Well, when I spawn in a gun a bunch of props spawn inside of me. It is caused by the gta v hud. I was wondering if anybody could help me fix it. By the way it does fix once I disable the minimap but I would like to find another way.
Here is an image of the props inside of me: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=450001068[/url]
Here is the code, somewhere in here is the problem:
local hideHUDElements = {
["DarkRP_HUD"] = false,
["DarkRP_EntityDisplay"] = false,
["DarkRP_ZombieInfo"] = false,
["DarkRP_LocalPlayerHUD"] = true,
["DarkRP_Agenda"] = false
}
hook.Add("HUDShouldDraw", "HideDefaultDarkRPHud", function(name)
if hideHUDElements[name] or name == "CHudAmmo" or name == "CHudSecondaryAmmo" then return false end
end)
local HUD = {}
HUD.width = 250 // don't mess with these
HUD.height = 175
HUD.scrwidth = ScrW()
HUD.scrheight = ScrH()
HUD.mdata = ""
HUD.sdata = ""
HUD.jdata = ""
hook.Add("Think", "GetHUDVars", function() // workaround because of :getDarkRPVar returns nil at first
HUD.mdata = LocalPlayer():getDarkRPVar("money")
if not HUD.mdata then HUD.mdata = "" end
HUD.sdata = LocalPlayer():getDarkRPVar("salary")
if not HUD.sdata then HUD.sdata = "" end
HUD.jdata = LocalPlayer():getDarkRPVar("job")
if not HUD.jdata then HUD.jdata = "" end
if (HUD.mdata ~= "" and HUD.sdata ~= "" and HUD.jdata ~= "") then
hook.Remove("Think", "GetHUDVars")
end
end)
hook.Add("DarkRPVarChanged", "UpdateHUDVars", function(ply, var, oldvar, newvalue)
if ply == LocalPlayer() then
if var == "money" then
HUD.mdata = newvalue
elseif var == "salary" then
HUD.sdata = newvalue
elseif var == "job" then
HUD.jdata = newvalue
end
end
end)
local function RTS(font, text, XorY)
surface.SetFont(font)
local w, h = surface.GetTextSize(text)
if XorY == true then
return w
else
return h
end
end
local function StartHUD()
hook.Remove("HUDPaint", "DrawGTAHUD")
local hud = vgui.Create("DPanel")
hud:SetSize(HUD.width, HUD.height)
hud:SetPos(25, HUD.scrheight - HUD.height - 10)
hud:ParentToHUD()
hud.Paint = function()
surface.SetDrawColor(0, 0, 0, 245)
surface.DrawRect(0, 0, HUD.width, HUD.height)
end
local health = vgui.Create("DPanel", hud)
health:SetSize(119, 15)
health:SetPos(5, HUD.height - 20)
health.Paint = function()
if LocalPlayer() ~= NULL and LocalPlayer():Health() ~= nil then
local health = math.Clamp(LocalPlayer():Health(), 0, 100) * 1.19
surface.SetDrawColor(80, 88, 63)
surface.DrawRect(0, 0, 119, 15)
surface.SetDrawColor(78, 119, 85)
surface.DrawRect(0, 0, health, 15)
end
end
local armor = vgui.Create("DPanel", hud)
armor:SetSize(119, 15)
armor:SetPos(126, HUD.height - 20)
armor.Paint = function()
if LocalPlayer() ~= NULL and LocalPlayer():Armor() ~= nil then
local armor = math.Clamp(LocalPlayer():Armor(), 0, 100) * 1.19
surface.SetDrawColor(21, 53, 66)
surface.DrawRect(0, 0, 119, 15)
surface.SetDrawColor(77, 146, 185)
surface.DrawRect(0, 0, armor, 15)
end
end
local overhead = vgui.Create("DPanel", hud)
overhead:SetSize(240, 150)
overhead:SetPos(5, 5)
overhead.Paint = function()
if LocalPlayer() ~= NULL and LocalPlayer():GetWeaponColor() ~= nil then
local radius = 750
local weaponcolor = LocalPlayer():GetWeaponColor()
if !util.TraceLine(util.GetPlayerTrace(LocalPlayer(), Vector(0, 0, 90))).HitSky then
radius = 100
end
local HeadCam = {}
if LocalPlayer() != nil then
HeadCam.angles = Angle(90, LocalPlayer():EyeAngles().y, 0)
