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wnsrc/gamemodes/darkrp/entities/weapons/gmod_tool/shared.lua
lifestorm 94063e4369 Upload
2024-08-04 22:55:00 +03:00

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