commit 895a8605067d085b5842b78158e40a6df1313f56 Author: icedream Date: Fri Dec 20 23:44:28 2013 +0100 Initial commit. diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..94828fa --- /dev/null +++ b/.gitignore @@ -0,0 +1,22 @@ +###################### +## GMA compile output +###################### +tmp/ +*.gma + +############# +# OS rubbish +############# + +# Windows image file caches +Thumbs.db +ehthumbs.db + +# Folder config file +Desktop.ini + +# Recycle Bin used on file shares +$RECYCLE.BIN/ + +# Mac crap +.DS_Store \ No newline at end of file diff --git a/LICENSE.txt b/LICENSE.txt new file mode 100644 index 0000000..dba13ed --- /dev/null +++ b/LICENSE.txt @@ -0,0 +1,661 @@ + GNU AFFERO GENERAL PUBLIC LICENSE + Version 3, 19 November 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The GNU Affero General Public License is a free, copyleft license for +software and other kinds of works, specifically designed to ensure +cooperation with the community in the case of network server software. + + The licenses for most software and other practical works are designed +to take away your freedom to share and change the works. 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There are many ways you could offer source, and different +solutions will be better for different programs; see section 13 for the +specific requirements. + + You should also get your employer (if you work as a programmer) or school, +if any, to sign a "copyright disclaimer" for the program, if necessary. +For more information on this, and how to apply and follow the GNU AGPL, see +. diff --git a/README.md b/README.md new file mode 100644 index 0000000..cdaa981 --- /dev/null +++ b/README.md @@ -0,0 +1,57 @@ +Disguiser SWEP +============== + +So you always wanted to be able to disguise as another item on the map in Sandbox or +any other game mode than Prop Hunt? You were always annoyed by how you were able to +see yourself being able to rotate but without knowing you were still standing all the +wrong way? + +That's over now with this independent weapon code. It let's you have a (somewhat) +tool gun with which you can experience being a prop while not essentially playing +Prop Hunt (or you can play Prop Hunt with your friends without the usual rules). + +Requirements +------------ + +- A properly working Garry's Mod 13 installation + +Installation +------------ + +This inside the addons folder. You can compile this as a `.gma` file or you can put this into a subdirectory, both works. +This addon will also be downloadable via the Steam Workshop, so if you're too lazy to do it now, wait for the release. + +How to use? +----------- + +Spawn the weapon by any means (in Sandbox via your spawn menu key, usually hold Q for that). +The use your fire/primary attack key (usually left mouse key) while pointing at any thing (prop) on the map. +Pop! You are now that prop, that is if you aimed properly. +With the secondary attack key (usually right mouse key) you can switch back to a human being. + +FAQ +--- + +### When I get killed, a warning "Something is creating errors" (or similar) pops up on the top left of GMod and I get stuck outside the map. I also disappear from the player list. What is happening? +You triggered a bug of Garry's Mod. For some reason some internal code isn't properly able to handle player death events in some cases (like when you get killed while +holding something) and it will bug out. As a security measurement, the server fakes a player disconnection. All you can do is reconnect and hope for the bug to not +reappear for now. Note that this is not an addon-specific issue. + +### The addon is not