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wnsrc/gamemodes/base/entities/entities/prop_effect.lua
lifestorm ba1fc01b16 Upload
2024-08-04 23:12:27 +03:00

189 lines
5.1 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/
--]]
AddCSLuaFile()
if ( CLIENT ) then
CreateConVar( "cl_draweffectrings", "1", 0, "Should the green effect rings be visible?" )
end
ENT.Type = "anim"
ENT.Spawnable = false
function ENT:Initialize()
local Radius = 6
local mins = Vector( 1, 1, 1 ) * Radius * -0.5
local maxs = Vector( 1, 1, 1 ) * Radius * 0.5
if ( SERVER ) then
self.AttachedEntity = ents.Create( "prop_dynamic" )
self.AttachedEntity:SetModel( self:GetModel() )
self.AttachedEntity:SetAngles( self:GetAngles() )
self.AttachedEntity:SetPos( self:GetPos() )
self.AttachedEntity:SetSkin( self:GetSkin() )
self.AttachedEntity:Spawn()
self.AttachedEntity:SetParent( self )
self.AttachedEntity:DrawShadow( false )
self:SetModel( "models/props_junk/watermelon01.mdl" )
self:DeleteOnRemove( self.AttachedEntity )
self.AttachedEntity:DeleteOnRemove( self )
-- Don't use the model's physics - create a box instead
self:PhysicsInitBox( mins, maxs )
self:SetSolid( SOLID_VPHYSICS )
-- Set up our physics object here
local phys = self:GetPhysicsObject()
if ( IsValid( phys ) ) then
phys:Wake()
phys:EnableGravity( false )
phys:EnableDrag( false )
end
self:DrawShadow( false )
self:SetCollisionGroup( COLLISION_GROUP_WEAPON )
else
-- So addons can override this
self.GripMaterial = Material( "sprites/grip" )
self.GripMaterialHover = Material( "sprites/grip_hover" )
-- Get the attached entity so that clientside functions like properties can interact with it
local tab = ents.FindByClassAndParent( "prop_dynamic", self )
if ( tab && IsValid( tab[ 1 ] ) ) then self.AttachedEntity = tab[ 1 ] end
end
-- Set collision bounds exactly
self:SetCollisionBounds( mins, maxs )
end
function ENT:Draw()
if ( halo.RenderedEntity() == self ) then
self.AttachedEntity:DrawModel()
return
end
if ( GetConVarNumber( "cl_draweffectrings" ) == 0 ) then return end
-- Don't draw the grip if there's no chance of us picking it up
local ply = LocalPlayer()
local wep = ply:GetActiveWeapon()
if ( !IsValid( wep ) ) then return end
local weapon_name = wep:GetClass()
if ( weapon_name != "weapon_physgun" && weapon_name != "weapon_physcannon" && weapon_name != "gmod_tool" ) then
return
end
if ( self:BeingLookedAtByLocalPlayer() ) then
render.SetMaterial( self.GripMaterialHover )
else
render.SetMaterial( self.GripMaterial )
end
render.DrawSprite( self:GetPos(), 16, 16, color_white )
end
-- Copied from base_gmodentity.lua
ENT.MaxWorldTipDistance = 256
function ENT:BeingLookedAtByLocalPlayer()
local ply = LocalPlayer()
if ( !IsValid( ply ) ) then return false end
local view = ply:GetViewEntity()
local dist = self.MaxWorldTipDistance
dist = dist * dist
-- If we're spectating a player, perform an eye trace
if ( view:IsPlayer() ) then
return view:EyePos():DistToSqr( self:GetPos() ) <= dist && view:GetEyeTrace().Entity == self
end
-- If we're not spectating a player, perform a manual trace from the entity's position
local pos = view:GetPos()
if ( pos:DistToSqr( self:GetPos() ) <= dist ) then
return util.TraceLine( {
start = pos,
endpos = pos + ( view:GetAngles():Forward() * dist ),
filter = view
} ).Entity == self
end
return false
end
function ENT:PhysicsUpdate( physobj )
if ( CLIENT ) then return end
-- Don't do anything if the player isn't holding us
if ( !self:IsPlayerHolding() && !self:IsConstrained() ) then
physobj:SetVelocity( vector_origin )
physobj:Sleep()
end
end
function ENT:OnEntityCopyTableFinish( tab )
-- We need to store the model of the attached entity
-- Not the one we have here.
tab.Model = self.AttachedEntity:GetModel()
-- Store the attached entity's table so we can restore it after being pasted
tab.AttachedEntityInfo = table.Copy( duplicator.CopyEntTable( self.AttachedEntity ) )
tab.AttachedEntityInfo.Pos = nil -- Don't even save angles and position, we are a parented entity
tab.AttachedEntityInfo.Angle = nil
-- Do NOT store the attached entity itself in our table!
-- Otherwise, if we copy-paste the prop with the duplicator, its AttachedEntity value will point towards the original prop's attached entity instead, and that'll break stuff
tab.AttachedEntity = nil
end
function ENT:PostEntityPaste( ply )
-- Restore the attached entity using the information we've saved
if ( IsValid( self.AttachedEntity ) && self.AttachedEntityInfo ) then
-- Apply skin, bodygroups, bone manipulator, etc.
duplicator.DoGeneric( self.AttachedEntity, self.AttachedEntityInfo )
if ( self.AttachedEntityInfo.EntityMods ) then
self.AttachedEntity.EntityMods = table.Copy( self.AttachedEntityInfo.EntityMods )
duplicator.ApplyEntityModifiers( ply, self.AttachedEntity )
end
if ( self.AttachedEntityInfo.BoneMods ) then
self.AttachedEntity.BoneMods = table.Copy( self.AttachedEntityInfo.BoneMods )
duplicator.ApplyBoneModifiers( ply, self.AttachedEntity )
end
self.AttachedEntityInfo = nil
end
end