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AddCSLuaFile("hands.lua")
SWEP.ViewModel = ""--"models/error.mdl"
SWEP.WorldModel = ""--"models/error.mdl"
SWEP.HoldType = "normal"
SWEP.Primary.ClipSize = -1
SWEP.Primary.DefaultClip = -1
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = "none"
SWEP.Secondary.Clipsize = -1
SWEP.Secondary.DefaultClip = -1
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = "none"
SWEP.DrawAmmo = false
SWEP.DrawCrosshair = false
function SWEP:Initialize()
self:SetWeaponHoldType(self.HoldType)
self:DrawShadow(false)
self:SetNoDraw(true)
--[[
if (CLIENT) then
self.MOB = ClientsideModel("error.mdl")
self.MOB:SetNoDraw(true)
self.MOB:DrawShadow(false)
end
]]
end
SWEP.Pickup = nil
SWEP.PickupAngles = Angle(0,0,0)
SWEP.PickupOffset = 100
local buildzones = {
["artery_shipyard"] = true,
}
function SWEP:DefaultPickup()
print("Default pickup fired, self.pickup is", self.Pickup)
local zc = self.Owner:GetCurrentZone()
local building = zc != nil and buildzones[zc] != nil
if self.Pickup == nil then
local tr = self.Owner:GetEyeTrace()
local dist = self.Owner:GetPos():Distance(tr.HitPos)
local mass = -1
pcall(function()
mass = tr.Entity:GetPhysicsObject():GetMass()
end,function()
print("Failed to get mass")
end)
if building or (dist < 100 and mass != -1 and mass < 400) then
self.OldMass = mass
self.Pickup = tr.Entity
self.PickupAngles = tr.Entity:GetAngles() - self.Owner:EyeAngles()
self.PickupOffset = dist
tr.Entity:GetPhysicsObject():SetMass(3)
tr.Entity:GetPhysicsObject():EnableCollisions(false)
else
print("dist is:" ,dist)
if tr.Entity.GetMass then
print("Mass is", tr.Entity:GetMass())
else
print("Ent does not have mass!", mass)
end
print("Could not pick that up")
end
else
if IsValid(self.Pickup) and zc != nil and buildzones[zc.class] then
--self.Pickup:GetPhysicsObject():EnableMotion(false)
end
self.Pickup:GetPhysicsObject():SetMass(self.OldMass)
self.Pickup:GetPhysicsObject():EnableCollisions(true)
self.Pickup = nil
end
end
function SWEP:Tick()
if self.Pickup ~= nil and IsValid(self.Pickup) then
local crouchadd
if self.Owner:Crouching() then
crouchadd = Vector(0,0,32)
else
crouchadd = Vector(0,0,64)
end
local targetpos = (self.Owner:EyeAngles():Forward() * self.PickupOffset * 2) + self.Owner:GetPos() + crouchadd
local targetang = self.Owner:EyeAngles() + self.PickupAngles
--Check if we're inside a build zone
local zc = self.Owner:GetCurrentZone()
if zc != nil and zc.class == "artery_shipyard" then
self.Pickup:SetPos(targetpos)
self.Pickup:SetAngles(targetang)
else
--Set position
local pow = 100
local deltavel = targetpos - (self.Pickup:GetPos() + (self.Pickup:GetVelocity() / pow))
local vlim = 100000
local clampvel = Vector(math.Clamp(deltavel.x,-vlim,vlim),math.Clamp(deltavel.y,-vlim,vlim),math.Clamp(deltavel.z,-vlim,vlim))
local speed = 20
self.Pickup:GetPhysicsObject():SetVelocity(clampvel * speed)
--Set angles
local angvel = self.Pickup:GetAngles() - targetang
local deltaang = self.Pickup:GetPhysicsObject():GetAngleVelocity() - angvel:Forward()
self.Pickup:SetAngles(targetang)
--self.Pickup:GetPhysicsObject():AddAngleVelocity(angvel:Forward())
end
end
end
function SWEP:ShouldDropOnDie()
return false
end
function SWEP:PrimaryAttack()
if CLIENT then return end
--Make sure we have an equipment inventory
if not self.Owner then return end
if not self.Owner.data then return end
if not self.Owner.data.inventories then return end
if not self.Owner.data.inventories[1] then return end
local eqpd = self.Owner.data.inventories[1]
--Get the weapon we want to fire, and fire it!
local weapon = eqpd:Get({"Left Hand"}) or eqpd:Get({"Dual"})
if not weapon then
self:DefaultPickup()
elseif weapon.onClick ~= nil then
weapon:onClick(self.Owner)
end --Make sure we have a weapon
end
function SWEP:SecondaryAttack()
if CLIENT then return end
--Make sure we have an equipment inventory
if not self.Owner then return end
if not self.Owner.data then return end
if not self.Owner.data.inventories then return end
if not self.Owner.data.inventories[1] then return end
local eqpd = self.Owner.data.inventories[1]
--Get the weapon we want to fire, and fire it!
local weapon = eqpd:Get({"Right Hand"}) or eqpd:Get({"Dual"})
if not weapon then
self:DefaultPickup()
elseif weapon.onClick ~= nil then
weapon:onClick(self.Owner)
end --Make sure we have a weapon
end
hook.Add("PlayerSpawn","give_hands",function(ply)
ply:Give("hands")
end)
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