zombiesurvival-evolved/gamemodes/zombiesurvival/entities/weapons/weapon_zs_sawedoff.lua

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AddCSLuaFile()
--in memory of Gormaoife 1999-2016 rip
SWEP.PrintName = "'Splinter' Sawed-Off Shotgun"
SWEP.Description = "Can fire both rounds at once for higher burst damage."
SWEP.Slot = 3
SWEP.SlotPos = 0
if CLIENT then
SWEP.ViewModelFlip = false
SWEP.ViewModelFOV = 70
SWEP.VElements = {
["base"] = { type = "Model", model = "models/props_combine/headcrabcannister01a.mdl", bone = "ValveBiped.Crossbow_base", rel = "", pos = Vector(0.052, 1.702, -7.329), angle = Angle(-54.559, -90, -180), size = Vector(0.057, 0.035, 0.041), color = Color(190, 150, 95, 255), surpresslightning = false, material = "models/props_wasteland/wood_fence01a", skin = 0, bodygroup = {} },
["base+++"] = { type = "Model", model = "models/props_c17/canister01a.mdl", bone = "ValveBiped.Bip01_Spine4", rel = "base", pos = Vector(-5.421, -0.101, -0.819), angle = Angle(-52.792, 0, 0), size = Vector(0.187, 0.382, 0.035), color = Color(75, 75, 75, 255), surpresslightning = false, material = "models/props_pipes/pipeset_metal02", skin = 0, bodygroup = {} },
["barrel"] = { type = "Model", model = "models/props_pipes/concrete_pipe001a.mdl", bone = "ValveBiped.Bip01_Spine4", rel = "break", pos = Vector(-1.89, 0.186, 1.929), angle = Angle(0, 36.453, 0), size = Vector(0.1, 0.019, 0.019), color = Color(75, 75, 75, 255), surpresslightning = false, material = "models/props_pipes/pipeset_metal02", skin = 0, bodygroup = {} },
["break"] = { type = "Model", model = "models/props_c17/oildrum001.mdl", bone = "ValveBiped.Crossbow_base", rel = "", pos = Vector(-1.063, 0.196, 2.507), angle = Angle(-126.469, 90, 90), size = Vector(0.019, 0.019, 0.045), color = Color(75, 75, 75, 255), surpresslightning = false, material = "models/props_pipes/pipeset_metal02", skin = 0, bodygroup = {} },
["base++"] = { type = "Model", model = "models/props_lab/blastdoor001a.mdl", bone = "ValveBiped.Bip01_Spine4", rel = "base", pos = Vector(-6.325, -0.13, -4.14), angle = Angle(0, 90, -36.279), size = Vector(0.211, 0.05, 0.014), color = Color(75, 75, 75, 255), surpresslightning = false, material = "models/props_pipes/pipeset_metal02", skin = 0, bodygroup = {} },
["barrel+"] = { type = "Model", model = "models/props_pipes/concrete_pipe001a.mdl", bone = "ValveBiped.Bip01_Spine4", rel = "break", pos = Vector(-1.89, 0.186, 0.338), angle = Angle(0, 36.453, 0), size = Vector(0.1, 0.019, 0.019), color = Color(75, 75, 75, 255), surpresslightning = false, material = "models/props_pipes/pipeset_metal02", skin = 0, bodygroup = {} },
["base+"] = { type = "Model", model = "models/props_combine/combine_interface003.mdl", bone = "ValveBiped.Bip01_Spine4", rel = "base", pos = Vector(-2.258, 0, -1.691), angle = Angle(35.486, 0, 0), size = Vector(0.097, 0.041, 0.071), color = Color(75, 75, 75, 255), surpresslightning = false, material = "models/props_pipes/pipeset_metal02", skin = 0, bodygroup = {} },
["handle"] = { type = "Model", model = "models/combine_dropship_container.mdl", bone = "ValveBiped.Bip01_Spine4", rel = "break", pos = Vector(-1.009, 1.552, 1.004), angle = Angle(0, 37.951, -90), size = Vector(0.018, 0.019, 0.014), color = Color(190, 150, 95, 255), surpresslightning = false, material = "models/props_wasteland/wood_fence01a", skin = 0, bodygroup = {} }
}
SWEP.WElements = {
["break"] = { type = "Model", model = "models/props_c17/oildrum001.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "base", pos = Vector(-8.749, -1.099, -4.579), angle = Angle(135, 0, 90), size = Vector(0.019, 0.019, 0.045), color = Color(75, 75, 75, 255), surpresslightning = false, material = "models/props_pipes/pipeset_metal02", skin = 0, bodygroup = {} },
