if SERVER then AddCSLuaFile("shared.lua") SWEP.Weight = 5 SWEP.AutoSwitchTo = true SWEP.AutoSwitchFrom = true end SWEP.HoldType = "ar2" resource.AddFile( "materials/VGUI/entities/weapon_bd_vaporizer.vmt" ) resource.AddFile( "materials/weapons/weapon_bd_vaporizer.vmt" ) resource.AddFile( "materials/weapons/weapon_bd_vaporizer.vtf" ) if CLIENT then SWEP.UseHands = true SWEP.DrawAmmo = false SWEP.DrawCrosshair = false SWEP.ViewModelFOV = 54 SWEP.ViewModelFlip = false SWEP.CSMuzzleFlashes = false SWEP.Slot = 3 SWEP.SlotPos = 0 SWEP.PrintName = "Vaporizer" SWEP.Author = "Original Author: Baddog / Edited by: Prof. van Fuck" SWEP.Contact = "baddog236@gmail.com" SWEP.Category = "Baddog's Weapons" SWEP.Purpose = "Vaporize stuff with overheated laser beams!" SWEP.Instructions = "Left click to vaporize anything. Right click to change vaporize type" SWEP.BounceWeaponIcon = false SWEP.WepSelectIcon = surface.GetTextureID("weapons/weapon_bd_vaporizer") killicon.Add("weapon_bd_vaporizer","vapor_kill/vapor_kill",Color(255,255,255)) end SWEP.ViewModelBoneMods = { ["Shell2"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) }, ["Vent"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) }, ["Shell1"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) } } SWEP.VElements = { ["3"] = { type = "Sprite", sprite = "effects/blueflare1", bone = "Base", rel = "", pos = Vector(0, -2.77, 1.557), size = { x = 0.500, y = 0.500 }, color = Color(255, 255, 0, 255), nocull = true, additive = true, vertexalpha = true, vertexcolor = true, ignorez = false}, ["glow1"] = { type = "Sprite", sprite = "effects/brightglow_y", bone = "Shell1", rel = "", pos = Vector(0, 0, -0.7), size = { x = 1.08, y = 1.08 }, color = Color(255, 255, 0, 255), nocull = true, additive = true, vertexalpha = true, vertexcolor = true, ignorez = false}, ["2"] = { type = "Model", model = "models/props_phx/misc/smallcannonball.mdl", bone = "Shell1", rel = "", pos = Vector(0.649, 0, -0.519), angle = Angle(0, 0, 0), size = Vector(0.301, 0.301, 0.301), color = Color(255, 255, 255, 255), surpresslightning = false, material = "models/props_lab/tank_glass001", skin = 0, bodygroup = {} }, ["glow2"] = { type = "Sprite", sprite = "effects/brightglow_y", bone = "Shell2", rel = "", pos = Vector(-0.151, 0, -0.519), size = { x = 0.497, y = 0.497 }, color = Color(255, 255, 255, 255), nocull = true, additive = true, vertexalpha = true, vertexcolor = true, ignorez = false}, ["1"] = { type = "Model", model = "models/props_phx/misc/smallcannonball.mdl", bone = "Shell2", rel = "", pos = Vector(0.518, 0, -0.519), angle = Angle(0, 0, 0), size = Vector(0.301, 0.301, 0.301), color = Color(255, 255, 255, 255), surpresslightning = false, material = "models/props_lab/tank_glass001", skin = 0, bodygroup = {} } } SWEP.Spawnable = true SWEP.AdminSpawnable = true SWEP.AdminOnly = true SWEP.ViewModel = "models/weapons/c_IRifle.mdl" SWEP.WorldModel = "models/weapons/w_IRifle.mdl" SWEP.Primary.Radius = 10 SWEP.Primary.Damage = 100000 SWEP.Primary.Cone = .001 SWEP.Primary.Recoil = 0 SWEP.Primary.Ignite = true SWEP.Primary.ClipSize = -1 SWEP.Primary.DefaultClip = -1 SWEP.Primary.Automatic = true SWEP.Primary.Ammo = "none" SWEP.Secondary.ClipSize = -1 