HeadCam.origin = LocalPlayer():GetPos() + Vector(0, 0, radius)
else
HeadCam.angles = Angle(90, LocalPlayer():EyeAngles().y, 0)
HeadCam.origin = LocalPlayer():GetPos() + Vector(0, 0, radius)
end
HeadCam.x = 30
HeadCam.y = HUD.scrheight - HUD.height - 5
HeadCam.w = 240
HeadCam.h = 145
local thingstohide = {}
LocalPlayer():GetViewModel():SetNoDraw(true)
LocalPlayer():SetWeaponColor(Vector(0, 0, 0))
for k,v in pairs(ents.GetAll()) do
if (v ~= LocalPlayer() and !v:IsVehicle() and !v:IsPlayer() and v:GetClass() ~= "prop_physics" and v ~= LocalPlayer():GetViewModel()) then
table.insert(thingstohide, v)
v:SetNoDraw(true)
end
end
render.RenderView(HeadCam)
for k,v in pairs(thingstohide) do
v:SetNoDraw(false)
end
LocalPlayer():GetViewModel():SetNoDraw(false)
LocalPlayer():SetWeaponColor(weaponcolor)
end
end
local blip = vgui.Create("DImage", overhead)
blip:SetSize(16, 16)
blip:SetImage("materials/gtavhud/blip.png")
blip:SetPos(115, 65)
local money = vgui.Create("DLabel")
money:SetPos(ScrW() - (RTS("MoneyFont", "$ " .. HUD.mdata, true) + 15), 0)
money:SetFont("MoneyFont")
money:SetTextColor(Color(121, 147, 122))
money:SetText("$ " .. HUD.mdata)
money:SizeToContents()
money.PerformLayout = function()
money:SetPos(ScrW() - (RTS("MoneyFont", "$ " .. HUD.mdata, true) + 15), 0)
money:SetText("$ " .. HUD.mdata)
money:SizeToContents()
end
money:ParentToHUD()
local salary = vgui.Create("DLabel")
salary:SetPos(ScrW() - (RTS("MoneyFont", "$ " .. HUD.sdata, true) + 15), 50)
salary:SetFont("MoneyFont")
salary:SetTextColor(Color(121, 147, 122))
salary:SetText("$ " .. HUD.sdata)
salary:SizeToContents()
salary.PerformLayout = function()
salary:SetPos(ScrW() - (RTS("MoneyFont", "$ " .. HUD.sdata, true) + 15), 50)
salary:SetText("$ " .. HUD.sdata)
salary:SizeToContents()
end
salary:ParentToHUD()
local job = vgui.Create("DLabel")
job:SetPos(ScrW() - (RTS("MoneyFont", HUD.jdata, true) + 15), 100)
job:SetFont("MoneyFont")
job:SetText(HUD.jdata)
job:SizeToContents()
job.PerformLayout = function()
job:SetPos(ScrW() - (RTS("MoneyFont", HUD.jdata, true) + 15), 100)
job:SetText("")
job:SetText(HUD.jdata)
job:SizeToContents()
end
job:ParentToHUD()
local ammocount = vgui.Create("DLabel")
ammocount:SetFont("MoneyFont")
ammocount:SizeToContents()
ammocount:SetText(LocalPlayer():GetActiveWeapon():Clip1() .. " / " .. LocalPlayer():GetAmmoCount(LocalPlayer():GetActiveWeapon():GetPrimaryAmmoType()))
ammocount:SetPos(0, -200)
ammocount.Think = function()
if LocalPlayer():Alive() and LocalPlayer():GetActiveWeapon():IsValid() then
local curmagazine = LocalPlayer():GetActiveWeapon():Clip1()
local remmagazine = LocalPlayer():GetAmmoCount(LocalPlayer():GetActiveWeapon():GetPrimaryAmmoType())
if LocalPlayer():GetActiveWeapon():Clip1() >= 0 then
ammocount:SetPos(ScrW() - (RTS("MoneyFont", curmagazine .. " / " .. remmagazine, true) + 15), 150)
ammocount:SetText(curmagazine .. " / " .. remmagazine)
ammocount:SizeToContents()
elseif LocalPlayer():GetActiveWeapon():Clip1() == -1 then
ammocount:SetText("")
end
end
end
ammocount:ParentToHUD()
end
hook.Add("HUDPaint", "DrawGTAHUD", function()
StartHUD()
end)
It looks more like [URL="http://facepunch.com/showthread.php?t=1468321"]some kind of anti cheat doing something[/URL]. Do you have any AC installed? Nothing in that code spawns props. Not that it could if it wanted to. That's all clientside code.
