· 9 years ago · Jan 01, 2017, 05:08 PM
1//Katana...
2SWEP.base = "weapon_base"
3SWEP.Category = "Other"
4SWEP.Author = "Hobo_Gus"
5SWEP.Contact = ""
6SWEP.Purpose = ""
7SWEP.Instructions = "M1 - slash! M2 - dash! E + M2 - Steel Circle! Hold E - bullet block! R - Holster!"
8SWEP.PrintName = "Katana"
9SWEP.Slot = 0
10SWEP.SlotPos = 0
11SWEP.DrawCrosshair = true
12SWEP.DrawAmmo = false;
13SWEP.ViewModel = "models/weapons/cstrike/c_knife_t.mdl"
14SWEP.WorldModel = "models/weapons/w_knife_t.mdl"
15SWEP.ShowWorldModel = false
16SWEP.ViewModelFOV = 55
17SWEP.UseHands = true
18SWEP.HoldType = "knife"
19SWEP.Spawnable = true
20SWEP.AdminSpawnable = true
21SWEP.Weight = 0
22SWEP.AutoSwitchTo = true
23SWEP.AutoSwitchFrom = true
24
25SWEP.Primary.ClipSize = -1
26SWEP.Primary.DefaultClip = -1
27SWEP.Primary.Recoil = 1
28SWEP.Primary.Spread = 0.1
29SWEP.Primary.Delay = 0.8
30SWEP.Primary.Automatic = true
31SWEP.Primary.Ammo = "none"
32SWEP.Primary.Sound = "weapons/irifle/irifle_fire2.wav";
33SWEP.Primary.TakeAmmo = 1
34SWEP.Secondary.Automatic = false
35SWEP.Secondary.Delay = 0.5
36SWEP.Secondary.ClipSize = -1
37SWEP.Secondary.DefaultClip = -1
38SWEP.Secondary.Ammo = "none"
39SWEP.ReloadDelay = 0.8
40
41SWEP.Dash = 0
42SWEP.IronCircle = 0
43SWEP.IronTime = 0
44SWEP.Normal = 1
45SWEP.ViewModelBoneMods = {
46 ["ValveBiped.Bip01_R_Clavicle"] = { scale = Vector(1, 1, 1), pos = Vector(-2.497, 0, -2), angle = Angle(0, 0, 0) },
47 ["ValveBiped.Bip01_R_Hand"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(-23.632, -23.685, 44.812) },
48 ["v_weapon.Knife_Handle"] = { scale = Vector(0.09, 0.09, 0.09), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) }
49}
50
51local blockbullets = 0
52
53if ( CLIENT ) then
54
55end
56function SWEP:HolsterThink()
57if self.Weapon:GetNetworkedBool( "Holster", true ) then
58self.Weapon:SendWeaponAnim(ACT_VM_DRAW)
59self.Weapon:SetNextPrimaryFire(CurTime() + 0.3)
60self.Weapon:SetNextSecondaryFire(CurTime() + 0.3)
61self:SetWeaponHoldType( "normal" )
62self.WElements["katana+"].size = Vector(1, 1, 1)
63self.WElements["katana"].size = Vector(0, 0, 0)
64else
65self.WElements["katana+"].size = Vector(0, 0, 0)
66self.WElements["katana"].size = Vector(1, 1, 1)
67end
68end
69
70function SWEP:Think()
71
72self:HolsterThink()
73self:IronThink()
74if self.Owner:KeyDown(IN_USE) then
75self.Weapon:SetNetworkedBool( "Holster", false )
76blockbullets = 1
77self.Weapon:SetNetworkedInt( "Some1", 10 )
78//self.Weapon:SetNetworkedBool( "Ironsights", true )
79else//if self.IronCircle == 0 and self.Dash == 0 then
80//self.Weapon:SetNetworkedBool( "Ironsights", false )
81blockbullets = 0
82end
83
84if self.IronCircle >= 1 then
85self.Weapon:SetNetworkedBool( "Holster", false )
86self.IronCircle = self.IronCircle - 1
87self.Weapon:SetNetworkedInt( "Some1", 10 )
88self.Weapon:SetHoldType("knife")
89self.Owner:SetAnimation( PLAYER_ATTACK1 )
90 local eyeangle = self.Owner:EyeAngles()
91 eyeangle.yaw = eyeangle.yaw - 13
92 eyeangle.pitch = 10
93 self.Owner:SetEyeAngles(eyeangle)
94 local trace = self.Owner:GetEyeTrace()
95 local dmginfo = DamageInfo()
96 dmginfo:SetDamageForce( self.Owner:GetAimVector() * 100)
97 dmginfo:SetDamage(550)
98 dmginfo:SetAttacker(self.Owner)