SWEP.Secondary.DefaultClip = -1 SWEP.Secondary.Automatic = true SWEP.Secondary.Ammo = "none" local FireSound = Sound("weapons/vaporizer/laser_loop.wav") function SWEP:PrimaryAttack() self:Dissolve() local tr = self.Owner:GetEyeTrace() local hit1, hit2 = tr.HitPos + tr.HitNormal, tr.HitPos - tr.HitNormal end function SWEP:Deploy() self.Weapon:SendWeaponAnim( ACT_VM_DRAW ) end function SWEP:SecondaryAttack() self.Weapon:SetNextSecondaryFire(CurTime() + 1.5) if self.Weapon:GetNetworkedBool("Dissolvetype1") then self.Weapon:SetNWBool( "Dissolvetype1", false ) self.Weapon:SetNWBool( "Dissolvetype3", true ) self.Weapon:SetNWBool( "Dissolvetype2", false ) self.Weapon:SetNWBool( "Dissolvetype4", false ) self.Weapon:SetNextSecondaryFire(CurTime() + 1.5) self.Weapon:SetNextPrimaryFire(CurTime() + 1) self.Weapon:SendWeaponAnim( ACT_VM_RELOAD ) elseif self.Weapon:GetNetworkedBool("Dissolvetype3") then self.Weapon:SetNWBool( "Dissolvetype1", false ) self.Weapon:SetNWBool( "Dissolvetype3", false ) self.Weapon:SetNWBool( "Dissolvetype2", true ) self.Weapon:SetNWBool( "Dissolvetype4", false ) self.Weapon:SetNextSecondaryFire(CurTime() + 1.5) self.Weapon:SetNextPrimaryFire(CurTime() + 1) self.Weapon:SendWeaponAnim( ACT_VM_RELOAD ) elseif self.Weapon:GetNetworkedBool("Dissolvetype2") then self.Weapon:SetNWBool( "Dissolvetype1", false ) self.Weapon:SetNWBool( "Dissolvetype3", false ) self.Weapon:SetNWBool( "Dissolvetype2", false ) self.Weapon:SetNWBool( "Dissolvetype4", true ) self.Weapon:SendWeaponAnim( ACT_VM_RELOAD ) self.Weapon:SetNextSecondaryFire(CurTime() + 1.5) self.Weapon:SetNextPrimaryFire(CurTime() + 1) elseif self.Weapon:GetNetworkedBool("Dissolvetype4") then self.Weapon:SetNWBool( "Dissolvetype1", true ) self.Weapon:SetNWBool( "Dissolvetype3", false ) self.Weapon:SetNWBool( "Dissolvetype2", false ) self.Weapon:SetNWBool( "Dissolvetype4", false ) self.Weapon:SendWeaponAnim( ACT_VM_RELOAD ) self.Weapon:SetNextSecondaryFire(CurTime() + 1.5) self.Weapon:SetNextPrimaryFire(CurTime() + 1) end end function SWEP:Dissolve() local tr = self.Owner:GetEyeTrace() self:Disintegrate(tr) end function SWEP:DissolveEnts(pos,radius) if CLIENT then return end local targname = "dissolveme"..self:EntIndex() for k,ent in pairs(ents.FindInSphere(pos,radius)) do if ent:GetMoveType() == 6 then ent:SetKeyValue("targetname",targname) local numbones = ent:GetPhysicsObjectCount() for bone = 0, numbones - 1 do local PhysObj = ent:GetPhysicsObjectNum(bone) if PhysObj:IsValid()then PhysObj:SetVelocity(PhysObj:GetVelocity()*0.03) PhysObj:EnableGravity(false) end end end end local tr = self.Owner:GetEyeTrace() local dmginfo = DamageInfo(); dmginfo:SetDamage( self.Primary.Damage ); dmginfo:SetAttacker( self:GetOwner() ); dmginfo:SetInflictor( self ); local eff = EffectData() eff:SetOrigin(tr.HitPos) eff:SetNormal(tr.HitNormal) local tr = self.Owner:GetEyeTrace() local hit1, hit2 = tr.HitPos + tr.HitNormal, tr.HitPos - tr.HitNormal local dissolver = ents.Create("env_entity_dissolver") dissolver:SetKeyValue("magnitude",0) dissolver:SetPos(pos) dissolver:SetKeyValue("target",targname) dissolver:Spawn() dissolver:Fire("Dissolve",targname,0) dissolver:Fire("kill","",0) if self.Weapon:GetNetworkedBool("Dissolvetype1") then