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hologram.lua
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hologram.lua
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E2Lib.RegisterExtension( "holo", true, "Allows E2 to create and manipulate non-solid models." )
-- -----------------------------------------------------------------------------
local function checkOwner(self)
return IsValid(self.player)
end
-- -----------------------------------------------------------------------------
local wire_holograms_max = CreateConVar( "wire_holograms_max", "250", {FCVAR_ARCHIVE} )
local wire_holograms_spawn_amount = CreateConVar( "wire_holograms_spawn_amount", "15", {FCVAR_ARCHIVE} ) -- This limit resets once a second
local wire_holograms_burst_amount = CreateConVar( "wire_holograms_burst_amount", "80", {FCVAR_ARCHIVE} ) -- This limit goes down first, resets every burst_delay
local wire_holograms_burst_delay = CreateConVar( "wire_holograms_burst_delay", "10", {FCVAR_ARCHIVE} )
local wire_holograms_max_clips = CreateConVar( "wire_holograms_max_clips", "5", {FCVAR_ARCHIVE} ) -- Don't set higher than 16 without editing net.Start("wire_holograms_clip")
local wire_holograms_modelany = CreateConVar( "wire_holograms_modelany", "0", {FCVAR_ARCHIVE},
"1: Allow holograms to use models besides the official hologram models." ..
"2: Allow holograms to additionally use models not present on the server." )
local wire_holograms_size_max = CreateConVar( "wire_holograms_size_max", "50", {FCVAR_ARCHIVE} )
CreateConVar( "wire_holograms_display_owners_maxdist", "-1", {FCVAR_ARCHIVE + FCVAR_REPLICATED},
"The maximum distance that wire_holograms_display_owners will allow names to be seen. -1 for original function. Server-side and has priority over clients.", -1, 32768)
util.AddNetworkString("wire_holograms_set_visible")
util.AddNetworkString("wire_holograms_clip")
util.AddNetworkString("wire_holograms_set_scale")
util.AddNetworkString("wire_holograms_set_bone_scale")
util.AddNetworkString("wire_holograms_set_player_color")
-- context = chip.context = self
-- uid = context.uid = self.uid = chip.uid = player:UniqueID()
-- Holo = { ent = prop, scale = scale, e2owner = context }
-- E2HoloRepo[uid][-index] = Holo <-- global holos
-- E2HoloRepo[uid][Holo] = Holo <-- local holos
-- context.data.holos[index] = Holo <-- local holos
local E2HoloRepo = {}
local PlayerAmount = {}
local BlockList = {}
local ModelList = {
["cone"] = "cone",
["cplane"] = "cplane",
["cube"] = "cube",
["cylinder"] = "cylinder",
["hq_cone"] = "hq_cone",
["hq_cylinder"] = "hq_cylinder",
["hq_dome"] = "hq_dome",
["hq_hdome"] = "hq_hdome",
["hq_hdome_thick"] = "hq_hdome_thick",
["hq_hdome_thin"] = "hq_hdome_thin",
["hq_icosphere"] = "hq_icosphere",
["hq_sphere"] = "hq_sphere",
["hq_torus"] = "hq_torus",
["hq_torus_thick"] = "hq_torus_thick",
["hq_torus_thin"] = "hq_torus_thin",
["hq_torus_oldsize"] = "hq_torus_oldsize",
["hq_tube"] = "hq_tube",
["hq_tube_thick"] = "hq_tube_thick",
["hq_tube_thin"] = "hq_tube_thin",
["hq_stube"] = "hq_stube",
["hq_stube_thick"] = "hq_stube_thick",
["hq_stube_thin"] = "hq_stube_thin",
["icosphere"] = "icosphere",
["icosphere2"] = "icosphere2",
["icosphere3"] = "icosphere3",
["plane"] = "plane",
["prism"] = "prism",
["pyramid"] = "pyramid",
["sphere"] = "sphere",
["sphere2"] = "sphere2",
["sphere3"] = "sphere3",
["tetra"] = "tetra",
["torus"] = "torus",
["torus2"] = "torus2",
["torus3"] = "torus3",
["rcube"] = "rcube",
["rcube_thick"] = "rcube_thick",
["rcube_thin"] = "rcube_thin",
["hq_rcube"] = "hq_rcube",
["hq_rcube_thick"] = "hq_rcube_thick",
["hq_rcube_thin"] = "hq_rcube_thin",
["rcylinder"] = "rcylinder",