99 dmginfo:SetInflictor(self)
100 dmginfo:SetDamageType(DMG_ALWAYSGIB)
101 //local trace = self.Owner:GetEyeTrace()
102 if trace.HitPos:Distance(self.Owner:GetShootPos()) <= 90 then
103 if SERVER then
104 trace.Entity:TakeDamageInfo(dmginfo)
105 end
106 if ((trace.Entity:IsNPC() and trace.MatType == MAT_FLESH )) or (trace.Entity:IsPlayer() and trace.MatType == MAT_FLESH) then
107 local fx = EffectData()
108 fx:SetOrigin(trace.HitPos)
109 fx:SetNormal(VectorRand(), VectorRand(), VectorRand())
110 util.Effect( "hg_katana_blood_hit" ,fx)
111 local randomsounds = {
112 "katana/katana2.wav",
113 "katana/katana.wav"
114 }
115 local random = math.random(1, #randomsounds)
116 self.Owner:EmitSound(randomsounds[random])
117 else
118 //if (math.random(0,2) == 0)
119 util.Decal( "ManhackCut",( trace.HitPos - trace.HitNormal ),( trace.HitPos + trace.HitNormal ) )
120 if trace.MatType == MAT_METAL then
121 local effectdata = EffectData()
122 effectdata:SetOrigin(trace.HitPos)
123 effectdata:SetNormal(trace.HitNormal)
124 effectdata:SetScale(10)
125 util.Effect("MetalSpark", effectdata)
126 end
127 //end
128 end
129end
130 //self.IronSightsPos = Vector(-10.561, 0.201, 4.26)
131 //self.IronSightsAng = Vector(-18.996, -40.102, 12.663)
132end
133//end
134//CAMERA EFFECT DELETED!
135
136if self.Dash > 0 then
137self.Weapon:SetNetworkedBool( "Holster", false )
138local trace = self.Owner:GetEyeTrace()
139self.Dash = self.Dash - 1
140 local dmginfo = DamageInfo()
141 dmginfo:SetDamageForce( self.Owner:GetAimVector() * 100)
142 dmginfo:SetDamage(15)
143 dmginfo:SetAttacker(self.Owner)
144 dmginfo:SetInflictor(self)
145 dmginfo:SetDamageType(DMG_ALWAYSGIB)
146 //local trace = self.Owner:GetEyeTrace()
147 if trace.HitPos:Distance(self.Owner:GetShootPos()) <= 80 then
148 if SERVER then
149 trace.Entity:TakeDamageInfo(dmginfo)
150 end
151 if (( trace.Entity:IsPlayer() or (trace.Entity:IsNPC() and trace.MatType == MAT_FLESH )) or (trace.Entity:IsPlayer() and trace.MatType == MAT_FLESH)) and math.random(0,2) == 0 then
152 local fx = EffectData()
153 fx:SetOrigin(trace.HitPos)
154 fx:SetNormal(VectorRand(), VectorRand(), VectorRand())
155 util.Effect( "hg_katana_blood_hit" ,fx)
156 local randomsounds = {
157 "katana/katana2.wav",
158 "katana/katana.wav"
159 }
160 local random = math.random(1, #randomsounds)
161 self.Owner:EmitSound(randomsounds[random])
162 else
163 //if (math.random(0,2) == 0)
164 util.Decal( "ManhackCut",( trace.HitPos - trace.HitNormal ),( trace.HitPos + trace.HitNormal ) )
165 if trace.MatType == MAT_METAL then
166 local effectdata = EffectData()
167 effectdata:SetOrigin(trace.HitPos)
168 effectdata:SetNormal(trace.HitNormal)
169 effectdata:SetScale(10)
170 util.Effect("MetalSpark", effectdata)
171 end
172 end
173end
174end
175
176end
177
178hook.Add("PlayerTraceAttack","PlayerTraceAttackForKatanaCykaBlyat",function( ply, dmginfo, dir, trace )
179if blockbullets == 1 then
180local effectdata = EffectData()
181 effectdata:SetOrigin(trace.HitPos)
182 effectdata:SetNormal(trace.HitNormal)
183 effectdata:SetScale(120)
184 util.Effect("StunstickImpact", effectdata)
185 ply:EmitSound("physics/metal/metal_solid_impact_bullet"..math.random(1,4)..".wav")
