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wnsrc/gamemodes/darkrp/plugins/combineutilities/entities/weapons/weapon_datapad/shared.lua
lifestorm df294d03aa Upload
2024-08-04 23:54:45 +03:00

606 lines
17 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/
--]]
local PLUGIN = PLUGIN
if (SERVER) then
AddCSLuaFile("shared.lua")
end
SWEP.PrintName = "Combine Datapad"
SWEP.Category = "Half-Life 2"
SWEP.Spawnable= true
SWEP.AdminSpawnable= true
SWEP.AdminOnly = false
SWEP.ViewModelFOV = 70
SWEP.ViewModel = "models/weapons/c_slam.mdl"
SWEP.WorldModel = "models/weapons/w_slam.mdl"
SWEP.ShowViewModel = false
SWEP.ShowWorldModel = false
SWEP.ViewModelFlip = false
SWEP.BobScale = 1
SWEP.SwayScale = 0
SWEP.AutoSwitchTo = false
SWEP.AutoSwitchFrom = false
SWEP.Weight = 0
SWEP.Slot = 0
SWEP.SlotPos = 1
SWEP.UseHands = true
SWEP.FireWhenLowered = true
SWEP.FiresUnderwater = true
SWEP.DrawAmmo = false
SWEP.CSMuzzleFlashes = 1
SWEP.Base = "weapon_base"
SWEP.IsAlwaysRaised = true
SWEP.HoldType = "knife"
SWEP.Primary.ClipSize = -1
SWEP.Primary.DefaultClip = -1
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = ""
SWEP.Primary.Damage = 5
SWEP.Primary.Delay = 0.75
SWEP.Secondary.ClipSize = -1
SWEP.Secondary.DefaultClip = 0
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = ""
SWEP.Secondary.Delay = 0.5
SWEP.MaxOffFlat = 80 -- Maximum degrees off of flat to be.
SWEP.LastFire = 0
SWEP.IronSightsPos = Vector(0, 0, 0)
SWEP.IronSightsAng = Vector(0, 0, 0)
SWEP.ViewModelBoneMods = {
["Slam_base"] = { scale = Vector(0.001, 0.001, 0.001), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) },
["Detonator"] = { scale = Vector(0.001, 0.001, 0.001), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) }
}
SWEP.VElements = {
["v_element"] = { type = "Model", model = "models/fruity/tablet/tablet_sfm.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(7.068, 2.714, -1.198), angle = Angle(75.973, -119.392, 180), size = Vector(1, 1, 2), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 3, bodygroup = {} }
}
SWEP.WElements = {
["w_element"] = { type = "Model", model = "models/fruity/tablet/tablet_sfm.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(3.901, 5.111, -0.477), angle = Angle(36.905, -180, -178.631), size = Vector(0.8, 0.8, 0.8), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 3, bodygroup = {} }
}
function SWEP:Initialize()
self:SetHoldType( self.HoldType )
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:SetHoldType( self.HoldType )
self:CreateModels(self.VElements) -- create viewmodels
self:CreateModels(self.WElements) -- create worldmodels
-- init view model bone build function
if IsValid(self.Owner) 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
-- we set the alpha to 1 instead of 0 because else ViewModelDrawn stops being called
vm:SetColor(Color(255,255,255,1))
-- ^ stopped working in GMod 13 because you have to do Entity:SetRenderMode(1) for translucency to kick in
-- 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
----------------------------------------------------
if CLIENT then
SWEP.vRenderOrder = nil
function SWEP:ViewModelDrawn()
local vm = self.Owner:GetViewModel()
if !IsValid(vm) then return end
if (!self.VElements) then return end
self:UpdateBonePositions(vm)
if (!self.vRenderOrder) then
-- we build a render order because sprites need to be drawn after models
self.vRenderOrder = {}
for k, v in pairs( self.VElements ) do
if (v.type == "Model") then
table.insert(self.vRenderOrder, 1, k)
elseif (v.type == "Sprite" or v.type == "Quad") then
table.insert(self.vRenderOrder, k)
end
end
end
for _, name in ipairs( self.vRenderOrder ) do
local v = self.VElements[name]
if (!v) then self.vRenderOrder = nil break end
if (v.hide) then continue end
local model = v.modelEnt
local sprite = v.spriteMaterial
if (!v.bone) then continue end
local pos, ang = self:GetBoneOrientation( self.VElements, v, vm )
if (!pos) then continue end
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 IsValid(PLUGIN.updates) and PLUGIN.updates:IsVisible() then
