include("shared.lua") SWEP.PrintName = "Key" SWEP.Slot = 3 SWEP.SlotPos = 2 SWEP.DrawAmmo = false SWEP.DrawCrosshair = true SWEP.HoldType = "normal" SWEP.ViewModelFOV = 53 SWEP.ViewModelFlip = false SWEP.ViewModel = "models/weapons/v_pistol.mdl" SWEP.WorldModel = "models/weapons/w_pistol.mdl" SWEP.ShowViewModel = true SWEP.ShowWorldModel = false SWEP.ViewModelBoneMods = { ["ValveBiped.eject"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) }, ["ValveBiped.base"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) }, ["ValveBiped.muzzle"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) }, ["ValveBiped.Bip01_R_Finger12"] = { scale = Vector(1, 1, 1), pos = Vector(-0.172, -1.084, 0), angle = Angle(0, -58.672, 0) }, ["ValveBiped.square"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) }, ["ValveBiped.hammer"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) }, ["ValveBiped.clip"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) } } --Ironsights SWEP.IronSightsPos = Vector(3.64, 0, 2.2) SWEP.IronSightsAng = Vector(0, 0, 0) --ViewModel SWEP.VElements = { ["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 = {} } } --WorldModel SWEP.WElements = { ["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 = {} } } function SWEP:ResetBonePositions(vm) if (not 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 function SWEP:Initialize() --self.VElements = table.FullCopy( self.VElements ) --self.WElements = table.FullCopy( self.WElements ) --self.ViewModelBoneMods = table.FullCopy( self.ViewModelBoneMods ) self:CreateModels(self.VElements) --create viewmodels self:CreateModels(self.WElements) --create worldmodels if IsValid(self.Owner) then local vm = self.Owner:GetViewModel() if IsValid(vm) then --self:ResetBonePositions(vm) if (self.ShowViewModel == nil or self.ShowViewModel) then vm:SetColor(color_white) else vm:SetColor(color_transparent) vm:SetMaterial("Debug/hsv") end end 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 SWEP.vRenderOrder = nil function SWEP:ViewModelDrawn() local vm = self.Owner:GetViewModel() if not IsValid(vm) then return end if (not self.VElements) then return end self:UpdateBonePositions(vm) if (not 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 k, name in ipairs( self.vRenderOrder ) do local v = self.VElements[name] if (not v) then self.vRenderOrder = nil break end if (v.hide) then continue end if not IsValid(v.modelEnt) then self:CreateModels(self.VElements) --create viewmodels end local model = v.modelEnt local sprite = v.spriteMaterial if (not v.bone) then continue end local pos, ang = self:GetBoneOrientation( self.VElements, v, vm ) if (not 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 (v.skin and v.skin ~= model:GetSkin()) then model:SetSkin(v.skin) end if (v.bodygroup) then for k, v in pairs( v.bodygroup ) do if (model:GetBodygroup(k) ~= v) then model:SetBodygroup(k, v) 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 end end end SWEP.wRenderOrder = nil function SWEP:DrawWorldModel() if (self.ShowWorldModel == nil or self.ShowWorldModel) then self:DrawModel() end if (not self.WElements) then return end if (not self.wRenderOrder) then self.wRenderOrder = {} for k, v in pairs( self.WElements ) do if (v.type == "Model") then table.insert(self.wRenderOrder, 1, k) end end end if (IsValid(self.Owner)) then bone_ent = self.Owner else --when the weapon is dropped bone_ent = self end for k, name in pairs( self.wRenderOrder ) do local v = self.WElements[name] if (not 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 (not pos) then continue end if not IsValid(v.modelEnt) then self:CreateModels(self.WElements) --create worldmodels 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 (v.skin and v.skin ~= model:GetSkin()) then model:SetSkin(v.skin) end if (v.bodygroup) then for k, v in pairs( v.bodygroup ) do if (model:GetBodygroup(k) ~= v) then model:SetBodygroup(k, v) 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 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 (not v) then return end --Technically, if there exists an element with the same name as a bone --you can get in an infinite loop. Let's just hope nobody's that stupid. pos, ang = self:GetBoneOrientation( basetab, v, ent ) if (not 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 (not 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 (not tab) then return end --Create the clientside models here because Garry says we can't do it in the render hook for k, v in pairs( tab ) do if (v.type == "Model" and v.model and v.model ~= "" and (not IsValid(v.modelEnt) or v.createdModel ~= v.model) and string.find(v.model, ".mdl") and file.Exists (v.model, "GAME") ) then v.modelEnt = ents.CreateClientProp("models/metrostroi/81-717/reverser.mdl") v.modelEnt:SetModel(v.model) 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 end end end local allbones local hasGarryFixedBoneScalingYet = false function SWEP:UpdateBonePositions(vm) 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 function SWEP:Precache() 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() end function SWEP:DrawHUD() --draw.SimpleText("Choose mode:","Trebuchet24",ScrW()/2, ScrH()-70,color_white,1) --draw.RoundedBox(3, ScrW()/2 - 180/2, ScrH()-40, 180, 30, Color(25,25,25,255)) if self:GetNW2Int("Type") == 1 then draw.SimpleText("You can use this key","Trebuchet24",ScrW()/2, ScrH()-40,color_white,1) end end