186 local tst = ((trace.HitPos - ply:GetPos()):Angle())
187 ply:SetEyeAngles(tst - Angle(-90, 0, 0) )
188 local holdtype = {
189 "knife",
190 "melee",
191 "melee2"
192 }
193 local random = math.random(1, #holdtype)
194 local katana = ply:GetActiveWeapon()
195 katana:SetHoldType(holdtype[random])
196ply:ViewPunch( Angle( 5,0,0 ) )
197 //print(tst)
198
199 return true
200else
201return false
202end
203
204end)
205
206SWEP.VElements = {
207 ["katana"] = { type = "Model", model = "models/weapons/melee/v_katana.mdl", bone = "v_weapon.Knife_Handle", rel = "", pos = Vector(-3.5, -47.5, 3), angle = Angle(75, -90, -175), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
208}
209SWEP.WElements = {
210 ["katana"] = { type = "Model", model = "models/weapons/melee/v_katana.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(-39, -11, 18), angle = Angle(-100, -25, -8), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
211 ["katana+"] = { type = "Model", model = "models/weapons/melee/v_katana.mdl", bone = "ValveBiped.Bip01_Spine2", rel = "", pos = Vector(4, 8, 50), angle = Angle(-157, 5, -5), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
212}
213
214SWEP.IronSightsPos = Vector(-6.43, -0.603, 7.96) //Vector(-18.521, -0.603, 9.399)
215SWEP.IronSightsAng = Vector(-30.251, -13.367, -15.478) //Vector(0, -51.357, -44.322)
216
217SWEP.SteelRoundPos = Vector(-6.43, -0.603, 7.96)
218SWEP.SteelRoundAng = Vector(-30.251, -13.367, -15.478)
219
220SWEP.HolsterPos = Vector(-11.48, 0, -8.24)
221SWEP.HolsterAng = Vector(0, 23.92, -70)
222
223function SWEP:PrimaryAttack()
224if !self.Owner:KeyDown(IN_USE) then
225if self.Owner:KeyDown(IN_SPEED) then
226self.Weapon:SetNextPrimaryFire(CurTime() + 0.3)
227else
228self.Weapon:SetNextPrimaryFire(CurTime() + 0.5)
229end
230//self.Owner:SetAngle(Angle(-23.632, -23.685, 44.812))
231
232local a = math.random(0,1)
233if a == 0 then
234self.Weapon:SendWeaponAnim(ACT_VM_SECONDARYATTACK)
235end
236if a == 1 then
237self.Weapon:SendWeaponAnim(ACT_VM_PRIMARYATTACK)
238end
239 local holdtype = {
240 "knife",
241 "melee",
242 "melee2"
243 }
244 local random = math.random(1, #holdtype)
245 self.Weapon:SetHoldType(holdtype[random])
246 local rnda = 2
247 local rndb = 2 * math.random(-1, 1)
248self.Owner:ViewPunch( Angle( rnda,rndb,rnda ) )
249self.Dash = 10
250local trace = self.Owner:GetEyeTrace()
251 local dmginfo = DamageInfo()
252 dmginfo:SetDamageForce( self.Owner:GetAimVector() * 50)
253 dmginfo:SetDamage(15)
254 dmginfo:SetAttacker(self.Owner)
255 dmginfo:SetInflictor(self)
256 dmginfo:SetDamageType(DMG_ALWAYSGIB)
257 //local trace = self.Owner:GetEyeTrace()
258 if trace.HitPos:Distance(self.Owner:GetShootPos()) <= 85 then
259 if SERVER then
260 trace.Entity:TakeDamageInfo(dmginfo)
261 end
262 if !( trace.Entity:IsPlayer() or trace.Entity:IsNPC() or trace.MatType == MAT_FLESH ) then
263 //else
264 util.Decal( "ManhackCut",( trace.HitPos - trace.HitNormal ),( trace.HitPos + trace.HitNormal ) )
265 end
266 self.Owner:SetAnimation( PLAYER_ATTACK1 );
267 local randomsounds = {
268 "katana/katana2.wav",
269 "katana/katana.wav"
270 }
271 local random = math.random(1, #randomsounds)
272 self.Owner:EmitSound(randomsounds[random])
