· 9 years ago · Nov 06, 2016, 06:20 AM
1AddCSLuaFile()
2
3-- Variables that are used on both client and server
4
5SWEP.Author = "Nykez"
6SWEP.Contact = ""
7SWEP.Purpose = ""
8SWEP.Instructions = ""
9
10SWEP.HoldType = "normal"
11SWEP.ViewModelFOV = 60
12SWEP.ViewModelFlip = false
13SWEP.ViewModel = "models/weapons/c_arms_citizen.mdl"
14SWEP.WorldModel = ""
15SWEP.ShowViewModel = true
16SWEP.ShowWorldModel = true
17SWEP.ViewModelBoneMods = {
18 ["ValveBiped.Bip01_R_Finger31"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(0, -62.857, 0) },
19 ["ValveBiped.Bip01_R_Finger11"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(0, -11.429, 0) },
20 ["ValveBiped.Bip01_R_Finger02"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(-1.905, 15.237, 0) },
21 ["ValveBiped.Bip01_R_UpperArm"] = { scale = Vector(1, 1, 1), pos = Vector(15.237, 4.443, -1.905), angle = Angle(5.714, -64.763, -19.049) },
22 ["ValveBiped.Bip01_R_Finger42"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(0, 11, 0) },
23 ["ValveBiped.Bip01_R_Finger01"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(0, -20.952, 0) },
24 ["ValveBiped.Bip01_R_Finger22"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(0, -13.334, 0) },
25 ["ValveBiped.Bip01_R_Hand"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(0, -32.382, 0) },
26 ["ValveBiped.Bip01_R_Finger41"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(-7.619, -70.476, 7.618) },
27 ["ValveBiped.Bip01_R_Finger1"] = { scale = Vector(1, 1, 1), pos = Vector(0.2, -0, -0.318), angle = Angle(-7.619, -38.096, 0) },
28 ["ValveBiped.Bip01_R_Finger21"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(0, -78.096, 0) },
29 ["ValveBiped.Bip01_R_Finger0"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, -0.201), angle = Angle(0, 34.285, 0) },
30 ["ValveBiped.Bip01_R_Finger4"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(0, -13.334, 0) },
31 ["ValveBiped.Bip01_R_Forearm"] = { scale = Vector(1, 1, 1), pos = Vector(4.443, 0.952, 0.317), angle = Angle(-51.43, 68.57, -45.715) },
32 ["ValveBiped.Bip01_R_Finger12"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(0, -74.287, 0) },
33 ["ValveBiped.Bip01_R_Finger2"] = { scale = Vector(1, 1, 1), pos = Vector(0.2, 0, 0), angle = Angle(0, -20.952, 0) },
34 ["ValveBiped.Bip01_R_Finger32"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(0, -24.762, 0) },
35 ["ValveBiped.Bip01_Spine4"] = { scale = Vector(1, 1, 1), pos = Vector(1.269, 2.539, 6.666), angle = Angle(-180, 40, 129.524) },
36 ["ValveBiped.Bip01_R_Finger3"] = { scale = Vector(1, 1, 1), pos = Vector(0.2, 0, 0), angle = Angle(0, -20.952, 0) },
37 ["ValveBiped.Bip01_L_UpperArm"] = { scale = Vector(1, 1, 1), pos = Vector(14.286, 0, 0), angle = Angle(0, 0, 0) }
38}
39
40util.PrecacheModel( SWEP.ViewModel )
41util.PrecacheModel( SWEP.WorldModel )
42
43SWEP.Primary.ClipSize = -1
44SWEP.Primary.DefaultClip = -1
45SWEP.Primary.Automatic = false
46SWEP.Primary.Ammo = "none"
47
48SWEP.Secondary.ClipSize = -1
49SWEP.Secondary.DefaultClip = -1
50SWEP.Secondary.Automatic = false
51SWEP.Secondary.Ammo = "none"
52
53SWEP.PrintName = "Keys"
54SWEP.Slot = 1
55SWEP.SlotPos = 1
56SWEP.DrawAmmo = false
57SWEP.DrawCrosshair = false
58SWEP.Spawnable = true
59SWEP.AdminSpawnable = true
60SWEP.UseHands = true
61
62
63SWEP.IronSightsPos = Vector(-25.441, 0, -71.84)
64SWEP.IronSightsAng = Vector(0, 0, 0)
65
66if ( SERVER ) then
67
68 SWEP.Weight = 5
69 SWEP.AutoSwitchTo = false
70 SWEP.AutoSwitchFrom = false
71
72end
73
74SWEP.VElements = {