loading! +Try following the [installation instructions](#Installation) once again. + +### Can I change the weapon sounds? +Only do that if you're okay with changing Lua code (actual programming). You can look into the `sh_init.lua` and you will find SWEP.Sounds pointing at the default +sound paths. Make sure you also put the sounds onto the server into the "sounds/" folder or else you will end up having no sound at all and seeing the error message +"can not find sound" in the debug console instead. + +### Will there be a gamemode based on this weapon? +There already is the old and traditional "Prop Hunt" code which got ported to Garry's Mod 13 by xSpaceSoft, though I am going to make a re-implementation based on this +weapon for bug fixes. + +License +------- + +This piece of code is licensed under the [GNU Affero General Public License Version 3](http://www.gnu.org/licenses/agpl-3.0). +Why GPL? Because it's the standard license for open-source programs. Why Affero? Because Garry's Mod lets you steal the lua code +(at least for the client). \ No newline at end of file diff --git a/TODO.md b/TODO.md new file mode 100644 index 0000000..8153571 --- /dev/null +++ b/TODO.md @@ -0,0 +1,9 @@ +# Bugs + +- Weapon shot sound not transmitted properly. +- Item on cs_office needs correction (Which one, lol?) + +# Features + +- Configuration via console vars +- Configuration via menusystem diff --git a/lua/weapons/disguiser/cl_3rdperson.lua b/lua/weapons/disguiser/cl_3rdperson.lua new file mode 100644 index 0000000..52d9d1b --- /dev/null +++ b/lua/weapons/disguiser/cl_3rdperson.lua @@ -0,0 +1,135 @@ +/** + * Disguiser SWEP - Lets you disguise as any prop on a map. + * + * File: + * cl_3rdperson.lua + * + * Purpose: + * Implements proper third-person view for disguised players. Yes, not + * all of this code is done by my hands, it's rather shortened and moved + * around (read: "optimized") especially for props. + * Not sure if this was where I got the code from, but you can find at + * least old code here: http://garrysmod.org/downloads/?a=view&id=120806 + * + * 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 . + */ + +hook.Add("CalcView", "Disguiser.ThirdPersonCalcView", function(player, pos, angles, fov) + local smoothscale = 1 + + if player:GetNetworkedBool("thirdperson") then + angles = player:GetAimVector():Angle() + + local targetpos = Vector(0, 0, player:OBBMaxs().z) + if player:KeyDown(IN_DUCK) then + if player:GetVelocity():Length() > 0 then + targetpos.z = targetpos.z / 1.33 + else + targetpos.z = targetpos.z / 2 + end + end + + player:SetAngles(angles) + + local targetfov = fov + if player:GetVelocity():DotProduct(player:GetForward()) > 10 then + if player:KeyDown(IN_SPEED) then + targetpos = targetpos + player:GetForward() * -10 + else + targetpos = targetpos + player:GetForward() * -5 + end + end + + // smoothing - approaches a bit more slowly to the actual target position + pos = targetpos + pos = Vector( + math.Approach(pos.x, targetpos.x, math.abs(targetpos.x - pos.x) * smoothscale), + math.Approach(pos.y, targetpos.y, math.abs(targetpos.y - pos.y) * smoothscale), + math.Approach(pos.z, targetpos.z, math.abs(targetpos.z - pos.z) * smoothscale) + ) + + // offset it by the stored amounts, but trace so it stays outside walls + // we don't smooth this so the camera feels like its tightly following the mouse + local offset = Vector(50 + (player:OBBMaxs().z - player:OBBMins().z), 0, 10) + local t = { + start = player:GetPos() + pos, + endpos = (player:GetPos() + pos) + + (angles:Forward() * -offset.x) + + (angles:Right() * offset.y) + + (angles:Up() * offset.z), + filter = player + } + if