273else
274 self.Weapon:EmitSound("katana/slash.wav")
275 self.Weapon:SendWeaponAnim(ACT_VM_PRIMARYATTACK)
276 self.Owner:SetAnimation( PLAYER_ATTACK1 )
277end
278
279end
280end
281
282local IRONSIGHT_TIME = 0.17
283
284function SWEP:SecondaryAttack()
285if !self.Owner:KeyDown(IN_USE) then
286self.Owner:ViewPunch( Angle( 5,0,0 ) )
287self.Weapon:SetNetworkedInt( "Some1", 50 )
288self.Weapon:SetNextSecondaryFire(CurTime() + 2)
289self.Dash = 20
290self.Owner:SetVelocity(self.Owner:GetForward() * 600)
291//local test = self.Owner:EyeAngles(y)//.y
292//self.Owner:SetAngle(test + 5)
293 elseif self.Owner:KeyDown(IN_USE) then
294 self.Weapon:SetNextSecondaryFire(CurTime() + 5)
295 self.IronCircle = 56
296end
297end
298
299function SWEP:IronThink()
300if self.Weapon:GetNetworkedInt( "Some1" ) > 0 then
301//self.IronSightsPos = self.SteelRoundPos
302//self.IronSightsAng = self.SteelRoundAng
303self.Weapon:SetNetworkedBool( "Ironsights", true )
304self.Weapon:SetNetworkedInt( "Some1", self.Weapon:GetNetworkedInt( "Some1" ) - 1 )
305//print(self.Weapon:GetNetworkedInt( "Some1" ))
306end
307if self.Weapon:GetNetworkedInt( "Some1" ) == 0 then
308self.Weapon:SetNetworkedBool( "Ironsights", false )
309end
310end
311
312
313 local Mul = 0
314 local mul21 = 0
315function SWEP:GetViewModelPosition( pos, ang )
316
317 if ( !self.IronSightsPos ) then return pos, ang end
318
319 local bIron = self.Weapon:GetNetworkedBool( "Ironsights" )
320
321 if ( bIron != self.bLastIron ) then
322
323 self.bLastIron = bIron
324 self.fIronTime = CurTime()
325
326 if ( bIron ) then
327 self.SwayScale = 0.3
328 self.BobScale = 0.1
329 else
330 self.SwayScale = 1.0
331 self.BobScale = 1.0
332 end
333
334 end
335
336 local fIronTime = self.fIronTime or 0
337
338 local FT = FrameTime()
339
340 if bIron then
341 Mul = Lerp(FT*15, Mul, 1)
342 //mul21 = math.Approach(mul21, 1, FrameTime()*5)
343 else
344 Mul = Lerp(FT*7.5, Mul, 0)
345 //mul21 = math.Approach(mul21, 0, FrameTime()*5)
346 end
347
348
349 local Offset = self.IronSightsPos
350
351 if ( self.IronSightsAng ) then
352
353 ang = ang * 1
354 ang:RotateAroundAxis( ang:Right(), self.IronSightsAng.x * Mul )
355 ang:RotateAroundAxis( ang:Up(), self.IronSightsAng.y * Mul )
356 ang:RotateAroundAxis( ang:Forward(), self.IronSightsAng.z * Mul )
357
358
359 end
360
361 local Right = ang:Right()
362 local Up = ang:Up()
363 local Forward = ang:Forward()
364
365
366
367 pos = pos + Offset.x * Right * Mul
368 pos = pos + Offset.y * Forward * Mul
369 pos = pos + Offset.z * Up * Mul
370
371 return pos, ang
372
373end
374
375function SWEP:Deploy()
376self:SetWeaponHoldType( "normal" )
377self.Weapon:SetNetworkedBool( "Ironsights", false )
378self.Weapon:SetNetworkedBool( "Holster", false )
379self.ReloadDelay = (CurTime() + 0.8)
380 self:SendWeaponAnim( ACT_VM_DRAW )
381 self:SetNextPrimaryFire( CurTime() + self:SequenceDuration() )
382 //self.Weapon:EmitSound("weapons/draw_melee.wav")
383
384 return true
385end
386
387function SWEP:Reload()
388if self.ReloadDelay <= CurTime() then
389self.ReloadDelay = (CurTime() + 0.8)
390self:SetWeaponHoldType( "normal" )
391self.Weapon:SetNetworkedBool( "Holster", !self.Weapon:GetNetworkedBool( "Holster" ) )
