mirror of
https://github.com/lifestorm/wnsrc.git
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347 lines
8.1 KiB
Lua
347 lines
8.1 KiB
Lua
--[[
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| This file was obtained through the combined efforts
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| of Madbluntz & Plymouth Antiquarian Society.
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| Credits: lifestorm, Gregory Wayne Rossel JR.,
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| Maloy, DrPepper10 @ RIP, Atle!
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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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-- Variables that are used on both client and server
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SWEP.PrintName = "Tool Gun"
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SWEP.Author = ""
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SWEP.Contact = ""
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SWEP.Purpose = ""
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SWEP.Instructions = ""
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SWEP.ViewModel = "models/weapons/c_toolgun.mdl"
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SWEP.WorldModel = "models/weapons/w_toolgun.mdl"
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SWEP.UseHands = true
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SWEP.Spawnable = true
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-- Be nice, precache the models
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util.PrecacheModel( SWEP.ViewModel )
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util.PrecacheModel( SWEP.WorldModel )
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-- Todo, make/find a better sound.
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-- SWEP.ShootSound = Sound( "Airboat.FireGunRevDown" )
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SWEP.ShootSound = Sound( "" )
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SWEP.Tool = {}
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SWEP.Primary.ClipSize = -1
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SWEP.Primary.DefaultClip = -1
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SWEP.Primary.Automatic = false
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SWEP.Primary.Ammo = "none"
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SWEP.Secondary.ClipSize = -1
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SWEP.Secondary.DefaultClip = -1
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SWEP.Secondary.Automatic = false
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SWEP.Secondary.Ammo = "none"
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SWEP.CanHolster = true
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SWEP.CanDeploy = true
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function SWEP:InitializeTools()
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local temp = {}
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for k,v in pairs( self.Tool ) do
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temp[k] = table.Copy( v )
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temp[k].SWEP = self
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temp[k].Owner = self.Owner
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temp[k].Weapon = self.Weapon
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temp[k]:Init()
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end
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self.Tool = temp
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end
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function SWEP:SetupDataTables()
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self:NetworkVar( "Entity", 0, "TargetEntity1" )
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self:NetworkVar( "Entity", 1, "TargetEntity2" )
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self:NetworkVar( "Entity", 2, "TargetEntity3" )
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self:NetworkVar( "Entity", 3, "TargetEntity4" )
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end
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-- Convenience function to check object limits
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function SWEP:CheckLimit( str )
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return self:GetOwner():CheckLimit( str )
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end
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function SWEP:Initialize()
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self:SetHoldType( "revolver" )
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self:InitializeTools()
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-- We create these here. The problem is that these are meant to be constant values.
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-- in the toolmode they're not because some tools can be automatic while some tools aren't.
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-- Since this is a global table it's shared between all instances of the gun.
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-- By creating new tables here we're making it so each tool has its own instance of the table
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-- So changing it won't affect the other tools.
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self.Primary = {
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ClipSize = -1,
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DefaultClip = -1,
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Automatic = false,
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Ammo = "none"
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}
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self.Secondary = {
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ClipSize = -1,
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DefaultClip = -1,
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Automatic = false,
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Ammo = "none"
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}
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end
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function SWEP:OnRestore()
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self:InitializeTools()
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end
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function SWEP:Precache()
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util.PrecacheSound( self.ShootSound )
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end
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function SWEP:Reload()
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-- This makes the reload a semi-automatic thing rather than a continuous thing
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if ( !self.Owner:KeyPressed( IN_RELOAD ) ) then return end
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local mode = self:GetMode()
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local trace = self.Owner:GetEyeTrace()
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if ( !trace.Hit ) then return end
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local tool = self:GetToolObject()
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if ( !tool ) then return end
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tool:CheckObjects()
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-- Does the server setting say it's ok?
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if ( !tool:Allowed() ) then return end
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-- Ask the gamemode if it's ok to do this
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if ( !gamemode.Call( "CanTool", self.Owner, trace, mode ) ) then return end
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if ( !tool:Reload( trace ) ) then return end
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self:DoShootEffect( trace.HitPos, trace.HitNormal, trace.Entity, trace.PhysicsBone, IsFirstTimePredicted() )
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end
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-- Returns the mode we're in
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function SWEP:GetMode()
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return self.Mode
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end
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-- Think does stuff every frame
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function SWEP:Think()
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self.Mode = self.Owner:GetInfo( "gmod_toolmode" )
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local tool = self:GetToolObject()
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if ( !tool ) then return end
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tool:CheckObjects()
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self.last_mode = self.current_mode
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self.current_mode = self.Mode
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-- Release ghost entities if we're not allowed to use this new mode?
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if ( !tool:Allowed() ) then
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self:GetToolObject( self.last_mode ):ReleaseGhostEntity()
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return
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end
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if ( self.last_mode != self.current_mode ) then
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if ( !self:GetToolObject( self.last_mode ) ) then return end
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-- We want to release the ghost entity just in case
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self:GetToolObject( self.last_mode ):Holster()
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end
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self.Primary.Automatic = tool.LeftClickAutomatic or false
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self.Secondary.Automatic = tool.RightClickAutomatic or false
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self.RequiresTraceHit = tool.RequiresTraceHit or true
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tool:Think()
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end
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-- The shoot effect
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function SWEP:DoShootEffect( hitpos, hitnormal, entity, physbone, bFirstTimePredicted )
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self:EmitSound( self.ShootSound )
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self:SendWeaponAnim( ACT_VM_PRIMARYATTACK ) -- View model animation
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-- There's a bug with the model that's causing a muzzle to
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-- appear on everyone's screen when we fire this animation.