["rcylinder_thick"] = "rcylinder_thick",
["rcylinder_thin"] = "rcylinder_thin",
["hq_rcylinder"] = "hq_rcylinder",
["hq_rcylinder_thick"]= "hq_rcylinder_thick",
["hq_rcylinder_thin"] = "hq_rcylinder_thin",
["hq_cubinder"] = "hq_cubinder",
["hexagon"] = "hexagon",
["octagon"] = "octagon",
["right_prism"] = "right_prism",
-- Removed models with their replacements
["dome"] = "hq_dome",
["dome2"] = "hq_hdome",
["hqcone"] = "hq_cone",
["hqcylinder"] = "hq_cylinder",
["hqcylinder2"] = "hq_cylinder",
["hqicosphere"] = "hq_icosphere",
["hqicosphere2"] = "hq_icosphere",
["hqsphere"] = "hq_sphere",
["hqsphere2"] = "hq_sphere",
["hqtorus"] = "hq_torus_oldsize",
["hqtorus2"] = "hq_torus_oldsize",
-- HQ models with their short names
["hqhdome"] = "hq_hdome",
["hqhdome2"] = "hq_hdome_thin",
["hqhdome3"] = "hq_hdome_thick",
["hqtorus3"] = "hq_torus_thick",
["hqtube"] = "hq_tube",
["hqtube2"] = "hq_tube_thin",
["hqtube3"] = "hq_tube_thick",
["hqstube"] = "hq_stube",
["hqstube2"] = "hq_stube_thin",
["hqstube3"] = "hq_stube_thick",
["hqrcube"] = "hq_rcube",
["hqrcube2"] = "hq_rcube_thick",
["hqrcube3"] = "hq_rcube_thin",
["hqrcylinder"] = "hq_rcylinder",
["hqrcylinder2"] = "hq_rcylinder_thin",
["hqrcylinder3"] = "hq_rcylinder_thick",
["hqcubinder"] = "hq_cubinder"
}
-- Return the absolute model path
local function modelPath(name)
return "models/holograms/" .. name .. ".mdl"
end
local added = {}
local pathLookup = {}
for _,v in pairs( ModelList ) do
if not added[v] then
local path = modelPath(v)
pathLookup[path] = true
util.PrecacheModel(path)
-- resource.AddSingleFile( "models/holograms/" .. v .. ".mdl" )
added[v] = true
end
end
local function GetModel(self, model, skin)
skin = skin or 0
if ModelList[model] then
model = modelPath(ModelList[model])
-- If this model isn't already the absolute path of a default model, and only default models are allowed
elseif not pathLookup[model] and wire_holograms_modelany:GetInt() == 0 then
return false
end
if wire_holograms_modelany:GetInt() ~= 2 and not WireLib.CanModel(self.player, model, skin) then
-- Check if the model is at least valid
if not WireLib.CanModel(self.player, model, 0) then
return false
end
-- The model was valid however the skin was not. Go to default skin
skin = 0
end
return model, skin
end
-- -----------------------------------------------------------------------------
local scale_queue = {}
local bone_scale_queue = {}
local clip_queue = {}
local vis_queue = {}
local player_color_queue = {}
--[[ helper function to add items to a queue
parameters:
queue - the queue to add to
ply - the player who ran the command
holo - holo table entry
id - ID of queue entry, or nil if not unique. will overwrite entries in the queue of a matching id
this is not the same as hologram ID - this refers to the queue ID
data - data to add to queue
]]
local function add_queue( queue, ply, holo, id, data )
local plyqueue = queue[ply]
if not plyqueue then
plyqueue = {}
queue[ply] = plyqueue
end
if id ~= nil then
local holoqueue = plyqueue[holo]
if holoqueue == nil then
holoqueue = {}
plyqueue[holo] = holoqueue
end
holoqueue[id] = data
else
plyqueue[holo] = data
end
end
-- call to remove all queued items for a specific hologram
local function remove_from_queues( holo_ent )
local function remove_from_queue( queue )
for _, plyqueue in pairs( queue ) do
for holo, _ in pairs( plyqueue ) do
if holo.ent == holo_ent then
plyqueue[holo] = nil
end
end
end
end
remove_from_queue( scale_queue )
remove_from_queue( bone_scale_queue )
remove_from_queue( clip_queue )
remove_from_queue( vis_queue )
remove_from_queue( player_color_queue )
end
local function remove_holo( Holo )
if IsValid(Holo.ent) then
remove_from_queues( Holo.ent )
