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v0.1-alpha
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master
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@ -2,6 +2,7 @@
|
|||
## GMA compile output
|
||||
######################
|
||||
tmp/
|
||||
builds/
|
||||
*.gma
|
||||
|
||||
#############
|
||||
|
|
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@ -0,0 +1,3 @@
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|||
[submodule "tools/luasrcdiet"]
|
||||
path = tools/luasrcdiet
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||||
url = https://github.com/LuaDist/luasrcdiet
|
|
@ -1,6 +1,8 @@
|
|||
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
|
||||
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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||||
|
|
4
TODO.md
4
TODO.md
|
@ -1,8 +1,5 @@
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|||
# Bugs
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||||
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- (Severe) Can use non-studio models (example: *3)
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=> Segmentation fault cause
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||||
# Optional fixes
|
||||
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||||
- Item on cs_office needs correction (Which one, lol?)
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|
@ -11,3 +8,4 @@
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|||
|
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- Configuration via console vars
|
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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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|
|
|
@ -0,0 +1,16 @@
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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*",
|
||||
"tools*",
|
||||
"*.bat",
|
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"*.sh",
|
||||
"*.md",
|
||||
"LICENSE.txt"
|
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]
|
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}
|
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@ -0,0 +1,75 @@
|
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@echo off & setlocal enabledelayedexpansion
|
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|
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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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|
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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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|
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:compileerr
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echo ERROR: Compilation failed.
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exit /B -1
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||||
|
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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!
|
||||
|
||||
echo Creating !directory!...
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||||
mkdir "..\tmp\!directory!"
|
||||
)
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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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||||
|
||||
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
|
|
@ -0,0 +1,99 @@
|
|||
#!/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
|
|
@ -1,48 +1,47 @@
|
|||
/**
|
||||
* Disguiser SWEP - Lets you disguise as any prop on a map.
|
||||
*
|
||||
* File:
|
||||
* patch_createfont.lua
|
||||
*
|
||||
* Purpose:
|
||||
* 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.
|
||||
* Can't guarantee that it loads right at the beginning though.
|
||||
*
|
||||
* 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/>.
|
||||
*/
|
||||
--
|
||||
-- Disguiser SWEP - Lets you disguise as any prop on a map.
|
||||
--
|
||||
-- File:
|
||||
-- patch_createfont.lua
|
||||
--
|
||||
-- Purpose:
|
||||
-- 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.
|
||||
-- Can't guarantee that it loads right at the beginning though.
|
||||
--
|
||||
-- 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/>.
|
||||
|
||||
print("[Disguiser] Loading compatibility layer for surface.CreateFont...")
|
||||
|
||||
local registered_fonts = {}
|
||||
|
||||
// Function already patched by us?
|
||||
if !!surface.__createFont then
|
||||
-- Function already patched by us?
|
||||
if not surface.__createFont == nil then
|
||||
MsgC(Color(255, 255, 0), "[Fontpatch] Can't patch surface.CreateFont, already patched. Skipping patch.\n")
|
||||
return
|
||||
end
|
||||
|
||||
// Original function
|
||||
-- Original function
|
||||
surface.__createFont = surface.CreateFont
|
||||
|
||||
// Patch function
|
||||
-- Patch function
|
||||
function surface.CreateFont(name, data)
|
||||
if !name || !data then return false end
|
||||
if not name or not data then return false end
|
||||
|
||||
if !!registered_fonts[name] then
|
||||
if registered_fonts[name] then
|
||||
MsgN("[Fontpatch] Skipping font " .. name .. ", already registered")
|
||||
else
|
||||
MsgN("[Fontpatch] Registering font " .. name .. "...")
