AddCSLuaFile() resource.AddFile("sound/weapons/genji/genjidraw.wav") resource.AddFile("sound/weapons/katana/katana_swing_miss.wav") resource.AddFile("sound/weapons/katana/katana_impact_world1.wav") SWEP.PrintName = "Genji's Katana" SWEP.Author = "Rising Darkness" SWEP.Instructions = "You know the drill!" SWEP.Category = "Overwatch" SWEP.Spawnable= true SWEP.AdminSpawnable= true SWEP.AdminOnly = false SWEP.Base = "weapon_tttbase" SWEP.Kind = WEAPON_EQUIP1 SWEP.AutoSpawnable = false SWEP.AmmoEnt = "" SWEP.InLoadoutFor = nil SWEP.AllowDrop = true SWEP.IsSilent = false SWEP.NoSights = false SWEP.CanBuy = { ROLE_TRAITOR } SWEP.Icon = "entities/genji_melee" SWEP.EquipMenuData = { type = "Weapon", desc = [[Ryƫjin no ken wo kurae!]] }; SWEP.ViewModelFOV = 70 SWEP.ViewModelFlip = false SWEP.ViewModel = "models/weapons/melee/v_katana.mdl" SWEP.WorldModel = "models/weapons/w_crowbar.mdl" SWEP.ShowViewModel = true SWEP.ShowWorldModel = false SWEP.ViewModelBoneMods = { ["ValveBiped.base"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, -0.86, -0.005), angle = Angle(0, 0, 0) }, ["ValveBiped.Bip01_L_UpperArm"] = { scale = Vector(1, 1, 1), pos = Vector(-1.859, -1.543, -2.842), angle = Angle(0, 0, 0) }, ["ValveBiped.Bip01_L_Hand"] = { scale = Vector(1, 1, 1), pos = Vector(-0.389, 0, 0), angle = Angle(-8.622, -51.949, 0) } } SWEP.Slot = 7 SWEP.UseHands = true SWEP.HoldType = "melee2" SWEP.FiresUnderwater = true SWEP.DrawCrosshair = true SWEP.DrawAmmo = true SWEP.ReloadSound = Sound("weapons/pistol_reload_scout.wav") SWEP.CSMuzzleFlashes = true SWEP.Primary.Sound = Sound("weapons/doom_sniper_smg.wav") SWEP.Primary.Damage = 12 SWEP.Primary.TakeAmmo = 1 SWEP.Primary.ClipSize = -1 SWEP.Primary.Ammo = "no" SWEP.Primary.DefaultClip = -1 SWEP.Primary.Spread = 0 SWEP.Primary.NumberofShots = 1 SWEP.Primary.Automatic = true SWEP.Primary.Recoil = 0 SWEP.Primary.Delay = 0.6 SWEP.Primary.Force = 5 SWEP.Secondary.ClipSize = 0 SWEP.Secondary.DefaultClip = 0 SWEP.Secondary.Automatic = false SWEP.Secondary.Ammo = "none" SWEP.WElements = { ["sword"] = { type = "Model", model = "models/weapons/melee/w_katana.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(3.719, 1.939, -1.162), angle = Angle(180, 180, 0), size = Vector(1.016, 1.016, 1.016), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} } } function SWEP:Initialize() -- other initialize code goes here self:SetHoldType("melee2") if CLIENT then -- Create a new table for every weapon instance self.VElements = table.FullCopy( self.VElements ) self.WElements = table.FullCopy( self.WElements ) self.ViewModelBoneMods = table.FullCopy( self.ViewModelBoneMods ) self:CreateModels(self.VElements) -- create viewmodels self:CreateModels(self.WElements) -- create worldmodels -- init view model bone build function if IsValid(self.Owner) then local vm = self.Owner:GetViewModel() if IsValid(vm) then self:ResetBonePositions(vm) -- Init viewmodel visibility if (self.ShowViewModel == nil or self.ShowViewModel) then vm:SetColor(Color(255,255,255,255)) else -- we set the alpha to 1 instead of 0 because else ViewModelDrawn stops being called vm:SetColor(Color(255,255,255,1)) -- ^ stopped working in GMod 13 because you have to do Entity:SetRenderMode(1) for translucency to kick in -- however for some reason the view model resets to render mode 0 every frame so we just apply a debug material to prevent it from drawing vm:SetMaterial("Debug/hsv") end end end end end function SWEP:Deploy() self.Weapon:SendWeaponAnim(ACT_VM_DRAW) self.Owner:EmitSound(Sound("weapons/genji/genjidraw.wav")) end function SWEP:PrimaryAttack() if !IsValid(self) or !IsValid(self.Owner) then return end self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay ) self.Weapon:EmitSound("weapons/katana/katana_swing_miss.wav")--slash in the wind sound here self.Weapon:SendWeaponAnim(ACT_VM_HITCENTER) timer.Simple(0.2, function() if IsValid(self) then self:Slash() end