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wnsrc/gamemodes/base/entities/weapons/weapon_base/cl_init.lua
lifestorm 94063e4369 Upload
2024-08-04 22:55:00 +03:00

222 lines
6.8 KiB
Lua

--[[
| 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/
--]]
include( "ai_translations.lua" )
include( "sh_anim.lua" )
include( "shared.lua" )
SWEP.Slot = 0 -- Slot in the weapon selection menu
SWEP.SlotPos = 10 -- Position in the slot
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
SWEP.DrawCrosshair = true -- Should draw the default crosshair
SWEP.DrawWeaponInfoBox = true -- Should draw the weapon info box
SWEP.BounceWeaponIcon = true -- Should the weapon icon bounce?
SWEP.SwayScale = 1.0 -- The scale of the viewmodel sway
SWEP.BobScale = 1.0 -- The scale of the viewmodel bob
SWEP.RenderGroup = RENDERGROUP_OPAQUE
-- Override this in your SWEP to set the icon in the weapon selection
SWEP.WepSelectIcon = surface.GetTextureID( "weapons/swep" )
-- This is the corner of the speech bubble
SWEP.SpeechBubbleLid = surface.GetTextureID( "gui/speech_lid" )
--[[---------------------------------------------------------
You can draw to the HUD here - it will only draw when
the client has the weapon deployed..
-----------------------------------------------------------]]
function SWEP:DrawHUD()
end
--[[---------------------------------------------------------
Checks the objects before any action is taken
This is to make sure that the entities haven't been removed
-----------------------------------------------------------]]
function SWEP:DrawWeaponSelection( x, y, wide, tall, alpha )
-- Set us up the texture
surface.SetDrawColor( 255, 255, 255, alpha )
surface.SetTexture( self.WepSelectIcon )
-- Lets get a sin wave to make it bounce
local fsin = 0
if ( self.BounceWeaponIcon == true ) then
fsin = math.sin( CurTime() * 10 ) * 5
end
-- Borders
y = y + 10
x = x + 10
wide = wide - 20
-- Draw that mother
surface.DrawTexturedRect( x + fsin, y - fsin, wide - fsin * 2 , ( wide / 2 ) + fsin )
-- Draw weapon info box
self:PrintWeaponInfo( x + wide + 20, y + tall * 0.95, alpha )
end
--[[---------------------------------------------------------
This draws the weapon info box
-----------------------------------------------------------]]
function SWEP:PrintWeaponInfo( x, y, alpha )
if ( self.DrawWeaponInfoBox == false ) then return end
if ( self.InfoMarkup == nil ) then
local title_color = "<color=230,230,230,255>"
local text_color = "<color=150,150,150,255>"
local str = "<font=HudSelectionText>"
if ( self.Author != "" ) then str = str .. title_color .. "Author:</color>\t" .. text_color .. self.Author .. "</color>\n" end
if ( self.Contact != "" ) then str = str .. title_color .. "Contact:</color>\t" .. text_color .. self.Contact .. "</color>\n\n" end
if ( self.Purpose != "" ) then str = str .. title_color .. "Purpose:</color>\n" .. text_color .. self.Purpose .. "</color>\n\n" end
if ( self.Instructions != "" ) then str = str .. title_color .. "Instructions:</color>\n" .. text_color .. self.Instructions .. "</color>\n" end
str = str .. "</font>"
self.InfoMarkup = markup.Parse( str, 250 )
end
surface.SetDrawColor( 60, 60, 60, alpha )
surface.SetTexture( self.SpeechBubbleLid )
surface.DrawTexturedRect( x, y - 64 - 5, 128, 64 )
draw.RoundedBox( 8, x - 5, y - 6, 260, self.InfoMarkup:GetHeight() + 18, Color( 60, 60, 60, alpha ) )
self.InfoMarkup:Draw( x + 5, y + 5, nil, nil, alpha )
end
--[[---------------------------------------------------------
Name: SWEP:FreezeMovement()
Desc: Return true to freeze moving the view
-----------------------------------------------------------]]
function SWEP:FreezeMovement()
return false
end
--[[---------------------------------------------------------
Name: SWEP:ViewModelDrawn( viewModel )
Desc: Called straight after the viewmodel has been drawn
-----------------------------------------------------------]]
function SWEP:ViewModelDrawn( vm )
end
--[[---------------------------------------------------------
Name: OnRestore
Desc: Called immediately after a "load"
-----------------------------------------------------------]]
function SWEP:OnRestore()
end
--[[---------------------------------------------------------
Name: CustomAmmoDisplay
Desc: Return a table
-----------------------------------------------------------]]
function SWEP:CustomAmmoDisplay()
end
--[[---------------------------------------------------------
Name: GetViewModelPosition
Desc: Allows you to re-position the view model
-----------------------------------------------------------]]
function SWEP:GetViewModelPosition( pos, ang )
return pos, ang
end
--[[---------------------------------------------------------
Name: TranslateFOV
Desc: Allows the weapon to translate the player's FOV (clientside)
-----------------------------------------------------------]]
function SWEP:TranslateFOV( current_fov )
return current_fov
end
--[[---------------------------------------------------------
Name: DrawWorldModel
Desc: Draws the world model (not the viewmodel)
-----------------------------------------------------------]]
function SWEP:DrawWorldModel()
self:DrawModel()
end
--[[---------------------------------------------------------
Name: DrawWorldModelTranslucent
Desc: Draws the world model (not the viewmodel)
-----------------------------------------------------------]]
function SWEP:DrawWorldModelTranslucent()
self:DrawModel()
end
--[[---------------------------------------------------------
Name: AdjustMouseSensitivity
Desc: Allows you to adjust the mouse sensitivity.
-----------------------------------------------------------]]
function SWEP:AdjustMouseSensitivity()
return nil
end
--[[---------------------------------------------------------
Name: GetTracerOrigin
Desc: Allows you to override where the tracer comes from (in first person view)
returning anything but a vector indicates that you want the default action
-----------------------------------------------------------]]
function SWEP:GetTracerOrigin()
--[[
local ply = self:GetOwner()
local pos = ply:EyePos() + ply:EyeAngles():Right() * -5
return pos
--]]
end
--[[---------------------------------------------------------
Name: FireAnimationEvent
Desc: Allows you to override weapon animation events
-----------------------------------------------------------]]
function SWEP:FireAnimationEvent( pos, ang, event, options )
if ( !self.CSMuzzleFlashes ) then return end
-- CS Muzzle flashes
if ( event == 5001 or event == 5011 or event == 5021 or event == 5031 ) then
local data = EffectData()
data:SetFlags( 0 )
data:SetEntity( self:GetOwner():GetViewModel() )
data:SetAttachment( math.floor( ( event - 4991 ) / 10 ) )
data:SetScale( 1 )
if ( self.CSMuzzleX ) then
util.Effect( "CS_MuzzleFlash_X", data )
else
util.Effect( "CS_MuzzleFlash", data )
end
return true
end
end