dissolver:SetKeyValue("dissolvetype",0) util.Effect("cball_bounce", eff) util.Effect("AR2Impact", eff) dmginfo:SetDamageType( DMG_SHOCK ) dmginfo:SetDamagePosition( tr.HitPos ) end if self.Weapon:GetNetworkedBool("Dissolvetype3") then dissolver:SetKeyValue("dissolvetype",2) util.Decal("FadingScorch", hit1, hit2) util.Effect("AR2Impact", eff) util.Effect("StunstickImpact", eff) dmginfo:SetDamageType( DMG_SHOCK ) dmginfo:SetDamagePosition( tr.HitPos ) end if self.Weapon:GetNetworkedBool("Dissolvetype2") then dissolver:SetKeyValue("dissolvetype",1) util.Decal("RedGlowFade", hit1, hit2) util.Effect("AR2Impact", eff) util.Effect("cball_bounce", eff) dmginfo:SetDamageType( DMG_SHOCK ) dmginfo:SetDamagePosition( tr.HitPos ) end if self.Weapon:GetNetworkedBool("Dissolvetype4") then dissolver:SetKeyValue("dissolvetype",3) util.Effect("AR2Impact", eff) util.Effect("inflator_magic", eff) dmginfo:SetDamageType( DMG_SHOCK ) dmginfo:SetDamagePosition( tr.HitPos ) end end function SWEP:Disintegrate(tr) local tr = self.Owner:GetEyeTrace() local splodepos = tr.HitPos + 3*tr.HitNormal util.BlastDamage(self.Weapon, self.Owner, splodepos, self.Primary.Radius, self.Primary.Damage) self:DissolveEnts(splodepos,self.Primary.Radius*2) if ( self.Primary.Ignite ) then if (!tr.Entity) then return false end if (!tr.Entity:IsValid() ) then return false end if (tr.Entity:IsPlayer()) then return false end if (tr.Entity:IsWorld()) then return false end if ( CLIENT ) then return true end local Time = math.random(10); tr.Entity:Extinguish(); tr.Entity:Ignite( Time, 10 ); end end function SWEP:Think() if( self.Owner:KeyPressed( IN_ATTACK ) and self.Owner:KeyDown( IN_ATTACK2 ) ) then return end if( self.Owner:KeyDown( IN_ATTACK ) ) then self.Weapon:SetNWBool( "IsVapOn", true ) self.FireSound:Play() end if ( self.Owner:KeyPressed( IN_ATTACK ) ) then self.Weapon:EmitSound("weapons/vaporizer/laseron.wav") self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK ) end if ( self.Owner:KeyReleased( IN_ATTACK ) ) then self.Weapon:EmitSound("ambient/levels/citadel/weapon_disintegrate1.wav") self.FireSound:Stop() self.Weapon:SetNWBool( "IsVapOn", false ) end if ( not self.Owner:KeyDown ( IN_ATTACK ) ) then self.Weapon:SetNWBool( "IsVapOn", false ) end if self.Weapon:GetNetworkedBool("Dissolvetype1") then timer.Simple( 0.6, function() self.VElements["3"].color = Color(255, 255, 0, 255) end) timer.Simple( 0.6, function() self.VElements["glow1"].color = Color(255, 255, 0, 255) end) end if self.Weapon:GetNetworkedBool("Dissolvetype3") then timer.Simple( 0.6, function() self.VElements["3"].color = Color(0, 255, 0, 255) end) timer.Simple( 0.6, function() self.VElements["glow1"].color = Color(0, 255, 0, 255) end) end if self.Weapon:GetNetworkedBool("Dissolvetype2") then timer.Simple( 0.6, function() self.VElements["3"].color = Color(255, 0, 0, 255) end) timer.Simple( 0.6, function() self.VElements["glow1"].color = Color(255, 0, 0, 255) end) end if self.Weapon:GetNetworkedBool("Dissolvetype4") then timer.Simple( 0.6, function() self.VElements["3"].color = Color(0, 0, 255, 255) end) timer.Simple( 0.6, function() self.VElements["glow1"].color = Color(0, 0, 255, 255) end) end end function