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- if CLIENT then
- hook.Add("PostDrawOpaqueRenderables", "costume_draw_world_model", function()
- net.Receive("costume_net_send", function()
- net.ReadEntity():SetNWBool("costume_have_hk", true)
- end)
- net.Receive("costume_net_sendend", function()
- net.ReadEntity():SetNWBool("costume_have_hk", false)
- LocalPlayer():SetNWBool("costume_add_worldmodel", false)
- end)
- if not LocalPlayer():GetNWBool("costume_have_hk") then return end
- //if LocalPlayer():GetNWBool("costume_add_worldmodel") then return end
- local WElements = {
- ["m+"] = { type = "Model", model = "models/props_combine/combine_booth_short01a.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(1.557, 1.5, -5.901), angle = Angle(-80, 180, 0), size = Vector(0.019, 0.012, 0.019), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
- ["m"] = { type = "Model", model = "models/props_combine/breenlight.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(18.181, 1.5, -7.792), angle = Angle(80, 0, 0), size = Vector(0.5, 0.5, 0.5), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
- ["m++++++"] = { type = "Model", model = "models/props_combine/combine_emitter01.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(10.909, 2, -6.753), angle = Angle(10, 180, -90), size = Vector(0.172, 0.172, 0.172), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
- ["m++++"] = { type = "Model", model = "models/props_combine/combine_lock01.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(3.635, 3, -3.636), angle = Angle(100, -180, 0), size = Vector(0.17, 0.17, 0.17), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
- ["m++"] = { type = "Model", model = "models/Items/battery.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(4.675, 1.5, -7.401), angle = Angle(-100, 0, 0), size = Vector(0.237, 0.237, 0.82), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
- ["m+++"] = { type = "Model", model = "models/props_combine/tprotato1.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(-1, 1.5, -4), angle = Angle(180, 0, 0), size = Vector(0.17, 0.17, 0.17), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
- }
- WElements = tableFullCopy(WElements)
- CreateModels(WElements)
- local wRenderOrder = nil
- local bone_ent
- if !WElements then return end
- if (!wRenderOrder) then
- wRenderOrder = {}
- for k, v in pairs(WElements) do
- if (v.type == "Model") then
- table.insert(wRenderOrder, 1, k)
- elseif (v.type == "Sprite") then
- table.insert(wRenderOrder, k)
- end
- end
- end
- bone_ent = LocalPlayer()
- for k, name in pairs(wRenderOrder) do
- local v = WElements[name]
- if !v then wRenderOrder = nil break end
- local pos, ang
- if v.bone then
- pos, ang = GetBoneOrientation(WElements, v, bone_ent)
- else
- pos, ang = GetBoneOrientation(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)
- 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)
- end
- end
- //LocalPlayer():SetNWBool("costume_add_worldmodel", true)
- end)
- function 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
- pos, ang = 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 LocalPlayer():IsPlayer() and
- ent == self.Owner:GetViewModel() and self.ViewModelFlip) then
- ang.r = -ang.r // Fixes mirrored models
- end*/
- end
- return pos, ang
- end
- function CreateModels(tab)
- if !tab then return end
- 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(LocalPlayer():GetPos())
- v.modelEnt:SetAngles(LocalPlayer():GetAngles())
- v.modelEnt:SetParent(LocalPlayer())
- 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 = { ["$basetexture"] = v.sprite }
- local tocheck = { "nocull", "additive", "vertexalpha", "vertexcolor", "ignorez" }
- for i, j in pairs( tocheck ) do
- if (v[j]) then
- params["$"..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 tableFullCopy( 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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