[QUOTE=Lolcats;47849935]It looks more like [URL="http://facepunch.com/showthread.php?t=1468321"]some kind of anti cheat doing something[/URL]. Do you have any AC installed? Nothing in that code spawns props. Not that it could if it wanted to. That's all clientside code.[/QUOTE]
I would think that, but when I disable this code the issue goes away.
local overhead = vgui.Create("DPanel", hud)
overhead:SetSize(240, 150)
overhead:SetPos(5, 5)
overhead.Paint = function()
if LocalPlayer() ~= NULL and LocalPlayer():GetWeaponColor() ~= nil then
local radius = 750
local weaponcolor = LocalPlayer():GetWeaponColor()
if !util.TraceLine(util.GetPlayerTrace(LocalPlayer(), Vector(0, 0, 90))).HitSky then
radius = 100
end
local HeadCam = {}
if LocalPlayer() != nil then
HeadCam.angles = Angle(90, LocalPlayer():EyeAngles().y, 0)
HeadCam.origin = LocalPlayer():GetPos() + Vector(0, 0, radius)
else
HeadCam.angles = Angle(90, LocalPlayer():EyeAngles().y, 0)
HeadCam.origin = LocalPlayer():GetPos() + Vector(0, 0, radius)
end
HeadCam.x = 30
HeadCam.y = HUD.scrheight - HUD.height - 5
HeadCam.w = 240
HeadCam.h = 145
local thingstohide = {}
LocalPlayer():GetViewModel():SetNoDraw(true)
LocalPlayer():SetWeaponColor(Vector(0, 0, 0))
for k,v in pairs(ents.GetAll()) do
if (v ~= LocalPlayer() and !v:IsVehicle() and !v:IsPlayer() and v:GetClass() ~= "prop_physics" and v ~= LocalPlayer():GetViewModel()) then
table.insert(thingstohide, v)
v:SetNoDraw(true)
end
end
render.RenderView(HeadCam)
for k,v in pairs(thingstohide) do
v:SetNoDraw(false)
end
LocalPlayer():GetViewModel():SetNoDraw(false)
LocalPlayer():SetWeaponColor(weaponcolor)
end
end
local blip = vgui.Create("DImage", overhead)
blip:SetSize(16, 16)
blip:SetImage("materials/gtavhud/blip.png")
blip:SetPos(115, 65)
Are you looking at the code you're posting? Nothing there [URL="http://wiki.garrysmod.com/page/ents/Create"]spawns any entities[/URL]. It's probably another addon that has something to do with Traces (like an anti-cheat).
[QUOTE=Lolcats;47850158]Are you looking at the code you're posting? Nothing there [URL="http://wiki.garrysmod.com/page/ents/Create"]spawns any entities[/URL]. It's probably another addon that has something to do with Traces (like an anti-cheat).[/QUOTE]
After disabling both anti prop kill and anti cheat and the same problem still occurring, I still believe that the minimap has something to do with it. If you drop the gun all the props disappear. Any ideas?
[QUOTE=BeastyIan;47850098]
[lua]
local thingstohide = {}
LocalPlayer():GetViewModel():SetNoDraw(true)
LocalPlayer():SetWeaponColor(Vector(0, 0, 0))
for k,v in pairs(ents.GetAll()) do
if (v ~= LocalPlayer() and !v:IsVehicle() and !v:IsPlayer() and v:GetClass() ~= "prop_physics" and v ~= LocalPlayer():GetViewModel()) then
table.insert(thingstohide, v)
v:SetNoDraw(true)
end
end
render.RenderView(HeadCam)
for k,v in pairs(thingstohide) do
v:SetNoDraw(false)
end
LocalPlayer():GetViewModel():SetNoDraw(false)
LocalPlayer():SetWeaponColor(weaponcolor)
[/lua][/quote]
[lua]for k,v in pairs(ents.GetAll()) do
if [...] v:GetClass() ~= "prop_physics" [...] then
table.insert(thingstohide, v)
[/lua]
[lua]for k,v in pairs(thingstohide) do
v:SetNoDraw(false)
end[/lua]
[QUOTE=!cake;47850456][lua]for k,v in pairs(ents.GetAll()) do
if [...] v:GetClass() ~= "prop_physics" [...] then
table.insert(thingstohide, v)
[/lua]
[lua]for k,v in pairs(thingstohide) do
v:SetNoDraw(false)
end[/lua][/QUOTE]
So, what should I do?
[QUOTE=BeastyIan;47852432]So, what should I do?[/QUOTE]
Stop trying to hide all entities. The source engine does that on it's own.
The items you see inside you are the `weapon_` entities parented to your player. Somewhere you're touching something that makes them render again.
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