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wnsrc/gamemodes/sandbox/entities/weapons/gmod_tool/shared.lua

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2024-08-04 23:12:27 +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/
--]]
-- Variables that are used on both client and server
SWEP.PrintName = "#GMOD_ToolGun"
SWEP.Author = "Facepunch"
SWEP.Contact = ""
SWEP.Purpose = ""
SWEP.Instructions = ""
SWEP.ViewModel = "models/weapons/c_toolgun.mdl"
SWEP.WorldModel = "models/weapons/w_toolgun.mdl"
SWEP.UseHands = true
SWEP.Spawnable = true
-- Be nice, precache the models
util.PrecacheModel( SWEP.ViewModel )
util.PrecacheModel( SWEP.WorldModel )
-- Todo, make/find a better sound.
SWEP.ShootSound = Sound( "Airboat.FireGunRevDown" )
SWEP.Tool = {}
SWEP.Primary.ClipSize = -1
SWEP.Primary.DefaultClip = -1
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = "none"
SWEP.Secondary.ClipSize = -1
SWEP.Secondary.DefaultClip = -1
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = "none"
SWEP.CanHolster = true
SWEP.CanDeploy = true
function SWEP:InitializeTools()
local owner = self:GetOwner()
local temp = {}
for k, v in pairs( self.Tool ) do
temp[k] = table.Copy( v )
temp[k].SWEP = self
temp[k].Owner = owner
temp[k].Weapon = self
temp[k]:Init()
end
self.Tool = temp
end
function SWEP:SetupDataTables()
self:NetworkVar( "Entity", 0, "TargetEntity1" )
self:NetworkVar( "Entity", 1, "TargetEntity2" )
self:NetworkVar( "Entity", 2, "TargetEntity3" )
self:NetworkVar( "Entity", 3, "TargetEntity4" )
end
-- Convenience function to check object limits
function SWEP:CheckLimit( str )
return self:GetOwner():CheckLimit( str )
end
function SWEP:Initialize()
self:SetHoldType( "revolver" )
self:InitializeTools()
-- We create these here. The problem is that these are meant to be constant values.
-- in the toolmode they're not because some tools can be automatic while some tools aren't.
-- Since this is a global table it's shared between all instances of the gun.
-- By creating new tables here we're making it so each tool has its own instance of the table
-- So changing it won't affect the other tools.
self.Primary = {
ClipSize = -1,
DefaultClip = -1,
Automatic = false,
Ammo = "none"
}
self.Secondary = {
ClipSize = -1,
DefaultClip = -1,
Automatic = false,
Ammo = "none"
}
end
function SWEP:OnRestore()
self:InitializeTools()
end
function SWEP:Precache()
util.PrecacheSound( self.ShootSound )
end
-- Returns the mode we're in
function SWEP:GetMode()
return self.Mode
end
-- Think does stuff every frame
function SWEP:Think()
-- SWEP:Think is called one more time clientside
-- after holstering using Player:SelectWeapon in multiplayer
if ( CLIENT and self.m_uHolsterFrame == FrameNumber() ) then return end
local owner = self:GetOwner()
if ( !owner:IsPlayer() ) then return end
local curmode = owner:GetInfo( "gmod_toolmode" )
self.Mode = curmode
local tool = self:GetToolObject( curmode )
if ( !tool ) then return end
tool:CheckObjects()
local lastmode = self.current_mode
self.last_mode = lastmode
self.current_mode = curmode
-- Release ghost entities if we're not allowed to use this new mode?
if ( !tool:Allowed() ) then
if ( lastmode ) then
local lastmode_obj = self:GetToolObject( lastmode )
if ( lastmode_obj ) then
lastmode_obj:ReleaseGhostEntity() -- In case tool overwrites the default Holster
lastmode_obj:Holster( true )
end
end
return
end
if ( lastmode and lastmode ~= curmode ) then
local lastmode_obj = self:GetToolObject( lastmode )
if ( lastmode_obj ) then
-- We want to release the ghost entity just in case
lastmode_obj:ReleaseGhostEntity()
lastmode_obj:Holster( true )
end
-- Deploy the new tool
tool:Deploy( true )
end
self.Primary.Automatic = tool.LeftClickAutomatic or false
self.Secondary.Automatic = tool.RightClickAutomatic or false
self.RequiresTraceHit = tool.RequiresTraceHit or true
tool:Think()
end
-- The shoot effect
function SWEP:DoShootEffect( hitpos, hitnormal, entity, physbone, bFirstTimePredicted )
local owner = self:GetOwner()
self:EmitSound( self.ShootSound )
self:SendWeaponAnim( ACT_VM_PRIMARYATTACK ) -- View model animation
-- There's a bug with the model that's causing a muzzle to
-- appear on everyone's screen when we fire this animation.
