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- if ( SERVER ) then
- AddCSLuaFile( "shared.lua" )
- else
- SWEP.PrintName = "Force Lightning"
- SWEP.Author = "SweptThrone"
- SWEP.Slot = 2
- SWEP.SlotPos = 3
- end
- SWEP.Base = "weapon_swsft_base"
- SWEP.Category = "Throneco StarWars"
- SWEP.Spawnable = true
- SWEP.AdminSpawnable = true
- SWEP.FireSound = "weapons/starwars/force_lightning1.wav"
- SWEP.Weight = 5
- SWEP.AutoSwitchTo = false
- SWEP.AutoSwitchFrom = false
- SWEP.Primary.Recoil = 2.5
- SWEP.Primary.Damage = 200
- SWEP.Primary.NumShots = 1
- SWEP.Primary.Cone = 0.010
- SWEP.Primary.ClipSize = -1
- SWEP.Primary.Delay = 0.25
- SWEP.Primary.DefaultClip = -1
- SWEP.Primary.Automatic = false
- SWEP.Primary.Ammo = "none"
- SWEP.Primary.Tracer = "effect_sw_laser_blue"
- SWEP.Secondary.Automatic = true
- SWEP.Secondary.Ammo = "none"
- SWEP.Secondary.Delay = .1
- SWEP.HoldType = "duel"
- SWEP.ViewModelFOV = 90
- SWEP.ViewModelFlip = false
- SWEP.UseHands = true
- SWEP.ViewModel = "models/weapons/c_357.mdl"
- SWEP.WorldModel = "models/weapons/w_pistol.mdl"
- SWEP.ShowViewModel = true
- SWEP.ShowWorldModel = false
- SWEP.ViewModelBoneMods = {
- ["ValveBiped.Bip01_R_Finger31"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(0, 18.75, 0) },
- ["Bullet3"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) },
- ["ValveBiped.Bip01_R_Finger11"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0.03, 0.09), angle = Angle(-1.208, -21.73, 12.937) },
- ["Bullet6"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) },
- ["ValveBiped.Bip01_L_UpperArm"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(-25, 20, 0) },
- ["ValveBiped.Bip01_R_UpperArm"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(0, 5, 0) },
- ["ValveBiped.Bip01_L_Hand"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(-50, -95, 150) },
- ["ValveBiped.Bip01_R_Finger32"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(0, 20.068, 0) },
- ["ValveBiped.Bip01_R_Finger42"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(0, 51.05, 0) },
- ["Python"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) },
- ["ValveBiped.Bip01_R_Finger01"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(0, -25, 0) },
- ["ValveBiped.Bip01_R_Finger41"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(0, 9.807, 0) },
- ["Bullet1"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) },
- ["ValveBiped.Bip01_R_Hand"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(41.911, 44.84, 23.868) },
- ["Bullet4"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) },
- ["ValveBiped.Bip01_R_Finger1"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(12.008, 16.745, 0) },
- ["ValveBiped.Bip01_R_Finger21"] = { scale = Vector(0.933, 0.933, 0.933), pos = Vector(0, 0, 0), angle = Angle(-5.646, 21.253, 0) },
- ["ValveBiped.Bip01_R_Finger4"] = { scale = Vector(1, 1, 1), pos = Vector(-0.21, 0, 0), angle = Angle(-30, 38.041, 0) },
- ["ValveBiped.Bip01_R_Finger02"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(0, -20, 0) },
- ["Cylinder"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) },
- ["Bullet5"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) },
- ["ValveBiped.Bip01_R_Finger22"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(0, 27.802, 0) },
- ["ValveBiped.Bip01_R_Finger2"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(0.505, 58.675, 0) },
- ["Cylinder_release"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) },
- ["Bullet2"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) },
- ["ValveBiped.Bip01_R_Finger3"] = { scale = Vector(1, 1, 1), pos = Vector(-0.26, -0.152, 0), angle = Angle(-18.764, 51.015, -14.695) },
- ["ValveBiped.Bip01_R_Forearm"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(0, 0, -70) }
