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wnsrc/gamemodes/terrortown/entities/weapons/weapon_zm_carry.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/
--]]
---- Carry weapon SWEP
AddCSLuaFile()
DEFINE_BASECLASS "weapon_tttbase"
SWEP.HoldType = "pistol"
if CLIENT then
SWEP.PrintName = "magnet_name"
SWEP.Slot = 4
SWEP.DrawCrosshair = false
SWEP.ViewModelFlip = false
end
SWEP.Base = "weapon_tttbase"
SWEP.AutoSpawnable = false
SWEP.ViewModel = Model("models/weapons/v_stunbaton.mdl")
SWEP.WorldModel = Model("models/weapons/w_stunbaton.mdl")
SWEP.Primary.ClipSize = -1
SWEP.Primary.DefaultClip = -1
SWEP.Primary.Automatic = true
SWEP.Primary.Ammo = "none"
SWEP.Primary.Delay = 0.1
SWEP.Secondary.ClipSize = -1
SWEP.Secondary.DefaultClip = -1
SWEP.Secondary.Automatic = true
SWEP.Secondary.Ammo = "none"
SWEP.Secondary.Delay = 0.1
SWEP.Kind = WEAPON_CARRY
SWEP.InLoadoutFor = {ROLE_INNOCENT, ROLE_TRAITOR, ROLE_DETECTIVE}
SWEP.AllowDelete = false
SWEP.AllowDrop = false
SWEP.NoSights = true
SWEP.EntHolding = nil
SWEP.CarryHack = nil
SWEP.Constr = nil
SWEP.PrevOwner = nil
local allow_rag = CreateConVar("ttt_ragdoll_carrying", "1")
local prop_force = CreateConVar("ttt_prop_carrying_force", "60000")
local no_throw = CreateConVar("ttt_no_prop_throwing", "0")
local pin_rag = CreateConVar("ttt_ragdoll_pinning", "1")
local pin_rag_inno = CreateConVar("ttt_ragdoll_pinning_innocents", "0")
-- Allowing weapon pickups can allow players to cause a crash in the physics
-- system (ie. not fixable). Tuning the range seems to make this more
-- difficult. Not sure why. It's that kind of crash.
local allow_wep = CreateConVar("ttt_weapon_carrying", "0")
local wep_range = CreateConVar("ttt_weapon_carrying_range", "50")
-- not customizable via convars as some objects rely on not being carryable for
-- gameplay purposes
CARRY_WEIGHT_LIMIT = 45
local PIN_RAG_RANGE = 90
local player = player
local IsValid = IsValid
local CurTime = CurTime
local function SetSubPhysMotionEnabled(ent, enable)
if not IsValid(ent) then return end
for i=0, ent:GetPhysicsObjectCount()-1 do
local subphys = ent:GetPhysicsObjectNum(i)
if IsValid(subphys) then
subphys:EnableMotion(enable)
if enable then
subphys:Wake()
end
end
end
end
local function KillVelocity(ent)
ent:SetVelocity(vector_origin)
-- The only truly effective way to prevent all kinds of velocity and
-- inertia is motion disabling the entire ragdoll for a tick
-- for non-ragdolls this will do the same for their single physobj
SetSubPhysMotionEnabled(ent, false)
timer.Simple(0, function() SetSubPhysMotionEnabled(ent, true) end)
end
function SWEP:Reset(keep_velocity)
if IsValid(self.CarryHack) then
self.CarryHack:Remove()
end
if IsValid(self.Constr) then
self.Constr:Remove()
end
if IsValid(self.EntHolding) then
-- it is possible for weapons to be already equipped at this point
-- changing the owner in such a case would cause problems
if not self.EntHolding:IsWeapon() then
if not IsValid(self.PrevOwner) then
self.EntHolding:SetOwner(nil)
else
self.EntHolding:SetOwner(self.PrevOwner)
end
end
-- the below ought to be unified with self:Drop()
local phys = self.EntHolding:GetPhysicsObject()
if IsValid(phys) then
phys:ClearGameFlag(FVPHYSICS_PLAYER_HELD)
phys:AddGameFlag(FVPHYSICS_WAS_THROWN)
phys:EnableCollisions(true)
phys:EnableGravity(true)
phys:EnableDrag(true)
phys:EnableMotion(true)
end
if (not keep_velocity) and (no_throw:GetBool() or self.EntHolding:GetClass() == "prop_ragdoll") then
KillVelocity(self.EntHolding)
end
end
self.dt.carried_rag = nil
self.EntHolding = nil
self.CarryHack = nil
self.Constr = nil
end
SWEP.reset = SWEP.Reset
function SWEP:CheckValidity()
if (not IsValid(self.EntHolding)) or (not IsValid(self.CarryHack)) or (not IsValid(self.Constr)) then
-- if one of them is not valid but another is non-nil...