Holo.ent:Remove()
end
end
local function flush_scale_queue(queue, recipient)
if not queue then queue = scale_queue end
if not next(queue) then return end
net.Start("wire_holograms_set_scale")
for _, plyqueue in pairs(queue) do
for Holo, scale in pairs(plyqueue) do
net.WriteUInt(Holo.ent:EntIndex(), 16)
net.WriteFloat(scale.x)
net.WriteFloat(scale.y)
net.WriteFloat(scale.z)
end
end
net.WriteUInt(0, 16)
if recipient then net.Send(recipient) else net.Broadcast() end
end
local function flush_bone_scale_queue(queue, recipient)
if not queue then queue = bone_scale_queue end
if not next(queue) then return end
net.Start("wire_holograms_set_bone_scale")
for _, plyqueue in pairs(queue) do
for Holo, holoqueue in pairs(plyqueue) do
for bone, scale in pairs(holoqueue) do
net.WriteUInt(Holo.ent:EntIndex(), 16)
net.WriteUInt(bone + 1, 16) -- using +1 to be able reset holo bones scale with -1 and not use signed int
net.WriteFloat(scale.x)
net.WriteFloat(scale.y)
net.WriteFloat(scale.z)
end
end
end
net.WriteUInt(0, 16)
net.WriteUInt(0, 16)
if recipient then net.Send(recipient) else net.Broadcast() end
end
local function flush_clip_queue(queue, recipient)
if not queue then queue = clip_queue end
if not next(queue) then return end
net.Start("wire_holograms_clip")
for _, plyqueue in pairs(queue) do
for Holo,holoqueue in pairs(plyqueue) do
for _, clip in pairs(holoqueue) do
if clip and clip.index then
net.WriteUInt(Holo.ent:EntIndex(), 16)
net.WriteUInt(clip.index, 4) -- 4: absolute highest wire_holograms_max_clips is thus 16
if clip.enabled ~= nil then
net.WriteBool(true)
net.WriteBool(clip.enabled)
elseif clip.origin and clip.normal and clip.localentid then
net.WriteBool(false)
net.WriteVector(clip.origin)
net.WriteVector(clip.normal)
net.WriteUInt(clip.localentid, 16)
end
end
end
end
end
net.WriteUInt(0, 16)
if recipient then net.Send(recipient) else net.Broadcast() end
end
local function flush_vis_queue()
if not next(vis_queue) then return end
for ply,plyqueue in pairs( vis_queue ) do
if IsValid( ply ) and next(plyqueue) ~= nil then
net.Start("wire_holograms_set_visible")
for Holo,visible in pairs(plyqueue) do
net.WriteUInt(Holo.ent:EntIndex(), 16)
net.WriteBit(visible)
end
net.WriteUInt(0, 16)
net.Send(ply)
end
end
end
local function flush_player_color_queue()
if not next(player_color_queue) then return end
net.Start("wire_holograms_set_player_color")
for _, plyqueue in pairs(player_color_queue) do
for Holo,color in pairs(plyqueue) do
net.WriteUInt(Holo.ent:EntIndex(), 16)
net.WriteVector(color)
end
end
net.WriteUInt(0, 16)
net.Broadcast()
end
registerCallback("postexecute", function(self)
if timer.Exists("wire_hologram_postexecute_"..self.uid) then return end
timer.Create("wire_hologram_postexecute_"..self.uid,0.1,1,function()
if not IsValid(self.entity) then return end
flush_scale_queue()
flush_bone_scale_queue()
flush_clip_queue()
flush_vis_queue()
flush_player_color_queue()
scale_queue = {}
bone_scale_queue = {}
clip_queue = {}
vis_queue = {}
player_color_queue = {}
end)
end)
local function rescale(Holo, scale, bone)
local maxval = wire_holograms_size_max:GetInt()
local minval = -maxval
if scale then
local x = math.Clamp( scale[1], minval, maxval )
local y = math.Clamp( scale[2], minval, maxval )
local z = math.Clamp( scale[3], minval, maxval )
local scale = Vector(x, y, z)
if Holo.scale ~= scale then
add_queue( scale_queue, Holo.e2owner, Holo, nil, scale )
Holo.scale = scale
end
end
if bone then
Holo.bone_scale = Holo.bone_scale or {}
if #bone == 2 then
local bidx, b_scale = bone[1], bone[2]
local x = math.Clamp( b_scale[1], minval, maxval )
local y = math.Clamp( b_scale[2], minval, maxval )
