mirror of
https://github.com/lifestorm/wnsrc.git
synced 2025-12-16 21:33:46 +03:00
699 lines
15 KiB
Lua
699 lines
15 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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local meta = FindMetaTable( "Entity" )
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-- Return if there's nothing to add on to
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if ( !meta ) then return end
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function meta:GetShouldPlayPickupSound()
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return self.m_bPlayPickupSound or false
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end
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function meta:SetShouldPlayPickupSound( bPlaySound )
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self.m_bPlayPickupSound = tobool( bPlaySound ) or false
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end
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--
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-- Entity index accessor. This used to be done in engine, but it's done in Lua now because it's faster
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--
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function meta:__index( key )
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--
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-- Search the metatable. We can do this without dipping into C, so we do it first.
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--
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local val = meta[ key ]
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if ( val != nil ) then return val end
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--
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-- Search the entity table
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--
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local tab = self:GetTable()
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if ( tab ) then
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local tabval = tab[ key ]
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if ( tabval != nil ) then return tabval end
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end
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--
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-- Legacy: sometimes use self.Owner to get the owner.. so lets carry on supporting that stupidness
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-- This needs to be retired, just like self.Entity was.
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--
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if ( key == "Owner" ) then return meta.GetOwner( self ) end
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return nil
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end
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--[[---------------------------------------------------------
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Name: Short cut to add entities to the table
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-----------------------------------------------------------]]
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function meta:GetVar( name, default )
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local Val = self:GetTable()[ name ]
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if ( Val == nil ) then return default end
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return Val
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end
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if ( SERVER ) then
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function meta:SetCreator( ply --[[= NULL]] )
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if ( ply == nil ) then
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ply = NULL
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elseif ( !isentity( ply ) ) then
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error( "bad argument #1 to 'SetCreator' (Entity expected, got " .. type( ply ) .. ")", 2 )
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end
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self.m_PlayerCreator = ply
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end
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function meta:GetCreator()
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return self.m_PlayerCreator or NULL
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end
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end
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--[[---------------------------------------------------------
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Name: Returns true if the entity has constraints attached to it
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-----------------------------------------------------------]]
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function meta:IsConstrained()
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if ( CLIENT ) then return self:GetNWBool( "IsConstrained" ) end
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local c = self:GetTable().Constraints
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local bIsConstrained = false
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if ( c ) then
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for k, v in pairs( c ) do
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if ( IsValid( v ) ) then bIsConstrained = true break end
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c[ k ] = nil
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end
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end
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self:SetNWBool( "IsConstrained", bIsConstrained )
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return bIsConstrained
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end
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--[[---------------------------------------------------------
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Name: Short cut to set tables on the entity table
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-----------------------------------------------------------]]
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function meta:SetVar( name, value )
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self:GetTable()[ name ] = value
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end
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--[[---------------------------------------------------------
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Name: CallOnRemove
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Desc: Call this function when this entity dies.
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Calls the function like Function( <entity>, <optional args> )
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-----------------------------------------------------------]]
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function meta:CallOnRemove( name, func, ... )
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local mytable = self:GetTable()
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mytable.OnDieFunctions = mytable.OnDieFunctions or {}
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mytable.OnDieFunctions[ name ] = { Name = name, Function = func, Args = { ... } }
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end
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--[[---------------------------------------------------------
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Name: RemoveCallOnRemove
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Desc: Removes the named hook
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-----------------------------------------------------------]]
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function meta:RemoveCallOnRemove( name )
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local mytable = self:GetTable()
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mytable.OnDieFunctions = mytable.OnDieFunctions or {}
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mytable.OnDieFunctions[ name ] = nil
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end
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--[[---------------------------------------------------------
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Simple mechanism for calling the die functions.
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-----------------------------------------------------------]]
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local function DoDieFunction( ent )
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if ( !ent or !ent.OnDieFunctions ) then return end
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for k, v in pairs( ent.OnDieFunctions ) do
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-- Functions aren't saved - so this could be nil if we loaded a game.
