mirror of
https://github.com/metrostroi-repo/MetrostroiAddon.git
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init
This commit is contained in:
524
lua/weapons/train_kv_wrench/cl_init.lua
Normal file
524
lua/weapons/train_kv_wrench/cl_init.lua
Normal file
@@ -0,0 +1,524 @@
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include("shared.lua")
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SWEP.PrintName = "Train Reverser Wrench"
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SWEP.Slot = 3
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SWEP.SlotPos = 2
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SWEP.DrawAmmo = false
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SWEP.DrawCrosshair = true
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SWEP.HoldType = "normal"
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SWEP.ViewModelFOV = 53
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SWEP.ViewModelFlip = false
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SWEP.ViewModel = "models/weapons/v_pistol.mdl"
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SWEP.WorldModel = "models/weapons/w_pistol.mdl"
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SWEP.ShowViewModel = true
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SWEP.ShowWorldModel = false
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SWEP.ViewModelBoneMods = {
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["ValveBiped.eject"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) },
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["ValveBiped.base"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) },
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["ValveBiped.muzzle"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) },
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["ValveBiped.Bip01_R_Finger12"] = { scale = Vector(1, 1, 1), pos = Vector(-0.172, -1.084, 0), angle = Angle(0, -58.672, 0) },
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["ValveBiped.square"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) },
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["ValveBiped.hammer"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) },
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["ValveBiped.clip"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) }
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}
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--Ironsights
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SWEP.IronSightsPos = Vector(3.64, 0, 2.2)
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SWEP.IronSightsAng = Vector(0, 0, 0)
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--ViewModel
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SWEP.VElements = {
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["Reverser"] = { type = "Model", model = "models/metrostroi_train/reversor/reversor_classic.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(4.93, 1.421, -7), angle = Angle(-4, 96, -95), size = Vector(1.1, 1.1, 1.1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
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}
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SWEP.VDigits = {
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Vector(0.3,-4.25-0.65+(-1)*0.3,0.9+0+0*0.005),
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Vector(0.3,-4.25-0.65+(-0)*0.3,0.9+0+1*0.005),
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Vector(0.3,-4.25-0.65+( 1)*0.3,0.9+0+2*0.005),
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Vector(0.3,-4.25-0.65+( 2)*0.3,0.9+0+3*0.005),
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Vector(0.3,-4.25-0.65+( 3)*0.3,0.9+0+4*0.005),
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}
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for i,v in pairs(SWEP.VDigits) do
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local reverser = SWEP.VElements.Reverser
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local pos,ang = LocalToWorld(v,Angle(0,-91,-91),reverser.pos,reverser.angle)
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SWEP.VElements["Digit"..i] = {
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type = "Model",
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model = "models/metrostroi_train/reversor/revers_number10.mdl",
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bone = "ValveBiped.Bip01_R_Hand", rel = "",
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pos = pos,
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angle = ang,
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size = Vector(1.1, 1.1, 1.1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {}
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}
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end
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--WorldModel
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SWEP.WElements = {
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["Reverser"] = { type = "Model", model = "models/metrostroi_train/reversor/reversor_classic.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(4.93-1, 1.421+1.5, -6.374+1), angle = Angle(-106+90+180, 175, -111+190), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
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}
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function SWEP:ResetBonePositions(vm)
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if (not vm:GetBoneCount()) then return end
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for i=0, vm:GetBoneCount() do
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vm:ManipulateBoneScale( i, Vector(1, 1, 1) )
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vm:ManipulateBoneAngles( i, Angle(0, 0, 0) )
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vm:ManipulateBonePosition( i, Vector(0, 0, 0) )
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end
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end
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function SWEP:Initialize()
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--self.VElements = table.FullCopy( self.VElements )
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--self.WElements = table.FullCopy( self.WElements )
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--self.ViewModelBoneMods = table.FullCopy( self.ViewModelBoneMods )
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self:CreateModels(self.VElements) --create viewmodels
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self:CreateModels(self.WElements) --create worldmodels
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if IsValid(self.Owner) then
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local vm = self.Owner:GetViewModel()
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if IsValid(vm) then
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--self:ResetBonePositions(vm)
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if (self.ShowViewModel == nil or self.ShowViewModel) then
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vm:SetColor(color_white)
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else
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vm:SetColor(color_transparent)
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vm:SetMaterial("Debug/hsv")
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end
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end
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end
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end
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function SWEP:Holster()
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if CLIENT and IsValid(self.Owner) then
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local vm = self.Owner:GetViewModel()
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if IsValid(vm) then
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self:ResetBonePositions(vm)
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end
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end
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return true
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end
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function SWEP:OnRemove()
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self:Holster()
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end