local z = math.Clamp( b_scale[3], minval, maxval )
local scale = Vector(x, y, z)
add_queue( bone_scale_queue, Holo.e2owner, Holo, bidx, scale )
Holo.bone_scale[bidx] = scale
else -- reset holo bone scale
add_queue( bone_scale_queue, Holo.e2owner, Holo, -1, Vector(0,0,0) )
Holo.bone_scale = {}
end
end
end
local function check_clip(Holo, idx)
Holo.clips = Holo.clips or {}
if idx > 0 and idx <= wire_holograms_max_clips:GetInt() then
Holo.clips[idx] = Holo.clips[idx] or {}
local clip = Holo.clips[idx]
clip.enabled = clip.enabled or false
clip.origin = clip.origin or Vector(0,0,0)
clip.normal = clip.normal or Vector(0,0,0)
clip.localentid = clip.localentid or 0
return clip
end
return nil
end
local function enable_clip(Holo, idx, enabled)
local clip = check_clip(Holo, idx)
if clip and clip.enabled ~= enabled then
clip.enabled = enabled
add_queue( clip_queue, Holo.e2owner, Holo, "e"..idx, {index = idx, enabled=enabled} )
end
end
local function set_clip(Holo, idx, origin, normal, localentid)
local clip = check_clip(Holo, idx)
if clip and (clip.origin ~= origin or clip.normal ~= normal or clip.localentid ~= localentid) then
clip.origin = origin
clip.normal = normal
clip.localentid = localentid
add_queue( clip_queue, Holo.e2owner, Holo, "s"..idx, {
index = idx,
origin = origin,
normal = normal,
localentid = localentid
})
end
end
local function set_visible(Holo, players, visible)
if not Holo.visible then Holo.visible = {} end
visible = (visible == 1) or (visible == true)
for _,ply in pairs( players ) do
if IsValid( ply ) and ply:IsPlayer() and Holo.visible[ply] ~= visible then
Holo.visible[ply] = visible
add_queue( vis_queue, ply, Holo, nil, visible )
end
end
end
local function reset_clholo(Holo, scale)
if Holo.clips then
for cidx, clip in pairs(Holo.clips) do
if clip.enabled then
add_queue( clip_queue, Holo.e2owner, Holo, "e"..cidx, {index=cidx,enabled=false} )
end
end
Holo.clips = {}
end
rescale(Holo, scale, {})
if Holo.visible then
for ply, state in pairs(Holo.visible) do
if not state then
add_queue( vis_queue, ply, Holo, nil, true )
end
end
Holo.visible = {}
end
end
local function set_player_color(Holo, color)
add_queue( player_color_queue, Holo.e2owner, Holo, nil, color )
end
hook.Add( "PlayerInitialSpawn", "wire_holograms_set_vars", function(ply)
local temp_scale_queue = {}
local temp_bone_scale_queue = {}
local temp_clip_queue = {}
for pl_uid,rep in pairs( E2HoloRepo ) do
for k,Holo in pairs( rep ) do
if Holo and IsValid(Holo.ent) then
local clips = Holo.clips
local scale = Holo.scale
local bone_scales = Holo.bone_scale
add_queue( temp_scale_queue, ply, Holo, nil, scale )
if bone_scales and next(bone_scales) ~= nil then
for bidx,b_scale in pairs(bone_scales) do
add_queue( temp_bone_scale_queue, ply, Holo, bidx, b_scale )
end
end
if clips and next(clips) ~= nil then
for cidx,clip in pairs(clips) do
if clip.enabled then
add_queue( temp_clip_queue, ply, Holo, "e"..cidx, {index=cidx,enabled=clip.enabled} )
end
if clip.origin and clip.normal and clip.localentid then
add_queue( temp_clip_queue, ply, Holo, "s"..cidx, {
index = cidx,
origin = clip.origin,
normal = clip.normal,
localentid = clip.localentid
})
end
end
end
end
end
end
flush_scale_queue(temp_scale_queue, ply)
flush_bone_scale_queue(temp_bone_scale_queue, ply)
flush_clip_queue(temp_clip_queue, ply)
end)
-- -----------------------------------------------------------------------------
local function MakeHolo(Player, Pos, Ang, model)
local prop = ents.Create( "gmod_wire_hologram" )
WireLib.setPos(prop, Pos)
WireLib.setAng(prop, Ang)
prop:SetModel(model)
prop:SetPlayer(Player)
return prop
end
-- Returns the hologram with the given index or nil if it doesn't exist.