owner:SetAnimation( PLAYER_ATTACK1 ) -- 3rd Person Animation
if ( !bFirstTimePredicted ) then return end
if ( GetConVarNumber( "gmod_drawtooleffects" ) == 0 ) then return end
local effectdata = EffectData()
effectdata:SetOrigin( hitpos )
effectdata:SetNormal( hitnormal )
effectdata:SetEntity( entity )
effectdata:SetAttachment( physbone )
util.Effect( "selection_indicator", effectdata )
local effect_tr = EffectData()
effect_tr:SetOrigin( hitpos )
effect_tr:SetStart( owner:GetShootPos() )
effect_tr:SetAttachment( 1 )
effect_tr:SetEntity( self )
util.Effect( "ToolTracer", effect_tr )
end
local toolmask = bit.bor( CONTENTS_SOLID, CONTENTS_MOVEABLE, CONTENTS_MONSTER, CONTENTS_WINDOW, CONTENTS_DEBRIS, CONTENTS_GRATE, CONTENTS_AUX )
-- Trace a line then send the result to a mode function
function SWEP:PrimaryAttack()
local owner = self:GetOwner()
local tr = util.GetPlayerTrace( owner )
tr.mask = toolmask
tr.mins = vector_origin
tr.maxs = tr.mins
local trace = util.TraceLine( tr )
if ( !trace.Hit ) then trace = util.TraceHull( tr ) end
if ( !trace.Hit ) then return end
local tool = self:GetToolObject()
if ( !tool ) then return end
tool:CheckObjects()
-- Does the server setting say it's ok?
if ( !tool:Allowed() ) then return end
-- Ask the gamemode if it's ok to do this
local mode = self:GetMode()
if ( !gamemode.Call( "CanTool", owner, trace, mode, tool, 1 ) ) then return end
if ( !tool:LeftClick( trace ) ) then return end
self:DoShootEffect( trace.HitPos, trace.HitNormal, trace.Entity, trace.PhysicsBone, IsFirstTimePredicted() )
end
function SWEP:SecondaryAttack()
local owner = self:GetOwner()
local tr = util.GetPlayerTrace( owner )
tr.mask = toolmask
tr.mins = vector_origin
tr.maxs = tr.mins
local trace = util.TraceLine( tr )
if ( !trace.Hit ) then trace = util.TraceHull( tr ) end
if ( !trace.Hit ) then return end
local tool = self:GetToolObject()
if ( !tool ) then return end
tool:CheckObjects()
-- Does the server setting say it's ok?
if ( !tool:Allowed() ) then return end
-- Ask the gamemode if it's ok to do this
local mode = self:GetMode()
if ( !gamemode.Call( "CanTool", owner, trace, mode, tool, 2 ) ) then return end
if ( !tool:RightClick( trace ) ) then return end
self:DoShootEffect( trace.HitPos, trace.HitNormal, trace.Entity, trace.PhysicsBone, IsFirstTimePredicted() )
end
function SWEP:Reload()
local owner = self:GetOwner()
-- This makes the reload a semi-automatic thing rather than a continuous thing
if ( !owner:KeyPressed( IN_RELOAD ) ) then return end
local tr = util.GetPlayerTrace( owner )
tr.mask = toolmask
tr.mins = vector_origin
tr.maxs = tr.mins
local trace = util.TraceLine( tr )
if ( !trace.Hit ) then trace = util.TraceHull( tr ) end
if ( !trace.Hit ) then return end
local tool = self:GetToolObject()
if ( !tool ) then return end
tool:CheckObjects()
-- Does the server setting say it's ok?
if ( !tool:Allowed() ) then return end
-- Ask the gamemode if it's ok to do this
local mode = self:GetMode()
if ( !gamemode.Call( "CanTool", owner, trace, mode, tool, 3 ) ) then return end
if ( !tool:Reload( trace ) ) then return end
self:DoShootEffect( trace.HitPos, trace.HitNormal, trace.Entity, trace.PhysicsBone, IsFirstTimePredicted() )
end
function SWEP:Holster()
local toolobj = self:GetToolObject()
local CanHolster
if ( toolobj ) then
CanHolster = toolobj:Holster()
if ( CanHolster == nil ) then CanHolster = self.CanHolster end
else
-- Just do what the SWEP wants to do if there's no tool
CanHolster = self.CanHolster
end
-- Save the frame the weapon was holstered on to prevent
-- the extra Think call after calling Player:SelectWeapon in multiplayer
if ( CLIENT and CanHolster == true ) then self.m_uHolsterFrame = FrameNumber() end
if ( CanHolster == true and toolobj ) then toolobj:ReleaseGhostEntity() end
return CanHolster
end
-- Delete ghosts here in case the weapon gets deleted all of a sudden somehow
function SWEP:OnRemove()
if ( !self:GetToolObject() ) then return end
self:GetToolObject():ReleaseGhostEntity()
end
-- This will remove any ghosts when a player dies and drops the weapon
function SWEP:OwnerChanged()
if ( !self:GetToolObject() ) then return end
self:GetToolObject():ReleaseGhostEntity()
end
-- Deploy
function SWEP:Deploy()
-- Just do what the SWEP wants to do if there is no tool
if ( !self:GetToolObject() ) then return self.CanDeploy end
self:GetToolObject():UpdateData()
local CanDeploy = self:GetToolObject():Deploy()
if ( CanDeploy ~= nil ) then return CanDeploy end
return self.CanDeploy
end
function SWEP:GetToolObject( tool )
local mode = tool or self:GetMode()
if ( !mode ) then
local owner = self:GetOwner()
if ( IsValid( owner ) and owner:IsPlayer() and ( SERVER or owner == LocalPlayer() ) ) then
mode = owner:GetInfo( "gmod_toolmode" )
end
end
if ( !self.Tool[ mode ] ) then return false end
return self.Tool[ mode ]
end
function SWEP:FireAnimationEvent( pos, ang, event, options )
-- Disables animation based muzzle event
if ( event == 21 ) then return true end
-- Disable thirdperson muzzle flash
if ( event == 5003 ) then return true end
end
include( "stool.lua" )