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- SWEP.Spawnable = true
- SWEP.AdminSpawnable = true
- SWEP.UseHands = true
- SWEP.Author = "Deika, Stephano, Druddigon, Frodo"
- SWEP.Contact = ""
- SWEP.Purpose = ""
- SWEP.Instructions = "Survive with this"
- if CLIENT then
- SWEP.HoldType = "physgun"
- SWEP.PrintName = "Lkr37"
- SWEP.Slot = 3
- SWEP.SlotPos = 1
- SWEP.ViewModelFlip = false
- SWEP.ViewModelFOV = 61
- SWEP.DrawAmmo = false
- SWEP.DrawCrosshair = true
- SWEP.CSMuzzleFlashes = false
- SWEP.IconLetter = "."
- SWEP.VElements = {
- ["hands"] = { type = "Model", model = "", bone = "ValveBiped.Bip01_Spine4", rel = "", pos = Vector(0, 0, 0), angle = Angle(0, 0, 0), size = Vector(0.5, 0.5, 0.5), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
- ["batteries++"] = { type = "Model", model = "models/items/combine_rifle_cartridge01.mdl", bone = "Base", rel = "", pos = Vector(6.817, 5.908, 38.636), angle = Angle(176.932, 150.341, 180), size = Vector(1.116, 1.116, 1.116), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
- ["nrg cell"] = { type = "Model", model = "models/items/combine_rifle_ammo01.mdl", bone = "Base", rel = "", pos = Vector(-0.456, 3.181, 23.181), angle = Angle(1.023, -93.069, 1.023), size = Vector(1.51, 1.51, 1.51), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
- ["element_name"] = { type = "Model", model = "models/Items/battery.mdl", bone = "Base", rel = "", pos = Vector(1.363, -1.093, 10.454), angle = Angle(180, -90.969, -1.328), size = Vector(1.009, 1.009, 1.009), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
- ["batteries"] = { type = "Model", model = "models/items/combine_rifle_cartridge01.mdl", bone = "Base", rel = "", pos = Vector(-3.182, 5, 33.181), angle = Angle(-17.386, -127.842, 3.068), size = Vector(1.116, 1.116, 1.116), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
- ["batteries+"] = { type = "Model", model = "models/items/combine_rifle_cartridge01.mdl", bone = "Base", rel = "", pos = Vector(-0.456, -3.182, 40.455), angle = Angle(13.295, 93.068, 7.158), size = Vector(1.116, 1.116, 1.116), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
- ["element_name+"] = { type = "Model", model = "models/Items/battery.mdl", bone = "Base", rel = "", pos = Vector(4.091, 0.455, 10.454), angle = Angle(180, -131.933, -1.328), size = Vector(1.009, 1.009, 1.009), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
- ["element_name++"] = { type = "Model", model = "models/Items/battery.mdl", bone = "Base", rel = "", pos = Vector(5, 3.181, 10.454), angle = Angle(180, -178.978, -1.328), size = Vector(1.009, 1.009, 1.009), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
- }
- SWEP.WElements = {
- ["claw+"] = { type = "Model", model = "models/Items/combine_rifle_cartridge01.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(32.152, -2.267, -6.27), angle = Angle(11.116, -37.39, -113.472), size = Vector(0.688, 0.688, 0.688), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
- ["ergcell++"] = { type = "Model", model = "models/Items/battery.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(14.22, -1.061, -8.096), angle = Angle(-87.996, 97.915, 90.912), size = Vector(0.685, 0.685, 0.685), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
- ["ergcell"] = { type = "Model", model = "models/Items/battery.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(13.588, -3.562, -6.698), angle = Angle(-124.028, -71.3, -78.931), size = Vector(0.704, 0.704, 0.704), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