-- if shouldbenil is nil or false, assert that the hologram exists on @strict with an error. Otherwise, don't check (for holo creation, etc)
local function CheckIndex(self, index, shouldbenil)
if index ~= index then return self:throw("holo index is NaN!", nil) end
index = math.Clamp(math.floor(index), -2^31, 2^31)
local Holo
if index<0 then
Holo = E2HoloRepo[self.uid][-index]
else
Holo = self.data.holos[index]
end
if (not Holo or not IsValid(Holo.ent)) and not shouldbenil then return self:throw("Holo at index " .. index .. " does not exist!", nil) end
return Holo
end
-- checks if a bone id is valid for a holo, throws an error for @strict if not.
local function CheckBone(self, index, boneindex, Holo)
local name = Holo.ent:GetBoneName(boneindex)
if not name or name == "__INVALIDBONE__" then return self:throw("Holo at index " .. index .. " does not have a bone " .. boneindex .. "!", nil) end
return true
end
-- Sets the given index to the given hologram.
local function SetIndex(self, index, Holo)
index = math.Clamp(math.floor(index), -2^31, 2^31)
local rep = E2HoloRepo[self.uid]
if index<0 then
rep[-index] = Holo
else
local holos = self.data.holos
if holos[index] then rep[holos[index]] = nil end
holos[index] = Holo
if Holo then rep[Holo] = Holo end
end
end
local function CreateHolo(self, index, pos, scale, ang, color, model)
if not pos then pos = self.entity:GetPos() end
if not scale then scale = Vector(1,1,1) end
if not ang then ang = self.entity:GetAngles() end
model = GetModel(self, model or "cube") or "models/holograms/cube.mdl"
local Holo = CheckIndex(self, index, true)
if not Holo then
Holo = {}
SetIndex(self, index, Holo)
end
local prop
if IsValid(Holo.ent) then
prop = Holo.ent
WireLib.setPos(prop, pos)
WireLib.setAng(prop, ang)
prop:SetModel( model )
else
prop = MakeHolo(self.player, pos, ang, model, {}, {})
prop:Activate()
prop:Spawn()
prop:SetSolid(SOLID_NONE)
prop:SetMoveType(MOVETYPE_NONE)
PlayerAmount[self.uid] = PlayerAmount[self.uid]+1
Holo.ent = prop
Holo.e2owner = self
prop:CallOnRemove( "holo_cleanup", function( ent, self, index ) --Give the player more holograms if we get removed
local Holo = CheckIndex( self, index )
if not Holo then return end
PlayerAmount[self.uid] = PlayerAmount[self.uid] - 1
SetIndex( self, index, nil )
end, self, index )
end
if not IsValid(prop) then return nil end
if color then WireLib.SetColor(Holo.ent, Color(color[1],color[2],color[3],color[4] or 255)) end
reset_clholo(Holo, scale) -- Reset scale, clips, and visible status
prop.E2HoloData = Holo
return prop
end
-- -----------------------------------------------------------------------------
local function CheckSpawnTimer( self, readonly )
local holo = self.data.holo
if CurTime() >= holo.nextSpawn then
holo.nextSpawn = CurTime()+1
if CurTime() >= holo.nextBurst then
holo.remainingSpawns = wire_holograms_burst_amount:GetInt()
elseif holo.remainingSpawns < wire_holograms_spawn_amount:GetInt() then
holo.remainingSpawns = wire_holograms_spawn_amount:GetInt()
end
end
if CurTime() >= holo.nextBurst then
holo.nextBurst = CurTime() + wire_holograms_burst_delay:GetInt()
end
if holo.remainingSpawns > 0 then
if not readonly then
holo.remainingSpawns = holo.remainingSpawns - 1
end
return true
else
return false
end
end
-- Removes all holograms from the given chip.