|
||||
|
@ -51,7 +50,7 @@ function surface.CreateFont(name, data)
|
|||
surface.__createFont(name, data)
|
||||
end
|
||||
|
||||
// Check if a font exists
|
||||
-- Check if a font exists
|
||||
function surface.FontExists(name)
|
||||
return !!registered_fonts[name] // I love how all those peeps on the internet still don't use the !! thingie
|
||||
return not not registered_fonts[name]
|
||||
end
|
|
@ -27,34 +27,37 @@
|
|||
* 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
|
||||
hook.Add("CalcView", "Disguiser.ThirdPersonCalcView", function(ply, pos, angles, fov)
|
||||
smoothscale = 1
|
||||
|
||||
if player:GetNetworkedBool("thirdperson") then
|
||||
angles = player:GetAimVector():Angle()
|
||||
if IsValid(ply) && ply:Alive() && ply:GetNetworkedBool("thirdperson") then
|
||||
av = ply:GetAimVector()
|
||||
|
||||
local targetpos = Vector(0, 0, player:OBBMaxs().z)
|
||||
if player:KeyDown(IN_DUCK) then
|
||||
if player:GetVelocity():Length() > 0 then
|
||||
if !av then return end
|
||||
|
||||
angles = av:Angle()
|
||||
|
||||
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
|
||||
else
|
||||
targetpos.z = targetpos.z / 2
|
||||
end
|
||||
end
|
||||
|
||||
player:SetAngles(angles)
|
||||
ply:SetAngles(angles)
|
||||
|
||||
local targetfov = fov
|
||||
if player:GetVelocity():DotProduct(player:GetForward()) > 10 then
|
||||
if player:KeyDown(IN_SPEED) then
|
||||
targetpos = targetpos + player:GetForward() * -10
|
||||
if ply:GetVelocity():DotProduct(ply:GetForward()) > 10 then
|
||||
if ply:KeyDown(IN_SPEED) then
|
||||
targetpos = targetpos + ply:GetForward() * -10
|
||||
else
|
||||
targetpos = targetpos + player:GetForward() * -5
|
||||
targetpos = targetpos + ply: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),
|
||||
|
@ -63,16 +66,16 @@ hook.Add("CalcView", "Disguiser.ThirdPersonCalcView", function(player, pos, angl
|
|||
|
||||
// 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 offset = Vector(50 + (ply:OBBMaxs().z - ply:OBBMins().z), 0, 10)
|
||||
local t = {
|
||||
start = player:GetPos() + pos,
|
||||
endpos = (player:GetPos() + pos)
|
||||
start = ply:GetPos() + pos,
|
||||
endpos = (ply:GetPos() + pos)
|
||||
+ (angles:Forward() * -offset.x)
|
||||
+ (angles:Right() * offset.y)
|
||||
+ (angles:Up() * offset.z),
|
||||
filter = player
|
||||
filter = ply
|
||||
}
|
||||
if player:GetVehicle():IsValid() then
|
||||
if ply:GetVehicle():IsValid() then
|
||||
pos = t.endpos
|
||||
else
|
||||
local tr = util.TraceLine(t)
|
||||
|
@ -83,53 +86,52 @@ hook.Add("CalcView", "Disguiser.ThirdPersonCalcView", function(player, pos, angl
|
|||
end
|
||||
|
||||
// Smoothing FOV change
|
||||
fov = targetfov
|
||||
fov = targetfov -- comment or remove this to enable smoothing
|
||||
fov = math.Approach(fov, targetfov, math.abs(targetfov - fov) * smoothscale)
|
||||
|
||||
return GAMEMODE:CalcView(player, pos, angles, fov)
|
||||
return GAMEMODE:CalcView(ply, pos, angles, fov)
|
||||
end
|
||||
end)
|
||||
|
||||
hook.Add("HUDPaint", "Disguiser.ThirdPersonHUDPaint", function()
|
||||
local player = LocalPlayer()
|
||||
if !player:GetNetworkedBool("thirdperson") then
|
||||
return
|
||||
end
|
||||
local ply = LocalPlayer()
|
||||
|
||||
// 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
|
||||
if IsValid(ply) && !!ply["GetAimVector"] && ply:Alive() && ply:GetNetworkedBool("thirdperson") then
|
||||
// trace from muzzle to hit pos
|
||||
local t = {}
|
||||
t.start = ply:GetShootPos()
|
||||
t.endpos = t.start + ply:GetAimVector() * 9000
|
||||
t.filter = ply
|
||||
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)
|
||||
// trace from camera to hit pos, if blocked, red crosshair
|
||||
local tr = util.TraceLine({
|
||||
start = ply:GetPos(),
|
||||
endpos = tr.HitPos + tr.HitNormal * 5,
|
||||
filter = ply,
|
||||
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
|
||||
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
|
||||
if name == "CHudCrosshair" and IsValid(LocalPlayer()) and LocalPlayer():Alive() and LocalPlayer():GetNetworkedBool("thirdperson") then
|
||||
return false
|
||||
end
|
||||
end)
|
|
@ -5,9 +5,8 @@
|
|||
* 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.
