|
|
|
AddCSLuaFile()
|
|
|
|
|
|
|
|
CreateConVar( "food_spam", 0, FCVAR_NOTIFY, "Make food spammable")
|
|
|
|
SWEP.PrintName = "Base"
|
|
|
|
|
|
|
|
SWEP.Author = "catSIXe"
|
|
|
|
SWEP.Contact = nil
|
|
|
|
SWEP.Purpose = nil
|
|
|
|
SWEP.Category = "catSIXe Food"
|
|
|
|
SWEP.Instructions = nil
|
|
|
|
SWEP.Spawnable = false
|
|
|
|
SWEP.AdminOnly = false
|
|
|
|
|
|
|
|
SWEP.ViewModelFOV = 1
|
|
|
|
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.Slot = 1
|
|
|
|
SWEP.SlotPos = 4
|
|
|
|
SWEP.DrawAmmo = false
|
|
|
|
SWEP.DrawCrosshair = true
|
|
|
|
SWEP.AutoSwitchTo = true
|
|
|
|
SWEP.AutoSwitchFrom = true
|
|
|
|
|
|
|
|
SWEP.HoldType = "passive"
|
|
|
|
SWEP.ViewModelFOV = 40.804020100503
|
|
|
|
SWEP.ViewModelFlip = false
|
|
|
|
SWEP.UseHands = true
|
|
|
|
SWEP.ViewModel = "models/weapons/c_grenade.mdl"
|
|
|
|
SWEP.WorldModel = "models/foodnhouseholditems/icecream1.mdl"
|
|
|
|
SWEP.ShowViewModel = true
|
|
|
|
SWEP.ShowWorldModel = true
|
|
|
|
SWEP.ViewModelBoneMods = {
|
|
|
|
["ValveBiped.Pin"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(-30, -30, -30), angle = Angle(0, 0, 0) },
|
|
|
|
["ValveBiped.Grenade_body"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(-30, -30, -30), angle = Angle(0, 0, 0) }
|
|
|
|
}
|
|
|
|
SWEP.IronSightsPos = Vector(-2.12, -8.443, 3.21)
|
|
|
|
SWEP.IronSightsAng = Vector(0, 0, 0)
|
|
|
|
SWEP.VElements = {
|
|
|
|
["food"] = { type = "Model", model = "models/foodnhouseholditems/icecream1.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(3.147, 2.414, -2.625), angle = Angle(180, 0, 0), size = Vector(0.5, 0.5, 0.5), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
|
|
|
|
}
|
|
|
|
SWEP.WElements = {
|
|
|
|
["food"] = { type = "Model", model = "models/foodnhouseholditems/icecream1.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(3.72, 2.571, -1.547), angle = Angle(166.132, -180, 10.519), size = Vector(0.5, 0.5, 0.5), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
|
|
|
|
}
|
|
|
|
SWEP.FoodType = "generic"
|
|
|
|
|
|
|
|
function SWEP:PrimaryAttack()
|
|
|
|
if SERVER then
|
|
|
|
SafeRemoveEntity(self.Weapon)
|
|
|
|
self.Owner:EmitSound("eating_and_drinking/eating.wav")
|
|
|
|
end
|
|
|
|
end
|
|
|
|
function SWEP:SecondaryAttack()
|
|
|
|
local tr = self.Owner:GetEyeTrace()
|
|
|
|
self:EmitSound("weapons/slam/throw.wav")
|
|
|
|
self.Owner:ViewPunch( Angle( math.Rand(-8,8), math.Rand(-8,8), 0 ) )
|
|
|
|
self.BaseClass.ShootEffects (self)
|
|
|
|
if (!SERVER) then return end
|
|
|
|
local ent = ents.Create("thrown_food")
|
|
|
|
ent:SetPos(self.Owner:GetShootPos())
|
|
|
|
--ent:SetAngles(self.Owner:EyeAngles())
|
|
|
|
ent:SetupFoodType(self.FoodType)
|
|
|
|
ent:SetupColor(self.FoodColor or Color(255,255,255))
|
|
|
|
ent:Spawn()
|
|
|
|
ent:SetModel(self.WorldModel)
|
|
|
|
ent:Activate()
|
|
|
|
local phys = ent:GetPhysicsObject( )
|
|
|
|
if IsValid( phys ) then
|
|
|
|
phys:SetVelocity( self.Owner:GetPhysicsObject():GetVelocity() )
|
|
|
|
phys:AddVelocity( self.Owner:GetAimVector( ) * 128 * phys:GetMass( ) )
|
|
|
|
--phys:AddAngleVelocity( VectorRand() * 128 * phys:GetMass( ) )
|
|
|
|
end
|
|
|
|
|
|
|
|
SafeRemoveEntityDelayed(ent, 15)
|
|
|
|
if GetConVar("food_spam"):GetBool() then return true end
|
|
|
|
SafeRemoveEntity(self.Weapon)
|
|
|
|
end
|
|
|
|
/********************************************************
|
|
|
|
SWEP Construction Kit base code
|
|
|
|
Created by Clavus
|
|
|
|
Available for public use, thread at:
|
|
|
|
facepunch.com/threads/1032378
|
|
|
|
|
|
|
|
|
|
|
|
DESCRIPTION:
|
|
|
|
This script is meant for experienced scripters
|
|
|
|
that KNOW WHAT THEY ARE DOING. Don't come to me
|
|
|
|
with basic Lua questions.
|
|
|
|
|
|
|
|
Just copy into your SWEP or SWEP base of choice
|
|
|
|
and merge with your own code.
|
|
|
|
|
|
|
|
The SWEP.VElements, SWEP.WElements and
|
|
|
|
SWEP.ViewModelBoneMods tables are all optional
|
|
|
|
and only have to be visible to the client.
|
|
|
|
********************************************************/
|
|
|
|
|
|
|
|
function SWEP:Initialize()
|
|
|
|
|
|
|
|
// 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
|
|
|
|
|
|
|
|
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" 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 (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)
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|
render.DrawSprite(drawpos, v.size.x, v.size.y, v.color)
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|
elseif (v.type == "Quad" and v.draw_func) then
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|
local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
|
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|
|
ang:RotateAroundAxis(ang:Up(), v.angle.y)
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|
ang:RotateAroundAxis(ang:Right(), v.angle.p)
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|
|
ang:RotateAroundAxis(ang:Forward(), v.angle.r)
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|
|
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|
|
cam.Start3D2D(drawpos, ang, v.size)
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|
|
v.draw_func( self )
|
|
|
|
cam.End3D2D()
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|
|
|
|
|
|
|
end
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|
|
|
|
|
|
|
end
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|
|
|
|
|
|
end
|
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|
|
|
|
function SWEP:GetBoneOrientation( basetab, tab, ent, bone_override )
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|
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|
|
local bone, pos, ang
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|
|
if (tab.rel and tab.rel != "") then
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|
local v = basetab[tab.rel]
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|
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|
|
if (!v) then return end
|
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|
|
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|
|
|
// Technically, if there exists an element with the same name as a bone
|
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|
|
// you can get in an infinite loop. Let's just hope nobody's that stupid.
|
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|
|
pos, ang = self:GetBoneOrientation( basetab, v, ent )
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|
|
|
|
|
|
if (!pos) then return end
|
|
|
|
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|
|
pos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
|
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|
|
ang:RotateAroundAxis(ang:Up(), v.angle.y)
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|
|
ang:RotateAroundAxis(ang:Right(), v.angle.p)
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|
|
ang:RotateAroundAxis(ang:Forward(), v.angle.r)
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|
|
|
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|
|
else
|
|
|
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|
|
|
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
|
|
|
|
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
|