mirror of
https://github.com/metrostroi-repo/MetrostroiAddon.git
synced 2026-05-02 00:42:29 +00:00
473 lines
12 KiB
Lua
473 lines
12 KiB
Lua
include("shared.lua")
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SWEP.PrintName = "Key"
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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/81-717/reverser.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(3.93, 1.121, -7.674), angle = Angle(86.043, 163.841, 0), size = Vector(1.7, 1.7, 1.7), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
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}
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--WorldModel
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SWEP.WElements = {
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["Reverser"] = { type = "Model", model = "models/metrostroi/81-717/reverser.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(4.177, 1.758, -6.042), angle = Angle(90, 0, 0), size = Vector(1.722, 1.722, 1.722), 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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end
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return pos, ang
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end
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function SWEP:CreateModels( tab )
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if (not tab) then return end
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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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v.modelEnt = ents.CreateClientProp("models/metrostroi/81-717/reverser.mdl")
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v.modelEnt:SetModel(v.model)
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if (IsValid(v.modelEnt)) then
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v.modelEnt:SetPos(self:GetPos())
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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
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v.modelEnt = nil
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end
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end
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end
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end
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local allbones
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local hasGarryFixedBoneScalingYet = false
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function SWEP:UpdateBonePositions(vm)
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if (not vm:GetBoneCount()) then return end
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--not not WORKAROUND not not --
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--We need to check all model names :/
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local loopthrough = self.ViewModelBoneMods
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if (not hasGarryFixedBoneScalingYet) then
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allbones = {}
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for i=0, vm:GetBoneCount() do
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local bonename = vm:GetBoneName(i)
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if (self.ViewModelBoneMods[bonename]) then
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allbones[bonename] = self.ViewModelBoneMods[bonename]
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else
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allbones[bonename] = {
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scale = Vector(1,1,1),
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pos = Vector(0,0,0),
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angle = Angle(0,0,0)
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}
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end
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end
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loopthrough = allbones
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end
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--not not ----------- not not --
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for k, v in pairs( loopthrough ) do
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local bone = vm:LookupBone(k)
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if (not bone) then continue end
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--not not WORKAROUND not not --
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local s = Vector(v.scale.x,v.scale.y,v.scale.z)
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local p = Vector(v.pos.x,v.pos.y,v.pos.z)
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local ms = Vector(1,1,1)
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if (not hasGarryFixedBoneScalingYet) then
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local cur = vm:GetBoneParent(bone)
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while(cur >= 0) do
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local pscale = loopthrough[vm:GetBoneName(cur)].scale
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ms = ms * pscale
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cur = vm:GetBoneParent(cur)
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end
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end
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s = s * ms
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--not not ----------- not not --
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if vm:GetManipulateBoneScale(bone) ~= s then
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vm:ManipulateBoneScale( bone, s )
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end
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if vm:GetManipulateBoneAngles(bone) ~= v.angle then
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vm:ManipulateBoneAngles( bone, v.angle )
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end
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if vm:GetManipulateBonePosition(bone) ~= p then
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vm:ManipulateBonePosition( bone, p )
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end
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end
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end
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--[[
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Global utility code
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--Fully copies the table, meaning all tables inside this table are copied too and so on (normal table.Copy copies only their reference).
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--Does not copy entities of course, only copies their reference.
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--WARNING: do not use on tables that contain themselves somewhere down the line or you'll get an infinite loop
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function table.FullCopy( tab )
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if (not tab) then return nil end
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local res = {}
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for k, v in pairs( tab ) do
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if (type(v) == "table") then
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res[k] = table.FullCopy(v) --recursion honot
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elseif (type(v) == "Vector") then
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res[k] = Vector(v.x, v.y, v.z)
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elseif (type(v) == "Angle") then
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res[k] = Angle(v.p, v.y, v.r)
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else
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res[k] = v
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end
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end
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return res
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end
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]]--
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SWEP.Choosed = 1
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function SWEP:Precache()
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end
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function SWEP:Initialize()
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self:SetWeaponHoldType("melee")
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end
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function SWEP:Reload()
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end
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function SWEP:PrimaryAttack()
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if IsFirstTimePredicted() then
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end
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self:SetNextPrimaryFire( CurTime() + 10 )
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end
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function SWEP:SecondaryAttack()
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--[[
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if IsFirstTimePredicted() then
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if LocalPlayer() == self.Owner then
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self.Choosed = self.Choosed + 1
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print(self.Choosed)
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if self.Choosed > #self.Modes then
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self.Choosed = 1
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end
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end
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self.Weapon:EmitSound("buttons/button17.wav")
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end
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]]
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self:SetNextSecondaryFire( CurTime() + 0.5 )
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end
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function SWEP:Deploy()
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self.Weapon:SendWeaponAnim(ACT_VM_DRAW)
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end
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function SWEP:Think()
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end
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function SWEP:DrawHUD()
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--draw.SimpleText("Choose mode:","Trebuchet24",ScrW()/2, ScrH()-70,color_white,1)
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--draw.RoundedBox(3, ScrW()/2 - 180/2, ScrH()-40, 180, 30, Color(25,25,25,255))
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if self:GetNW2Int("Type") == 1 then
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draw.SimpleText("You can use this key","Trebuchet24",ScrW()/2, ScrH()-40,color_white,1)
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end
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end
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