want the SWEP to be in? (1 2 3 4 5 6)
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SWEP.SwayScale = 1 -- Default is 1, The scale of the viewmodel sway
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end
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-- Main Settings ---------------------------------------------------------------------------------------------------------------------------------------------
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SWEP.ViewModel = ""
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SWEP.WorldModel = "models/weapons/w_crowbar.mdl"
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SWEP.HoldType = "pistol"
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SWEP.Spawnable = true
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SWEP.AdminSpawnable = false
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SWEP.IsVJBaseWeapon = true
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-- Primary Fire ---------------------------------------------------------------------------------------------------------------------------------------------
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SWEP.Primary.Damage = math.random(60,77) -- Damage
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SWEP.Primary.PlayerDamage = "Double" -- Only applies for players | "Same" = Same as self.Primary.Damage, "Double" = Double the self.Primary.Damage OR put a number to be different from self.Primary.Damage
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SWEP.Primary.Force = math.random(1,2) -- Force applied on the object the bullet hits
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SWEP.Primary.ClipSize = 10000000 -- Max amount of bullets per clip
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SWEP.Primary.Recoil = 1.3 -- How much recoil does the player get?
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SWEP.NPC_TimeUntilFires = math.random(0.4,1)
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SWEP.NPC_NextPrimaryFire = 1.093
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SWEP.Primary.Delay = 0.8 -- Time until it can shoot again
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SWEP.Primary.Automatic = false -- Is it automatic?
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SWEP.Primary.Ammo = "smg" -- Ammo type
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SWEP.Primary.HasDistantSound = false -- Does it have a distant sound when the gun is shot?
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SWEP.PrimaryEffects_MuzzleAttachment = 0
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SWEP.PrimaryEffects_ShellAttachment = 0
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SWEP.PrimaryEffects_ShellType = "VJ_Weapon_RifleShell1"
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SWEP.BaseCombineHoldType = false
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SWEP.Slash = 1
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SWEP.IsCombine = false
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SWEP.CooldownTimer = false
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SWEP.ShowWorldModel = false
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SWEP.WElements = {
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["w_harpoon"] = { type = "Model", model = "models/weapons/w_harpooner.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(2, -2, 1), angle = Angle(0, 250, 50), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
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}
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-- Deployment Settings ---------------------------------------------------------------------------------------------------------------------------------------------
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SWEP.DelayOnDeploy = 0.4 -- Time until it can shoot again after deploying the weapon
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SWEP.HasDeploySound = false -- Does the weapon have a deploy sound?
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-- Reload Settings ---------------------------------------------------------------------------------------------------------------------------------------------
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SWEP.Reload_TimeUntilAmmoIsSet = 2.1 -- Time until ammo is set to the weapon
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SWEP.Reload_TimeUntilFinished = 3.4 -- How much time until the player can play idle animation, shoot, etc.