model:SetSkin(3)
elseif IsValid(PLUGIN.viewLogs) and PLUGIN.viewLogs:IsVisible() then
model:SetSkin(5)
elseif IsValid(PLUGIN.viewLog) and PLUGIN.viewLog:IsVisible() then
model:SetSkin(6)
elseif IsValid(PLUGIN.editupdates) and PLUGIN.editupdates:IsVisible() then
model:SetSkin(7)
elseif (IsValid(PLUGIN.editUpdate) and PLUGIN.editUpdate:IsVisible()) or (IsValid(PLUGIN.newUpdate) and PLUGIN.newUpdate:IsVisible()) then
model:SetSkin(10)
elseif IsValid(PLUGIN.verdictCodes) and PLUGIN.verdictCodes:IsVisible() then
model:SetSkin(11)
elseif IsValid(PLUGIN.communicationCodes) and PLUGIN.communicationCodes:IsVisible() then
model:SetSkin(12)
elseif IsValid(PLUGIN.datafileInfo) and PLUGIN.datafileInfo:IsVisible() then
model:SetSkin(4)
elseif IsValid(PLUGIN.viewEntryLogs) and PLUGIN.viewEntryLogs:IsVisible() then
model:SetSkin(13)
elseif IsValid(PLUGIN.violationsTitleSubframe) and PLUGIN.violationsTitleSubframe:IsVisible() then
model:SetSkin(16)
else
model:SetSkin(0)
end
if (v.bodygroup) then
for k, v1 in pairs( v.bodygroup ) do
if (model:GetBodygroup(k) != v1) then
model:SetBodygroup(k, v1)
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
SWEP.wRenderOrder = nil
function SWEP:DrawWorldModel()
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
local bone_ent
if (IsValid(self.Owner)) then
bone_ent = self.Owner
else
-- when the weapon is dropped
bone_ent = self
end
for _, 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 IsValid(PLUGIN.updates) and PLUGIN.updates:IsVisible() then
model:SetSkin(3)
elseif IsValid(PLUGIN.viewLogs) and PLUGIN.viewLogs:IsVisible() then
model:SetSkin(5)
elseif IsValid(PLUGIN.viewLog) and PLUGIN.viewLog:IsVisible() then
model:SetSkin(6)
elseif IsValid(PLUGIN.editupdates) and PLUGIN.editupdates:IsVisible() then
model:SetSkin(7)
elseif (IsValid(PLUGIN.editUpdate) and PLUGIN.editUpdate:IsVisible()) or (IsValid(PLUGIN.newUpdate) and PLUGIN.newUpdate:IsVisible()) then
model:SetSkin(10)
elseif IsValid(PLUGIN.verdictCodes) and PLUGIN.verdictCodes:IsVisible() then
model:SetSkin(11)
elseif IsValid(PLUGIN.communicationCodes) and PLUGIN.communicationCodes:IsVisible() then
model:SetSkin(12)
elseif IsValid(PLUGIN.datafileInfo) and PLUGIN.datafileInfo:IsVisible() then
model:SetSkin(4)
elseif IsValid(PLUGIN.viewEntryLogs) and PLUGIN.viewEntryLogs:IsVisible() then
model:SetSkin(13)
elseif IsValid(PLUGIN.violationsTitleSubframe) and PLUGIN.violationsTitleSubframe:IsVisible() then
model:SetSkin(16)
else
model:SetSkin(0)
end
if (v.bodygroup) then
for k, v1 in pairs( v.bodygroup ) do
if (model:GetBodygroup(k) != v1) then
model:SetBodygroup(k, v1)
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
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
for _, 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 = { ["$basetexture"] = v.sprite }
-- make sure we create a unique name based on the selected options
local tocheck = { "nocull", "additive", "vertexalpha", "vertexcolor", "ignorez" }
for _, j in pairs( tocheck ) do
if (v[j]) then
params["$"..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
--luacheck: ignore 122
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)
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
end
----------------------------------------------------
function SWEP:OnRemove()
end
function SWEP:Deploy()
--if !IsValid(self.Owner.C4s) then self.Owner.C4s = {} end
self.Weapon:SendWeaponAnim(ACT_SLAM_TRIPMINE_DRAW)
end
function SWEP:PrimaryAttack()
self:EmitSound( "UI/buttonclick.wav" )
self:SetNextPrimaryFire( CurTime()+2 )
if SERVER and IsFirstTimePredicted() then
if (PLUGIN:HasAccessToDatafile(self.Owner)) then
PLUGIN:Refresh(self.Owner)
else
self.Owner:NotifyLocalized("You do not have access to the datapad")
end
end
end
function SWEP:SecondaryAttack()
end
function SWEP:Holster()
if CLIENT and IsValid(self.Owner) then
local vm = self.Owner:GetViewModel()
if IsValid(vm) then
self:ResetBonePositions(vm)
end
end
return true
end
function SWEP:OnRemove()
self:Holster()
end