75 ["v_iphone"] = { type = "Model", model = "models/sentry/pgkey.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(8, 2.399, -1.3), angle = Angle(-23.524, 90, -90), size = Vector(.7, 0.8, 0.8), color = Color(255, 255, 0, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
76}
77
78SWEP.WElements = {
79 ["element_name"] = { type = "Model", model = "models/sentry/pgkey.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(8.899, 1.799, -1.601), angle = Angle(-90, 42, -129.887), size = Vector(0.5, 0.5, 0.5), color = Color(255, 255, 0, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
80}
81
82--[[---------------------------------------------------------
83 Initialize Stuff
84-----------------------------------------------------------]]
85
86
87local function lookingAtLockable(ply, ent)
88 local eyepos = ply:EyePos()
89 return IsValid(ent) and
90 ent:isKeysOwnable() and
91 (
92 ent:isDoor() and eyepos:DistToSqr(ent:GetPos()) < 4225
93 or
94 ent:IsVehicle() and eyepos:DistToSqr(ent:NearestPoint(eyepos)) < 10000
95 )
96
97end
98
99local function lockUnlockAnimation(ply, snd)
100 ply:EmitSound("npc/metropolice/gear" .. math.floor(math.Rand(1,7)) .. ".wav")
101 timer.Simple(0.9, function() if IsValid(ply) then ply:EmitSound(snd) end end)
102
103 local RP = RecipientFilter()
104 RP:AddAllPlayers()
105
106 umsg.Start("anim_keys", RP)
107 umsg.Entity(ply)
108 umsg.String("usekeys")
109 umsg.End()
110
111 ply:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_GMOD_GESTURE_ITEM_PLACE, true)
112end
113
114local function doKnock(ply, sound)
115 ply:EmitSound(sound, 100, math.random(90, 110))
116 umsg.Start("anim_keys")
117 umsg.Entity(ply)
118 umsg.String("knocking")
119 umsg.End()
120
121 ply:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_HL2MP_GESTURE_RANGE_ATTACK_FIST, true)
122end
123
124
125function SWEP:Initialize()
126 self:SetWeaponHoldType(self.HoldType)
127
128
129 if CLIENT then
130
131 // Create a new table for every weapon instance
132 self.VElements = table.FullCopy( self.VElements )
133
134 self.WElements = table.FullCopy( self.WElements )
135
136 self.ViewModelBoneMods = table.FullCopy( self.ViewModelBoneMods )
137
138 self:CreateModels(self.VElements) // create viewmodels
139 self:CreateModels(self.WElements) // create worldmodels
140
141 // init view model bone build function
142 if IsValid(self.Owner) then
143 local vm = self.Owner:GetViewModel()
144 if IsValid(vm) then
145 self:ResetBonePositions(vm)
146
147 // Init viewmodel visibility
148 if (self.ShowViewModel == nil or self.ShowViewModel) then
149 vm:SetColor(Color(255,255,255,255))
150 else
151 // we set the alpha to 1 instead of 0 because else ViewModelDrawn stops being called
152 vm:SetColor(Color(255,255,255,1))
153 // ^ stopped working in GMod 13 because you have to do Entity:SetRenderMode(1) for translucency to kick in
154 // 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
155 vm:SetMaterial("Debug/hsv")
156 end
157 end
158 end
159
160 end
161
162end
163
164--[[---------------------------------------------------------
165 Precache Stuff
166-----------------------------------------------------------]]
167function SWEP:Precache()
168
169end
170
171--[[---------------------------------------------------------
172 Reload does nothing
173-----------------------------------------------------------]]
174
175
176--[[---------------------------------------------------------
177 PrimaryAttack
178-----------------------------------------------------------]]
179function SWEP:PrimaryAttack()
180 if CLIENT then return end
