mirror of
https://github.com/lifestorm/wnsrc.git
synced 2025-12-17 13:53:45 +03:00
606 lines
17 KiB
Lua
606 lines
17 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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local PLUGIN = PLUGIN
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if (SERVER) then
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AddCSLuaFile("shared.lua")
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end
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SWEP.PrintName = "Combine Datapad"
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SWEP.Category = "Half-Life 2"
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SWEP.Spawnable= true
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SWEP.AdminSpawnable= true
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SWEP.AdminOnly = false
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SWEP.ViewModelFOV = 70
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SWEP.ViewModel = "models/weapons/c_slam.mdl"
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SWEP.WorldModel = "models/weapons/w_slam.mdl"
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SWEP.ShowViewModel = false
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SWEP.ShowWorldModel = false
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SWEP.ViewModelFlip = false
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SWEP.BobScale = 1
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SWEP.SwayScale = 0
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SWEP.AutoSwitchTo = false
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SWEP.AutoSwitchFrom = false
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SWEP.Weight = 0
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SWEP.Slot = 0
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SWEP.SlotPos = 1
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SWEP.UseHands = true
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SWEP.FireWhenLowered = true
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SWEP.FiresUnderwater = true
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SWEP.DrawAmmo = false
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SWEP.CSMuzzleFlashes = 1
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SWEP.Base = "weapon_base"
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SWEP.IsAlwaysRaised = true
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SWEP.HoldType = "knife"
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SWEP.Primary.ClipSize = -1
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SWEP.Primary.DefaultClip = -1
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SWEP.Primary.Automatic = false
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SWEP.Primary.Ammo = ""
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SWEP.Primary.Damage = 5
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SWEP.Primary.Delay = 0.75
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SWEP.Secondary.ClipSize = -1
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SWEP.Secondary.DefaultClip = 0
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SWEP.Secondary.Automatic = false
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SWEP.Secondary.Ammo = ""
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SWEP.Secondary.Delay = 0.5
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SWEP.MaxOffFlat = 80 -- Maximum degrees off of flat to be.
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SWEP.LastFire = 0
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SWEP.IronSightsPos = Vector(0, 0, 0)
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SWEP.IronSightsAng = Vector(0, 0, 0)
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SWEP.ViewModelBoneMods = {
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["Slam_base"] = { scale = Vector(0.001, 0.001, 0.001), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) },
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["Detonator"] = { scale = Vector(0.001, 0.001, 0.001), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) }
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}
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SWEP.VElements = {
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["v_element"] = { type = "Model", model = "models/fruity/tablet/tablet_sfm.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(7.068, 2.714, -1.198), angle = Angle(75.973, -119.392, 180), size = Vector(1, 1, 2), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 3, bodygroup = {} }
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}
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SWEP.WElements = {
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["w_element"] = { type = "Model", model = "models/fruity/tablet/tablet_sfm.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(3.901, 5.111, -0.477), angle = Angle(36.905, -180, -178.631), size = Vector(0.8, 0.8, 0.8), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 3, bodygroup = {} }
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}
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function SWEP:Initialize()
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self:SetHoldType( self.HoldType )
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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:SetHoldType( self.HoldType )
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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) 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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-- we set the alpha to 1 instead of 0 because else ViewModelDrawn stops being called
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vm:SetColor(Color(255,255,255,1))
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-- ^ stopped working in GMod 13 because you have to do Entity:SetRenderMode(1) for translucency to kick in
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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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----------------------------------------------------
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if CLIENT then
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SWEP.vRenderOrder = nil
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function SWEP:ViewModelDrawn()
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local vm = self.Owner:GetViewModel()
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if !IsValid(vm) then return end
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if (!self.VElements) then return end
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self:UpdateBonePositions(vm)
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if (!self.vRenderOrder) then
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-- we build a render order because sprites need to be drawn after models
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self.vRenderOrder = {}
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for k, v in pairs( self.VElements ) do
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if (v.type == "Model") then
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table.insert(self.vRenderOrder, 1, k)
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elseif (v.type == "Sprite" or v.type == "Quad") then
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table.insert(self.vRenderOrder, k)
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end
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end
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end
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for _, name in ipairs( self.vRenderOrder ) do
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local v = self.VElements[name]
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if (!v) then self.vRenderOrder = nil break end
