/**************************************************
SWEP Construction Kit base code
Created by Clavus
Available for public use, thread at:
facepunch.com/threads/1032378
**************************************************/
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.ViewModelBoneMods then
for k, v in pairs( self.ViewModelBoneMods ) do
local bone = s:LookupBone(k)
if (!bone) then continue end
local m = s:GetBoneMatrix(bone)
if (!m) then continue end
m:Scale(v.scale)
m:Rotate(v.angle)
m:Translate(v.pos)
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 pos, ang = self:GetBoneOrientation( self.VElements, v, vm )
if (!pos) then continue 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
if (ValidEntity(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
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 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: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:GetAngle()
end
if (ValidEntity(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 (!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:OnRemove()
self:RemoveModels()
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
SWEP.ViewModelBoneMods = {
["bip_lowerArm_L"] = { scale = Vector(1, 1, 1), pos = Vector(0, 30, 0), angle = Angle(0, 0, 0) }
}
SWEP.VElements = {
["qqqqwqw"] = { type = "Model", model = "models/weapons/w_smg_mac10.mdl", bone = "Gun", rel = "", pos = Vector(-0.419, -15.176, -1.719), angle = Angle(89.8, -95.638, 7.83), size = Vector(0.5, 0.5, 0.5), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
["wqfdsda"] = { type = "Model", model = "models/props_c17/oildrum001_explosive.mdl", bone = "Gun", rel = "", pos = Vector(0, -8.245, 0), angle = Angle(0, 2.381, -90.47), size = Vector(0.05, 0.05, 0.168), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
}
end
//General Settings \\
SWEP.AdminSpawnable = true // Is the swep spawnable for admin
SWEP.HoldType = "pistol"
SWEP.ViewModelFOV = 50
SWEP.ViewModelFlip = false
SWEP.ViewModel = "models/weapons/v_models/v_distol_scout.mdl"
SWEP.WorldModel = "models/weapons/w_models/w_distol.mdl"
SWEP.ShowViewModel = true
SWEP.ShowWorldModel = true
SWEP.AutoSwitchTo = false // when someone walks over the swep, chould i automatectly change to your swep ?
SWEP.Slot = 0 // Deside wich slot you want your swep do be in 1 2 3 4 5 6
SWEP.PrintName = "Custom1" // your sweps name
SWEP.Author = "Auxiliare" // Your name
SWEP.Spawnable = true // Can everybody spawn this swep ? - If you want only admin keep this false and adminsapwnable true.
SWEP.AutoSwitchFrom = false // Does the weapon get changed by other sweps if you pick them up ?
SWEP.FiresUnderwater = false // Does your swep fire under water ?
SWEP.Weight = 5 // Chose the weight of the Swep
SWEP.DrawCrosshair = true // Do you want it to have a crosshair ?
SWEP.Category = "SwepCatogory" // Make your own catogory for the swep
SWEP.SlotPos = 0 // Deside wich slot you want your swep do be in 1 2 3 4 5 6
SWEP.DrawAmmo = true // Does the ammo show up when you are using it ? True / False
SWEP.ReloadSound = "Weapon_Pistol.Reload" // Reload sound, you can use the default ones, or you can use your one; Example; "sound/myswepreload.waw"
SWEP.Instructions = "SwepInstructions" // How do pepole use your swep ?
SWEP.Contact = "YourMailAdress" // How Pepole chould contact you if they find bugs, errors, etc
SWEP.Purpose = "WhatsThePurposeOfThisSwep" // What is the purpose with this swep ?
SWEP.base = "weapon_base"
//General settings\\
//PrimaryFire Settings\\
SWEP.Primary.Sound = "Weapon_Pistol.Single" // The sound that plays when you shoot :]
SWEP.Primary.Damage = 10 // How much damage the swep is doing
SWEP.Primary.TakeAmmo = 1 // How much ammo does it take for each shot ?
SWEP.Primary.ClipSize = 16 // The clipsize
SWEP.Primary.Ammo = "Pistol" // ammmo type pistol/ smg1
SWEP.Primary.DefaultClip = 32 // How much ammo does the swep come with `?