181
182 local trace = self:GetOwner():GetEyeTrace()
183
184 if not lookingAtLockable(self:GetOwner(), trace.Entity) then return end
185
186 self:SetNextPrimaryFire(CurTime() + 0.3)
187
188 if CLIENT then return end
189
190 if self:GetOwner():canKeysLock(trace.Entity) then
191 trace.Entity:keysLock() -- Lock the door immediately so it won't annoy people
192 lockUnlockAnimation(self:GetOwner(), self.Sound)
193 elseif trace.Entity:IsVehicle() then
194 DarkRP.notify(self:GetOwner(), 1, 3, DarkRP.getPhrase("do_not_own_ent"))
195 else
196 doKnock(self:GetOwner(), "physics/wood/wood_crate_impact_hard2.wav")
197end
198
199end
200
201--[[---------------------------------------------------------
202 SecondaryAttack
203-----------------------------------------------------------]]
204function SWEP:SecondaryAttack()
205 local trace = self:GetOwner():GetEyeTrace()
206
207 if not lookingAtLockable(self:GetOwner(), trace.Entity) then return end
208
209 self:SetNextSecondaryFire(CurTime() + 0.3)
210
211 if CLIENT then return end
212
213 if self:GetOwner():canKeysUnlock(trace.Entity) then
214 trace.Entity:keysUnLock() -- Unlock the door immediately so it won't annoy people
215 lockUnlockAnimation(self:GetOwner(), self.Sound)
216 elseif trace.Entity:IsVehicle() then
217 DarkRP.notify(self:GetOwner(), 1, 3, DarkRP.getPhrase("do_not_own_ent"))
218 else
219 doKnock(self:GetOwner(), "physics/wood/wood_crate_impact_hard3.wav")
220 end
221end
222
223function SWEP:Reload()
224 local trace = self:GetOwner():GetEyeTrace()
225 if not IsValid(trace.Entity) or (IsValid(trace.Entity) and ((not trace.Entity:isDoor() and not trace.Entity:IsVehicle()) or self.Owner:EyePos():DistToSqr(trace.HitPos) > 40000)) then
226 if CLIENT then RunConsoleCommand("_DarkRP_AnimationMenu") end
227 return
228 end
229 if SERVER then
230 umsg.Start("KeysMenu", self:GetOwner())
231 umsg.End()
232 end
233end
234
235--[[---------------------------------------------------------
236
237-----------------------------------------------------------]]
238
239function SWEP:GetViewModelPosition( pos, ang )
240 //self.Owner:Note(tostring(pos))
241 local Mul = 1.0
242 local Offset = self.IronSightsPos
243
244 self.IronSightsAng = self.IronSightsAng + Vector(0, 0, 0)
245
246 if (self.IronSightsAng) then
247 ang = ang * 1
248 ang:RotateAroundAxis(ang:Right(), self.IronSightsAng.x * Mul)
249 ang:RotateAroundAxis(ang:Up(), self.IronSightsAng.y * Mul)
250 ang:RotateAroundAxis(ang:Forward(), self.IronSightsAng.z * Mul)
251 end
252
253 local Right = ang:Right()
254 local Up = ang:Up()
255 local Forward = ang:Forward()
256
257 pos = pos + Offset.x * Right * Mul
258 pos = pos + Offset.y * Forward * Mul
259 pos = pos + Offset.z * Up * Mul
260
261 return pos, ang
262
263end
264
265function SWEP:Holster()
266
267 if CLIENT and IsValid(self.Owner) then
268 local vm = self.Owner:GetViewModel()
269 if IsValid(vm) then
270 self:ResetBonePositions(vm)
271 end
272 end
273
274 return true
275end
276
277function SWEP:OnRemove()
278 self:Holster()
279end
280
281if CLIENT then
282
283 SWEP.vRenderOrder = nil
284 function SWEP:ViewModelDrawn()
285
286 local vm = self.Owner:GetViewModel()
287 if !IsValid(vm) then return end
288
289 if (!self.VElements) then return end
290
291 self:UpdateBonePositions(vm)
292
293 if (!self.vRenderOrder) then
294
295 // we build a render order because sprites need to be drawn after models
296 self.vRenderOrder = {}
297
298 for k, v in pairs( self.VElements ) do
299 if (v.type == "Model") then
300 table.insert(self.vRenderOrder, 1, k)
