--[[ | 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/ --]] --[[--------------------------------------------------------- Get the real frame time, instead of the host_timescale linked frametime. This is for things like GUI effects. NOT FOR REAL IN GAME STUFF(!!!) -----------------------------------------------------------]] local FrameTime = 0 local LastQuery = 0 function RealFrameTime() return FrameTime end local function RealFrameTimeThink() FrameTime = math.Clamp( SysTime() - LastQuery, 0, 0.1 ) LastQuery = SysTime() end hook.Add( "Think", "RealFrameTime", RealFrameTimeThink ) -- Think is called after every frame on the client. -- Make Portal 2 materials work out of the box matproxy.Add( { name = "FizzlerVortex", init = function( self, mat, values ) end, bind = function( self, mat, ent ) mat:SetFloat( "$flow_color_intensity", 1 ) -- Less than ideal, but serves as an example --[[local entities = {} for k, v in pairs( ents.FindInSphere( ent:GetPos(), ent:BoundingRadius() ) ) do if ( v == ent || v:GetMoveType() != MOVETYPE_VPHYSICS ) then continue end table.insert( entities, v ) end table.sort( entities, function( a, b ) return a:GetPos():Distance( ent:GetPos() ) < b:GetPos():Distance( ent:GetPos() ) end ) if ( entities[ 1 ] ) then mat:SetFloat( "$FLOW_VORTEX1", 1 ) mat:SetVector( "$FLOW_VORTEX_POS1", entities[ 1 ]:GetPos() ) else mat:SetFloat( "$FLOW_VORTEX1", 0 ) end if ( entities[ 2 ] ) then mat:SetFloat( "$FLOW_VORTEX2", 1 ) mat:SetVector( "$FLOW_VORTEX_POS2", entities[ 2 ]:GetPos() ) else mat:SetFloat( "$FLOW_VORTEX2", 0 ) end]] end } ) local function RenderSpawnIcon_Prop( model, pos, middle, size ) if ( size < 900 ) then size = size * ( 1 - ( size / 900 ) ) else size = size * ( 1 - ( size / 4096 ) ) end size = math.Clamp( size, 5, 1000 ) local ViewAngle = Angle( 25, 220, 0 ) local ViewPos = pos + ViewAngle:Forward() * size * -15 local view = {} view.fov = 4 + size * 0.04 view.origin = ViewPos + middle view.znear = 1 view.zfar = ViewPos:Distance( pos ) + size * 2 view.angles = ViewAngle return view end local function RenderSpawnIcon_Ragdoll( model, pos, middle, size ) local at = model:GetAttachment( model:LookupAttachment( "eyes" ) ) if ( !at ) then at = { Pos = model:GetPos(), Ang = model:GetAngles() } end local ViewAngle = at.Ang + Angle( -10, 160, 0 ) local ViewPos = at.Pos + ViewAngle:Forward() * -60 + ViewAngle:Up() * -2 local view = {} view.fov = 10 view.origin = ViewPos view.znear = 0.1 view.zfar = 100 view.angles = ViewAngle return view end -- -- For some TF2 ragdolls which do not have "eye" attachments -- local function RenderSpawnIcon_Ragdoll_Head( model, pos, middle, size ) local at = model:GetAttachment( model:LookupAttachment( "head" ) ) if ( !at ) then at = { Pos = model:GetPos(), Ang = model:GetAngles() } end local ViewAngle = at.Ang + Angle( -10, 160, 0 ) local ViewPos = at.Pos + ViewAngle:Forward() * -67 + ViewAngle:Up() * -7 + ViewAngle:Right() * 1.5 local view = {} view.fov = 10 view.origin = ViewPos view.znear = 0.1 view.zfar = 100 view.angles = ViewAngle return view end local function RenderSpawnIcon_Ragdoll_Facemask( model, pos, middle, size ) local at = model:GetAttachment( model:LookupAttachment( "facemask" ) ) if ( !at ) then at = { Pos = model:GetPos(), Ang = model:GetAngles() } end local ViewAngle = at.Ang ViewAngle:RotateAroundAxis( ViewAngle:Right(), -10 ) ViewAngle:RotateAroundAxis( ViewAngle:Up(), 160 ) local ViewPos = at.Pos + ViewAngle:Forward() * -67 + ViewAngle:Up() * -2 + ViewAngle:Right() * -1 local view = {} view.fov = 10 view.origin = ViewPos view.znear = 0.1 view.zfar = 100 view.angles = ViewAngle return view end local function RenderSpawnIcon_Ragdoll_Forward( model, pos, middle, size ) local at = model:GetAttachment( model:LookupAttachment( "forward" ) ) if ( !at ) then at = { Pos = model:GetPos(), Ang = model:GetAngles() } end local ViewAngle = at.Ang + Angle( 10, -20, 0 ) local ViewPos = at.Pos + ViewAngle:Forward() * -67 + ViewAngle:Up() * -1 + ViewAngle:Right() * 2.5 local view = {} view.fov = 10 view.origin = ViewPos view.znear = 0.1 view.zfar = 100 view.angles = ViewAngle return view end local function RenderSpawnIcon_DOD( model, pos, middle, size ) local ViewAngle = Angle( 0, 160, 0 ) local ViewPos = pos + ViewAngle:Forward() * -67 + ViewAngle:Up() * 30 + ViewAngle:Right() * 2.5 local view = {} view.fov = 10 view.origin = ViewPos + middle view.znear = 1 view.zfar = ViewPos:Distance( pos ) + size * 2 view.angles = ViewAngle return view end local function RenderSpawnIcon_CS( model, pos, middle, size ) local ViewAngle = Angle( 0, 160, 0 ) local ViewPos = pos + ViewAngle:Forward() * -70 + ViewAngle:Up() * 32.4 + ViewAngle:Right() * 1.5 local view = {} view.fov = 10 view.origin = ViewPos + middle view.znear = 1 view.zfar = ViewPos:Distance( pos ) + size * 2 view.angles = ViewAngle return view end local function RenderSpawnIcon_Special( model, pos, middle, size, x, y, z ) local ViewAngle = Angle( 15, 140, 0 ) local ViewPos = pos + ViewAngle:Forward() * x + ViewAngle:Up() * y + ViewAngle:Right() * z local view = {} view.fov = 20 view.origin = ViewPos + middle view.znear = 1 view.zfar = ViewPos:Distance( pos ) + size * 2 view.angles = ViewAngle return view end SpawniconGenFunctions = {} function PositionSpawnIcon( model, pos, noAngles ) local mn, mx = model:GetRenderBounds() local middle = ( mn + mx ) * 0.5 local size = 0 size = math.max( size, math.abs( mn.x ) + math.abs( mx.x ) ) size = math.max( size, math.abs( mn.y ) + math.abs( mx.y ) ) size = math.max( size, math.abs( mn.z ) + math.abs( mx.z ) ) model:SetPos( pos ) if ( !noAngles ) then model:SetAngles( angle_zero ) end local ModelName = model:GetModel() ModelName = string.Replace( ModelName, "--", "/" ) ModelName = string.Replace( ModelName, "\\", "/" ) ModelName = string.Replace( ModelName, "//", "/" ) ModelName = string.Replace( ModelName, "\\\\", "/" ) local fnc = SpawniconGenFunctions[ ModelName ] if ( fnc ) then return fnc( model, pos, middle, size ) end if ( model:LookupAttachment( "eyes" ) > 0 ) then return RenderSpawnIcon_Ragdoll( model, pos, middle, size ) end if ( model:LookupAttachment( "head" ) > 0 ) then return RenderSpawnIcon_Ragdoll_Head( model, pos, middle, size ) end -- CS:GO Player Models if ( model:LookupAttachment( "facemask" ) > 0 ) then return RenderSpawnIcon_Ragdoll_Facemask( model, pos, middle, size ) end -- CS:GO Hostages if ( model:LookupAttachment( "forward" ) > 0 ) then return RenderSpawnIcon_Ragdoll_Forward( model, pos, middle, size ) end return RenderSpawnIcon_Prop( model, pos, middle, size ) end -- DOD Player Models SpawniconGenFunctions[ "models/player/american_assault.mdl" ] = RenderSpawnIcon_DOD SpawniconGenFunctions[ "models/player/american_mg.mdl" ] = RenderSpawnIcon_DOD SpawniconGenFunctions[ "models/player/american_rifleman.mdl" ] = RenderSpawnIcon_DOD SpawniconGenFunctions[ "models/player/american_rocket.mdl" ] = RenderSpawnIcon_DOD SpawniconGenFunctions[ "models/player/american_sniper.mdl" ] = RenderSpawnIcon_DOD SpawniconGenFunctions[ "models/player/american_support.mdl" ] = RenderSpawnIcon_DOD SpawniconGenFunctions[ "models/player/german_assault.mdl" ] = RenderSpawnIcon_DOD SpawniconGenFunctions[ "models/player/german_mg.mdl" ] = RenderSpawnIcon_DOD SpawniconGenFunctions[ "models/player/german_rifleman.mdl" ] = RenderSpawnIcon_DOD SpawniconGenFunctions[ "models/player/german_rocket.mdl" ] = RenderSpawnIcon_DOD SpawniconGenFunctions[ "models/player/german_sniper.mdl" ] = RenderSpawnIcon_DOD SpawniconGenFunctions[ "models/player/german_support.mdl" ] = RenderSpawnIcon_DOD -- CS Player Models SpawniconGenFunctions[ "models/player/ct_gign.mdl" ] = RenderSpawnIcon_CS SpawniconGenFunctions[ "models/player/ct_sas.mdl" ] = RenderSpawnIcon_CS SpawniconGenFunctions[ "models/player/ct_urban.mdl" ] = RenderSpawnIcon_CS SpawniconGenFunctions[ "models/player/ct_gsg9.mdl" ] = RenderSpawnIcon_CS SpawniconGenFunctions[ "models/player/t_leet.mdl" ] = RenderSpawnIcon_CS SpawniconGenFunctions[ "models/player/t_phoenix.mdl" ] = RenderSpawnIcon_CS SpawniconGenFunctions[ "models/player/t_arctic.mdl" ] = RenderSpawnIcon_CS SpawniconGenFunctions[ "models/player/t_guerilla.mdl" ] = RenderSpawnIcon_CS -- L4D Models SpawniconGenFunctions[ "models/infected/witch.mdl" ] = function( a, b, c, d ) return RenderSpawnIcon_Special( a, b, c, d, -40, 25, 0 ) end SpawniconGenFunctions[ "models/infected/smoker.mdl" ] = function( a, b, c, d ) return RenderSpawnIcon_Special( a, b, c, d, -60, 33, 10 ) end SpawniconGenFunctions[ "models/infected/hunter.mdl" ] = function( a, b, c, d ) return RenderSpawnIcon_Special( a, b, c, d, -50, 26, 2 ) end SpawniconGenFunctions[ "models/infected/hulk.mdl" ] = function( a, b, c, d ) return RenderSpawnIcon_Special( a, b, c, d, -70, 30, 11 ) end SpawniconGenFunctions[ "models/infected/boomer.mdl" ] = function( a, b, c, d ) return RenderSpawnIcon_Special( a, b, c, d, -50, 27, 0 ) end SpawniconGenFunctions[ "models/infected/common_female01.mdl" ] = function ( model, pos, middle, size ) local at = model:GetAttachment( model:LookupAttachment( "forward" ) ) if ( !at ) then at = { Pos = model:GetPos(), Ang = model:GetAngles() } end local ViewAngle = at.Ang + Angle( 180, 180, 0 ) + Angle( 10, -85, -85 ) local ViewPos = at.Pos + ViewAngle:Forward() * -76 + ViewAngle:Up() * -1.5 + ViewAngle:Right() * 0 return { fov = 10, origin = ViewPos, znear = 0.1, zfar = 200, angles = ViewAngle } end SpawniconGenFunctions[ "models/infected/common_female_nurse01.mdl" ] = SpawniconGenFunctions[ "models/infected/common_female01.mdl" ] SpawniconGenFunctions[ "models/infected/common_female_rural01.mdl" ] = SpawniconGenFunctions[ "models/infected/common_female01.mdl" ] SpawniconGenFunctions[ "models/infected/common_male01.mdl" ] = SpawniconGenFunctions[ "models/infected/common_female01.mdl" ] SpawniconGenFunctions[ "models/infected/common_test.mdl" ] = SpawniconGenFunctions[ "models/infected/common_female01.mdl" ] SpawniconGenFunctions[ "models/infected/common_morph_test.mdl" ] = SpawniconGenFunctions[ "models/infected/common_female01.mdl" ] -- Bad start animation SpawniconGenFunctions[ "models/infected/common_male_fallen_survivor.mdl" ] = SpawniconGenFunctions[ "models/infected/common_female01.mdl" ] -- Bad start animation SpawniconGenFunctions[ "models/infected/common_male_baggagehandler_01.mdl" ] = SpawniconGenFunctions[ "models/infected/common_male01.mdl" ] SpawniconGenFunctions[ "models/infected/common_male_pilot.mdl" ] = SpawniconGenFunctions[ "models/infected/common_male01.mdl" ] SpawniconGenFunctions[ "models/infected/common_male_rural01.mdl" ] = SpawniconGenFunctions[ "models/infected/common_male01.mdl" ] SpawniconGenFunctions[ "models/infected/common_male_suit.mdl" ] = SpawniconGenFunctions[ "models/infected/common_male01.mdl" ] SpawniconGenFunctions[ "models/infected/common_military_male01.mdl" ] = SpawniconGenFunctions[ "models/infected/common_male01.mdl" ] SpawniconGenFunctions[ "models/infected/common_police_male01.mdl" ] = SpawniconGenFunctions[ "models/infected/common_male01.mdl" ] SpawniconGenFunctions[ "models/infected/common_patient_male01.mdl" ] = SpawniconGenFunctions[ "models/infected/common_male01.mdl" ] SpawniconGenFunctions[ "models/infected/common_surgeon_male01.mdl" ] = SpawniconGenFunctions[ "models/infected/common_male01.mdl" ] -- Bad start animation SpawniconGenFunctions[ "models/infected/common_tsaagent_male01.mdl" ] = SpawniconGenFunctions[ "models/infected/common_male01.mdl" ] SpawniconGenFunctions[ "models/infected/common_worker_male01.mdl" ] = SpawniconGenFunctions[ "models/infected/common_male01.mdl" ] -- ZPS Zombies SpawniconGenFunctions[ "models/zombies/zombie0/zombie0.mdl" ] = function( a, b, c, d ) return RenderSpawnIcon_Special( a, b, c, d, -100, 17, 10 ) end SpawniconGenFunctions[ "models/zombies/zombie1/zombie1.mdl" ] = function( a, b, c, d ) return RenderSpawnIcon_Special( a, b, c, d, -100, 17, 10 ) end SpawniconGenFunctions[ "models/zombies/zombie2/zombie2.mdl" ] = function( a, b, c, d ) return RenderSpawnIcon_Special( a, b, c, d, -100, 17, 10 ) end SpawniconGenFunctions[ "models/zombies/zombie3/zombie3.mdl" ] = function( a, b, c, d ) return RenderSpawnIcon_Special( a, b, c, d, -100, 17, 10 ) end SpawniconGenFunctions[ "models/zombies/zombie4/zombie4.mdl" ] = function( a, b, c, d ) return RenderSpawnIcon_Special( a, b, c, d, -100, 17, 10 ) end SpawniconGenFunctions[ "models/zombies/zombie5/zombie5.mdl" ] = function( a, b, c, d ) return RenderSpawnIcon_Special( a, b, c, d, -100, 17, 10 ) end -- L4D2 SpawniconGenFunctions[ "models/infected/boomette.mdl" ] = function( a, b, c, d ) return RenderSpawnIcon_Special( a, b, c, d, -50, 28, 0 ) end SpawniconGenFunctions[ "models/infected/charger.mdl" ] = function( a, b, c, d ) return RenderSpawnIcon_Special( a, b, c, d, -70, 14, 20 ) end SpawniconGenFunctions[ "models/infected/jockey.mdl" ] = function( a, b, c, d ) return RenderSpawnIcon_Special( a, b, c, d, -50, 0, 7 ) end SpawniconGenFunctions[ "models/infected/spitter.mdl" ] = function( a, b, c, d ) return RenderSpawnIcon_Special( a, b, c, d, -1, 0, -70 ) end -- as good as deleted SpawniconGenFunctions[ "models/infected/hulk_dlc3.mdl" ] = SpawniconGenFunctions[ "models/infected/hulk.mdl" ]