- ["element_name"] = { type = "Model", model = "models/Items/combine_rifle_ammo01.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(21.075, -2.638, -4.709), angle = Angle(-98.711, 14.529, 0), size = Vector(1.001, 1.001, 1.001), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
- ["claw++"] = { type = "Model", model = "models/Items/combine_rifle_cartridge01.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(32.458, -6.479, -3.988), angle = Angle(40.909, 29.221, 162.468), size = Vector(0.684, 0.684, 0.684), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
- ["ergcell+++"] = { type = "Model", model = "models/Items/battery.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(12.675, -4.038, -3.767), angle = Angle(14.835, 97.915, 90.912), size = Vector(0.726, 0.726, 0.726), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
- ["ergcell+"] = { type = "Model", model = "models/Items/battery.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(14.142, 1.281, -6.152), angle = Angle(-153.236, 97.013, 87.662), size = Vector(0.739, 0.739, 0.739), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
- ["claw"] = { type = "Model", model = "models/Items/combine_rifle_cartridge01.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(31.118, -6.196, -9.198), angle = Angle(-114.159, -106.54, -113.377), size = Vector(0.711, 0.711, 0.711), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
- }
- end
- game.AddAmmoType( {
- name = "Arc Fusion",
- dmgtype = DMG_BULLET,
- tracer = TRACER_LINE,
- plydmg = 0,
- npcdmg = 0,
- force = 2000,
- minsplash = 10,
- maxsplash = 5
- } )
- SWEP.ViewModel = "models/weapons/c_physcannon.mdl"
- SWEP.WorldModel = "models/weapons/w_physics.mdl"
- SWEP.ShowViewmodel = true
- SWEP.ShowWorldModel = true
- SWEP.Category = "Half-Life Z"
- SWEP.Primary.Sound = Sound("ambient/energy/zap7.wav")
- SWEP.Primary.Recoil = 0
- SWEP.Primary.Damage = 9000
- SWEP.Primary.NumShots = 1
- SWEP.Primary.Delay = 1
- SWEP.Primary.Ammo = "ArcFusion"
- SWEP.Primary.Force = 15
- SWEP.Primary.Ignite = false
- SWEP.Primary.ClipSize = 100
- SWEP.Primary.DefaultClip = 100
- SWEP.Primary.NextGen = 3
- SWEP.Primary.Automatic = true
- SWEP.Secondary.Sound = Sound("")
- SWEP.IronSightsPos = Vector(0, 0, 0)
- SWEP.IronSightsAng = Vector(0, 0, 0)
- if CLIENT then
- language.Add( "Arc_Fusion_ammo", "Arc Fusion" )
- local AmmoDisplay = {}
- function SWEP:CustomAmmoDisplay()
- AmmoDisplay.Draw = true
- AmmoDisplay.PrimaryClip = self.Weapon:Clip1()
- AmmoDisplay.PrimaryAmmo = -1
- AmmoDisplay.SecondaryClip = -1
- AmmoDisplay.SecondaryAmmo = -1
- return AmmoDisplay
- end
- end
- game.AddParticles("particles/rail_particles.pcf")
- for _, particle in pairs({
- "Weapon_Gunship_Ultras_Rail"
- }) do
- PrecacheParticleSystem("")
- end
- function SWEP:DispatchEffect(EFFECTSTR)
- local pPlayer=self.Owner;
- //if !pPlayer then return end
- local view;
- if CLIENT then view=GetViewEntity() else view=pPlayer:GetViewEntity() end
- if ( !pPlayer:IsNPC() && view:IsPlayer() ) then
- ParticleEffectAttach( EFFECTSTR, PATTACH_POINT_FOLLOW, pPlayer:GetViewModel(), pPlayer:GetViewModel():LookupAttachment( "muzzle" ) );
- else
- ParticleEffectAttach( EFFECTSTR, PATTACH_POINT_FOLLOW, pPlayer, pPlayer:LookupAttachment( "anim_attachment_rh" ) );
- end
- end
- function SWEP:ShootEffect(EFFECTSTR,startpos,endpos)
- local pPlayer=self.Owner;
- //if !pPlayer then return end
- local view;
- if CLIENT then view=GetViewEntity() else view=pPlayer:GetViewEntity() end
- if ( !pPlayer:IsNPC() && view:IsPlayer() ) then
