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- -- First some standard GMod stuff
- if SERVER then
- AddCSLuaFile( "shared.lua" )
- end
- if CLIENT then
- SWEP.PrintName = "AK47"
- SWEP.Slot = 2 -- add 1 to get the slot number key
- SWEP.ViewModelFOV = 86.850393700787
- SWEP.ViewModelFlip = true
- SWEP.VElements = {
- ["LED"] = { type = "Quad", bone = "v_weapon.AK47_Parent", rel = "", pos = Vector(-1.731, 7.303, -3.655), angle = Angle(0.001, 0.02, -22.57), size = 0.03, draw_func = nil},
- }
- SWEP.ViewModelBoneMods = {
- ["v_weapon.AK47_Parent"] = { scale = Vector(1.001, 1.001, 1.001), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) }
- }
- end
- -- Always derive from weapon_tttbase.
- SWEP.Base = "weapon_tttbase"
- --- Standard GMod values
- SWEP.HoldType = "ar2"
- SWEP.Primary.Delay = 0.11
- SWEP.Primary.Recoil = 3
- SWEP.Primary.Automatic = true
- SWEP.Primary.Damage = 24SWEP.Primary.Cone = 0.005
- SWEP.Primary.Ammo = "smg1"
- SWEP.Primary.ClipSize = 30
- SWEP.Primary.ClipMax = 90
- SWEP.Primary.DefaultClip = 120
- SWEP.Primary.Sound = Sound( "Weapon_AK47.Single" )
- SWEP.DeploySpeed = 0.8
- SWEP.IronSightsPos = Vector( 6.05, -5, 2.4 )
- SWEP.IronSightsAng = Vector( 2.2, -0.1, 0 )
- SWEP.ViewModel = "models/weapons/v_rif_ak47.mdl"
- SWEP.WorldModel = "models/weapons/w_rif_ak47.mdl"
- SWEP.HeadshotMultiplier = 2
- --- TTT config values
- -- Kind specifies the category this weapon is in. Players can only carry one of
- -- each. Can be: WEAPON_... MELEE, PISTOL, HEAVY, NADE, CARRY, EQUIP1, EQUIP2 or ROLE.
- -- Matching SWEP.Slot values: 0 1 2 3 4 6 7 8
- SWEP.Kind = WEAPON_HEAVY
- -- If AutoSpawnable is true and SWEP.Kind is not WEAPON_EQUIP1/2, then this gun can
- -- be spawned as a random weapon. Of course this AK is special equipment so it won't,
- -- but for the sake of example this is explicitly set to false anyway.
- SWEP.AutoSpawnable = false
- -- The AmmoEnt is the ammo entity that can be picked up when carrying this gun.
- SWEP.AmmoEnt = "item_ammo_smg1_ttt"
- -- If NoSights is true, the weapon won't have ironsights
- SWEP.NoSights = false
- resource.AddFile("models/weapons/w_rif_ak47.mdl")
- resource.AddFile("models/weapons/v_rif_ak47.mdl")
- function SWEP:Initialize()
- if CLIENT then
- self.VElements["LED"].draw_func = function( weapon )
- draw.SimpleText("Ammo: "..weapon:Ammo1(), "default", 0, 0, Color(255,0,0,255), TEXT_ALIGN_CENTER, TEXT_ALIGN_TOP)
- end
- // Create a new table for every weapon instance
- 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
- // init view model bone build function
- if IsValid(self.Owner) then
- local vm = self.Owner:GetViewModel()
- if IsValid(vm) then
- self:ResetBonePositions(vm)
- // Init viewmodel visibility
- if (self.ShowViewModel == nil or self.ShowViewModel) then
- vm:SetColor(Color(255,255,255,255))
- else
- // we set the alpha to 1 instead of 0 because else ViewModelDrawn stops being called
- vm:SetColor(Color(255,255,255,1))
- // ^ stopped working in GMod 13 because you have to do Entity:SetRenderMode(1) for translucency to kick in
- // however for some reason the view model resets to render mode 0 every frame so we just apply a debug material to prevent it from drawing
- vm:SetMaterial("Debug/hsv")
- end
- 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
- if CLIENT then
- SWEP.vRenderOrder = nil
- function SWEP:ViewModelDrawn()
- local vm = self.Owner:GetViewModel()
- if !IsValid(vm) then return end
- if (!self.VElements) then return end
- self:UpdateBonePositions(vm)
- if (!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 (!v) then self.vRenderOrder = nil break end
- if (v.hide) then continue end
- local model = v.modelEnt
- local sprite = v.spriteMaterial
- if (!v.bone) then continue end
- local pos, ang = self:GetBoneOrientation( self.VElements, v, vm )
