local function GetWeaponPrintText( wep ) str = "" str = str.."SWEP.HoldType = \""..wep.HoldType.."\"\n" str = str.."SWEP.ViewModelFOV = "..wep.ViewModelFOV.."\n" str = str.."SWEP.ViewModelFlip = "..tostring(wep.ViewModelFlip).."\n" str = str.."SWEP.ViewModel = \""..wep.ViewModel.."\"\n" str = str.."SWEP.WorldModel = \""..wep.CurWorldModel.."\"\n" str = str.."SWEP.ShowViewModel = "..tostring(wep.ShowViewModel).."\n" str = str.."SWEP.ShowWorldModel = "..tostring(wep.ShowWorldModel).."\n" str = str.."SWEP.ViewModelBoneMods = {" local i = 0 local num = table.Count( wep.v_bonemods ) for k, v in pairs( wep.v_bonemods ) do if !(v.scale == Vector(1,1,1) and v.pos == Vector(0,0,0) and v.angle == Angle(0,0,0)) then if (i == 0) then str = str.."\n" end i = i + 1 str = str.."\t[\""..k.."\"] = { scale = "..PrintVec( v.scale )..", pos = "..PrintVec( v.pos )..", angle = "..PrintAngle( v.angle ).." }" if (i < num) then str = str.."," end str = str.."\n" end end str = str.."}" str = string.Replace(str,",\n}","\n}") -- remove the last comma return str end local function ClearViewModels() local wep = GetSCKSWEP( LocalPlayer() ) wep.v_models = {} if (wep.v_modelListing) then wep.v_modelListing:Clear() end for k, v in pairs( wep.v_panelCache ) do if (v) then v:Remove() end end wep.v_panelCache = {} end local function ClearWorldModels() local wep = GetSCKSWEP( LocalPlayer() ) if (!IsValid(wep)) then return end wep.w_models = {} if (wep.w_modelListing) then wep.w_modelListing:Clear() end for k, v in pairs( wep.w_panelCache ) do if (v) then v:Remove() end end wep.w_panelCache = {} end local function RefreshViewModelBoneMods() local wep = GetSCKSWEP( LocalPlayer() ) if (!IsValid(wep)) then return end if (!IsValid(wep.v_modelbonebox)) then return end wep.v_bonemods = {} wep.v_modelbonebox:Clear() timer.Remove("repop") timer.Create("repop", 1, 1, function() local option = PopulateBoneList( wep.v_modelbonebox, LocalPlayer():GetViewModel() ) if (option) then wep.v_modelbonebox:ChooseOptionID(1) end end) end local wep = GetSCKSWEP( LocalPlayer() ) local pweapon = wep.pweapon local next_v_model = "" -- Weapon model local pweapon_vmodel = SimplePanel( pweapon ) local vlabel = vgui.Create( "DLabel", pweapon_vmodel ) vlabel:SetTall( 20 ) vlabel:SetText( "View model:" ) vlabel:Dock(LEFT) local vtext = vgui.Create( "DTextEntry", pweapon_vmodel) vtext:SetTall( 20 ) vtext:SetMultiline(false) vtext.OnTextChanged = function() local newmod = string.gsub(vtext:GetValue(), ".mdl", "") RunConsoleCommand("swepck_viewmodel", newmod) -- clear view model additions if (newmod != next_v_model and file.Exists(newmod..".mdl", "GAME")) then next_v_model = newmod ClearViewModels() RefreshViewModelBoneMods() end end vtext:SetText( wep.save_data.ViewModel ) vtext:OnTextChanged() vtext:Dock(FILL) local vtbtn = vgui.Create( "DButton", pweapon_vmodel ) vtbtn:SetSize( 25, 20 ) vtbtn:SetText("...") vtbtn.DoClick = function() wep:OpenBrowser( wep.ViewModel, "model", function( val ) vtext:SetText(val) vtext:OnTextChanged() end ) end vtbtn:Dock(RIGHT) pweapon_vmodel:DockMargin(0,0,0,5) pweapon_vmodel:Dock(TOP) local pweapon_wmodel = SimplePanel( pweapon ) local wlabel = vgui.Create( "DLabel", pweapon_wmodel ) wlabel:SetTall( 20 ) wlabel:SetText( "World model:" ) wlabel:Dock(LEFT) local wtext = vgui.Create( "DTextEntry", pweapon_wmodel) wtext:SetTall( 20 ) wtext:SetMultiline(false) wtext.OnTextChanged = function() local newmod = string.gsub(wtext:GetValue(), ".mdl", "") RunConsoleCommand("swepck_worldmodel", newmod) -- clear world model additions if (newmod != wep.cur_wmodel) then ClearWorldModels() end end wtext:SetText( wep.save_data.CurWorldModel ) wtext:OnTextChanged() wtext:Dock(FILL) local wtbtn = vgui.Create( "DButton", pweapon_wmodel ) wtbtn:SetSize( 25, 20 ) wtbtn:SetText("...") wtbtn.DoClick = function() wep:OpenBrowser( wep.CurWorldModel, "model", function( val ) wtext:SetText(val) wtext:OnTextChanged() end ) end wtbtn:Dock(RIGHT) pweapon_wmodel:DockMargin(0,0,0,5) pweapon_wmodel:Dock(TOP) local pweapon_holdtype = SimplePanel( pweapon ) -- Weapon hold type local hlabel = vgui.Create( "DLabel", pweapon_holdtype ) hlabel:SetSize( 150, 20 ) hlabel:SetText( "Hold type (3rd person):" ) hlabel:Dock(LEFT) local hbox = vgui.Create( "DComboBox", pweapon_holdtype ) hbox:SetTall( 20 ) for k, v in pairs( wep:GetHoldTypes() ) do hbox:AddChoice( v ) end hbox.OnSelect = function(panel,index,value) if (!value) then return end wep:SetWeaponHoldType( value ) wep.HoldType = value RunConsoleCommand("swepck_setholdtype", value) end hbox:SetText( wep.save_data.HoldType ) hbox.OnSelect( nil, nil, wep.save_data.HoldType ) hbox:Dock(FILL) pweapon_holdtype:DockMargin(0,0,0,5) pweapon_holdtype:Dock(TOP) -- Show viewmodel local vhbox = vgui.Create( "DCheckBoxLabel", pweapon ) vhbox:SetTall( 20 ) vhbox:SetText( "Show view model" ) vhbox.OnChange = function() wep.ShowViewModel = vhbox:GetChecked() if (wep.ShowViewModel) then LocalPlayer():GetViewModel():SetColor(Color(255,255,255,255)) LocalPlayer():GetViewModel():SetMaterial("") else LocalPlayer():GetViewModel():SetColor(Color(255,0,0,255)) -- This should prevent the model from drawing, without stopping ViewModelDrawn from being called -- I tried Entity:SetRenderMode(1) with color alpha on 1 but the view model resets to render mode 0 every frame :/ LocalPlayer():GetViewModel():SetMaterial("Debug/hsv") end end if (wep.save_data.ShowViewModel) then vhbox:SetValue(1) else vhbox:SetValue(0) end vhbox:DockMargin(0,0,0,5) vhbox:Dock(TOP) -- Show worldmodel local whbox = vgui.Create( "DCheckBoxLabel", pweapon ) whbox:SetTall( 20 ) whbox:SetText( "Show world model" ) whbox.OnChange = function() wep.ShowWorldModel = whbox:GetChecked() end if (wep.save_data.ShowWorldModel) then whbox:SetValue(1) else whbox:SetValue(0) end whbox:DockMargin(0,0,0,5) whbox:Dock(TOP) -- Flip viewmodel local fcbox = vgui.Create( "DCheckBoxLabel", pweapon ) fcbox:SetTall( 20 ) fcbox:SetText( "Flip viewmodel" ) fcbox.OnChange = function() wep.ViewModelFlip = fcbox:GetChecked() end if (wep.save_data.ViewModelFlip) then fcbox:SetValue(1) else fcbox:SetValue(0) end fcbox:DockMargin(0,0,0,5) fcbox:Dock(TOP) -- Use hands local usehands = vgui.Create( "DCheckBoxLabel", pweapon ) usehands:SetTall( 20 ) usehands:SetText( "Use hands" ) usehands.OnChange = function() wep.UseHands = usehands:GetChecked() end