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SWEP.UseHands = true
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SWEP.ViewModelFOV = 62
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function SWEP:CustomOnThink()
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if self.Owner.SquadName == "metrocopg" then
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if self.Owner.FollowingPlayer == false then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1}
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self.Owner.AnimTbl_Run = {ACT_WALK_RIFLE}
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self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE}
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end
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if self.Owner.FollowingPlayer == true then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1}
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self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE}
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self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE}
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end
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end
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if self.Owner.SquadName == "metrocopga" then
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if self.Owner.FollowingPlayer == false then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1}
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self.Owner.AnimTbl_Run = {ACT_WALK_RIFLE}
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self.Owner.AnimTbl_Walk = {ACT_IDLE_SMG1}
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end
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if self.Owner.FollowingPlayer == true then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1}
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self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE}
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self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE}
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end
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end
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if self.Owner.SquadName == "resistance" then
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self.Owner.AnimTbl_MeleeAttack = {"swing"}
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if self.Owner.FollowingPlayer == false then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE}
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self.Owner.AnimTbl_Run = {ACT_RUN}
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self.Owner.AnimTbl_Walk = {ACT_WALK}
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end
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if self.Owner.FollowingPlayer == true then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE}
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self.Owner.AnimTbl_Run = {ACT_RUN}
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self.Owner.AnimTbl_Walk = {ACT_WALK}
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end
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end
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if self.Owner.SquadName == "fish" then
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self.Owner.AnimTbl_MeleeAttack = {"swing"}
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if self.Owner.FollowingPlayer == false then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE_ANGRY_MELEE}
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self.Owner.AnimTbl_Run = {ACT_RUN_CROUCH}
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self.Owner.AnimTbl_Walk = {ACT_WALK}
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end
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if self.Owner.FollowingPlayer == true then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE}
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self.Owner.AnimTbl_Run = {ACT_RUN}
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self.Owner.AnimTbl_Walk = {ACT_WALK}
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end
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end
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if self.Owner.SquadName == "metrocop" then
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self.Owner.AnimTbl_MeleeAttack = {"swing","thrust","swinggesture"}
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if self.Owner.FollowingPlayer == false then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE}
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self.Owner.AnimTbl_Run = {ACT_RUN}
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self.Owner.AnimTbl_Walk = {ACT_WALK}
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end
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if self.Owner.FollowingPlayer == true then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1}
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self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE}
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self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE}
