function SWEP:Initialize()
// other initialize code goes here
if CLIENT then
self:CreateModels(self.VElements) // create viewmodels
self:CreateModels(self.WElements) // create worldmodels
// init view model bone build function
self.BuildViewModelBones = function( s )
if LocalPlayer():GetActiveWeapon() == self and self.ViewModelBonescales then
for k, v in pairs( self.ViewModelBonescales ) do
local bone = s:LookupBone(k)
if (!bone) then continue end
local m = s:GetBoneMatrix(bone)
if (!m) then continue end
m:Scale(v)
s:SetBoneMatrix(bone, m)
end
end
end
end
end
function SWEP:OnRemove()
// other onremove code goes here
if CLIENT then
self:RemoveModels()
end
end
if CLIENT then
SWEP.vRenderOrder = nil
function SWEP:ViewModelDrawn()
local vm = self.Owner:GetViewModel()
if !ValidEntity(vm) then return end
if (!self.VElements) then return end
if vm.BuildBonePositions ~= self.BuildViewModelBones then
vm.BuildBonePositions = self.BuildViewModelBones
end
if (self.ShowViewModel == nil or self.ShowViewModel) then
vm:SetColor(255,255,255,255)
else
// we set the alpha to 1 instead of 0 because else ViewModelDrawn stops being called
vm:SetColor(255,255,255,1)
end
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
local model = v.modelEnt
local sprite = v.spriteMaterial
if (!v.bone) then continue end
local bone = vm:LookupBone(v.bone)
if (!bone) then continue end
local pos, ang = Vector(0,0,0), Angle(0,0,0)
local m = vm:GetBoneMatrix(bone)
if (m) then
pos, ang = m:GetTranslation(), m:GetAngle()
end
if (self.ViewModelFlip) then
ang.r = -ang.r // Fixes mirrored models
end
if (v.type == "Model" and ValidEntity(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)
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
local opos, oang = self:GetPos(), self:GetAngles()
local bone_ent
if (ValidEntity(self.Owner)) then
bone_ent = self.Owner
else
// when the weapon is dropped
bone_ent = self
end
local bone = bone_ent:LookupBone("ValveBiped.Bip01_R_Hand")
if (bone) then
local m = bone_ent:GetBoneMatrix(bone)
if (m) then
opos, oang = m:GetTranslation(), m:GetAngle()
end
end
for k, name in pairs( self.wRenderOrder ) do
local v = self.WElements[name]
if (!v) then self.wRenderOrder = nil break end
local model = v.modelEnt
local sprite = v.spriteMaterial
local pos, ang = Vector(opos.x, opos.y, opos.z), Angle(oang.p, oang.y, oang.r)
if (v.type == "Model" and ValidEntity(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)
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: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 (!ValidEntity(v.modelEnt) or v.createdModel != v.model) and
string.find(v.model, ".mdl") and file.Exists ("../"..v.model) ) then
v.modelEnt = ClientsideModel(v.model, RENDER_GROUP_VIEW_MODEL_OPAQUE)
if (ValidEntity(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")) 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
function SWEP:RemoveModels()
if (self.VElements) then
for k, v in pairs( self.VElements ) do
if (ValidEntity( v.modelEnt )) then v.modelEnt:Remove() end
end
end
if (self.WElements) then
for k, v in pairs( self.WElements ) do
if (ValidEntity( v.modelEnt )) then v.modelEnt:Remove() end
end
end
self.VElements = nil
self.WElements = nil
end
end