· 6 years ago · May 26, 2019, 04:24 PM
1AddCSLuaFile()
2
3SWEP.VElements = {
4 ["element_name++++"] = { type = "Model", model = "models/starwars/items/bacta_small.mdl", bone = "ValveBiped.Grenade_body", rel = "", pos = Vector(0, 0.002, -4.908), angle = Angle(0, 0, 0), size = Vector(0.559, 0.559, 0.559), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
5 ["Ammo"] = { type = "Model", model = "models/starwars/items/energy_cell.mdl", bone = "ValveBiped.Bip01_L_Hand", rel = "", pos = Vector(4.984, 2.936, 0), angle = Angle(0, 45.988, -4.062), size = Vector(0.367, 0.367, 0.367), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
6 ["element_name"] = { type = "Model", model = "models/props_phx/construct/glass/glass_curve360x1.mdl", bone = "ValveBiped.Grenade_body", rel = "", pos = Vector(0, 0, -4.4), angle = Angle(0, 0, 0), size = Vector(0.035, 0.035, 0.114), color = Color(255, 255, 255, 255), surpresslightning = false, material = "models/props_combine/cit_beacon", skin = 0, bodygroup = {} },
7 ["element_name+++"] = { type = "Model", model = "models/props_c17/TrapPropeller_Lever.mdl", bone = "ValveBiped.Grenade_body", rel = "", pos = Vector(0, 0, 9.295), angle = Angle(0, 0, -90), size = Vector(0.224, 1.134, 0.224), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
8 ["element_name+"] = { type = "Model", model = "models/props_c17/TrapPropeller_Lever.mdl", bone = "ValveBiped.Grenade_body", rel = "", pos = Vector(0, 0, 0.737), angle = Angle(0, 0, -90), size = Vector(0.703, 1.223, 0.703), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
9 ["element_name++"] = { type = "Model", model = "models/props_c17/TrapPropeller_Lever.mdl", bone = "ValveBiped.Grenade_body", rel = "", pos = Vector(0, 0, -3.62), angle = Angle(0, 0, -90), size = Vector(1.582, 0.586, 1.195), color = Color(255, 255, 255, 255), surpresslightning = false, material = "models/props_wasteland/lighthouse_stairs", skin = 0, bodygroup = {} }
10}
11SWEP.WElements = {
12 ["element_name++"] = { type = "Model", model = "models/props_c17/TrapPropeller_Lever.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(4.675, 1.557, -2.597), angle = Angle(0, 0, -90), size = Vector(1, 1, 1), color = Color(0, 255, 255, 255), surpresslightning = false, material = "models/props_wasteland/lighthouse_stairs", skin = 0, bodygroup = {} },
13 ["element_name+"] = { type = "Model", model = "models/props_c17/TrapPropeller_Lever.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(4.675, 1.557, 2.596), angle = Angle(0, 0, -90), size = Vector(0.5, 0.5, 0.5), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
14 ["element_name"] = { type = "Model", model = "models/starwars/items/bacta_small.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(4.675, 1.557, -6.753), angle = Angle(0, 0, 0), size = Vector(0.5, 0.5, 0.5), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
15}
16SWEP.HoldType = "slam"
17
18SWEP.ViewModelFlip = false
19
20SWEP.ViewModel = "models/weapons/c_grenade.mdl"
21SWEP.WorldModel = "models/starwars/items/bacta_small.mdl"
22--SWEP.WorldModel = ""
23SWEP.ShowViewModel = true
24SWEP.ShowWorldModel = false
25SWEP.ViewModelBoneMods = {
26 ["ValveBiped.Bip01_R_UpperArm"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(0.071, 0, 0) },
27 ["ValveBiped.Bip01_L_Hand"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(-0.673, -1.879, 0) },
28 ["ValveBiped.Grenade_body"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) },
29 ["ValveBiped.Bip01_L_UpperArm"] = { scale = Vector(1.003, 1.003, 1.003), pos = Vector(0, 0, 0), angle = Angle(-37.258, 52.847, 4.78) },
