Compare commits
No commits in common. "master" and "v0.2-alpha" have entirely different histories.
master
...
v0.2-alpha
|
@ -2,7 +2,6 @@
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||||||
## GMA compile output
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## GMA compile output
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||||||
######################
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######################
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||||||
tmp/
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tmp/
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||||||
builds/
|
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||||||
*.gma
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*.gma
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||||||
|
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||||||
#############
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#############
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||||||
|
|
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@ -1,3 +0,0 @@
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[submodule "tools/luasrcdiet"]
|
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||||||
path = tools/luasrcdiet
|
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url = https://github.com/LuaDist/luasrcdiet
|
|
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@ -1,8 +1,6 @@
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Disguiser SWEP
|
Disguiser SWEP
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||||||
==============
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==============
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||||||
|
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||||||
[![YouTube: [gmod] Derping around with the Disguiser ](http://img.youtube.com/vi/IvMkNIm4Ro0/0.jpg)](http://www.youtube.com/watch?v=IvMkNIm4Ro0&feature=github)
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|
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So you always wanted to be able to disguise as another item on the map in Sandbox or
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So you always wanted to be able to disguise as another item on the map in Sandbox or
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any other game mode than Prop Hunt? You were always annoyed by how you were able to
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any other game mode than Prop Hunt? You were always annoyed by how you were able to
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see yourself being able to rotate but without knowing you were still standing all the
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see yourself being able to rotate but without knowing you were still standing all the
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4
TODO.md
4
TODO.md
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@ -1,5 +1,8 @@
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# Bugs
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# Bugs
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- (Severe) Can use non-studio models (example: *3)
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=> Segmentation fault cause
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|
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# Optional fixes
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# Optional fixes
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||||||
|
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- Item on cs_office needs correction (Which one, lol?)
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- Item on cs_office needs correction (Which one, lol?)
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@ -8,4 +11,3 @@
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|
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- Configuration via console vars
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- Configuration via console vars
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- Configuration via menusystem
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- Configuration via menusystem
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- Move this TODO list completely to GitHub's issue tracker
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|
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16
addon.json
16
addon.json
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@ -1,16 +0,0 @@
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{
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"title" : "Disguiser SWEP",
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"type" : "weapon",
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"tags" : [ "fun", "comic" ],
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"ignore" :
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[
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"*.git*",
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"*.svn*",
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"builds*",
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"tools*",
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"*.bat",
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"*.sh",
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"*.md",
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"LICENSE.txt"
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]
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}
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75
build.bat
75
build.bat
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@ -1,75 +0,0 @@
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@echo off & setlocal enabledelayedexpansion
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path %programfiles(x86)%\lua\5.1\;%path%;%programfiles(x86)%\Steam\SteamApps\common\GarrysMod\bin
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if not exist builds mkdir builds
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mkdir tmp
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:: Root path
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set workspace=%cd%
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set workspacelentmp=%workspace%
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set workspacelen=1
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:workspacelencalc
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set /a workspacelen=!workspacelen!+1
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set workspace=!workspace:~1!
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if "%workspace%"=="" goto compile
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goto workspacelencalc
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:compileerr
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echo ERROR: Compilation failed.
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exit /B -1
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:compile
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echo Workspace: %workspace% (%workspacelen%)
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:: Compile LUA files
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pushd lua
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for /r %%i in (.) do (
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set absdir=%%i
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set directory=!absdir:~%workspacelen%,-2!
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echo Creating !directory!...
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mkdir "..\tmp\!directory!"
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)
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for /r %%i in (*.lua) do (
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set absfile=%%i
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set file=!absfile:~%workspacelen%!
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|
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echo Compiling !file!...
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luac52 -o "..\tmp\!file!" "!absfile!"
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if %errorlevel% NEQ 0 (
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echo Could not compile !file!, only copying...
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copy !absfile! "..\tmp\!file!"
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)
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)
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popd
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|
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:: Optimize LUA files
|
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::set cutofflen=
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::set foo=%~dp0
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:::_cl1
|
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::if not "!foo!"=="" (
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:: set /a cutofflen += 1
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:: set foo=!foo:~1!
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:: goto _cl1
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::)
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||||||
::for /R lua %%f in (*.lua) do (
|
|
||||||
:: set B=%%~ff
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:: set B=!B:~%cutofflen%!