- }
- SWEP.VElements = {
- ["muzzleflare2"] = { type = "Sprite", sprite = "effects/electric1", bone = "ValveBiped.Bip01_L_Clavicle", rel = "muzzleflare", pos = Vector(0, 0, 10.923), angle = Angle(0,0,0), size = { x = 16, y = 16 }, color = Color(0, 85, 255, 255), nocull = true, additive = true, vertexalpha = true, vertexcolor = true, ignorez = false},
- ["muzzleflare3"] = { type = "Sprite", sprite = "effects/electric1", bone = "ValveBiped.Bip01_L_Clavicle", rel = "muzzleflare", pos = Vector(0, 0, 10.923), angle = Angle(0,0,0), size = { x = 15, y = 15 }, color = Color(0, 0, 255, 255), nocull = true, additive = true, vertexalpha = true, vertexcolor = true, ignorez = false},
- ["muzzleflare"] = { type = "Sprite", sprite = "effects/rollerglow", bone = "ValveBiped.Bip01_L_Clavicle", rel = "body", pos = Vector(0, 0, 20.319), angle = Angle(0,0,0), size = { x = 14, y = 14 }, color = Color(84, 94, 255, 255), nocull = true, additive = true, vertexalpha = true, vertexcolor = true, ignorez = false},
- }
- SWEP.WElements = {
- ["muzzleflare"] = { type = "Sprite", sprite = "effects/rollerglow", bone = "ValveBiped.Bip01_R_Hand", rel = "body", pos = Vector(0, 0, 20.319), angle = Angle(0,0,0), size = { x = 14, y = 14 }, color = Color(0, 0, 255, 255), nocull = true, additive = true, vertexalpha = true, vertexcolor = true, ignorez = false},
- ["muzzleflare2"] = { type = "Sprite", sprite = "effects/electric1", bone = "ValveBiped.Bip01_R_Hand", rel = "muzzleflare", pos = Vector(0, 0, -0.245), angle = Angle(0,0,0), size = { x = 16, y = 16 }, color = Color(0, 0, 255, 255), nocull = true, additive = true, vertexalpha = true, vertexcolor = true, ignorez = false},
- ["muzzleflare3"] = { type = "Sprite", sprite = "effects/electric1", bone = "ValveBiped.Bip01_R_Hand", rel = "muzzleflare", pos = Vector(0, 0, -0.245), angle = Angle(0,0,0), size = { x = 15, y = 15 }, color = Color(0, 0, 255, 255), nocull = true, additive = true, vertexalpha = true, vertexcolor = true, ignorez = false}
- }
- function OverTheShoulder( ply, pos, angles, fov )
- if !ply:IsValid() then return end
- if !ply:GetActiveWeapon():IsValid() then return end
- if ply:GetActiveWeapon():GetClass() == "st_forcelightning" then
- local view = {}
- view.origin = pos-( angles:Forward()*35 + angles:Right()*-20 )
- view.angles = angles
- view.fov = fov
- view.drawviewer = true
- return view
- end
- end
- function ReturnToNormal( ply, pos, angles, fov )
- local view = {}
- view.origin = angles:Zero()
- view.angles = angles
- view.fov = fov
- view.drawviewer = true
- return view
- end
- hook.Add( "CalcView", "FLThirdPerson", OverTheShoulder )
- function SWEP:Reload()
- end
- function SWEP:SelectTargets( num, dist )
- local t = {}
- dist = dist or 512
- local p = {}
- for id, ply in pairs( ents.GetAll() ) do
- if ( !ply:GetModel() || ply:GetModel() == "" || ply == self.Owner || ply:Health() < 1 ) then continue end
- if ply.PlayerTeam then
- if players_only then continue end
- if not friends and ply.PlayerTeam == self.Owner:Team() then
- continue
- elseif friends and ply.PlayerTeam != self.Owner:Team() then
- continue
- end
- end
- if ply.Team then
- if not friends and ply:Team() == self.Owner:Team() then
- continue
- elseif friends and ply:Team() != self.Owner:Team() then
- continue
- end
- end
- if ( string.StartWith( ply:GetModel() || "", "models/gibs/" ) ) then continue end
- if ( string.find( ply:GetModel() || "", "chunk" ) ) then continue end
- if ( string.find( ply:GetModel() || "", "_shard" ) ) then continue end
- if ( string.find( ply:GetModel() || "", "_splinters" ) ) then continue end
- local tr = util.TraceLine( {
- start = self.Owner:GetShootPos(),
- endpos = (ply.GetShootPos && ply:GetShootPos() || ply:GetPos()),