30 ["ValveBiped.Bip01_R_Forearm"] = { scale = Vector(1, 1, 1), pos = Vector(-3.245, 2.427, 0), angle = Angle(14.444, -16.667, 50) }
31}
32
33
34SWEP.PrintName = "Bacta Injector"
35SWEP.Author = "Bill Nye"
36SWEP.Purpose = "Heal people with your primary attack, or yourself with the secondary. Provide ammo with Reload"
37
38SWEP.Slot = 5
39SWEP.SlotPos = 4
40
41SWEP.Spawnable = true
42
43--SWEP.ViewModel = Model( "models/weapons/c_medkit.mdl" )
44--SWEP.WorldModel = Model( "models/weapons/w_medkit.mdl" )
45SWEP.ViewModelFOV = 65
46SWEP.UseHands = true
47
48SWEP.Primary.ClipSize = 200
49SWEP.Primary.DefaultClip = 200
50SWEP.Primary.Automatic = true
51SWEP.Primary.Ammo = "none"
52
53SWEP.Secondary.ClipSize = -1
54SWEP.Secondary.DefaultClip = -1
55SWEP.Secondary.Automatic = false
56SWEP.Secondary.Ammo = "none"
57
58
59SWEP.HealAmount = 400 -- Maximum heal amount per use
60SWEP.MaxAmmo = 1000 -- Maxumum ammo
61
62local HealSound = Sound( "HealthKit.Touch" )
63local DenySound = Sound( "WallHealth.Deny" )
64
65function SWEP:Initialize()
66
67 self:SetHoldType( "slam" )
68 --self.Owner:GetViewModel( ):SetMaterial( "materials/reskin/healthkit01.vtf" )
69 if ( CLIENT ) then
70 // Create a new table for every weapon instance
71 self.VElements = table.FullCopy( self.VElements )
72 self.WElements = table.FullCopy( self.WElements )
73 self.ViewModelBoneMods = table.FullCopy( self.ViewModelBoneMods )
74 self:CreateModels(self.VElements) // create viewmodels
75 self:CreateModels(self.WElements) // create worldmodels
76
77 // init view model bone build function
78 if IsValid(self.Owner) then
79 local vm = self.Owner:GetViewModel()
80 if IsValid(vm) then
81 self:ResetBonePositions(vm)
82
83 // Init viewmodel visibility
84 if (self.ShowViewModel == nil or self.ShowViewModel) then
85 vm:SetColor(Color(255,255,255,255))
86 else
87 // we set the alpha to 1 instead of 0 because else ViewModelDrawn stops being called
88 vm:SetColor(Color(255,255,255,1))
89 // ^ stopped working in GMod 13 because you have to do Entity:SetRenderMode(1) for translucency to kick in
90 // 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
91 vm:SetMaterial("Debug/hsv")
92 end
93 end
94 end
95 end
96
97 timer.Create( "medkit_ammo" .. self:EntIndex(), .2, 0, function()
98 if ( self:Clip1() < self.MaxAmmo ) then self:SetClip1( math.min( self:Clip1() + 100, self.MaxAmmo ) ) end
99 end )
100
101end
102
103function SWEP:PrimaryAttack()
104
105 if ( CLIENT ) then return end
106
107 if ( self.Owner:IsPlayer() ) then
108 self.Owner:LagCompensation( true )
109 end
110
111 local tr = util.TraceLine( {
112 start = self.Owner:GetShootPos(),
113 endpos = self.Owner:GetShootPos() + self.Owner:GetAimVector() * 64,
114 filter = self.Owner
115 } )
116
117 if ( self.Owner:IsPlayer() ) then
118 self.Owner:LagCompensation( false )
119 end
120
121 local ent = tr.Entity
122
123 local need = self.HealAmount
124 if ( IsValid( ent ) ) then need = math.min( ent:GetMaxHealth() - ent:Health(), self.HealAmount ) end
125
126 if ( IsValid( ent ) && self:Clip1() >= need && ( ent:IsPlayer() or ent:IsNPC() ) && ent:Health() < ent:GetMaxHealth() ) then
127
128 self:TakePrimaryAmmo( need )
129
130 ent:SetHealth( math.min( ent:GetMaxHealth(), ent:Health() + need ) )
131 ent:EmitSound( HealSound )
132
133 self:SendWeaponAnim( ACT_VM_PRIMARYATTACK )
134
135 self:SetNextPrimaryFire( CurTime() + self:SequenceDuration() + 0.2 )
136 self.Owner:SetAnimation( PLAYER_ATTACK1 )
137
