gmod-disguiser/lua/weapons/disguiser/cl_fxfake.lua

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/**
* Disguiser SWEP - Lets you disguise as any prop on a map.
*
* File:
* cl_fxfake.lua
*
* Purpose:
* Fake shoot and blood effect on client-side via a trigger from server-side,
* as for some reason the effects are not rendered on client-side automatically.
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*
* Copyright (C) 2013 Carl Kittelberger (Icedream)
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero General Public License as
* published by the Free Software Foundation, either version 3 of the
* License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
usermessage.Hook("disguiserShootFX", function(um)
local hitpos = um:ReadVector()
local hitnormal = um:ReadVectorNormal()
local entity = um:ReadEntity()
local physbone = um:ReadLong()
local bFirstTimePredicted = um:ReadBool()
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-- Can we trigger shoot effect yet?
swep = LocalPlayer():GetActiveWeapon()
if !swep.DoShootEffect then return false end
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-- Render shoot effect
swep:DoShootEffect(
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hitpos, hitnormal, entity, physbone, bFirstTimePredicted)
end)
usermessage.Hook("disguiserBlood", function(um)
local edata = EffectData()
edata:SetStart(um:ReadVector())
edata:SetOrigin(um:ReadVector())
edata:SetNormal(um:ReadVectorNormal())
edata:SetEntity(um:ReadEntity())
util.Effect("BloodImpact", edata)
util.Decal("Splash.Large", um:ReadVector(), um:ReadVector())
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end)