--[[ | 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/ --]] if (!file.Exists("autorun/vj_base_autorun.lua","LUA")) then return end IncludeCS("ai_translations.lua") SWEP.IsVJBaseWeapon = true ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------ Core & Information-Related Variables ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ //SWEP.Base = "weapon_base" SWEP.PrintName = "VJ Weapon Base" SWEP.Author = "DrVrej" SWEP.Contact = "http://steamcommunity.com/groups/vrejgaming" SWEP.Purpose = "This weapon is made for Players and NPCs" SWEP.Instructions = "Controls are like a regular weapon." SWEP.Category = "VJ Base" //SWEP.Spawnable = false //SWEP.AdminOnly = false SWEP.MadeForNPCsOnly = false -- Is this weapon meant to be for NPCs only? SWEP.HoldType = "ar2" ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------ View Model Variables ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ SWEP.ViewModel = "models/weapons/v_flaregun.mdl" SWEP.UseHands = false -- Should this weapon use Garry's Mod hands? (The model must support it!) SWEP.ViewModelFlip = false -- Flip the model? Usually used for CS:S models SWEP.ViewModelFOV = 55 -- Player FOV for the view model SWEP.BobScale = 1.5 -- Bob effect when moving SWEP.SwayScale = 1 -- Default is 1, The scale of the viewmodel sway SWEP.CSMuzzleFlashes = false -- Recommended to enable for Counter Strike: Source models SWEP.DrawAmmo = true -- Draw regular Garry's Mod HUD? SWEP.DrawCrosshair = true -- Draw Crosshair? ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------ World Model Variables ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ SWEP.WorldModel = "models/weapons/w_rif_ak47.mdl" SWEP.WorldModel_UseCustomPosition = false -- Should the gun use custom position? This can be used to fix guns that are in the crotch SWEP.WorldModel_CustomPositionAngle = Vector(0, 0, 0) SWEP.WorldModel_CustomPositionOrigin = Vector(0, 0, 0) SWEP.WorldModel_CustomPositionBone = "ValveBiped.Bip01_R_Hand" -- The bone it will use as the main point (Owner's bone) SWEP.WorldModel_Invisible = false -- Should the world model be invisible? SWEP.WorldModel_NoShadow = false -- Should the world model have a shadow? ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------ General NPC Variables ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- Set this to false to disable the timer automatically running the firing code, this allows for event-based SNPCs to fire at their own pace: SWEP.NPC_NextPrimaryFire = 0.1 -- Next time it can use primary fire -- Note: Melee weapons automatically change this number! SWEP.NPC_TimeUntilFire = 0.1 -- How much time until the bullet/projectile is fired? SWEP.NPC_TimeUntilFireExtraTimers = {} -- Extra timers, which will make the gun fire again! | The seconds are counted after the self.NPC_TimeUntilFire! SWEP.NPC_CustomSpread = 1 -- This is added on top of the custom spread that's set inside the SNPC! | Starting from 1: Closer to 0 = better accuracy, Farther than 1 = worse accuracy SWEP.NPC_BulletSpawnAttachment = "" -- The attachment that the bullet spawns on, leave empty for base to decide! SWEP.NPC_CanBePickedUp = true -- Can this weapon be picked up by NPCs? (Ex: Rebels) SWEP.NPC_StandingOnly = false -- If true, the weapon can only be fired if the NPC is standing still -- ====== Firing Distance ====== -- SWEP.NPC_FiringDistanceScale = 1 -- Changes how far the NPC can fire | 1 = No change, x < 1 = closer, x > 1 = farther SWEP.NPC_FiringDistanceMax = 100000 -- Maximum firing distance | Clamped at the maximum sight distance of the NPC -- ====== Reload Variables ====== -- SWEP.NPC_HasReloadSound = true -- Should it play a sound when the base detects the SNPC playing a reload animation? SWEP.NPC_ReloadSound = {} -- Sounds it plays when the base detects the SNPC playing a reload animation SWEP.NPC_ReloadSoundLevel = 60 -- How far does the sound go? -- ====== Before Fire Sound Variables ====== -- -- NOTE: This only works with VJ Human SNPCs! SWEP.NPC_BeforeFireSound = {} -- Plays a sound before the firing code is ran, usually in the beginning of the animation SWEP.NPC_BeforeFireSoundLevel = 70 -- How far does the sound go? SWEP.NPC_BeforeFireSoundPitch = VJ_Set(90, 100) -- How much time until the secondary fire can be used again? -- ====== Extra Firing Sound Variables ====== -- SWEP.NPC_ExtraFireSound = {} -- Plays an extra sound after it fires (Example: Bolt action sound) SWEP.NPC_ExtraFireSoundTime = 0.4 -- How much time until it plays the sound (After Firing)? SWEP.NPC_ExtraFireSoundLevel = 70 -- How far does the sound go? SWEP.NPC_ExtraFireSoundPitch = VJ_Set(90, 100) -- How much time until the secondary fire can be used again? -- ====== Secondary Fire Variables ====== -- SWEP.NPC_HasSecondaryFire = false -- Can the weapon have a secondary fire? SWEP.NPC_SecondaryFireEnt = "obj_vj_grenade_rifle" -- The entity to fire, this only applies if self:NPC_SecondaryFire() has NOT been overridden! SWEP.NPC_SecondaryFireChance = 3 -- Chance that the secondary fire is used | 1 = always SWEP.NPC_SecondaryFireNext = VJ_Set(12, 15) -- How much time until the secondary fire can be used again? SWEP.NPC_SecondaryFireDistance = 1000 -- How close does the owner's enemy have to be for it to fire? SWEP.NPC_HasSecondaryFireSound = true -- Can the secondary fire sound be played? SWEP.NPC_SecondaryFireSound = {} -- The sound it plays when the secondary fire is used SWEP.NPC_SecondaryFireSoundLevel = 90 -- The sound level to use for the secondary firing sound ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------ General Player Variables ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- ====== Inventory-Related Variables ====== -- SWEP.Slot = 2 -- Which weapon slot you want your SWEP to be in? (1 2 3 4 5 6) SWEP.SlotPos = 4 -- Which part of that slot do you want the SWEP to be in? (1 2 3 4 5 6) SWEP.Weight = 30 -- Decides whether we should switch from/to this SWEP.AutoSwitchTo = false -- Auto switch to this weapon when it's picked up SWEP.AutoSwitchFrom = false -- Auto switch weapon when the owner picks up a better weapon SWEP.DrawWeaponInfoBox = true -- Should the information box show in the weapon selection menu? SWEP.BounceWeaponIcon = true -- Should the icon bounce in the weapon selection menu? -- ====== Deployment Variables ====== -- SWEP.AnimTbl_Deploy = {ACT_VM_DRAW} SWEP.HasDeploySound = true -- Does the weapon have a deploy sound? SWEP.DeploySound = {} -- Sound played when the weapon is deployed -- ====== Idle Variables ====== -- SWEP.HasIdleAnimation = true -- Does it have a idle animation? SWEP.AnimTbl_Idle = {ACT_VM_IDLE} -- ====== Reload Variables ====== -- SWEP.HasReloadSound = false -- Does it have a reload sound? Remember even if this is set to false, the animation sound will still play! SWEP.ReloadSound = {} SWEP.AnimTbl_Reload = {ACT_VM_RELOAD} SWEP.Reload_TimeUntilAmmoIsSet = 1 -- Time until ammo is set to the weapon -- ====== Secondary Fire Variables ====== -- SWEP.Secondary.Automatic = false -- Is it automatic? SWEP.Secondary.Ammo = "none" -- Ammo type SWEP.Secondary.TakeAmmo = 1 -- How much ammo should it take on each shot? -- To let the base automatically detect the animation duration, set this to false: SWEP.Secondary.Delay = false -- Time until it can shoot again SWEP.AnimTbl_SecondaryFire = {ACT_VM_SECONDARYATTACK} ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------ Dry Fire Variables ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- Examples: Under water, out of ammo SWEP.HasDryFireSound = true -- Should it play a sound when it's out of ammo? SWEP.DryFireSound = {} -- The sound that it plays when the weapon is out of ammo SWEP.DryFireSoundLevel = 50 -- Dry fire sound level SWEP.DryFireSoundPitch = VJ_Set(90, 100) -- Dry fire sound pitch ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------ Primary Fire Variables ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ SWEP.Primary.DisableBulletCode = false -- The bullet won't spawn, this can be used when creating a projectile-based weapon SWEP.Primary.AllowFireInWater = false -- If true, you will be able to use primary fire in water SWEP.Primary.Damage = 5 -- Damage SWEP.Primary.PlayerDamage = "Same" -- Only applies for players | "Same" = Same as self.Primary.Damage, "Double" = Double the self.Primary.Damage OR put a number to be different from self.Primary.Damage SWEP.Primary.Force = 5 -- Force applied on the object the bullet hits SWEP.Primary.NumberOfShots = 1 -- How many shots per attack? SWEP.Primary.ClipSize = 30 -- Max amount of bullets per clip SWEP.Primary.PickUpAmmoAmount = "Default" -- How much ammo should the player get the gun is picked up? | "Default" = 3 Clips SWEP.Primary.Recoil = 0.3 -- How much recoil does the player get? SWEP.Primary.Cone = 7 -- How accurate is the bullet? (Players) SWEP.Primary.Delay = 0.1 -- Time until it can shoot again SWEP.Primary.Tracer = 1 SWEP.Primary.TracerType = "Tracer" -- Tracer type (Examples: AR2) SWEP.Primary.TakeAmmo = 1 -- How much ammo should it take on each shot? SWEP.Primary.Automatic = true -- Is it automatic? SWEP.Primary.Ammo = "SMG1" -- Ammo type SWEP.AnimTbl_PrimaryFire = {ACT_VM_PRIMARYATTACK} -- ====== Sound Variables ====== -- SWEP.Primary.Sound = {} SWEP.Primary.SoundLevel = 80 SWEP.Primary.SoundPitch = VJ_Set(90, 100) SWEP.Primary.SoundVolume = 1 SWEP.Primary.DistantSound = {} SWEP.Primary.HasDistantSound = true -- Does it have a distant sound when the gun is shot? SWEP.Primary.DistantSoundLevel = 140 -- Distant sound level SWEP.Primary.DistantSoundPitch = VJ_Set(90, 110) -- Distant sound pitch SWEP.Primary.DistantSoundVolume = 1 -- Distant sound volume -- ====== Effect Variables ====== -- SWEP.PrimaryEffects_MuzzleFlash = true SWEP.PrimaryEffects_MuzzleParticles = {"vj_rifle_full"} SWEP.PrimaryEffects_MuzzleParticlesAsOne = false -- If set to true, the base will spawn all the given particles instead of picking one SWEP.PrimaryEffects_MuzzleAttachment = "muzzle" SWEP.PrimaryEffects_SpawnShells = true SWEP.PrimaryEffects_ShellAttachment = "shell" SWEP.PrimaryEffects_ShellType = "VJ_Weapon_RifleShell1" -- VJ_Weapon_RifleShell1 | VJ_Weapon_PistolShell1 | VJ_Weapon_ShotgunShell1 SWEP.PrimaryEffects_SpawnDynamicLight = true SWEP.PrimaryEffects_DynamicLightBrightness = 4 SWEP.PrimaryEffects_DynamicLightDistance = 120 SWEP.PrimaryEffects_DynamicLightColor = Color(255, 150, 60) -- ====== Melee Variables ====== -- SWEP.IsMeleeWeapon = false -- Should this weapon be a melee weapon? SWEP.MeleeWeaponDistance = 100 -- If it's this close, it will attack SWEP.MeleeWeaponSound_Hit = {"physics/flesh/flesh_impact_bullet1.wav"} -- Sound it plays when it hits something SWEP.MeleeWeaponSound_Miss = {"weapons/iceaxe/iceaxe_swing1.wav"} -- Sound it plays when it misses (Doesn't hit anything) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------ Customization Functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- Use the functions below to customize certain parts of the base or to add new custom systems --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:CustomOnInitialize() end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:CustomOnEquip(newOwner) end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:CustomOnThink() end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:CustomOnNPC_ServerThink() end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:CustomOnReload() end --------------------------------------------------------------------------------------------------------------------------------------------- -- Unlike CustomOnReload(), this is called AFTER the reload animation has finished -- This only works for players and VJ Humans! function SWEP:CustomOnReload_Finish() return true end -- Return false to to override base code --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:CustomOnPrimaryAttack_BeforeShoot() end -- Return true to not run rest of the firing code --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:CustomOnPrimaryAttack_AfterShoot() end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:CustomOnPrimaryAttack_MeleeHit(ent) end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:CustomOnPrimaryAttack_BulletCallback(attacker, tr, dmginfo) end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:CustomOnPrimaryAttackEffects() return true end -- Return false to disable the base effects --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:NPC_SecondaryFire_BeforeTimer(eneEnt, fireTime) end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:NPC_SecondaryFire() -- Override this function if you want to make your own secondary attack! local owner = self:GetOwner() local pos = self:GetNW2Vector("VJ_CurBulletPos") local proj = ents.Create(self.NPC_SecondaryFireEnt) proj:SetPos(pos) proj:SetAngles(owner:GetAngles()) proj:SetOwner(owner) proj:Spawn() proj:Activate() local phys = proj:GetPhysicsObject() if IsValid(phys) then phys:Wake() phys:SetVelocity(owner:CalculateProjectile("Curve", pos, owner.EnemyData.LastVisiblePos, 1000)) end end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:CustomOnSecondaryAttack() return true end -- Players only! | Return false to override base code --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:CustomBulletSpawnPosition() return false end -- Return a position to override the bullet spawn position --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:CustomOnFireAnimationEvent(pos, ang, event, options) return false end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:CustomOnDrawWorldModel() return true end -- Return false to not draw the world model | This is client side only! --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:CustomOnDeploy() end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:CustomOnIdle() end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:CustomOnHolster(newWep) return true end -- Return false to disallow the weapon from switching --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:CustomOnRemove() end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------ ///// WARNING: Don't touch anything below this line! \\\\\ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ SWEP.RenderGroup = RENDERGROUP_OPAQUE SWEP.Reloading = false SWEP.NextReloadT = 0 SWEP.NextIdleT = 0 SWEP.InitHasIdleAnimation = false SWEP.Primary.DefaultClip = 0 SWEP.NextNPCDrySoundT = 0 SWEP.NPC_NextPrimaryFireT = 0 SWEP.NPC_AnimationSet = "Custom" SWEP.NPC_SecondaryFireNextT = 0 SWEP.NPC_SecondaryFirePerforming = false SWEP.LastOwner = NULL -- !!!!!!!!!!!!!! DO NOT USE THIS VARIABLE !!!!!!!!!!!!!! [Backwards Compatibility!] -- Basically if someone is retrieving "VJ_CurBulletPos" using NW, it will convert it to NW2 otherwise it just runs the regular code local entMETA = FindMetaTable("Entity") local wepMETA = FindMetaTable("Weapon") local old_GetNWVector = entMETA.GetNWVector function wepMETA:GetNWVector(name, default) if name == "VJ_CurBulletPos" then return self:GetNW2Vector("VJ_CurBulletPos", default) else return old_GetNWVector(self, name, default) end end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:GetCapabilities() return bit.bor(CAP_WEAPON_RANGE_ATTACK1,CAP_INNATE_RANGE_ATTACK1) end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:Initialize() self:SetNW2Vector("VJ_CurBulletPos", self:GetPos()) self:SetHoldType(self.HoldType) if self.HasIdleAnimation == true then self.InitHasIdleAnimation = true end self.NPC_SecondaryFireNextT = CurTime() + math.Rand(self.NPC_SecondaryFireNext.a, self.NPC_SecondaryFireNext.b) self:CustomOnInitialize() if SERVER then //self:SetWeaponHoldType(self.HoldType) self:SetNPCMinBurst(10) self:SetNPCMaxBurst(20) self:SetNPCFireRate(10) end self:SetDefaultValues(self.HoldType) end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:Equip(newOwner) -- Do NOT set the clip if this is simply a weapon switch (Specifically for VJ NPCs) if self.LastOwner == NULL then self:SetClip1(self.Primary.ClipSize) end if newOwner:IsPlayer() then if self.Primary.PickUpAmmoAmount == "Default" then newOwner:GiveAmmo(self.Primary.ClipSize * 2, self.Primary.Ammo) elseif isnumber(self.Primary.PickUpAmmoAmount) then newOwner:GiveAmmo(self.Primary.PickUpAmmoAmount, self.Primary.Ammo) end //newOwner:RemoveAmmo(self.Primary.DefaultClip,self.Primary.Ammo) if self.MadeForNPCsOnly == true then newOwner:PrintMessage(HUD_PRINTTALK, self.PrintName.." removed! It's made for NPCs only!") self:Remove() end elseif newOwner:IsNPC() then -- For default HL2 NPCs if VJ_AnimationExists(newOwner,ACT_WALK_AIM_PISTOL) == true && VJ_AnimationExists(newOwner,ACT_RUN_AIM_PISTOL) == true && VJ_AnimationExists(newOwner,ACT_POLICE_HARASS1) == true then self.NPC_AnimationSet = "Metrocop" elseif VJ_AnimationExists(newOwner,"cheer1") == true && VJ_AnimationExists(newOwner,"wave_smg1") == true && VJ_AnimationExists(newOwner,ACT_BUSY_SIT_GROUND) == true then self.NPC_AnimationSet = "Rebel" elseif VJ_AnimationExists(newOwner,"signal_takecover") == true && VJ_AnimationExists(newOwner,"grenthrow") == true && VJ_AnimationExists(newOwner,"bugbait_hit") == true