138 -- Even though the viewmodel has looping IDLE anim at all times, we need this to make fire animation work in multiplayer
139 timer.Create( "weapon_idle" .. self:EntIndex(), self:SequenceDuration(), 1, function() if ( IsValid( self ) ) then self:SendWeaponAnim( ACT_VM_IDLE ) end end )
140
141 else
142
143 self.Owner:EmitSound( DenySound )
144 self:SetNextPrimaryFire( CurTime() + 0.2 )
145
146 end
147
148end
149
150function SWEP:SecondaryAttack()
151
152 if ( CLIENT ) then return end
153
154 local ent = self.Owner
155
156 local need = self.HealAmount
157 if ( IsValid( ent ) ) then need = math.min( ent:GetMaxHealth() - ent:Health(), self.HealAmount ) end
158
159 if ( IsValid( ent ) && self:Clip1() >= need && ent:Health() < ent:GetMaxHealth() ) then
160
161 self:TakePrimaryAmmo( need )
162
163 ent:SetHealth( math.min( ent:GetMaxHealth(), ent:Health() + need ) )
164 ent:EmitSound( HealSound )
165
166 self:SendWeaponAnim( ACT_VM_PRIMARYATTACK )
167
168 self:SetNextSecondaryFire( CurTime() + self:SequenceDuration() + 0.2 )
169 self.Owner:SetAnimation( PLAYER_ATTACK1 )
170
171 timer.Create( "weapon_idle" .. self:EntIndex(), self:SequenceDuration(), 1, function() if ( IsValid( self ) ) then self:SendWeaponAnim( ACT_VM_IDLE ) end end )
172
173 else
174
175 ent:EmitSound( DenySound )
176 self:SetNextSecondaryFire( CurTime() + 0.2 )
177
178 end
179
180end
181
182function SWEP:OnRemove()
183
184 timer.Stop( "medkit_ammo" .. self:EntIndex() )
185 timer.Stop( "weapon_idle" .. self:EntIndex() )
186
187end
188
189function SWEP:Holster()
190
191 timer.Stop( "weapon_idle" .. self:EntIndex() )
192
193 return true
194
195end
196
197function SWEP:CustomAmmoDisplay()
198
199 self.AmmoDisplay = self.AmmoDisplay or {}
200 self.AmmoDisplay.Draw = true
201 self.AmmoDisplay.PrimaryClip = self:Clip1()
202
203 return self.AmmoDisplay
204
205end
206
207
208function SWEP:Reload()
209
210 if ( CLIENT ) then return end
211
212 local tr = util.TraceLine( {
213 start = self.Owner:GetShootPos(),
214 endpos = self.Owner:GetShootPos() + self.Owner:GetAimVector() * 128,
215 filter = self.Owner
216 } )
217
218 local ent = tr.Entity
219 local me = self.Owner
220
221 local need = self.HealAmount
222
223
224 if ( IsValid( ent ) && self:Clip1() >= 100 && ( ent:IsPlayer())) then
225
226 self:TakePrimaryAmmo( 100 )
227
228 ent:GiveAmmo(1000, 1, false)
229 me:GiveAmmo(1000, 1, false)
230 //ent:EmitSound( HealSound )
231
232 self:SendWeaponAnim( ACT_VM_PRIMARYATTACK )
233
234 self:SetNextPrimaryFire( CurTime() + self:SequenceDuration() + 0 )
235 self.Owner:SetAnimation( PLAYER_ATTACK1 )
236
237 -- Even though the viewmodel has looping IDLE anim at all times, we need this to make fire animation work in multiplayer
238 timer.Create( "weapon_idle" .. self:EntIndex(), self:SequenceDuration(), 1, function() if ( IsValid( self ) ) then self:SendWeaponAnim( ACT_VM_IDLE ) end end )
239--[[
240 elseif( ( IsValid( ent ) && self:Clip1() >= 100)) then
241 self.Owner:GiveAmmo(2000, 1, false)
242 ent:EmitSound( HealSound )
243
244 self:SendWeaponAnim( ACT_VM_PRIMARYATTACK )
245
246 self:SetNextPrimaryFire( CurTime() + self:SequenceDuration() + 0 )
247 self.Owner:SetAnimation( PLAYER_ATTACK1 )
248
249 -- Even though the viewmodel has looping IDLE anim at all times, we need this to make fire animation work in multiplayer
250 timer.Create( "weapon_idle" .. self:EntIndex(), self:SequenceDuration(), 1, function() if ( IsValid( self ) ) then self:SendWeaponAnim( ACT_VM_IDLE ) end end )
251 ]]--
252 else
253
254