301 elseif (v.type == "Sprite" or v.type == "Quad") then
302 table.insert(self.vRenderOrder, k)
303 end
304 end
305
306 end
307
308 for k, name in ipairs( self.vRenderOrder ) do
309
310 local v = self.VElements[name]
311 if (!v) then self.vRenderOrder = nil break end
312 if (v.hide) then continue end
313
314 local model = v.modelEnt
315 local sprite = v.spriteMaterial
316
317 if (!v.bone) then continue end
318
319 local pos, ang = self:GetBoneOrientation( self.VElements, v, vm )
320
321 if (!pos) then continue end
322
323 if (v.type == "Model" and IsValid(model)) then
324
325 model:SetPos(pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z )
326 ang:RotateAroundAxis(ang:Up(), v.angle.y)
327 ang:RotateAroundAxis(ang:Right(), v.angle.p)
328 ang:RotateAroundAxis(ang:Forward(), v.angle.r)
329
330 model:SetAngles(ang)
331 //model:SetModelScale(v.size)
332 local matrix = Matrix()
333 matrix:Scale(v.size)
334 model:EnableMatrix( "RenderMultiply", matrix )
335
336 if (v.material == "") then
337 model:SetMaterial("")
338 elseif (model:GetMaterial() != v.material) then
339 model:SetMaterial( v.material )
340 end
341
342 if (v.skin and v.skin != model:GetSkin()) then
343 model:SetSkin(v.skin)
344 end
345
346 if (v.bodygroup) then
347 for k, v in pairs( v.bodygroup ) do
348 if (model:GetBodygroup(k) != v) then
349 model:SetBodygroup(k, v)
350 end
351 end
352 end
353
354 if (v.surpresslightning) then
355 render.SuppressEngineLighting(true)
356 end
357
358 render.SetColorModulation(v.color.r/255, v.color.g/255, v.color.b/255)
359 render.SetBlend(v.color.a/255)
360 model:DrawModel()
361 render.SetBlend(1)
362 render.SetColorModulation(1, 1, 1)
363
364 if (v.surpresslightning) then
365 render.SuppressEngineLighting(false)
366 end
367
368 elseif (v.type == "Sprite" and sprite) then
369
370 local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
371 render.SetMaterial(sprite)
372 render.DrawSprite(drawpos, v.size.x, v.size.y, v.color)
373
374 elseif (v.type == "Quad" and v.draw_func) then
375
376 local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
377 ang:RotateAroundAxis(ang:Up(), v.angle.y)
378 ang:RotateAroundAxis(ang:Right(), v.angle.p)
379 ang:RotateAroundAxis(ang:Forward(), v.angle.r)
380
381 cam.Start3D2D(drawpos, ang, v.size)
382 v.draw_func( self )
383 cam.End3D2D()
384
385 end
386
387 end
388
389 end
390
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
402 self.wRenderOrder = {}
403
404 for k, v in pairs( self.WElements ) do
405 if (v.type == "Model") then
406 table.insert(self.wRenderOrder, 1, k)
407 elseif (v.type == "Sprite" or v.type == "Quad") then
408 table.insert(self.wRenderOrder, k)
409 end
410 end
411
412 end
413
414 if (IsValid(self.Owner)) then
415 bone_ent = self.Owner
416 else
417 // when the weapon is dropped
418 bone_ent = self
419 end
420
421 for k, name in pairs( self.wRenderOrder ) do
422
423 local v = self.WElements[name]
424 if (!v) then self.wRenderOrder = nil break end
425 if (v.hide) then continue end
426
427 local pos, ang
428
429 if (v.bone) then
430 pos, ang = self:GetBoneOrientation( self.WElements, v, bone_ent )
431 else
432 pos, ang = self:GetBoneOrientation( self.WElements, v, bone_ent, "ValveBiped.Bip01_R_Hand" )
433 end
434
435 if (!pos) then continue end
436
437 local model = v.modelEnt
438 local sprite = v.spriteMaterial
439
440 if (v.type == "Model" and IsValid(model)) then
441
442 model:SetPos(pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z )
443 ang:RotateAroundAxis(ang:Up(), v.angle.y)