local function clearholos(self)
-- delete local holos
for index,Holo in pairs(self.data.holos) do remove_holo(Holo) end
-- delete global holos owned by this chip
local rep = E2HoloRepo[self.uid]
if not rep then return end
for index,Holo in pairs(rep) do
if Holo.e2owner == self then remove_holo(Holo) end
end
end
local function clearholos_all(ply_uid)
if ply_uid == nil then
for pl_uid, rep in pairs(E2HoloRepo) do clearholos_all(pl_uid) end
return
end
for k,Holo in pairs(E2HoloRepo[ply_uid]) do
if Holo and IsValid(Holo.ent) then
Holo.ent:RemoveCallOnRemove( "holo_cleanup" )
remove_holo(Holo)
end
end
E2HoloRepo[ply_uid] = {}
PlayerAmount[ply_uid] = 0
end
local function checkHoloCount(self)
if PlayerAmount[self.uid] >= wire_holograms_max:GetInt() then
return self:throw("You've hit the maximum amount of holograms!", true)
end
end
-- -----------------------------------------------------------------------------
__e2setcost(30) -- temporary
e2function entity holoCreate(index, vector position, vector scale, angle ang, vector color, string model)
if not checkOwner(self) then return end
if BlockList[self.player:SteamID()] == true or CheckSpawnTimer( self ) == false then return end
local Holo = CheckIndex(self, index, true)
if not Holo and checkHoloCount(self) then return end
position = Vector(position[1], position[2], position[3])
ang = Angle(ang[1], ang[2], ang[3])
local ret = CreateHolo(self, index, position, scale, ang, color, model)
if IsValid(ret) then return ret end
end
e2function entity holoCreate(index, vector position, vector scale, angle ang, vector4 color, string model)
if not checkOwner(self) then return end
if BlockList[self.player:SteamID()] == true or CheckSpawnTimer( self ) == false then return end
local Holo = CheckIndex(self, index, true)
if not Holo and checkHoloCount(self) then return end
position = Vector(position[1], position[2], position[3])
ang = Angle(ang[1], ang[2], ang[3])
local ret = CreateHolo(self, index, position, scale, ang, color, model)
if IsValid(ret) then return ret end
end
e2function entity holoCreate(index, vector position, vector scale, angle ang, vector color)
if not checkOwner(self) then return end
if BlockList[self.player:SteamID()] == true or CheckSpawnTimer( self ) == false then return end
local Holo = CheckIndex(self, index, true)
if not Holo and checkHoloCount(self) then return end
position = Vector(position[1], position[2], position[3])
ang = Angle(ang[1], ang[2], ang[3])
local ret = CreateHolo(self, index, position, scale, ang, color)
if IsValid(ret) then return ret end
end
e2function entity holoCreate(index, vector position, vector scale, angle ang, vector4 color)
if not checkOwner(self) then return end
if BlockList[self.player:SteamID()] == true or CheckSpawnTimer( self ) == false then return end
local Holo = CheckIndex(self, index, true)
if not Holo and checkHoloCount(self) then return end
position = Vector(position[1], position[2], position[3])
ang = Angle(ang[1], ang[2], ang[3])
local ret = CreateHolo(self, index, position, scale, ang, color)
if IsValid(ret) then return ret end
end
e2function entity holoCreate(index, vector position, vector scale, angle ang)
if not checkOwner(self) then return end
if BlockList[self.player:SteamID()] == true or CheckSpawnTimer( self ) == false then return end
local Holo = CheckIndex(self, index, true)
if not Holo and checkHoloCount(self) then return end
position = Vector(position[1], position[2], position[3])
ang = Angle(ang[1], ang[2], ang[3])