255 self:SetNextPrimaryFire( CurTime() + 1 )
256
257 end
258
259end
260
261if CLIENT then
262 SWEP.vRenderOrder = nil
263 function SWEP:ViewModelDrawn()
264
265 local vm = self.Owner:GetViewModel()
266 if !IsValid(vm) then return end
267
268 if (!self.VElements) then return end
269
270 self:UpdateBonePositions(vm)
271 if (!self.vRenderOrder) then
272
273 // we build a render order because sprites need to be drawn after models
274 self.vRenderOrder = {}
275 for k, v in pairs( self.VElements ) do
276 if (v.type == "Model") then
277 table.insert(self.vRenderOrder, 1, k)
278 elseif (v.type == "Sprite" or v.type == "Quad") then
279 table.insert(self.vRenderOrder, k)
280 end
281 end
282
283 end
284 for k, name in ipairs( self.vRenderOrder ) do
285
286 local v = self.VElements[name]
287 if (!v) then self.vRenderOrder = nil break end
288 if (v.hide) then continue end
289
290 local model = v.modelEnt
291 local sprite = v.spriteMaterial
292
293 if (!v.bone) then continue end
294
295 local pos, ang = self:GetBoneOrientation( self.VElements, v, vm )
296
297 if (!pos) then continue end
298
299 if (v.type == "Model" and IsValid(model)) then
300 model:SetPos(pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z )
301 ang:RotateAroundAxis(ang:Up(), v.angle.y)
302 ang:RotateAroundAxis(ang:Right(), v.angle.p)
303 ang:RotateAroundAxis(ang:Forward(), v.angle.r)
304 model:SetAngles(ang)
305 //model:SetModelScale(v.size)
306 local matrix = Matrix()
307 matrix:Scale(v.size)
308 model:EnableMatrix( "RenderMultiply", matrix )
309
310 if (v.material == "") then
311 model:SetMaterial("")
312 elseif (model:GetMaterial() != v.material) then
313 model:SetMaterial( v.material )
314 end
315
316 if (v.skin and v.skin != model:GetSkin()) then
317 model:SetSkin(v.skin)
318 end
319
320 if (v.bodygroup) then
321 for k, v in pairs( v.bodygroup ) do
322 if (model:GetBodygroup(k) != v) then
323 model:SetBodygroup(k, v)
324 end
325 end
326 end
327
328 if (v.surpresslightning) then
329 render.SuppressEngineLighting(true)
330 end
331
332 render.SetColorModulation(v.color.r/255, v.color.g/255, v.color.b/255)
333 render.SetBlend(v.color.a/255)
334 model:DrawModel()
335 render.SetBlend(1)
336 render.SetColorModulation(1, 1, 1)
337
338 if (v.surpresslightning) then
339 render.SuppressEngineLighting(false)
340 end
341
342 elseif (v.type == "Sprite" and sprite) then
343
344 local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
345 render.SetMaterial(sprite)
346 render.DrawSprite(drawpos, v.size.x, v.size.y, v.color)
347
348 elseif (v.type == "Quad" and v.draw_func) then
349
350 local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
351 ang:RotateAroundAxis(ang:Up(), v.angle.y)
352 ang:RotateAroundAxis(ang:Right(), v.angle.p)
353 ang:RotateAroundAxis(ang:Forward(), v.angle.r)
354
355 cam.Start3D2D(drawpos, ang, v.size)
356 v.draw_func( self )
357 cam.End3D2D()
358 end
359
360 end
361
362 end
363 /**************************
364 Global utility code
365 **************************/
366
367 // Fully copies the table, meaning all tables inside this table are copied too and so on (normal table.Copy copies only their reference).
368 // Does not copy entities of course, only copies their reference.
369 // WARNING: do not use on tables that contain themselves somewhere down the line or you'll get an infinite loop
370 function table.FullCopy( tab )
371 if (!tab) then return nil end
372
373 local res = {}
374 for k, v in pairs( tab ) do
375 if (type(v) == "table") then
376 res[k] = table.FullCopy(v) // recursion ho!