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:: if not exist "!~dpB!" (
|
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:: mkdir "!~dpB!"
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||||||
:: )
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:: echo Optimizing: !B!
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:: pushd tools\luasrcdiet
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:: LuaSrcDiet.lua ..\..\!B! --quiet -o ..\..\tmp\!B!
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:: popd
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::)
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|
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||||||
:: Copy over resources
|
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robocopy . tmp *.json *.lua *.wav *.mp3 *.jpg *.png *.txt /MIR /XD tools /XD tmp /XF LICENSE.txt /NJH /NJS /NDL /NP /NS
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:: Create the GMA file
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gmad create -folder "tmp" -out "builds\disguiser_swep.gma"
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:: Clean up
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rmdir /q /s tmp
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::pause
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|
99
build.sh
99
build.sh
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@ -1,99 +0,0 @@
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#!/bin/bash
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|
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reldir() {
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|
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# both $1 and $2 are absolute paths beginning with /
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# returns relative path to $2/$target from $1/$source
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source=$1
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target=$2
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|
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|
|
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common_part=$source # for now
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|
||||||
result="" # for now
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|
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|
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while [[ "${target#$common_part}" == "${target}" ]]; do
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|
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# no match, means that candidate common part is not correct
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|
||||||
# go up one level (reduce common part)
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|
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common_part="$(dirname $common_part)"
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|
||||||
# and record that we went back, with correct / handling
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if [[ -z $result ]]; then
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result=".."
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else
|
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result="../$result"
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||||||
fi
|
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done
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|
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if [[ $common_part == "/" ]]; then
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# special case for root (no common path)
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result="$result/"
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||||||
fi
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||||||
|
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# since we now have identified the common part,
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|
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# compute the non-common part
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forward_part="${target#$common_part}"
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||||||
|
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# and now stick all parts together
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if [[ -n $result ]] && [[ -n $forward_part ]]; then
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result="$result$forward_part"
|
|
||||||
elif [[ -n $forward_part ]]; then
|
|
||||||
# extra slash removal
|
|
||||||
result="${forward_part:1}"
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|
||||||
fi
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|
||||||
|
|
||||||
echo $result
|
|
||||||
}
|
|
||||||
|
|
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copy_flt() {
|
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filter="$3"
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source="$1"
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target="$2"
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|
||||||
|
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||||||
find "$source" -type "d" -not -path "$target" | while read i; do
|
|
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mkdir -p "$target/$(reldir $source $i)"
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|
||||||
done
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||||||
find "$source" -name "$filter" -type "f" -not -path "$target" | while read i; do
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|
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cp "$i" "$target/$(reldir $source $i)"
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|
||||||
done
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|
||||||
}
|
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||||||
|
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mkdir -p builds
|
|
||||||
|
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||||||
if [ -e tmp ]; then
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rm -rf tmp
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||||||
fi
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|
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mkdir -p tmp
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|
||||||
|
|
||||||
# Root path
|
|
||||||
workspace=$(pwd)
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||||||
|
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||||||
echo Workspace: $workspace
|
|
||||||
|
|
||||||
# Copy over
|
|
||||||
copy_flt "." "tmp" "*.json"
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|
||||||
copy_flt "." "tmp" "*.wav"
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|
||||||
copy_flt "." "tmp" "*.lua"
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|
||||||
copy_flt "." "tmp" "*.mp3"
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|
||||||
copy_flt "." "tmp" "*.jpg"
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|
||||||
copy_flt "." "tmp" "*.png"
|
|
||||||
copy_flt "." "tmp" "*.txt"
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|
||||||
|
|
||||||
find tmp
|
|
||||||
|
|
||||||
# Compile LUA files
|
|
||||||
pushd lua
|
|
||||||
mkdir -p ../tmp/lua
|
|
||||||
find . -type f -name '*.lua' | while read absfile; do
|
|
||||||
file="lua/$absfile"
|
|
||||||
echo "Compiling $file..."
|
|
||||||
luac5.2 -o "../tmp/$file.luac" "$absfile" && (
|
|
||||||
rm "/tmp/$file"
|
|
||||||
mv "/tmp/$file.luac" "/tmp/$file"
|
|
||||||
) || (
|
|
||||||
echo "Could not compile $file, leaving as is."
