--[[ | 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/ --]] AddCSLuaFile() DEFINE_BASECLASS( "base_light" ) ENT.Spawnable = true ENT.AdminOnly = true ENT.PrintName = "Expensive Light (new)" ENT.Category = "Render" function ENT:SetupDataTables() self:NetworkVar( "Bool", 0, "ActiveState", { KeyName = "activestate", Edit = { type = "Boolean", title = "Enable", order = 1, category = "Main" } } ) self:NetworkVar( "Bool", 1, "DrawHelper", { KeyName = "drawhelper", Edit = { type = "Boolean", title = "Draw Helper", order = 8, category = "Render" } } ) self:NetworkVar( "Bool", 2, "DrawSprite", { KeyName = "drawsprite", Edit = { type = "Boolean", title = "Draw Sprite", order = 7, category = "Render" } } ) self:NetworkVar( "Bool", 3, "Shadows", { KeyName = "shadows", Edit = { type = "Boolean", title = "Shadows", order = 6, category = "Effect" } } ) self:NetworkVar( "Float", 0, "Brightness", { KeyName = "brightness", Edit = { type = "Float", min = 0.01, max = 15, title = "Brightness", order = 3, category = "Light" } } ) self:NetworkVar( "Float", 1, "FarZ", { KeyName = "farz", Edit = { type = "Float", min = 32, max = 2048, title = "Size", order = 5, category = "Light" } } ) self:NetworkVar( "Float", 2, "NearZ", { KeyName = "nearz", Edit = { type = "Float", min = 2, max = 16, title = "Near Z", order = 4, category = "Light" } } ) self:NetworkVar( "Vector", 0, "LightColor", { KeyName = "lightcolor", Edit = { type = "RGBColor", title = "Color", order = 2, category = "Light" } } ) if ( SERVER ) then self:SetActiveState( true ) self:SetDrawHelper( true ) self:SetDrawSprite( true ) self:SetShadows( true ) self:SetBrightness( 0.25 ) self:SetFarZ( 512 ) self:SetNearZ( 4 ) self:SetLightColor( Vector( 255, 255, 255 ) ) end end if ( SERVER ) then function ENT:Initialize() BaseClass.Initialize( self ) end function ENT:SpawnedInSandbox( ply ) ply:AddCleanup( "advlights_expensive_lights", self ) end function ENT:SpawnFunction( ply, tr, ClassName ) if ( not tr.Hit ) then return end local ent = ents.Create( ClassName ) ent:SetPos( tr.HitPos + ( tr.HitNormal * 32 ) ) ent:Spawn() ent:Activate() ent:SpawnedInSandbox( ply ) return ent end duplicator.RegisterEntityClass( "expensive_light_new", function( ply, data ) local ent = duplicator.GenericDuplicatorFunction( ply, data ) if ( not IsValid( ent ) ) then return end ent:SpawnedInSandbox( ply ) return ent end, "Data" ) function ENT:CanTool( ply, trace, name ) if ( name == "colour" ) then self:colour_tool( ply, trace ) return false elseif ( name == "light" ) then self:light_tool( ply, trace ) return false end return true end end if ( CLIENT ) then local fov = math.deg( math.atan( 512 / 511 ) ) * 2 local lx = "effects/lx" function ENT:UpdateProjectedTexture( L, pos, ang, Shadows, FarZ, NearZ, LightColor, Brightness ) L:SetPos( pos ) L:SetAngles( ang ) L:SetEnableShadows( Shadows ) L:SetFarZ( FarZ ) L:SetNearZ( NearZ ) L:SetFOV( fov ) L:SetOrthographic( false ) L:SetColor( LightColor ) L:SetBrightness( Brightness ) L:SetTexture( lx ) L:Update() end local EMPTY_ANG = Angle( 0, 0, 0 ) function ENT:CreateAllProjectedTextures() local Shadows = self:BoolToString( self:GetShadows() ) local FarZ = self:GetFarZ() local NearZ = self:GetNearZ() local LightColor = self:VectorToColor( self:GetLightColor() ) local Brightness = self:GetBrightness() local pos = self:GetPos() local ang = self:GetAngles() local L = ProjectedTexture() if ( IsValid( L ) ) then self.FR = L self:UpdateProjectedTexture( L, pos, ang, Shadows, FarZ, NearZ, LightColor, Brightness ) end local up = ang:Up() EMPTY_ANG:Set( ang ) EMPTY_ANG:RotateAroundAxis( up, 180 ) L = ProjectedTexture() if ( IsValid( L ) ) then self.BK = L self:UpdateProjectedTexture( L, pos, EMPTY_ANG, Shadows, FarZ, NearZ, LightColor, Brightness ) end EMPTY_ANG:Set( ang ) EMPTY_ANG:RotateAroundAxis( up, 90 ) L = ProjectedTexture() if ( IsValid( L ) ) then self.RI = L self:UpdateProjectedTexture( L, pos, EMPTY_ANG, Shadows, FarZ, NearZ, LightColor, Brightness ) end EMPTY_ANG:Set( ang ) EMPTY_ANG:RotateAroundAxis( up, 270 ) L = ProjectedTexture() if ( IsValid( L ) ) then self.LF = L self:UpdateProjectedTexture( L, pos, EMPTY_ANG, Shadows, FarZ, NearZ, LightColor, Brightness ) end local