usehands:SetValue(0) usehands:DockMargin(0,0,0,5) usehands:Dock(TOP) -- View model FOV slider local fovslider = vgui.Create( "DNumSlider", pweapon ) fovslider:SetText( "View model FOV" ) fovslider:SetMin( 20 ) fovslider:SetMax( 140 ) fovslider:SetDecimals( 0 ) fovslider.OnValueChanged = function( panel, value ) wep.ViewModelFOV = tonumber(value) RunConsoleCommand("swepck_viewmodelfov", value) end fovslider:SetValue( wep.save_data.ViewModelFOV ) fovslider:DockMargin(0,5,0,10) fovslider:Dock(TOP) local pweapon_bone = SimplePanel( pweapon ) pweapon_bone:SetTall( 50 ) local pbone_left = SimplePanel( pweapon_bone ) pbone_left:SetWide( 200 ) -- View model bone scaling local vsbonelabel = vgui.Create( "DLabel", pbone_left ) vsbonelabel:SetText( "Viewmodel bone mods:" ) vsbonelabel:SizeToContentsX() vsbonelabel:SetTall( 20 ) vsbonelabel:Dock(TOP) local vsbonebox = vgui.Create( "DComboBox", pbone_left ) vsbonebox:SetTall( 20 ) vsbonebox:Dock(BOTTOM) pbone_left:Dock(LEFT) local pbone_right = SimplePanel( pweapon_bone ) local resbtn = vgui.Create( "DButton", pbone_right ) resbtn:SetTall( 20 ) resbtn:SetText("Reset all bone mods") resbtn:DockMargin(10,0,0,0) resbtn:Dock(TOP) local resselbtn = vgui.Create( "DButton", pbone_right ) resselbtn:SetTall( 20 ) resselbtn:SetText("Reset selected bone mod") resselbtn:DockMargin(10,0,0,0) resselbtn:Dock(BOTTOM) pbone_right:Dock(FILL) pweapon_bone:Dock(TOP) if (!wep.save_data.v_bonemods) then wep.save_data.v_bonemods = {} end -- backwards compatability with old bone scales if (wep.save_data.v_bonescales) then for k, v in pairs(wep.save_data.v_bonescales) do if (v == Vector(1,1,1)) then continue end wep.save_data.v_bonemods[k] = { scale = v, pos = Vector(0,0,0), angle = Angle(0,0,0) } end end wep.save_data.v_bonescales = nil local curbone = table.GetFirstKey(wep.save_data.v_bonemods) if (curbone) then wep.v_bonemods = table.Copy(wep.save_data.v_bonemods) else curbone = "" wep.v_bonemods = {} end local bonepanel = vgui.Create( "DPanel", pweapon ) bonepanel:SetVisible( true ) bonepanel:SetPaintBackground( true ) bonepanel.Paint = function() surface.SetDrawColor( 80, 80, 80, 255 ) surface.DrawRect( 0, 0, bonepanel:GetWide(), bonepanel:GetTall() ) end bonepanel:DockMargin( 0, 5, 0, 5 ) bonepanel:DockPadding( 5, 5, 5, 5 ) bonepanel:Dock(FILL) local function CreateBoneMod( selbone, preset_data ) local data = wep.v_bonemods[selbone] if (!preset_data) then preset_data = {} end data.scale = preset_data.scale or Vector(1,1,1) data.pos = preset_data.pos or Vector(0,0,0) data.angle = preset_data.angle or Angle(0,0,0) local sliderw = 110 local pscale = SimplePanel( bonepanel ) pscale:SetTall(32*3) local vslabel = vgui.Create( "DLabel", pscale ) vslabel:SetText( "Scale" ) vslabel:SizeToContents() vslabel:SetWide(45) vslabel:Dock(LEFT) local vsxwang = vgui.Create( "DNumSlider", pscale ) vsxwang:SetText("x / y / z") vsxwang:SetWide(sliderw) vsxwang:SetMinMax( 0.01, 3 ) vsxwang:SetDecimals( 3 ) local vsywang = vgui.Create( "DNumSlider", pscale ) vsywang:SetText("y") vsywang:SetWide(sliderw) vsywang:SetMinMax( 0.01, 3 ) vsywang:SetDecimals( 3 ) vsywang.Wang.ConVarChanged = function( p, value ) if (selbone != "") then wep.v_bonemods[selbone].scale.y = tonumber(value) end end vsywang:DockMargin(10,0,0,0) local vszwang = vgui.Create( "DNumSlider", pscale ) vszwang:SetText("z") vszwang:SetWide(sliderw) vszwang:SetMinMax( 0.01, 3 ) vszwang:SetDecimals( 3 ) vszwang.Wang.ConVarChanged = function( p, value ) if (selbone != "") then wep.v_bonemods[selbone].scale.z = tonumber(value) end end vszwang:DockMargin(10,0,0,0) -- make the x numberwang set the total size vsxwang.Wang.ConVarChanged = function( p, value ) if (selbone == "") then return end vszwang:SetValue( value ) vsywang:SetValue( value ) wep.v_bonemods[selbone].scale.x = tonumber(value) end vsxwang:DockMargin(10,0,0,0) pscale.PerformLayout = function() -- scales the sliders with the panel vszwang:SetWide(pscale:GetWide()*4/15) vsywang:SetWide(pscale:GetWide()*4/15) vsxwang:SetWide(pscale:GetWide()*4/15) end vsxwang:Dock(TOP) vsywang:Dock(TOP) vszwang:Dock(TOP) pscale:DockMargin(0,0,0, 5) pscale:Dock(TOP) local ppos = SimplePanel( bonepanel ) ppos:SetTall(32*3) local vposlabel = vgui.Create( "DLabel", ppos ) vposlabel:SetText( "Pos" ) vposlabel:SizeToContents() vposlabel:SetWide(45) vposlabel:Dock(LEFT) local vposxwang = vgui.Create( "DNumSlider", ppos ) vposxwang:SetText("x") vposxwang:SetWide(sliderw) vposxwang:SetMinMax( -30, 30 ) vposxwang:SetDecimals( 3 ) vposxwang.Wang.ConVarChanged = function( p, value ) if (selbone != "") then wep.v_bonemods[selbone].pos.x = tonumber(value) end end vposxwang:DockMargin(10,0,0,0) local vposywang = vgui.Create( "DNumSlider", ppos ) vposywang:SetText("y") vposywang:SetWide(sliderw) vposywang:SetMinMax( -30, 30 ) vposywang:SetDecimals( 3 ) vposywang.Wang.ConVarChanged = function( p, value ) if (selbone != "") then wep.v_bonemods[selbone].pos.y = tonumber(value) end end vposywang:DockMargin(10,0,0,0) local vposzwang = vgui.Create( "DNumSlider", ppos ) vposzwang:SetText("z") vposzwang:SetWide(sliderw) vposzwang:SetMinMax( -30, 30 ) vposzwang:SetDecimals( 3 ) vposzwang.Wang.ConVarChanged = function( p, value ) if (selbone != "") then wep.v_bonemods[selbone].pos.z = tonumber(value) end end vposzwang:DockMargin(10,0,0,0) ppos.PerformLayout = function() vposzwang:SetWide(ppos:GetWide()*4/15) vposywang:SetWide(ppos:GetWide()*4/15) vposxwang:SetWide(ppos:GetWide()*4/15) end vposxwang:Dock(TOP) vposywang:Dock(TOP) vposzwang:Dock(TOP) ppos:DockMargin(0,0,0, 5) ppos:Dock(TOP) local pang = SimplePanel( bonepanel ) pang:SetTall(32*3) local vanglabel = vgui.Create( "DLabel", pang ) vanglabel:SetText( "Angle" ) vanglabel:SizeToContents() vanglabel:SetWide(45) vanglabel:Dock(LEFT) local vangxwang = vgui.Create( "DNumSlider", pang ) vangxwang:SetText("pitch") vangxwang:SetWide(sliderw) vangxwang:SetMinMax( -180, 180 ) vangxwang:SetDecimals( 3 ) vangxwang.Wang.ConVarChanged = function( p, value ) if (selbone != "") then wep.v_bonemods[selbone].angle.p = tonumber(value) end end vangxwang:DockMargin(10,0,0,0) local vangywang = vgui.Create( "DNumSlider", pang ) vangywang:SetText("yaw") vangywang:SetWide(sliderw) vangywang:SetMinMax( -180, 180 ) vangywang:SetDecimals( 3 ) vangywang.Wang.ConVarChanged = function( p, value ) if (selbone != "") then