1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
|
untyped
global function ModelViewer_Init
global function ToggleModelViewer
global modelViewerModels = []
#if DEV
struct
{
bool initialized
bool active
entity gameUIFreezeControls
array<string> playerWeapons
array<string> playerOffhands
bool dpadUpPressed = true
bool dpadDownPressed = true
var lastTitanAvailability
} file
#endif // DEV
function ModelViewer_Init()
{
#if DEV
if ( reloadingScripts )
return
AddClientCommandCallback( "ModelViewer", ClientCommand_ModelViewer )
#endif
}
function ToggleModelViewer()
{
#if DEV
entity player = GetPlayerArray()[ 0 ]
if ( !file.active )
{
file.active = true
DisablePrecacheErrors()
wait 0.5
ModelViewerDisableConflicts()
Remote_CallFunction_NonReplay( player, "ServerCallback_ModelViewerDisableConflicts" )
ReloadShared()
if ( !file.initialized )
{
file.initialized = true
ControlsInit()
}
Remote_CallFunction_NonReplay( player, "ServerCallback_MVEnable" )
file.lastTitanAvailability = level.nv.titanAvailability
Riff_ForceTitanAvailability( eTitanAvailability.Never )
WeaponsRemove()
thread UpdateModelBounds()
}
else
{
file.active = false
Remote_CallFunction_NonReplay( player, "ServerCallback_MVDisable" )
RestorePrecacheErrors()
Riff_ForceTitanAvailability( file.lastTitanAvailability )
WeaponsRestore()
}
#endif
}
#if DEV
function ModelViewerDisableConflicts()
{
disable_npcs() //Just disable_npcs() for now, will probably add things later
}
function ReloadShared()
{
modelViewerModels = GetModelViewerList()
}
function ControlsInit()
{
file.gameUIFreezeControls = CreateEntity( "game_ui" )
file.gameUIFreezeControls.kv.spawnflags = 32
file.gameUIFreezeControls.kv.FieldOfView = -1.0
DispatchSpawn( file.gameUIFreezeControls )
}
bool function ClientCommand_ModelViewer( entity player, array<string> args )
{
string command = args[ 0 ]
switch ( command )
{
case "freeze_player":
file.gameUIFreezeControls.Fire( "Activate", "!player", 0 )
break
case "unfreeze_player":
file.gameUIFreezeControls.Fire( "Deactivate", "!player", 0 )
break
}
return true
}
function UpdateModelBounds()
{
wait( 0.3 )
foreach ( index, modelName in modelViewerModels )
{
entity model = CreatePropDynamic( expect asset( modelName ) )
local mins = model.GetBoundingMins()
local maxs = model.GetBoundingMaxs()
mins.x = min( -8.0, mins.x )
mins.y = min( -8.0, mins.y )
mins.z = min( -8.0, mins.z )
maxs.x = max( 8.0, maxs.x )
maxs.y = max( 8.0, maxs.y )
maxs.z = max( 8.0, maxs.z )
Remote_CallFunction_NonReplay( GetPlayerArray()[ 0 ], "ServerCallback_MVUpdateModelBounds", index, mins.x, mins.y, mins.z, maxs.x, maxs.y, maxs.z )
model.Destroy()
}
}
function WeaponsRemove()
{
entity player = GetPlayerArray()[0]
if ( !IsValid( player ) )
return
file.playerWeapons.clear()
file.playerOffhands.clear()
array<entity> weapons = player.GetMainWeapons()
foreach ( weaponEnt in weapons )
{
string weapon = weaponEnt.GetWeaponClassName()
file.playerWeapons.append( weapon )
player.TakeWeapon( weapon )
}
array<entity> offhands = player.GetOffhandWeapons()
foreach ( index, offhandEnt in offhands )
{
string offhand = offhandEnt.GetWeaponClassName()
file.playerOffhands.append( offhand )
player.TakeOffhandWeapon( index )
}
}
function WeaponsRestore()
{
entity player = GetPlayerArray()[0]
if ( !IsValid( player ) )
return
foreach ( weapon in file.playerWeapons )
{
player.GiveWeapon( weapon )
}
foreach ( index, offhand in file.playerOffhands )
{
player.GiveOffhandWeapon( offhand, index )
}
}
#endif // DEV
|