SWEP.Primary.Spread = 0.1 // Does the bullets spread all over, if you want it fire exactly where you are aiming leave it o.1
SWEP.Primary.NumberofShots = 1 // How many bullets you are firing each shot.
SWEP.Primary.Automatic = false // Is the swep automatic ?
SWEP.Primary.Recoil = 1 // How much we should punch the view
SWEP.Primary.Delay = 0.1 // How long time before you can fire again
SWEP.Primary.Force = 10 // The force of the shot
//PrimaryFire settings\\
SWEP.IronSightsPos = Vector(-7.381, 0, -3.77)
SWEP.IronSightsAng = Vector(2.868, 0.574, -70)
//Secondary Fire Variables\\
SWEP.Secondary.NumberofShots = 1 // How many explosions for each shot
SWEP.Secondary.Force = 10 // Explosions Force
SWEP.Secondary.Spread = 0.1 // How much the explosion does spread
SWEP.Secondary.Sound = "Weapon_RPG.Single" // Fire sound
SWEP.Secondary.DefaultClip = 32 // How much ammo the secoindary swep comes with
SWEP.Secondary.Automatic = false // Is it automactic ?
SWEP.Secondary.Ammo = "Pistol" // Leave as Pistol !
SWEP.Secondary.Recoil = 1 // How uch we should punch the view
SWEP.Secondary.Delay = 0.2 // How long you have to wait before fire a new shot
SWEP.Secondary.TakeAmmo = 1 // How much ammo Does it take ?
SWEP.Secondary.ClipSize = 16 // ClipSize
SWEP.Secondary.Damage = 10 -- The damage the explosion does.
SWEP.Secondary.Magnitude = "175" -- How big its the explosion ?
//Secondary Fire Variables\\
//SWEP:PrimaryFire()\\
function SWEP:PrimaryAttack()
if ( !self:CanPrimaryAttack() ) then return end
local bullet = {}
bullet.Num = self.Primary.NumberofShots
bullet.Src = self.Owner:GetShootPos()
bullet.Dir = self.Owner:GetAimVector()
bullet.Spread = Vector( self.Primary.Spread * 0.1 , self.Primary.Spread * 0.1, 0)
bullet.Tracer = 0
bullet.Force = self.Primary.Force
bullet.Damage = self.Primary.Damage
bullet.AmmoType = self.Primary.Ammo
local rnda = self.Primary.Recoil * -1
local rndb = self.Primary.Recoil * math.random(-1, 1)
self:ShootEffects()
self.Owner:FireBullets( bullet )
self.Weapon:EmitSound(Sound(self.Primary.Sound))
self.Owner:ViewPunch( Angle( rnda,rndb,rnda ) )
self:TakePrimaryAmmo(self.Primary.TakeAmmo)
self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
self.Weapon:SetNextSecondaryFire( CurTime() + self.Primary.Delay )
end
//SWEP:PrimaryFire()\\
//SWEP:SecondaryFire()\\
function SWEP:SecondaryAttack()
if ( !self:CanSecondaryAttack() ) then return end
local rnda = -self.Secondary.Recoil
local rndb = self.Secondary.Recoil * math.random(-1, 1)
self.Owner:ViewPunch( Angle( rnda,rndb,rnda ) )
local eyetrace = self.Owner:GetEyeTrace()
self.Weapon:EmitSound ( self.Secondary.Sound )
self:ShootEffects()
local explode = ents.Create("env_explosion")
explode:SetPos( eyetrace.HitPos )
explode:SetOwner( self.Owner )
explode:Spawn()
explode:SetKeyValue("iMagnitude","175")
explode:Fire("Explode", 0, 0 )
explode:EmitSound("weapon_AWP.Single", 400, 400 )
self.Weapon:SetNextPrimaryFire( CurTime() + self.Secondary.Delay )
self.Weapon:SetNextSecondaryFire( CurTime() + self.Secondary.Delay )
self:TakePrimaryAmmo(self.Secondary.TakeAmmo)
end
//SWEP:SecondaryFire()\\