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if ( v && v.Function ) then
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v.Function( ent, unpack( v.Args ) )
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end
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end
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end
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hook.Add( "EntityRemoved", "DoDieFunction", DoDieFunction )
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function meta:PhysWake()
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local phys = self:GetPhysicsObject()
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if ( !IsValid( phys ) ) then return end
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phys:Wake()
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end
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local GetColorOriginal4 = meta.GetColor4Part -- Do not use me! I will be removed
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local GetColorOriginal = meta.GetColor
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function meta:GetColor()
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-- Backwards comp slower method
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if ( !GetColorOriginal4 ) then
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return GetColorOriginal( self )
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end
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return Color( GetColorOriginal4( self ) )
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end
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local SetColorOriginal4 = meta.SetColor4Part -- Do not use me! I will be removed
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local SetColorOriginal = meta.SetColor
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function meta:SetColor( col )
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-- Backwards comp slower method
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if ( !SetColorOriginal4 ) then
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return SetColorOriginal( self, col )
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end
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-- Even more backwards compat
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if ( !col ) then
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return SetColorOriginal4( self, 255, 255, 255, 255 )
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end
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SetColorOriginal4( self, col.r, col.g, col.b, col.a )
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end
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function meta:GetChildBones( bone )
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local bonecount = self:GetBoneCount()
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if ( bonecount == 0 or bonecount < bone ) then return end
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local bones = {}
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for k = 0, bonecount - 1 do
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if ( self:GetBoneParent( k ) != bone ) then continue end
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table.insert( bones, k )
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end
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return bones
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end
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function DTVar_ReceiveProxyGL( ent, name, id, val )
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if ( ent.CallDTVarProxies ) then
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ent:CallDTVarProxies( name, id, val )
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end
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end
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function meta:InstallDataTable()
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self.dt = {}
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local typetable = {}
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local datatable = {}
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local keytable = {}
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local dtmeta = {}
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local editing = {}
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dtmeta.__index = function ( ent, key )
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local dt = datatable[ key ]
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if ( dt == nil ) then return end
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return dt.GetFunc( self, dt.index, key )
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end
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dtmeta.__newindex = function( ent, key, value )
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local dt = datatable[ key ]
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if ( dt == nil ) then return end
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dt.SetFunc( self, dt.index, value )
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end
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local function FindUnusedIndex( typename )
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local tbl = typetable[ typename ]
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if ( !tbl ) then return 0 end
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for i = 0, 31 do
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if ( !tbl[i] ) then return i end
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end
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end
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self.IsDTVarSlotUsed = function( ent, typename, index )
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local tbl = typetable[ typename ]
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if ( !tbl or !tbl[index] ) then return false end
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return true
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end
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self.DTVar = function( ent, typename, index, name )
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if ( isstring( index ) && !name ) then
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name = index
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index = FindUnusedIndex( typename )
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elseif ( !index && isstring( name ) ) then
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index = FindUnusedIndex( typename )
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end
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local SetFunc = ent[ "SetDT" .. typename ]
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local GetFunc = ent[ "GetDT" .. typename ]
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if ( !SetFunc or !GetFunc ) then
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MsgN( "Couldn't addvar ", name, " - type ", typename, " is invalid!" )
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return
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end
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local data = {
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index = index,
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name = name,
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SetFunc = SetFunc,
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GetFunc = GetFunc,
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typename = typename,
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Notify = {}
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}
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typetable[ typename ] = typetable[ typename ] or {}
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typetable[ typename ][ index ] = data
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datatable[ name ] = data
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return data
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end
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--
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-- Access to the editing table
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--
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self.GetEditingData = function()
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return editing
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end
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--
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-- Adds an editable variable.
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--
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self.SetupEditing = function( ent, name, keyname, data )
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if ( !data ) then return end
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if ( !data.title ) then data.title = name end
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editing[ keyname ] = data
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end
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self.SetupKeyValue = function( ent, keyname, kvtype, setfunc, getfunc, other_data )
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keyname = keyname:lower()
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keytable[ keyname ] = {
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KeyName = keyname,
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Set = setfunc,
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Get = getfunc,
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Type = kvtype
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}
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if ( other_data ) then
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table.Merge( keytable[ keyname ], other_data )
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end
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end
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local CallProxies = function( ent, tbl, name, oldval, newval )
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for i = 1, #tbl do
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tbl[ i ]( ent, name, oldval, newval )
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end
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end
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self.CallDTVarProxies = function( ent, typename, index, newVal )
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local t = typetable[ typename ] && typetable[ typename ][ index ] or nil
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if ( t ) then
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CallProxies( ent, t.Notify, t.name, t.GetFunc( ent, index ), newVal )
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end
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end
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self.NetworkVar = function( ent, typename, index, name, other_data )
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if ( isstring( index ) && ( istable( name ) or !name ) ) then
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other_data = name
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name = index
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index = FindUnusedIndex( typename )
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elseif ( !index && isstring( name ) ) then
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index = FindUnusedIndex( typename )
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end
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local t = ent.DTVar( ent, typename, index, name )
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-- Some addons call these on the entity table, and that used to work, so we keep that
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ent[ "Set" .. name ] = function( selfent, value )
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CallProxies( ent, t.Notify, name, t.GetFunc( ent, index ), value )
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t.SetFunc( ent, index, value )
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end
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ent[ "Get" .. name ] = function( selfent )
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return t.GetFunc( ent, index )
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end
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if ( !other_data ) then return end
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-- This KeyName stuff is absolutely unnecessary, there's absolutely no reason for it to exist
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-- But we cannot remove it now because dupes will break. It should've used the "name" variable
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if ( other_data.KeyName ) then
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ent:SetupKeyValue( other_data.KeyName, typename, ent[ "Set" .. name ], ent[ "Get" .. name ], other_data )
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ent:SetupEditing( name, other_data.KeyName, other_data.Edit )
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end
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end
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--
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-- Add a function that gets called when the variable changes
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-- Note: this doesn't work on the client yet - which drastically reduces its usefulness.
