Initial commit.
commit
895a860506
|
@ -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
|
|
@ -0,0 +1,661 @@
|
||||||
|
GNU AFFERO GENERAL PUBLIC LICENSE
|
||||||
|
Version 3, 19 November 2007
|
||||||
|
|
||||||
|
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
|
||||||
|
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. By contrast,
|
||||||
|
our General Public Licenses are intended to guarantee your freedom to
|
||||||
|
share and change all versions of a program--to make sure it remains free
|
||||||
|
software for all its users.
|
||||||
|
|
||||||
|
When we speak of free software, we are referring to freedom, not
|
||||||
|
price. Our General Public Licenses are designed to make sure that you
|
||||||
|
have the freedom to distribute copies of free software (and charge for
|
||||||
|
them if you wish), that you receive source code or can get it if you
|
||||||
|
want it, that you can change the software or use pieces of it in new
|
||||||
|
free programs, and that you know you can do these things.
|
||||||
|
|
||||||
|
Developers that use our General Public Licenses protect your rights
|
||||||
|
with two steps: (1) assert copyright on the software, and (2) offer
|
||||||
|
you this License which gives you legal permission to copy, distribute
|
||||||
|
and/or modify the software.
|
||||||
|
|
||||||
|
A secondary benefit of defending all users' freedom is that
|
||||||
|
improvements made in alternate versions of the program, if they
|
||||||
|
receive widespread use, become available for other developers to
|
||||||
|
incorporate. Many developers of free software are heartened and
|
||||||
|
encouraged by the resulting cooperation. However, in the case of
|
||||||
|
software used on network servers, this result may fail to come about.
|
||||||
|
The GNU General Public License permits making a modified version and
|
||||||
|
letting the public access it on a server without ever releasing its
|
||||||
|
source code to the public.
|
||||||
|
|
||||||
|
The GNU Affero General Public License is designed specifically to
|
||||||
|
ensure that, in such cases, the modified source code becomes available
|
||||||
|
to the community. It requires the operator of a network server to
|
||||||
|
provide the source code of the modified version running there to the
|
||||||
|
users of that server. Therefore, public use of a modified version, on
|
||||||
|
a publicly accessible server, gives the public access to the source
|
||||||
|
code of the modified version.
|
||||||
|
|
||||||
|
An older license, called the Affero General Public License and
|
||||||
|
published by Affero, was designed to accomplish similar goals. This is
|
||||||
|
a different license, not a version of the Affero GPL, but Affero has
|
||||||
|
released a new version of the Affero GPL which permits relicensing under
|
||||||
|
this license.
|
||||||
|
|
||||||
|
The precise terms and conditions for copying, distribution and
|
||||||
|
modification follow.
|
||||||
|
|
||||||
|
TERMS AND CONDITIONS
|
||||||
|
|
||||||
|
0. Definitions.
|
||||||
|
|
||||||
|
"This License" refers to version 3 of the GNU Affero General Public License.
|
||||||
|
|
||||||
|
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||||
|
works, such as semiconductor masks.
|
||||||
|
|
||||||
|
"The Program" refers to any copyrightable work licensed under this
|
||||||
|
License. Each licensee is addressed as "you". "Licensees" and
|
||||||
|
"recipients" may be individuals or organizations.
|
||||||
|
|
||||||
|
To "modify" a work means to copy from or adapt all or part of the work
|
||||||
|
in a fashion requiring copyright permission, other than the making of an
|
||||||
|
exact copy. The resulting work is called a "modified version" of the
|
||||||
|
earlier work or a work "based on" the earlier work.
|
||||||
|
|
||||||
|
A "covered work" means either the unmodified Program or a work based
|
||||||
|
on the Program.
|
||||||
|
|
||||||
|
To "propagate" a work means to do anything with it that, without
|
||||||
|
permission, would make you directly or secondarily liable for
|
||||||
|
infringement under applicable copyright law, except executing it on a
|
||||||
|
computer or modifying a private copy. Propagation includes copying,
|
||||||
|
distribution (with or without modification), making available to the
|
||||||
|
public, and in some countries other activities as well.
|
||||||
|
|
||||||
|
To "convey" a work means any kind of propagation that enables other
|
||||||
|
parties to make or receive copies. Mere interaction with a user through
|
||||||
|
a computer network, with no transfer of a copy, is not conveying.
