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- AddCSLuaFile()
- CreateConVar( "disguise_swep_time", 900, {FCVAR_ARCHIVE,FCVAR_REPLICATED}, "")
- if SERVER then
- util.AddNetworkString( "use_agentweapon" )
- util.AddNetworkString( "timer_agentweapon" )
- net.Receive("use_agentweapon",function(len,ply)
- if not IsValid(ply) then return end
- if ply:GetActiveWeapon():GetClass() != "weapon_agent" then return end
- local num = net.ReadFloat()
- local model
- local old = ply:GetModel()
- if type(RPExtraTeams[num].model) == "table" then
- model = RPExtraTeams[num].model[1]
- else
- model = RPExtraTeams[num].model
- end
- if model == nil then return end
- ply:GetActiveWeapon():SendWeaponAnim( ACT_VM_PRIMARYATTACK )
- if ply:LookupBone("ValveBiped.Bip01_R_Foot") != nil then
- ParticleEffectAttach( "generic_smoke", 4, ply, ply:LookupBone("ValveBiped.Bip01_R_Foot") )
- ParticleEffectAttach( "generic_smoke", 4, ply, ply:LookupBone("ValveBiped.Bip01_L_Foot") )
- ParticleEffectAttach( "generic_smoke", 4, ply, ply:LookupBone("ValveBiped.Bip01_R_Foot") )
- end
- ply:Freeze(true)
- timer.Simple(4.4,function()
- if IsValid(ply) then
- ply:SetModel(model)
- ply:StopParticles()
- ply:SetNWBool("istransformed",true)
- ply:Freeze(false)
- net.Start("timer_agentweapon") net.WriteString(model) net.Send(ply)
- ply:StripWeapon("weapon_agent")
- timer.Simple(GetConVar("disguise_swep_time"):GetFloat(),function()
- if ply:GetNWBool("istransformed") == false then return end
- if ply:LookupBone("ValveBiped.Bip01_R_Foot") != nil then
- ParticleEffectAttach( "generic_smoke", 4, ply, ply:LookupBone("ValveBiped.Bip01_R_Foot") )
- ParticleEffectAttach( "generic_smoke", 4, ply, ply:LookupBone("ValveBiped.Bip01_L_Foot") )
- ParticleEffectAttach( "generic_smoke", 4, ply, ply:LookupBone("ValveBiped.Bip01_R_Foot") )
- end
- ply:Freeze(true)
- timer.Simple(4.4,function()
- ply:SetModel(old)
- ply:SetNWBool("istransformed",false)
- ply:Freeze(false)
- end)
- end)
- end
- end)
- end)
- end
- SWEP.PrintName = "Маскировка"
- SWEP.Author = ""
- SWEP.Instructions = ""
- SWEP.Spawnable = true
- SWEP.Category = "Маскировка"
- SWEP.Primary.ClipSize = -1
- SWEP.Primary.DefaultClip = -1
- SWEP.Primary.Automatic = false
- SWEP.Primary.Ammo = "none"
- SWEP.Secondary.ClipSize = -1
- SWEP.Secondary.DefaultClip = -1
- SWEP.Secondary.Automatic = false
- SWEP.Secondary.Ammo = "none"
- SWEP.HoldType = "slam"
- SWEP.ViewModelFOV = 70
- SWEP.ViewModelFlip = false
- SWEP.UseHands = false
- SWEP.ViewModel = "models/weapons/v_c4.mdl"
- SWEP.WorldModel = "models/weapons/w_c4.mdl"
- SWEP.ShowViewModel = true
- SWEP.ShowWorldModel = true
- SWEP.ViewModelBoneMods = {}
- SWEP.VElements = {
- ["screen"] = { type = "Quad", bone = "v_weapon.c4", rel = "", pos = Vector(2.786, 0.390, 8.5), angle = Angle(174.967, 3.197, -46.361), size = 1, draw_func = nil}
- }
- if CLIENT then
- net.Receive("timer_agentweapon",function()
- local time = GetConVar("disguise_swep_time"):GetFloat()
- local mdl = net.ReadString()
- local finish = CurTime()+time
- local p2 = vgui.Create("DPanel")
- p2:SetSize(365,25)
- p2:SetPos(5,ScrH( ) - 175)
- function p2:Paint(w,h)
- draw.RoundedBox(0,5,5,365,15,Color(0,0,0,240))
- draw.RoundedBox(0,5,5,(finish-CurTime())*(365/time),15,Color(100,100,100,240))
- draw.SimpleText("Маскировка","DebugFixedSmall",182,10,Color(255,255,255,255), TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER)
- end
- timer.Simple(time,function()
- p2:Remove()
- end)
- end)
- end
- function SWEP:Initialize()
- self:SetHoldType( "slam" )
- // other initialize code goes here
- if CLIENT then
- // Create a new table for every weapon instance
- self.VElements = table.FullCopy( self.VElements )
- self.WElements = table.FullCopy( self.WElements )
