/************************************************** 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()\\