- filter = function(ent) return ent == ply or not ent.Nick end
- } )
- if not IsValid( tr.Entity ) or tr.Entity != ply or tr.Entity == game.GetWorld() then continue end
- local spos = self.Owner:GetShootPos()
- local pos1 = self.Owner:GetPos() + self.Owner:GetAimVector() * dist
- local pos2 = tr.HitPos
- local dot = self.Owner:GetAimVector():Dot( ( pos2 - self.Owner:GetShootPos() ):GetNormalized() )
- local dist2 = spos:Distance( pos2 )
- if ( dist2 <= dist && ply:EntIndex() > 0 && ply:GetModel() && ply:GetModel() != "" ) then
- table.insert( p, { ply = ply, dist = dist2, dot = dot, score = dot + ( ( dist - dist2 ) / dist ) * 50 } )
- end
- end
- local d = {}
- for id, ply in SortedPairsByMemberValue( p, "dist" ) do
- table.insert( t, ply.ply )
- d[ply.ply] = ply
- if ( #t >= num ) then break end
- end
- local f = {}
- for i = 1,num do
- f[i] = t[i]
- end
- return f,d
- end
- sound.Add( {
- name = "lighting_hands",
- channel = CHAN_WEAPON,
- volume = 0.05,
- level = 100,
- pitch = 100,
- sound = "weapons/starwars/force_lightning1.wav"
- } )
- sound.Add( {
- name = "hand_zap",
- channel = CHAN_WEAPON,
- volume = 0.05,
- level = 100,
- pitch = 100,
- sound = "weapons/starwars/force_lightning2.wav"
- } )
- local dist = 800
- function SWEP:Think()
- self.BaseClass.Think(self)
- self.VElements["muzzleflare"].color.a = math.max(0,self.VElements["muzzleflare"].color.a - 10 * FrameTime() * 60)
- self.VElements["muzzleflare"].size.x = math.max(0,self.VElements["muzzleflare"].size.x - 0.5 * FrameTime() * 60)
- self.VElements["muzzleflare"].size.y = math.max(0,self.VElements["muzzleflare"].size.y - 0.5 * FrameTime() * 60)
- self.VElements["muzzleflare2"].color.a = math.max(0,self.VElements["muzzleflare2"].color.a - 10 * FrameTime() * 60)
- self.VElements["muzzleflare3"].color.a = math.max(0,self.VElements["muzzleflare3"].color.a - 10 * FrameTime() * 60)
- self.WElements["muzzleflare"].color.a = math.max(0,self.WElements["muzzleflare"].color.a - 10 * FrameTime() * 60)
- self.WElements["muzzleflare"].color.a = math.max(0,self.WElements["muzzleflare"].color.b - 10 * FrameTime() * 60)
- self.WElements["muzzleflare"].size.x = math.max(0,self.WElements["muzzleflare"].size.x - 0.5 * FrameTime() * 60)
- self.WElements["muzzleflare"].size.y = math.max(0,self.WElements["muzzleflare"].size.y - 0.5 * FrameTime() * 60)
- self.WElements["muzzleflare2"].color.a = math.max(0,self.WElements["muzzleflare2"].color.a - 10 * FrameTime() * 60)
- self.WElements["muzzleflare3"].color.a = math.max(0,self.WElements["muzzleflare3"].color.a - 10 * FrameTime() * 60)
- end
- function SWEP:PrimaryAttack()
- if self.Owner:HasGodMode() == true then return end
- if IsFirstTimePredicted() then
- self.VElements["muzzleflare"].size.x = 20
- self.VElements["muzzleflare"].size.y = 20
- self.VElements["muzzleflare"].color.a = 255
- self.VElements["muzzleflare2"].color.a = 255
- self.VElements["muzzleflare3"].color.a = 255
- self.WElements["muzzleflare"].size.x = 20
- self.WElements["muzzleflare"].size.y = 20
- self.WElements["muzzleflare"].color.a = 255
- self.WElements["muzzleflare2"].color.a = 255
- self.WElements["muzzleflare3"].color.a = 255
- end
- if SERVER then
- local firedtime = 0
- local targ,tab = self:SelectTargets(5,dist)
- for k,v in pairs(targ) do
- if tab[v].dot < 0.8 then continue end
- local dmg = DamageInfo()
- dmg:SetAttacker( self.Owner || self )
- dmg:SetInflictor( self or self.Owner )
- dmg:SetDamage( FrameTime() * 1333 )
- v:TakeDamageInfo( dmg )
- end
- local ed = EffectData()
- ed:SetEntity(self)
- ed:SetAttachment(1)
- ed:SetStart( self.Owner:GetPos() + Vector(0,0,30) )
- ed:SetOrigin( self.Owner:GetPos() + Vector(0,0,30) + self.Owner:GetForward() * math.random(dist - 50,dist + 50) + self.Owner:GetRight() * math.random(-80,80) + self.Owner:GetUp() * math.random(-20,20))