|
||||
* Fake client-side effects via a user message trigger from server-side, as for some
|
||||
* reason these effects are not rendered on client-side automatically.
|
||||
*
|
||||
* Copyright (C) 2013 Carl Kittelberger (Icedream)
|
||||
*
|
||||
|
@ -32,10 +31,11 @@ usermessage.Hook("disguiserShootFX", function(um)
|
|||
local physbone = um:ReadLong()
|
||||
local bFirstTimePredicted = um:ReadBool()
|
||||
|
||||
// Can we trigger shoot effect yet?
|
||||
if !LocalPlayer():GetActiveWeapon().DoShootEffect then return false end
|
||||
-- Can we trigger shoot effect yet?
|
||||
swep = LocalPlayer():GetActiveWeapon()
|
||||
if !swep.DoShootEffect then return false end
|
||||
|
||||
// Render shoot effect
|
||||
LocalPlayer():GetActiveWeapon("disguiser"):DoShootEffect(
|
||||
-- Render shoot effect
|
||||
swep:DoShootEffect(
|
||||
hitpos, hitnormal, entity, physbone, bFirstTimePredicted)
|
||||
end)
|
|
@ -105,7 +105,9 @@ function SWEP:Disguise(entity)
|
|||
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
|
||||
if (owner:GetModel() == entity:GetModel()
|
||||
&& owner:GetSkin() == entity:GetSkin()
|
||||
&& owner:GetColor() == entity:GetColor()) then return true end
|
||||
|
||||
// Make sure the new model is actually marked as a prop
|
||||
if (
|
||||
|
@ -125,7 +127,6 @@ function SWEP:Disguise(entity)
|
|||
self.UndisguiseAsColor = owner:GetColor()
|
||||
self.UndisguiseAsBloodColor = owner:GetBloodColor()
|
||||
self.UndisguiseAsSolid = owner:GetSolid()
|
||||
self.UndisguiseAsFullRotation = owner:GetAllowFullRotation()
|
||||
end
|
||||
|
||||
// Disguise as given model
|
||||
|
@ -148,11 +149,7 @@ function SWEP:Disguise(entity)
|
|||
// 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
|
||||
|
@ -212,7 +209,6 @@ function SWEP:Undisguise()
|
|||
end
|
||||
owner:SetColor(self.UndisguiseAsColor)
|
||||
owner:SetSolid(self.UndisguiseAsSolid)
|
||||
owner:SetAllowFullRotation(self.UndisguiseAsFullRotation) // up/down rotation
|
||||
owner:SetBloodColor(self.UndisguiseAsBloodColor)
|
||||
|
||||
// Revert to old physics
|
||||
|
@ -227,7 +223,6 @@ function SWEP:Undisguise()
|
|||
umsg.End()
|
||||
|
||||
// Pop!