|
||||||
|
|
||||||
|
An interactive user interface displays "Appropriate Legal Notices"
|
||||||
|
to the extent that it includes a convenient and prominently visible
|
||||||
|
feature that (1) displays an appropriate copyright notice, and (2)
|
||||||
|
tells the user that there is no warranty for the work (except to the
|
||||||
|
extent that warranties are provided), that licensees may convey the
|
||||||
|
work under this License, and how to view a copy of this License. If
|
||||||
|
the interface presents a list of user commands or options, such as a
|
||||||
|
menu, a prominent item in the list meets this criterion.
|
||||||
|
|
||||||
|
1. Source Code.
|
||||||
|
|
||||||
|
The "source code" for a work means the preferred form of the work
|
||||||
|
for making modifications to it. "Object code" means any non-source
|
||||||
|
form of a work.
|
||||||
|
|
||||||
|
A "Standard Interface" means an interface that either is an official
|
||||||
|
standard defined by a recognized standards body, or, in the case of
|
||||||
|
interfaces specified for a particular programming language, one that
|
||||||
|
is widely used among developers working in that language.
|
||||||
|
|
||||||
|
The "System Libraries" of an executable work include anything, other
|
||||||
|
than the work as a whole, that (a) is included in the normal form of
|
||||||
|
packaging a Major Component, but which is not part of that Major
|
||||||
|
Component, and (b) serves only to enable use of the work with that
|
||||||
|
Major Component, or to implement a Standard Interface for which an
|
||||||
|
implementation is available to the public in source code form. A
|
||||||
|
"Major Component", in this context, means a major essential component
|
||||||
|
(kernel, window system, and so on) of the specific operating system
|
||||||
|
(if any) on which the executable work runs, or a compiler used to
|
||||||
|
produce the work, or an object code interpreter used to run it.
|
||||||
|
|
||||||
|
The "Corresponding Source" for a work in object code form means all
|
||||||
|
the source code needed to generate, install, and (for an executable
|
||||||
|
work) run the object code and to modify the work, including scripts to
|
||||||
|
control those activities. However, it does not include the work's
|
||||||
|
System Libraries, or general-purpose tools or generally available free
|
||||||
|
programs which are used unmodified in performing those activities but
|
||||||
|
which are not part of the work. For example, Corresponding Source
|
||||||
|
includes interface definition files associated with source files for
|
||||||
|
the work, and the source code for shared libraries and dynamically
|
||||||
|
linked subprograms that the work is specifically designed to require,
|
||||||
|
such as by intimate data communication or control flow between those
|
||||||
|
subprograms and other parts of the work.
|
||||||
|
|
||||||
|
The Corresponding Source need not include anything that users
|
||||||
|
can regenerate automatically from other parts of the Corresponding
|
||||||
|
Source.
|
||||||
|
|
||||||
|
The Corresponding Source for a work in source code form is that
|
||||||
|
same work.
|
||||||
|
|
||||||
|
2. Basic Permissions.
|
||||||
|
|
||||||
|
All rights granted under this License are granted for the term of
|
||||||
|
copyright on the Program, and are irrevocable provided the stated
|
||||||
|
conditions are met. This License explicitly affirms your unlimited
|
||||||
|
permission to run the unmodified Program. The output from running a
|
||||||
|
covered work is covered by this License only if the output, given its
|
||||||
|
content, constitutes a covered work. This License acknowledges your
|
||||||
|
rights of fair use or other equivalent, as provided by copyright law.
|
||||||
|
|
||||||
|
You may make, run and propagate covered works that you do not
|
||||||
|
convey, without conditions so long as your license otherwise remains
|
||||||
|
in force. You may convey covered works to others for the sole purpose
|
||||||
|
of having them make modifications exclusively for you, or provide you
|
||||||
|
with facilities for running those works, provided that you comply with
|
||||||
|
the terms of this License in conveying all material for which you do
|
||||||
|
not control copyright. Those thus making or running the covered works
|
||||||
|
for you must do so exclusively on your behalf, under your direction
|
||||||
|
and control, on terms that prohibit them from making any copies of
|
||||||
|
your copyrighted material outside their relationship with you.
|
||||||
|
|
||||||
|
Conveying under any other circumstances is permitted solely under
|
||||||
|
the conditions stated below. Sublicensing is not allowed; section 10
|
||||||
|
makes it unnecessary.
|
||||||
|
|
||||||
|
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||||
|
|
||||||
|
No covered work shall be deemed part of an effective technological
|
||||||
|
measure under any applicable law fulfilling obligations under article
|
||||||
|
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||||
|
similar laws prohibiting or restricting circumvention of such
|
||||||
|
measures.