if (self.EntHolding or self.CarryHack or self.Constr) then
self:Reset()
end
return false
else
return true
end
end
local function PlayerStandsOn(ent)
for _, ply in player.Iterator() do
if ply:GetGroundEntity() == ent and ply:IsTerror() then
return true
end
end
return false
end
if SERVER then
local ent_diff = vector_origin
local ent_diff_time = CurTime()
local stand_time = 0
function SWEP:Think()
BaseClass.Think(self)
if not self:CheckValidity() then return end
-- If we are too far from our object, force a drop. To avoid doing this
-- vector math extremely often (esp. when everyone is carrying something)
-- even though the occurrence is very rare, limited to once per
-- second. This should be plenty to catch the rare glitcher.
if CurTime() > ent_diff_time then
ent_diff = self:GetPos() - self.EntHolding:GetPos()
if ent_diff:Dot(ent_diff) > 40000 then
self:Reset()
return
end
ent_diff_time = CurTime() + 1
end
if CurTime() > stand_time then
if PlayerStandsOn(self.EntHolding) then
self:Reset()
return
end
stand_time = CurTime() + 0.1
end
self.CarryHack:SetPos(self:GetOwner():EyePos() + self:GetOwner():GetAimVector() * 70)
self.CarryHack:SetAngles(self:GetOwner():GetAngles())
self.EntHolding:PhysWake()
end
end
function SWEP:PrimaryAttack()
self:DoAttack(false)
end
function SWEP:SecondaryAttack()
self:DoAttack(true)
end
function SWEP:MoveObject(phys, pdir, maxforce, is_ragdoll)
if not IsValid(phys) then return end
local speed = phys:GetVelocity():Length()
-- remap speed from 0 -> 125 to force 1 -> 4000
local force = maxforce + (1 - maxforce) * (speed / 125)
if is_ragdoll then
force = force * 2
end
pdir = pdir * force
local mass = phys:GetMass()
-- scale more for light objects
if mass < 50 then
pdir = pdir * (mass + 0.5) * (1 / 50)
end
phys:ApplyForceCenter(pdir)
end
function SWEP:GetRange(target)
if IsValid(target) and target:IsWeapon() and allow_wep:GetBool() then
return wep_range:GetFloat()
elseif IsValid(target) and target:GetClass() == "prop_ragdoll" then
return 75
else
return 100
end
end
function SWEP:AllowPickup(target)
local phys = target:GetPhysicsObject()
local ply = self:GetOwner()
return (IsValid(phys) and IsValid(ply) and
(not phys:HasGameFlag(FVPHYSICS_NO_PLAYER_PICKUP)) and
phys:GetMass() < CARRY_WEIGHT_LIMIT and
(not PlayerStandsOn(target)) and
(target.CanPickup != false) and
(target:GetClass() != "prop_ragdoll" or allow_rag:GetBool()) and
((not target:IsWeapon()) or allow_wep:GetBool()))
end
function SWEP:DoAttack(pickup)
self:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
self:SetNextSecondaryFire( CurTime() + self.Secondary.Delay )
if IsValid(self.EntHolding) then
self:SendWeaponAnim( ACT_VM_MISSCENTER )
if (not pickup) and self.EntHolding:GetClass() == "prop_ragdoll" then
-- see if we can pin this ragdoll to a wall in front of us
if not self:PinRagdoll() then
-- else just drop it as usual
self:Drop()
end
else
self:Drop()
end
self:SetNextSecondaryFire(CurTime() + 0.3)
return
end
local ply = self:GetOwner()
local trace = ply:GetEyeTrace(MASK_SHOT)
if IsValid(trace.Entity) then
local ent = trace.Entity
local phys = trace.Entity:GetPhysicsObject()
if not IsValid(phys) or not phys:IsMoveable() or phys:HasGameFlag(FVPHYSICS_PLAYER_HELD) then
return
end
-- if we let the client mess with physics, desync ensues
if CLIENT then return end
if pickup then
if (ply:EyePos() - trace.HitPos):Length() < self:GetRange(ent) then
if self:AllowPickup(ent) then
self:Pickup()
