Holster improvements, default bodygroups, debug menu prediction fixes
Print all bones function too
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@ -226,12 +226,13 @@ function SWEP:Think()
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end
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if p:KeyPressed(IN_WEAPON1) then
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if !self:ItemR() then
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if self:GetDesireR() == NULL then
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if SERVER then
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local trace = self:ItemCheckTrace()
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self:EquipItem( trace.Entity )
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end
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else
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if self:GetActiveR() != NULL then
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ActiveR.Class.Drop( ActiveR.Class, ActiveR, self )
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if SERVER then
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self:DropItem()
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@ -239,6 +240,7 @@ function SWEP:Think()
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self:SetActiveR( NULL )
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end
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end
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end
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if p:KeyPressed(IN_WEAPON2) then
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end
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if p:KeyPressed(IN_ALT1) then
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@ -121,9 +121,21 @@ local function OpenDebugMenu()
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modeller:SetDirectionalLight(BOX_LEFT, HSLToColor( 0, 0, 1.00 ) )
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modeller:SetDirectionalLight(BOX_RIGHT, HSLToColor( 0, 0, 1.00 ) )
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function modeller:Update( mdl )
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if self.Entity:GetModel() == mdl then return end
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self.Entity:SetModel( mdl )
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function modeller:Update( idata )
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if self.Entity:GetModel() == idata.Model then return end
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self.Entity:SetModel( idata.Model )
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for i=0, self.Entity:GetNumBodyGroups()-1 do
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self.Entity:SetBodygroup( i, 0 )
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end
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for k, v in ipairs(idata.DefaultBodygroups) do
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if v then
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self.Entity:SetBodygroup( k-1, v )
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end
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end
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local worked = self.Entity:PhysicsInit( SOLID_VPHYSICS )
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if worked then
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@ -264,7 +276,7 @@ local function OpenDebugMenu()
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function button:Think()
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if self:IsHovered() then
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texter:SetText( l8(idata.Description) .. "\n\nClipsize: " .. (idata.ClipSize or "?") )
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modeller:Update( idata.Model )
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modeller:Update( idata )
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end
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end
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end
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@ -308,16 +320,40 @@ function OpenMyTeamMenu()
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DebugMenu:Center()
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end
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hook.Add("PlayerButtonDown", "PlayerButtonDown_DebugMenu", function( ply, button )
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hook.Add("PlayerButtonDown", "Benny_PlayerButtonDown_DebugMenu", function( ply, button )
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if CLIENT and IsFirstTimePredicted() then
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if button == KEY_F1 then
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OpenDebugMenu()
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elseif button == KEY_F2 then
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OpenMyTeamMenu()
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end
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end)
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hook.Add("PlayerButtonUp", "PlayerButtonUp_DebugMenu", function( ply, button )
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if button == KEY_F1 then
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--if IsValid(DebugMenu) then DebugMenu:Remove() end
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end
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end)
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local c_id = Color( 255, 200, 200 )
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local c_name = Color( 200, 255, 255 )
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local c_white = Color( 255, 255, 255 )
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local function recursebones( ent, O_id, level )
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local gap = ""
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for i=1, level do gap = gap .. " " end
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for index, id in ipairs( ent:GetChildBones( O_id ) ) do
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chat.AddText( gap, c_id, tostring(id), c_white, " - ", c_name, ent:GetBoneName(id) )
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recursebones( ent, id, level+1 )
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end
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end
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function printallbones( ent )
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if !ent:IsValid() then print("invalid ent") return end
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for id=0, ent:GetBoneCount()-1 do
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if ent:GetBoneName(id) == "__INVALIDBONE__" then continue end
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if ent:GetBoneParent(id) != -1 then continue end
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chat.AddText( gap, c_id, tostring(id), c_white, " - ", c_name, ent:GetBoneName(id) )
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recursebones( ent, id, 1 )
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end
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end
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concommand.Add("b-debug_listbones", function( ply, cmd )
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printallbones( ply )
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end)
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@ -47,16 +47,23 @@ AddItem( "base", {
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Description = "Beginning item base.",
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Category = "base",
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Model = "models/benny/weapons/test_m16a2.mdl",
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DefaultBodygroups = {},
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Vars = {
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["Float"] = {
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"Acquisition",
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"HolsterIn",
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},
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},
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HoldType = "slam",
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["Initialize"] = function( class, ent, handler )
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print( class, "Initialized base initialization" )
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for k, v in ipairs(class.DefaultBodygroups) do
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if v then
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ent:SetBodygroup( k-1, v )
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end
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end
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end,
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["Deploy"] = function( class, ent, handler )
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@ -321,7 +328,7 @@ AddItem( "base_firearm", {
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handler:EmitSound( "weapons/elite/elite_deploy.wav", 70, 125, 0.4, CHAN_STATIC )
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local ply = handler:GetOwner()
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if SERVER or CLIENT and IsFirstTimePredicted() then
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ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_ATTACK_AND_RELOAD, ply:LookupSequence( AnimationLookup["deploy"][class.HoldType] ), 0, true )
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ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_ATTACK_AND_RELOAD, ply:LookupSequence( AnimationLookup["deploy"][class.HoldType] ), 0.25, true )
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end
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end,
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})
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@ -540,13 +547,14 @@ do -- Handguns
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Model = "models/benny/weapons/test_mk23.mdl",
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HoldType = "handgun",
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DefaultBodygroups = { false, false, 1 },
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ClipSize = 12,
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Delay = (60/350),
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Delay = (60/320),
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FireSound = {
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"benny/weapons/usp/01.ogg",
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"benny/weapons/usp/02.ogg",
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"benny/weapons/usp/03.ogg",
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"benny/weapons/usp/sup_01.ogg",
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"benny/weapons/usp/sup_02.ogg",
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"benny/weapons/usp/sup_03.ogg",
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},
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MagOutSound = "benny/weapons/usp/magout.ogg",
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MagInSound = "benny/weapons/usp/magin.ogg",
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@ -630,7 +638,7 @@ do -- Rifles
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HoldType = "rifle",
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ClipSize = 30,
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Delay = (60/750),
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Delay = (60/800),
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FireSound = {
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"benny/weapons/m16a2/01.ogg",
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"benny/weapons/m16a2/02.ogg",
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@ -699,7 +707,7 @@ do -- Rifles
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HoldType = "rifle",
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ClipSize = 30,
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Delay = (60/900),
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Delay = (60/1050),
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BurstCount = 3,
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BurstRunaway = true,
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BurstAuto = true,
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@ -754,7 +762,7 @@ do -- SMGs
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Model = "models/benny/weapons/test_tmp.mdl",--"models/weapons/w_rif_ar556.mdl",
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HoldType = "handgun",
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ClipSize = 20,
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ClipSize = 25,
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Delay = (60/850),
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FireSound = {
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"benny/weapons/tmp/01.ogg",
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@ -790,7 +798,7 @@ do -- SMGs
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Model = "models/benny/weapons/test_mp5k.mdl",--"models/weapons/w_rif_ar556.mdl",
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HoldType = "handgun",
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ClipSize = 20,
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ClipSize = 30,
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Delay = (60/750),
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FireSound = {
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"benny/weapons/mp5k/01.ogg",
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