444 ang:RotateAroundAxis(ang:Right(), v.angle.p)
445 ang:RotateAroundAxis(ang:Forward(), v.angle.r)
446
447 model:SetAngles(ang)
448 //model:SetModelScale(v.size)
449 local matrix = Matrix()
450 matrix:Scale(v.size)
451 model:EnableMatrix( "RenderMultiply", matrix )
452
453 if (v.material == "") then
454 model:SetMaterial("")
455 elseif (model:GetMaterial() != v.material) then
456 model:SetMaterial( v.material )
457 end
458
459 if (v.skin and v.skin != model:GetSkin()) then
460 model:SetSkin(v.skin)
461 end
462
463 if (v.bodygroup) then
464 for k, v in pairs( v.bodygroup ) do
465 if (model:GetBodygroup(k) != v) then
466 model:SetBodygroup(k, v)
467 end
468 end
469 end
470
471 if (v.surpresslightning) then
472 render.SuppressEngineLighting(true)
473 end
474
475 render.SetColorModulation(v.color.r/255, v.color.g/255, v.color.b/255)
476 render.SetBlend(v.color.a/255)
477 model:DrawModel()
478 render.SetBlend(1)
479 render.SetColorModulation(1, 1, 1)
480
481 if (v.surpresslightning) then
482 render.SuppressEngineLighting(false)
483 end
484
485 elseif (v.type == "Sprite" and sprite) then
486
487 local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
488 render.SetMaterial(sprite)
489 render.DrawSprite(drawpos, v.size.x, v.size.y, v.color)
490
491 elseif (v.type == "Quad" and v.draw_func) then
492
493 local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
494 ang:RotateAroundAxis(ang:Up(), v.angle.y)
495 ang:RotateAroundAxis(ang:Right(), v.angle.p)
496 ang:RotateAroundAxis(ang:Forward(), v.angle.r)
497
498 cam.Start3D2D(drawpos, ang, v.size)
499 v.draw_func( self )
500 cam.End3D2D()
501
502 end
503
504 end
505
506 end
507
508 function SWEP:GetBoneOrientation( basetab, tab, ent, bone_override )
509
510 local bone, pos, ang
511 if (tab.rel and tab.rel != "") then
512
513 local v = basetab[tab.rel]
514
515 if (!v) then return end
516
517 // Technically, if there exists an element with the same name as a bone
518 // you can get in an infinite loop. Let's just hope nobody's that stupid.
519 pos, ang = self:GetBoneOrientation( basetab, v, ent )
520
521 if (!pos) then return end
522
523 pos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
524 ang:RotateAroundAxis(ang:Up(), v.angle.y)
525 ang:RotateAroundAxis(ang:Right(), v.angle.p)
526 ang:RotateAroundAxis(ang:Forward(), v.angle.r)
527
528 else
529
530 bone = ent:LookupBone(bone_override or tab.bone)
531
532 if (!bone) then return end
533
534 pos, ang = Vector(0,0,0), Angle(0,0,0)
535 local m = ent:GetBoneMatrix(bone)
536 if (m) then
537 pos, ang = m:GetTranslation(), m:GetAngles()
538 end
539
540 if (IsValid(self.Owner) and self.Owner:IsPlayer() and
541 ent == self.Owner:GetViewModel() and self.ViewModelFlip) then
542 ang.r = -ang.r // Fixes mirrored models
543 end
544
545 end
546
547 return pos, ang
548 end
549
550 function SWEP:CreateModels( tab )
551
552 if (!tab) then return end
553
554 // Create the clientside models here because Garry says we can't do it in the render hook
555 for k, v in pairs( tab ) do
556 if (v.type == "Model" and v.model and v.model != "" and (!IsValid(v.modelEnt) or v.createdModel != v.model) and
557 string.find(v.model, ".mdl") and file.Exists (v.model, "GAME") ) then
558
559 v.modelEnt = ClientsideModel(v.model, RENDER_GROUP_VIEW_MODEL_OPAQUE)
560 if (IsValid(v.modelEnt)) then
561 v.modelEnt:SetPos(self:GetPos())
562 v.modelEnt:SetAngles(self:GetAngles())
563 v.modelEnt:SetParent(self)
564 v.modelEnt:SetNoDraw(true)
565 v.createdModel = v.model
566 else
567 v.modelEnt = nil
568 end
569