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end
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end
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if self.Owner.SquadName == "combine" then
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if self.Owner.FollowingPlayer == false then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1}
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self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE}
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self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE}
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end
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if self.Owner.FollowingPlayer == true then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE_ANGRY_SMG1}
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self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE}
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self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE}
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end
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end
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if self.Owner.SquadName == "combine_elit" then
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self.Owner.AnimTbl_MeleeAttack = {"melee_gunhit","swing","throw1"}
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if self.Owner.FollowingPlayer == false then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1}
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self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE}
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self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE}
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end
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if self.Owner.FollowingPlayer == true then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE_ANGRY_SMG1}
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self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE}
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self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE}
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end
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end
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if self.Owner.SquadName == "combine_nova" then
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self.Owner.AnimTbl_MeleeAttack = {"melee_gunhit","swing","throw1"}
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if self.Owner.FollowingPlayer == false then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1}
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self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE}
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self.Owner.AnimTbl_Walk = {ACT_IDLE_SMG1}
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end
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if self.Owner.FollowingPlayer == true then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE_ANGRY_SMG1}
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self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE}
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self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE}
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end
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end
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if self.Owner.SquadName == "metrocops" then
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self.Owner.AnimTbl_MeleeAttack = {"swing","thrust","swinggesture"}
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if self.Owner.FollowingPlayer == false then
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self.Owner.AnimTbl_Run = {ACT_RUN}
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE_PISTOL}
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self.Owner.AnimTbl_Walk = {ACT_IDLE_PISTOL}
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end
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if self.Owner.FollowingPlayer == true then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE_ANGRY_MELEE}
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self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE}
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self.Owner.AnimTbl_Walk = {ACT_WALK_ANGRY}
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end
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end
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end
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function SWEP:CustomOnInitialize()
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self.Owner.ShootDistance = 45
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self.Owner.Weapon_FiringDistanceFar = 45
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self.Owner.MeleeAttackDistance = 40
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self.Owner.DistanceToRunFromEnemy = 20
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self.Owner.HasShootWhileMoving = false
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self.Owner.MeleeAttackDamage = math.random(60,77)