- util.ParticleTracerEx( EFFECTSTR, self.Weapon:GetAttachment( self.Weapon:LookupAttachment( "muzzle" ) ).Pos,endpos, true, pPlayer:GetViewModel():EntIndex(), pPlayer:GetViewModel():LookupAttachment( "muzzle" ) );
- else
- util.ParticleTracerEx( EFFECTSTR, pPlayer:GetAttachment( pPlayer:LookupAttachment( "anim_attachment_rh" ) ).Pos,endpos, true,pPlayer:EntIndex(), pPlayer:LookupAttachment( "anim_attachment_rh" ) );
- end
- end
- function SWEP:PrimaryAttack()
- self.Weapon:SetNextPrimaryFire(CurTime() +self.Primary.Delay)
- self:TakePrimaryAmmo(1)
- self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
- self.Weapon:SetNextSecondaryFire( CurTime() + self.Primary.Delay )
- self.Weapon:SendWeaponAnim(ACT_VM_PRIMARYATTACK)
- self.Owner:MuzzleFlash()
- self.Owner:SetAnimation(PLAYER_ATTACK1)
- self.Primary.NextGen = CurTime()+ 2
- self.Owner:SetVelocity(self.Owner:GetForward() * -1 )
- self.Owner:ViewPunch(Angle( -2, -2, 0 ))
- local trace = {}
- trace.start = self.Owner:GetShootPos()
- trace.endpos = self.Owner:GetShootPos() + self.Owner:GetAimVector() * 20^14
- trace.filter = self.Owner
- local tr = util.TraceLine(trace)
- local vAng = (tr.HitPos-self.Owner:GetShootPos()):GetNormal():Angle()
- local dmginfo = DamageInfo();
- dmginfo:SetDamage( self.Primary.Damage );
- dmginfo:SetAttacker( self:GetOwner() );
- dmginfo:SetInflictor( self );
- if( dmginfo.SetDamageType ) then
- dmginfo:SetDamagePosition( tr.HitPos );
- dmginfo:SetDamageType( DMG_DISSOLVE,DMG_SHOCK );
- end
- tr.Entity:DispatchTraceAttack( dmginfo, tr.HitPos, tr.HitPos - vAng:Forward() * 20 );
- tr.Entity:SetKeyValue("targetname", "disTarg")
- local dis = ents.Create("env_entity_dissolver")
- dis:SetKeyValue("magnitude", "5")
- dis:SetKeyValue("dissolvetype", "")
- dis:SetKeyValue("target", "disTarg")
- dis:Spawn()
- self:ShootEffect(effect or "Weapon_Gunship_Ultras_Rail",self.Owner:EyeAngles(),tr.HitPos) //shoop da whoop
- local bullet = {}
- bullet.Num = self.Primary.NumShots
- bullet.Src = self.Owner:GetShootPos()
- bullet.Dir = self.Owner:GetAimVector()
- bullet.Spread = Vector( self.Primary.Cone , self.Primary.Cone, 0)
- bullet.Tracer = 0
- bullet.TracerName = ""
- bullet.Force = self.Primary.Force
- bullet.Damage = 0
- bullet.AmmoType = (self.Primary.Ammo)
- util.BlastDamage(self.Weapon,self.Owner,tr.HitPos,85,70)
- local hit1, hit2 = tr.HitPos + tr.HitNormal, tr.HitPos - tr.HitNormal
- util.Decal("", hit1, hit2)
- util.Decal("", hit1, hit2)
- local effect = EffectData()
- effect:SetOrigin(tr.HitPos)
- util.Effect("TeslaZap", effect)
- self:ShootEffects()
- self.Owner:FireBullets( bullet )
- self.Owner:EmitSound("weapons/lkr_fire.wav")
- local effect = EffectData()
- effect:SetStart(self.Owner:GetShootPos()+self.Owner:EyeAngles():Forward()*22+self.Owner:EyeAngles():Up()*-6+self.Owner:EyeAngles():Right()*5)
- effect:SetOrigin(tr.HitPos)
- local effect2 = EffectData()
- effect2:SetStart(tr.HitPos)
- effect2:SetNormal(tr.HitNormal)
- end
- function SWEP:Think()
- if self.Primary.NextGen <= CurTime() then
- if self.Weapon:Clip1() < self.Primary.ClipSize then
- self.Weapon:SetClip1( self.Weapon:Clip1() + 1 )
- self.Primary.NextGen = CurTime() + 1
- end
- end
- end
- function SWEP:SecondaryAttack()
- return true
- end
- function SWEP:Initialize()
- // other initialize code goes here
- if CLIENT then
- // 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
- self:SetWeaponHoldType( self.HoldType )
- // 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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