Created
July 23, 2018 20:27
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AddCSLuaFile() | |
DEFINE_BASECLASS( "base_anim" ) | |
ENT.PrintName = "Portable Hole" | |
ENT.Author = "Lexi" | |
ENT.Spawnable = true | |
ENT.Category = "Fun + Games" | |
if ( SERVER ) then | |
function ENT:Initialize() | |
self:SetModel( "models/hunter/plates/plate1x1.mdl" ) | |
self:PhysicsInit( SOLID_VPHYSICS ) | |
end | |
return | |
end | |
function ENT:Initialize() | |
self.dumpster = ClientsideModel( "models/props_junk/trashdumpster02.mdl" ) | |
self.dumpster:SetNoDraw( true ) | |
self.dumpster:SetModelScale( 0.5 ) | |
end | |
function ENT:OnRemove() | |
self.dumpster:Remove() | |
end | |
function ENT:DrawMask() | |
local pos = self:GetPos() | |
+ self:GetUp() * 1.6 | |
+ self:GetForward() * -23.7 | |
+ self:GetRight() * -23.7 | |
local ang = self:GetAngles() | |
cam.Start3D2D( pos, ang, 0.25 ) | |
surface.SetDrawColor( color_white ) | |
surface.DrawRect( 0, 0, 190, 190 ) | |
cam.End3D2D() | |
end | |
function ENT:DrawInterior() | |
self.dumpster:SetPos( self:GetPos() + self:GetUp() * -28 ) | |
self.dumpster:SetAngles( self:GetAngles() ) | |
render.SuppressEngineLighting( true ) | |
cam.IgnoreZ( true ) | |
self.dumpster:DrawModel() | |
cam.IgnoreZ( false ) | |
render.SuppressEngineLighting( false ) | |
end | |
function ENT:Draw() | |
self:DrawModel() | |
if ( halo.RenderedEntity() == self ) then | |
return | |
end | |
-- Reset everything to known good | |
render.SetStencilWriteMask( 0xFF ) | |
render.SetStencilTestMask( 0xFF ) | |
-- render.SetStencilReferenceValue( 0 ) | |
render.SetStencilCompareFunction( STENCIL_ALWAYS ) | |
render.SetStencilPassOperation( STENCIL_KEEP ) | |
render.SetStencilFailOperation( STENCIL_KEEP ) | |
render.SetStencilZFailOperation( STENCIL_KEEP ) | |
render.ClearStencil() | |
-- Write successes to the stencil buffer | |
-- We go for successes here to allow proper z indexing | |
render.SetStencilEnable( true ) | |
render.SetStencilReferenceValue( 1 ) | |
render.SetStencilPassOperation( STENCIL_REPLACE ) | |
-- Draw the face we want to use as a window | |
self:DrawMask() | |
-- Use the window | |
render.SetStencilPassOperation( STENCIL_KEEP ) | |
render.SetStencilCompareFunction( STENCIL_EQUAL ) | |
-- Draw our "interior" | |
self:DrawInterior() | |
-- Let everything render normally again | |
render.SetStencilEnable( false ) | |
end |
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