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self.Owner.NextMeleeAttackTime = math.random(0.4,1)
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self.Owner.DefaultSoundTbl_MeleeAttack = {"Flesh.ImpactHard"}
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self.Owner.DefaultSoundTbl_MeleeAttackMiss = {"WeaponFrag.Roll"}
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if CLIENT then
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-- // Create a new table for every weapon instance
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self.VElements = table.FullCopy( self.VElements )
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self.WElements = table.FullCopy( self.WElements )
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self.ViewModelBoneMods = table.FullCopy( self.ViewModelBoneMods )
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self:CreateModels(self.VElements) -- create viewmodels
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self:CreateModels(self.WElements) -- create worldmodels
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-- // init view model bone build function
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if IsValid(self.Owner) and self.Owner:IsPlayer() then
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if self.Owner:Alive() then
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local vm = self.Owner:GetViewModel()
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if IsValid(vm) then
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self:ResetBonePositions(vm)
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-- // Init viewmodel visibility
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if (self.ShowViewModel == nil or self.ShowViewModel) then
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vm:SetColor(Color(255,255,255,255))
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else
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-- // however for some reason the view model resets to render mode 0 every frame so we just apply a debug material to prevent it from drawing
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vm:SetMaterial("Debug/hsv")
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end
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end
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end
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end
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end
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end
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function SWEP:PrimaryAttack()
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//if self.Owner:KeyDown(IN_RELOAD) then return end
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//self.Owner:SetFOV(45, 0.3)
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//if !IsFirstTimePredicted() then return end
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self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
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if self.Reloading == true then return end
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if self.Owner:IsNPC() && self.Owner.VJ_IsBeingControlled == false && !IsValid(self.Owner:GetEnemy()) then return end
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if self.Owner:IsPlayer() && self.Primary.AllowFireInWater == false && self.Owner:WaterLevel() == 3 && self.Reloading == false then self:EmitSound(VJ_PICKRANDOMTABLE(self.DryFireSound),self.DryFireSoundLevel,math.random(self.DryFireSoundPitch1,self.DryFireSoundPitch2)) return end
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if self:Clip1() <= 0 && self.Reloading == false then self:EmitSound(VJ_PICKRANDOMTABLE(self.DryFireSound),self.DryFireSoundLevel,math.random(self.DryFireSoundPitch1,self.DryFireSoundPitch2)) return end
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if (!self:CanPrimaryAttack()) then return end
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self:CustomOnPrimaryAttack_BeforeShoot()
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if (SERVER) then
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if self.Owner:IsNPC() then
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timer.Simple(self.NPC_ExtraFireSoundTime,function()
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if IsValid(self) && IsValid(self.Owner) then
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VJ_EmitSound(self.Owner,self.NPC_ExtraFireSound,self.NPC_ExtraFireSoundLevel,math.Rand(self.NPC_ExtraFireSoundPitch1,self.NPC_ExtraFireSoundPitch2))
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end
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end)
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end
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local firesd = VJ_PICKRANDOMTABLE(self.Primary.Sound)
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if firesd != false then
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sound.Play(firesd,self:GetPos(),80,math.random(90,100))
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end
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if self.Primary.HasDistantSound == true then
