--[[ | 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 --------------------------------------------------------------------------------------------------------------------------------------------- SWEP.Base = "weapon_vj_base" SWEP.PrintName = "Crowbar VJ" SWEP.Author = "Comrade Communist" 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" -- Client Settings --------------------------------------------------------------------------------------------------------------------------------------------- if (CLIENT) then 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.SwayScale = 1 -- Default is 1, The scale of the viewmodel sway end -- Main Settings --------------------------------------------------------------------------------------------------------------------------------------------- SWEP.ViewModel = "" SWEP.WorldModel = "models/weapons/w_crowbar.mdl" SWEP.HoldType = "pistol" SWEP.Spawnable = true SWEP.AdminSpawnable = false SWEP.IsVJBaseWeapon = true -- Primary Fire --------------------------------------------------------------------------------------------------------------------------------------------- SWEP.Primary.Damage = math.random(60,77) -- Damage SWEP.Primary.PlayerDamage = "Double" -- 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 = math.random(1,2) -- Force applied on the object the bullet hits SWEP.Primary.ClipSize = 10000000 -- Max amount of bullets per clip SWEP.Primary.Recoil = 1.3 -- How much recoil does the player get? SWEP.NPC_TimeUntilFires = math.random(0.4,1) SWEP.NPC_NextPrimaryFire = 1.093 SWEP.Primary.Delay = 0.8 -- Time until it can shoot again SWEP.Primary.Automatic = false -- Is it automatic? SWEP.Primary.Ammo = "smg" -- Ammo type SWEP.Primary.HasDistantSound = false -- Does it have a distant sound when the gun is shot? SWEP.PrimaryEffects_MuzzleAttachment = 0 SWEP.PrimaryEffects_ShellAttachment = 0 SWEP.PrimaryEffects_ShellType = "VJ_Weapon_RifleShell1" SWEP.BaseCombineHoldType = false SWEP.Slash = 1 SWEP.IsCombine = false SWEP.CooldownTimer = false SWEP.ShowWorldModel = false SWEP.WElements = { ["w_harpoon"] = { type = "Model", model = "models/weapons/w_harpooner.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(2, -2, 1), angle = Angle(0, 250, 50), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }, } -- Deployment Settings --------------------------------------------------------------------------------------------------------------------------------------------- SWEP.DelayOnDeploy = 0.4 -- Time until it can shoot again after deploying the weapon SWEP.HasDeploySound = false -- Does the weapon have a deploy sound? -- Reload Settings --------------------------------------------------------------------------------------------------------------------------------------------- SWEP.Reload_TimeUntilAmmoIsSet = 2.1 -- Time until ammo is set to the weapon SWEP.Reload_TimeUntilFinished = 3.4 -- How much time until the player can play idle animation, shoot, etc. SWEP.UseHands = true SWEP.ViewModelFOV = 62 function SWEP:CustomOnThink() if self.Owner.SquadName == "metrocopg" then if self.Owner.FollowingPlayer == false then self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1} self.Owner.AnimTbl_Run = {ACT_WALK_RIFLE} self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE} end if self.Owner.FollowingPlayer == true then self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1} self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE} self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE} end end if self.Owner.SquadName == "metrocopga" then if self.Owner.FollowingPlayer == false then self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1} self.Owner.AnimTbl_Run = {ACT_WALK_RIFLE} self.Owner.AnimTbl_Walk = {ACT_IDLE_SMG1} end if self.Owner.FollowingPlayer == true then self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1} self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE} self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE} end end if self.Owner.SquadName == "resistance" then self.Owner.AnimTbl_MeleeAttack = {"swing"} if self.Owner.FollowingPlayer == false