|
|
||||||
)
|
|
||||||
done
|
|
||||||
popd
|
|
||||||
|
|
||||||
# Create the GMA file
|
|
||||||
gmad create -warninvalid -folder "tmp" -out "builds/disguiser_swep.gma"
|
|
||||||
|
|
||||||
# Clean up
|
|
||||||
rm -rf tmp
|
|
|
@ -1,47 +1,48 @@
|
||||||
--
|
/**
|
||||||
-- Disguiser SWEP - Lets you disguise as any prop on a map.
|
* Disguiser SWEP - Lets you disguise as any prop on a map.
|
||||||
--
|
*
|
||||||
-- File:
|
* File:
|
||||||
-- patch_createfont.lua
|
* patch_createfont.lua
|
||||||
--
|
*
|
||||||
-- Purpose:
|
* Purpose:
|
||||||
-- This code will allow any font to be checked for existence. I hope it works
|
* This code will allow any font to be checked for existence. I hope it works
|
||||||
-- as it is only a function patch which should be loaded right at the beginning.
|
* as it is only a function patch which should be loaded right at the beginning.
|
||||||
-- Can't guarantee that it loads right at the beginning though.
|
* Can't guarantee that it loads right at the beginning though.
|
||||||
--
|
*
|
||||||
-- Copyright (C) 2013 Carl Kittelberger (Icedream)
|
* Copyright (C) 2013 Carl Kittelberger (Icedream)
|
||||||
--
|
*
|
||||||
-- This program is free software: you can redistribute it and/or modify
|
* This program is free software: you can redistribute it and/or modify
|
||||||
-- it under the terms of the GNU Affero General Public License as
|
* it under the terms of the GNU Affero General Public License as
|
||||||
-- published by the Free Software Foundation, either version 3 of the
|
* published by the Free Software Foundation, either version 3 of the
|
||||||
-- License, or (at your option) any later version.
|
* License, or (at your option) any later version.
|
||||||
--
|
*
|
||||||
-- This program is distributed in the hope that it will be useful,
|
* This program is distributed in the hope that it will be useful,
|
||||||
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||||
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||||
-- GNU Affero General Public License for more details.
|
* GNU Affero General Public License for more details.
|
||||||
--
|
*
|
||||||
-- You should have received a copy of the GNU Affero General Public License
|
* 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/>.
|
* along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||||
|
*/
|
||||||
|
|
||||||
print("[Disguiser] Loading compatibility layer for surface.CreateFont...")
|
print("[Disguiser] Loading compatibility layer for surface.CreateFont...")
|
||||||
|
|
||||||
local registered_fonts = {}
|
local registered_fonts = {}
|
||||||
|
|
||||||
-- Function already patched by us?
|
// Function already patched by us?
|
||||||
if not surface.__createFont == nil then
|
if !!surface.__createFont then
|
||||||
MsgC(Color(255, 255, 0), "[Fontpatch] Can't patch surface.CreateFont, already patched. Skipping patch.\n")
|
MsgC(Color(255, 255, 0), "[Fontpatch] Can't patch surface.CreateFont, already patched. Skipping patch.\n")
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Original function
|
// Original function
|
||||||
surface.__createFont = surface.CreateFont
|
surface.__createFont = surface.CreateFont
|
||||||
|
|
||||||
-- Patch function
|
// Patch function
|
||||||
function surface.CreateFont(name, data)
|
function surface.CreateFont(name, data)
|
||||||
if not name or not data then return false end
|
if !name || !data then return false end
|
||||||
|
|
||||||
if registered_fonts[name] then
|
if !!registered_fonts[name] then
|
||||||
MsgN("[Fontpatch] Skipping font " .. name .. ", already registered")
|
MsgN("[Fontpatch] Skipping font " .. name .. ", already registered")
|
||||||
else
|
else
|
||||||
MsgN("[Fontpatch] Registering font " .. name .. "...")
|
MsgN("[Fontpatch] Registering font " .. name .. "...")