local ret = CreateHolo(self, index, position, scale, ang)
if IsValid(ret) then return ret end
end
e2function entity holoCreate(index, vector position, vector scale)
if not checkOwner(self) then return end
if BlockList[self.player:SteamID()] == true or CheckSpawnTimer( self ) == false then return end
local Holo = CheckIndex(self, index, true)
if not Holo and checkHoloCount(self) then return end
position = Vector(position[1],position[2],position[3])
local ret = CreateHolo(self, index, position, scale)
if IsValid(ret) then return ret end
end
e2function entity holoCreate(index, vector position)
if not checkOwner(self) then return end
if BlockList[self.player:SteamID()] == true or CheckSpawnTimer( self ) == false then return end
local Holo = CheckIndex(self, index, true)
if not Holo and checkHoloCount(self) then return end
position = Vector(position[1],position[2],position[3])
local ret = CreateHolo(self, index, position)
if IsValid(ret) then return ret end
end
e2function entity holoCreate(index)
if not checkOwner(self) then return end
if BlockList[self.player:SteamID()] == true or CheckSpawnTimer( self ) == false then return end
local Holo = CheckIndex(self, index, true)
if not Holo and PlayerAmount[self.uid] >= wire_holograms_max:GetInt() then return end
local ret = CreateHolo(self, index)
if IsValid(ret) then return ret end
end
__e2setcost(20)
e2function void holoDelete(index)
local Holo = CheckIndex(self, index)
if not Holo then return end
remove_holo(Holo)
end
e2function void holoDeleteAll()
clearholos(self)
end
e2function void holoDeleteAll( all )
if all > 0 then
clearholos_all( self.uid )
else
clearholos( self )
end
end
e2function void holoReset(index, string model, vector scale, vector color, string material)
model = GetModel(self, model)
if not model then return end
local Holo = CheckIndex(self, index)
if not Holo then return end
Holo.ent:SetModel(model)
WireLib.SetColor(Holo.ent, Color(color[1],color[2],color[3],255))
E2Lib.setMaterial(Holo.ent, material)
remove_from_queues( Holo.ent )
reset_clholo(Holo, scale) -- Reset scale, clips, and visible status
end
__e2setcost(2)
e2function number holoCanCreate()
if (not checkOwner(self)) then return 0 end
if CheckSpawnTimer(self, true) == false or PlayerAmount[self.uid] >= wire_holograms_max:GetInt() then
return 0
end
return 1
end
e2function number holoRemainingSpawns()
CheckSpawnTimer(self, true)
return self.data.holo.remainingSpawns
end
e2function number holoAmount()
return PlayerAmount[self.uid]
end
e2function number holoMaxAmount()
return wire_holograms_max:GetInt()
end
-- -----------------------------------------------------------------------------
__e2setcost(30) -- temporary
e2function void holoScale(index, vector scale)
local Holo = CheckIndex(self, index)
if not Holo then return end
rescale(Holo, scale)
end
e2function vector holoScale(index)
local Holo = CheckIndex(self, index)
if not Holo then return end
return Holo.scale or Vector(0, 0, 0) -- TODO: maybe 1,1,1?
end
e2function void holoScaleUnits(index, vector size)
local Holo = CheckIndex(self, index)
if not Holo then return end
local propsize = Holo.ent:OBBMaxs()-Holo.ent:OBBMins()
local x = size[1] / propsize.x
local y = size[2] / propsize.y
local z = size[3] / propsize.z
rescale(Holo, Vector(x, y, z))
end
e2function vector holoScaleUnits(index)
local Holo = CheckIndex(self, index)
if not Holo then return self:throw("Holo at index " .. index .. " does not exist!", Vector(0, 0, 0)) end
local scale = Holo.scale or Vector(0, 0, 0) -- TODO: maybe 1,1,1?