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local farsd = VJ_PICKRANDOMTABLE(self.Primary.DistantSound)
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if farsd != false then
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sound.Play(farsd,self:GetPos(),self.Primary.DistantSoundLevel,math.random(self.Primary.DistantSoundPitch1,self.Primary.DistantSoundPitch2),self.Primary.DistantSoundVolume)
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end
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end
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end
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//self:EmitSound(Sound(self.Primary.Sound),80,self.Primary.SoundPitch)
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if self.Primary.DisableBulletCode == false then
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pos = self.Owner:GetShootPos()
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ang = self.Owner:GetAimVector()
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damagedice = math.Rand(1,2)
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pain = self.Primary.Damage * damagedice
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self.Weapon:EmitSound("WeaponFrag.Roll")--slash in the wind sound here
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if SERVER and IsValid(self.Owner) then
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local slash = {}
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slash.start = pos
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slash.endpos = pos + (ang * 80)
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slash.filter = self.Owner
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slash.mins = Vector(-5, -5, 0)
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slash.maxs = Vector(5, 5, 5)
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local slashtrace = util.TraceHull(slash)
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if slashtrace.Hit then
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targ = slashtrace.Entity
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if targ:IsPlayer() or targ:IsNPC() then
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self.Owner:EmitSound("Flesh.ImpactHard")
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paininfo = DamageInfo()
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paininfo:SetDamage(pain)
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paininfo:SetDamageType(DMG_SLASH)
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paininfo:SetAttacker(self.Owner)
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paininfo:SetInflictor(self.Weapon)
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local RandomForce = math.random(1,20)
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paininfo:SetDamageForce(slashtrace.Normal * RandomForce)
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|
|
if targ:IsPlayer() then
|
||
|
|
targ:ViewPunch( Angle( -10, -20, 0 ) )
|
||
|
|
end
|
||
|
|
local blood = targ:GetBloodColor()
|
||
|
|
local fleshimpact = EffectData()
|
||
|
|
fleshimpact:SetEntity(self.Weapon)
|
||
|
|
fleshimpact:SetOrigin(slashtrace.HitPos)
|
||
|
|
fleshimpact:SetNormal(slashtrace.HitPos)
|
||
|
|
if blood >= 0 then
|
||
|
|
fleshimpact:SetColor(blood)
|
||
|
|
util.Effect("BloodImpact", fleshimpact)
|
||
|
|
end
|
||
|
|
|
||
|
|
if SERVER then targ:TakeDamageInfo(paininfo) end
|
||
|
|
end
|
||
|
|
end
|
||
|
|
end
|
||
|
|
local slash = {}
|
||
|
|
slash.start = pos
|
||
|
|
slash.endpos = pos + (ang * 80)
|
||
|
|
slash.filter = self.Owner
|
||
|
|
slash.mins = Vector(-5, -5, 0)
|
||
|
|
slash.maxs = Vector(5, 5, 5)
|
||
|
|
local spawnpos = self.Owner:GetShootPos()
|
||
|
|
if self.Owner:IsNPC() then
|
||
|
|
spawnpos = self:GetNWVector("VJ_CurBulletPos")
|
||
|
|
end
|
||
|
|
//print(spawnpos)
|
||
|
|
//VJ_CreateTestObject(spawnpos,self:GetAngles(),Color(0,0,255))
|
||
|
|
|
||
|
|
self:CustomOnPrimaryAttack_BulletCallback(attacker,tr,dmginfo)
|
||
|
|
end
|
||
|
|
local slash = {}
|
||
|
|
slash.start = pos
|
||
|
|
slash.endpos = pos + (ang * 80)
|
||
|
|
slash.filter = self.Owner
|
||
|
|
slash.mins = Vector(-5, -5, 0)
|
||
|
|
slash.maxs = Vector(5, 5, 5)
|
||
|
|
local slashtrace = util.TraceHull(slash)
|
||
|
|
if slashtrace.Hit then
|
||
|
|
targ = slashtrace.Entity
|
||
|
|
if targ:IsPlayer() or targ:IsNPC() then
|
||
|
|
self.Owner:EmitSound("Flesh.ImpactHard")
|
||
|
|
paininfo = DamageInfo()
|
||
|
|
paininfo:SetDamage(pain)
|
||
|
|
paininfo:SetDamageType(DMG_SLASH)
|
||
|
|
paininfo:SetAttacker(self.Owner)
|
||
|
|
paininfo:SetInflictor(self.Weapon)
|
||
|
|
local RandomForce = math.random(1,20)
|
||
|
|
paininfo:SetDamageForce(slashtrace.Normal * RandomForce)
|
||
|
|
if targ:IsPlayer() then
|
||
|
|
targ:ViewPunch( Angle( -10, -20, 0 ) )
|
||
|
|
end
|
||
|
|
local blood = targ:GetBloodColor()
|
||
|
|
local fleshimpact = EffectData()
|
||
|
|
fleshimpact:SetEntity(self.Weapon)
|
||
|
|
fleshimpact:SetOrigin(slashtrace.HitPos)
|
||
|
|
fleshimpact:SetNormal(slashtrace.HitPos)
|
||
|
|
if blood >= 0 then
|
||
|
|
fleshimpact:SetColor(blood)
|
||
|
|
util.Effect("BloodImpact", fleshimpact)
|
||
|
|
end
|
||
|
|
end
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