392end
393end
394
395function SWEP:Initialize()
396
397 // other initialize code goes here
398
399 if CLIENT then
400
401 self:SetWeaponHoldType( self.HoldType )
402 // Create a new table for every weapon instance
403 self.VElements = table.FullCopy( self.VElements )
404 self.WElements = table.FullCopy( self.WElements )
405 self.ViewModelBoneMods = table.FullCopy( self.ViewModelBoneMods )
406
407 self:CreateModels(self.VElements) // create viewmodels
408 self:CreateModels(self.WElements) // create worldmodels
409
410 // init view model bone build function
411 if IsValid(self.Owner) then
412 local vm = self.Owner:GetViewModel()
413 if IsValid(vm) then
414 self:ResetBonePositions(vm)
415
416 --[[// Init viewmodel visibility
417 if (self.ShowViewModel == nil or self.ShowViewModel) then
418 vm:SetColor(Color(255,255,255,255))
419 else
420 // we set the alpha to 1 instead of 0 because else ViewModelDrawn stops being called
421 vm:SetColor(Color(255,255,255,1))
422 // ^ stopped working in GMod 13 because you have to do Entity:SetRenderMode(1) for translucency to kick in
423 // 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
424 vm:SetMaterial("Debug/hsv")
425 end]]--
426 end
427 end
428 end
429end
430function SWEP:Holster()
431 blockbullets = 0
432 if CLIENT and IsValid(self.Owner) then
433 local vm = self.Owner:GetViewModel()
434 if IsValid(vm) then
435 self:ResetBonePositions(vm)
436 end
437 end
438
439 return true
440end
441
442function SWEP:OnRemove()
443 self:Holster()
444end
445
446if CLIENT then
447
448 SWEP.vRenderOrder = nil
449 function SWEP:ViewModelDrawn()
450
451 local vm = self.Owner:GetViewModel()
452 if !IsValid(vm) then return end
453
454 if (!self.VElements) then return end
455
456 self:UpdateBonePositions(vm)
457
458 if (!self.vRenderOrder) then
459
460 // we build a render order because sprites need to be drawn after models
461 self.vRenderOrder = {}
462
463 for k, v in pairs( self.VElements ) do
464 if (v.type == "Model") then
465 table.insert(self.vRenderOrder, 1, k)
466 elseif (v.type == "Sprite" or v.type == "Quad") then
467 table.insert(self.vRenderOrder, k)
468 end
469 end
470
471 end
472
473 for k, name in ipairs( self.vRenderOrder ) do
474
475 local v = self.VElements[name]
476 if (!v) then self.vRenderOrder = nil break end
477 if (v.hide) then continue end
478
479 local model = v.modelEnt
480 local sprite = v.spriteMaterial
481
482 if (!v.bone) then continue end
483
484 local pos, ang = self:GetBoneOrientation( self.VElements, v, vm )
485
486 if (!pos) then continue end
487
488 if (v.type == "Model" and IsValid(model)) then
489
490 model:SetPos(pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z )
491 ang:RotateAroundAxis(ang:Up(), v.angle.y)
492 ang:RotateAroundAxis(ang:Right(), v.angle.p)
493 ang:RotateAroundAxis(ang:Forward(), v.angle.r)
494
495 model:SetAngles(ang)
496 //model:SetModelScale(v.size)
497 local matrix = Matrix()
498 matrix:Scale(v.size)
499 model:EnableMatrix( "RenderMultiply", matrix )
500
501 if (v.material == "") then
502 model:SetMaterial("")
503 elseif (model:GetMaterial() != v.material) then
504 model:SetMaterial( v.material )
505 end
506
507 if (v.skin and v.skin != model:GetSkin()) then
