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17 changed files with 122 additions and 329 deletions

1
.gitignore vendored
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@ -2,7 +2,6 @@
## GMA compile output ## GMA compile output
###################### ######################
tmp/ tmp/
builds/
*.gma *.gma
############# #############

3
.gitmodules vendored
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@ -1,3 +0,0 @@
[submodule "tools/luasrcdiet"]
path = tools/luasrcdiet
url = https://github.com/LuaDist/luasrcdiet

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@ -1,8 +1,6 @@
Disguiser SWEP Disguiser SWEP
============== ==============
[![YouTube: [gmod] Derping around with the Disguiser ](http://img.youtube.com/vi/IvMkNIm4Ro0/0.jpg)](http://www.youtube.com/watch?v=IvMkNIm4Ro0&feature=github)
So you always wanted to be able to disguise as another item on the map in Sandbox or 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 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 see yourself being able to rotate but without knowing you were still standing all the

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@ -1,5 +1,8 @@
# Bugs # Bugs
- (Severe) Can use non-studio models (example: *3)
=> Segmentation fault cause
# Optional fixes # Optional fixes
- Item on cs_office needs correction (Which one, lol?) - Item on cs_office needs correction (Which one, lol?)
@ -8,4 +11,3 @@
- Configuration via console vars - Configuration via console vars
- Configuration via menusystem - Configuration via menusystem
- Move this TODO list completely to GitHub's issue tracker

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@ -1,16 +0,0 @@
{
"title" : "Disguiser SWEP",
"type" : "weapon",
"tags" : [ "fun", "comic" ],
"ignore" :
[
"*.git*",
"*.svn*",
"builds*",
"tools*",
"*.bat",
"*.sh",
"*.md",
"LICENSE.txt"
]
}

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@ -1,75 +0,0 @@
@echo off & setlocal enabledelayedexpansion
path %programfiles(x86)%\lua\5.1\;%path%;%programfiles(x86)%\Steam\SteamApps\common\GarrysMod\bin
if not exist builds mkdir builds
mkdir tmp
:: Root path
set workspace=%cd%
set workspacelentmp=%workspace%
set workspacelen=1
:workspacelencalc
set /a workspacelen=!workspacelen!+1
set workspace=!workspace:~1!
if "%workspace%"=="" goto compile
goto workspacelencalc
:compileerr
echo ERROR: Compilation failed.
exit /B -1
:compile
echo Workspace: %workspace% (%workspacelen%)
:: Compile LUA files
pushd lua
for /r %%i in (.) do (
set absdir=%%i
set directory=!absdir:~%workspacelen%,-2!
echo Creating !directory!...
mkdir "..\tmp\!directory!"
)
for /r %%i in (*.lua) do (
set absfile=%%i
set file=!absfile:~%workspacelen%!
echo Compiling !file!...
luac52 -o "..\tmp\!file!" "!absfile!"
if %errorlevel% NEQ 0 (
echo Could not compile !file!, only copying...
copy !absfile! "..\tmp\!file!"
)
)
popd
:: Optimize LUA files
::set cutofflen=
::set foo=%~dp0
:::_cl1
::if not "!foo!"=="" (
:: set /a cutofflen += 1
:: set foo=!foo:~1!
:: goto _cl1
::)
::for /R lua %%f in (*.lua) do (
:: set B=%%~ff
:: set B=!B:~%cutofflen%!
:: if not exist "!~dpB!" (
:: mkdir "!~dpB!"
:: )
:: echo Optimizing: !B!
:: pushd tools\luasrcdiet
:: LuaSrcDiet.lua ..\..\!B! --quiet -o ..\..\tmp\!B!
:: popd
::)
:: Copy over resources
robocopy . tmp *.json *.lua *.wav *.mp3 *.jpg *.png *.txt /MIR /XD tools /XD tmp /XF LICENSE.txt /NJH /NJS /NDL /NP /NS
:: Create the GMA file
gmad create -folder "tmp" -out "builds\disguiser_swep.gma"
:: Clean up
rmdir /q /s tmp
::pause

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@ -1,99 +0,0 @@
#!/bin/bash
reldir() {
# both $1 and $2 are absolute paths beginning with /
# returns relative path to $2/$target from $1/$source
source=$1
target=$2
common_part=$source # for now
result="" # for now
while [[ "${target#$common_part}" == "${target}" ]]; do
# no match, means that candidate common part is not correct
# go up one level (reduce common part)
common_part="$(dirname $common_part)"
# and record that we went back, with correct / handling
if [[ -z $result ]]; then
result=".."
else
result="../$result"
fi
done
if [[ $common_part == "/" ]]; then
# special case for root (no common path)
result="$result/"
fi
# since we now have identified the common part,
# compute the non-common part
forward_part="${target#$common_part}"
# and now stick all parts together
if [[ -n $result ]] && [[ -n $forward_part ]]; then
result="$result$forward_part"
elif [[ -n $forward_part ]]; then
# extra slash removal
result="${forward_part:1}"
fi
echo $result
}
copy_flt() {
filter="$3"
source="$1"
target="$2"
find "$source" -type "d" -not -path "$target" | while read i; do
mkdir -p "$target/$(reldir $source $i)"
done
find "$source" -name "$filter" -type "f" -not -path "$target" | while read i; do
cp "$i" "$target/$(reldir $source $i)"
done
}
mkdir -p builds
if [ -e tmp ]; then
rm -rf tmp
fi
mkdir -p tmp
# Root path
workspace=$(pwd)
echo Workspace: $workspace
# Copy over
copy_flt "." "tmp" "*.json"
copy_flt "." "tmp" "*.wav"
copy_flt "." "tmp" "*.lua"
copy_flt "." "tmp" "*.mp3"
copy_flt "." "tmp" "*.jpg"
copy_flt "." "tmp" "*.png"
copy_flt "." "tmp" "*.txt"
find tmp
# Compile LUA files
pushd lua
mkdir -p ../tmp/lua
find . -type f -name '*.lua' | while read absfile; do
file="lua/$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

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@ -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

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@ -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)

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@ -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)

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@ -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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@ -1 +0,0 @@
Subproject commit 486129fa1ef1539071d14a366d686f3892c3d43f