|
||||||
|
@ -50,7 +51,7 @@ function surface.CreateFont(name, data)
|
||||||
surface.__createFont(name, data)
|
surface.__createFont(name, data)
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Check if a font exists
|
// Check if a font exists
|
||||||
function surface.FontExists(name)
|
function surface.FontExists(name)
|
||||||
return not not registered_fonts[name]
|
return !!registered_fonts[name] // I love how all those peeps on the internet still don't use the !! thingie
|
||||||
end
|
end
|
|
@ -27,37 +27,34 @@
|
||||||
* along with this program. If not, see <http://www.gnu.org/licenses/>.
|
* along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||||
*/
|
*/
|
||||||
|
|
||||||
hook.Add("CalcView", "Disguiser.ThirdPersonCalcView", function(ply, pos, angles, fov)
|
hook.Add("CalcView", "Disguiser.ThirdPersonCalcView", function(player, pos, angles, fov)
|
||||||
smoothscale = 1
|
local smoothscale = 1
|
||||||
|
|
||||||
if IsValid(ply) && ply:Alive() && ply:GetNetworkedBool("thirdperson") then
|
if player:GetNetworkedBool("thirdperson") then
|
||||||
av = ply:GetAimVector()
|
angles = player:GetAimVector():Angle()
|
||||||
|
|
||||||
if !av then return end
|
local targetpos = Vector(0, 0, player:OBBMaxs().z)
|
||||||
|
if player:KeyDown(IN_DUCK) then
|
||||||
angles = av:Angle()
|
if player:GetVelocity():Length() > 0 then
|
||||||
|
|
||||||
local targetpos = Vector(0, 0, ply:OBBMaxs().z)
|
|
||||||
if ply:KeyDown(IN_DUCK) then
|
|
||||||
if ply:GetVelocity():Length() > 0 then
|
|
||||||
targetpos.z = targetpos.z / 1.33
|
targetpos.z = targetpos.z / 1.33
|
||||||
else
|
else
|
||||||
targetpos.z = targetpos.z / 2
|
targetpos.z = targetpos.z / 2
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
ply:SetAngles(angles)
|
player:SetAngles(angles)
|
||||||
|
|
||||||
local targetfov = fov
|
local targetfov = fov
|
||||||
if ply:GetVelocity():DotProduct(ply:GetForward()) > 10 then
|
if player:GetVelocity():DotProduct(player:GetForward()) > 10 then
|
||||||
if ply:KeyDown(IN_SPEED) then
|
if player:KeyDown(IN_SPEED) then
|
||||||
targetpos = targetpos + ply:GetForward() * -10
|
targetpos = targetpos + player:GetForward() * -10
|
||||||
else
|
else
|
||||||
targetpos = targetpos + ply:GetForward() * -5
|
targetpos = targetpos + player:GetForward() * -5
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
// smoothing - approaches a bit more slowly to the actual target position
|
// smoothing - approaches a bit more slowly to the actual target position
|
||||||
|
pos = targetpos
|
||||||
pos = Vector(
|
pos = Vector(
|
||||||
math.Approach(pos.x, targetpos.x, math.abs(targetpos.x - pos.x) * smoothscale),
|
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.y, targetpos.y, math.abs(targetpos.y - pos.y) * smoothscale),
|
||||||
|
@ -66,16 +63,16 @@ hook.Add("CalcView", "Disguiser.ThirdPersonCalcView", function(ply, pos, angles,
|
||||||
|
|
||||||
// offset it by the stored amounts, but trace so it stays outside walls
|
// 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
|
// we don't smooth this so the camera feels like its tightly following the mouse
|
||||||
local offset = Vector(50 + (ply:OBBMaxs().z - ply:OBBMins().z), 0, 10)
|
local offset = Vector(50 + (player:OBBMaxs().z - player:OBBMins().z), 0, 10)
|
||||||
local t = {
|
local t = {
|
||||||
start = ply:GetPos() + pos,
|
start = player:GetPos() + pos,
|
||||||
endpos = (ply:GetPos() + pos)
|
endpos = (player:GetPos() + pos)
|
||||||
+ (angles:Forward() * -offset.x)
|
+ (angles:Forward() * -offset.x)
|
||||||
+ (angles:Right() * offset.y)
|
+ (angles:Right() * offset.y)
|
||||||
+ (angles:Up() * offset.z),
|
+ (angles:Up() * offset.z),
|
||||||
filter = ply
|
filter = player
|
||||||
}