end) self.Weapon:SendWeaponAnim( ACT_VM_MISSCENTER ) self.Owner:SetAnimation( PLAYER_ATTACK1 ) end function SWEP:Slash() if !IsValid(self) or !IsValid(self.Owner) then return end pos = self.Owner:GetShootPos() ang = self.Owner:GetAimVector() damagedice = math.Rand(7,10) pain = self.Primary.Damage * damagedice if SERVER and IsValid(self.Owner) then local slash = {} slash.start = pos --The higher the product of ang*xx gets the higher the range gets slash.endpos = pos + (ang * 120) slash.filter = self.Owner slash.mins = Vector(-7, -7, 0) slash.maxs = Vector(7, 7, 7) local slashtrace = util.TraceHull(slash) if slashtrace.Hit then targ = slashtrace.Entity if targ:IsPlayer() or targ:IsNPC() then self.Owner:EmitSound("weapons/katana/katana_impact_world1.wav") paininfo = DamageInfo() paininfo:SetDamage(pain) paininfo:SetDamageType(DMG_SLASH) paininfo:SetAttacker(self.Owner) paininfo:SetInflictor(self.Weapon) local RandomForce = math.random(1000,20000) paininfo:SetDamageForce(slashtrace.Normal * RandomForce) if targ:IsPlayer() then targ:ViewPunch( Angle( -10, -20, 0 ) ) end if SERVER then local blood = targ:GetBloodColor() local fleshimpact = EffectData() fleshimpact:SetEntity(self.Weapon) fleshimpact:SetOrigin(slashtrace.HitPos) fleshimpact:SetNormal(slashtrace.HitPos) if blood >= 0 then fleshimpact:SetColor(blood) util.Effect("BloodImpact", fleshimpact) end end if SERVER then targ:TakeDamageInfo(paininfo) end else look = self.Owner:GetEyeTrace() util.Decal("ManhackCut", look.HitPos + look.HitNormal, look.HitPos - look.HitNormal ) end end end end function SWEP:SecondaryAttack() end function SWEP:Reload() end function SWEP:Holster() if CLIENT and IsValid(self.Owner) then local vm = self.Owner:GetViewModel() if IsValid(vm) then self:ResetBonePositions(vm) end end return true end function SWEP:OnRemove() if CLIENT and IsValid(self.Owner) and self.Owner == LocalPlayer() and self.Owner:Alive() then RunConsoleCommand("lastinv") end end if CLIENT then SWEP.vRenderOrder = nil function SWEP:ViewModelDrawn() local vm = self.Owner:GetViewModel() if !IsValid(vm) then return end if (!self.VElements) then return end self:UpdateBonePositions(vm) if (!self.vRenderOrder) then -- we build a render order because sprites need to be drawn after models self.vRenderOrder = {} for k, v in pairs( self.VElements ) do if (v.type == "Model") then table.insert(self.vRenderOrder, 1, k) elseif (v.type == "Sprite" or v.type == "Quad") then table.insert(self.vRenderOrder, k) end end end for k, name in ipairs( self.vRenderOrder ) do local v = self.VElements[name] if (!v) then self.vRenderOrder = nil break end if (v.hide) then continue end local model = v.modelEnt local sprite = v.spriteMaterial if (!v.bone) then continue end local pos, ang = self:GetBoneOrientation( self.VElements, v, vm ) if (!pos) then continue end if (v.type == "Model" and IsValid(model)) then model:SetPos(pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z ) ang:RotateAroundAxis(ang:Up(), v.angle.y) ang:RotateAroundAxis(ang:Right(), v.angle.p) ang:RotateAroundAxis(ang:Forward(), v.angle.r) model:SetAngles(ang) --model:SetModelScale(v.size) local matrix = Matrix() matrix:Scale(v.size) model:EnableMatrix( "RenderMultiply", matrix ) if (v.material == "") then model:SetMaterial("") elseif (model:GetMaterial() != v.material) then model:SetMaterial( v.material ) end if (v.skin and v.skin != model:GetSkin()) then model:SetSkin(v.skin) end if (v.bodygroup) then for k, v in pairs( v.bodygroup ) do if (model:GetBodygroup(k) != v) then model:SetBodygroup(k, v) end end end if (v.surpresslightning) then render.SuppressEngineLighting(true) end render.SetColorModulation(v.color.r/255, v.color.g/255, v.color.b/255) render.SetBlend(v.color.a/255) model:DrawModel() render.SetBlend(1) render.SetColorModulation(1, 1, 1) if (v.surpresslightning) then render.SuppressEngineLighting(false) end elseif (v.type == "Sprite" and