|
||||
UndisguiseSilent()
|
||||
owner:EmitSound("Disguiser.Undisguise")
|
||||
|
||||
// We're no longer disguised
|
||||
|
@ -321,6 +316,7 @@ function SWEP:EnableThirdPerson(player)
|
|||
entity:SetModel(player:GetModel())
|
||||
entity:Spawn()
|
||||
entity:SetAngles(player:GetAngles())
|
||||
entity:SetVelocity(player:GetVelocity())
|
||||
entity:SetMoveType(MOVETYPE_NONE)
|
||||
entity:SetParent(player)
|
||||
entity:SetOwner(player)
|
||||
|
@ -333,26 +329,35 @@ function SWEP:EnableThirdPerson(player)
|
|||
end
|
||||
|
||||
hook.Add("PlayerDeath", "Disguiser.ThirdPersonDeath", function(victim, inflictor, killer)
|
||||
|
||||
victim:SetNetworkedBool("thirdperson", false)
|
||||
victim:SetNetworkedBool("isDisguised", false)
|
||||
local ventity = victim:GetViewEntity()
|
||||
|
||||
// Escape third-person mode
|
||||
if (IsValid(ventity)) then
|
||||
ventity:Remove()
|
||||
victim:SetViewEntity(victim)
|
||||
if victim:GetNWBool("thirdperson") then
|
||||
victim:SetNetworkedBool("thirdperson", false)
|
||||
|
||||
local ventity = victim:GetViewEntity()
|
||||
if (IsValid(ventity)) then
|
||||
victim:SetViewEntity(victim)
|
||||
ventity:Remove()
|
||||
end
|
||||
end
|
||||
|
||||
if (!!victim.Disguised) then
|
||||
// Undisguise basically but with a few tweaks to avoid some bugs
|
||||
if victim:GetNWBool("isDisguised") then
|
||||
victim:SetNetworkedBool("isDisguised", false)
|
||||
|
||||
// fake entity for spectacular death!
|
||||
local dentity = ents.Create("prop_physics")
|
||||
dentity:SetModel(victim:GetModel())
|
||||
if !!victim:GetSkin() then
|
||||
dentity:SetSkin(victim:GetSkin())
|
||||
end
|
||||
dentity:SetColor(victim:GetColor())
|
||||
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? :(
|
||||
if !!victim:GetBloodColor() then
|
||||
dentity:SetBloodColor(victim:GetBloodColor()) -- this thing was alive, ya know? :(
|
||||
end
|
||||
dentity:Spawn()
|
||||
local dphysics = dentity:GetPhysicsObject()
|
||||
dphysics:SetAngles(physics:GetAngles())
|
||||
|
@ -360,13 +365,14 @@ hook.Add("PlayerDeath", "Disguiser.ThirdPersonDeath", function(victim, inflictor
|
|||
dphysics:SetDamping(physics:GetDamping())
|
||||
dphysics:SetInertia(physics:GetInertia())
|
||||
dentity:Fire("break", "", 0)
|
||||
dentity:Fire("kill", "", 2)
|
||||
dentity:Fire("kill", "", 1)
|
||||
dentity:Fire("enablemotion","",0)
|
||||
|
||||
// Manually draw additional blood (for some reason setting the blood color has no effect)
|
||||
// Let the entity bleed wahahaha. I'm mad, ain't I?
|
||||
local traceworld = {}
|
||||
traceworld.start = victim:GetPos() + Vector(0, 0, 20)
|
||||
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 edata = EffectData()
|
||||
edata:SetStart(victim:GetPos() - physics:GetVelocity())
|
||||
|
@ -374,7 +380,12 @@ hook.Add("PlayerDeath", "Disguiser.ThirdPersonDeath", function(victim, inflictor
|
|||
edata:SetNormal(trw.Normal)
|
||||
edata:SetEntity(dentity)
|
||||
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)
|
||||
|
||||
|
|
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|
@ -0,0 +1 @@
|
|||
Subproject commit 486129fa1ef1539071d14a366d686f3892c3d43f
|
Loading…
Reference in New Issue