|
}
|
||||||
if ply:GetVehicle():IsValid() then
|
if player:GetVehicle():IsValid() then
|
||||||
pos = t.endpos
|
pos = t.endpos
|
||||||
else
|
else
|
||||||
local tr = util.TraceLine(t)
|
local tr = util.TraceLine(t)
|
||||||
|
@ -86,22 +83,24 @@ hook.Add("CalcView", "Disguiser.ThirdPersonCalcView", function(ply, pos, angles,
|
||||||
end
|
end
|
||||||
|
|
||||||
// Smoothing FOV change
|
// Smoothing FOV change
|
||||||
fov = targetfov -- comment or remove this to enable smoothing
|
fov = targetfov
|
||||||
fov = math.Approach(fov, targetfov, math.abs(targetfov - fov) * smoothscale)
|
fov = math.Approach(fov, targetfov, math.abs(targetfov - fov) * smoothscale)
|
||||||
|
|
||||||
return GAMEMODE:CalcView(ply, pos, angles, fov)
|
return GAMEMODE:CalcView(player, pos, angles, fov)
|
||||||
end
|
end
|
||||||
end)
|
end)
|
||||||
|
|
||||||
hook.Add("HUDPaint", "Disguiser.ThirdPersonHUDPaint", function()
|
hook.Add("HUDPaint", "Disguiser.ThirdPersonHUDPaint", function()
|
||||||
local ply = LocalPlayer()
|
local player = LocalPlayer()
|
||||||
|
if !player:GetNetworkedBool("thirdperson") then
|
||||||
|
return
|
||||||
|
end
|
||||||
|
|
||||||
if IsValid(ply) && !!ply["GetAimVector"] && ply:Alive() && ply:GetNetworkedBool("thirdperson") then
|
|
||||||
// trace from muzzle to hit pos
|
// trace from muzzle to hit pos
|
||||||
local t = {}
|
local t = {}
|
||||||
t.start = ply:GetShootPos()
|
t.start = player:GetShootPos()
|
||||||
t.endpos = t.start + ply:GetAimVector() * 9000
|
t.endpos = t.start + player:GetAimVector() * 9000
|
||||||
t.filter = ply
|
t.filter = player
|
||||||
local tr = util.TraceLine(t)
|
local tr = util.TraceLine(t)
|
||||||
local pos = tr.HitPos:ToScreen()
|
local pos = tr.HitPos:ToScreen()
|
||||||
local fraction = math.min((tr.HitPos - t.start):Length(), 1024) / 1024
|
local fraction = math.min((tr.HitPos - t.start):Length(), 1024) / 1024
|
||||||
|
@ -112,9 +111,9 @@ hook.Add("HUDPaint", "Disguiser.ThirdPersonHUDPaint", function()
|
||||||
|
|
||||||
// trace from camera to hit pos, if blocked, red crosshair
|
// trace from camera to hit pos, if blocked, red crosshair
|
||||||
local tr = util.TraceLine({
|
local tr = util.TraceLine({
|
||||||
start = ply:GetPos(),
|
start = player:GetPos(),
|
||||||
endpos = tr.HitPos + tr.HitNormal * 5,
|
endpos = tr.HitPos + tr.HitNormal * 5,
|
||||||
filter = ply,
|
filter = player,
|
||||||
mask = MASK_SHOT
|
mask = MASK_SHOT
|
||||||
})
|
})
|
||||||
surface.SetDrawColor(255, 255, 255, 255)
|
surface.SetDrawColor(255, 255, 255, 255)
|
||||||
|
@ -127,11 +126,10 @@ hook.Add("HUDPaint", "Disguiser.ThirdPersonHUDPaint", function()
|
||||||
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 - 1, pos.y, pos.x + 1, pos.y)
|
||||||
surface.DrawLine(pos.x, pos.y - 1, pos.x, pos.y + 1)
|
surface.DrawLine(pos.x, pos.y - 1, pos.x, pos.y + 1)
|
||||||
end
|
|
||||||
end)
|
end)
|
||||||
|
|
||||||
hook.Add("HUDShouldDraw", "Disguiser.ThirdPersonHUDShouldDraw", function(name)
|
hook.Add("HUDShouldDraw", "Disguiser.ThirdPersonHUDShouldDraw", function(name)
|
||||||
if name == "CHudCrosshair" and IsValid(LocalPlayer()) and LocalPlayer():Alive() and LocalPlayer():GetNetworkedBool("thirdperson") then
|
if name == "CHudCrosshair" and LocalPlayer():GetNetworkedInt("thirdperson") == 1 then
|
||||||
return false
|
return false
|
||||||
end
|
end
|
||||||
end)
|
end)
|
|
@ -5,8 +5,9 @@
|
||||||
* cl_fxfake.lua
|
* cl_fxfake.lua
|
||||||
*
|
*
|
||||||
* Purpose:
|
* Purpose:
|
||||||
* Fake client-side effects via a user message trigger from server-side, as for some
|
* Fake shoot effect on client-side via a trigger from server-side, as
|
||||||
* reason these effects are not rendered on client-side automatically.