SWEP:AdjustMouseSensitivity() if ( self.Owner:KeyDown( IN_ATTACK ) ) then return 0.1 end end function SWEP:Reload() end if CLIENT then function SWEP:DrawHUD() local mode = "Slow" local color = Color(255, 255, 0, 255) if self.Weapon:GetNetworkedBool("Dissolvetype1") then mode = "Slow" color = Color(255, 255, 0, 255) elseif self.Weapon:GetNetworkedBool("Dissolvetype3") then mode = "Light Electricity" color = Color(0, 255, 0, 255) elseif self.Weapon:GetNetworkedBool("Dissolvetype2") then mode = "Heavy Electricity" color = Color(255, 0, 0, 255) elseif self.Weapon:GetNetworkedBool("Dissolvetype4") then mode = "Quick" color = Color(0, 0, 255, 255) end draw.WordBox(8,ScrW()-175,ScrH()-75,"Vaporize Type: "..mode,"Default",Color(0,0,0,80),color) end local LaserBeam = Material( "effects/blueblacklargebeam" ) local function GetTracerShootPos( ply, ent, attach ) if !IsValid( ent ) then return false end if !ent:IsWeapon() then return false end local pos = false if ent:IsCarriedByLocalPlayer() and GetViewEntity() == LocalPlayer() then local ViewModel = LocalPlayer():GetViewModel() if IsValid( ViewModel ) then local att = ViewModel:GetAttachment( attach ) if att then pos = att.Pos end end else local att = ent:GetAttachment( attach ) if att then pos = att.Pos end end return pos end hook.Add( "RenderScreenspaceEffects", "VAPORIZER.RenderScreenspaceEffects", function() for k,v in ipairs( player.GetAll() ) do local weap = v:GetActiveWeapon() if IsValid( weap ) and weap:GetNWBool( "IsVapOn", false ) then cam.Start3D( EyePos(), EyeAngles() ) local shootpos = v:GetShootPos() local ang = v:GetAimVector() local tr = {} tr.start = shootpos tr.endpos = shootpos + ( ang * 999999 ) tr.filter = v tr.mask = MASK_SHOT local trace = util.TraceLine( tr ) local beamstartpos = GetTracerShootPos( v, weap, 1 ) local beamendpos = trace.HitPos local size = 1 if beamstartpos then local Distance = beamstartpos:Distance( beamendpos ) render.SetMaterial( LaserBeam ) if weap:GetNetworkedBool("Dissolvetype1") then render.DrawBeam( beamstartpos, beamendpos, size, 1, 0, Color(255, 255, 0, 255) ) elseif weap:GetNetworkedBool("Dissolvetype3") then render.DrawBeam( beamstartpos, beamendpos, size, 1, 0, Color(0, 255, 0, 255) ) elseif weap:GetNetworkedBool("Dissolvetype2") then render.DrawBeam( beamstartpos, beamendpos, size, 1, 0, Color(255, 0, 0, 255) ) elseif weap:GetNetworkedBool("Dissolvetype4") then render.DrawBeam( beamstartpos, beamendpos, size, 1, 0, Color(0, 0, 255, 255) ) end end cam.End3D() end end end ) elseif SERVER then end function SWEP:Initialize() self:SetWeaponHoldType(self.HoldType) self.Weapon:SetNWBool( "Dissolvetype1", true ) self.Weapon:SetNWBool( "Dissolvetype2", false ) self.Weapon:SetNWBool( "Dissolvetype3", false ) self.Weapon:SetNWBool( "Dissolvetype4", false ) nextreload = 0 vt = 1 self.FireSound = CreateSound(self.Weapon,FireSound); // 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: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:OnRemove() self:Holster() end if CLIENT then SWEP.vRenderOrder = nil function SWEP: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: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) 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