- self.ViewModelBoneMods = table.FullCopy( self.ViewModelBoneMods )
- self:CreateModels(self.VElements) // create viewmodels
- self:CreateModels(self.WElements) // create worldmodels
- // init view model bone build function
- if IsValid(self.Owner) then
- local vm = self.Owner:GetViewModel()
- if IsValid(vm) then
- self:ResetBonePositions(vm)
- // Init viewmodel visibility
- if (self.ShowViewModel == nil or self.ShowViewModel) then
- vm:SetColor(Color(255,255,255,255))
- else
- // we set the alpha to 1 instead of 0 because else ViewModelDrawn stops being called
- vm:SetColor(Color(255,255,255,1))
- // ^ stopped working in GMod 13 because you have to do Entity:SetRenderMode(1) for translucency to kick in
- // however for some reason the view model resets to render mode 0 every frame so we just apply a debug material to prevent it from drawing
- vm:SetMaterial("Debug/hsv")
- end
- end
- end
- end
- end
- function SWEP:Holster()
- if CLIENT and IsValid(self.Owner) then
- local vm = self.Owner:GetViewModel()
- if IsValid(vm) then
- self:ResetBonePositions(vm)
- end
- end
- return true
- end
- function SWEP:OnRemove()
- self:Holster()
- end
- if CLIENT then
- local num = 1
- local nextone = CurTime()+1
- local SELECTSCREEN = {}
- local alp = 0
- local c =0
- SELECTSCREEN.stat = false
- function SWEP:SecondaryAttack()
- num = 1
- nextone = CurTime()+0.3
- SELECTSCREEN.stat = false
- c = 0
- end
- function SWEP:PrimaryAttack()
- num = 1
- nextone = CurTime()+0.3
- SELECTSCREEN.stat = true
- c = 0
- end
- SWEP.vRenderOrder = nil
- function SWEP:ViewModelDrawn()
- local vm = self.Owner:GetViewModel()
- if !IsValid(vm) then return end
- if (!self.VElements) then return end
- self:UpdateBonePositions(vm)
- 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
- 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") 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,0.06)
- if SELECTSCREEN.stat == true then
- for i = 1,9 do
- if not input.IsKeyDown(1) then
- if input.IsKeyDown(i) and CurTime() > nextone then
- net.Start("use_agentweapon")
- net.WriteFloat(num+i-2)
- net.SendToServer()
- SELECTSCREEN.stat = false
- c = 0
- nextone = CurTime()+1
- end
- elseif CurTime() > nextone then
- if num+9 < #team.GetAllTeams() then
- num = num+9
- nextone = CurTime()+1
- else
- num = 1
- nextone = CurTime()+1
- end
- end
- end
- end
- if SELECTSCREEN.stat == false then
- c = c+0.001
- alp = Lerp( c, alp, 0 )
- else
- c = c+0.01
- alp = Lerp( c, alp, 1 )
- end
- draw.RoundedBox(0,-80,-80,300,150,Color(10,10,10,200*alp))
- local t = team.GetAllTeams()
- for i = num ,num+8 do
- if t[i] != nil then
- --draw.RoundedBox(0,-70,(-70)+(i-num)*12,280,10,ColorAlpha(t[i].Color,255*alp))
- --draw.RoundedBox(0,-70,(-70)+(i-num)*12,10,10,Color(255,0,0,255*alp))
- draw.SimpleText((i-num+1),"DebugFixedSmall",-69,(-70)+(i-num)*11.6,Color(255,255,255,255*alp))
- draw.SimpleText(t[i].Name,"DebugFixedSmall",-40,(-72)+(i-num)*11.6,Color(255,255,255,255*alp))
- end
- if i > num+7 then
- --draw.RoundedBox(0,-70,(-70)+(i-num+1)*12,280,10,Color(0,255,0,255*alp))
- draw.RoundedBox(0,-72,(-75)+(i-num+2)*12,15,15,Color(255,0,0,255*alp))
- draw.SimpleText(tostring(0),"DebugFixedSmall",-69,(-70)+(i-num+2)*11.6,Color(255,255,255,255*alp))
- draw.SimpleText("Следующая страница","DebugFixedSmall",-40,(-72)+(i-num+2)*12,Color(255,255,255,255*alp))
- end
- end
- 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 (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" ) 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, 0.1)
- 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: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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