- ed:SetFlags(0x0002)
- util.Effect( "effect_arc_tracer", ed, true, true )
- end
- if ( self.Owner:IsNPC() ) then return end
- self.Owner:ViewPunch( Angle( math.Rand(-0.2,-0.1) * self.Primary.Recoil, math.Rand(-0.1,0.1) * self.Primary.Recoil, 0 ) )
- self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
- end
- function SWEP:SecondaryAttack()
- if self.Owner:HasGodMode() == true then return end
- if IsFirstTimePredicted() then
- self.VElements["muzzleflare"].size.x = 20
- self.VElements["muzzleflare"].size.y = 20
- self.VElements["muzzleflare"].color.a = 255
- self.VElements["muzzleflare2"].color.a = 255
- self.VElements["muzzleflare3"].color.a = 255
- self.WElements["muzzleflare"].size.x = 20
- self.WElements["muzzleflare"].size.y = 20
- self.WElements["muzzleflare"].color.a = 255
- self.WElements["muzzleflare2"].color.a = 255
- self.WElements["muzzleflare3"].color.a = 255
- end
- if SERVER then
- local firedtime = 0
- local targ,tab = self:SelectTargets(5,dist)
- for k,v in pairs(targ) do
- if tab[v].dot < 0.8 then continue end
- local dmg = DamageInfo()
- dmg:SetAttacker( self.Owner || self )
- dmg:SetInflictor( self or self.Owner )
- dmg:SetDamage( FrameTime() * 220 )
- v:TakeDamageInfo( dmg )
- end
- local ed = EffectData()
- ed:SetEntity(self)
- ed:SetAttachment(1)
- ed:SetStart( self.Owner:GetPos() + Vector(0,0,30) )
- ed:SetOrigin( self.Owner:GetPos() + Vector(0,0,30) + self.Owner:GetForward() * math.random(dist - 50,dist + 50) + self.Owner:GetRight() * math.random(-80,80) + self.Owner:GetUp() * math.random(-20,20))
- ed:SetFlags(0x0002)
- util.Effect( "effect_arc_tracer", ed, true, true )
- end
- if ( self.Owner:IsNPC() ) then return end
- self.Owner:ViewPunch( Angle( math.Rand(-0.2,-0.1) * self.Primary.Recoil, math.Rand(-0.1,0.1) * self.Primary.Recoil, 0 ) )
- self:SetNextSecondaryFire(CurTime() + self.Secondary.Delay)
- end
- function SWEP:Initialize()
- self.BaseClass.Initialize(self)
- if CLIENT then
- self:SendWeaponAnim(ACT_DO_NOT_DISTURB)
- self.VElements = table.FullCopy( self.VElements )
- self.WElements = table.FullCopy( self.WElements )
- self.ViewModelBoneMods = table.FullCopy( self.ViewModelBoneMods )
- self:CreateModels(self.VElements)
- self:CreateModels(self.WElements)
- if IsValid(self.Owner) then
- local vm = self.Owner:GetViewModel()
- if IsValid(vm) then
- self:ResetBonePositions(vm)
- if (self.ShowViewModel == nil or self.ShowViewModel) then
- vm:SetColor(Color(255,255,255,255))
- else
- vm:SetColor(Color(255,255,255,1))
- vm:SetMaterial("Debug/hsv")
- end
- end
- end
- end
- end
- function SWEP:Holster()
- self.BaseClass.Holster(self)
- if CLIENT and IsValid(self.Owner) then
- local vm = self.Owner:GetViewModel()
- if IsValid(vm) then
- self:ResetBonePositions(vm)
- end
- end
- if CLIENT then return end
- self.Owner:GodDisable()
- print("[FL] God disabled because the weapon was switched...")
- return true
- end
- function SWEP:OnRemove()
- self.BaseClass.OnRemove(self)
- if CLIENT and IsValid(self.Owner) then
- local vm = self.Owner:GetViewModel()
- if IsValid(vm) then
- self:ResetBonePositions(vm)
- end
- end
- end
- if CLIENT then
- SWEP.vRenderOrder = nil
- function SWEP:ViewModelDrawn()
- local vm = self.Owner:GetViewModel()
- if !IsValid(vm) then return end
- vm:GetAttachment(1)
- if (!self.VElements) then return end
- self:UpdateBonePositions(vm)
- if (!self.vRenderOrder) then
- 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 == true 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
- v.angle = v.angle or Angle(0,0,0)
- 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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