- if (!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
- elseif (v.type == "Sprite" and sprite) then
- local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
- render.SetMaterial(sprite)
- render.DrawSprite(drawpos, v.size.x, v.size.y, v.color)
- elseif (v.type == "Quad" and v.draw_func) then
- local drawpos = 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)
- cam.Start3D2D(drawpos, ang, v.size)
- v.draw_func( self )
- cam.End3D2D()
- end
- end
- end
- SWEP.wRenderOrder = nil
- function SWEP:DrawWorldModel()
- if (self.ShowWorldModel == nil or self.ShowWorldModel) then
- self:DrawModel()
- end
- if (!self.WElements) then return end
- if (!self.wRenderOrder) then
- self.wRenderOrder = {}
- for k, v in pairs( self.WElements ) do
- if (v.type == "Model") then
- table.insert(self.wRenderOrder, 1, k)
- elseif (v.type == "Sprite" or v.type == "Quad") then
- table.insert(self.wRenderOrder, 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 (!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 (!pos) then continue 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
- elseif (v.type == "Sprite" and sprite) then
- local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
- render.SetMaterial(sprite)
- render.DrawSprite(drawpos, v.size.x, v.size.y, v.color)
- elseif (v.type == "Quad" and v.draw_func) then
- local drawpos = 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)
- cam.Start3D2D(drawpos, ang, v.size)
- v.draw_func( self )
- cam.End3D2D()
- 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 (!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 (!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 (!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 (!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 (!IsValid(v.modelEnt) or v.createdModel != v.model) and
- string.find(v.model, ".mdl") and file.Exists (v.model, "GAME") ) then
- v.modelEnt = ClientsideModel(v.model, RENDER_GROUP_VIEW_MODEL_OPAQUE)
- 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
- elseif (v.type == "Sprite" and v.sprite and v.sprite != "" and (!v.spriteMaterial or v.createdSprite != v.sprite)
- and file.Exists ("materials/"..v.sprite..".vmt", "GAME")) then
- local name = v.sprite.."-"
- local params = { ["$basetexture"] = v.sprite }
- // make sure we create a unique name based on the selected options
- local tocheck = { "nocull", "additive", "vertexalpha", "vertexcolor", "ignorez" }
- for i, j in pairs( tocheck ) do
- if (v[j]) then
- params["$"..j] = 1
- name = name.."1"
- else
- name = name.."0"
- end
- end
- v.createdSprite = v.sprite
- v.spriteMaterial = CreateMaterial(name,"UnlitGeneric",params)
- end
- end
- end
- local allbones
- local hasGarryFixedBoneScalingYet = false
- function SWEP:UpdateBonePositions(vm)
- if self.ViewModelBoneMods then
- if (!vm:GetBoneCount()) then return end
- // !! WORKAROUND !! //
- // We need to check all model names :/
- local loopthrough = self.ViewModelBoneMods
- if (!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
- // !! ----------- !! //
- for k, v in pairs( loopthrough ) do
- local bone = vm:LookupBone(k)
- if (!bone) then continue end
- // !! WORKAROUND !! //
- 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 (!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
- // !! ----------- !! //
- 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
- else
- self:ResetBonePositions(vm)
- end
- end
- function SWEP:ResetBonePositions(vm)
- if (!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
- /**************************
- 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 (!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 ho!
- 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
- end
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