--[[******************************************************* 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:Anim_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:Anim_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:Anim_OnRemove() self:Anim_Holster() end if CLIENT then SWEP.vRenderOrder = nil function SWEP:Anim_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:Anim_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) 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 function SWEP:GetBoneOrientation( basetab, tab, ent, bone_override ) local bone, pos, ang if (tab.rel and tab.rel != "") then local v = basetab[tab.rel] if (!v) then return end // Technically, if there exists an element with the same name as a bone // you can get in an infinite loop. Let's just hope nobody's that stupid. pos, ang = self:GetBoneOrientation( basetab, v, ent ) if (!pos) then return end pos = 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) else 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) -- New code vm:SetColor(color_white) vm:SetMaterial("") -------- 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 /************************** Global utility code **************************/ // Fully copies the table, meaning all tables inside this table are copied too and so on (normal table.Copy copies only their reference). // Does not copy entities of course, only copies their reference. // WARNING: do not use on tables that contain themselves somewhere down the line or you'll get an infinite loop 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 ---------------- -- Extra code -- ---------------- function SWEP:RemoveModels() if (self.VElements) then for k, v in pairs( self.VElements ) do if (IsValid( v.modelEnt )) then v.modelEnt:Remove() v.modelEnt = nil end end end if (self.WElements) then for k, v in pairs( self.WElements ) do if (IsValid( v.modelEnt )) then v.modelEnt:Remove() v.modelEnt = nil end end end end