Holdtype and WM bullshit
This commit is contained in:
parent
6ff235bba8
commit
13330ccc2c
|
@ -29,6 +29,7 @@ function SWEP:SetupDataTables()
|
|||
self:NetworkVar( "Int", 1, "Wep2Clip" )
|
||||
self:NetworkVar( "Int", 2, "Wep1Burst" )
|
||||
self:NetworkVar( "Int", 3, "Wep2Burst" )
|
||||
self:NetworkVar( "Bool", 0, "UserAim" )
|
||||
end
|
||||
|
||||
function SWEP:PrimaryAttack()
|
||||
|
@ -56,7 +57,7 @@ function SWEP:PrimaryAttack()
|
|||
if CLIENT and IsFirstTimePredicted() then
|
||||
local tr = self:GetOwner():GetEyeTrace()
|
||||
do
|
||||
local vStart = self:GetAttachment( 1 ).Pos
|
||||
local vStart = self.CWM:GetAttachment( 1 ).Pos
|
||||
local vPoint = tr.HitPos
|
||||
local effectdata = EffectData()
|
||||
effectdata:SetStart( vStart )
|
||||
|
@ -159,10 +160,19 @@ function SWEP:Reload()
|
|||
return true
|
||||
end
|
||||
|
||||
CreateClientConVar( "benny_toggleaim", 0, true, true )
|
||||
|
||||
function SWEP:Think()
|
||||
local p = self:GetOwner()
|
||||
|
||||
self:SetAim( math.Approach( self:GetAim(), p:KeyDown(IN_ATTACK2) and 1 or 0, FrameTime()/0.05 ) )
|
||||
if tobool(p:GetInfoNum("benny_toggleaim", 0)) then
|
||||
if p:KeyPressed( IN_ATTACK2 ) then
|
||||
self:SetUserAim( !self:GetUserAim() )
|
||||
end
|
||||
else
|
||||
self:SetUserAim( p:KeyDown( IN_ATTACK2 ) )
|
||||
end
|
||||
self:SetAim( math.Approach( self:GetAim(), self:GetUserAim() and 1 or 0, FrameTime()/0.2 ) )
|
||||
|
||||
if !p:KeyDown( IN_ATTACK ) then
|
||||
self:SetWep1Burst( 0 )
|
||||
|
@ -170,7 +180,9 @@ function SWEP:Think()
|
|||
|
||||
local ht = "normal"
|
||||
if self:GetAim() > 0 then
|
||||
ht = "revolver"
|
||||
if self:BClass( false ) then
|
||||
ht = self:BClass( false ).HoldType or "revolver"
|
||||
end
|
||||
end
|
||||
|
||||
self:SetWeaponHoldType(ht)
|
||||
|
@ -185,4 +197,156 @@ end
|
|||
|
||||
function SWEP:Holster()
|
||||
return true
|
||||
end
|
||||
|
||||
if CLIENT then
|
||||
|
||||
function SWEP:DrawWorldModel()
|
||||
local p = self:GetOwner()
|
||||
local wm = self.CWM
|
||||
local class = self:BClass( false )
|
||||
if class then
|
||||
if !IsValid(wm) then
|
||||
wm = ClientsideModel( class.WModel )
|
||||
self.CWM = wm
|
||||
end
|
||||
wm:SetModel( class.WModel )
|
||||
wm:SetNoDraw( true )
|
||||
wm:AddEffects( EF_BONEMERGE )
|
||||
wm:SetParent( p )
|
||||
|
||||
-- if IsValid(p) then
|
||||
-- -- Specify a good position
|
||||
-- local offsetVec = Vector(12.8, -1.4, 2.6)
|
||||
-- local offsetAng = Angle(180 - 10, 180, 0)
|
||||
--
|
||||
-- local boneid = p:LookupBone("ValveBiped.Bip01_R_Hand") -- Right Hand
|
||||
-- if !boneid then return end
|
||||
|
||||
-- local matrix = p:GetBoneMatrix(boneid)
|
||||
-- if !matrix then return end
|
||||
|
||||
-- local newPos, newAng = LocalToWorld(offsetVec, offsetAng, matrix:GetTranslation(), matrix:GetAngles())
|
||||
|
||||
-- wm:SetPos(newPos)
|
||||
-- wm:SetAngles(newAng)
|
||||
|
||||
-- wm:SetupBones()
|
||||
-- else
|
||||
-- wm:SetPos(self:GetPos())
|
||||
-- wm:SetAngles(self:GetAngles())
|
||||
-- wm:SetupBones()
|
||||
-- end
|
||||
|
||||
wm:DrawModel()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Holdtype thingys
|
||||
do
|
||||
local ActIndex = {
|
||||
[ "pistol" ] = ACT_HL2MP_IDLE_PISTOL,
|
||||
[ "smg" ] = ACT_HL2MP_IDLE_SMG1,
|
||||
[ "grenade" ] = ACT_HL2MP_IDLE_GRENADE,
|
||||
[ "ar2" ] = ACT_HL2MP_IDLE_AR2,
|
||||
[ "shotgun" ] = ACT_HL2MP_IDLE_SHOTGUN,
|
||||
[ "rpg" ] = ACT_HL2MP_IDLE_RPG,
|
||||
[ "physgun" ] = ACT_HL2MP_IDLE_PHYSGUN,
|
||||
[ "crossbow" ] = ACT_HL2MP_IDLE_CROSSBOW,
|
||||
[ "melee" ] = ACT_HL2MP_IDLE_MELEE,
|
||||
[ "slam" ] = ACT_HL2MP_IDLE_SLAM,
|
||||
[ "normal" ] = ACT_HL2MP_IDLE,
|
||||
[ "fist" ] = ACT_HL2MP_IDLE_FIST,
|
||||
[ "melee2" ] = ACT_HL2MP_IDLE_MELEE2,
|
||||
[ "passive" ] = ACT_HL2MP_IDLE_PASSIVE,
|
||||
[ "knife" ] = ACT_HL2MP_IDLE_KNIFE,
|
||||
[ "duel" ] = ACT_HL2MP_IDLE_DUEL,
|
||||
[ "camera" ] = ACT_HL2MP_IDLE_CAMERA,
|
||||
[ "magic" ] = ACT_HL2MP_IDLE_MAGIC,
|
||||
[ "revolver" ] = ACT_HL2MP_IDLE_REVOLVER,
|
||||
|
||||
[ "suitcase" ] = ACT_HL2MP_IDLE,
|
||||
[ "melee_angry" ] = ACT_HL2MP_IDLE_MELEE_ANGRY,
|
||||
[ "angry" ] = ACT_HL2MP_IDLE_ANGRY,
|
||||
[ "scared" ] = ACT_HL2MP_IDLE_SCARED,
|
||||
[ "zombie" ] = ACT_HL2MP_IDLE_ZOMBIE,
|
||||
[ "cower" ] = ACT_HL2MP_IDLE_COWER,
|
||||
}
|
||||
|
||||
--[[---------------------------------------------------------
|
||||
Name: SetWeaponHoldType
|
||||
Desc: Sets up the translation table, to translate from normal
|
||||
standing idle pose, to holding weapon pose.
