Files
wnsrc/lua/weapons/tfa_gun_base/client/flashlight.lua
lifestorm df294d03aa Upload
2024-08-04 23:54:45 +03:00

213 lines
6.6 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/
--]]
-- Copyright (c) 2018-2020 TFA Base Devs
-- Permission is hereby granted, free of charge, to any person obtaining a copy
-- of this software and associated documentation files (the "Software"), to deal
-- in the Software without restriction, including without limitation the rights
-- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-- copies of the Software, and to permit persons to whom the Software is
-- furnished to do so, subject to the following conditions:
-- The above copyright notice and this permission notice shall be included in all
-- copies or substantial portions of the Software.
-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-- SOFTWARE.
local vector_origin = Vector()
local att, angpos, attname, elemname, targetent
SWEP.FlashlightDistance = 12 * 50 -- default 50 feet
SWEP.FlashlightAttachment = 0
SWEP.FlashlightBrightness = 1
SWEP.FlashlightFOV = 60
local Material = Material
local ProjectedTexture = ProjectedTexture
local math = math
local function IsHolstering(wep)
if IsValid(wep) and TFA.Enum.HolsterStatus[wep:GetStatus()] then return true end
return false
end
-- TODO: This seems to be *extremely* similar to drawlaser
-- Should we merge them?
function SWEP:DrawFlashlight(is_vm)
local self2 = self:GetTable()
if not self2.FlashlightDotMaterial then
self2.FlashlightDotMaterial = Material(self2.GetStatL(self, "FlashlightMaterial") or "effects/flashlight001")
end
local ply = self:GetOwner()
if not IsValid(ply) then return end
if not self:GetFlashlightEnabled() then
self:CleanFlashlight()
return
end
if is_vm then
if not self:VMIV() then
self:CleanFlashlight()
return
end
targetent = ply:GetViewModel()
elemname = self2.GetStatL(self, "Flashlight_VElement", self2.GetStatL(self, "Flashlight_Element"))
local ViewModelElements = self:GetStatRaw("ViewModelElements", TFA.LatestDataVersion)
if elemname and ViewModelElements[elemname] and IsValid(ViewModelElements[elemname].curmodel) then
targetent = ViewModelElements[elemname].curmodel
end
att = self2.GetStatL(self, "FlashlightAttachment")
attname = self2.GetStatL(self, "FlashlightAttachmentName")
if attname then
att = targetent:LookupAttachment(attname)
end
if (not att) or att <= 0 then
self:CleanFlashlight()
return
end
angpos = targetent:GetAttachment(att)
if not angpos then
self:CleanFlashlight()
return
end
if self2.FlashlightISMovement and self2.CLIronSightsProgress > 0 then
local isang = self2.GetStatL(self, "IronSightsAngle")
angpos.Ang:RotateAroundAxis(angpos.Ang:Right(), isang.y * (self2.ViewModelFlip and -1 or 1) * self2.CLIronSightsProgress)
angpos.Ang:RotateAroundAxis(angpos.Ang:Up(), -isang.x * self2.CLIronSightsProgress)
end
local localProjAng = select(2, WorldToLocal(vector_origin, angpos.Ang, vector_origin, EyeAngles()))
localProjAng.p = localProjAng.p * ply:GetFOV() / self2.ViewModelFOV
localProjAng.y = localProjAng.y * ply:GetFOV() / self2.ViewModelFOV
local wsProjAng = select(2, LocalToWorld(vector_origin, localProjAng, vector_origin, EyeAngles())) --reprojection for view angle
if not IsValid(ply.TFAFlashlightGun) and not IsHolstering(self) then
local lamp = ProjectedTexture()
ply.TFAFlashlightGun = lamp
lamp:SetTexture(self2.FlashlightDotMaterial:GetString("$basetexture"))
lamp:SetFarZ(self2.GetStatL(self, "FlashlightDistance")) -- How far the light should shine
lamp:SetFOV(self2.GetStatL(self, "FlashlightFOV"))
lamp:SetPos(angpos.Pos)
lamp:SetAngles(angpos.Ang)
lamp:SetBrightness(self2.GetStatL(self, "FlashlightBrightness") * (0.9 + 0.1 * math.max(math.sin(CurTime() * 120), math.cos(CurTime() * 40))))
lamp:SetNearZ(1)
lamp:SetColor(color_white)
lamp:SetEnableShadows(true)
lamp:Update()
end
local lamp = ply.TFAFlashlightGun
if IsValid(lamp) then
lamp:SetPos(angpos.Pos)
lamp:SetAngles(wsProjAng)
lamp:SetBrightness(1.4 + 0.1 * math.max(math.sin(CurTime() * 120), math.cos(CurTime() * 40)))
lamp:Update()
end
return
end
targetent = self
elemname = self2.GetStatL(self, "Flashlight_WElement", self2.GetStatL(self, "Flashlight_Element"))
local WorldModelElements = self:GetStatRaw("WorldModelElements", TFA.LatestDataVersion)
if elemname and WorldModelElements[elemname] and IsValid(WorldModelElements[elemname].curmodel) then
targetent = WorldModelElements[elemname].curmodel
end
att = self2.GetStatL(self, "FlashlightAttachmentWorld", self2.GetStatL(self, "FlashlightAttachment"))
attname = self2.GetStatL(self, "FlashlightAttachmentNameWorld", self2.GetStatL(self, "FlashlightAttachmentName"))
if attname then
att = targetent:LookupAttachment(attname)
end
if (not att) or att <= 0 then
self:CleanFlashlight()
return
end
angpos = targetent:GetAttachment(att)
if not angpos then
angpos = targetent:GetAttachment(1)
end
if not angpos then
self:CleanFlashlight()
return
end
if not IsValid(ply.TFAFlashlightGun) and not IsHolstering(self) then
local lamp = ProjectedTexture()
ply.TFAFlashlightGun = lamp
lamp:SetTexture(self2.FlashlightDotMaterial:GetString("$basetexture"))
lamp:SetFarZ(self2.GetStatL(self, "FlashlightDistance")) -- How far the light should shine
lamp:SetFOV(self2.GetStatL(self, "FlashlightFOV"))
lamp:SetPos(angpos.Pos)
lamp:SetAngles(angpos.Ang)
lamp:SetBrightness(self2.GetStatL(self, "FlashlightBrightness") * (0.9 + 0.1 * math.max(math.sin(CurTime() * 120), math.cos(CurTime() * 40))))
lamp:SetNearZ(1)
lamp:SetColor(color_white)
lamp:SetEnableShadows(false)
lamp:Update()
end
local lamp = ply.TFAFlashlightGun
if IsValid(lamp) then
local lamppos = angpos.Pos
local ang = angpos.Ang
lamp:SetPos(lamppos)
lamp:SetAngles(ang)
lamp:SetBrightness(self2.GetStatL(self, "FlashlightBrightness") * (0.9 + 0.1 * math.max(math.sin(CurTime() * 120), math.cos(CurTime() * 40))))
lamp:Update()
end
end
function SWEP:CleanFlashlight()
local ply = self:GetOwner()
if IsValid(ply) and IsValid(ply.TFAFlashlightGun) then
ply.TFAFlashlightGun:Remove()
end
end