self:SendWeaponAnim( ACT_VM_HITCENTER )
-- make the refire slower to avoid immediately dropping
local delay = (ent:GetClass() == "prop_ragdoll") and 0.8 or 0.5
self:SetNextSecondaryFire(CurTime() + delay)
return
else
local is_ragdoll = trace.Entity:GetClass() == "prop_ragdoll"
-- pull heavy stuff
local ent = trace.Entity
local phys = ent:GetPhysicsObject()
local pdir = trace.Normal * -1
if is_ragdoll then
phys = ent:GetPhysicsObjectNum(trace.PhysicsBone)
-- increase refire to make rags easier to drag
--self:SetNextSecondaryFire(CurTime() + 0.04)
end
if IsValid(phys) then
self:MoveObject(phys, pdir, 6000, is_ragdoll)
return
end
end
end
else
if (ply:EyePos() - trace.HitPos):Length() < 100 then
local phys = trace.Entity:GetPhysicsObject()
if IsValid(phys) then
if IsValid(phys) then
local pdir = trace.Normal
self:MoveObject(phys, pdir, 6000, (trace.Entity:GetClass() == "prop_ragdoll"))
self:SetNextPrimaryFire(CurTime() + 0.03)
end
end
end
end
end
end
-- Perform a pickup
function SWEP:Pickup()
if CLIENT or IsValid(self.EntHolding) then return end
local ply = self:GetOwner()
local trace = ply:GetEyeTrace(MASK_SHOT)
local ent = trace.Entity
self.EntHolding = ent
local entphys = ent:GetPhysicsObject()
if IsValid(ent) and IsValid(entphys) then
self.CarryHack = ents.Create("prop_physics")
if IsValid(self.CarryHack) then
self.CarryHack:SetPos(self.EntHolding:GetPos())
self.CarryHack:SetModel("models/weapons/w_bugbait.mdl")
self.CarryHack:SetColor(Color(50, 250, 50, 240))
self.CarryHack:SetNoDraw(true)
self.CarryHack:DrawShadow(false)
self.CarryHack:SetHealth(999)
self.CarryHack:SetOwner(ply)
self.CarryHack:SetCollisionGroup(COLLISION_GROUP_DEBRIS)
self.CarryHack:SetSolid(SOLID_NONE)
-- set the desired angles before adding the constraint
self.CarryHack:SetAngles(self:GetOwner():GetAngles())
self.CarryHack:Spawn()
-- if we already are owner before pickup, we will not want to disown
-- this entity when we drop it
-- weapons should not have their owner changed in this way
if not self.EntHolding:IsWeapon() then
self.PrevOwner = self.EntHolding:GetOwner()
self.EntHolding:SetOwner(ply)
end
local phys = self.CarryHack:GetPhysicsObject()
if IsValid(phys) then
phys:SetMass(200)
phys:SetDamping(0, 1000)
phys:EnableGravity(false)
phys:EnableCollisions(false)
phys:EnableMotion(false)
phys:AddGameFlag(FVPHYSICS_PLAYER_HELD)
end
entphys:AddGameFlag(FVPHYSICS_PLAYER_HELD)
local bone = math.Clamp(trace.PhysicsBone, 0, 1)
local max_force = prop_force:GetInt()
if ent:GetClass() == "prop_ragdoll" then
self.dt.carried_rag = ent
bone = trace.PhysicsBone
max_force = 0
else
self.dt.carried_rag = nil
end
self.Constr = constraint.Weld(self.CarryHack, self.EntHolding, 0, bone, max_force, true)
end
end
end
local down = Vector(0, 0, -1)
function SWEP:AllowEntityDrop()
local ply = self:GetOwner()
local ent = self.CarryHack
if (not IsValid(ply)) or (not IsValid(ent)) then return false end
local ground = ply:GetGroundEntity()
if ground and (ground:IsWorld() or IsValid(ground)) then return true end
local diff = (ent:GetPos() - ply:GetShootPos()):GetNormalized()
return down:Dot(diff) <= 0.75
end
function SWEP:Drop()
if not self:CheckValidity() then return end
if not self:AllowEntityDrop() then return end
if SERVER then
self.Constr:Remove()
self.CarryHack:Remove()
local ent = self.EntHolding
local phys = ent:GetPhysicsObject()
if IsValid(phys) then
phys:EnableCollisions(true)
phys:EnableGravity(true)
phys:EnableDrag(true)
phys:EnableMotion(true)