|
* for some reason on multiplayer servers the effect is not rendered on
|
||||||
|
* client-side automatically.
|
||||||
*
|
*
|
||||||
* Copyright (C) 2013 Carl Kittelberger (Icedream)
|
* Copyright (C) 2013 Carl Kittelberger (Icedream)
|
||||||
*
|
*
|
||||||
|
@ -31,11 +32,10 @@ usermessage.Hook("disguiserShootFX", function(um)
|
||||||
local physbone = um:ReadLong()
|
local physbone = um:ReadLong()
|
||||||
local bFirstTimePredicted = um:ReadBool()
|
local bFirstTimePredicted = um:ReadBool()
|
||||||
|
|
||||||
-- Can we trigger shoot effect yet?
|
// Can we trigger shoot effect yet?
|
||||||
swep = LocalPlayer():GetActiveWeapon()
|
if !LocalPlayer():GetActiveWeapon().DoShootEffect then return false end
|
||||||
if !swep.DoShootEffect then return false end
|
|
||||||
|
|
||||||
-- Render shoot effect
|
// Render shoot effect
|
||||||
swep:DoShootEffect(
|
LocalPlayer():GetActiveWeapon("disguiser"):DoShootEffect(
|
||||||
hitpos, hitnormal, entity, physbone, bFirstTimePredicted)
|
hitpos, hitnormal, entity, physbone, bFirstTimePredicted)
|
||||||
end)
|
end)
|
|
@ -105,9 +105,7 @@ function SWEP:Disguise(entity)
|
||||||
local owner = self.Owner
|
local owner = self.Owner
|
||||||
|
|
||||||
// Make sure we aren't already that model
|
// Make sure we aren't already that model
|
||||||
if (owner:GetModel() == entity:GetModel()
|
if (owner:GetModel() == entity:GetModel() && owner:GetSkin() == entity:GetSkin()) then return true end
|
||||||
&& owner:GetSkin() == entity:GetSkin()
|
|
||||||
&& owner:GetColor() == entity:GetColor()) then return true end
|
|
||||||
|
|
||||||
// Make sure the new model is actually marked as a prop
|
// Make sure the new model is actually marked as a prop
|
||||||
if (
|
if (
|
||||||
|
@ -127,6 +125,7 @@ function SWEP:Disguise(entity)
|
||||||
self.UndisguiseAsColor = owner:GetColor()
|
self.UndisguiseAsColor = owner:GetColor()
|
||||||
self.UndisguiseAsBloodColor = owner:GetBloodColor()
|
self.UndisguiseAsBloodColor = owner:GetBloodColor()
|
||||||
self.UndisguiseAsSolid = owner:GetSolid()
|
self.UndisguiseAsSolid = owner:GetSolid()
|
||||||
|
self.UndisguiseAsFullRotation = owner:GetAllowFullRotation()
|
||||||
end
|
end
|
||||||
|
|
||||||
// Disguise as given model
|
// Disguise as given model
|
||||||
|
@ -149,7 +148,11 @@ function SWEP:Disguise(entity)
|
||||||
// Apply new hull
|
// Apply new hull
|
||||||
local obbmaxs = entity:OBBMaxs()
|
local obbmaxs = entity:OBBMaxs()
|
||||||
local obbmins = entity:OBBMins()
|
local obbmins = entity:OBBMins()
|
||||||
|
/*
|
||||||
|
local obbmargin = Vector(2, 2, 0)
|
||||||
|
obbmaxs = obbmaxs + obbmargin
|
||||||
|
obbmins = obbmins - obbmargin
|