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SWEP.vRenderOrder = nil
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function SWEP:ViewModelDrawn()
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local vm = self.Owner:GetViewModel()
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if not IsValid(vm) then return end
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if (not self.VElements) then return end
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self:UpdateBonePositions(vm)
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if (not self.vRenderOrder) then
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--we build a render order because sprites need to be drawn after models
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self.vRenderOrder = {}
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for k, v in pairs( self.VElements ) do
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if (v.type == "Model") then
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table.insert(self.vRenderOrder, 1, k)
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elseif (v.type == "Sprite" or v.type == "Quad") then
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table.insert(self.vRenderOrder, k)
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end
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end
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end
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for k, name in ipairs( self.vRenderOrder ) do
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local v = self.VElements[name]
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if (not v) then self.vRenderOrder = nil break end
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if (v.hide) then continue end
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if not IsValid(v.modelEnt) then
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self:CreateModels(self.VElements) --create viewmodels
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end
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local model = v.modelEnt
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local sprite = v.spriteMaterial
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if (not v.bone) then continue end
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local pos, ang = self:GetBoneOrientation( self.VElements, v, vm )
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if (not pos) then continue end
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if (v.type == "Model" and IsValid(model)) then
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model:SetPos(pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z )
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ang:RotateAroundAxis(ang:Up(), v.angle.y)
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ang:RotateAroundAxis(ang:Right(), v.angle.p)
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ang:RotateAroundAxis(ang:Forward(), v.angle.r)
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model:SetAngles(ang)
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--model:SetModelScale(v.size)
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local matrix = Matrix()
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matrix:Scale(v.size)
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model:EnableMatrix( "RenderMultiply", matrix )
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if (v.material == "") then
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model:SetMaterial("")
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elseif (model:GetMaterial() ~= v.material) then
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model:SetMaterial( v.material )
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end
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if (v.skin and v.skin ~= model:GetSkin()) then
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model:SetSkin(v.skin)
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end
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if (v.bodygroup) then
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for k, v in pairs( v.bodygroup ) do
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if (model:GetBodygroup(k) ~= v) then
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model:SetBodygroup(k, v)
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end
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end
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end
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if (v.surpresslightning) then
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render.SuppressEngineLighting(true)
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end
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render.SetColorModulation(v.color.r/255, v.color.g/255, v.color.b/255)
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render.SetBlend(v.color.a/255)
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model:DrawModel()
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render.SetBlend(1)
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render.SetColorModulation(1, 1, 1)
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if (v.surpresslightning) then
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render.SuppressEngineLighting(false)
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end
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end
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end
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end
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SWEP.wRenderOrder = nil
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function SWEP:DrawWorldModel()
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if (self.ShowWorldModel == nil or self.ShowWorldModel) then
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self:DrawModel()
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end
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if (not self.WElements) then return end
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if (not self.wRenderOrder) then
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self.wRenderOrder = {}
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for k, v in pairs( self.WElements ) do
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if (v.type == "Model") then
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table.insert(self.wRenderOrder, 1, k)
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end
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end
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end
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if (IsValid(self.Owner)) then
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bone_ent = self.Owner
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else
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--when the weapon is dropped
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bone_ent = self
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end
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for k, name in pairs( self.wRenderOrder ) do
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local v = self.WElements[name]
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if (not v) then self.wRenderOrder = nil break end
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if (v.hide) then continue end
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local pos, ang
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if (v.bone) then
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pos, ang = self:GetBoneOrientation( self.WElements, v, bone_ent )
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else
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pos, ang = self:GetBoneOrientation( self.WElements, v, bone_ent, "ValveBiped.Bip01_R_Hand" )
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end
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if (not pos) then continue end
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if not IsValid(v.modelEnt) then
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self:CreateModels(self.WElements) --create worldmodels
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end
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local model = v.modelEnt
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local sprite = v.spriteMaterial