wep.v_bonemods[selbone].angle.y = tonumber(value) end end vangywang:DockMargin(10,0,0,0) local vangzwang = vgui.Create( "DNumSlider", pang ) vangzwang:SetText("roll") vangzwang:SetWide(sliderw) vangzwang:SetMinMax( -180, 180 ) vangzwang:SetDecimals( 3 ) vangzwang.Wang.ConVarChanged = function( p, value ) if (selbone != "") then wep.v_bonemods[selbone].angle.r = tonumber(value) end end vangzwang:DockMargin(10,0,0,0) pang.PerformLayout = function() vangzwang:SetWide(pang:GetWide()*4/15) vangywang:SetWide(pang:GetWide()*4/15) vangxwang:SetWide(pang:GetWide()*4/15) end vangxwang:Dock(TOP) vangywang:Dock(TOP) vangzwang:Dock(TOP) pang:DockMargin(0,0,0, 5) pang:Dock(TOP) vsxwang:SetValue( data.scale.x ) vsywang:SetValue( data.scale.y ) vszwang:SetValue( data.scale.z ) vposxwang:SetValue( data.pos.x ) vposywang:SetValue( data.pos.y ) vposzwang:SetValue( data.pos.z ) vangxwang:SetValue( data.angle.p ) vangywang:SetValue( data.angle.y ) vangzwang:SetValue( data.angle.r ) end vsbonebox.OnSelect = function( p, index, value ) local selbone = value if (!selbone or selbone == "") then return end if (!wep.v_bonemods[selbone]) then wep.v_bonemods[selbone] = { scale = Vector(1,1,1), pos = Vector(0,0,0), angle = Angle(0,0,0) } end for k, v in pairs( bonepanel:GetChildren() ) do v:Remove() end CreateBoneMod( selbone, wep.v_bonemods[selbone]) curbone = selbone end vsbonebox:SetText( curbone ) vsbonebox.OnSelect( vsbonebox, 1, curbone ) timer.Simple(1, function() local option = PopulateBoneList( vsbonebox, LocalPlayer():GetViewModel() ) if (option and curbone == "") then vsbonebox:ChooseOptionID(1) end end) resbtn.DoClick = function() wep.v_bonemods = {} if (curbone == "") then return end wep.v_bonemods[curbone] = { scale = Vector(1,1,1), pos = Vector(0,0,0), angle = Angle(0,0,0) } for k, v in pairs( bonepanel:GetChildren() ) do v:Remove() end CreateBoneMod( curbone, wep.v_bonemods[curbone]) end resselbtn.DoClick = function() if (curbone == "") then return end wep.v_bonemods[curbone] = { scale = Vector(1,1,1), pos = Vector(0,0,0), angle = Angle(0,0,0) } for k, v in pairs( bonepanel:GetChildren() ) do v:Remove() end CreateBoneMod( curbone, wep.v_bonemods[curbone]) end wep.v_modelbonebox = vsbonebox local wpdbtn = vgui.Create( "DButton", pweapon ) wpdbtn:SetTall( 30 ) wpdbtn:SetText( "Drop weapon (hold reload key to pick back up)" ) wpdbtn.DoClick = function() RunConsoleCommand("swepck_dropwep") end wpdbtn:DockMargin(0,5,0,0) wpdbtn:Dock(BOTTOM) local wpcbtn = vgui.Create( "DButton", pweapon ) wpcbtn:SetTall( 30 ) wpcbtn:SetText( "Copy weapon code to clipboard" ) wpcbtn.DoClick = function() SetClipboardText(GetWeaponPrintText(wep)) LocalPlayer():ChatPrint("Code copied to clipboard!") end wpcbtn:DockMargin(0,5,0,0) wpcbtn:Dock(BOTTOM) local wpbtn = vgui.Create( "DButton", pweapon ) wpbtn:SetTall( 30 ) wpbtn:SetText( "Print weapon code to console" ) wpbtn.DoClick = function() MsgN("*********************************************") for k, v in pairs(string.Explode("\n",GetWeaponPrintText(wep))) do MsgN(v) end MsgN("*********************************************") LocalPlayer():ChatPrint("Code printed to console!") end wpbtn:DockMargin(0,5,0,0) wpbtn:Dock(BOTTOM)