|
||||||
|
|
||||||
|
When you convey a covered work, you waive any legal power to forbid
|
||||||
|
circumvention of technological measures to the extent such circumvention
|
||||||
|
is effected by exercising rights under this License with respect to
|
||||||
|
the covered work, and you disclaim any intention to limit operation or
|
||||||
|
modification of the work as a means of enforcing, against the work's
|
||||||
|
users, your or third parties' legal rights to forbid circumvention of
|
||||||
|
technological measures.
|
||||||
|
|
||||||
|
4. Conveying Verbatim Copies.
|
||||||
|
|
||||||
|
You may convey verbatim copies of the Program's source code as you
|
||||||
|
receive it, in any medium, provided that you conspicuously and
|
||||||
|
appropriately publish on each copy an appropriate copyright notice;
|
||||||
|
keep intact all notices stating that this License and any
|
||||||
|
non-permissive terms added in accord with section 7 apply to the code;
|
||||||
|
keep intact all notices of the absence of any warranty; and give all
|
||||||
|
recipients a copy of this License along with the Program.
|
||||||
|
|
||||||
|
You may charge any price or no price for each copy that you convey,
|
||||||
|
and you may offer support or warranty protection for a fee.
|
||||||
|
|
||||||
|
5. Conveying Modified Source Versions.
|
||||||
|
|
||||||
|
You may convey a work based on the Program, or the modifications to
|
||||||
|
produce it from the Program, in the form of source code under the
|
||||||
|
terms of section 4, provided that you also meet all of these conditions:
|
||||||
|
|
||||||
|
a) The work must carry prominent notices stating that you modified
|
||||||
|
it, and giving a relevant date.
|
||||||
|
|
||||||
|
b) The work must carry prominent notices stating that it is
|
||||||
|
released under this License and any conditions added under section
|
||||||
|
7. This requirement modifies the requirement in section 4 to
|
||||||
|
"keep intact all notices".
|
||||||
|
|
||||||
|
c) You must license the entire work, as a whole, under this
|
||||||
|
License to anyone who comes into possession of a copy. This
|
||||||
|
License will therefore apply, along with any applicable section 7
|
||||||
|
additional terms, to the whole of the work, and all its parts,
|
||||||
|
regardless of how they are packaged. This License gives no
|
||||||
|
permission to license the work in any other way, but it does not
|
||||||
|
invalidate such permission if you have separately received it.
|
||||||
|
|
||||||
|
d) If the work has interactive user interfaces, each must display
|
||||||
|
Appropriate Legal Notices; however, if the Program has interactive
|
||||||
|
interfaces that do not display Appropriate Legal Notices, your
|
||||||
|
work need not make them do so.
|
||||||
|
|
||||||
|
A compilation of a covered work with other separate and independent
|
||||||
|
works, which are not by their nature extensions of the covered work,
|
||||||
|
and which are not combined with it such as to form a larger program,
|
||||||
|
in or on a volume of a storage or distribution medium, is called an
|
||||||
|
"aggregate" if the compilation and its resulting copyright are not
|
||||||
|
used to limit the access or legal rights of the compilation's users
|
||||||
|
beyond what the individual works permit. Inclusion of a covered work
|
||||||
|
in an aggregate does not cause this License to apply to the other
|
||||||
|
parts of the aggregate.
|
||||||
|
|
||||||
|
6. Conveying Non-Source Forms.
|
||||||
|
|
||||||
|
You may convey a covered work in object code form under the terms
|
||||||
|
of sections 4 and 5, provided that you also convey the
|
||||||
|
machine-readable Corresponding Source under the terms of this License,
|
||||||
|
in one of these ways:
|
||||||
|
|
||||||
|
a) Convey the object code in, or embodied in, a physical product
|
||||||
|
(including a physical distribution medium), accompanied by the
|
||||||
|
Corresponding Source fixed on a durable physical medium
|
||||||
|
customarily used for software interchange.
|
||||||
|
|
||||||
|
b) Convey the object code in, or embodied in, a physical product
|
||||||
|
(including a physical distribution medium), accompanied by a
|
||||||
|
written offer, valid for at least three years and valid for as
|
||||||
|
long as you offer spare parts or customer support for that product
|
||||||
|
model, to give anyone who possesses the object code either (1) a
|
||||||
|
copy of the Corresponding Source for all the software in the
|
||||||
|
product that is covered by this License, on a durable physical
|
||||||
|
medium customarily used for software interchange, for a price no
|
||||||
|
more than your reasonable cost of physically performing this
|
||||||
|
conveying of source, or (2) access to copy the
|
||||||
|
Corresponding Source from a network server at no charge.