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if (v.type == "Model" and IsValid(model)) then
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model:SetPos(pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z )
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ang:RotateAroundAxis(ang:Up(), v.angle.y)
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ang:RotateAroundAxis(ang:Right(), v.angle.p)
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ang:RotateAroundAxis(ang:Forward(), v.angle.r)
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model:SetAngles(ang)
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--model:SetModelScale(v.size)
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local matrix = Matrix()
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matrix:Scale(v.size)
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model:EnableMatrix( "RenderMultiply", matrix )
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if (v.material == "") then
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model:SetMaterial("")
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elseif (model:GetMaterial() ~= v.material) then
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model:SetMaterial( v.material )
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end
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if (v.skin and v.skin ~= model:GetSkin()) then
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model:SetSkin(v.skin)
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end
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if (v.bodygroup) then
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for k, v in pairs( v.bodygroup ) do
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if (model:GetBodygroup(k) ~= v) then
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model:SetBodygroup(k, v)
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end
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end
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end
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if (v.surpresslightning) then
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render.SuppressEngineLighting(true)
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end
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render.SetColorModulation(v.color.r/255, v.color.g/255, v.color.b/255)
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render.SetBlend(v.color.a/255)
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model:DrawModel()
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render.SetBlend(1)
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render.SetColorModulation(1, 1, 1)
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if (v.surpresslightning) then
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render.SuppressEngineLighting(false)
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end
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end
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end
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end
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function SWEP:GetBoneOrientation( basetab, tab, ent, bone_override )
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local bone, pos, ang
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if (tab.rel and tab.rel ~= "") then
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local v = basetab[tab.rel]
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if (not v) then return end
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--Technically, if there exists an element with the same name as a bone
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--you can get in an infinite loop. Let's just hope nobody's that stupid.
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pos, ang = self:GetBoneOrientation( basetab, v, ent )
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if (not pos) then return end
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pos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
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ang:RotateAroundAxis(ang:Up(), v.angle.y)
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ang:RotateAroundAxis(ang:Right(), v.angle.p)
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ang:RotateAroundAxis(ang:Forward(), v.angle.r)
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else
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bone = ent:LookupBone(bone_override or tab.bone)
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if (not bone) then return end
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pos, ang = Vector(0,0,0), Angle(0,0,0)
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local m = ent:GetBoneMatrix(bone)
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if (m) then
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pos, ang = m:GetTranslation(), m:GetAngles()
|
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end
|
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if (IsValid(self.Owner) and self.Owner:IsPlayer() and
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ent == self.Owner:GetViewModel() and self.ViewModelFlip) then
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ang.r = -ang.r --Fixes mirrored models
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end
|
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|
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end
|
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return pos, ang
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end
|
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|
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function SWEP:CreateModels( tab )
|
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|
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if (not tab) then return end
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|
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--Create the clientside models here because Garry says we can't do it in the render hook
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for k, v in pairs( tab ) do
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if (v.type == "Model" and v.model and v.model ~= "" and (not IsValid(v.modelEnt) or v.createdModel ~= v.model) and
|
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string.find(v.model, ".mdl") and file.Exists (v.model, "GAME") ) then
|
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|
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v.modelEnt = ents.CreateClientProp("models/metrostroi/81-717/reverser.mdl")
|
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v.modelEnt:SetModel(v.model)
|
||||
if (IsValid(v.modelEnt)) then
|
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v.modelEnt:SetPos(self:GetPos())
|
||||
v.modelEnt:SetAngles(self:GetAngles())
|
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v.modelEnt:SetParent(self)
|
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v.modelEnt:SetNoDraw(true)
|
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v.createdModel = v.model
|
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else
|
||||
v.modelEnt = nil
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local allbones
|
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local hasGarryFixedBoneScalingYet = false
|
||||
|
||||
function SWEP:UpdateBonePositions(vm)
|
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if (not vm:GetBoneCount()) then return end
|
||||
|
||||
--not not WORKAROUND not not --
|
||||
--We need to check all model names :/
|
||||
local loopthrough = self.ViewModelBoneMods
|
||||
if (not 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
|
||||
--not not ----------- not not --
|
||||
|
||||
for k, v in pairs( loopthrough ) do
|
||||
local bone = vm:LookupBone(k)
|
||||
if (not bone) then continue end
|
||||
|
||||
--not not WORKAROUND not not --
|
||||
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 (not 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
|
||||
--not not ----------- not not --
|
||||
|
||||
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
|
||||
end
|
||||
|
||||
--[[
|
||||
Global utility code
|
||||
|
||||
--Fully copies the table, meaning all tables inside this table are copied too and so on (normal table.Copy copies only their reference).