508 model:SetSkin(v.skin)
509 end
510
511 if (v.bodygroup) then
512 for k, v in pairs( v.bodygroup ) do
513 if (model:GetBodygroup(k) != v) then
514 model:SetBodygroup(k, v)
515 end
516 end
517 end
518
519 if (v.surpresslightning) then
520 render.SuppressEngineLighting(true)
521 end
522
523 render.SetColorModulation(v.color.r/255, v.color.g/255, v.color.b/255)
524 render.SetBlend(v.color.a/255)
525 model:DrawModel()
526 render.SetBlend(1)
527 render.SetColorModulation(1, 1, 1)
528
529 if (v.surpresslightning) then
530 render.SuppressEngineLighting(false)
531 end
532
533 elseif (v.type == "Sprite" and sprite) then
534
535 local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
536 render.SetMaterial(sprite)
537 render.DrawSprite(drawpos, v.size.x, v.size.y, v.color)
538
539 elseif (v.type == "Quad" and v.draw_func) then
540
541 local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
542 ang:RotateAroundAxis(ang:Up(), v.angle.y)
543 ang:RotateAroundAxis(ang:Right(), v.angle.p)
544 ang:RotateAroundAxis(ang:Forward(), v.angle.r)
545
546 cam.Start3D2D(drawpos, ang, v.size)
547 v.draw_func( self )
548 cam.End3D2D()
549
550 end
551
552 end
553
554 end
555
556 SWEP.wRenderOrder = nil
557 function SWEP:DrawWorldModel()
558
559 if (self.ShowWorldModel == nil or self.ShowWorldModel) then
560 self:DrawModel()
561 end
562
563 if (!self.WElements) then return end
564
565 if (!self.wRenderOrder) then
566
567 self.wRenderOrder = {}
568
569 for k, v in pairs( self.WElements ) do
570 if (v.type == "Model") then
571 table.insert(self.wRenderOrder, 1, k)
572 elseif (v.type == "Sprite" or v.type == "Quad") then
573 table.insert(self.wRenderOrder, k)
574 end
575 end
576
577 end
578
579 if (IsValid(self.Owner)) then
580 bone_ent = self.Owner
581 else
582 // when the weapon is dropped
583 bone_ent = self
584 end
585
586 for k, name in pairs( self.wRenderOrder ) do
587
588 local v = self.WElements[name]
589 if (!v) then self.wRenderOrder = nil break end
590 if (v.hide) then continue end
591
592 local pos, ang
593
594 if (v.bone) then
595 pos, ang = self:GetBoneOrientation( self.WElements, v, bone_ent )
596 else
597 pos, ang = self:GetBoneOrientation( self.WElements, v, bone_ent, "ValveBiped.Bip01_R_Hand" )
598 end
599
600 if (!pos) then continue end
601
602 local model = v.modelEnt
603 local sprite = v.spriteMaterial
604
605 if (v.type == "Model" and IsValid(model)) then
606
607 model:SetPos(pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z )
608 ang:RotateAroundAxis(ang:Up(), v.angle.y)
609 ang:RotateAroundAxis(ang:Right(), v.angle.p)
610 ang:RotateAroundAxis(ang:Forward(), v.angle.r)
611
612 model:SetAngles(ang)
613 //model:SetModelScale(v.size)
614 local matrix = Matrix()
615 matrix:Scale(v.size)
616 model:EnableMatrix( "RenderMultiply", matrix )
617
618 if (v.material == "") then
619 model:SetMaterial("")
620 elseif (model:GetMaterial() != v.material) then
621 model:SetMaterial( v.material )
622 end
623
624 if (v.skin and v.skin != model:GetSkin()) then
625 model:SetSkin(v.skin)
626 end
627
628 if (v.bodygroup) then
629 for k, v in pairs( v.bodygroup ) do
630 if (model:GetBodygroup(k) != v) then
631 model:SetBodygroup(k, v)
632 end
633 end
634 end
635
