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path: root/gamemode/itemsystem/weapons_common.lua
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ART = ART or {}

--- Finds the direction a player is moveing.
-- @param player The player to find the move direction of
-- @return The string "forward", "backward", "right", or "left"
function ART.playermovedir(player)
    local vel = player:GetVelocity():GetNormalized()
    vel.z = 0
    local swings = {
        {player:GetForward(),"forward"},
        {-player:GetForward(),"backward"},
        {player:GetRight(),"right"},
        {-player:GetRight(),"left"}
    }
    table.sort(swings,function(a,b)
        return vel:Dot(a[1]) > vel:Dot(b[1])
    end)
    return swings[1][2]
end


local positionset = {}
--- The arc swing of a weapon.
-- Finds anything that a weapon should hit in it's swing, and calls a function on it.
-- @param player The player that's swinging the weapon
-- @param tiems A table of times that the trace calculations should be done at, this table needs to be the same length as the positions table
-- @param positions The position offsets from the player that swung that should be the start/end points of the arc
-- @param onhit A function to call on any entities that were hit in the swing of the weapon.
function ART.swingarc(player,times,positions,onhit)
    local positionpoints = {}
    table.insert(positionset,positionpoints)
    for k,v in ipairs(times) do
        timer.Simple(v,function()
            ART.TraceWeapon = true
            ART.TraceStart = CurTime()
            print("positions[k]",positions[k],"playerpos",player:GetPos(),"add",Vector(0,0,64))
            local weaponpos = positions[k] + player:GetPos() + Vector(0,0,64)
            table.insert(positionpoints,weaponpos)
            if #positionpoints > 1 then
                --print("Trace from ", positionpoints[#positionpoints-1], " to ", positionpoints[#positionpoints])
                local tr = util.TraceLine({
                    start = positionpoints[#positionpoints-1],
                    endpos = positionpoints[#positionpoints],
                })
                onhit(tr)
            end
        end)
    end
    timer.Simple(times[#times],function()
        print("Inserted swing, drawn positions are now:")
        PrintTable(positionset)
        ART.TraceWeapon = false
    end)
end

hook.Add( "HUDPaint", "weaponswings", function()
	cam.Start3D() -- Start the 3D function so we can draw onto the screen.
        for k,v in pairs(positionset) do
            for i = 1,#v-1 do
                render.DrawLine( v[i], v[i+1], Color(255,0,0,255), false )
                render.DrawLine( v[i], v[i]+Vector(0,0,20),Color(0,255,0,255),false)
            end
        end
		--render.SetMaterial( material ) -- Tell render what material we want, in this case the flash from the gravgun
		--render.DrawSprite( pos, 16, 16, white ) -- Draw the sprite in the middle of the map, at 16x16 in it's original colour with full alpha.
	cam.End3D()
end )

return wcommon