||||||
|
*/
|
||||||
// Look for correction values
|
// Look for correction values
|
||||||
local pcfg = self:GetPropConfig(entity:GetModel())
|
local pcfg = self:GetPropConfig(entity:GetModel())
|
||||||
if !!pcfg["OBBMaxsCorrection"] then
|
if !!pcfg["OBBMaxsCorrection"] then
|
||||||
|
@ -209,6 +212,7 @@ function SWEP:Undisguise()
|
||||||
end
|
end
|
||||||
owner:SetColor(self.UndisguiseAsColor)
|
owner:SetColor(self.UndisguiseAsColor)
|
||||||
owner:SetSolid(self.UndisguiseAsSolid)
|
owner:SetSolid(self.UndisguiseAsSolid)
|
||||||
|
owner:SetAllowFullRotation(self.UndisguiseAsFullRotation) // up/down rotation
|
||||||
owner:SetBloodColor(self.UndisguiseAsBloodColor)
|
owner:SetBloodColor(self.UndisguiseAsBloodColor)
|
||||||
|
|
||||||
// Revert to old physics
|
// Revert to old physics
|
||||||
|
@ -223,6 +227,7 @@ function SWEP:Undisguise()
|
||||||
umsg.End()
|
umsg.End()
|
||||||
|
|
||||||
// Pop!
|
// Pop!
|
||||||
|
UndisguiseSilent()
|
||||||
owner:EmitSound("Disguiser.Undisguise")
|
owner:EmitSound("Disguiser.Undisguise")
|
||||||
|
|
||||||
// We're no longer disguised
|
// We're no longer disguised
|
||||||
|
@ -316,7 +321,6 @@ function SWEP:EnableThirdPerson(player)
|
||||||
entity:SetModel(player:GetModel())
|
entity:SetModel(player:GetModel())
|
||||||
entity:Spawn()
|
entity:Spawn()
|
||||||
entity:SetAngles(player:GetAngles())
|
entity:SetAngles(player:GetAngles())
|
||||||
entity:SetVelocity(player:GetVelocity())
|
|
||||||
entity:SetMoveType(MOVETYPE_NONE)
|
entity:SetMoveType(MOVETYPE_NONE)
|
||||||
entity:SetParent(player)
|
entity:SetParent(player)
|
||||||
entity:SetOwner(player)
|
entity:SetOwner(player)
|
||||||
|
@ -329,35 +333,26 @@ function SWEP:EnableThirdPerson(player)
|
||||||
end
|
end
|
||||||
|
|
||||||
hook.Add("PlayerDeath", "Disguiser.ThirdPersonDeath", function(victim, inflictor, killer)
|
hook.Add("PlayerDeath", "Disguiser.ThirdPersonDeath", function(victim, inflictor, killer)
|
||||||
// Escape third-person mode
|
|
||||||
if victim:GetNWBool("thirdperson") then
|
|
||||||
victim:SetNetworkedBool("thirdperson", false)
|
victim:SetNetworkedBool("thirdperson", false)
|
||||||
|
|
||||||
local ventity = victim:GetViewEntity()
|
|
||||||
if (IsValid(ventity)) then
|
|
||||||
victim:SetViewEntity(victim)
|
|
||||||
ventity:Remove()
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
// Undisguise basically but with a few tweaks to avoid some bugs
|
|
||||||
if victim:GetNWBool("isDisguised") then
|
|
||||||
victim:SetNetworkedBool("isDisguised", false)
|
victim:SetNetworkedBool("isDisguised", 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!
|
// fake entity for spectacular death!