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--
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self.NetworkVarNotify = function( ent, name, func )
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if ( !datatable[ name ] ) then error( "calling NetworkVarNotify on missing network var " .. name ) end
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table.insert( datatable[ name ].Notify, func )
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end
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--
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-- Create an accessor of an element. This is mainly so you can use spare
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-- network vars (vectors, angles) to network single floats.
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--
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self.NetworkVarElement = function( ent, typename, index, element, name, other_data )
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if ( isstring( index ) && isstring( element ) ) then
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other_data = name
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name = element
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element = index
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index = FindUnusedIndex( typename )
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elseif ( !index && isstring( name ) ) then
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index = FindUnusedIndex( typename )
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end
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local t = ent.DTVar( ent, typename, index, name )
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t.element = element
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ent[ "Set" .. name ] = function( selfent, value )
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local old = t.GetFunc( selfent, index )
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old[ element ] = value
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t.SetFunc( selfent, index, old )
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end
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ent[ "Get" .. name ] = function( selfent )
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return t.GetFunc( selfent, index )[ element ]
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end
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if ( !other_data ) then return end
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-- This KeyName stuff is absolutely unnecessary, there's absolutely no reason for it to exist
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-- But we cannot remove it now because dupes will break. It should've used the "name" variable
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if ( other_data.KeyName ) then
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ent:SetupKeyValue( other_data.KeyName, "float", ent[ "Set" .. name ], ent[ "Get" .. name ], other_data )
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ent:SetupEditing( name, other_data.KeyName, other_data.Edit )
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end
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end
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self.SetNetworkKeyValue = function( ent, key, value )
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key = key:lower()
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local k = keytable[ key ]
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if ( !k ) then return end
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local v = util.StringToType( value, k.Type )
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if ( v == nil ) then return end
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k.Set( ent, v )
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return true
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end
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self.GetNetworkKeyValue = function( ent, key )
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key = key:lower()
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local k = keytable[ key ]
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if ( !k ) then return end
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return k.Get( ent )
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end
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--
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-- Called by the duplicator system to get the network vars
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--
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self.GetNetworkVars = function( ent )
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local dt = {}
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for k, v in pairs( datatable ) do
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-- Don't try to save entities (yet?)
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if ( v.typename == "Entity" ) then continue end
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if ( v.element ) then
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dt[ k ] = v.GetFunc( ent, v.index )[ v.element ]
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else
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dt[ k ] = v.GetFunc( ent, v.index )
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end
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end
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--
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-- If there's nothing in our table - then return nil.
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--
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if ( table.IsEmpty( dt ) ) then return nil end
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return dt
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end
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--
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-- Called by the duplicator system to restore from network vars
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--
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self.RestoreNetworkVars = function( ent, tab )
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if ( !tab ) then return end
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-- Loop this entities data table
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for k, v in pairs( datatable ) do
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-- If it contains this entry
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if ( tab[ k ] == nil ) then continue end
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-- Support old saves/dupes with incorrectly saved data
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if ( v.element && ( isangle( tab[ k ] ) or isvector( tab[ k ] ) ) ) then
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tab[ k ] = tab[ k ][ v.element ]
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end
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-- Set it.