|
||||
--Does not copy entities of course, only copies their reference.
|
||||
--WARNING: do not use on tables that contain themselves somewhere down the line or you'll get an infinite loop
|
||||
function table.FullCopy( tab )
|
||||
if (not tab) then return nil end
|
||||
|
||||
local res = {}
|
||||
for k, v in pairs( tab ) do
|
||||
if (type(v) == "table") then
|
||||
res[k] = table.FullCopy(v) --recursion honot
|
||||
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
|
||||
|
||||
]]--
|
||||
SWEP.Choosed = 1
|
||||
SWEP.Sounds = {
|
||||
"subway_trains/717/kv70/reverser_0-b_2.mp3",
|
||||
"subway_trains/717/kv70/reverser_0-f_1.mp3",
|
||||
"subway_trains/717/kv70/reverser_0-f_2.mp3",
|
||||
"subway_trains/717/kv70/reverser_b-0_1.mp3",
|
||||
"subway_trains/717/kv70/reverser_b-0_2.mp3",
|
||||
"subway_trains/717/kv70/reverser_f-0_1.mp3",
|
||||
"subway_trains/717/kv70/reverser_f-0_2.mp3",
|
||||
"subway_trains/717/kv70/reverser_0-b_1.mp3",
|
||||
}
|
||||
function SWEP:Precache()
|
||||
for _,v in pairs(self.Sounds) do
|
||||
util.PrecacheSound(v)
|
||||
end
|
||||
end
|
||||
|
||||
function SWEP:Initialize()
|
||||
self:SetWeaponHoldType("melee")
|
||||
end
|
||||
|
||||
function SWEP:Reload()
|
||||
|
||||
end
|
||||
|
||||
function SWEP:PrimaryAttack()
|
||||
if IsFirstTimePredicted() then
|
||||
end
|
||||
self:SetNextPrimaryFire( CurTime() + 10 )
|
||||
end
|
||||
|
||||
function SWEP:SecondaryAttack()
|
||||
--[[
|
||||
if IsFirstTimePredicted() then
|
||||
if LocalPlayer() == self.Owner then
|
||||
self.Choosed = self.Choosed + 1
|
||||
print(self.Choosed)
|
||||
if self.Choosed > #self.Modes then
|
||||
self.Choosed = 1
|
||||
end
|
||||
end
|
||||
self.Weapon:EmitSound("buttons/button17.wav")
|
||||
end
|
||||
]]
|
||||
self:SetNextSecondaryFire( CurTime() + 0.5 )
|
||||
end
|
||||
|
||||
function SWEP:Deploy()
|
||||
self.Weapon:SendWeaponAnim(ACT_VM_DRAW)
|
||||
end
|
||||
|
||||
|
||||
function SWEP:Think()
|
||||
local count = 0
|
||||
if self.Code ~= self:GetNW2Int("Code",-1) then
|
||||
local code = self:GetNW2Int("Code",-1)
|
||||
if code > 0 then
|
||||
for k,v in pairs(self.VElements) do
|
||||
local ent = v.modelEnt
|
||||
if k=="Reverser" or not IsValid(ent) then continue end
|
||||
local i = tonumber(k:sub(6,-1))-1
|
||||
local num = math.floor(code%(10^(i+1))/10^i)
|
||||
ent:SetModel("models/metrostroi_train/reversor/revers_number1"..num..".mdl")
|
||||
count = count + 1
|
||||
end
|
||||
for k,v in pairs(self.WElements) do
|
||||
local ent = v.modelEnt
|
||||
if k=="Reverser" or not IsValid(ent) then continue end
|
||||
local i = tonumber(k:sub(6,-1))-1
|
||||
local num = math.floor(code%(10^(i+1))/10^i)
|
||||