377 elseif (type(v) == "Vector") then
378 res[k] = Vector(v.x, v.y, v.z)
379 elseif (type(v) == "Angle") then
380 res[k] = Angle(v.p, v.y, v.r)
381 else
382 res[k] = v
383 end
384 end
385
386 return res
387
388 end
389
390end
391 SWEP.wRenderOrder = nil
392 function SWEP:DrawWorldModel()
393
394 if (self.ShowWorldModel == nil or self.ShowWorldModel) then
395 self:DrawModel()
396 end
397
398 if (!self.WElements) then return end
399
400 if (!self.wRenderOrder) then
401 self.wRenderOrder = {}
402 for k, v in pairs( self.WElements ) do
403 if (v.type == "Model") then
404 table.insert(self.wRenderOrder, 1, k)
405 elseif (v.type == "Sprite" or v.type == "Quad") then
406 table.insert(self.wRenderOrder, k)
407 end
408 end
409 end
410
411 if (IsValid(self.Owner)) then
412 bone_ent = self.Owner
413 else
414 // when the weapon is dropped
415 bone_ent = self
416 end
417
418 for k, name in pairs( self.wRenderOrder ) do
419
420 local v = self.WElements[name]
421 if (!v) then self.wRenderOrder = nil break end
422 if (v.hide) then continue end
423
424 local pos, ang
425
426 if (v.bone) then
427 pos, ang = self:GetBoneOrientation( self.WElements, v, bone_ent )
428 else
429 pos, ang = self:GetBoneOrientation( self.WElements, v, bone_ent, "ValveBiped.Bip01_R_Hand" )
430 end
431
432 if (!pos) then continue end
433
434 local model = v.modelEnt
435 local sprite = v.spriteMaterial
436
437 if (v.type == "Model" and IsValid(model)) then
438 model:SetPos(pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z )
439 ang:RotateAroundAxis(ang:Up(), v.angle.y)
440 ang:RotateAroundAxis(ang:Right(), v.angle.p)
441 ang:RotateAroundAxis(ang:Forward(), v.angle.r)
442 model:SetAngles(ang)
443 //model:SetModelScale(v.size)
444 local matrix = Matrix()
445 matrix:Scale(v.size)
446 model:EnableMatrix( "RenderMultiply", matrix )
447
448 if (v.material == "") then
449 model:SetMaterial("")
450 elseif (model:GetMaterial() != v.material) then
451 model:SetMaterial( v.material )
452 end
453
454 if (v.skin and v.skin != model:GetSkin()) then
455 model:SetSkin(v.skin)
456 end
457
458 if (v.bodygroup) then
459 for k, v in pairs( v.bodygroup ) do
460 if (model:GetBodygroup(k) != v) then
461 model:SetBodygroup(k, v)
462 end
463 end
464 end
465
466 if (v.surpresslightning) then
467 render.SuppressEngineLighting(true)
468 end
469
470 render.SetColorModulation(v.color.r/255, v.color.g/255, v.color.b/255)
471 render.SetBlend(v.color.a/255)
472 model:DrawModel()
473 render.SetBlend(1)
474 render.SetColorModulation(1, 1, 1)
475
476 if (v.surpresslightning) then
477 render.SuppressEngineLighting(false)
478 end
479
480 elseif (v.type == "Sprite" and sprite) then
481
482 local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
483 render.SetMaterial(sprite)
484 render.DrawSprite(drawpos, v.size.x, v.size.y, v.color)
485
486 elseif (v.type == "Quad" and v.draw_func) then
487
488 local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
489 ang:RotateAroundAxis(ang:Up(), v.angle.y)
490 ang:RotateAroundAxis(ang:Right(), v.angle.p)
491 ang:RotateAroundAxis(ang:Forward(), v.angle.r)
492
493 cam.Start3D2D(drawpos, ang, v.size)
494 v.draw_func( self )
495 cam.End3D2D()
496 end
497
498 end
499
500 end
501 function SWEP:GetBoneOrientation( basetab, tab, ent, bone_override )
502
503 local bone, pos, ang
504 if (tab.rel and tab.rel != "") then
505
506 local v = basetab[tab.rel]
507
508 if (!v) then return end
509
510 // Technically, if there exists an element with the same name as a bone
511 // you can get in an infinite loop. Let's just hope nobody's that stupid.