else
|
||
|
|
if self.Owner:IsNPC() && self.Owner.IsVJBaseSNPC == true then
|
||
|
|
self.Owner.Weapon_ShotsSinceLastReload = self.Owner.Weapon_ShotsSinceLastReload + 1
|
||
|
|
end
|
||
|
|
end
|
||
|
|
if GetConVarNumber("vj_wep_nomuszzleflash") == 0 then self.Owner:MuzzleFlash() end
|
||
|
|
|
||
|
|
if self.Owner:IsPlayer() then
|
||
|
|
local vm = self.Owner:GetViewModel()
|
||
|
|
vm:SendViewModelMatchingSequence( vm:LookupSequence( "misscenter1" ) )
|
||
|
|
self:ShootEffects("ToolTracer")
|
||
|
|
self:SendWeaponAnim(VJ_PICKRANDOMTABLE(self.AnimTbl_PrimaryFire))
|
||
|
|
self.Owner:SetAnimation(PLAYER_ATTACK1)
|
||
|
|
self.Owner:ViewPunch(Angle(-self.Primary.Recoil,0,0)) end
|
||
|
|
if !self.Owner:IsNPC() then
|
||
|
|
self:TakePrimaryAmmo(self.Primary.TakeAmmo)
|
||
|
|
end
|
||
|
|
self:CustomOnPrimaryAttack_AfterShoot()
|
||
|
|
//self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
|
||
|
|
timer.Simple(self.NextIdle_PrimaryAttack,function() if self:IsValid() then self:DoIdleAnimation() end end)
|
||
|
|
end
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
function SWEP:DrawWorldModel()
|
||
|
|
local offset, rotate
|
||
|
|
if not IsValid( self.Owner ) then
|
||
|
|
self:DrawModel( )
|
||
|
|
return
|
||
|
|
end
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
if (self.ShowWorldModel == nil or self.ShowWorldModel) then
|
||
|
|
self:DrawModel()
|
||
|
|
end
|
||
|
|
|
||
|
|
if (!self.WElements) then return end
|
||
|
|
|
||
|
|
if (!self.wRenderOrder) then
|
||
|
|
|
||
|
|
self.wRenderOrder = {}
|
||
|
|
|
||
|
|
for k, v in pairs( self.WElements ) do
|
||
|
|
if (v.type == "Model") then
|
||
|
|
table.insert(self.wRenderOrder, 1, k)
|
||
|
|
elseif (v.type == "Sprite" or v.type == "Quad") then
|
||
|
|
table.insert(self.wRenderOrder, k)
|
||
|
|
end
|
||
|
|
end
|
||
|
|
|
||
|
|
end
|
||
|
|
|
||
|
|
if (IsValid(self.Owner)) then
|
||
|
|
bone_ent = self.Owner
|
||
|
|
else
|
||
|
|
-- // when the weapon is dropped
|
||
|
|
bone_ent = self
|
||
|
|
end
|
||
|
|
|
||
|
|
for k, name in pairs( self.wRenderOrder ) do
|
||
|
|
|
||
|
|
local v = self.WElements[name]
|
||
|
|
if (!v) then self.wRenderOrder = nil break end
|
||
|
|
if (v.hide) then continue end
|
||
|
|
|
||
|
|
local pos, ang
|
||
|
|
|
||
|
|
if (v.bone) then
|
||
|
|
pos, ang = self:GetBoneOrientation( self.WElements, v, bone_ent )
|
||
|
|
else
|
||
|
|
pos, ang = self:GetBoneOrientation( self.WElements, v, bone_ent, "ValveBiped.Bip01_R_Hand" )
|
||
|
|
end
|
||
|
|
|
||
|
|
if (!pos) then continue end
|
||
|
|
|
||
|
|
local model = v.modelEnt
|
||
|
|
local sprite = v.spriteMaterial
|
||
|
|
|
||
|
|
if (v.type == "Model" and IsValid(model)) then
|
||
|
|
|
||
|
|
model:SetPos(pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z )
|
||
|
|
ang:RotateAroundAxis(ang:Up(), v.angle.y)
|
||
|
|
ang:RotateAroundAxis(ang:Right(), v.angle.p)
|
||
|
|
ang:RotateAroundAxis(ang:Forward(), v.angle.r)
|
||
|
|
|
||
|
|
model:SetAngles(ang)
|
||
|
|
-- //model:SetModelScale(v.size)
|
||
|
|
local matrix = Matrix()
|
||
|
|
matrix:Scale(v.size)
|
||
|
|
model:EnableMatrix( "RenderMultiply", matrix )
|
||
|
|
|
||
|
|
if (v.material == "") then
|
||
|
|
model:SetMaterial("")
|
||
|
|
elseif (model:GetMaterial() != v.material) then
|
||
|
|
model:SetMaterial( v.material )
|
||
|
|
end
|
||
|
|
|
||
|
|
if (v.skin and v.skin != model:GetSkin()) then
|
||
|
|
model:SetSkin(v.skin)
|
||
|
|
end
|
||
|
|
|
||
|
|
if (v.bodygroup) then
|
||
|
|
for k, v in pairs( v.bodygroup ) do
|
||
|
|
if (model:GetBodygroup(k) != v) then
|
||
|
|
model:SetBodygroup(k, v)
|
||
|
|
end
|
||
|
|
end
|
||
|
|
end
|
||
|
|
|
||
|
|
if (v.surpresslightning) then
|
||
|
|
render.SuppressEngineLighting(true)
|
||
|
|
end
|
||
|
|
|
||
|
|
render.SetColorModulation(v.color.r/255, v.color.g/255, v.color.b/255)
|
||
|
|
render.SetBlend(v.color.a/255)
|
||
|
|
model:DrawModel()
|
||
|
|
render.SetBlend(1)
|
||
|
|
render.SetColorModulation(1, 1, 1)
|
||
|
|
|
||
|
|
if (v.surpresslightning) then
|
||
|
|
render.SuppressEngineLighting(false)
|
||
|
|
end
|
||
|
|
|
||
|
|
elseif (v.type == "Sprite" and sprite) then
|
||
|
|
|
||
|
|
local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
|
||
|
|
render.SetMaterial(sprite)
|
||
|
|
render.DrawSprite(drawpos, v.size.x, v.size.y, v.color)
|
||
|
|
|
||
|
|
elseif (v.type == "Quad" and v.draw_func) then
|
||
|
|
|
||
|
|
local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
|
||
|
|
ang:RotateAroundAxis(ang:Up(), v.angle.y)
|
||
|
|
ang:RotateAroundAxis(ang:Right(), v.angle.p)
|
||
|
|
ang:RotateAroundAxis(ang:Forward(), v.angle.r)
|
||
|
|
|
||
|
|
cam.Start3D2D(drawpos, ang, v.size)
|
||
|
|
v.draw_func( self )
|
||
|
|
cam.End3D2D()
|
||
|
|
|
||
|
|
end
|
||
|
|
|
||
|
|
end
|
||
|
|
|
||
|
|
end
|
||
|
|
|
||
|
|
function SWEP:GetBoneOrientation( basetab, tab, ent, bone_override )
|
||
|
|
|
||
|
|
local bone, pos, ang
|
||
|
|
if (tab.rel and tab.rel != "") then
|
||
|
|
|
||
|
|
local v = basetab[tab.rel]
|
||
|
|
|
||
|
|
if (!v) then return end
|
||
|
|
|
||
|
|
-- // Technically, if there exists an element with the same name as a bone
|
||
|
|
-- // you can get in an infinite loop. Let's just hope nobody's that stupid.
