• DarkRP Lockpick SWEP
    1 replies, posted
Hello, I am pretty sure this isn't a bug, as I have inspected the code, but a DarkRP lockpick currently works on fading doors, this defeats the purpose of having a keypad cracker. I was just wondering how I would go about removing this feature. This is the shared.lua from the lockpick SWEP: [CODE]if SERVER then AddCSLuaFile("shared.lua") end if CLIENT then SWEP.PrintName = "Lock Pick" SWEP.Slot = 5 SWEP.SlotPos = 1 SWEP.DrawAmmo = false SWEP.DrawCrosshair = false end -- Variables that are used on both client and server SWEP.Author = "Rickster" SWEP.Instructions = "Left click to pick a lock" SWEP.Contact = "" SWEP.Purpose = "" SWEP.ViewModelFOV = 62 SWEP.ViewModelFlip = false SWEP.ViewModel = Model("models/weapons/v_crowbar.mdl") SWEP.WorldModel = Model("models/weapons/w_crowbar.mdl") SWEP.Spawnable = false SWEP.AdminSpawnable = true SWEP.Sound = Sound("physics/wood/wood_box_impact_hard3.wav") SWEP.Primary.ClipSize = -1 -- Size of a clip SWEP.Primary.DefaultClip = 0 -- Default number of bullets in a clip SWEP.Primary.Automatic = false -- Automatic/Semi Auto SWEP.Primary.Ammo = "" SWEP.Secondary.ClipSize = -1 -- Size of a clip SWEP.Secondary.DefaultClip = -1 -- Default number of bullets in a clip SWEP.Secondary.Automatic = false -- Automatic/Semi Auto SWEP.Secondary.Ammo = "" SWEP.LockPickTime = 30 /*--------------------------------------------------------- Name: SWEP:Initialize() Desc: Called when the weapon is first loaded ---------------------------------------------------------*/ function SWEP:Initialize() self:SetWeaponHoldType("normal") end if CLIENT then usermessage.Hook("lockpick_time", function(um) local wep = um:ReadEntity() local time = um:ReadLong() wep.LockPickTime = time wep.EndPick = CurTime() + time end) usermessage.Hook("IsFadingDoor", function(um) -- Set isFadingDoor clientside (this is the best way I could think of to do this, if anyone can think of a better way feel free to change it. local door = um:ReadEntity() if IsValid(door) then door.isFadingDoor = true end end) end /*--------------------------------------------------------- Name: SWEP:PrimaryAttack() Desc: +attack1 has been pressed ---------------------------------------------------------*/ function SWEP:PrimaryAttack() self.Weapon:SetNextPrimaryFire(CurTime() + 2) if self.IsLockPicking then return end local trace = self.Owner:GetEyeTrace() local e = trace.Entity if SERVER and e.isFadingDoor then SendUserMessage("IsFadingDoor", self.Owner, e) end -- The fading door tool only sets isFadingDoor serverside, for the lockpick to work we need this to be set clientside too. if not IsValid(e) or trace.HitPos:Distance(self.Owner:GetShootPos()) > 100 or (not e:IsDoor() and not e:IsVehicle() and not string.find(string.lower(e:GetClass()), "vehicle") and not e.isFadingDoor) then return end if not GAMEMODE.Config.canforcedooropen and e.DoorData.NonOwnable then return end self.IsLockPicking = true self.StartPick = CurTime() if SERVER then self.LockPickTime = math.Rand(10, 30) umsg.Start("lockpick_time", self.Owner) umsg.Entity(self) umsg.Long(self.LockPickTime) umsg.End() end self.EndPick = CurTime() + self.LockPickTime self:SetWeaponHoldType("pistol") if SERVER then timer.Create("LockPickSounds", 1, self.LockPickTime, function() if not IsValid(self) then return end local snd = {1,3,4} self:EmitSound("weapons/357/357_reload".. tostring(snd[math.random(1, #snd)]) ..".wav", 50, 100) end) elseif CLIENT then self.Dots = self.Dots or "" timer.Create("LockPickDots", 0.5, 0, function() if not self:IsValid() then timer.Destroy("LockPickDots") return end local len = string.len(self.Dots) local dots = {[0]=".", [1]="..", [2]="...", [3]=""} self.Dots = dots[len] end) end end function SWEP:Holster() self.IsLockPicking = false if SERVER then timer.Destroy("LockPickSounds") end if CLIENT then timer.Destroy("LockPickDots") end return true end function SWEP:Succeed() self.IsLockPicking = false self:SetWeaponHoldType("normal") local trace = self.Owner:GetEyeTrace() if trace.Entity.isFadingDoor and trace.Entity.fadeActivate then if not trace.Entity.fadeActive then trace.Entity:fadeActivate() timer.Simple(5, function() if trace.Entity.fadeActive then trace.Entity:fadeDeactivate() end end) end elseif IsValid(trace.Entity) and trace.Entity.Fire then trace.Entity:Fire("unlock", "", .5) trace.Entity:Fire("open", "", .6) trace.Entity:Fire("setanimation","open",.6) end if SERVER then timer.Destroy("LockPickSounds") end if CLIENT then timer.Destroy("LockPickDots") end end function SWEP:Fail() self.IsLockPicking = false self:SetWeaponHoldType("normal") if SERVER then timer.Destroy("LockPickSounds") end if CLIENT then timer.Destroy("LockPickDots") end end function SWEP:Think() if self.IsLockPicking then local trace = self.Owner:GetEyeTrace() if not IsValid(trace.Entity) then self:Fail() end if trace.HitPos:Distance(self.Owner:GetShootPos()) > 100 or (not trace.Entity:IsDoor() and not trace.Entity:IsVehicle() and not string.find(string.lower(trace.Entity:GetClass()), "vehicle") and not trace.Entity.isFadingDoor) then self:Fail() end if self.EndPick <= CurTime() then self:Succeed() end end end function SWEP:DrawHUD() if self.IsLockPicking then self.Dots = self.Dots or "" local w = ScrW() local h = ScrH() local x,y,width,height = w/2-w/10, h/ 2, w/5, h/15 draw.RoundedBox(8, x, y, width, height, Color(10,10,10,120)) local time = self.EndPick - self.StartPick local curtime = CurTime() - self.StartPick local status = curtime/time local BarWidth = status * (width - 16) + 8 draw.RoundedBox(8, x+8, y+8, BarWidth, height - 16, Color(255-(status*255), 0+(status*255), 0, 255)) draw.SimpleText("Picking lock"..self.Dots, "Trebuchet24", w/2, h/2 + height/2, Color(255,255,255,255), 1, 1) end end function SWEP:SecondaryAttack() self:PrimaryAttack() end[/CODE] Any help is much appreciated.
Remove the initial check and all further references to IsFadingDoor
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