sprite) then local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z render.SetMaterial(sprite) render.DrawSprite(drawpos, v.size.x, v.size.y, v.color) elseif (v.type == "Quad" and v.draw_func) then local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z ang:RotateAroundAxis(ang:Up(), v.angle.y) ang:RotateAroundAxis(ang:Right(), v.angle.p) ang:RotateAroundAxis(ang:Forward(), v.angle.r) cam.Start3D2D(drawpos, ang, v.size) v.draw_func( self ) cam.End3D2D() end end end SWEP.wRenderOrder = nil function SWEP:DrawWorldModel() if (self.ShowWorldModel == nil or self.ShowWorldModel) then self:DrawModel() end if (!self.WElements) then return end if (!self.wRenderOrder) then self.wRenderOrder = {} for k, v in pairs( self.WElements ) do if (v.type == "Model") then table.insert(self.wRenderOrder, 1, k) elseif (v.type == "Sprite" or v.type == "Quad") then table.insert(self.wRenderOrder, k) end end end if (IsValid(self.Owner)) then bone_ent = self.Owner else -- when the weapon is dropped bone_ent = self end for k, name in pairs( self.wRenderOrder ) do local v = self.WElements[name] if (!v) then self.wRenderOrder = nil break end if (v.hide) then continue end local pos, ang if (v.bone) then pos, ang = self:GetBoneOrientation( self.WElements, v, bone_ent ) else pos, ang = self:GetBoneOrientation( self.WElements, v, bone_ent, "ValveBiped.Bip01_R_Hand" ) end if (!pos) then continue end local model = v.modelEnt local sprite = v.spriteMaterial if (v.type == "Model" and IsValid(model)) then model:SetPos(pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z ) ang:RotateAroundAxis(ang:Up(), v.angle.y) ang:RotateAroundAxis(ang:Right(), v.angle.p) ang:RotateAroundAxis(ang:Forward(), v.angle.r) model:SetAngles(ang) --model:SetModelScale(v.size) local matrix = Matrix() matrix:Scale(v.size) model:EnableMatrix( "RenderMultiply", matrix ) if (v.material == "") then model:SetMaterial("") elseif (model:GetMaterial() != v.material) then model:SetMaterial( v.material ) end if (v.skin and v.skin != model:GetSkin()) then model:SetSkin(v.skin) end if (v.bodygroup) then for k, v in pairs( v.bodygroup ) do if (model:GetBodygroup(k) != v) then model:SetBodygroup(k, v) end end end if (v.surpresslightning) then render.SuppressEngineLighting(true) end render.SetColorModulation(v.color.r/255, v.color.g/255, v.color.b/255) render.SetBlend(v.color.a/255) model:DrawModel() render.SetBlend(1) render.SetColorModulation(1, 1, 1) if (v.surpresslightning) then render.SuppressEngineLighting(false) end elseif (v.type == "Sprite" and sprite) then local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z render.SetMaterial(sprite) render.DrawSprite(drawpos, v.size.x, v.size.y, v.color) elseif (v.type == "Quad" and v.draw_func) then local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z ang:RotateAroundAxis(ang:Up(), v.angle.y) ang:RotateAroundAxis(ang:Right(), v.angle.p) ang:RotateAroundAxis(ang:Forward(), v.angle.r) cam.Start3D2D(drawpos, ang, v.size) v.draw_func( self ) cam.End3D2D() end end end function SWEP:GetBoneOrientation( basetab, tab, ent, bone_override ) local bone, pos, ang if (tab.rel and tab.rel != "") then local v = basetab[tab.rel] if (!v) then return end -- Technically, if there exists an element with the same name as a bone -- you can get in an infinite loop. Let's just hope nobody's that stupid. pos, ang = self:GetBoneOrientation( basetab, v, ent ) if (!pos) then return end pos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z ang:RotateAroundAxis(ang:Up(), v.angle.y) ang:RotateAroundAxis(ang:Right(), v.angle.p) ang:RotateAroundAxis(ang:Forward(), v.angle.r) else bone = ent:LookupBone(bone_override or tab.bone) if (!bone) then return end pos, ang = Vector(0,0,0), Angle(0,0,0) local m = ent:GetBoneMatrix(bone) if (m) then pos, ang = m:GetTranslation(), m:GetAngles() end if (IsValid(self.Owner) and self.Owner:IsPlayer() and ent == self.Owner:GetViewModel() and