|
||
|
|
pos, ang = self:GetBoneOrientation( basetab, v, ent )
|
||
|
|
|
||
|
|
if (!pos) then return end
|
||
|
|
|
||
|
|
pos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
|
||
|
|
ang:RotateAroundAxis(ang:Up(), v.angle.y)
|
||
|
|
ang:RotateAroundAxis(ang:Right(), v.angle.p)
|
||
|
|
ang:RotateAroundAxis(ang:Forward(), v.angle.r)
|
||
|
|
|
||
|
|
else
|
||
|
|
|
||
|
|
bone = ent:LookupBone(bone_override or tab.bone)
|
||
|
|
|
||
|
|
if (!bone) then return end
|
||
|
|
|
||
|
|
pos, ang = Vector(0,0,0), Angle(0,0,0)
|
||
|
|
local m = ent:GetBoneMatrix(bone)
|
||
|
|
if (m) then
|
||
|
|
pos, ang = m:GetTranslation(), m:GetAngles()
|
||
|
|
end
|
||
|
|
|
||
|
|
if (IsValid(self.Owner) and self.Owner:IsPlayer() and
|
||
|
|
ent == self.Owner:GetViewModel() and self.ViewModelFlip) then
|
||
|
|
ang.r = -ang.r --// Fixes mirrored models
|
||
|
|
end
|
||
|
|
|
||
|
|
end
|
||
|
|
|
||
|
|
return pos, ang
|
||
|
|
end
|
||
|
|
|
||
|
|
function SWEP:CreateModels( tab )
|
||
|
|
|
||
|
|
if (!tab) then return end
|
||
|
|
|
||
|
|
-- // Create the clientside models here because Garry says we can't do it in the render hook
|
||
|
|
for k, v in pairs( tab ) do
|
||
|
|
if (v.type == "Model" and v.model and v.model != "" and (!IsValid(v.modelEnt) or v.createdModel != v.model) and
|
||
|
|
string.find(v.model, ".mdl") and file.Exists (v.model, "GAME") ) then
|
||
|
|
|
||
|
|
v.modelEnt = ClientsideModel(v.model, RENDER_GROUP_VIEW_MODEL_OPAQUE)
|
||
|
|
if (IsValid(v.modelEnt)) then
|
||
|
|
v.modelEnt:SetPos(self:GetPos())
|
||
|
|
v.modelEnt:SetAngles(self:GetAngles())
|
||
|
|
v.modelEnt:SetParent(self)
|
||
|
|
v.modelEnt:SetNoDraw(true)
|
||
|
|
v.createdModel = v.model
|
||
|
|
else
|
||
|
|
v.modelEnt = nil
|
||
|
|
end
|
||
|
|
|
||
|
|
elseif (v.type == "Sprite" and v.sprite and v.sprite != "" and (!v.spriteMaterial or v.createdSprite != v.sprite)
|
||
|
|
and file.Exists ("materials/"..v.sprite..".vmt", "GAME")) then
|
||
|
|
|
||
|
|
local name = v.sprite.."-"
|
||
|
|
local params = { ["$basetexture"] = v.sprite }
|
||
|
|
-- // make sure we create a unique name based on the selected options
|
||
|
|
local tocheck = { "nocull", "additive", "vertexalpha", "vertexcolor", "ignorez" }
|
||
|
|
for i, j in pairs( tocheck ) do
|
||
|
|
if (v[j]) then
|
||
|
|
params["$"..j] = 1
|
||
|
|
name = name.."1"
|
||
|
|
else
|
||
|
|
name = name.."0"
|
||
|
|
end
|
||
|
|
end
|
||
|
|
|
||
|
|
v.createdSprite = v.sprite
|
||
|
|
v.spriteMaterial = CreateMaterial(name,"UnlitGeneric",params)
|
||
|
|
|
||
|
|
end
|
||
|
|
end
|
||
|
|
|
||
|
|
end
|
||
|
|
|
||
|
|
local allbones
|
||
|
|
local hasGarryFixedBoneScalingYet = false
|
||
|
|
|
||
|
|
function SWEP:UpdateBonePositions(vm)
|
||
|
|
|
||
|
|