local propsize = Holo.ent:OBBMaxs()-Holo.ent:OBBMins()
return Vector(scale[1] * propsize.x, scale[2] * propsize.y, scale[3] * propsize.z)
end
-- -----------------------------------------------------------------------------
e2function void holoBoneScale(index, boneindex, vector scale)
local Holo = CheckIndex(self, index)
if not Holo then return end
if not CheckBone(self, index, boneindex, Holo) then return end
rescale(Holo, nil, {boneindex, scale})
end
e2function void holoBoneScale(index, string bone, vector scale)
local Holo = CheckIndex(self, index)
if not Holo then return end
local boneindex = Holo.ent:LookupBone(bone)
if boneindex == nil then return self:throw("Holo at index " .. index .. " does not have a bone ['" .. bone .. "']!", nil) end
rescale(Holo, nil, {boneindex, scale})
end
e2function vector holoBoneScale(index, boneindex)
local Holo = CheckIndex(self, index)
if not Holo then return Vector(0, 0, 0) end
if not CheckBone(self, index, boneindex, Holo) then return Vector(0, 0, 0) end
return Holo.bone_scale[boneindex] or Vector(1, 1, 1)
end
e2function vector holoBoneScale(index, string bone)
local Holo = CheckIndex(self, index)
if not Holo then return Vector(0, 0, 0) end
local boneindex = Holo.ent:LookupBone(bone)
if boneindex == nil then return self:throw("Holo at index " .. index .. " does not have a bone ['" .. bone .. "']!", Vector(0, 0, 0)) end
return Holo.bone_scale[boneindex] or Vector(1, 1, 1)
end
e2function vector holoBonePos(index, boneindex)
local Holo = CheckIndex(self, index)
if not Holo then return Vector(0, 0, 0) end
if not CheckBone(self, index, boneindex, Holo) then return Vector(0, 0, 0) end
return Holo.ent:GetBoneMatrix(boneindex):GetTranslation()
end
e2function vector holoBonePos(index, string bone)
local Holo = CheckIndex(self, index)
if not Holo then return self:throw("Holo at index " .. index .. " does not exist!", Vector(0, 0, 0)) end
local boneindex = Holo.ent:LookupBone(bone)
if boneindex == nil then return self:throw("Holo at index " .. index .. " does not have a bone ['" .. bone .. "']!", Vector(0, 0, 0)) end
return Holo.ent:GetBoneMatrix(boneindex):GetTranslation()
end
e2function angle holoBoneAng(index, boneindex)
local Holo = CheckIndex(self, index)
if not Holo then return Angle(0, 0, 0) end
if not CheckBone(self, index, boneindex, Holo) then return Angle(0, 0, 0) end
return Holo.ent:GetBoneMatrix(boneindex):GetAngles()
end
e2function angle holoBoneAng(index, string bone)
local Holo = CheckIndex(self, index)
if not Holo then return self:throw("Holo at index " .. index .. " does not exist!", Angle(0, 0, 0)) end
local boneindex = Holo.ent:LookupBone(bone)
if boneindex == nil then return self:throw("Holo at index " .. index .. " does not have a bone ['" .. bone .. "']!", Angle(0, 0, 0)) end
return Holo.ent:GetBoneMatrix(boneindex):GetAngles()
end
-- -----------------------------------------------------------------------------
__e2setcost(1)
e2function number holoClipsAvailable()
return wire_holograms_max_clips:GetInt()
end
__e2setcost(30)
e2function void holoClipEnabled(index, enabled) -- Clip at first index
local Holo = CheckIndex(self, index)
if not Holo then return end
if enabled == 1 then
enable_clip(Holo, 1, true)
elseif enabled == 0 then
enable_clip(Holo, 1, false)
end
end
e2function void holoClipEnabled(index, clipidx, enabled)
local Holo = CheckIndex(self, index)
if not Holo then return end
if enabled == 1 then
enable_clip(Holo, clipidx, true)
elseif enabled == 0 then
enable_clip(Holo, clipidx, false)
end
end
e2function void holoClip(index, vector origin, vector normal, isglobal) -- Clip at first index
local Holo = CheckIndex(self, index)
if not Holo then return end
set_clip(Holo, 1, Vector(origin[1], origin[2], origin[3]), Vector(normal[1], normal[2], normal[3]), isglobal ~= 0 and 0 or Holo.ent:EntIndex())
end
e2function void holoClip(index, clipidx, vector origin, vector normal, isglobal)
local Holo = CheckIndex(self, index)
if not Holo then return end
set_clip(Holo, clipidx, Vector(origin[1], origin[2], origin[3]), Vector(normal[1], normal[2], normal[3]), isglobal ~= 0 and 0 or Holo.ent:EntIndex())
end
e2function void holoClip(index, vector origin, vector normal, entity localent) -- Clip at first index
local Holo = CheckIndex(self, index)
if not Holo then return end
set_clip(Holo, 1, Vector(origin[1], origin[2], origin[3]), Vector(normal[1], normal[2], normal[3]), localent:EntIndex())
end
e2function void holoClip(index, clipidx, vector origin, vector normal, entity localent)
local Holo = CheckIndex(self, index)
if not Holo then return end
set_clip(Holo, clipidx, Vector(origin[1], origin[2], origin[3]), Vector(normal[1], normal[2], normal[3]), localent:EntIndex())
end
__e2setcost(15)