then self.NPC_AnimationSet = "Combine" end if newOwner:GetClass() == "npc_citizen" then newOwner:Fire("DisableWeaponPickup") end -- If it's a citizen, disable them picking up weapons from the ground newOwner:SetKeyValue("spawnflags", "256") -- Long Visibility Shooting since HL2 NPCs are blind hook.Add("Think", self, self.NPC_ServerNextFire) if newOwner.IsVJBaseSNPC && newOwner.IsVJBaseSNPC_Human == true then newOwner.Weapon_OriginalFiringDistanceFar = newOwner.Weapon_OriginalFiringDistanceFar or newOwner.Weapon_FiringDistanceFar if self.IsMeleeWeapon == true then newOwner.Weapon_FiringDistanceFar = self.MeleeWeaponDistance else newOwner.Weapon_FiringDistanceFar = math.Clamp(newOwner.Weapon_OriginalFiringDistanceFar * self.NPC_FiringDistanceScale, newOwner.Weapon_FiringDistanceClose, self.NPC_FiringDistanceMax) end end end self:CustomOnEquip(newOwner) self.LastOwner = newOwner end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:SetDefaultValues(hType, overrideSds) hType = hType or "ar2" overrideSds = overrideSds or false if hType == "pistol" then if VJ_PICK(self.DeploySound) == false or overrideSds == true then self.DeploySound = {"weapons/draw_pistol.wav"} end if VJ_PICK(self.DryFireSound) == false or overrideSds == true then self.DryFireSound = {"vj_weapons/dryfire_pistol.wav"} end if VJ_PICK(self.NPC_ReloadSound) == false or overrideSds == true then self.NPC_ReloadSound = {"vj_weapons/reload_pistol.wav"} end elseif hType == "revolver" then if VJ_PICK(self.DeploySound) == false or overrideSds == true then self.DeploySound = {"weapons/draw_pistol.wav"} end if VJ_PICK(self.DryFireSound) == false or overrideSds == true then self.DryFireSound = {"vj_weapons/dryfire_revolver.wav"} end if VJ_PICK(self.NPC_ReloadSound) == false or overrideSds == true then self.NPC_ReloadSound = {"vj_weapons/reload_revolver.wav"} end elseif hType == "shotgun" or hType == "crossbow" then if VJ_PICK(self.DeploySound) == false or overrideSds == true then self.DeploySound = {"weapons/draw_rifle.wav"} end if VJ_PICK(self.DryFireSound) == false or overrideSds == true then self.DryFireSound = {"vj_weapons/dryfire_rifle.wav"} end if VJ_PICK(self.NPC_ReloadSound) == false or overrideSds == true then self.NPC_ReloadSound = {"vj_weapons/reload_shotgun.wav"} end elseif hType == "rpg" then if VJ_PICK(self.DeploySound) == false or overrideSds == true then self.DeploySound = {"weapons/draw_rifle.wav"} end if VJ_PICK(self.DryFireSound) == false or overrideSds == true then self.DryFireSound = {"vj_weapons/dryfire_rifle.wav"} end if VJ_PICK(self.NPC_ReloadSound) == false or overrideSds == true then self.NPC_ReloadSound = {"vj_weapons/reload_rpg.wav"} end elseif hType == "smg" or hType == "ar2" then if VJ_PICK(self.DeploySound) == false or overrideSds == true then self.DeploySound = {"weapons/draw_rifle.wav"} end if VJ_PICK(self.DryFireSound) == false or overrideSds == true then self.DryFireSound = {"vj_weapons/dryfire_rifle.wav"} end if VJ_PICK(self.NPC_ReloadSound) == false or overrideSds == true then self.NPC_ReloadSound = {"vj_weapons/reload_rifle.wav"} end elseif hType == "melee" or hType == "melee2" or hType == "knife" then self.HasDryFireSound = false self.NPC_HasReloadSound = false self.DeploySound = {"weapons/draw_rifle.wav"} else self.DryFireSound = {"vj_weapons/dryfire_rifle.wav"} self.NPC_ReloadSound = {"vj_weapons/reload_rifle.wav"} self.DeploySound = {"weapons/draw_rifle.wav"} end end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:TranslateActivity(act) local owner = self:GetOwner() if (owner:IsNPC()) then if owner.IsVJBaseSNPC_Human == true then local wepT = owner.WeaponAnimTranslations[act] if (wepT) then if istable(wepT) then return VJ_PICK(wepT) end return wepT end elseif (self.ActivityTranslateAI[act]) then -- For non-VJ Human NPCs return self.ActivityTranslateAI[act] end return -1 end -- For non-NPCs if (self.ActivityTranslate[act] != nil) then return self.ActivityTranslate[act] end return -1 end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:CanBePickedUpByNPCs() return self.NPC_CanBePickedUp end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:NPC_ServerNextFire() if CLIENT or !IsValid(self) then return end local owner = self:GetOwner() if !IsValid(owner) or !owner:IsNPC() then return end if owner:GetActiveWeapon() != self then return end if self.IsMeleeWeapon == false then local pos = self:DecideBulletPosition() if pos != nil then self:SetNW2Vector("VJ_CurBulletPos", pos) end end if owner:GetActivity() == nil then return end //print("------------------") //VJ_CreateTestObject(self:DecideBulletPosition(),self:GetAngles(),Color(255,0,255),1) //VJ_CreateTestObject(self:GetNW2Vector("VJ_CurBulletPos"),self:GetAngles(),Color(0,0,255),1) self:RunWorldModelThink() self:CustomOnThink() self:CustomOnNPC_ServerThink() if self.NPC_NextPrimaryFire != false && self:NPCAbleToShoot() == true then self:NPCShoot_Primary() -- Panpoushde zarg hook.Remove("Think", self) //print(self.NPC_NextPrimaryFire) local nxt = self.NPC_NextPrimaryFire if nxt > 0.15 then nxt = 0.15 end -- Yete nxt aveli medz e 0.15, ere vor 0.15 ela timer.Simple(nxt, function() -- Had to add "isfunction" check because after GMod devs applied this: https://github.com/Facepunch/garrysmod/pull/1344 -- It will VERY rarely think self.NPC_ServerNextFire is nil, why? No one knows, the error never appeared for me, but it has appeared 1-2 for some people. -- I would rather have a function that fails silently then fail 1 in 999,999 times without actual reason, so does this check avoid it? (I don't know...) if IsValid(self) then hook.Add("Think", self, function() if isfunction(self.NPC_ServerNextFire) then self:NPC_ServerNextFire() end end) end