phys:Wake()
phys:ApplyForceCenter(self:GetOwner():GetAimVector() * 500)
phys:ClearGameFlag(FVPHYSICS_PLAYER_HELD)
phys:AddGameFlag(FVPHYSICS_WAS_THROWN)
end
-- Try to limit ragdoll slinging
if no_throw:GetBool() or ent:GetClass() == "prop_ragdoll" then
KillVelocity(ent)
end
ent:SetPhysicsAttacker(self:GetOwner())
end
self:Reset()
end
local CONSTRAINT_TYPE = "Rope"
local function RagdollPinnedTakeDamage(rag, dmginfo)
local att = dmginfo:GetAttacker()
if not IsValid(att) then return end
-- drop from pinned position upon dmg
constraint.RemoveConstraints(rag, CONSTRAINT_TYPE)
rag:PhysWake()
rag:SetHealth(0)
rag.is_pinned = false
end
function SWEP:PinRagdoll()
if not pin_rag:GetBool() then return end
if (not self:GetOwner():IsTraitor()) and (not pin_rag_inno:GetBool()) then return end
local rag = self.EntHolding
local ply = self:GetOwner()
local tr = util.TraceLine({start = ply:EyePos(),
endpos = ply:EyePos() + (ply:GetAimVector() * PIN_RAG_RANGE),
filter = {ply, self, rag, self.CarryHack},
mask = MASK_SOLID})
if tr.HitWorld and (not tr.HitSky) then
-- find bone we're holding the ragdoll by
local bone = self.Constr.Bone2
-- only allow one rope per bone
for _, c in pairs(constraint.FindConstraints(rag, CONSTRAINT_TYPE)) do
if c.Bone1 == bone then
c.Constraint:Remove()
end
end
local bonephys = rag:GetPhysicsObjectNum(bone)
if not IsValid(bonephys) then return end
local bonepos = bonephys:GetPos()
local attachpos = tr.HitPos
local length = (bonepos - attachpos):Length() * 0.9
-- we need to convert using this particular physobj to get the right
-- coordinates
bonepos = bonephys:WorldToLocal(bonepos)
constraint.Rope(rag, tr.Entity, bone, 0, bonepos, attachpos,
length, length * 0.1, 6000,
1, "cable/rope", false)
rag.is_pinned = true
rag.OnPinnedDamage = RagdollPinnedTakeDamage
-- lets EntityTakeDamage run for the ragdoll
rag:SetHealth(999999)
self:Reset(true)
end
end
function SWEP:SetupDataTables()
-- we've got these dt slots anyway, might as well use them instead of a
-- globalvar, probably cheaper
self:DTVar("Bool", 0, "can_rag_pin")
self:DTVar("Bool", 1, "can_rag_pin_inno")
-- client actually has no idea what we're holding, and almost never needs to
-- know
self:DTVar("Entity", 0, "carried_rag")
return self.BaseClass.SetupDataTables(self)
end
if SERVER then
function SWEP:Initialize()
self.dt.can_rag_pin = pin_rag:GetBool()
self.dt.can_rag_pin_inno = pin_rag_inno:GetBool()
self.dt.carried_rag = nil
return self.BaseClass.Initialize(self)
end
end
function SWEP:OnRemove()
self:Reset()
end
function SWEP:Deploy()
self:Reset()
return true
end
function SWEP:Holster()
self:Reset()
return true
end
function SWEP:ShouldDropOnDie()
return false
end
function SWEP:OnDrop()
self:Remove()
end
if CLIENT then
local draw = draw
local util = util
local PT = LANG.GetParamTranslation
local key_params = {primaryfire = Key("+attack", "LEFT MOUSE")}
function SWEP:DrawHUD()
self.BaseClass.DrawHUD(self)
if self.dt.can_rag_pin and IsValid(self.dt.carried_rag) then
local client = LocalPlayer()
if not client:IsSpec() and (self.dt.can_rag_pin_inno or client:IsTraitor()) then
local tr = util.TraceLine({start = client:EyePos(),
endpos = client:EyePos() + (client:GetAimVector() * PIN_RAG_RANGE),
filter = {client, self, self.dt.carried_rag},
mask = MASK_SOLID})
if tr.HitWorld and (not tr.HitSky) then
draw.SimpleText(PT("magnet_help", key_params), "TabLarge", ScrW() / 2, ScrH() / 2 - 50, COLOR_RED, TEXT_ALIGN_CENTER)
end
end
end
end
end