player:GetVehicle():IsValid() then + pos = t.endpos + else + local tr = util.TraceLine(t) + pos = tr.HitPos + if tr.Fraction < 1.0 then + pos = pos + tr.HitNormal + end + end + + // Smoothing FOV change + fov = targetfov + fov = math.Approach(fov, targetfov, math.abs(targetfov - fov) * smoothscale) + + return GAMEMODE:CalcView(player, pos, angles, fov) + end +end) + +hook.Add("HUDPaint", "Disguiser.ThirdPersonHUDPaint", function() + local player = LocalPlayer() + if !player:GetNetworkedBool("thirdperson") then + return + end + + // trace from muzzle to hit pos + local t = {} + t.start = player:GetShootPos() + t.endpos = t.start + player:GetAimVector() * 9000 + t.filter = player + local tr = util.TraceLine(t) + local pos = tr.HitPos:ToScreen() + local fraction = math.min((tr.HitPos - t.start):Length(), 1024) / 1024 + local size = 10 + 20 * (1.0 - fraction) + local offset = size * 0.5 + local offset2 = offset - (size * 0.1) + local hit = tr.HitNonWorld + + // trace from camera to hit pos, if blocked, red crosshair + local tr = util.TraceLine({ + start = player:GetPos(), + endpos = tr.HitPos + tr.HitNormal * 5, + filter = player, + mask = MASK_SHOT + }) + surface.SetDrawColor(255, 255, 255, 255) + if (hit) then + surface.SetDrawColor(0, 192, 24, 255) + end + surface.DrawLine(pos.x - offset, pos.y, pos.x - offset2, pos.y) + surface.DrawLine(pos.x + offset, pos.y, pos.x + offset2, pos.y) + surface.DrawLine(pos.x, pos.y - offset, pos.x, pos.y - offset2) + surface.DrawLine(pos.x, pos.y + offset, pos.x, pos.y + offset2) + surface.DrawLine(pos.x - 1, pos.y, pos.x + 1, pos.y) + surface.DrawLine(pos.x, pos.y - 1, pos.x, pos.y + 1) +end) + +hook.Add("HUDShouldDraw", "Disguiser.ThirdPersonHUDShouldDraw", function(name) + if name == "CHudCrosshair" and LocalPlayer():GetNetworkedInt("thirdperson") == 1 then + return false + end +end) \ No newline at end of file diff --git a/lua/weapons/disguiser/cl_fxfake.lua b/lua/weapons/disguiser/cl_fxfake.lua new file mode 100644 index 0000000..0ec9665 --- /dev/null +++ b/lua/weapons/disguiser/cl_fxfake.lua @@ -0,0 +1,42 @@ +/** + * Disguiser SWEP - Lets you disguise as any prop on a map. + * + * File: + * cl_fxfake.lua + * + * Purpose: + * Fake shoot effect on client-side via a trigger from server-side, as + * for some reason on multiplayer servers the effect is not rendered on + * client-side automatically. + * + * 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 . + */ + +usermessage.Hook("disguiserShootFX", function(um) + local + hitpos = um:ReadVector(), + hitnormal = um:ReadVectorNormal(), + entity = um:ReadEntity(), + physbone = um:ReadLong(), + bFirstTimePredicted = um:ReadBool() + + // Player and weapon valid? + if !IsValid(LocalPlayer()) || !IsValid(LocalPlayer():GetWeapon("disguiser")) then return false end + + // Render shoot effect + LocalPlayer():GetWeapon("disguiser").DoShootEffect( + hitpos, hitnormal, entity, physbone, bFirstTimePredicted) +end) \ No newline at end of file diff --git a/lua/weapons/disguiser/cl_init.lua b/lua/weapons/disguiser/cl_init.lua new file mode 100644 index 0000000..fb52307 --- /dev/null +++ b/lua/weapons/disguiser/cl_init.lua @@ -0,0 +1,79 @@ +/** + * Disguiser SWEP - Lets you disguise as any prop on a map. + * + * File: + * cl_init.lua + * + * Purpose: + * Initializes client-side stuff like display information and server-side + * trigger hooks. + * + * 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 . + */ + + // DEBUG DEBUG DEBUG +print("[Disguiser] Loading clientside...") + +// Shared stuff +include("sh_init.lua") + +// Weapon info for client +SWEP.PrintName = "Disguiser" +SWEP.Slot = 0 +SWEP.SlotPos = 1 +SWEP.DrawAmmo = false +SWEP.DrawCrosshair = true +SWEP.WepSelectIcon = surface.GetTextureID("vgui/gmod_tool" ) +SWEP.Gradient = surface.GetTextureID("gui/gradient" ) +SWEP.InfoIcon = surface.GetTextureID("gui/info") + +local BannedPropError_Entity = nil +local BannedPropError_Time = 5 +local function BannedPropError() + AddWorldTip( + BannedPropError_Entity:EntIndex(), + "You can not use this prop, it has been banned by the server.", + 0.02, + BannedPropError_Entity:GetPos(), + BannedPropError_Entity) + if BannedPropError_Time < 5 then + BannedPropError_Time = BannedPropError_Time + 0.02 + timer.Simple(0.02, BannedPropError) + end +end + +usermessage.Hook("cantDisguiseAsBannedProp", function(um) + local entity = um:ReadEntity() + surface.PlaySound("resource/warning.wav") + + // Fallback to raw print if we can't have our beloved sandbox AddWorldTip + if !!AddWorldTip then + // I hate how AddWorldTip hardcodes the worldtip time to 0.05 seconds. + // Let's make a timer to avoid additional graphic hooks. + BannedPropError_Entity = entity + if (BannedPropError_Time or 5) >= 5 then + BannedPropError_Time = 0 + BannedPropError() + end + BannedPropError_Time = 0 + else + chat.AddText(Color(255, 0, 0), "You can not use this prop, it has been banned by the server.") + end +end) + +include("cl_fxfake.lua") +include("cl_3rdperson.lua") +include("cl_obb.lua") \ No newline at end of file diff --git a/lua/weapons/disguiser/cl_obb.lua b/lua/weapons/disguiser/cl_obb.lua new file mode 100644 index 0000000..4ec936f --- /dev/null +++ b/lua/weapons/disguiser/cl_obb.lua @@ -0,0 +1,51 @@ +/** + * Disguiser SWEP - Lets you disguise as any prop on a map. + * + * File: + * cl_obb.lua + * + * Purpose: + * Apply correct object bounding box to the player from the prop it is + * going to disguise as. + * + * 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 . + */ + +// Fun fact: "ResetHull" was the old name for the usermessage trigger +// to reset the hull as it was also implemented in the Prop Hunt code. +// I didn't bother changing it to "setBounding". It would just take up +// more bytes for string pooling (and I'm too lazy to change it and I +// like to write comments about this instead). +usermessage.Hook("resetHull", function(um) + // message input + local player = um:ReadEntity() + + // actually reset the hull + player:ResetHull() +end) + +// Triggers right after server-side disguise action so the player has correct +// bounding box. +usermessage.Hook("setBounding", function(um) + // message input + local player = um:ReadEntity() + local obbmins = um:ReadVector() + local obbmaxs = um:ReadVector() + + // hull from given vectors + player:SetHull(obbmins, obbmaxs) + player:SetHullDuck(obbmins, obbmaxs) -- ducking shouldn't work for props +end) diff --git a/lua/weapons/disguiser/init.lua b/lua/weapons/disguiser/init.lua new file mode 100644 index 0000000..5b75d15 --- /dev/null +++ b/lua/weapons/disguiser/init.lua @@ -0,0 +1,362 @@ +/** + * Disguiser SWEP - Lets you disguise as any prop on a map. + * + * File: + * init.lua + * + * Purpose: + * Initializes server-side stuff including weapon information, actual weapon + * hooks and whatever stuff is also needed to make the server work on servers. + * + * 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 . + */ + + // Weapon info for server +SWEP.Weight = 5 +SWEP.AutoSwitchTo = true +SWEP.AutoSwitchFrom = false +SWEP.ShouldDropOnDie = false + +// DEBUG DEBUG DEBUG +print("[Disguiser] Loading serverside...") + +// Downloads for the client +// TODO: Dynamic file addition here +AddCSLuaFile("cl_init.lua") +AddCSLuaFile("cl_3rdperson.lua") +AddCSLuaFile("cl_obb.lua") +AddCSLuaFile("cl_fxfake.lua") +AddCSLuaFile("sh_init.lua") + +// Shared