end) //self.NPC_NextPrimaryFireT = CurTime() + self.NPC_NextPrimaryFire end end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:NPCAbleToShoot() local owner = self:GetOwner() if IsValid(owner) && owner:IsNPC() then local ene = owner:GetEnemy() if (owner.IsVJBaseSNPC_Human && IsValid(ene) && owner:IsAbleToShootWeapon(true, true) == false) or (self.NPC_StandingOnly == true && owner:IsMoving()) then return false end if owner:GetActivity() != nil && ((owner.IsVJBaseSNPC_Human == true && owner.DoingWeaponAttack == true && (/*(owner.CurrentWeaponAnimation == owner:GetSequenceActivity(owner:GetSequence())) or*/ (owner.CurrentWeaponAnimation == owner:GetActivity()) or (owner:GetActivity() == owner:TranslateToWeaponAnim(owner.CurrentWeaponAnimation)) or (!owner.DoingWeaponAttack_Standing))) or (!owner.IsVJBaseSNPC_Human)) then -- For VJ Humans only, ammo check if owner.IsVJBaseSNPC_Human && owner.AllowWeaponReloading == true && self:Clip1() <= 0 then -- No ammo! if owner.VJ_IsBeingControlled == true then owner.VJ_TheController:PrintMessage(HUD_PRINTCENTER, "Press R to reload!") end if self.IsMeleeWeapon == false && self.HasDryFireSound == true && CurTime() > self.NextNPCDrySoundT then local sdtbl = VJ_PICK(self.DryFireSound) if sdtbl != false then owner:EmitSound(sdtbl, 80, math.random(self.DryFireSoundPitch.a, self.DryFireSoundPitch.b)) end if self.NPC_NextPrimaryFire != false then self.NextNPCDrySoundT = CurTime() + self.NPC_NextPrimaryFire end end return false end if IsValid(ene) && ((!owner.VJ_IsBeingControlled) or (owner.VJ_IsBeingControlled && owner.VJ_TheController:KeyDown(IN_ATTACK2))) then return true end end end return false end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:NPCShoot_Primary() local owner = self:GetOwner() if !IsValid(owner) then return end local ene = owner:GetEnemy() if !owner.VJ_IsBeingControlled && (!IsValid(ene) or (!owner:Visible(ene))) then return end if owner.IsVJBaseSNPC == true then //owner.Weapon_TimeSinceLastShot = CurTime() //owner.NextWeaponAttackAimPoseParametersReset = CurTime() + 1 owner:DoPoseParameterLooking() end -- Secondary Fire if self.NPC_HasSecondaryFire == true && owner.CanUseSecondaryOnWeaponAttack && !self.NPC_SecondaryFirePerforming && CurTime() > self.NPC_SecondaryFireNextT && ene:GetPos():Distance(owner:GetPos()) <= self.NPC_SecondaryFireDistance then if math.random(1, self.NPC_SecondaryFireChance) == 1 then local secAnim = VJ_PICK(owner.AnimTbl_WeaponAttackSecondary) owner:VJ_ACT_PLAYACTIVITY(secAnim, true, false, true) self.NPC_SecondaryFirePerforming = true self:NPC_SecondaryFire_BeforeTimer(ene, owner.WeaponAttackSecondaryTimeUntilFire) timer.Simple(owner.WeaponAttackSecondaryTimeUntilFire, function() if IsValid(self) then self.NPC_SecondaryFirePerforming = false if IsValid(owner) && IsValid(owner:GetEnemy()) && CurTime() > self.NPC_SecondaryFireNextT && VJ_IsCurrentAnimation(owner, VJ_RemoveAnimExtensions(self, secAnim)) then self:NPC_SecondaryFire() if self.NPC_HasSecondaryFireSound == true then VJ_EmitSound(owner, self.NPC_SecondaryFireSound, self.NPC_SecondaryFireSoundLevel) end if self.NPC_SecondaryFireNext != false then -- Support for animation events self.NPC_SecondaryFireNextT = CurTime() + math.Rand(self.NPC_SecondaryFireNext.a, self.NPC_SecondaryFireNext.b) end end end end) return else self.NPC_SecondaryFireNextT = CurTime() + math.Rand(self.NPC_SecondaryFireNext.a, self.NPC_SecondaryFireNext.b) end end -- Primary Fire timer.Simple(self.NPC_TimeUntilFire, function() if IsValid(self) && IsValid(owner) && self:NPCAbleToShoot() == true && CurTime() > self.NPC_NextPrimaryFireT then self:PrimaryAttack() if self.NPC_NextPrimaryFire != false then -- Support for animation events self.NPC_NextPrimaryFireT = CurTime() + self.NPC_NextPrimaryFire for _, tv in ipairs(self.NPC_TimeUntilFireExtraTimers) do timer.Simple(tv, function() if IsValid(self) && IsValid(owner) && self:NPCAbleToShoot() == true then self:PrimaryAttack() end end) end end if owner.IsVJBaseSNPC == true then owner.Weapon_TimeSinceLastShot = CurTime() end end end) end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:NPC_Reload() local owner = self:GetOwner() owner.NextThrowGrenadeT = owner.NextThrowGrenadeT + 2 self:CustomOnReload() if self.NPC_HasReloadSound == true then VJ_EmitSound(owner, self.NPC_ReloadSound, self.NPC_ReloadSoundLevel) end end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:PrimaryAttack(UseAlt) //if self:GetOwner():KeyDown(IN_RELOAD) then return end //self:GetOwner():SetFOV(45, 0.3) //if !IsFirstTimePredicted() then return end self:SetNextPrimaryFire(CurTime() + self.Primary.Delay) local owner = self:GetOwner() local isNPC = owner:IsNPC() local isPly = owner:IsPlayer() if self.Reloading or self:GetNextSecondaryFire() > CurTime() then return end if isNPC && owner.VJ_IsBeingControlled == false && !IsValid(owner:GetEnemy()) then return end -- If the NPC owner isn't being controlled and doesn't have an enemy, then return end if SERVER && self.IsMeleeWeapon == false && ((isPly && self.Primary.AllowFireInWater == false && owner:WaterLevel() == 3) or (self:Clip1() <= 0)) then owner:EmitSound(VJ_PICK(self.DryFireSound),self.DryFireSoundLevel,math.random(self.DryFireSoundPitch.a, self.DryFireSoundPitch.b)) return end if (!self:CanPrimaryAttack()) then return end if self:CustomOnPrimaryAttack_BeforeShoot() == true then return end if isNPC && owner.IsVJBaseSNPC == true then timer.Simple(self.NPC_ExtraFireSoundTime, function() if IsValid(self) && IsValid(owner) then VJ_EmitSound(owner, self.NPC_ExtraFireSound, self.NPC_ExtraFireSoundLevel, math.Rand(self.NPC_ExtraFireSoundPitch.a, self.NPC_ExtraFireSoundPitch.b)) end end) end -- Firing