e9da54c2f9
Too many changes to list.
264 lines
No EOL
5.7 KiB
Lua
264 lines
No EOL
5.7 KiB
Lua
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if SERVER then
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AddCSLuaFile("shared.lua")
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AddCSLuaFile("client.lua")
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AddCSLuaFile("glon.lua")
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AddCSLuaFile("menu/tool.lua")
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AddCSLuaFile("menu/weapon.lua")
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AddCSLuaFile("menu/ironsights.lua")
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AddCSLuaFile("menu/models.lua")
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AddCSLuaFile("base_code.lua")
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end
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if CLIENT then
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SWEP.PrintName = "SWEP Construction Kit"
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SWEP.Author = "Clavus"
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SWEP.Contact = "clavus@clavusstudios.com"
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SWEP.Purpose = "Design SWEP ironsights and clientside models"
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SWEP.Instructions = "http://tinyurl.com/swepkit"
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SWEP.Slot = 5
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SWEP.SlotPos = 10
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SWEP.ViewModelFlip = false
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SWEP.DrawCrosshair = false
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SWEP.ShowViewModel = true
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SWEP.ShowWorldModel = true
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end
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local debugging = false
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function SCKDebug( msg )
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if !debugging then return end
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MsgN("[SCK] "..msg)
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end
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local repmsg = {}
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function SCKDebugRepeat( tag, msg )
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if !debugging then return end
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if !repmsg[tag] then repmsg[tag] = { last = 0, num = 0 } end
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repmsg[tag].num = repmsg[tag].num + 1
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if (CurTime() - repmsg[tag].last >= 1) then
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MsgN("[SCK][Repeated "..repmsg[tag].num.." times in last sec] "..msg)
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repmsg[tag].num = 0
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repmsg[tag].last = CurTime()
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end
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end
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SWEP.HoldType = "pistol"
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SWEP.HoldTypes = { "normal", "melee", "melee2", "fist",
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"knife", "smg", "ar2", "pistol", "revolver", "rpg", "physgun",
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"grenade", "shotgun", "crossbow", "slam", "duel", "passive",
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"camera" }
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SWEP.Spawnable = true
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SWEP.AdminSpawnable = true
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SWEP.ViewModel = "models/weapons/v_pistol.mdl"
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SWEP.WorldModel = "models/weapons/w_pistol.mdl"
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SWEP.CurWorldModel = "models/weapons/w_pistol.mdl" -- this is where shit gets hacky
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SWEP.ViewModelFOV = 70
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SWEP.BobScale = 0
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SWEP.SwayScale = 0
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SWEP.Primary.Automatic = false
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SWEP.IronsightTime = 0.2
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SWEP.IronSightsPos = Vector(0, 0, 0)
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SWEP.IronSightsAng = Vector(0, 0, 0)
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local sck_class = ""
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function SWEP:Initialize()
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self:SetWeaponHoldType(self.HoldType)
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self:SetIronSights( true )
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self:ResetIronSights()
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if CLIENT then
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self:CreateWeaponWorldModel()
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self:ClientInit()
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if (not file.IsDir("swep_construction_kit", "DATA")) then
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file.CreateDir("swep_construction_kit")
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end
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end
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self.Dropped = false
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sck_class = self:GetClass()
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end
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function SWEP:Equip()
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self.Dropped = false
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end
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function SWEP:PrimaryAttack()
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self:SetNextPrimaryFire(CurTime() + 0.2)
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if CLIENT then
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self:OpenMenu()
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end
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if game.SinglePlayer() then
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self:GetOwner():SendLua("LocalPlayer():GetActiveWeapon():OpenMenu()")
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end
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end
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function SWEP:SecondaryAttack()
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self:SetNextSecondaryFire(CurTime() + 0.2)
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if CLIENT then
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self:OpenMenu()
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end
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if game.SinglePlayer() then
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self:GetOwner():SendLua("LocalPlayer():GetActiveWeapon():OpenMenu()")
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end
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end
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function SWEP:SetupDataTables()
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self:DTVar( "Bool", 0, "ironsights" )
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self:DTVar( "Bool", 1, "thirdperson" )
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end
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function SWEP:ToggleIronSights()
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self.dt.ironsights = !self.dt.ironsights