then self.Owner.AnimTbl_IdleStand = {ACT_IDLE} self.Owner.AnimTbl_Run = {ACT_RUN} self.Owner.AnimTbl_Walk = {ACT_WALK} end if self.Owner.FollowingPlayer == true then self.Owner.AnimTbl_IdleStand = {ACT_IDLE} self.Owner.AnimTbl_Run = {ACT_RUN} self.Owner.AnimTbl_Walk = {ACT_WALK} end end if self.Owner.SquadName == "fish" then self.Owner.AnimTbl_MeleeAttack = {"swing"} if self.Owner.FollowingPlayer == false then self.Owner.AnimTbl_IdleStand = {ACT_IDLE_ANGRY_MELEE} self.Owner.AnimTbl_Run = {ACT_RUN_CROUCH} self.Owner.AnimTbl_Walk = {ACT_WALK} end if self.Owner.FollowingPlayer == true then self.Owner.AnimTbl_IdleStand = {ACT_IDLE} self.Owner.AnimTbl_Run = {ACT_RUN} self.Owner.AnimTbl_Walk = {ACT_WALK} end end if self.Owner.SquadName == "metrocop" then self.Owner.AnimTbl_MeleeAttack = {"swing","thrust","swinggesture"} if self.Owner.FollowingPlayer == false then self.Owner.AnimTbl_IdleStand = {ACT_IDLE} self.Owner.AnimTbl_Run = {ACT_RUN} self.Owner.AnimTbl_Walk = {ACT_WALK} end if self.Owner.FollowingPlayer == true then self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1} self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE} self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE} end end if self.Owner.SquadName == "combine" then if self.Owner.FollowingPlayer == false then self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1} self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE} self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE} end if self.Owner.FollowingPlayer == true then self.Owner.AnimTbl_IdleStand = {ACT_IDLE_ANGRY_SMG1} self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE} self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE} end end if self.Owner.SquadName == "combine_elit" then self.Owner.AnimTbl_MeleeAttack = {"melee_gunhit","swing","throw1"} if self.Owner.FollowingPlayer == false then self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1} self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE} self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE} end if self.Owner.FollowingPlayer == true then self.Owner.AnimTbl_IdleStand = {ACT_IDLE_ANGRY_SMG1} self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE} self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE} end end if self.Owner.SquadName == "combine_nova" then self.Owner.AnimTbl_MeleeAttack = {"melee_gunhit","swing","throw1"} if self.Owner.FollowingPlayer == false then self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1} self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE} self.Owner.AnimTbl_Walk = {ACT_IDLE_SMG1} end if self.Owner.FollowingPlayer == true then self.Owner.AnimTbl_IdleStand = {ACT_IDLE_ANGRY_SMG1} self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE} self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE} end end if self.Owner.SquadName == "metrocops" then self.Owner.AnimTbl_MeleeAttack = {"swing","thrust","swinggesture"} if self.Owner.FollowingPlayer == false then self.Owner.AnimTbl_Run = {ACT_RUN} self.Owner.AnimTbl_IdleStand = {ACT_IDLE_PISTOL} self.Owner.AnimTbl_Walk = {ACT_IDLE_PISTOL} end if self.Owner.FollowingPlayer == true then self.Owner.AnimTbl_IdleStand = {ACT_IDLE_ANGRY_MELEE} self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE} self.Owner.AnimTbl_Walk = {ACT_WALK_ANGRY} end end end function SWEP:CustomOnInitialize() self.Owner.ShootDistance = 45 self.Owner.Weapon_FiringDistanceFar = 45 self.Owner.MeleeAttackDistance = 40 self.Owner.DistanceToRunFromEnemy = 20 self.Owner.HasShootWhileMoving = false self.Owner.MeleeAttackDamage = math.random(60,77) self.Owner.NextMeleeAttackTime = math.random(0.4,1) self.Owner.DefaultSoundTbl_MeleeAttack = {"Flesh.ImpactHard"} self.Owner.DefaultSoundTbl_MeleeAttackMiss = {"WeaponFrag.Roll"} if CLIENT then -- // Create a new table for every weapon instance self.VElements = table.FullCopy( self.VElements ) self.WElements = table.FullCopy( self.WElements ) self.ViewModelBoneMods = table.FullCopy( self.ViewModelBoneMods ) self:CreateModels(self.VElements) -- create viewmodels self:CreateModels(self.WElements) -- create