ri = ang:Right() EMPTY_ANG:Set( ang ) EMPTY_ANG:RotateAroundAxis( ri, 90 ) L = ProjectedTexture() if ( IsValid( L ) ) then self.UP = L self:UpdateProjectedTexture( L, pos, EMPTY_ANG, Shadows, FarZ, NearZ, LightColor, Brightness ) end EMPTY_ANG:Set( ang ) EMPTY_ANG:RotateAroundAxis( ri, 270 ) L = ProjectedTexture() if ( IsValid( L ) ) then self.DN = L self:UpdateProjectedTexture( L, pos, EMPTY_ANG, Shadows, FarZ, NearZ, LightColor, Brightness ) end end function ENT:UpdateAllProjectedTextures() local Shadows = self:GetShadows() local FarZ = self:GetFarZ() local NearZ = self:GetNearZ() local LightColor = self:VectorToColor( self:GetLightColor() ) local Brightness = self:GetBrightness() local pos = self:GetPos() local ang = self:GetAngles() local L = self.FR if ( IsValid( L ) ) then self:UpdateProjectedTexture( L, pos, ang, Shadows, FarZ, NearZ, LightColor, Brightness ) end local up = ang:Up() EMPTY_ANG:Set( ang ) EMPTY_ANG:RotateAroundAxis( up, 180 ) L = self.BK if ( IsValid( L ) ) then self:UpdateProjectedTexture( L, pos, EMPTY_ANG, Shadows, FarZ, NearZ, LightColor, Brightness ) end EMPTY_ANG:Set( ang ) EMPTY_ANG:RotateAroundAxis( up, 90 ) L = self.RI if ( IsValid( L ) ) then self:UpdateProjectedTexture( L, pos, EMPTY_ANG, Shadows, FarZ, NearZ, LightColor, Brightness ) end EMPTY_ANG:Set( ang ) EMPTY_ANG:RotateAroundAxis( up, 270 ) L = self.LF if ( IsValid( L ) ) then self:UpdateProjectedTexture( L, pos, EMPTY_ANG, Shadows, FarZ, NearZ, LightColor, Brightness ) end local ri = ang:Right() EMPTY_ANG:Set( ang ) EMPTY_ANG:RotateAroundAxis( ri, 90 ) L = self.UP if ( IsValid( L ) ) then self:UpdateProjectedTexture( L, pos, EMPTY_ANG, Shadows, FarZ, NearZ, LightColor, Brightness ) end EMPTY_ANG:Set( ang ) EMPTY_ANG:RotateAroundAxis( ri, 270 ) L = self.DN if ( IsValid( L ) ) then self:UpdateProjectedTexture( L, pos, EMPTY_ANG, Shadows, FarZ, NearZ, LightColor, Brightness ) end end function ENT:RemoveAllProjectedTextures() local L = self.FR if ( IsValid( L ) ) then L:Remove() self.FR = NULL end L = self.BK if ( IsValid( L ) ) then L:Remove() self.BK = NULL end L = self.RI if ( IsValid( L ) ) then L:Remove() self.RI = NULL end L = self.LF if ( IsValid( L ) ) then L:Remove() self.LF = NULL end L = self.UP if ( IsValid( L ) ) then L:Remove() self.UP = NULL end L = self.DN if ( IsValid( L ) ) then L:Remove() self.DN = NULL end end function ENT:Initialize() self.PixVis = util.GetPixelVisibleHandle() if ( self:GetActiveState() ) then self.WasActive = true self:CreateAllProjectedTextures() else self.WasActive = false end end function ENT:Think() if ( self:GetActiveState() ) then if ( self.WasActive ) then self:UpdateAllProjectedTextures() else self.WasActive = true self:CreateAllProjectedTextures() end elseif ( self.WasActive ) then self.WasActive = false self:RemoveAllProjectedTextures() end end function ENT:OnRemove() self:RemoveAllProjectedTextures() end local spritemat = Material( "sprites/light_ignorez" ) local helpermat = Material( "sprites/helper_tri" ) function ENT:Draw() if ( ( halo.RenderedEntity() ~= self ) and self:GetActiveState() and self:GetDrawSprite() ) then local pos = self:GetPos() local Visible = util.PixelVisible( pos, 4, self.PixVis ) if ( ( Visible ) and ( Visible > 0.1 ) ) then local c = self:GetLightColor() local i = self:GetBrightness() local s = ( i / 0.25 ) ^ 0.5 * 32 s = s * Visible render.SetMaterial( spritemat ) render.DrawSprite( pos, s, s, Color( self:ColorC( c.x ), self:ColorC( c.y ), self:ColorC( c.z ), math.Round( Visible * 255 ) ) ) end end if ( ( not self:Camera() ) and self:GetDrawHelper() ) then local pos = self:GetPos() local ang = self:GetAngles() local fw = ang:Forward() local ri = ang:Right() local up = ang:Up() render.SetMaterial( helpermat ) render.DrawBeam( pos + ( fw * 2 ), pos + ( fw * 4 ), 0.5, 1, 0, self.c_r ) render.DrawBeam( pos + ( fw * -2 ), pos + ( fw * -4 ), 0.5, 1, 0, self.c_c ) render.DrawBeam( pos + ( ri * 2 ), pos + ( ri * 4 ), 0.5, 1, 0, self.c_g ) render.DrawBeam( pos + ( ri * -2 ), pos + ( ri * -4 ), 0.5, 1, 0, self.c_m ) render.DrawBeam( pos + ( up * 2 ), pos + ( up * 4 ), 0.5, 1, 0, self.c_b ) render.DrawBeam( pos + ( up * -2 ), pos + ( up * -4 ), 0.5, 1, 0, self.c_y ) end end end