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hl2rp

denkir

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кто может кинуть скрипт на сид карту как на юнион рп
 

denkir

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смысле кф это что?
 

denkir

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SWEP.PrintName = "CID Карта"
SWEP.Author = ""
SWEP.Spawnable = true
SWEP.AdminOnly = false
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.Weight = 5
SWEP.AutoSwitchTo = true
SWEP.AutoSwitchFrom = true
SWEP.Slot = 2
SWEP.SlotPos = 1
SWEP.DrawAmmo = false
SWEP.DrawCrosshair = false
SWEP.FiresUnderwater = true
SWEP.Category = "CID"
SWEP.HoldType = "pistol"
SWEP.ViewModelFOV = 70
SWEP.ViewModelFlip = false
SWEP.ViewModel = "models/perp2/v_fists.mdl"
SWEP.WorldModel = "models/perp2/w_fists.mdl"

SWEP.ShowViewModel = true
SWEP.NonCheck = true
SWEP.ShowWorldModel = true
SWEP.ViewModelBoneMods = {
["Bip01 L Arm2"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) },
["Bip01 L Hand"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) },
["Bip01 L Arm1"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) },
["Bip01 L Arm"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(-0.556, 0, 0), angle = Angle(0, 0, 0) },
["Bip01"] = { scale = Vector(0.887, 0.887, 0.887), pos = Vector(0.555, 0.925, 0), angle = Angle(0, 0, 0) }
}
SWEP.ViewModelBoneMods = {
["Bip01 L Arm"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(-0.556, 0, 0), angle = Angle(0, 0, 0) },
["Bip01"] = { scale = Vector(1, 1, 1), pos = Vector(0.185, 0, 0), angle = Angle(0, 0, 0) }
}
SWEP.IronSightsPos = Vector(0, 0, 0)
SWEP.IronSightsAng = Vector(0, 0, 0)
SWEP.VElements = {
["id"] = { type = "Model", model = "models/weapons/w_tfa_clonecard_c6.mdl", bone = "Bip01", rel = "", pos = Vector(18.6, 0, 25.454), angle = Angle(-180, 270, 100), size = Vector(1.5, 1.5, 1.5), color = Color(255, 255, 255, 255), surpresslightning = false, skin = 0, bodygroup = {} }
}
SWEP.WElements = {
["ide"] = { type = "Model", model = "models/weapons/w_tfa_clonecard_c6.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(3.5, 4, 0), angle = Angle(-180, -270, -90), size = Vector(1.5,1.5,1.5), color = Color(255, 255, 255, 255), surpresslightning = false, skin = 0, bodygroup = {} }
}


function SWEP:PrimaryAttack()
self:SetWeaponHoldType( "pistol" )
if (SERVER) then
local ply = self.Owner
local owner = ply.Disguised or self.Owner
local text,name, id,myjob, myteam = "", ply:Name(), owner:GetID(), "Ошибка", owner:Team()
myjob = owner:isLoyal() and "Лоялист" or owner:isGSR() and "Работник ГСР" or owner:isVort() and "Вортигонт" or owner:isCitizen() and "Гражданин" or myteam == TEAM_CITIZEN and "Прибывший" or "Ошибка"
text = owner:isWanted() and "| В розыске: ".. owner:getDarkRPVar("wantedReason") or myteam == TEAM_CITIZEN and "Город отбытия C".. owner.City or owner:isLoyal() and "Лояльность: "..owner:getJobTable().loyallvl or ""

DarkRP.talkToRange(self.Owner, "[CID] " .. self.Owner:GetName(), "Предъявил CID карту. ID #"..id..". Деятельность: "..myjob.." "..text, 90)
end
self.Weapon:SetNextPrimaryFire(CurTime() + 5)
end

function SWEP:SecondaryAttack()
return false
end


function SWEP:Reload()
return false
end

function SWEP:Initialize()
self:SetWeaponHoldType( "pistol" )
--local ModelCheck = string.find( self.Owner:GetModel():lower(), "female" )
--if ModelCheck then self.WElements["ide"].modelEnt = ("models/weapons/w_tfa_starshiptroopers_fleetspaceman.mdl") else self.WElements["ide"].modelEnt = ("models/weapons/w_tfa_clonecard_c6.mdl") end


if CLIENT then


self.VElements = table.FullCopy( self.VElements )
self.WElements = table.FullCopy( self.WElements )
self.ViewModelBoneMods = table.FullCopy( self.ViewModelBoneMods )

self:CreateModels(self.VElements)
self:CreateModels(self.WElements)


if IsValid(self.Owner) then
local vm = self.Owner:GetViewModel()
if IsValid(vm) then
self:ResetBonePositions(vm)

if (self.ShowViewModel == nil or self.ShowViewModel) then
vm:SetColor(Color(255,255,255,255))
else
vm:SetColor(Color(255,255,255,1))
vm:SetMaterial("Debug/hsv")
end
end
end

end

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()
self:Holster()
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

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
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

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
end

end

return pos, ang
end

function SWEP:CreateModels( tab )

if (!tab) then return end

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 = { ["$basetexture"] = v.sprite }
local tocheck = { "nocull", "additive", "vertexalpha", "vertexcolor", "ignorez" }
for i, j in pairs( tocheck ) do
if (v[j]) then
params["$"..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

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

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


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)
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

тут есть ошибка?
 