|
||||
-----------------------------------------------------------]]
|
||||
function SWEP:SetWeaponHoldType( t )
|
||||
|
||||
t = string.lower( t )
|
||||
local index = ActIndex[ t ]
|
||||
|
||||
if ( index == nil ) then
|
||||
Msg( "SWEP:SetWeaponHoldType - ActIndex[ \"" .. t .. "\" ] isn't set! (defaulting to normal)\n" )
|
||||
t = "normal"
|
||||
index = ActIndex[ t ]
|
||||
end
|
||||
|
||||
self.ActivityTranslate = {}
|
||||
self.ActivityTranslate[ ACT_MP_STAND_IDLE ] = index
|
||||
self.ActivityTranslate[ ACT_MP_WALK ] = index + 1
|
||||
self.ActivityTranslate[ ACT_MP_RUN ] = index + 2
|
||||
self.ActivityTranslate[ ACT_MP_CROUCH_IDLE ] = index + 3
|
||||
self.ActivityTranslate[ ACT_MP_CROUCHWALK ] = index + 4
|
||||
self.ActivityTranslate[ ACT_MP_ATTACK_STAND_PRIMARYFIRE ] = index + 5
|
||||
self.ActivityTranslate[ ACT_MP_ATTACK_CROUCH_PRIMARYFIRE ] = index + 5
|
||||
self.ActivityTranslate[ ACT_MP_RELOAD_STAND ] = index + 6
|
||||
self.ActivityTranslate[ ACT_MP_RELOAD_CROUCH ] = index + 6
|
||||
self.ActivityTranslate[ ACT_MP_JUMP ] = index + 7
|
||||
self.ActivityTranslate[ ACT_RANGE_ATTACK1 ] = index + 8
|
||||
self.ActivityTranslate[ ACT_MP_SWIM ] = index + 9
|
||||
|
||||
-- "normal" jump animation doesn't exist
|
||||
if ( t == "normal" ) then
|
||||
self.ActivityTranslate[ ACT_MP_JUMP ] = ACT_HL2MP_JUMP_SLAM
|
||||
end
|
||||
|
||||
if ( t == "suitcase" ) then
|
||||
self.ActivityTranslate[ ACT_MP_STAND_IDLE ] = ACT_HL2MP_IDLE_SUITCASE
|
||||
self.ActivityTranslate[ ACT_MP_WALK ] = ACT_HL2MP_WALK_SUITCASE
|
||||
self.ActivityTranslate[ ACT_MP_JUMP ] = ACT_HL2MP_JUMP_SLAM
|
||||
end
|
||||
|
||||
if ( t == "rpg" ) then
|
||||
self.ActivityTranslate[ ACT_MP_CROUCH_IDLE ] = ACT_HL2MP_IDLE_CROUCH_AR2
|
||||
self.ActivityTranslate[ ACT_MP_CROUCHWALK ] = ACT_HL2MP_WALK_CROUCH_AR2
|
||||
end
|
||||
|
||||
--self:SetupWeaponHoldTypeForAI( t )
|
||||
|
||||
end
|
||||
|
||||
-- Default hold pos is the pistol
|
||||
SWEP:SetWeaponHoldType( "pistol" )
|
||||
|
||||
--[[---------------------------------------------------------
|
||||
Name: weapon:TranslateActivity()
|
||||
Desc: Translate a player's Activity into a weapon's activity
|
||||
So for example, ACT_HL2MP_RUN becomes ACT_HL2MP_RUN_PISTOL
|
||||
Depending on how you want the player to be holding the weapon
|
||||
-----------------------------------------------------------]]
|
||||
function SWEP:TranslateActivity( act )
|
||||
|
||||
if ( self.Owner:IsNPC() ) then
|
||||
if ( self.ActivityTranslateAI[ act ] ) then
|
||||
return self.ActivityTranslateAI[ act ]
|
||||
end
|
||||
return -1
|
||||
end
|
||||
|
||||
if ( self.ActivityTranslate[ act ] != nil ) then
|
||||
return self.ActivityTranslate[ act ]
|
||||
end
|
||||
|
||||
return -1
|
||||
|
||||
end
|
||||
end
|
Loading…
Reference in New Issue