["base+++"] = { type = "Model", model = "models/props_c17/canister01a.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "base", pos = Vector(-5.421, -0.101, -0.819), angle = Angle(-52.792, 0, 0), size = Vector(0.187, 0.382, 0.035), color = Color(75, 75, 75, 255), surpresslightning = false, material = "models/props_pipes/pipeset_metal02", skin = 0, bodygroup = {} },
["barrel"] = { type = "Model", model = "models/props_pipes/concrete_pipe001a.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "base", pos = Vector(-10.634, 0.66, -4.819), angle = Angle(37.5, 0, 0), size = Vector(0.1, 0.019, 0.019), color = Color(75, 75, 75, 255), surpresslightning = false, material = "models/props_pipes/pipeset_metal02", skin = 0, bodygroup = {} },
["handle"] = { type = "Model", model = "models/combine_dropship_container.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "base", pos = Vector(-9.98, -0.201, -6.435), angle = Angle(39.694, 0, 0), size = Vector(0.018, 0.019, 0.014), color = Color(190, 150, 95, 255), surpresslightning = false, material = "models/props_wasteland/wood_fence01a", skin = 0, bodygroup = {} },
["base"] = { type = "Model", model = "models/props_combine/headcrabcannister01a.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(2.888, 1.406, -0.543), angle = Angle(130.128, 5.808, 0), size = Vector(0.057, 0.035, 0.041), color = Color(190, 150, 95, 255), surpresslightning = false, material = "models/props_wasteland/wood_fence01a", skin = 0, bodygroup = {} },
["barrel+"] = { type = "Model", model = "models/props_pipes/concrete_pipe001a.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "base", pos = Vector(-10.634, -0.854, -4.819), angle = Angle(37.5, 0, 0), size = Vector(0.1, 0.019, 0.019), color = Color(75, 75, 75, 255), surpresslightning = false, material = "models/props_pipes/pipeset_metal02", skin = 0, bodygroup = {} },
["base+"] = { type = "Model", model = "models/props_combine/combine_interface003.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "base", pos = Vector(-2.258, 0, -1.691), angle = Angle(35.486, 0, 0), size = Vector(0.097, 0.041, 0.071), color = Color(75, 75, 75, 255), surpresslightning = false, material = "models/props_pipes/pipeset_metal02", skin = 0, bodygroup = {} },
["base++"] = { type = "Model", model = "models/props_lab/blastdoor001a.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "base", pos = Vector(-6.325, -0.13, -4.14), angle = Angle(0, 90, -36.279), size = Vector(0.211, 0.05, 0.014), color = Color(75, 75, 75, 255), surpresslightning = false, material = "models/props_pipes/pipeset_metal02", skin = 0, bodygroup = {} }
}
SWEP.HUD3DBone = "ValveBiped.Crossbow_base"
SWEP.HUD3DPos = Vector(1.8, -0.65, -3.3)
SWEP.HUD3DScale = 0.015
end
SWEP.ShowViewModel = false
SWEP.ShowWorldModel = false
SWEP.Base = "weapon_zs_baseshotgun"
SWEP.HoldType = "shotgun"
SWEP.ViewModel = "models/weapons/c_crossbow.mdl"
SWEP.WorldModel = "models/weapons/w_pistol.mdl"
SWEP.UseHands = true
SWEP.CSMuzzleFlashes = false
SWEP.Primary.Sound = Sound("weapons/zs_sawnoff/sawnoff_fire1.ogg")
SWEP.Primary.Damage = 11.35
SWEP.Primary.NumShots = 8
SWEP.Primary.Delay = 0.6
SWEP.Primary.ClipSize = 2
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = "buckshot"
GAMEMODE:SetupDefaultClip(SWEP.Primary)
SWEP.ReloadSound = Sound("weapons/zs_sawnoff/barrelup.ogg")
SWEP.ReloadFinishSound = Sound("weapons/zs_sawnoff/barreldown.ogg")
SWEP.ReloadPlugSound = Sound("Weapon_Shotgun.Reload")
SWEP.ConeMax = 9
SWEP.ConeMin = 7.75
SWEP.Recoil = 7.5
SWEP.WalkSpeed = SPEED_SLOWER
SWEP.ReloadSpeed = 0.6
SWEP.ReloadDelay = 0.5
SWEP.Tier = 2
SWEP.DryFireSound = Sound("Weapon_Shotgun.Empty")
GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_MAX_SPREAD, -1.125, 1)
GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_MIN_SPREAD, -1.069, 1)
GAMEMODE:AddNewRemantleBranch(SWEP, 1, "'Splinter' Slug Gun", "Single accurate slug round, less total damage", function(wept)
