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- /**************************************************
- SWEP Construction Kit base code
- Created by Clavus
- Available for public use, thread at:
- facepunch.com/threads/1032378
- **************************************************/
- /*
- function SWEP:Initialize()
- self:SetWeaponHoldType(self.HoldType)
- // 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
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