|
||||||
|
|
||||||
|
c) Convey individual copies of the object code with a copy of the
|
||||||
|
written offer to provide the Corresponding Source. This
|
||||||
|
alternative is allowed only occasionally and noncommercially, and
|
||||||
|
only if you received the object code with such an offer, in accord
|
||||||
|
with subsection 6b.
|
||||||
|
|
||||||
|
d) Convey the object code by offering access from a designated
|
||||||
|
place (gratis or for a charge), and offer equivalent access to the
|
||||||
|
Corresponding Source in the same way through the same place at no
|
||||||
|
further charge. You need not require recipients to copy the
|
||||||
|
Corresponding Source along with the object code. If the place to
|
||||||
|
copy the object code is a network server, the Corresponding Source
|
||||||
|
may be on a different server (operated by you or a third party)
|
||||||
|
that supports equivalent copying facilities, provided you maintain
|
||||||
|
clear directions next to the object code saying where to find the
|
||||||
|
Corresponding Source. Regardless of what server hosts the
|
||||||
|
Corresponding Source, you remain obligated to ensure that it is
|
||||||
|
available for as long as needed to satisfy these requirements.
|
||||||
|
|
||||||
|
e) Convey the object code using peer-to-peer transmission, provided
|
||||||
|
you inform other peers where the object code and Corresponding
|
||||||
|
Source of the work are being offered to the general public at no
|
||||||
|
charge under subsection 6d.
|
||||||
|
|
||||||
|
A separable portion of the object code, whose source code is excluded
|
||||||
|
from the Corresponding Source as a System Library, need not be
|
||||||
|
included in conveying the object code work.
|
||||||
|
|
||||||
|
A "User Product" is either (1) a "consumer product", which means any
|
||||||
|
tangible personal property which is normally used for personal, family,
|
||||||
|
or household purposes, or (2) anything designed or sold for incorporation
|
||||||
|
into a dwelling. In determining whether a product is a consumer product,
|
||||||
|
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||||
|
product received by a particular user, "normally used" refers to a
|
||||||
|
typical or common use of that class of product, regardless of the status
|
||||||
|
of the particular user or of the way in which the particular user
|
||||||
|
actually uses, or expects or is expected to use, the product. A product
|
||||||
|
is a consumer product regardless of whether the product has substantial
|
||||||
|
commercial, industrial or non-consumer uses, unless such uses represent
|
||||||
|
the only significant mode of use of the product.
|
||||||
|
|
||||||
|
"Installation Information" for a User Product means any methods,
|
||||||
|
procedures, authorization keys, or other information required to install
|
||||||
|
and execute modified versions of a covered work in that User Product from
|
||||||
|
a modified version of its Corresponding Source. The information must
|
||||||
|
suffice to ensure that the continued functioning of the modified object
|
||||||
|
code is in no case prevented or interfered with solely because
|
||||||
|
modification has been made.
|
||||||
|
|
||||||
|
If you convey an object code work under this section in, or with, or
|
||||||
|
specifically for use in, a User Product, and the conveying occurs as
|
||||||
|
part of a transaction in which the right of possession and use of the
|
||||||
|
User Product is transferred to the recipient in perpetuity or for a
|
||||||
|
fixed term (regardless of how the transaction is characterized), the
|
||||||
|
Corresponding Source conveyed under this section must be accompanied
|
||||||
|
by the Installation Information. But this requirement does not apply
|
||||||
|
if neither you nor any third party retains the ability to install
|
||||||
|
modified object code on the User Product (for example, the work has
|
||||||
|
been installed in ROM).
|
||||||
|
|
||||||
|
The requirement to provide Installation Information does not include a
|
||||||
|
requirement to continue to provide support service, warranty, or updates
|
||||||
|
for a work that has been modified or installed by the recipient, or for
|
||||||
|
the User Product in which it has been modified or installed. Access to a
|
||||||
|
network may be denied when the modification itself materially and
|
||||||
|
adversely affects the operation of the network or violates the rules and
|
||||||
|
protocols for communication across the network.
|
||||||
|
|
||||||
|
Corresponding Source conveyed, and Installation Information provided,
|
||||||
|
in accord with this section must be in a format that is publicly
|
||||||
|
documented (and with an implementation available to the public in
|
||||||
|
source code form), and must require no special password or key for
|
||||||
|
unpacking, reading or copying.
