/** * Disguiser SWEP - Lets you disguise as any prop on a map. * * File: * cl_fxfake.lua * * Purpose: * Fake shoot and blood effect on client-side via a trigger from server-side, * as for some reason the effects are not rendered on client-side automatically. * * Copyright (C) 2013 Carl Kittelberger (Icedream) * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU Affero General Public License as * published by the Free Software Foundation, either version 3 of the * License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU Affero General Public License for more details. * * You should have received a copy of the GNU Affero General Public License * along with this program. If not, see . */ usermessage.Hook("disguiserShootFX", function(um) local hitpos = um:ReadVector() local hitnormal = um:ReadVectorNormal() local entity = um:ReadEntity() local physbone = um:ReadLong() local bFirstTimePredicted = um:ReadBool() -- Can we trigger shoot effect yet? swep = LocalPlayer():GetActiveWeapon() if !swep.DoShootEffect then return false end -- Render shoot effect swep:DoShootEffect( hitpos, hitnormal, entity, physbone, bFirstTimePredicted) end) usermessage.Hook("disguiserBlood", function(um) local edata = EffectData() edata:SetStart(um:ReadVector()) edata:SetOrigin(um:ReadVector()) edata:SetNormal(um:ReadVectorNormal()) edata:SetEntity(um:ReadEntity()) util.Effect("BloodImpact", edata) util.Decal("Splash.Large", um:ReadVector(), um:ReadVector()) end)