636 if (v.surpresslightning) then
637 render.SuppressEngineLighting(true)
638 end
639
640 render.SetColorModulation(v.color.r/255, v.color.g/255, v.color.b/255)
641 render.SetBlend(v.color.a/255)
642 model:DrawModel()
643 render.SetBlend(1)
644 render.SetColorModulation(1, 1, 1)
645
646 if (v.surpresslightning) then
647 render.SuppressEngineLighting(false)
648 end
649
650 elseif (v.type == "Sprite" and sprite) then
651
652 local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
653 render.SetMaterial(sprite)
654 render.DrawSprite(drawpos, v.size.x, v.size.y, v.color)
655
656 elseif (v.type == "Quad" and v.draw_func) then
657
658 local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
659 ang:RotateAroundAxis(ang:Up(), v.angle.y)
660 ang:RotateAroundAxis(ang:Right(), v.angle.p)
661 ang:RotateAroundAxis(ang:Forward(), v.angle.r)
662
663 cam.Start3D2D(drawpos, ang, v.size)
664 v.draw_func( self )
665 cam.End3D2D()
666
667 end
668
669 end
670
671 end
672
673 function SWEP:GetBoneOrientation( basetab, tab, ent, bone_override )
674
675 local bone, pos, ang
676 if (tab.rel and tab.rel != "") then
677
678 local v = basetab[tab.rel]
679
680 if (!v) then return end
681
682 // Technically, if there exists an element with the same name as a bone
683 // you can get in an infinite loop. Let's just hope nobody's that stupid.
684 pos, ang = self:GetBoneOrientation( basetab, v, ent )
685
686 if (!pos) then return end
687
688 pos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
689 ang:RotateAroundAxis(ang:Up(), v.angle.y)
690 ang:RotateAroundAxis(ang:Right(), v.angle.p)
691 ang:RotateAroundAxis(ang:Forward(), v.angle.r)
692
693 else
694
695 bone = ent:LookupBone(bone_override or tab.bone)
696
697 if (!bone) then return end
698
699 pos, ang = Vector(0,0,0), Angle(0,0,0)
700 local m = ent:GetBoneMatrix(bone)
701 if (m) then
702 pos, ang = m:GetTranslation(), m:GetAngles()
703 end
704
705 if (IsValid(self.Owner) and self.Owner:IsPlayer() and
706 ent == self.Owner:GetViewModel() and self.ViewModelFlip) then
707 ang.r = -ang.r // Fixes mirrored models
708 end
709
710 end
711
712 return pos, ang
713 end
714
715 function SWEP:CreateModels( tab )
716
717 if (!tab) then return end
718
719 // Create the clientside models here because Garry says we can't do it in the render hook
720 for k, v in pairs( tab ) do
721 if (v.type == "Model" and v.model and v.model != "" and (!IsValid(v.modelEnt) or v.createdModel != v.model) and
722 string.find(v.model, ".mdl") and file.Exists (v.model, "GAME") ) then
723
724 v.modelEnt = ClientsideModel(v.model, RENDER_GROUP_VIEW_MODEL_OPAQUE)
725 if (IsValid(v.modelEnt)) then
726 v.modelEnt:SetPos(self:GetPos())
727 v.modelEnt:SetAngles(self:GetAngles())
728 v.modelEnt:SetParent(self)
729 v.modelEnt:SetNoDraw(true)
730 v.createdModel = v.model
731 else
732 v.modelEnt = nil
733 end
734
735 elseif (v.type == "Sprite" and v.sprite and v.sprite != "" and (!v.spriteMaterial or v.createdSprite != v.sprite)
736 and file.Exists ("materials/"..v.sprite..".vmt", "GAME")) then
737
738 local name = v.sprite.."-"
739 local params = { ["$basetexture"] = v.sprite }
740 // make sure we create a unique name based on the selected options