570 elseif (v.type == "Sprite" and v.sprite and v.sprite != "" and (!v.spriteMaterial or v.createdSprite != v.sprite)
571 and file.Exists ("materials/"..v.sprite..".vmt", "GAME")) then
572
573 local name = v.sprite.."-"
574 local params = { ["$basetexture"] = v.sprite }
575 // make sure we create a unique name based on the selected options
576 local tocheck = { "nocull", "additive", "vertexalpha", "vertexcolor", "ignorez" }
577 for i, j in pairs( tocheck ) do
578 if (v[j]) then
579 params["$"..j] = 1
580 name = name.."1"
581 else
582 name = name.."0"
583 end
584 end
585
586 v.createdSprite = v.sprite
587 v.spriteMaterial = CreateMaterial(name,"UnlitGeneric",params)
588
589 end
590 end
591
592 end
593
594 local allbones
595 local hasGarryFixedBoneScalingYet = false
596
597 function SWEP:UpdateBonePositions(vm)
598
599 if self.ViewModelBoneMods then
600
601 if (!vm:GetBoneCount()) then return end
602
603 // !! WORKAROUND !! //
604 // We need to check all model names :/
605 local loopthrough = self.ViewModelBoneMods
606 if (!hasGarryFixedBoneScalingYet) then
607 allbones = {}
608 for i=0, vm:GetBoneCount() do
609 local bonename = vm:GetBoneName(i)
610 if (self.ViewModelBoneMods[bonename]) then
611 allbones[bonename] = self.ViewModelBoneMods[bonename]
612 else
613 allbones[bonename] = {
614 scale = Vector(1,1,1),
615 pos = Vector(0,0,0),
616 angle = Angle(0,0,0)
617 }
618 end
619 end
620
621 loopthrough = allbones
622 end
623 // !! ----------- !! //
624
625 for k, v in pairs( loopthrough ) do
626 local bone = vm:LookupBone(k)
627 if (!bone) then continue end
628
629 // !! WORKAROUND !! //
630 local s = Vector(v.scale.x,v.scale.y,v.scale.z)
631 local p = Vector(v.pos.x,v.pos.y,v.pos.z)
632 local ms = Vector(1,1,1)
633 if (!hasGarryFixedBoneScalingYet) then
634 local cur = vm:GetBoneParent(bone)
635 while(cur >= 0) do
636 local pscale = loopthrough[vm:GetBoneName(cur)].scale
637 ms = ms * pscale
638 cur = vm:GetBoneParent(cur)
639 end
640 end
641
642 s = s * ms
643 // !! ----------- !! //
644
645 if vm:GetManipulateBoneScale(bone) != s then
646 vm:ManipulateBoneScale( bone, s )
647 end
648 if vm:GetManipulateBoneAngles(bone) != v.angle then
649 vm:ManipulateBoneAngles( bone, v.angle )
650 end
651 if vm:GetManipulateBonePosition(bone) != p then
652 vm:ManipulateBonePosition( bone, p )
653 end
654 end
655 else
656 self:ResetBonePositions(vm)
657 end
658
659 end
660
661 function SWEP:ResetBonePositions(vm)
662
663 if (!vm:GetBoneCount()) then return end
664 for i=0, vm:GetBoneCount() do
665 vm:ManipulateBoneScale( i, Vector(1, 1, 1) )
666 vm:ManipulateBoneAngles( i, Angle(0, 0, 0) )
667 vm:ManipulateBonePosition( i, Vector(0, 0, 0) )
668 end
669
670 end
671
672 /**************************
673 Global utility code
674 **************************/
675
676 // Fully copies the table, meaning all tables inside this table are copied too and so on (normal table.Copy copies only their reference).
677 // Does not copy entities of course, only copies their reference.
678 // WARNING: do not use on tables that contain themselves somewhere down the line or you'll get an infinite loop
679 function table.FullCopy( tab )
680
681 if (!tab) then return nil end
682
683 local res = {}
684 for k, v in pairs( tab ) do
685 if (type(v) == "table") then
686 res[k] = table.FullCopy(v) // recursion ho!
687 elseif (type(v) == "Vector") then
688 res[k] = Vector(v.x, v.y, v.z)
689 elseif (type(v) == "Angle") then
690 res[k] = Angle(v.p, v.y, v.r)
691 else
692 res[k] = v
693 end
694 end
695
696 return res
697
698 end
699
700end