Kicessuor

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SWEP.PrintName = "CID Карта"
SWEP.Author = ""
SWEP.Spawnable = true
SWEP.AdminOnly = false
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.Weight = 5
SWEP.AutoSwitchTo = true
SWEP.AutoSwitchFrom = true
SWEP.Slot = 2
SWEP.SlotPos = 1
SWEP.DrawAmmo = false
SWEP.DrawCrosshair = false
SWEP.FiresUnderwater = true
SWEP.Category = "CID"
SWEP.HoldType = "pistol"
SWEP.ViewModelFOV = 70
SWEP.ViewModelFlip = false
SWEP.ViewModel = "models/perp2/v_fists.mdl"
SWEP.WorldModel = "models/perp2/w_fists.mdl"

SWEP.ShowViewModel = true
SWEP.NonCheck = true
SWEP.ShowWorldModel = true
SWEP.ViewModelBoneMods = {
["Bip01 L Arm2"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) },
["Bip01 L Hand"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) },
["Bip01 L Arm1"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) },
["Bip01 L Arm"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(-0.556, 0, 0), angle = Angle(0, 0, 0) },
["Bip01"] = { scale = Vector(0.887, 0.887, 0.887), pos = Vector(0.555, 0.925, 0), angle = Angle(0, 0, 0) }
}
SWEP.ViewModelBoneMods = {
["Bip01 L Arm"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(-0.556, 0, 0), angle = Angle(0, 0, 0) },
["Bip01"] = { scale = Vector(1, 1, 1), pos = Vector(0.185, 0, 0), angle = Angle(0, 0, 0) }
}
SWEP.IronSightsPos = Vector(0, 0, 0)
SWEP.IronSightsAng = Vector(0, 0, 0)
SWEP.VElements = {
["id"] = { type = "Model", model = "models/weapons/w_tfa_clonecard_c6.mdl", bone = "Bip01", rel = "", pos = Vector(18.6, 0, 25.454), angle = Angle(-180, 270, 100), size = Vector(1.5, 1.5, 1.5), color = Color(255, 255, 255, 255), surpresslightning = false, skin = 0, bodygroup = {} }
}
SWEP.WElements = {
["ide"] = { type = "Model", model = "models/weapons/w_tfa_clonecard_c6.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(3.5, 4, 0), angle = Angle(-180, -270, -90), size = Vector(1.5,1.5,1.5), color = Color(255, 255, 255, 255), surpresslightning = false, skin = 0, bodygroup = {} }
}


function SWEP:PrimaryAttack()
self:SetWeaponHoldType( "pistol" )
if (SERVER) then
local ply = self.Owner
local owner = ply.Disguised or self.Owner
local text,name, id,myjob, myteam = "", ply:Name(), owner:GetID(), "Ошибка", owner:Team()
myjob = owner:isLoyal() and "Лоялист" or owner:isGSR() and "Работник ГСР" or owner:isVort() and "Вортигонт" or owner:isCitizen() and "Гражданин" or myteam == TEAM_CITIZEN and "Прибывший" or "Ошибка"
text = owner:isWanted() and "| В розыске: ".. owner:getDarkRPVar("wantedReason") or myteam == TEAM_CITIZEN and "Город отбытия C".. owner.City or owner:isLoyal() and "Лояльность: "..owner:getJobTable().loyallvl or ""

DarkRP.talkToRange(self.Owner, "[CID] " .. self.Owner:GetName(), "Предъявил CID карту. ID #"..id..". Деятельность: "..myjob.." "..text, 90)
end
self.Weapon:SetNextPrimaryFire(CurTime() + 5)
end

function SWEP:SecondaryAttack()
return false
end


function SWEP:Reload()
return false
end

function SWEP:Initialize()
self:SetWeaponHoldType( "pistol" )
--local ModelCheck = string.find( self.Owner:GetModel():lower(), "female" )
--if ModelCheck then self.WElements["ide"].modelEnt = ("models/weapons/w_tfa_starshiptroopers_fleetspaceman.mdl") else self.WElements["ide"].modelEnt = ("models/weapons/w_tfa_clonecard_c6.mdl") end


if CLIENT then


self.VElements = table.FullCopy( self.VElements )
self.WElements = table.FullCopy( self.WElements )
self.ViewModelBoneMods = table.FullCopy( self.ViewModelBoneMods )

self:CreateModels(self.VElements)
self:CreateModels(self.WElements)


if IsValid(self.Owner) then
local vm = self.Owner:GetViewModel()
if IsValid(vm) then
self:ResetBonePositions(vm)

if (self.ShowViewModel == nil or self.ShowViewModel) then
vm:SetColor(Color(255,255,255,255))
else
vm:SetColor(Color(255,255,255,1))
vm:SetMaterial("Debug/hsv")
end
end
end

end

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()
self:Holster()
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

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
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

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
end

end

return pos, ang
end

function SWEP:CreateModels( tab )

if (!tab) then return end

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 = { ["$basetexture"] = v.sprite }
local tocheck = { "nocull", "additive", "vertexalpha", "vertexcolor", "ignorez" }
for i, j in pairs( tocheck ) do
if (v[j]) then
params["$"..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

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

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


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)
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

тут есть ошибка?
луашкой кинь
 

Kicessuor

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