|
||||||
local dentity = ents.Create("prop_physics")
|
local dentity = ents.Create("prop_physics")
|
||||||
dentity:SetModel(victim:GetModel())
|
dentity:SetModel(victim:GetModel())
|
||||||
if !!victim:GetSkin() then
|
|
||||||
dentity:SetSkin(victim:GetSkin())
|
|
||||||
end
|
|
||||||
dentity:SetColor(victim:GetColor())
|
|
||||||
dentity:SetAngles(victim:GetAngles())
|
dentity:SetAngles(victim:GetAngles())
|
||||||
dentity:SetPos(victim:GetPos())
|
dentity:SetPos(victim:GetPos())
|
||||||
dentity:SetVelocity(victim:GetVelocity())
|
dentity:SetVelocity(victim:GetVelocity())
|
||||||
local physics = victim:GetPhysicsObject()
|
local physics = victim:GetPhysicsObject()
|
||||||
if !!victim:GetBloodColor() then
|
dentity:SetBloodColor(BLOOD_COLOR_RED) -- this thing was alive, ya know? :(
|
||||||
dentity:SetBloodColor(victim:GetBloodColor()) -- this thing was alive, ya know? :(
|
|
||||||
end
|
|
||||||
dentity:Spawn()
|
dentity:Spawn()
|
||||||
local dphysics = dentity:GetPhysicsObject()
|
local dphysics = dentity:GetPhysicsObject()
|
||||||
dphysics:SetAngles(physics:GetAngles())
|
dphysics:SetAngles(physics:GetAngles())
|
||||||
|
@ -365,14 +360,13 @@ hook.Add("PlayerDeath", "Disguiser.ThirdPersonDeath", function(victim, inflictor
|
||||||
dphysics:SetDamping(physics:GetDamping())
|
dphysics:SetDamping(physics:GetDamping())
|
||||||
dphysics:SetInertia(physics:GetInertia())
|
dphysics:SetInertia(physics:GetInertia())
|
||||||
dentity:Fire("break", "", 0)
|
dentity:Fire("break", "", 0)
|
||||||
dentity:Fire("kill", "", 1)
|
dentity:Fire("kill", "", 2)
|
||||||
dentity:Fire("enablemotion","",0)
|
dentity:Fire("enablemotion","",0)
|
||||||
|
|
||||||
// Let the entity bleed wahahaha. I'm mad, ain't I?
|
// Manually draw additional blood (for some reason setting the blood color has no effect)
|
||||||
local traceworld = {}
|
local traceworld = {}
|
||||||
traceworld.start = victim:GetPos() + Vector(0, 0, 20)
|
traceworld.start = victim:GetPos() + Vector(0, 0, 20)
|
||||||
traceworld.endpos = traceworld.start + (Vector(0,0,-1) * 8000) // aim max. 8000 units down
|
traceworld.endpos = traceworld.start + (Vector(0,0,-1) * 8000) // aim max. 8000 units down
|
||||||
traceworld.filter = victim
|
|
||||||
local trw = util.TraceLine(traceworld) // Send the trace and get the results.
|
local trw = util.TraceLine(traceworld) // Send the trace and get the results.
|
||||||
local edata = EffectData()
|
local edata = EffectData()
|
||||||
edata:SetStart(victim:GetPos() - physics:GetVelocity())
|
edata:SetStart(victim:GetPos() - physics:GetVelocity())
|
||||||
|
@ -380,12 +374,7 @@ hook.Add("PlayerDeath", "Disguiser.ThirdPersonDeath", function(victim, inflictor
|
||||||
edata:SetNormal(trw.Normal)
|
edata:SetNormal(trw.Normal)
|
||||||
edata:SetEntity(dentity)
|
edata:SetEntity(dentity)
|
||||||
util.Effect("BloodImpact", edata)
|
util.Effect("BloodImpact", edata)
|
||||||
|
util.Decal("Splash.Large", trw.HitPos + trw.HitNormal, trw.HitPos - trw.HitNormal)
|
||||||
// Reset the victim's bounding box to solve the issue with getting stuck at spawn
|
|
||||||
victim:ResetHull()
|
|
||||||
umsg.Start("resetHull", victim)
|
|
||||||
umsg.Entity(victim)
|
|
||||||
umsg.End()
|
|
||||||
end
|
end
|
||||||
end)
|
end)
|
||||||
|
|
||||||
|
|
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Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
|
@ -1 +0,0 @@
|
||||||
Subproject commit 486129fa1ef1539071d14a366d686f3892c3d43f
|
|
Loading…
Reference in New Issue