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if ( ent[ "Set" .. k ] ) then
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ent[ "Set" .. k ]( ent, tab[ k ] )
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else
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v.SetFunc( ent, v.index, tab[ k ] )
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end
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end
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end
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setmetatable( self.dt, dtmeta )
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--
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-- In sandbox the client can edit certain values on certain entities
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-- we implement this here incase any other gamemodes want to use it
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-- although it is of course deactivated by default.
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--
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--
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-- This function takes a keyname and a value - both strings.
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--
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--
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-- Called serverside it will set the value.
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--
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self.EditValue = function( ent, variable, value )
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if ( !isstring( variable ) ) then return end
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if ( !isstring( value ) ) then return end
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--
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-- It can be called clientside to send a message to the server
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-- to request a change of value.
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--
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if ( CLIENT ) then
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net.Start( "editvariable" )
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net.WriteEntity( ent )
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net.WriteString( variable )
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net.WriteString( value )
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net.SendToServer()
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end
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--
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-- Called serverside it simply changes the value
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--
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if ( SERVER ) then
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ent:SetNetworkKeyValue( variable, value )
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end
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end
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end
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if ( SERVER ) then
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util.AddNetworkString( "editvariable" )
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net.Receive( "editvariable", function( len, client )
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local ent = net.ReadEntity()
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if ( !IsValid( ent ) ) then return end
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if ( !isfunction( ent.GetEditingData ) ) then return end
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if ( ent.AdminOnly && !( client:IsAdmin() or game.SinglePlayer() ) ) then return end
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local key = net.ReadString()
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-- Is this key in our edit table?
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local editor = ent:GetEditingData()[ key ]
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if ( !istable( editor ) ) then return end
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local val = net.ReadString()
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hook.Run( "VariableEdited", ent, client, key, val, editor )
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end )
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|
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function meta:GetUnFreezable()
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return self.m_bUnFreezable or false
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end
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|
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function meta:SetUnFreezable( bFreeze )
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self.m_bUnFreezable = tobool( bFreeze ) or false
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end
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end
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--
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-- Networked var proxies
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--
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|
function meta:SetNetworked2VarProxy( name, func )
|
|
|
|
if ( !self.NWVarProxies ) then
|
|
self.NWVarProxies = {}
|
|
end
|
|
|
|
self.NWVarProxies[ name ] = func
|
|
|
|
end
|
|
|
|
function meta:GetNetworked2VarProxy( name )
|
|
|
|
if ( self.NWVarProxies ) then
|
|
local func = self.NWVarProxies[ name ]
|
|
if ( isfunction( func ) ) then
|
|
return func
|
|
end
|
|
end
|
|
|
|
return nil
|
|
|
|
end
|
|
|
|
meta.SetNW2VarProxy = meta.SetNetworked2VarProxy
|
|
meta.GetNW2VarProxy = meta.GetNetworked2VarProxy
|
|
|
|
hook.Add( "EntityNetworkedVarChanged", "NetworkedVars", function( ent, name, oldValue, newValue )
|
|
|
|
if ( ent.NWVarProxies ) then
|
|
local func = ent.NWVarProxies[ name ]
|
|
|
|
if ( isfunction( func ) ) then
|
|
func( ent, name, oldValue, newValue )
|
|
end
|
|
end
|
|
|
|
end )
|
|
|
|
--
|
|
-- Vehicle Extensions
|
|
--
|
|
local vehicle = FindMetaTable( "Vehicle" )
|
|
|
|
--
|
|
-- We steal some DT slots by default for vehicles
|
|
-- to control the third person view. You should use
|
|
-- these functions if you want to play with them because
|
|
-- they might eventually be moved into the engine - so manually
|
|
-- editing the DT values will stop working.
|
|
--
|
|
function vehicle:SetVehicleClass( s )
|
|
|
|
self:SetDTString( 3, s )
|
|
|
|
end
|
|
|
|
function vehicle:GetVehicleClass()
|
|
|
|
return self:GetDTString( 3 )
|
|
|
|
end
|
|
|
|
function vehicle:SetThirdPersonMode( b )
|
|
|
|
self:SetDTBool( 3, b )
|
|
|
|
end
|
|
|
|
function vehicle:GetThirdPersonMode()
|
|
|
|
return self:GetDTBool( 3 )
|
|
|
|
end
|
|
|
|
function vehicle:SetCameraDistance( dist )
|
|
|
|
self:SetDTFloat( 3, dist )
|
|
|
|
end
|
|
|
|
function vehicle:GetCameraDistance()
|
|
|
|
return self:GetDTFloat( 3 )
|
|
|
|
end
|