Sounds if SERVER then local fireSd = VJ_PICK(self.Primary.Sound) if fireSd != false then sound.Play(fireSd, owner:GetPos(), self.Primary.SoundLevel, math.random(self.Primary.SoundPitch.a, self.Primary.SoundPitch.b), self.Primary.SoundVolume) //self:EmitSound(fireSd, 80, math.random(90,100)) end if self.Primary.HasDistantSound == true then local fireFarSd = VJ_PICK(self.Primary.DistantSound) if fireFarSd != false then sound.Play(fireFarSd, owner:GetPos(), self.Primary.DistantSoundLevel, math.random(self.Primary.DistantSoundPitch.a, self.Primary.DistantSoundPitch.b), self.Primary.DistantSoundVolume) end end end -- Firing Gesture if owner.IsVJBaseSNPC_Human == true && owner.DisableWeaponFiringGesture != true then owner:VJ_ACT_PLAYACTIVITY(owner:TranslateToWeaponAnim(VJ_PICK(owner.AnimTbl_WeaponAttackFiringGesture)), false, false, false, 0, {AlwaysUseGesture=true}) end -- MELEE WEAPON if self.IsMeleeWeapon == true then local meleeHitEnt = false for _,v in ipairs(ents.FindInSphere(owner:GetPos(), self.MeleeWeaponDistance)) do if (owner.VJ_IsBeingControlled == true && owner.VJ_TheControllerBullseye == v) or (v:IsPlayer() && v.IsControlingNPC == true) then continue end if (isPly && v:EntIndex() != owner:EntIndex()) or (isNPC && (v:IsNPC() or (v:IsPlayer() && v:Alive() && !VJ_CVAR_IGNOREPLAYERS)) && (owner:Disposition(v) != D_LI) && (v != owner) && (v:GetClass() != owner:GetClass()) or (v:GetClass() == "prop_physics") or v:GetClass() == "func_breakable_surf" or v:GetClass() == "func_breakable" && (owner:GetForward():Dot((v:GetPos() -owner:GetPos()):GetNormalized()) > math.cos(math.rad(owner.MeleeAttackDamageAngleRadius)))) then local dmginfo = DamageInfo() dmginfo:SetDamage(isNPC and owner:VJ_GetDifficultyValue(self.Primary.Damage) or self.Primary.Damage) if v:IsNPC() or v:IsPlayer() then dmginfo:SetDamageForce(owner:GetForward() * ((dmginfo:GetDamage() + 100) * 70)) end dmginfo:SetInflictor(owner) dmginfo:SetAttacker(owner) dmginfo:SetDamageType(DMG_CLUB) v:TakeDamageInfo(dmginfo, owner) if v:IsPlayer() then v:ViewPunch(Angle(math.random(-1, 1)*10, math.random(-1, 1)*10, math.random(-1, 1)*10)) end VJ_DestroyCombineTurret(owner, v) self:CustomOnPrimaryAttack_MeleeHit(v) meleeHitEnt = true end end if meleeHitEnt == true then local meleeSd = VJ_PICK(self.MeleeWeaponSound_Hit) if meleeSd != false then self:EmitSound(meleeSd, 70, math.random(90, 100)) end else if owner.IsVJBaseSNPC == true then owner:CustomOnMeleeAttack_Miss() end local meleeSd = VJ_PICK(self.MeleeWeaponSound_Miss) if meleeSd != false then self:EmitSound(meleeSd, 70, math.random(90, 100)) end end -- REGULAR WEAPON (NON-MELEE) else if self.Primary.DisableBulletCode == false then local bullet = {} bullet.Num = self.Primary.NumberOfShots bullet.Tracer = self.Primary.Tracer bullet.TracerName = self.Primary.TracerType bullet.Force = self.Primary.Force bullet.Dir = owner:GetAimVector() bullet.AmmoType = self.Primary.Ammo bullet.Src = isNPC and self:GetNW2Vector("VJ_CurBulletPos") or owner:GetShootPos() -- Spawn Position -- Callback bullet.Callback = function(attacker, tr, dmginfo) self:CustomOnPrimaryAttack_BulletCallback(attacker, tr, dmginfo) /*local laserhit = EffectData() laserhit:SetOrigin(tr.HitPos) laserhit:SetNormal(tr.HitNormal) laserhit:SetScale(25) util.Effect("AR2Impact", laserhit) tr.HitPos:Ignite(8,0)*/ end -- Damage if isPly then bullet.Spread = Vector((self.Primary.Cone / 60) / 4, (self.Primary.Cone / 60) / 4, 0) if self.Primary.PlayerDamage == "Same" then bullet.Damage = self.Primary.Damage elseif self.Primary.PlayerDamage == "Double" then bullet.Damage = self.Primary.Damage * 2 elseif isnumber(self.Primary.PlayerDamage) then bullet.Damage = self.Primary.PlayerDamage end else if owner.IsVJBaseSNPC == true then bullet.Damage = owner:VJ_GetDifficultyValue(self.Primary.Damage) else bullet.Damage = self.Primary.Damage end end owner:FireBullets(bullet) elseif isNPC && owner.IsVJBaseSNPC == true then -- Make sure the VJ SNPC recognizes that it lost a ammunition, even though it was a custom bullet code self:SetClip1(self:Clip1() - 1) end if GetConVar("vj_wep_nomuszzleflash"):GetInt() == 0 then owner:MuzzleFlash() end end self:PrimaryAttackEffects() if isPly then //self:ShootEffects("ToolTracer") -- Deprecated owner:ViewPunch(Angle(-self.Primary.Recoil, 0, 0)) self:TakePrimaryAmmo(self.Primary.TakeAmmo) owner:SetAnimation(PLAYER_ATTACK1) local anim = VJ_PICK(self.AnimTbl_PrimaryFire) local animTime = VJ_GetSequenceDuration(owner:GetViewModel(), anim) self:SendWeaponAnim(anim) self.NextIdleT = CurTime() + animTime self.NextReloadT = CurTime() + animTime end self:CustomOnPrimaryAttack_AfterShoot() //self:SetNextPrimaryFire(CurTime() + self.Primary.Delay) end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:CanSecondaryAttack() return self:Clip2() > 0 && self:GetNextSecondaryFire() < CurTime() && self.Secondary.Ammo != "none" end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:SecondaryAttack() if !self:CanSecondaryAttack() or self.Reloading then return end if self:CustomOnSecondaryAttack() == false then return end local owner = self:GetOwner() self:TakePrimaryAmmo(self.Secondary.TakeAmmo) owner:SetAnimation(PLAYER_ATTACK1) local anim = VJ_PICK(self.AnimTbl_SecondaryFire) local animTime = VJ_GetSequenceDuration(owner:GetViewModel(), anim) self:SendWeaponAnim(anim) self.NextIdleT = CurTime() + animTime self.NextReloadT = CurTime() + animTime self:SetNextSecondaryFire(CurTime() + (self.Secondary.Delay == false and animTime or self.Secondary.Delay)) end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:DoIdleAnimation() if !self.HasIdleAnimation or CurTime() < self.NextIdleT then return end self:CustomOnIdle() local owner = self:GetOwner() if IsValid(owner) then owner:SetAnimation(PLAYER_IDLE) local anim = VJ_PICK(self.AnimTbl_Idle) local animTime = VJ_GetSequenceDuration(owner:GetViewModel(), anim) self:SendWeaponAnim(anim) self.NextIdleT = CurTime() + animTime end end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:PrimaryAttackEffects() if self:CustomOnPrimaryAttackEffects() != true or self.IsMeleeWeapon == true then return end local owner = self:GetOwner() /*local muzzleFlashEffect = EffectData() muzzleFlashEffect:SetOrigin(owner:GetShootPos()) muzzleFlashEffect:SetEntity(self) muzzleFlashEffect:SetStart(owner:GetShootPos()) muzzleFlashEffect:SetNormal(owner:GetAimVector()) muzzleFlashEffect:SetAttachment(1) util.Effect("VJ_Weapon_RifleMuzzle1",muzzleFlashEffect)*/ if GetConVar("vj_wep_nomuszzleflash"):GetInt() == 0 then -- MUZZLE FLASH if self.PrimaryEffects_MuzzleFlash == true then local muzzleAttach = self.PrimaryEffects_MuzzleAttachment if !isnumber(muzzleAttach) then muzzleAttach = self:LookupAttachment(muzzleAttach) end -- Players if owner:IsPlayer() && owner:GetViewModel() != nil then local muzzleFlashEffect = EffectData() muzzleFlashEffect:SetOrigin(owner:GetShootPos()) muzzleFlashEffect:SetEntity(self) muzzleFlashEffect:SetStart(owner:GetShootPos()) muzzleFlashEffect:SetNormal(owner:GetAimVector()) muzzleFlashEffect:SetAttachment(muzzleAttach) util.Effect("VJ_Weapon_PlayerMuzzle", muzzleFlashEffect) else -- NPCs if self.PrimaryEffects_MuzzleParticlesAsOne == true then -- Combine all of the particles in the table! for _, v in ipairs(self.PrimaryEffects_MuzzleParticles) do if !istable(v) then ParticleEffectAttach(v, PATTACH_POINT_FOLLOW, self, muzzleAttach) end end else ParticleEffectAttach(VJ_PICK(self.PrimaryEffects_MuzzleParticles), PATTACH_POINT_FOLLOW, self, muzzleAttach) end end end -- MUZZLE LIGHT if SERVER && self.PrimaryEffects_SpawnDynamicLight == true && GetConVar("vj_wep_nomuszzleflash_dynamiclight"):GetInt() == 0 then local muzzleLight = ents.Create("light_dynamic") muzzleLight:SetKeyValue("brightness", self.PrimaryEffects_DynamicLightBrightness) muzzleLight:SetKeyValue("distance", self.PrimaryEffects_DynamicLightDistance) if owner:IsPlayer() then muzzleLight:SetLocalPos(owner:GetShootPos() +self:GetForward()*40 + self:GetUp()*-10) else muzzleLight:SetLocalPos(self:GetNW2Vector("VJ_CurBulletPos")) end muzzleLight:SetLocalAngles(self:GetAngles()) muzzleLight:Fire("Color", self.PrimaryEffects_DynamicLightColor.r.." "..self.PrimaryEffects_DynamicLightColor.g.." "..self.PrimaryEffects_DynamicLightColor.b) //muzzleLight:SetParent(self) muzzleLight:Spawn() muzzleLight:Activate() muzzleLight:Fire("TurnOn", "", 0) muzzleLight:Fire("Kill", "", 0.07) self:DeleteOnRemove(muzzleLight) end end -- SHELL CASING if !owner:IsPlayer() && self.PrimaryEffects_SpawnShells == true && GetConVar("vj_wep_nobulletshells"):GetInt() == 0 then local shellAttach = self.PrimaryEffects_ShellAttachment if !isnumber(shellAttach) then shellAttach = self:LookupAttachment(shellAttach) end local shellEffect = EffectData() shellEffect:SetEntity(self) shellEffect:SetOrigin(owner:GetShootPos()) shellEffect:SetNormal(owner:GetAimVector()) shellEffect:SetAttachment(shellAttach) util.Effect(self.PrimaryEffects_ShellType, shellEffect) end end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:FireAnimationEvent(pos, ang, event, options) if self:CustomOnFireAnimationEvent(pos, ang, event, options) == true then return true end if (event == 22 or event == 6001) then return true end if GetConVar("vj_wep_nomuszzleflash"):GetInt() == 1 && (event == 21 or event == 22 or event == 5001 or event == 5003) then return true end if GetConVar("vj_wep_nobulletshells"):GetInt() == 1 && event == 20 then return true end end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:Think() -- NOTE: Works only in players hands. does NOT work in NPCs hands! self:RunWorldModelThink() self:CustomOnThink() if SERVER then self:DoIdleAnimation() end end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:Reload() if !IsValid(self) then return end local owner = self:GetOwner() if !IsValid(owner) or !owner:IsPlayer() or !owner:Alive() or owner:GetAmmoCount(self.Primary.Ammo) == 0 or self.Reloading or CurTime() < self.NextReloadT then return end // or !owner:KeyDown(IN_RELOAD) if self:Clip1() < self.Primary.ClipSize then self.Reloading = true self:CustomOnReload() if SERVER && self.HasReloadSound == true then owner:EmitSound(VJ_PICK(self.ReloadSound), 50, math.random(90, 100)) end -- Handle clip timer.Simple(self.Reload_TimeUntilAmmoIsSet, function() if IsValid(self) && self:CustomOnReload_Finish() != false then local ammoUsed = math.Clamp(self.Primary.ClipSize - self:Clip1(), 0, owner:GetAmmoCount(self:GetPrimaryAmmoType())) -- Amount of ammo that it will use (Take from the reserve) owner:RemoveAmmo(ammoUsed, self.Primary.Ammo) self:SetClip1(self:Clip1() + ammoUsed) self:CustomOnReload_Finish() end end) -- Handle animation owner:SetAnimation(PLAYER_RELOAD) local anim = VJ_PICK(self.AnimTbl_Reload) local animTime = VJ_GetSequenceDuration(owner:GetViewModel(), anim) self:SendWeaponAnim(anim) self.NextIdleT = CurTime() + animTime timer.Simple(animTime, function() if IsValid(self) then self.Reloading = false end end) return true end end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:Deploy() if self.InitHasIdleAnimation == true then self.HasIdleAnimation = true end local owner = self:GetOwner() if owner:IsPlayer() then self:CustomOnDeploy() if self.HasDeploySound == true then self:EmitSound(VJ_PICK(self.DeploySound),50,math.random(90,100)) end local curTime = CurTime() local anim = VJ_PICK(self.AnimTbl_Deploy) local animTime = VJ_GetSequenceDuration(owner:GetViewModel(), anim) self:SendWeaponAnim(anim) self:SetNextPrimaryFire(curTime + animTime) self:SetNextSecondaryFire(curTime + animTime) self.NextIdleT = curTime + animTime self.NextReloadT = curTime + animTime end return true -- Or else the player won't be able to get the weapon! end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:Holster(newWep) //if CLIENT then return end if self == newWep or self.Reloading == true then return end self.HasIdleAnimation = false //self:SendWeaponAnim(ACT_VM_HOLSTER) return self:CustomOnHolster(newWep) end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:EquipAmmo(ply) if ply:IsPlayer() then ply:GiveAmmo(self.Primary.ClipSize, self.Primary.Ammo) end end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:OnRemove() self:StopParticles() self:CustomOnRemove() end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:GetWeaponCustomPosition(owner) if owner:LookupBone(self.WorldModel_CustomPositionBone) == nil then return nil end local pos, ang = owner:GetBonePosition(owner:LookupBone(self.WorldModel_CustomPositionBone)) ang:RotateAroundAxis(ang:Right(), self.WorldModel_CustomPositionAngle.x) ang:RotateAroundAxis(ang:Up(), self.WorldModel_CustomPositionAngle.y) ang:RotateAroundAxis(ang:Forward(), self.WorldModel_CustomPositionAngle.z) pos = pos + self.WorldModel_CustomPositionOrigin.x * ang:Right() pos = pos + self.WorldModel_CustomPositionOrigin.y * ang:Forward() pos = pos + self.WorldModel_CustomPositionOrigin.z * ang:Up() return {pos = pos, ang = ang} end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:RunWorldModelThink() if self:GetNW2Bool("VJ_WorldModel_Invisible") != self.WorldModel_Invisible then self:SetNW2Bool("VJ_WorldModel_Invisible", self.WorldModel_Invisible) end local owner = self:GetOwner() if IsValid(owner) && self.WorldModel_UseCustomPosition == true then local wepPos = self:GetWeaponCustomPosition(owner) if wepPos == nil then return end self:SetPos(wepPos.pos) self:SetAngles(wepPos.ang) end end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:DecideBulletPosition() local owner = self:GetOwner() if !IsValid(owner) then return nil end if !owner:IsNPC() then return owner:GetShootPos() end -- Custom Position local customPos = self:CustomBulletSpawnPosition() if customPos != false then return customPos end -- Custom Attachment if self.NPC_BulletSpawnAttachment != "" && self:LookupAttachment(self.NPC_BulletSpawnAttachment) != 0 && self:LookupAttachment(self.NPC_BulletSpawnAttachment) != -1 then return self:GetAttachment(self:LookupAttachment(self.NPC_BulletSpawnAttachment)).Pos end -- Nothing found, try to find a common attachment local commonAttach = nil; local attachments = self:GetAttachments() for i = 1, #attachments do if attachments[i].name == "muzzle" then commonAttach = "muzzle"; break elseif attachments[i].name == "muzzleA" then commonAttach = "muzzleA"; break elseif attachments[i].name == "muzzle_flash" then commonAttach = "muzzle_flash"; break elseif attachments[i].name == "muzzle_flash1" then commonAttach = "muzzle_flash1"; break elseif attachments[i].name == "muzzle_flash2" then commonAttach = "muzzle_flash2"; break elseif attachments[i].name == "ValveBiped.muzzle" then commonAttach = "ValveBiped.muzzle"; break end end -- Not even a common attachment was found! Try to find a common bone! if !commonAttach then if owner:LookupBone("ValveBiped.Bip01_R_Hand") != nil then return owner:GetBonePosition(owner:LookupBone("ValveBiped.Bip01_R_Hand")) else -- Everything else has failed, post a warning and use eye position print("WARNING: "..self:GetClass().." doesn't have a proper attachment or bone for bullet spawn! Using EyePos!") return owner:EyePos() end -- Common attachment found! else return self:GetAttachment(self:LookupAttachment(commonAttach)).Pos end end --------------------------------------------------------------------------------------------------------------------------------------------- /*if SERVER then -- No longer needed, disabling sv_pvsskipanimation fixes it! util.AddNetworkString("vj_weapon_curbulletpos") net.Receive("vj_weapon_curbulletpos", function(len,pl) local vec = net.ReadVector() local ent = ents.GetByIndex(net.ReadInt(15)) if IsValid(ent) then ent.worldupdate = ent.worldupdate or 0 if ent.worldupdate <= CurTime() then ent:SetNW2Vector("VJ_CurBulletPos",vec) ent.worldupdate = CurTime() + 0.33 end end end) end*/ --------------------------------------------------------------------------------------------------------------------------------------------- if CLIENT then function SWEP:DrawWorldModel() if !IsValid(self) then return end local noDraw = false if !self:CustomOnDrawWorldModel() or self:GetNW2Bool("VJ_WorldModel_Invisible") == true or self.WorldModel_Invisible == true then noDraw = true end if self.WorldModel_NoShadow == true then self:DrawShadow(false) end -- No longer needed, disabling sv_pvsskipanimation fixes it! /*local pos = self:DecideBulletPosition() if pos != nil && IsValid(self:GetOwner()) then net.Start("vj_weapon_curbulletpos") net.WriteVector(pos) net.WriteInt(self:EntIndex(), 15) net.SendToServer() end*/ if self.WorldModel_UseCustomPosition == true then local owner = self:GetOwner() if IsValid(owner) then if owner:IsPlayer() && owner:InVehicle() then return end local wepPos = self:GetWeaponCustomPosition(owner) if wepPos == nil then return end self:SetRenderOrigin(wepPos.pos) self:SetRenderAngles(wepPos.ang) self:FrameAdvance(FrameTime()) self:SetupBones() if noDraw == false then self:DrawModel() end else self:SetRenderOrigin(nil) self:SetRenderAngles(nil) if noDraw == false then self:DrawModel() end end else if noDraw == false then self:DrawModel() end end end end