741 local tocheck = { "nocull", "additive", "vertexalpha", "vertexcolor", "ignorez" }
742 for i, j in pairs( tocheck ) do
743 if (v[j]) then
744 params["$"..j] = 1
745 name = name.."1"
746 else
747 name = name.."0"
748 end
749 end
750
751 v.createdSprite = v.sprite
752 v.spriteMaterial = CreateMaterial(name,"UnlitGeneric",params)
753
754 end
755 end
756
757 end
758
759 local allbones
760 local hasGarryFixedBoneScalingYet = false
761
762 function SWEP:UpdateBonePositions(vm)
763
764 if self.ViewModelBoneMods then
765
766 if (!vm:GetBoneCount()) then return end
767
768 // !! WORKAROUND !! //
769 // We need to check all model names :/
770 local loopthrough = self.ViewModelBoneMods
771 if (!hasGarryFixedBoneScalingYet) then
772 allbones = {}
773 for i=0, vm:GetBoneCount() do
774 local bonename = vm:GetBoneName(i)
775 if (self.ViewModelBoneMods[bonename]) then
776 allbones[bonename] = self.ViewModelBoneMods[bonename]
777 else
778 allbones[bonename] = {
779 scale = Vector(1,1,1),
780 pos = Vector(0,0,0),
781 angle = Angle(0,0,0)
782 }
783 end
784 end
785
786 loopthrough = allbones
787 end
788 // !! ----------- !! //
789
790 for k, v in pairs( loopthrough ) do
791 local bone = vm:LookupBone(k)
792 if (!bone) then continue end
793
794 // !! WORKAROUND !! //
795 local s = Vector(v.scale.x,v.scale.y,v.scale.z)
796 local p = Vector(v.pos.x,v.pos.y,v.pos.z)
797 local ms = Vector(1,1,1)
798 if (!hasGarryFixedBoneScalingYet) then
799 local cur = vm:GetBoneParent(bone)
800 while(cur >= 0) do
801 local pscale = loopthrough[vm:GetBoneName(cur)].scale
802 ms = ms * pscale
803 cur = vm:GetBoneParent(cur)
804 end
805 end
806
807 s = s * ms
808 // !! ----------- !! //
809
810 if vm:GetManipulateBoneScale(bone) != s then
811 vm:ManipulateBoneScale( bone, s )
812 end
813 if vm:GetManipulateBoneAngles(bone) != v.angle then
814 vm:ManipulateBoneAngles( bone, v.angle )
815 end
816 if vm:GetManipulateBonePosition(bone) != p then
817 vm:ManipulateBonePosition( bone, p )
818 end
819 end
820 else
821 self:ResetBonePositions(vm)
822 end
823
824 end
825
826 function SWEP:ResetBonePositions(vm)
827
828 if (!vm:GetBoneCount()) then return end
829 for i=0, vm:GetBoneCount() do
830 vm:ManipulateBoneScale( i, Vector(1, 1, 1) )
831 vm:ManipulateBoneAngles( i, Angle(0, 0, 0) )
832 vm:ManipulateBonePosition( i, Vector(0, 0, 0) )
833 end
834
835 end
836
837 /**************************
838 Global utility code
839 **************************/
840
841 // Fully copies the table, meaning all tables inside this table are copied too and so on (normal table.Copy copies only their reference).
842 // Does not copy entities of course, only copies their reference.
843 // WARNING: do not use on tables that contain themselves somewhere down the line or you'll get an infinite loop
844 function table.FullCopy( tab )
845
846 if (!tab) then return nil end
847
848 local res = {}
849 for k, v in pairs( tab ) do
850 if (type(v) == "table") then
851 res[k] = table.FullCopy(v) // recursion ho!
852 elseif (type(v) == "Vector") then
853 res[k] = Vector(v.x, v.y, v.z)
854 elseif (type(v) == "Angle") then
855 res[k] = Angle(v.p, v.y, v.r)
856 else
857 res[k] = v
858 end
859 end
860
861 return res
862
863 end
864
865end
866print('Katana')