self.ViewModelFlip) then ang.r = -ang.r -- Fixes mirrored models end end return pos, ang end function SWEP:CreateModels( tab ) if (!tab) then return end -- Create the clientside models here because Garry says we can't do it in the render hook for k, v in pairs( tab ) do if (v.type == "Model" and v.model and v.model != "" and (!IsValid(v.modelEnt) or v.createdModel != v.model) and string.find(v.model, ".mdl") and file.Exists (v.model, "GAME") ) then v.modelEnt = ClientsideModel(v.model, RENDER_GROUP_VIEW_MODEL_OPAQUE) if (IsValid(v.modelEnt)) then v.modelEnt:SetPos(self:GetPos()) v.modelEnt:SetAngles(self:GetAngles()) v.modelEnt:SetParent(self) v.modelEnt:SetNoDraw(true) v.createdModel = v.model else v.modelEnt = nil end elseif (v.type == "Sprite" and v.sprite and v.sprite != "" and (!v.spriteMaterial or v.createdSprite != v.sprite) and file.Exists ("materials/"..v.sprite..".vmt", "GAME")) then local name = v.sprite.."-" local params = { ["$basetexture"] = v.sprite } -- make sure we create a unique name based on the selected options local tocheck = { "nocull", "additive", "vertexalpha", "vertexcolor", "ignorez" } for i, j in pairs( tocheck ) do if (v[j]) then params["$"..j] = 1 name = name.."1" else name = name.."0" end end v.createdSprite = v.sprite v.spriteMaterial = CreateMaterial(name,"UnlitGeneric",params) end end end local allbones local hasGarryFixedBoneScalingYet = false function SWEP:UpdateBonePositions(vm) if self.ViewModelBoneMods then if (!vm:GetBoneCount()) then return end -- !! WORKAROUND !! -- We need to check all model names :/ local loopthrough = self.ViewModelBoneMods if (!hasGarryFixedBoneScalingYet) then allbones = {} for i=0, vm:GetBoneCount() do local bonename = vm:GetBoneName(i) if (self.ViewModelBoneMods[bonename]) then allbones[bonename] = self.ViewModelBoneMods[bonename] else allbones[bonename] = { scale = Vector(1,1,1), pos = Vector(0,0,0), angle = Angle(0,0,0) } end end loopthrough = allbones end -- !! ----------- !! for k, v in pairs( loopthrough ) do local bone = vm:LookupBone(k) if (!bone) then continue end -- !! WORKAROUND !! local s = Vector(v.scale.x,v.scale.y,v.scale.z) local p = Vector(v.pos.x,v.pos.y,v.pos.z) local ms = Vector(1,1,1) if (!hasGarryFixedBoneScalingYet) then local cur = vm:GetBoneParent(bone) while(cur >= 0) do local pscale = loopthrough[vm:GetBoneName(cur)].scale ms = ms * pscale cur = vm:GetBoneParent(cur) end end s = s * ms -- !! ----------- !! if vm:GetManipulateBoneScale(bone) != s then vm:ManipulateBoneScale( bone, s ) end if vm:GetManipulateBoneAngles(bone) != v.angle then vm:ManipulateBoneAngles( bone, v.angle ) end if vm:GetManipulateBonePosition(bone) != p then vm:ManipulateBonePosition( bone, p ) end end else self:ResetBonePositions(vm) end end function SWEP:ResetBonePositions(vm) if (!vm:GetBoneCount()) then return end for i=0, vm:GetBoneCount() do vm:ManipulateBoneScale( i, Vector(1, 1, 1) ) vm:ManipulateBoneAngles( i, Angle(0, 0, 0) ) vm:ManipulateBonePosition( i, Vector(0, 0, 0) ) end end -- Global utility code -- Fully copies the table, meaning all tables inside this table are copied too and so on (normal table.Copy copies only their reference). -- Does not copy entities of course, only copies their reference. -- WARNING: do not use on tables that contain themselves somewhere down the line or you'll get an infinite loop function table.FullCopy( tab ) if (!tab) then return nil end local res = {} for k, v in pairs( tab ) do if (type(v) == "table") then res[k] = table.FullCopy(v) -- recursion ho! elseif (type(v) == "Vector") then res[k] = Vector(v.x, v.y, v.z) elseif (type(v) == "Angle") then res[k] = Angle(v.p, v.y, v.r) else res[k] = v end end return res end end hook.Add("TTTPlayerSpeedModifier", "genjikatanaspeed" , function(ply) local wep=ply:GetActiveWeapon() if wep and IsValid(wep) and wep:GetClass()=="genji_melee" and !ply.RandomatSuperSpeed then return 1.30 end end )