ent:SetModel("models/metrostroi_train/reversor/revers_number1"..num..".mdl")
|
||||
end
|
||||
else
|
||||
count=5
|
||||
end
|
||||
end
|
||||
if count==5 then
|
||||
self.Code = self:GetNW2Int("Code",-1)
|
||||
end
|
||||
end
|
||||
function SWEP:DrawHUD()
|
||||
end
|
||||
69
lua/weapons/train_kv_wrench/init.lua
Normal file
69
lua/weapons/train_kv_wrench/init.lua
Normal file
@@ -0,0 +1,69 @@
|
||||
AddCSLuaFile( "cl_init.lua" )
|
||||
AddCSLuaFile( "shared.lua" )
|
||||
|
||||
include( "shared.lua" )
|
||||
|
||||
SWEP.Weight = 1
|
||||
SWEP.AutoSwitchTo = false
|
||||
SWEP.AutoSwitchFrom = true
|
||||
|
||||
|
||||
function SWEP:Initialize()
|
||||
end
|
||||
function SWEP:SetCode(code)
|
||||
self.Code = code
|
||||
self:SetNW2Int("Code",code or 0)
|
||||
--print(Format("Your reverser wrench is %05d",self.Code or 0))
|
||||
end
|
||||
function SWEP:Equip(ply)
|
||||
local reverser = ply:GetWeapon("train_kv_wrench_gold")
|
||||
if IsValid(reverser) and not reverser.Removing then
|
||||
ply:StripWeapon("train_kv_wrench_gold")
|
||||
end
|
||||
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
|
||||
]]
|
||||
function SWEP:Think()
|
||||
end
|
||||
function SWEP:PrimaryAttack()
|
||||
self:SetNextPrimaryFire( CurTime()+0.5)
|
||||
end
|
||||
|
||||
function SWEP:Reload()
|
||||
if self.LastCheck and CurTime()-self.LastCheck<1 then return end
|
||||
self.LastCheck = CurTime()
|
||||
local owner = self:GetOwner()
|
||||
local ID = Metrostroi.GetReverserID(owner,true)
|
||||
if ID then
|
||||
owner:Give("train_kv_wrench_gold")
|
||||
owner:SelectWeapon("train_kv_wrench_gold")
|
||||
local reverser = owner:GetWeapon("train_kv_wrench_gold")
|
||||
if IsValid(reverser) then
|
||||
reverser:SetCode(ID)
|
||||
end
|
||||
owner:StripWeapon("train_kv_wrench")
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
function SWEP:OwnerChanged()
|
||||
Metrostroi.GetReverserID(self:GetOwner(),function(code)
|
||||
if not IsValid(self) then return end
|
||||
self:SetCode(code)
|
||||
end)
|
||||
end
|
||||
23
lua/weapons/train_kv_wrench/shared.lua
Normal file
23
lua/weapons/train_kv_wrench/shared.lua
Normal file
@@ -0,0 +1,23 @@
|
||||
--include("shared.lua")
|
||||
--AddCSLuaFile("shared.lua")
|
||||
--AddCSLuaFile("cl_init.lua")
|
||||
SWEP.Author = "TP Hunter NL"
|
||||
SWEP.Contact = "http:--facepunch.com/showthread.php?t=1328089"
|
||||
SWEP.Purpose = "Sit inside train and put it into reverser slot, turn reverser to forward, drive the train"
|
||||
SWEP.Instructions = "test"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = false
|
||||
SWEP.Category = "Metrostroi"
|
||||
|
||||
|
||||
SWEP.UseHands = false
|
||||
|
||||
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"
|
||||
Reference in New Issue
Block a user