if self.ViewModelBoneMods then
|
||
|
|
|
||
|
|
if (!vm:GetBoneCount()) then return end
|
||
|
|
|
||
|
|
-- // !! WORKAROUND !! --//
|
||
|
|
-- // We need to check all model names :/
|
||
|
|
local loopthrough = self.ViewModelBoneMods
|
||
|
|
if (!hasGarryFixedBoneScalingYet) then
|
||
|
|
allbones = {}
|
||
|
|
for i=0, vm:GetBoneCount() do
|
||
|
|
local bonename = vm:GetBoneName(i)
|
||
|
|
if (self.ViewModelBoneMods[bonename]) then
|
||
|
|
allbones[bonename] = self.ViewModelBoneMods[bonename]
|
||
|
|
else
|
||
|
|
allbones[bonename] = {
|
||
|
|
scale = Vector(1,1,1),
|
||
|
|
pos = Vector(0,0,0),
|
||
|
|
angle = Angle(0,0,0)
|
||
|
|
}
|
||
|
|
end
|
||
|
|
end
|
||
|
|
|
||
|
|
loopthrough = allbones
|
||
|
|
end
|
||
|
|
//!! ----------- !! --
|
||
|
|
|
||
|
|
for k, v in pairs( loopthrough ) do
|
||
|
|
local bone = vm:LookupBone(k)
|
||
|
|
if (!bone) then continue end
|
||
|
|
|
||
|
|
-- // !! WORKAROUND !! --//
|
||
|
|
local s = Vector(v.scale.x,v.scale.y,v.scale.z)
|
||
|
|
local p = Vector(v.pos.x,v.pos.y,v.pos.z)
|
||
|
|
local ms = Vector(1,1,1)
|
||
|
|
if (!hasGarryFixedBoneScalingYet) then
|
||
|
|
local cur = vm:GetBoneParent(bone)
|
||
|
|
while(cur >= 0) do
|
||
|
|
local pscale = loopthrough[vm:GetBoneName(cur)].scale
|
||
|
|
ms = ms * pscale
|
||
|
|
cur = vm:GetBoneParent(cur)
|
||
|
|
end
|
||
|
|
end
|
||
|
|
|
||
|
|
s = s * ms
|
||
|
|
//!! ----------- !! --
|
||
|
|
|
||
|
|
if vm:GetManipulateBoneScale(bone) != s then
|
||
|
|
vm:ManipulateBoneScale( bone, s )
|
||
|
|
end
|
||
|
|
if vm:GetManipulateBoneAngles(bone) != v.angle then
|
||
|
|
vm:ManipulateBoneAngles( bone, v.angle )
|
||
|
|
end
|
||
|
|
if vm:GetManipulateBonePosition(bone) != p then
|
||
|
|
vm:ManipulateBonePosition( bone, p )
|
||
|
|
end
|
||
|
|
end
|
||
|
|
else
|
||
|
|
self:ResetBonePositions(vm)
|
||
|
|
end
|
||
|
|
|
||
|
|
end
|
||
|
|
|
||
|
|
function SWEP:ResetBonePositions(vm)
|
||
|
|
|
||
|
|
if (!vm:GetBoneCount()) then return end
|
||
|
|
for i=0, vm:GetBoneCount() do
|
||
|
|
vm:ManipulateBoneScale( i, Vector(1, 1, 1) )
|
||
|
|
vm:ManipulateBoneAngles( i, Angle(0, 0, 0) )
|
||
|
|
vm:ManipulateBonePosition( i, Vector(0, 0, 0) )
|
||
|
|
end
|
||
|
|
|
||
|
|
end
|
||
|
|
|
||
|
|
function table.FullCopy( tab )
|
||
|
|
|
||
|
|
if (!tab) then return nil end
|
||
|
|
|
||
|
|
local res = {}
|
||
|
|
for k, v in pairs( tab ) do
|
||
|
|
if (type(v) == "table") then
|
||
|
|
res[k] = table.FullCopy(v) // recursion ho!
|
||
|
|
elseif (type(v) == "Vector") then
|
||
|
|
res[k] = Vector(v.x, v.y, v.z)
|
||
|
|
elseif (type(v) == "Angle") then
|
||
|
|
res[k] = Angle(v.p, v.y, v.r)
|
||
|
|
else
|
||
|
|
res[k] = v
|
||
|
|
end
|
||
|
|
end
|
||
|
|
|
||
|
|
return res
|
||
|
|
|
||
|
|
end
|