worldmodels -- // init view model bone build function if IsValid(self.Owner) and self.Owner:IsPlayer() then if self.Owner:Alive() then local vm = self.Owner:GetViewModel() if IsValid(vm) then self:ResetBonePositions(vm) -- // Init viewmodel visibility if (self.ShowViewModel == nil or self.ShowViewModel) then vm:SetColor(Color(255,255,255,255)) else -- // 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 vm:SetMaterial("Debug/hsv") end end end end end end function SWEP:PrimaryAttack() //if self.Owner:KeyDown(IN_RELOAD) then return end //self.Owner:SetFOV(45, 0.3) //if !IsFirstTimePredicted() then return end self:SetNextPrimaryFire(CurTime() + self.Primary.Delay) if self.Reloading == true then return end if self.Owner:IsNPC() && self.Owner.VJ_IsBeingControlled == false && !IsValid(self.Owner:GetEnemy()) then return end if self.Owner:IsPlayer() && self.Primary.AllowFireInWater == false && self.Owner:WaterLevel() == 3 && self.Reloading == false then self:EmitSound(VJ_PICKRANDOMTABLE(self.DryFireSound),self.DryFireSoundLevel,math.random(self.DryFireSoundPitch1,self.DryFireSoundPitch2)) return end if self:Clip1() <= 0 && self.Reloading == false then self:EmitSound(VJ_PICKRANDOMTABLE(self.DryFireSound),self.DryFireSoundLevel,math.random(self.DryFireSoundPitch1,self.DryFireSoundPitch2)) return end if (!self:CanPrimaryAttack()) then return end self:CustomOnPrimaryAttack_BeforeShoot() if (SERVER) then if self.Owner:IsNPC() then timer.Simple(self.NPC_ExtraFireSoundTime,function() if IsValid(self) && IsValid(self.Owner) then VJ_EmitSound(self.Owner,self.NPC_ExtraFireSound,self.NPC_ExtraFireSoundLevel,math.Rand(self.NPC_ExtraFireSoundPitch1,self.NPC_ExtraFireSoundPitch2)) end end) end local firesd = VJ_PICKRANDOMTABLE(self.Primary.Sound) if firesd != false then sound.Play(firesd,self:GetPos(),80,math.random(90,100)) end if self.Primary.HasDistantSound == true then local farsd = VJ_PICKRANDOMTABLE(self.Primary.DistantSound) if farsd != false then sound.Play(farsd,self:GetPos(),self.Primary.DistantSoundLevel,math.random(self.Primary.DistantSoundPitch1,self.Primary.DistantSoundPitch2),self.Primary.DistantSoundVolume) end end end //self:EmitSound(Sound(self.Primary.Sound),80,self.Primary.SoundPitch) if self.Primary.DisableBulletCode == false then pos = self.Owner:GetShootPos() ang = self.Owner:GetAimVector() damagedice = math.Rand(1,2) pain = self.Primary.Damage * damagedice self.Weapon:EmitSound("WeaponFrag.Roll")--slash in the wind sound here if SERVER and IsValid(self.Owner) then local slash = {} slash.start = pos slash.endpos = pos + (ang * 80) slash.filter = self.Owner slash.mins = Vector(-5, -5, 0) slash.maxs = Vector(5, 5, 5) local slashtrace = util.TraceHull(slash) if slashtrace.Hit then targ = slashtrace.Entity if targ:IsPlayer() or targ:IsNPC() then self.Owner:EmitSound("Flesh.ImpactHard") paininfo = DamageInfo() paininfo:SetDamage(pain) paininfo:SetDamageType(DMG_SLASH) paininfo:SetAttacker(self.Owner) paininfo:SetInflictor(self.Weapon) local RandomForce = math.random(1,20) paininfo:SetDamageForce(slashtrace.Normal * RandomForce) if targ:IsPlayer() then targ:ViewPunch( Angle( -10, -20, 0 ) ) end local blood = targ:GetBloodColor() local fleshimpact = EffectData() fleshimpact:SetEntity(self.Weapon) fleshimpact:SetOrigin(slashtrace.HitPos) fleshimpact:SetNormal(slashtrace.HitPos) if blood >= 0 then fleshimpact:SetColor(blood) util.Effect("BloodImpact", fleshimpact) end if SERVER then targ:TakeDamageInfo(paininfo) end end end end local slash = {} slash.start = pos slash.endpos = pos + (ang * 80) slash.filter = self.Owner slash.mins = Vector(-5, -5, 0) slash.maxs = Vector(5, 5, 5) local spawnpos = self.Owner:GetShootPos() if self.Owner:IsNPC() then spawnpos = self:GetNWVector("VJ_CurBulletPos") end //print(spawnpos) //VJ_CreateTestObject(spawnpos,self:GetAngles(),Color(0,0,255)) self:CustomOnPrimaryAttack_BulletCallback(attacker,tr,dmginfo) end local slash = {} slash.start = pos slash.endpos = pos + (ang * 80) slash.filter = self.Owner slash.mins = Vector(-5, -5, 0) slash.maxs = Vector(5, 5, 5) local slashtrace = util.TraceHull(slash) if slashtrace.Hit