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end
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function SWEP:SetIronSights( b )
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self.dt.ironsights = b
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end
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function SWEP:GetIronSights()
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return self.dt.ironsights
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end
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function SWEP:ResetIronSights()
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RunConsoleCommand("_sp_ironsight_x", 0)
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RunConsoleCommand("_sp_ironsight_y", 0)
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RunConsoleCommand("_sp_ironsight_z", 0)
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RunConsoleCommand("_sp_ironsight_pitch", 0)
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RunConsoleCommand("_sp_ironsight_yaw", 0)
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RunConsoleCommand("_sp_ironsight_roll", 0)
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end
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function SWEP:ToggleThirdPerson()
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self:SetThirdPerson( !self.dt.thirdperson )
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end
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function SWEP:SetThirdPerson( b )
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self.dt.thirdperson = b
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local owner = self:GetOwner()
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if (!IsValid(owner)) then owner = self.LastOwner end
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if (!IsValid(owner)) then return end
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if (self.dt.thirdperson) then
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owner:SetViewEntity(game.GetWorld())
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owner:CrosshairDisable()
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else
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owner:SetViewEntity(owner)
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owner:CrosshairEnable()
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end
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end
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function SWEP:GetThirdPerson()
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return self.dt.thirdperson
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end
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function SWEP:GetViewModelPosition(pos, ang)
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--if true then return pos, ang end
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--SCKDebugRepeat( "SWEP:VMPos", "Getting viewmodel pos" )
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local bIron = self.dt.ironsights
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local fIronTime = self.fIronTime or 0
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if (not bIron and fIronTime < CurTime() - self.IronsightTime) then
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return pos, ang
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end
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self.IronSightsPos, self.IronSightsAng = self:GetIronSightCoordination()
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local Mul = 1.0
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if (fIronTime > CurTime() - self.IronsightTime) then
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Mul = math.Clamp((CurTime() - fIronTime) / self.IronsightTime, 0, 1)
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if not bIron then Mul = 1 - Mul end
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end
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local Offset = self.IronSightsPos
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if (self.IronSightsAng) then
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ang = ang * 1
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ang:RotateAroundAxis(ang:Right(), self.IronSightsAng.x * Mul)
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ang:RotateAroundAxis(ang:Up(), self.IronSightsAng.y * Mul)
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ang:RotateAroundAxis(ang:Forward(), self.IronSightsAng.z * Mul)
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end
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local Right = ang:Right()
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local Up = ang:Up()
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local Forward = ang:Forward()
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pos = pos + Offset.x * Right * Mul
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pos = pos + Offset.y * Forward * Mul
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pos = pos + Offset.z * Up * Mul
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return pos, ang
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end
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SWEP.ir_x = CreateConVar( "_sp_ironsight_x", 0.0 )
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SWEP.ir_y = CreateConVar( "_sp_ironsight_y", 0.0 )
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SWEP.ir_z = CreateConVar( "_sp_ironsight_z", 0.0 )
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SWEP.ir_p = CreateConVar( "_sp_ironsight_pitch", 0.0 )
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SWEP.ir_yw = CreateConVar( "_sp_ironsight_yaw", 0.0 )
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SWEP.ir_r = CreateConVar( "_sp_ironsight_roll", 0.0 )
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function SWEP:GetIronSightCoordination()
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local vec = Vector( self.ir_x:GetFloat(), self.ir_y:GetFloat(), self.ir_z:GetFloat() )
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local ang = Vector( self.ir_p:GetFloat(), self.ir_yw:GetFloat(), self.ir_r:GetFloat() )
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return vec, ang
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end
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function SWEP:GetHoldTypes()
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return self.HoldTypes
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end
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SWEP.LastOwner = nil
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--[[**************************
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Helper functions
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**************************]]
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SWEP.IsSCK = true
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function GetSCKSWEP( pl )
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local wep = pl:GetActiveWeapon()
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if (IsValid(wep) and wep.IsSCK) then
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return wep
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end
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--Error("Not holding SWEP Construction Kit!")
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return NULL
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end
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if SERVER then
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include("server.lua")
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end
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if CLIENT then
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include("client.lua")
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end |