|
||||||
|
|
||||||
|
7. Additional Terms.
|
||||||
|
|
||||||
|
"Additional permissions" are terms that supplement the terms of this
|
||||||
|
License by making exceptions from one or more of its conditions.
|
||||||
|
Additional permissions that are applicable to the entire Program shall
|
||||||
|
be treated as though they were included in this License, to the extent
|
||||||
|
that they are valid under applicable law. If additional permissions
|
||||||
|
apply only to part of the Program, that part may be used separately
|
||||||
|
under those permissions, but the entire Program remains governed by
|
||||||
|
this License without regard to the additional permissions.
|
||||||
|
|
||||||
|
When you convey a copy of a covered work, you may at your option
|
||||||
|
remove any additional permissions from that copy, or from any part of
|
||||||
|
it. (Additional permissions may be written to require their own
|
||||||
|
removal in certain cases when you modify the work.) You may place
|
||||||
|
additional permissions on material, added by you to a covered work,
|
||||||
|
for which you have or can give appropriate copyright permission.
|
||||||
|
|
||||||
|
Notwithstanding any other provision of this License, for material you
|
||||||
|
add to a covered work, you may (if authorized by the copyright holders of
|
||||||
|
that material) supplement the terms of this License with terms:
|
||||||
|
|
||||||
|
a) Disclaiming warranty or limiting liability differently from the
|
||||||
|
terms of sections 15 and 16 of this License; or
|
||||||
|
|
||||||
|
b) Requiring preservation of specified reasonable legal notices or
|
||||||
|
author attributions in that material or in the Appropriate Legal
|
||||||
|
Notices displayed by works containing it; or
|
||||||
|
|
||||||
|
c) Prohibiting misrepresentation of the origin of that material, or
|
||||||
|
requiring that modified versions of such material be marked in
|
||||||
|
reasonable ways as different from the original version; or
|
||||||
|
|
||||||
|
d) Limiting the use for publicity purposes of names of licensors or
|
||||||
|
authors of the material; or
|
||||||
|
|
||||||
|
e) Declining to grant rights under trademark law for use of some
|
||||||
|
trade names, trademarks, or service marks; or
|
||||||
|
|
||||||
|
f) Requiring indemnification of licensors and authors of that
|
||||||
|
material by anyone who conveys the material (or modified versions of
|
||||||
|
it) with contractual assumptions of liability to the recipient, for
|
||||||
|
any liability that these contractual assumptions directly impose on
|
||||||
|
those licensors and authors.
|
||||||
|
|
||||||
|
All other non-permissive additional terms are considered "further
|
||||||
|
restrictions" within the meaning of section 10. If the Program as you
|
||||||
|
received it, or any part of it, contains a notice stating that it is
|
||||||
|
governed by this License along with a term that is a further
|
||||||
|
restriction, you may remove that term. If a license document contains
|
||||||
|
a further restriction but permits relicensing or conveying under this
|
||||||
|
License, you may add to a covered work material governed by the terms
|
||||||
|
of that license document, provided that the further restriction does
|
||||||
|
not survive such relicensing or conveying.
|
||||||
|
|
||||||
|
If you add terms to a covered work in accord with this section, you
|
||||||
|
must place, in the relevant source files, a statement of the
|
||||||
|
additional terms that apply to those files, or a notice indicating
|
||||||
|
where to find the applicable terms.
|
||||||
|
|
||||||
|
Additional terms, permissive or non-permissive, may be stated in the
|
||||||
|
form of a separately written license, or stated as exceptions;
|
||||||
|
the above requirements apply either way.
|
||||||
|
|
||||||
|
8. Termination.
|
||||||
|
|
||||||
|
You may not propagate or modify a covered work except as expressly
|
||||||
|
provided under this License. Any attempt otherwise to propagate or
|
||||||
|
modify it is void, and will automatically terminate your rights under
|
||||||
|
this License (including any patent licenses granted under the third
|
||||||
|
paragraph of section 11).
|
||||||
|
|
||||||
|
However, if you cease all violation of this License, then your
|
||||||
|
license from a particular copyright holder is reinstated (a)
|
||||||
|
provisionally, unless and until the copyright holder explicitly and
|
||||||
|
finally terminates your license, and (b) permanently, if the copyright
|
||||||
|
holder fails to notify you of the violation by some reasonable means
|
||||||
|
prior to 60 days after the cessation.