stuff +include("sh_init.lua") + +// Local stuff +SWEP.UndisguiseAs = nil +SWEP.UndisguiseAsMass = nil +SWEP.UndisguiseAsSkin = nil +SWEP.UndisguiseAsSolid = nil +SWEP.UndisguiseAsFullRotation = nil +SWEP.DisguisedAs = nil + +// Banned prop models +SWEP.PropConfiguration = { + ["models/props/cs_assault/dollar.mdl"] = { + Banned = true + }, + ["models/props/cs_assault/money.mdl"] = { + Banned = true + }, + ["models/props/cs_office/snowman_arm.mdl"] = { + Banned = true + }, + ["models/props/cs_office/computer_mouse.mdl"] = { + Banned = true + }, + ["models/props/cs_office/projector_remote.mdl"] = { + Banned = true + }, + ["models/props_junk/bicycle01a.mdl"] = { + // The bicycle in cs_italy has a too big bounding box, you + // can't even get through doors without this correction + OBBMinsCorrection = Vector(28, -28, 0), + OBBMaxsCorrection = Vector(-28, 28, 0) + } + // TODO: There is another item on cs_office which needs to be corrected. Forgot which one though. +} + +// Door exploits +local ExploitableDoors = { + "func_door", + "prop_door_rotating", + "func_door_rotating" +} + +// The actual disguise action +function SWEP:Disguise(entity) + + // Make sure the model file is not banned + if self:HasPropConfig(entity:GetModel()) && self:GetPropConfig(entity:GetModel()).Banned then + umsg.Start("cantDisguiseAsBannedProp") + umsg.End() + return + end + + // Make sure we are valid + if (!IsValid(self)) then return false end + + // Make sure the player is alive and valid + if (!IsValid(self.Owner) || !self.Owner:Alive()) then return false end + + local owner = self.Owner + + // Make sure we aren't already that model + if (owner:GetModel() == entity:GetModel() && owner:GetSkin() == entity:GetSkin()) then return true end + + local physobj = entity:GetPhysicsObject() + local ophysobj = owner:GetPhysicsObject() + + // Back up model + if (!self.UndisguiseAs) then + self.UndisguiseAs = owner:GetModel() + self.UndisguiseAsSkin = owner:GetSkin() + self.UndisguiseAsMass = ophysobj:GetMass() + self.UndisguiseAsBloodColor = owner:GetBloodColor() + self.UndisguiseAsSolid = owner:GetSolid() + self.UndisguiseAsFullRotation = owner:GetAllowFullRotation() + end + + // Disguise as given model + self:EnableThirdPerson(owner) + owner:DrawViewModel(false) + owner:DrawWorldModel(false) + owner:SetModel(entity:GetModel()) + owner:SetSolid(SOLID_BSP) + owner:SetBloodColor(BLOOD_COLOR_RED) + owner:SetSkin(entity:GetSkin()) // coloring + owner:SetPos(owner:GetPos() - Vector(0, 0, entity:OBBMins().z - 2)) // anti-stuck + + // Apply new physics, too + ophysobj:SetMass(physobj:GetMass()) + self:UpdateHealth(math.Clamp(physobj:GetVolume() / 300, 1, 200)) + + // Apply new hull + local obbmaxs = entity:OBBMaxs() + local obbmins = entity:OBBMins() + /* + local obbmargin = Vector(2, 2, 0) + obbmaxs = obbmaxs + obbmargin + obbmins = obbmins - obbmargin + */ + // Look for correction values + local pcfg = self:GetPropConfig(entity:GetModel()) + if !!pcfg["OBBMaxsCorrection"] then + obbmaxs = obbmaxs + pcfg["OBBMaxsCorrection"] + end + if !!pcfg["OBBMinsCorrection"] then + obbmins = obbmins + pcfg["OBBMinsCorrection"] + end + owner:SetHull(obbmins, obbmaxs) + owner:SetHullDuck(obbmins, obbmaxs) -- ducking shouldn't work for props + + // Notify all clients about the new hull so the player appears + // correct for everyone + umsg.Start("setBounding") + umsg.Entity(owner) + umsg.Vector(entity:OBBMins()) + umsg.Vector(entity:OBBMaxs()) + umsg.End() + + // Pop! + owner:EmitSound("Disguiser.Disguise") + + // We're now disguised! + self.DisguisedAs = entity:GetModel() + owner.Disguised = true + + // DEBUG DEBUG DEBUG + print(owner:Name() .. " switched to model " .. entity:GetModel()) + + return true +end + +// Undisguise +function SWEP:Undisguise() + + // Make sure we are valid + if (!IsValid(self)) then return false end + + // Make sure the player is alive and valid + if (!IsValid(self.Owner) || !self.Owner:Alive()) then return false end + + // Make sure we are disguised already + if (self.DisguisedAs == nil) then return false end + + // Make sure we have an old model to revert to + if (self.UndisguiseAs == nil) then return false end + + local owner = self.Owner + local ophysobj = owner:GetPhysicsObject() + + // Revert to old model + owner:SetModel(self.UndisguiseAs) + owner:SetMoveType(MOVETYPE_WALK) + owner:SetSkin(self.UndisguiseAsSkin) + owner:SetSolid(self.UndisguiseAsSolid) + owner:SetAllowFullRotation(self.UndisguiseAsFullRotation) // up/down rotation + owner:SetBloodColor(self.UndisguiseAsBloodColor) + + // Revert to old physics + ophysobj:SetMass(self.UndisguiseAsMass) + self:UpdateHealth(100) + + // Hull reset + owner:ResetHull() + owner:SetPos(owner:GetPos() - Vector(0, 0,owner:OBBMins().z - 2)) // anti-stuck + umsg.Start("resetHull", owner) + umsg.Entity(owner) + umsg.End() + + // Pop! + owner:EmitSound("Disguiser.Undisguise") + + // We're no longer disguised + self:DisableThirdPerson(owner) + owner:DrawViewModel(true) + owner:DrawWorldModel(true) + self.UndisguiseAs = nil + self.DisguisedAs = nil + owner.Disguised = false + + return true +end + +function SWEP:UpdateHealth(ent_health) + local player = self.Owner + + if (!player || !IsValid(player)) then return false end + + // Scale player health up to entity's maximum health + local new_health = math.Clamp((player:Health() / player:GetMaxHealth()) * ent_health, 1, 200) + + // Transfer to player + player:SetHealth(new_health) + player:SetMaxHealth(ent_health) +end + +// this is usually triggered on left mouse click +function SWEP:PrimaryAttack() + local trace = util.TraceLine({ + start = self.Owner:GetShootPos(), + endpos = self.Owner:GetShootPos() + (self.Owner:GetAimVector() * 900 /* pretty cheaty */), + filter = self.Owner, + mask = MASK_SHOT + }) + + // Are we aiming at an actual prop? + local entity = trace.Entity + if !trace.HitNonWorld + || !trace.Entity + || !entity:GetModel() + || table.HasValue(ExploitableDoors, entity:GetClass()) /* banned door exploit */ + then + return false + end + + // Make sure the model is not banned + if self:GetPropConfig(entity:GetModel()).Banned then + umsg.Start("cantDisguiseAsBannedProp") + umsg.Entity(entity) + umsg.End() + return false + end + + // Now let's disguise, shall we? + self:DoShootEffect(trace.HitPos, trace.HitNormal, trace.Entity, trace.PhysicsBone, IsFirstTimePredicted()) + self:Disguise(entity) + +end + +// this is usually triggered on right mouse click +function SWEP:SecondaryAttack() + self:Undisguise() +end + +function SWEP:DisableThirdPerson(player) + if !player:GetNetworkedBool("thirdperson") then + return + end + + local entity = player:GetViewEntity() + player:SetNetworkedBool("thirdperson", false) + entity:Remove() + + player:SetViewEntity(player) +end + +function SWEP:EnableThirdPerson(player) + + if player:GetNetworkedBool("thirdperson") then + return + end + + local entity = ents.Create("prop_dynamic") + entity:SetModel(player:GetModel()) + entity:Spawn() + entity:SetAngles(player:GetAngles()) + entity:SetMoveType(MOVETYPE_NONE) + entity:SetParent(player) + entity:SetOwner(player) + entity:SetPos(player:GetPos() + Vector(0, 0, 60)) + entity:SetRenderMode(RENDERMODE_NONE) + entity:SetSolid(SOLID_NONE) + player:SetViewEntity(entity) + + player:SetNetworkedBool("thirdperson", true) +end + +hook.Add("PlayerDeath", "Disguiser.ThirdPersonDeath", function(victim, inflictor, killer) + + victim:SetNetworkedBool("thirdperson", false) + local ventity = victim:GetViewEntity() + + // Escape third-person mode + if (IsValid(ventity)) then + ventity:Remove() + victim:SetViewEntity(victim) + end + + if (!!victim.Disguised) then + // fake entity for spectacular death! + local dentity = ents.Create("prop_physics") + dentity:SetModel(victim:GetModel()) + dentity:SetAngles(victim:GetAngles()) + dentity:SetPos(victim:GetPos()) + dentity:SetVelocity(victim:GetVelocity()) + local physics = victim:GetPhysicsObject() + dentity:SetBloodColor(BLOOD_COLOR_RED) -- this thing was alive, ya know? :( + dentity:Spawn() + local dphysics = dentity:GetPhysicsObject() + dphysics:SetAngles(physics:GetAngles()) + dphysics:SetVelocity(physics:GetVelocity()) + dphysics:SetDamping(physics:GetDamping()) + dphysics:SetInertia(physics:GetInertia()) + dentity:Fire("break", "", 0) + dentity:Fire("kill", "", 2) + dentity:Fire("enablemotion","",0) + + // Manually draw additional blood (for some reason setting the blood color has no effect) + local traceworld = {} + traceworld.start = victim:GetPos() + Vector(0, 0, 20) + traceworld.endpos = traceworld.start + (Vector(0,0,-1) * 8000) // aim max. 8000 units down + local trw = util.TraceLine(traceworld) // Send the trace and get the results. + local edata = EffectData() + edata:SetStart(victim:GetPos() - physics:GetVelocity()) + edata:SetOrigin(victim:GetPos()) + edata:SetNormal(trw.Normal) + edata:SetEntity(dentity) + util.Effect("BloodImpact", edata) + util.Decal("Splash.Large", trw.HitPos + trw.HitNormal, trw.HitPos - trw.HitNormal) + end +end) + +function SWEP:HasPropConfig(name) + return !!self.PropConfiguration && !!self.PropConfiguration[name] +end + +function SWEP:GetPropConfig(name) + return self.PropConfiguration[name] or {} +end diff --git a/lua/weapons/disguiser/sh_init.lua b/lua/weapons/disguiser/sh_init.lua new file mode 100644 index 0000000..30e7a97 --- /dev/null +++ b/lua/weapons/disguiser/sh_init.lua @@ -0,0 +1,155 @@ +/** + * Disguiser SWEP - Lets you disguise as any prop on a map. + * + * File: + * sh_init.lua + * + * Purpose: + * Initializes all the stuff and data that client and server share. + * + * 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 . + */ + +// DEBUG DEBUG DEBUG +print("[Disguiser] Loading shared...") + +// Weapon info +SWEP.Author = "Icedream" +SWEP.Contact = "icedream@modernminas.de" +SWEP.Category = "Fun" +SWEP.Purpose = "Lets you disguise as a map model." +SWEP.Instructions = + "Aim at a model on the map and press the left mouse button to disguise." + .. " Undisguise with right mouse button." +SWEP.Spawnable = true +SWEP.AdminSpawnable = true +SWEP.UseHands = true +SWEP.ViewModel = "models/weapons/c_toolgun.mdl" // won't be displayed anyways, see Deploy +SWEP.WorldModel = "models/weapons/w_toolgun.mdl" // won't be displayed anyways, see Deploy + +// Precache models +util.PrecacheModel(SWEP.ViewModel) +util.PrecacheModel(SWEP.WorldModel) + +// Disable ammo system +SWEP.Primary.ClipSize = -1 +SWEP.Primary.DefaultClip = -1 +SWEP.Primary.Automatic = false +SWEP.Primary.Ammo = "none" // lasers would be nice :3 +SWEP.Secondary.ClipSize = -1 +SWEP.Secondary.DefaultClip = -1 +SWEP.Secondary.Automatic = false +SWEP.Secondary.Ammo = "none" + +// Sounds +SWEP.Sounds = { + Disguise = { + "garrysmod/balloon_pop_cute.wav" + }, + Undisguise = { + "garrysmod/balloon_pop_cute.wav" + }, + Shot = { + "weapons/disguiser/shot1.mp3" // original sound by http://freesound.org/people/ejfortin/sounds/49678/ + } +} +SWEP.ChannelMapping = { + Disguise = { + Channel = CHAN_BODY, + Volume = 1.0, + Level = 85, + Pitch = { 70, 130 } + }, + Undisguise = { + Channel = CHAN_BODY, + Volume = 1.0, + Level = 85, + Pitch = { 70, 130 } + }, + Shot = { + Channel = CHAN_WEAPON, + Volume = 0.5, + Level = 60, + Pitch = { 80, 160 } + } +} + +// Load the sounds +for soundName, soundPaths in pairs(SWEP.Sounds) do + local internalSoundName = "Disguiser." .. soundName + for k, soundPath in pairs(soundPaths) do + if SERVER then + print("[Disguiser] resource.AddFile(" .. soundPath .. ")") + resource.AddFile("sound/" .. soundPath) + end + if !file.Exists("sound/" .. soundPath, "GAME") then + print("[Disguiser] WARNING: Sound not found: " .. soundPath) + end + util.PrecacheSound(soundPath) + end + print("[Disguiser] Loading sound " .. internalSoundName .. "...") + sound.Add({ + name = internalSoundName, + channel = SWEP.ChannelMapping[soundName].Channel, + volume = SWEP.ChannelMapping[soundName].Volume, + soundlevel = SWEP.ChannelMapping[soundName].Level, + pitchstart = SWEP.ChannelMapping[soundName].Pitch[0], + pitchend = SWEP.ChannelMapping[soundName].Pitch[1], + sound = soundPaths + }) +end + +function SWEP:DoShootEffect(hitpos, hitnormal, entity, physbone, bFirstTimePredicted) + + if SERVER then + umsg.Start("disguiserShootFX") + umsg.Vector(hitpos) + umsg.VectorNormal(hitnormal) + umsg.Entity(entity) + umsg.Long(physbone) + umsg.Bool(bFirstTimePredicted) + umsg.End() + end + + self.Weapon:EmitSound("Disguiser.Shot") + self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK ) -- View model animation + + -- There's a bug with the model that's causing a muzzle to + -- appear on everyone's screen when we fire this animation. + self.Owner:SetAnimation( PLAYER_ATTACK1 ) -- 3rd Person Animation + + if ( !bFirstTimePredicted ) then return end + + local effectdata = EffectData() + effectdata:SetOrigin( hitpos ) + effectdata:SetNormal( hitnormal ) + effectdata:SetEntity( entity ) + effectdata:SetAttachment( physbone ) + util.Effect( "selection_indicator", effectdata ) + + local effectdata = EffectData() + effectdata:SetOrigin( hitpos ) + effectdata:SetStart( self.Owner:GetShootPos() ) + effectdata:SetAttachment( 1 ) + effectdata:SetEntity( self.Weapon ) + util.Effect( "ToolTracer", effectdata ) + +end + +function SWEP:Deploy() + self.Owner:DrawViewModel(!self.DisguisedAs) + self.Owner:DrawWorldModel(!self.DisguisedAs) +end \ No newline at end of file diff --git a/sound/weapons/disguiser/pop1.mp3 b/sound/weapons/disguiser/pop1.mp3 new file mode 100644 index 0000000..19b28cb Binary files /dev/null and b/sound/weapons/disguiser/pop1.mp3 differ diff --git a/sound/weapons/disguiser/pop2.mp3 b/sound/weapons/disguiser/pop2.mp3 new file mode 100644 index 0000000..cd89a30 Binary files /dev/null and b/sound/weapons/disguiser/pop2.mp3 differ diff --git a/sound/weapons/disguiser/pop3.mp3 b/sound/weapons/disguiser/pop3.mp3 new file mode 100644 index 0000000..7097080 Binary files /dev/null and b/sound/weapons/disguiser/pop3.mp3 differ diff --git a/sound/weapons/disguiser/pop4.mp3 b/sound/weapons/disguiser/pop4.mp3 new file mode 100644 index 0000000..01e671b Binary files /dev/null and b/sound/weapons/disguiser/pop4.mp3 differ diff --git a/sound/weapons/disguiser/pop5.mp3 b/sound/weapons/disguiser/pop5.mp3 new file mode 100644 index 0000000..5213409 Binary files /dev/null and b/sound/weapons/disguiser/pop5.mp3 differ diff --git a/sound/weapons/disguiser/shot1.mp3 b/sound/weapons/disguiser/shot1.mp3 new file mode 100644 index 0000000..b4d22fd Binary files /dev/null and b/sound/weapons/disguiser/shot1.mp3 differ