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19 Commits

Author SHA1 Message Date
Icedream 3b0dc2f4a9 Adding more ignores to addon.json. Also making build.sh slightly more readable. 2014-12-11 06:33:06 +01:00
Icedream 3b67b8d125 Trying to get this working with the master-branch gmad. 2014-10-20 13:55:47 +02:00
Icedream 01dbe8f68f Path fix 2014-10-20 13:24:15 +02:00
Icedream bf8df06323 I'll fix the bad paths somewhen later. 2014-10-20 13:15:45 +02:00
Icedream b4f17cac01 Fix tmp folder 2014-10-20 13:14:14 +02:00
Icedream 10fe1e17c1 Is actually luac5.2, not luac52. 2014-10-20 12:46:08 +02:00
Icedream 736318a730 More build script fies (lua compiler) 2014-10-20 12:43:48 +02:00
Icedream 25f9767509 Fix build script (typos + directories) 2014-10-20 12:41:01 +02:00
Icedream 3aaf4a4e7b How the fuck did I forget that. 2014-10-20 12:39:06 +02:00
Icedream 963598b7d1 Adding linux build script. 2014-10-20 12:36:22 +02:00
Icedream d463542883 Attempt to rewrite patch_createfont.lua so it's compilable. 2014-10-20 11:31:18 +02:00
Icedream 2cf2fbe95a Also apply velocity to view entity in third person. 2014-10-20 11:30:37 +02:00
Icedream 0d59d285d1 This line confused me a bit. 2014-10-20 11:30:22 +02:00
Icedream 901b76e8d9 I wonder if gmod allows compiled lua files to be executed... 2014-10-20 11:30:04 +02:00
Icedream 142c0a2f18 Update README.md with youtube video 2014-03-03 01:46:45 +01:00
Icedream 1799760eab Make thirdperson and isDisguised independent to reduce chances of PlayerDeath hook conflicts. 2014-03-03 01:22:59 +01:00
Icedream f65cc5fb03 Don't crash on faulty player (missing GetAimVector, fixes the bug mentioned on the front page). 2014-03-03 01:22:36 +01:00
Icedream fba811e125 popycasta fail. Related to #11. 2013-12-27 16:32:55 +01:00
Icedream fc671ec6b6 Reset bounding box when player dies. This should get rid of #11. 2013-12-27 16:30:21 +01:00
7 changed files with 201 additions and 48 deletions

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@ -1,6 +1,8 @@
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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@ -5,6 +5,12 @@
"ignore" : "ignore" :
[ [
"*.git*", "*.git*",
"*.svn*" "*.svn*",
"builds*",
"tools*",
"*.bat",
"*.sh",
"*.md",
"LICENSE.txt"
] ]
} }

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@ -5,6 +5,44 @@ path %programfiles(x86)%\lua\5.1\;%path%;%programfiles(x86)%\Steam\SteamApps\com
if not exist builds mkdir builds if not exist builds mkdir builds
mkdir tmp 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 :: Optimize LUA files
::set cutofflen= ::set cutofflen=
::set foo=%~dp0 ::set foo=%~dp0
@ -34,4 +72,4 @@ gmad create -folder "tmp" -out "builds\disguiser_swep.gma"
:: Clean up :: Clean up
rmdir /q /s tmp rmdir /q /s tmp
pause ::pause

99
build.sh Normal file
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@ -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

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@ -1,48 +1,47 @@
/** --
* 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 !!surface.__createFont then if not surface.__createFont == nil 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 !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") MsgN("[Fontpatch] Skipping font " .. name .. ", already registered")
else else
MsgN("[Fontpatch] Registering font " .. name .. "...") MsgN("[Fontpatch] Registering font " .. name .. "...")
@ -51,7 +50,7 @@ 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 !!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 end

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@ -86,7 +86,7 @@ hook.Add("CalcView", "Disguiser.ThirdPersonCalcView", function(ply, pos, angles,
end end
// Smoothing FOV change // Smoothing FOV change
fov = targetfov fov = targetfov -- comment or remove this to enable smoothing
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(ply, pos, angles, fov)
@ -96,7 +96,7 @@ end)
hook.Add("HUDPaint", "Disguiser.ThirdPersonHUDPaint", function() hook.Add("HUDPaint", "Disguiser.ThirdPersonHUDPaint", function()
local ply = LocalPlayer() local ply = LocalPlayer()
if IsValid(ply) && ply:Alive() && ply:GetNetworkedBool("thirdperson") then 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 = ply:GetShootPos()

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@ -149,11 +149,7 @@ 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
@ -320,6 +316,7 @@ 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)
@ -327,19 +324,24 @@ function SWEP:EnableThirdPerson(player)
entity:SetRenderMode(RENDERMODE_NONE) entity:SetRenderMode(RENDERMODE_NONE)
entity:SetSolid(SOLID_NONE) entity:SetSolid(SOLID_NONE)
player:SetViewEntity(entity) player:SetViewEntity(entity)
player:SetNetworkedBool("thirdperson", true) player:SetNetworkedBool("thirdperson", true)
end end
hook.Add("PlayerDeath", "Disguiser.ThirdPersonDeath", function(victim, inflictor, killer) hook.Add("PlayerDeath", "Disguiser.ThirdPersonDeath", function(victim, inflictor, killer)
// Escape third-person mode // Escape third-person mode
if victim:GetNWBool("thirdperson") || victim:GetNWBool("isDisguised") then if victim:GetNWBool("thirdperson") then
victim:SetNetworkedBool("thirdperson", false)
local ventity = victim:GetViewEntity() local ventity = victim:GetViewEntity()
if (IsValid(ventity)) then if (IsValid(ventity)) then
victim:SetViewEntity(victim) victim:SetViewEntity(victim)
ventity:Remove() ventity:Remove()
end end
victim:SetNetworkedBool("thirdperson", false) 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)
// fake entity for spectacular death! // fake entity for spectacular death!
@ -353,7 +355,9 @@ hook.Add("PlayerDeath", "Disguiser.ThirdPersonDeath", function(victim, inflictor
dentity:SetPos(victim:GetPos()) dentity:SetPos(victim:GetPos())
dentity:SetVelocity(victim:GetVelocity()) dentity:SetVelocity(victim:GetVelocity())
local physics = victim:GetPhysicsObject() 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() dentity:Spawn()
local dphysics = dentity:GetPhysicsObject() local dphysics = dentity:GetPhysicsObject()
dphysics:SetAngles(physics:GetAngles()) dphysics:SetAngles(physics:GetAngles())
@ -365,7 +369,6 @@ hook.Add("PlayerDeath", "Disguiser.ThirdPersonDeath", function(victim, inflictor
dentity:Fire("enablemotion","",0) dentity:Fire("enablemotion","",0)
// Let the entity bleed wahahaha. I'm mad, ain't I? // Let the entity bleed wahahaha. I'm mad, ain't I?
victim:SetBloodColor(BLOOD_COLOR_RED) -- this thing was alive, ya know? :(
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
@ -377,6 +380,12 @@ 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)
// 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)