|
||||||
|
|
||||||
|
Moreover, your license from a particular copyright holder is
|
||||||
|
reinstated permanently if the copyright holder notifies you of the
|
||||||
|
violation by some reasonable means, this is the first time you have
|
||||||
|
received notice of violation of this License (for any work) from that
|
||||||
|
copyright holder, and you cure the violation prior to 30 days after
|
||||||
|
your receipt of the notice.
|
||||||
|
|
||||||
|
Termination of your rights under this section does not terminate the
|
||||||
|
licenses of parties who have received copies or rights from you under
|
||||||
|
this License. If your rights have been terminated and not permanently
|
||||||
|
reinstated, you do not qualify to receive new licenses for the same
|
||||||
|
material under section 10.
|
||||||
|
|
||||||
|
9. Acceptance Not Required for Having Copies.
|
||||||
|
|
||||||
|
You are not required to accept this License in order to receive or
|
||||||
|
run a copy of the Program. Ancillary propagation of a covered work
|
||||||
|
occurring solely as a consequence of using peer-to-peer transmission
|
||||||
|
to receive a copy likewise does not require acceptance. However,
|
||||||
|
nothing other than this License grants you permission to propagate or
|
||||||
|
modify any covered work. These actions infringe copyright if you do
|
||||||
|
not accept this License. Therefore, by modifying or propagating a
|
||||||
|
covered work, you indicate your acceptance of this License to do so.
|
||||||
|
|
||||||
|
10. Automatic Licensing of Downstream Recipients.
|
||||||
|
|
||||||
|
Each time you convey a covered work, the recipient automatically
|
||||||
|
receives a license from the original licensors, to run, modify and
|
||||||
|
propagate that work, subject to this License. You are not responsible
|
||||||
|
for enforcing compliance by third parties with this License.
|
||||||
|
|
||||||
|
An "entity transaction" is a transaction transferring control of an
|
||||||
|
organization, or substantially all assets of one, or subdividing an
|
||||||
|
organization, or merging organizations. If propagation of a covered
|
||||||
|
work results from an entity transaction, each party to that
|
||||||
|
transaction who receives a copy of the work also receives whatever
|
||||||
|
licenses to the work the party's predecessor in interest had or could
|
||||||
|
give under the previous paragraph, plus a right to possession of the
|
||||||
|
Corresponding Source of the work from the predecessor in interest, if
|
||||||
|
the predecessor has it or can get it with reasonable efforts.
|
||||||
|
|
||||||
|
You may not impose any further restrictions on the exercise of the
|
||||||
|
rights granted or affirmed under this License. For example, you may
|
||||||
|
not impose a license fee, royalty, or other charge for exercise of
|
||||||
|
rights granted under this License, and you may not initiate litigation
|
||||||
|
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||||
|
any patent claim is infringed by making, using, selling, offering for
|
||||||
|
sale, or importing the Program or any portion of it.
|
||||||
|
|
||||||
|
11. Patents.
|
||||||
|
|
||||||
|
A "contributor" is a copyright holder who authorizes use under this
|
||||||
|
License of the Program or a work on which the Program is based. The
|
||||||
|
work thus licensed is called the contributor's "contributor version".
|
||||||
|
|
||||||
|
A contributor's "essential patent claims" are all patent claims
|
||||||
|
owned or controlled by the contributor, whether already acquired or
|
||||||
|
hereafter acquired, that would be infringed by some manner, permitted
|
||||||
|
by this License, of making, using, or selling its contributor version,
|
||||||
|
but do not include claims that would be infringed only as a
|
||||||
|
consequence of further modification of the contributor version. For
|
||||||
|
purposes of this definition, "control" includes the right to grant
|
||||||
|
patent sublicenses in a manner consistent with the requirements of
|
||||||
|
this License.
|
||||||
|
|
||||||
|
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||||
|
patent license under the contributor's essential patent claims, to
|
||||||
|
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||||
|
propagate the contents of its contributor version.
|
||||||
|
|
||||||
|
In the following three paragraphs, a "patent license" is any express
|
||||||
|
agreement or commitment, however denominated, not to enforce a patent
|
||||||
|
(such as an express permission to practice a patent or covenant not to
|
||||||
|
sue for patent infringement). To "grant" such a patent license to a
|
||||||
|
party means to make such an agreement or commitment not to enforce a
|
||||||
|
patent against the party.
