if SERVER then AddCSLuaFile("shared.lua") AddCSLuaFile("client.lua") AddCSLuaFile("glon.lua") AddCSLuaFile("menu/tool.lua") AddCSLuaFile("menu/weapon.lua") AddCSLuaFile("menu/ironsights.lua") AddCSLuaFile("menu/models.lua") AddCSLuaFile("base_code.lua") end if CLIENT then SWEP.PrintName = "SWEP Construction Kit" SWEP.Author = "Clavus" SWEP.Contact = "clavus@clavusstudios.com" SWEP.Purpose = "Design SWEP ironsights and clientside models" SWEP.Instructions = "http://tinyurl.com/swepkit" SWEP.Slot = 5 SWEP.SlotPos = 10 SWEP.ViewModelFlip = false SWEP.DrawCrosshair = false SWEP.ShowViewModel = true SWEP.ShowWorldModel = true end local debugging = false function SCKDebug( msg ) if !debugging then return end MsgN("[SCK] "..msg) end local repmsg = {} function SCKDebugRepeat( tag, msg ) if !debugging then return end if !repmsg[tag] then repmsg[tag] = { last = 0, num = 0 } end repmsg[tag].num = repmsg[tag].num + 1 if (CurTime() - repmsg[tag].last >= 1) then MsgN("[SCK][Repeated "..repmsg[tag].num.." times in last sec] "..msg) repmsg[tag].num = 0 repmsg[tag].last = CurTime() end end SWEP.HoldType = "pistol" SWEP.HoldTypes = { "normal", "melee", "melee2", "fist", "knife", "smg", "ar2", "pistol", "revolver", "rpg", "physgun", "grenade", "shotgun", "crossbow", "slam", "duel", "passive", "camera" } SWEP.Spawnable = true SWEP.AdminSpawnable = true SWEP.ViewModel = "models/weapons/v_pistol.mdl" SWEP.WorldModel = "models/weapons/w_pistol.mdl" SWEP.CurWorldModel = "models/weapons/w_pistol.mdl" // this is where shit gets hacky SWEP.ViewModelFOV = 70 SWEP.BobScale = 0 SWEP.SwayScale = 0 SWEP.Primary.Automatic = false SWEP.IronsightTime = 0.2 SWEP.IronSightsPos = Vector(0, 0, 0) SWEP.IronSightsAng = Vector(0, 0, 0) local sck_class = "" function SWEP:Initialize() self:SetHoldType(self.HoldType) self:SetIronSights( true ) self:ResetIronSights() if CLIENT then self:CreateWeaponWorldModel() self:ClientInit() if (not file.IsDir("swep_construction_kit", "DATA")) then file.CreateDir("swep_construction_kit") end end self.Dropped = false sck_class = self:GetClass() end function SWEP:Equip() self.Dropped = false end function SWEP:PrimaryAttack() self.Weapon:SetNextPrimaryFire(CurTime() + 0.2) if CLIENT then self:OpenMenu() end if game.SinglePlayer() then self.Owner:SendLua("LocalPlayer():GetActiveWeapon():OpenMenu()") end end function SWEP:SecondaryAttack() self.Weapon:SetNextSecondaryFire(CurTime() + 0.2) if CLIENT then self:OpenMenu() end if game.SinglePlayer() then self.Owner:SendLua("LocalPlayer():GetActiveWeapon():OpenMenu()") end end function SWEP:SetupDataTables() self:DTVar( "Bool", 0, "ironsights" ) self:DTVar( "Bool", 1, "thirdperson" ) end function SWEP:ToggleIronSights() self.dt.ironsights = !self.dt.ironsights end function SWEP:SetIronSights( b ) self.dt.ironsights = b end function SWEP:GetIronSights() return self.dt.ironsights end function SWEP:ResetIronSights() RunConsoleCommand("_sp_ironsight_x", 0) RunConsoleCommand("_sp_ironsight_y", 0) RunConsoleCommand("_sp_ironsight_z", 0) RunConsoleCommand("_sp_ironsight_pitch", 0) RunConsoleCommand("_sp_ironsight_yaw", 0) RunConsoleCommand("_sp_ironsight_roll", 0) end function SWEP:ToggleThirdPerson() self:SetThirdPerson( !self.dt.thirdperson ) end function SWEP:SetThirdPerson( b ) self.dt.thirdperson = b local owner = self.Owner if (!IsValid(owner)) then owner = self.LastOwner end if (!IsValid(owner)) then return end if (self.dt.thirdperson) then owner:SetViewEntity(game.GetWorld()) owner:CrosshairDisable() else owner:SetViewEntity(owner) owner:CrosshairEnable() end end function SWEP:GetThirdPerson() return self.dt.thirdperson end function SWEP:GetViewModelPosition(pos, ang) //if true then return pos, ang end //SCKDebugRepeat( "SWEP:VMPos", "Getting viewmodel pos" ) local bIron = self.dt.ironsights local fIronTime = self.fIronTime or 0 if (not bIron and fIronTime < CurTime() - self.IronsightTime) then return pos, ang end self.IronSightsPos, self.IronSightsAng = self:GetIronSightCoordination() local Mul = 1.0 if (fIronTime > CurTime() - self.IronsightTime) then Mul = math.Clamp((CurTime() - fIronTime) / self.IronsightTime, 0, 1) if not bIron then Mul = 1 - Mul end end local Offset = self.IronSightsPos if (self.IronSightsAng) then ang = ang * 1 ang:RotateAroundAxis(ang:Right(), self.IronSightsAng.x * Mul) ang:RotateAroundAxis(ang:Up(), self.IronSightsAng.y * Mul) ang:RotateAroundAxis(ang:Forward(), self.IronSightsAng.z * Mul) end local Right = ang:Right() local Up = ang:Up() local Forward = ang:Forward() pos = pos + Offset.x * Right * Mul pos = pos + Offset.y * Forward * Mul pos = pos + Offset.z * Up * Mul return pos, ang end SWEP.ir_x = CreateConVar( "_sp_ironsight_x", 0.0 ) SWEP.ir_y = CreateConVar( "_sp_ironsight_y", 0.0 ) SWEP.ir_z = CreateConVar( "_sp_ironsight_z", 0.0 ) SWEP.ir_p = CreateConVar( "_sp_ironsight_pitch", 0.0 ) SWEP.ir_yw = CreateConVar( "_sp_ironsight_yaw", 0.0 ) SWEP.ir_r = CreateConVar( "_sp_ironsight_roll", 0.0 ) function SWEP:GetIronSightCoordination() local vec = Vector( self.ir_x:GetFloat(), self.ir_y:GetFloat(), self.ir_z:GetFloat() ) local ang = Vector( self.ir_p:GetFloat(), self.ir_yw:GetFloat(), self.ir_r:GetFloat() ) return vec, ang end function SWEP:GetHoldTypes() return self.HoldTypes end SWEP.LastOwner = nil /*************************** Helper functions ***************************/ SWEP.IsSCK = true function GetSCKSWEP( pl ) local wep = pl:GetActiveWeapon() if (IsValid(wep) and wep.IsSCK) then return wep end //Error("Not holding SWEP Construction Kit!") return NULL end if SERVER then include("server.lua") end if CLIENT then include("client.lua") end