then targ = slashtrace.Entity if targ:IsPlayer() or targ:IsNPC() then self.Owner:EmitSound("Flesh.ImpactHard") paininfo = DamageInfo() paininfo:SetDamage(pain) paininfo:SetDamageType(DMG_SLASH) paininfo:SetAttacker(self.Owner) paininfo:SetInflictor(self.Weapon) local RandomForce = math.random(1,20) paininfo:SetDamageForce(slashtrace.Normal * RandomForce) if targ:IsPlayer() then targ:ViewPunch( Angle( -10, -20, 0 ) ) end local blood = targ:GetBloodColor() local fleshimpact = EffectData() fleshimpact:SetEntity(self.Weapon) fleshimpact:SetOrigin(slashtrace.HitPos) fleshimpact:SetNormal(slashtrace.HitPos) if blood >= 0 then fleshimpact:SetColor(blood) util.Effect("BloodImpact", fleshimpact) end end else if self.Owner:IsNPC() && self.Owner.IsVJBaseSNPC == true then self.Owner.Weapon_ShotsSinceLastReload = self.Owner.Weapon_ShotsSinceLastReload + 1 end end if GetConVarNumber("vj_wep_nomuszzleflash") == 0 then self.Owner:MuzzleFlash() end if self.Owner:IsPlayer() then local vm = self.Owner:GetViewModel() vm:SendViewModelMatchingSequence( vm:LookupSequence( "misscenter1" ) ) self:ShootEffects("ToolTracer") self:SendWeaponAnim(VJ_PICKRANDOMTABLE(self.AnimTbl_PrimaryFire)) self.Owner:SetAnimation(PLAYER_ATTACK1) self.Owner:ViewPunch(Angle(-self.Primary.Recoil,0,0)) end if !self.Owner:IsNPC() then self:TakePrimaryAmmo(self.Primary.TakeAmmo) end self:CustomOnPrimaryAttack_AfterShoot() //self:SetNextPrimaryFire(CurTime() + self.Primary.Delay) timer.Simple(self.NextIdle_PrimaryAttack,function() if self:IsValid() then self:DoIdleAnimation() end end) end function SWEP:DrawWorldModel() local offset, rotate if not IsValid( self.Owner ) then self:DrawModel( ) return end if (self.ShowWorldModel == nil or self.ShowWorldModel) then self:DrawModel() end if (!self.WElements) then return end if (!self.wRenderOrder) then self.wRenderOrder = {} for k, v in pairs( self.WElements ) do if (v.type == "Model") then table.insert(self.wRenderOrder, 1, k) elseif (v.type == "Sprite" or v.type == "Quad") then table.insert(self.wRenderOrder, k) end end end if (IsValid(self.Owner)) then bone_ent = self.Owner else -- // when the weapon is dropped bone_ent = self end for k, name in pairs( self.wRenderOrder ) do local v = self.WElements[name] if (!v) then self.wRenderOrder = nil break end if (v.hide) then continue end local pos, ang if (v.bone) then pos, ang = self:GetBoneOrientation( self.WElements, v, bone_ent ) else pos, ang = self:GetBoneOrientation( self.WElements, v, bone_ent, "ValveBiped.Bip01_R_Hand" ) end if (!pos) then continue end local model = v.modelEnt local sprite = v.spriteMaterial if (v.type == "Model" and IsValid(model)) then model:SetPos(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) model:SetAngles(ang) -- //model:SetModelScale(v.size) local matrix = Matrix() matrix:Scale(v.size) model:EnableMatrix( "RenderMultiply", matrix ) if (v.material == "") then model:SetMaterial("") elseif (model:GetMaterial() != v.material) then model:SetMaterial( v.material ) end if (v.skin and v.skin != model:GetSkin()) then model:SetSkin(v.skin) end if (v.bodygroup) then for k, v in pairs( v.bodygroup ) do if (model:GetBodygroup(k) != v) then model:SetBodygroup(k, v) end end end if (v.surpresslightning) then render.SuppressEngineLighting(true) 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 -- // Technically, if there exists an element with the same name as a bone -- // you can get in an infinite loop. Let's just hope nobody's that stupid. 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 -- // Create the clientside models here because Garry says we can't do it in the render hook for k, 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 = { ["$basetexture"] = v.sprite } -- // make sure we create a unique name based on the selected options local tocheck = { "nocull", "additive", "vertexalpha", "vertexcolor", "ignorez" } for i, j in pairs( tocheck ) do if (v[j]) then params["$"..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 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) // recursion ho! 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