|
||||||
|
|
||||||
|
If you convey a covered work, knowingly relying on a patent license,
|
||||||
|
and the Corresponding Source of the work is not available for anyone
|
||||||
|
to copy, free of charge and under the terms of this License, through a
|
||||||
|
publicly available network server or other readily accessible means,
|
||||||
|
then you must either (1) cause the Corresponding Source to be so
|
||||||
|
available, or (2) arrange to deprive yourself of the benefit of the
|
||||||
|
patent license for this particular work, or (3) arrange, in a manner
|
||||||
|
consistent with the requirements of this License, to extend the patent
|
||||||
|
license to downstream recipients. "Knowingly relying" means you have
|
||||||
|
actual knowledge that, but for the patent license, your conveying the
|
||||||
|
covered work in a country, or your recipient's use of the covered work
|
||||||
|
in a country, would infringe one or more identifiable patents in that
|
||||||
|
country that you have reason to believe are valid.
|
||||||
|
|
||||||
|
If, pursuant to or in connection with a single transaction or
|
||||||
|
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||||
|
covered work, and grant a patent license to some of the parties
|
||||||
|
receiving the covered work authorizing them to use, propagate, modify
|
||||||
|
or convey a specific copy of the covered work, then the patent license
|
||||||
|
you grant is automatically extended to all recipients of the covered
|
||||||
|
work and works based on it.
|
||||||
|
|
||||||
|
A patent license is "discriminatory" if it does not include within
|
||||||
|
the scope of its coverage, prohibits the exercise of, or is
|
||||||
|
conditioned on the non-exercise of one or more of the rights that are
|
||||||
|
specifically granted under this License. You may not convey a covered
|
||||||
|
work if you are a party to an arrangement with a third party that is
|
||||||
|
in the business of distributing software, under which you make payment
|
||||||
|
to the third party based on the extent of your activity of conveying
|
||||||
|
the work, and under which the third party grants, to any of the
|
||||||
|
parties who would receive the covered work from you, a discriminatory
|
||||||
|
patent license (a) in connection with copies of the covered work
|
||||||
|
conveyed by you (or copies made from those copies), or (b) primarily
|
||||||
|
for and in connection with specific products or compilations that
|
||||||
|
contain the covered work, unless you entered into that arrangement,
|
||||||
|
or that patent license was granted, prior to 28 March 2007.
|
||||||
|
|
||||||
|
Nothing in this License shall be construed as excluding or limiting
|
||||||
|
any implied license or other defenses to infringement that may
|
||||||
|
otherwise be available to you under applicable patent law.
|
||||||
|
|
||||||
|
12. No Surrender of Others' Freedom.
|
||||||
|
|
||||||
|
If conditions are imposed on you (whether by court order, agreement or
|
||||||
|
otherwise) that contradict the conditions of this License, they do not
|
||||||
|
excuse you from the conditions of this License. If you cannot convey a
|
||||||
|
covered work so as to satisfy simultaneously your obligations under this
|
||||||
|
License and any other pertinent obligations, then as a consequence you may
|
||||||
|
not convey it at all. For example, if you agree to terms that obligate you
|
||||||
|
to collect a royalty for further conveying from those to whom you convey
|
||||||
|
the Program, the only way you could satisfy both those terms and this
|
||||||
|
License would be to refrain entirely from conveying the Program.
|
||||||
|
|
||||||
|
13. Remote Network Interaction; Use with the GNU General Public License.
|
||||||
|
|
||||||
|
Notwithstanding any other provision of this License, if you modify the
|
||||||
|
Program, your modified version must prominently offer all users
|
||||||
|
interacting with it remotely through a computer network (if your version
|
||||||
|
supports such interaction) an opportunity to receive the Corresponding
|
||||||
|
Source of your version by providing access to the Corresponding Source
|
||||||
|
from a network server at no charge, through some standard or customary
|
||||||
|
means of facilitating copying of software. This Corresponding Source
|
||||||
|
shall include the Corresponding Source for any work covered by version 3
|
||||||
|
of the GNU General Public License that is incorporated pursuant to the
|
||||||
|
following paragraph.
|
||||||
|
|
||||||
|
Notwithstanding any other provision of this License, you have
|
||||||
|
permission to link or combine any covered work with a work licensed
|
||||||
|
under version 3 of the GNU General Public License into a single
|
||||||
|
combined work, and to convey the resulting work. The terms of this
|
||||||
|
License will continue to apply to the part which is the covered work,
|
||||||
|
but the work with which it is combined will remain governed by version
|
||||||
|
3 of the GNU General Public License.
|
||||||
|
|
||||||
|
14. Revised Versions of this License.
|
||||||
|
|
||||||
|
The Free Software Foundation may publish revised and/or new versions of
|
||||||
|
the GNU Affero General Public License from time to time. Such new versions
|
||||||
|
will be similar in spirit to the present version, but may differ in detail to
|
||||||
|
address new problems or concerns.