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self.Owner:SetAnimation( PLAYER_ATTACK1 ) -- 3rd Person Animation
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if ( !bFirstTimePredicted ) then return end
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--[[
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local effectdata = EffectData()
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effectdata:SetOrigin( hitpos )
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effectdata:SetNormal( hitnormal )
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effectdata:SetEntity( entity )
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effectdata:SetAttachment( physbone )
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util.Effect( "selection_indicator", effectdata )
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local effectdata = EffectData()
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effectdata:SetOrigin( hitpos )
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effectdata:SetStart( self.Owner:GetShootPos() )
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effectdata:SetAttachment( 1 )
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effectdata:SetEntity( self )
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util.Effect( "ToolTracer", effectdata )
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--]]
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end
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if (SERVER) then
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ix.log.AddType("toolgunFired", function(client, name)
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return string.format("%s has fired a toolgun with the name: %s", client:GetName(), name)
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end)
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end
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-- Trace a line then send the result to a mode function
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function SWEP:PrimaryAttack()
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local mode = self:GetMode()
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local tr = util.GetPlayerTrace( self.Owner )
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tr.mask = bit.bor( CONTENTS_SOLID, CONTENTS_MOVEABLE, CONTENTS_MONSTER, CONTENTS_WINDOW, CONTENTS_DEBRIS, CONTENTS_GRATE, CONTENTS_AUX )
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local trace = util.TraceLine( tr )
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if ( !trace.Hit ) then return end
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local tool = self:GetToolObject()
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if ( !tool ) then return end
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tool:CheckObjects()
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-- Does the server setting say it's ok?
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if ( !tool:Allowed() ) then return end
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-- Ask the gamemode if it's ok to do this
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if ( !gamemode.Call( "CanTool", self.Owner, trace, mode ) ) then return end
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if (SERVER) then
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ix.log.Add(self:GetOwner(), "toolgunFired", self:GetMode())
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end
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if ( !tool:LeftClick( trace ) ) then return end
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self:DoShootEffect( trace.HitPos, trace.HitNormal, trace.Entity, trace.PhysicsBone, IsFirstTimePredicted() )
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end
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function SWEP:SecondaryAttack()
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local mode = self:GetMode()
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local tr = util.GetPlayerTrace( self.Owner )
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tr.mask = bit.bor( CONTENTS_SOLID, CONTENTS_MOVEABLE, CONTENTS_MONSTER, CONTENTS_WINDOW, CONTENTS_DEBRIS, CONTENTS_GRATE, CONTENTS_AUX )
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local trace = util.TraceLine( tr )
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if ( !trace.Hit ) then return end
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local tool = self:GetToolObject()
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if ( !tool ) then return end
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tool:CheckObjects()
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-- Ask the gamemode if it's ok to do this
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if ( !tool:Allowed() ) then return end
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if ( !gamemode.Call( "CanTool", self.Owner, trace, mode ) ) then return end
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if ( !tool:RightClick( trace ) ) then return end
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self:DoShootEffect( trace.HitPos, trace.HitNormal, trace.Entity, trace.PhysicsBone, IsFirstTimePredicted() )
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end
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function SWEP:Holster()
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-- Just do what the SWEP wants to do if there's no tool
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if ( !self:GetToolObject() ) then return self.CanHolster end
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local CanHolster = self:GetToolObject():Holster()
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if ( CanHolster ~= nil ) then return CanHolster end
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return self.CanHolster
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end
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-- Delete ghosts here in case the weapon gets deleted all of a sudden somehow
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function SWEP:OnRemove()
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if ( !self:GetToolObject() ) then return end
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self:GetToolObject():ReleaseGhostEntity()
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end
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-- This will remove any ghosts when a player dies and drops the weapon
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function SWEP:OwnerChanged()
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if ( !self:GetToolObject() ) then return end
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self:GetToolObject():ReleaseGhostEntity()
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end
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-- Deploy
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function SWEP:Deploy()
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-- Just do what the SWEP wants to do if there is no tool
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if ( !self:GetToolObject() ) then return self.CanDeploy end
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self:GetToolObject():UpdateData()
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local CanDeploy = self:GetToolObject():Deploy()
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if ( CanDeploy ~= nil ) then return CanDeploy end
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return self.CanDeploy
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end
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function SWEP:GetToolObject( tool )
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local mode = tool or self:GetMode()
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if ( !self.Tool[ mode ] ) then return false end
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return self.Tool[ mode ]
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end
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function SWEP:FireAnimationEvent( pos, ang, event, options )
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-- Disables animation based muzzle event
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if ( event == 21 ) then return true end
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-- Disable thirdperson muzzle flash
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if ( event == 5003 ) then return true end
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end
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include( "stool.lua" )
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