512 pos, ang = self:GetBoneOrientation( basetab, v, ent )
513
514 if (!pos) then return end
515
516 pos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
517 ang:RotateAroundAxis(ang:Up(), v.angle.y)
518 ang:RotateAroundAxis(ang:Right(), v.angle.p)
519 ang:RotateAroundAxis(ang:Forward(), v.angle.r)
520
521 else
522
523 bone = ent:LookupBone(bone_override or tab.bone)
524 if (!bone) then return end
525
526 pos, ang = Vector(0,0,0), Angle(0,0,0)
527 local m = ent:GetBoneMatrix(bone)
528 if (m) then
529 pos, ang = m:GetTranslation(), m:GetAngles()
530 end
531
532 if (IsValid(self.Owner) and self.Owner:IsPlayer() and
533 ent == self.Owner:GetViewModel() and self.ViewModelFlip) then
534 ang.r = -ang.r // Fixes mirrored models
535 end
536
537 end
538
539 return pos, ang
540 end
541 function SWEP:CreateModels( tab )
542 if (!tab) then return end
543 // Create the clientside models here because Garry says we can't do it in the render hook
544 for k, v in pairs( tab ) do
545 if (v.type == "Model" and v.model and v.model != "" and (!IsValid(v.modelEnt) or v.createdModel != v.model) and
546 string.find(v.model, ".mdl") and file.Exists (v.model, "GAME") ) then
547
548 v.modelEnt = ClientsideModel(v.model, RENDER_GROUP_VIEW_MODEL_OPAQUE)
549 if (IsValid(v.modelEnt)) then
550 v.modelEnt:SetPos(self:GetPos())
551 v.modelEnt:SetAngles(self:GetAngles())
552 v.modelEnt:SetParent(self)
553 v.modelEnt:SetNoDraw(true)
554 v.createdModel = v.model
555 else
556 v.modelEnt = nil
557 end
558
559 elseif (v.type == "Sprite" and v.sprite and v.sprite != "" and (!v.spriteMaterial or v.createdSprite != v.sprite)
560 and file.Exists ("materials/"..v.sprite..".vmt", "GAME")) then
561
562 local name = v.sprite.."-"
563 local params = { ["$basetexture"] = v.sprite }
564 // make sure we create a unique name based on the selected options
565 local tocheck = { "nocull", "additive", "vertexalpha", "vertexcolor", "ignorez" }
566 for i, j in pairs( tocheck ) do
567 if (v[j]) then
568 params["$"..j] = 1
569 name = name.."1"
570 else
571 name = name.."0"
572 end
573 end
574
575 v.createdSprite = v.sprite
576 v.spriteMaterial = CreateMaterial(name,"UnlitGeneric",params)
577
578 end
579 end
580
581 end
582
583 local allbones
584 local hasGarryFixedBoneScalingYet = false
585
586 function SWEP:UpdateBonePositions(vm)
587
588 if self.ViewModelBoneMods then
589
590 if (!vm:GetBoneCount()) then return end
591
592 // !! WORKAROUND !! //
593 // We need to check all model names :/
594 local loopthrough = self.ViewModelBoneMods
595 if (!hasGarryFixedBoneScalingYet) then
596 allbones = {}
597 for i=0, vm:GetBoneCount() do
598 local bonename = vm:GetBoneName(i)
599 if (self.ViewModelBoneMods[bonename]) then
600 allbones[bonename] = self.ViewModelBoneMods[bonename]
601 else
602 allbones[bonename] = {
603 scale = Vector(1,1,1),
604 pos = Vector(0,0,0),
605 angle = Angle(0,0,0)
606 }
607 end
608 end
609
610 loopthrough = allbones
611 end
612 // !! ----------- !! //
613
614 for k, v in pairs( loopthrough ) do
615 local bone = vm:LookupBone(k)
616 if (!bone) then continue end
617
618 // !! WORKAROUND !! //
619 local s = Vector(v.scale.x,v.scale.y,v.scale.z)
620 local p = Vector(v.pos.x,v.pos.y,v.pos.z)
621 local ms = Vector(1,1,1)
622 if (!hasGarryFixedBoneScalingYet) then
623 local cur = vm:GetBoneParent(bone)
624 while(cur >= 0) do
625 local pscale = loopthrough[vm:GetBoneName(cur)].scale
626 ms = ms * pscale
627 cur = vm:GetBoneParent(cur)
628 end
629 end
630
631 s = s * ms
632 // !! ----------- !! //
633
634 if vm:GetManipulateBoneScale(bone) != s then
635 vm:ManipulateBoneScale( bone, s )
636 end
637 if vm:GetManipulateBoneAngles(bone) != v.angle then
638 vm:ManipulateBoneAngles( bone, v.angle )
639 end
640 if vm:GetManipulateBonePosition(bone) != p then
641 vm:ManipulateBonePosition( bone, p )
642 end
643 end
644 else
645 self:ResetBonePositions(vm)
646 end
647
648 end
649
650 function SWEP:ResetBonePositions(vm)
651
652 if (!vm:GetBoneCount()) then return end
653 for i=0, vm:GetBoneCount() do
654 vm:ManipulateBoneScale( i, Vector(1, 1, 1) )
655 vm:ManipulateBoneAngles( i, Angle(0, 0, 0) )
656 vm:ManipulateBonePosition( i, Vector(0, 0, 0) )
657 end
658
659 end