|
||||||
|
|
||||||
|
Each version is given a distinguishing version number. If the
|
||||||
|
Program specifies that a certain numbered version of the GNU Affero General
|
||||||
|
Public License "or any later version" applies to it, you have the
|
||||||
|
option of following the terms and conditions either of that numbered
|
||||||
|
version or of any later version published by the Free Software
|
||||||
|
Foundation. If the Program does not specify a version number of the
|
||||||
|
GNU Affero General Public License, you may choose any version ever published
|
||||||
|
by the Free Software Foundation.
|
||||||
|
|
||||||
|
If the Program specifies that a proxy can decide which future
|
||||||
|
versions of the GNU Affero General Public License can be used, that proxy's
|
||||||
|
public statement of acceptance of a version permanently authorizes you
|
||||||
|
to choose that version for the Program.
|
||||||
|
|
||||||
|
Later license versions may give you additional or different
|
||||||
|
permissions. However, no additional obligations are imposed on any
|
||||||
|
author or copyright holder as a result of your choosing to follow a
|
||||||
|
later version.
|
||||||
|
|
||||||
|
15. Disclaimer of Warranty.
|
||||||
|
|
||||||
|
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||||
|
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||||
|
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||||
|
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||||
|
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||||
|
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||||
|
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||||
|
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||||
|
|
||||||
|
16. Limitation of Liability.
|
||||||
|
|
||||||
|
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||||
|
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||||
|
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||||
|
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||||
|
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||||
|
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||||
|
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||||
|
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||||
|
SUCH DAMAGES.
|
||||||
|
|
||||||
|
17. Interpretation of Sections 15 and 16.
|
||||||
|
|
||||||
|
If the disclaimer of warranty and limitation of liability provided
|
||||||
|
above cannot be given local legal effect according to their terms,
|
||||||
|
reviewing courts shall apply local law that most closely approximates
|
||||||
|
an absolute waiver of all civil liability in connection with the
|
||||||
|
Program, unless a warranty or assumption of liability accompanies a
|
||||||
|
copy of the Program in return for a fee.
|
||||||
|
|
||||||
|
END OF TERMS AND CONDITIONS
|
||||||
|
|
||||||
|
How to Apply These Terms to Your New Programs
|
||||||
|
|
||||||
|
If you develop a new program, and you want it to be of the greatest
|
||||||
|
possible use to the public, the best way to achieve this is to make it
|
||||||
|
free software which everyone can redistribute and change under these terms.
|
||||||
|
|
||||||
|
To do so, attach the following notices to the program. It is safest
|
||||||
|
to attach them to the start of each source file to most effectively
|
||||||
|
state the exclusion of warranty; and each file should have at least
|
||||||
|
the "copyright" line and a pointer to where the full notice is found.
|
||||||
|
|
||||||
|
<one line to give the program's name and a brief idea of what it does.>
|
||||||
|
Copyright (C) <year> <name of author>
|
||||||
|
|
||||||
|
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/>.
|
||||||
|
|
||||||
|
Also add information on how to contact you by electronic and paper mail.
|
||||||
|
|
||||||
|
If your software can interact with users remotely through a computer
|
||||||
|
network, you should also make sure that it provides a way for users to
|
||||||
|
get its source. For example, if your program is a web application, its
|
||||||
|
interface could display a "Source" link that leads users to an archive
|
||||||
|
of the code. 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
|
||||||
|
<http://www.gnu.org/licenses/>.
|
|
@ -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).
|
|
@ -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
|
|
@ -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 <http://www.gnu.org/licenses/>.
|
||||||
|
*/
|
||||||
|
|
||||||
|
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)
|
|
@ -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 <http://www.gnu.org/licenses/>.
|
||||||
|
*/
|
||||||
|
|
||||||
|
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)
|
|
@ -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 <http://www.gnu.org/licenses/>.
|
||||||
|
*/
|
||||||
|
|
||||||
|
// 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")
|
|
@ -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 <http://www.gnu.org/licenses/>.
|
||||||
|
*/
|
||||||
|
|
||||||
|
// 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)
|
|
@ -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 <http://www.gnu.org/licenses/>.
|
||||||
|
*/
|
||||||
|
|
||||||
|
// 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
|
|
@ -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 <http://www.gnu.org/licenses/>.
|
||||||
|
*/
|
||||||
|
|
||||||
|
// 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
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Loading…
Reference in New Issue