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if (v.hide) then continue end
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local model = v.modelEnt
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local sprite = v.spriteMaterial
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if (!v.bone) then continue end
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local pos, ang = self:GetBoneOrientation( self.VElements, v, vm )
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if (!pos) then continue end
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if (v.type == "Model" and IsValid(model)) then
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model:SetPos(pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z )
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ang:RotateAroundAxis(ang:Up(), v.angle.y)
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ang:RotateAroundAxis(ang:Right(), v.angle.p)
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ang:RotateAroundAxis(ang:Forward(), v.angle.r)
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model:SetAngles(ang)
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--model:SetModelScale(v.size)
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local matrix = Matrix()
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matrix:Scale(v.size)
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model:EnableMatrix( "RenderMultiply", matrix )
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if (v.material == "") then
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model:SetMaterial("")
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elseif (model:GetMaterial() != v.material) then
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model:SetMaterial( v.material )
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end
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if IsValid(PLUGIN.updates) and PLUGIN.updates:IsVisible() then
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model:SetSkin(3)
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elseif IsValid(PLUGIN.viewLogs) and PLUGIN.viewLogs:IsVisible() then
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model:SetSkin(5)
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elseif IsValid(PLUGIN.viewLog) and PLUGIN.viewLog:IsVisible() then
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model:SetSkin(6)
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elseif IsValid(PLUGIN.editupdates) and PLUGIN.editupdates:IsVisible() then
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model:SetSkin(7)
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elseif (IsValid(PLUGIN.editUpdate) and PLUGIN.editUpdate:IsVisible()) or (IsValid(PLUGIN.newUpdate) and PLUGIN.newUpdate:IsVisible()) then
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model:SetSkin(10)
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elseif IsValid(PLUGIN.verdictCodes) and PLUGIN.verdictCodes:IsVisible() then
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model:SetSkin(11)
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elseif IsValid(PLUGIN.communicationCodes) and PLUGIN.communicationCodes:IsVisible() then
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model:SetSkin(12)
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elseif IsValid(PLUGIN.datafileInfo) and PLUGIN.datafileInfo:IsVisible() then
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model:SetSkin(4)
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elseif IsValid(PLUGIN.viewEntryLogs) and PLUGIN.viewEntryLogs:IsVisible() then
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model:SetSkin(13)
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elseif IsValid(PLUGIN.violationsTitleSubframe) and PLUGIN.violationsTitleSubframe:IsVisible() then
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model:SetSkin(16)
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else
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model:SetSkin(0)
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end
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if (v.bodygroup) then
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for k, v1 in pairs( v.bodygroup ) do
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if (model:GetBodygroup(k) != v1) then
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model:SetBodygroup(k, v1)
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end
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end
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end
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if (v.surpresslightning) then
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render.SuppressEngineLighting(true)
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end
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render.SetColorModulation(v.color.r/255, v.color.g/255, v.color.b/255)
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render.SetBlend(v.color.a/255)
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model:DrawModel()
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render.SetBlend(1)
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render.SetColorModulation(1, 1, 1)
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if (v.surpresslightning) then
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render.SuppressEngineLighting(false)
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end
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elseif (v.type == "Sprite" and sprite) then
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local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
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render.SetMaterial(sprite)
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render.DrawSprite(drawpos, v.size.x, v.size.y, v.color)
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elseif (v.type == "Quad" and v.draw_func) then
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local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
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ang:RotateAroundAxis(ang:Up(), v.angle.y)
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ang:RotateAroundAxis(ang:Right(), v.angle.p)
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ang:RotateAroundAxis(ang:Forward(), v.angle.r)
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cam.Start3D2D(drawpos, ang, v.size)
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v.draw_func( self )
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cam.End3D2D()
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end
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end
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end
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SWEP.wRenderOrder = nil
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function SWEP:DrawWorldModel()
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if (self.ShowWorldModel == nil or self.ShowWorldModel) then
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self:DrawModel()
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end
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if (!self.WElements) then return end
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if (!self.wRenderOrder) then
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self.wRenderOrder = {}
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for k, v in pairs( self.WElements ) do
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if (v.type == "Model") then
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table.insert(self.wRenderOrder, 1, k)
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elseif (v.type == "Sprite" or v.type == "Quad") then
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table.insert(self.wRenderOrder, k)