wept.Primary.Damage = wept.Primary.Damage * 5.5
wept.Primary.NumShots = 1
wept.ConeMin = wept.ConeMin * 0.15
wept.ConeMax = wept.ConeMax * 0.3
end)
SWEP.ReloadStartActivity = ACT_VM_RELOAD
SWEP.ReloadActivity = ACT_VM_HOLSTER
function SWEP:StartReloading()
local delay = self:GetReloadDelay()
self:SetDTFloat(3, CurTime() + delay)
self:SetDTBool(2, true) -- force one shell load
self:SetNextPrimaryFire(CurTime() + math.max(self.Primary.Delay, delay))
self:GetOwner():DoReloadEvent()
if self.ReloadStartActivity then
self:SendWeaponAnim(self.ReloadStartActivity)
self:ProcessReloadAnim()
self:SetNextPlugSound(CurTime() + delay * 0.9)
self:SetNextStateChange(CurTime() + delay * 0.8)
end
self:EmitSound(self.ReloadSound)
end
function SWEP:StopReloading()
self:SetDTFloat(3, 0)
self:SetDTBool(2, false)
self:SetNextPrimaryFire(CurTime() + self.Primary.Delay * 0.45)
self:SetNextStateChange(CurTime())
if self:Clip1() > 0 then
self:EmitSound(self.ReloadFinishSound)
self:SendWeaponAnim(ACT_VM_IDLE)
self:ProcessReloadAnim()
end
end
function SWEP:Think()
if self:ShouldDoReload() then
self:DoReload()
end
if self:GetNextPlugSound() ~= 0 and CurTime() > self:GetNextPlugSound() then
if self:Clip1() ~= 2 then
self:EmitSound(self.ReloadPlugSound)
end
self:SetNextPlugSound(0)
end
if self:GetNextStateChange() ~= 0 and CurTime() > self:GetNextStateChange() then
self:SetSawnoffState((self:GetSawnoffState() + 1) % 2)
self:SetNextStateChange(0)
end
self:NextThink(CurTime())
return true
end
function SWEP:DoReload()
if not self:CanReload() then
self:StopReloading()
return
end
local delay = self:GetReloadDelay()
if self.ReloadActivity then
self:SendWeaponAnim(self.ReloadActivity)
self:ProcessReloadAnim()
self:SetNextPlugSound(CurTime() + delay * 0.9)
timer.Simple(0, function() if IsValid(self) then self:SendWeaponAnim(ACT_VM_RELOAD) end end)
end
self:GetOwner():RemoveAmmo(1, self.Primary.Ammo, false)
self:SetClip1(self:Clip1() + 1)
self:SetDTBool(2, false)
self:SetDTFloat(3, CurTime() + delay)
self:SetNextPrimaryFire(CurTime() + math.max(self.Primary.Delay, delay))
end
function SWEP:CanPrimaryAttack()
if self:GetOwner():IsHolding() or self:GetOwner():GetBarricadeGhosting() then return false end
if self:Clip1() <= 0 then
self:EmitSound("Weapon_Shotgun.Empty")
self:SetNextPrimaryFire(CurTime() + 0.25)
return false
end
return self:GetNextPrimaryFire() <= CurTime()
end
function SWEP:SecondaryAttack()
if not self:CanPrimaryAttack() then return end
local multiplier = self:Clip1()
self.Primary.NumShots = self.Primary.NumShots * multiplier
self.RequiredClip = multiplier
self.OldEmitFireSound = self.EmitFireSound
self.EmitFireSound = self.EmitFireSoundDouble
self:PrimaryAttack()
self.Primary.NumShots = self.Primary.NumShots / multiplier
self.RequiredClip = 1
self.EmitFireSound = self.OldEmitFireSound
end
function SWEP:EmitFireSound()
self:EmitSound(self.Primary.Sound, 80, math.random(97, 103), 1, CHAN_WEAPON + 20)
end
function SWEP:EmitFireSoundDouble()
if self:Clip1() == 2 then
self:EmitSound(self.Primary.Sound, 80, math.random(80, 85), 1, CHAN_WEAPON + 20)
else
self:OldEmitFireSound()
end
end
function SWEP:GetNextPlugSound()
return self:GetDTFloat(10)
end
function SWEP:SetNextPlugSound(nexttime)
self:SetDTFloat(10, nexttime)
end
function SWEP:GetNextStateChange()
return self:GetDTFloat(11)
end
function SWEP:SetNextStateChange(nexttime)
self:SetDTFloat(11, nexttime)
end
function SWEP:GetSawnoffState()
return self:GetDTInt(10)
end
function SWEP:SetSawnoffState(state)
self:SetDTInt(10, state)
end
if CLIENT then
function SWEP:PreDrawViewModel(vm)
self.BaseClass.PreDrawViewModel(self, vm)
local ang = self.VElements["break"].angle
ang.pitch = math.Approach(ang.pitch, self:GetSawnoffState() == 1 and 16 or -126, FrameTime() * 730)
end
end