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end
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end
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end
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local bone_ent
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if (IsValid(self.Owner)) then
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bone_ent = self.Owner
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else
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-- when the weapon is dropped
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bone_ent = self
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end
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for _, name in pairs( self.wRenderOrder ) do
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local v = self.WElements[name]
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if (!v) then self.wRenderOrder = nil break end
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if (v.hide) then continue end
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local pos, ang
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if (v.bone) then
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pos, ang = self:GetBoneOrientation( self.WElements, v, bone_ent )
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else
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pos, ang = self:GetBoneOrientation( self.WElements, v, bone_ent, "ValveBiped.Bip01_R_Hand" )
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end
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if (!pos) then continue end
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local model = v.modelEnt
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local sprite = v.spriteMaterial
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if (v.type == "Model" and IsValid(model)) then
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model:SetPos(pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z )
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ang:RotateAroundAxis(ang:Up(), v.angle.y)
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ang:RotateAroundAxis(ang:Right(), v.angle.p)
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ang:RotateAroundAxis(ang:Forward(), v.angle.r)
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model:SetAngles(ang)
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--model:SetModelScale(v.size)
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local matrix = Matrix()
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matrix:Scale(v.size)
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model:EnableMatrix( "RenderMultiply", matrix )
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if (v.material == "") then
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model:SetMaterial("")
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elseif (model:GetMaterial() != v.material) then
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model:SetMaterial( v.material )
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end
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if IsValid(PLUGIN.updates) and PLUGIN.updates:IsVisible() then
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model:SetSkin(3)
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elseif IsValid(PLUGIN.viewLogs) and PLUGIN.viewLogs:IsVisible() then
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model:SetSkin(5)
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elseif IsValid(PLUGIN.viewLog) and PLUGIN.viewLog:IsVisible() then
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model:SetSkin(6)
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elseif IsValid(PLUGIN.editupdates) and PLUGIN.editupdates:IsVisible() then
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model:SetSkin(7)
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elseif (IsValid(PLUGIN.editUpdate) and PLUGIN.editUpdate:IsVisible()) or (IsValid(PLUGIN.newUpdate) and PLUGIN.newUpdate:IsVisible()) then
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model:SetSkin(10)
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elseif IsValid(PLUGIN.verdictCodes) and PLUGIN.verdictCodes:IsVisible() then
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model:SetSkin(11)
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elseif IsValid(PLUGIN.communicationCodes) and PLUGIN.communicationCodes:IsVisible() then
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model:SetSkin(12)
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elseif IsValid(PLUGIN.datafileInfo) and PLUGIN.datafileInfo:IsVisible() then
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model:SetSkin(4)
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elseif IsValid(PLUGIN.viewEntryLogs) and PLUGIN.viewEntryLogs:IsVisible() then
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model:SetSkin(13)
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elseif IsValid(PLUGIN.violationsTitleSubframe) and PLUGIN.violationsTitleSubframe:IsVisible() then
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model:SetSkin(16)
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else
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model:SetSkin(0)
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end
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if (v.bodygroup) then
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for k, v1 in pairs( v.bodygroup ) do
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if (model:GetBodygroup(k) != v1) then
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model:SetBodygroup(k, v1)
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end
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end
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end
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if (v.surpresslightning) then
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render.SuppressEngineLighting(true)
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|
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
|
||
|
|
|
||
|
|
|
||
|
|
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
|
||
|
|
|
||
|
|
for _, 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 = { ["$basetexture"] = v.sprite }
|
||
|
|
-- make sure we create a unique name based on the selected options
|
||
|
|
local tocheck = { "nocull", "additive", "vertexalpha", "vertexcolor", "ignorez" }
|
||
|
|
for _, j in pairs( tocheck ) do
|
||
|
|
if (v[j]) then
|
||
|
|
params["$"..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
|
||
|
|
|
||
|
|
|
||
|
|
--luacheck: ignore 122
|
||
|
|
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)
|
||
|
|
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
|
||
|
|
|
||
|
|
end
|
||
|
|
----------------------------------------------------
|
||
|
|
|
||
|
|
function SWEP:OnRemove()
|
||
|
|
end
|
||
|
|
|
||
|
|
function SWEP:Deploy()
|
||
|
|
--if !IsValid(self.Owner.C4s) then self.Owner.C4s = {} end
|
||
|
|
self.Weapon:SendWeaponAnim(ACT_SLAM_TRIPMINE_DRAW)
|
||
|
|
end
|
||
|
|
|
||
|
|
function SWEP:PrimaryAttack()
|
||
|
|
self:EmitSound( "UI/buttonclick.wav" )
|
||
|
|
self:SetNextPrimaryFire( CurTime()+2 )
|
||
|
|
if SERVER and IsFirstTimePredicted() then
|
||
|
|
if (PLUGIN:HasAccessToDatafile(self.Owner)) then
|
||
|
|
PLUGIN:Refresh(self.Owner)
|
||
|
|
else
|
||
|
|
self.Owner:NotifyLocalized("You do not have access to the datapad")
|
||
|
|
end
|
||
|
|
end
|
||
|
|
end
|
||
|
|
|
||
|
|
function SWEP:SecondaryAttack()
|
||
|
|
end
|
||
|
|
|
||
|
|
function SWEP:Holster()
|
||
|
|
if CLIENT and IsValid(self.Owner) then
|
||
|
|
local vm = self.Owner:GetViewModel()
|
||
|
|
if IsValid(vm) then
|
||
|
|
self:ResetBonePositions(vm)
|
||
|
|
end
|
||
|
|
end
|
||
|
|
|
||
|
|
return true
|
||
|
|
end
|
||
|
|
|
||
|
|
function SWEP:OnRemove()
|
||
|
|
self:Holster()
|
||
|
|
end
|