zombiesurvival-evolved/gamemodes/zombiesurvival/entities/weapons/weapon_zs_base/shared.lua

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SWEP.Primary.Sound = Sound("Weapon_Pistol.Single")
SWEP.DryFireSound = Sound("Weapon_Pistol.Empty")
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SWEP.Primary.Damage = 30
SWEP.Primary.KnockbackScale = 1
SWEP.Primary.NumShots = 1
SWEP.Primary.Delay = 0.15
SWEP.ConeMax = 1.5
SWEP.ConeMin = 0.5
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SWEP.ConeRamp = 2
SWEP.CSMuzzleFlashes = true
SWEP.Primary.ClipSize = 8
SWEP.Primary.DefaultClip = 0
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = "pistol"
SWEP.RequiredClip = 1
SWEP.Secondary.ClipSize = 1
SWEP.Secondary.DefaultClip = 1
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SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = "dummy"
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SWEP.WalkSpeed = SPEED_NORMAL
SWEP.HoldType = "pistol"
SWEP.IronSightsHoldType = "ar2"
SWEP.IronSightsPos = Vector(0, 0, 0)
SWEP.EmptyWhenPurchased = true
SWEP.AllowQualityWeapons = true
SWEP.Recoil = 0
SWEP.ReloadSpeed = 1.0
SWEP.FireAnimSpeed = 1.0
SWEP.IdleActivity = ACT_VM_IDLE
SWEP.Weight = 5
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function SWEP:Initialize()
if not self:IsValid() then return end --???
self:SetWeaponHoldType(self.HoldType)
GAMEMODE:DoChangeDeploySpeed(self)
-- Higher tier guns auto swap to with a higher priority than low tier ones.
if self.Weight and self.Tier then
self.Weight = self.Weight + self.Tier
end
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-- Maybe we didn't want to convert the weapon to the new system...
if self.Cone then
self.ConeMin = self.ConeIronCrouching
self.ConeMax = self.ConeMoving
self.ConeRamp = 2
end
if CLIENT then
self:CheckCustomIronSights()
self:Anim_Initialize()
end
end
function SWEP:PrimaryAttack()
if not self:CanPrimaryAttack() then return end
self:SetNextPrimaryFire(CurTime() + self:GetFireDelay())
self:EmitFireSound()
self:TakeAmmo()
self:ShootBullets(self.Primary.Damage, self.Primary.NumShots, self:GetCone())
self.IdleAnimation = CurTime() + self:SequenceDuration()
end
function SWEP:SecondaryAttack()
if self:GetNextSecondaryFire() <= CurTime() and not self:GetOwner():IsHolding() and self:GetReloadFinish() == 0 then
self:SetIronsights(true)
end
end
function SWEP:Reload()
local owner = self:GetOwner()
if owner:IsHolding() then return end
if self:GetIronsights() then
self:SetIronsights(false)
end
-- Custom reload function to change reload speed.
if self:CanReload() then
self.IdleAnimation = CurTime() + self:SequenceDuration()
self:SetNextReload(self.IdleAnimation)
self:SetReloadStart(CurTime())
self:SendReloadAnimation()
self:ProcessReloadEndTime()
owner:DoReloadEvent()
self:EmitReloadSound()
end
end
function SWEP:GetPrimaryClipSize()
local owner = self:GetOwner()
local multi = self.Primary.ClipSize/self.RequiredClip >= 8 and owner:HasTrinket("extendedmag") and 1.15 or 1
return math.floor(self:GetMaxClip1() * multi)
end
function SWEP:FinishReload()
self:SendWeaponAnim(ACT_VM_IDLE)
self:SetNextReload(0)
self:SetReloadStart(0)
self:SetReloadFinish(0)
self:EmitReloadFinishSound()
local owner = self:GetOwner()
if not owner:IsValid() then return end
local max1 = self:GetPrimaryClipSize()
local max2 = self:GetMaxClip2()
if max1 > 0 then
local ammotype = self:GetPrimaryAmmoType()
local spare = owner:GetAmmoCount(ammotype)
local current = self:Clip1()
local needed = max1 - current
needed = math.min(spare, needed)
self:SetClip1(current + needed)
if SERVER then
owner:RemoveAmmo(needed, ammotype)
end
end
if max2 > 0 then
local ammotype = self:GetSecondaryAmmoType()
local spare = owner:GetAmmoCount(ammotype)
local current = self:Clip2()
local needed = max2 - current
needed = math.min(spare, needed)
self:SetClip2(current + needed)
if SERVER then
owner:RemoveAmmo(needed, ammotype)
end
end
end
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function SWEP:GetCone()
local owner = self:GetOwner()
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local basecone = self.ConeMin
local conedelta = self.ConeMax - basecone
local orphic = not owner.Orphic and 1 or self:GetIronsights() and 0.9 or 1.1
local tiervalid = (self.Tier or 1) <= 3
local spreadmul = (owner.AimSpreadMul or 1) - ((tiervalid and owner:HasTrinket("refinedsub")) and 0.27 or 0)
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if owner.TrueWooism then
return (basecone + conedelta * 0.5 ^ self.ConeRamp) * spreadmul * orphic
end
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if not owner:OnGround() or self.ConeMax == basecone then return self.ConeMax end
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local multiplier = math.min(owner:GetVelocity():Length() / self.WalkSpeed, 1) * 0.5
local ironsightmul = 0.25 * (owner.IronsightEffMul or 1)
local ironsightdiff = 0.25 - ironsightmul
multiplier = multiplier + ironsightdiff
if not owner:Crouching() then multiplier = multiplier + 0.25 end
if not self:GetIronsights() then multiplier = multiplier + ironsightmul end
return (basecone + conedelta * (self.FixedAccuracy and 0.6 or multiplier) ^ self.ConeRamp) * spreadmul * orphic
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end
function SWEP:GetWalkSpeed()
local owner = self:GetOwner()
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if self:GetIronsights() then
return math.min(self.WalkSpeed, math.max(90, self.WalkSpeed * (owner.Wooism and 0.75 or 0.5)))
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end
return self.WalkSpeed
end
function SWEP:EmitFireSound()
self:EmitSound(self.Primary.Sound)
end
function SWEP:SetIronsights(b)
self:SetDTBool(0, b)
if self.IronSightsHoldType then
if b then
self:SetWeaponHoldType(self.IronSightsHoldType)
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else
self:SetWeaponHoldType(self.HoldType)
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end
end
gamemode.Call("WeaponDeployed", self:GetOwner(), self)
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end
function SWEP:Deploy()
self:SetNextReload(0)
self:SetReloadFinish(0)
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gamemode.Call("WeaponDeployed", self:GetOwner(), self)
self:SetIronsights(false)
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self.IdleAnimation = CurTime() + self:SequenceDuration()
if CLIENT then
self:CheckCustomIronSights()
end
return true
end
function SWEP:Holster()
if CLIENT then
self:Anim_Holster()
end
return true
end
SWEP.AU = 0
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function SWEP:TakeAmmo()
if self.AmmoUse then
self.AU = self.AU + self.AmmoUse
if self.AU >= 1 then
local use = math.floor(self.AU)
self:TakePrimaryAmmo(use)
self.AU = self.AU - use
end
else
self:TakePrimaryAmmo(self.RequiredClip)
end
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end
function SWEP:EmitReloadSound()
if self.ReloadSound and IsFirstTimePredicted() then
self:EmitSound(self.ReloadSound, 75, 100, 1, CHAN_WEAPON + 21)
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end
end
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function SWEP:EmitReloadFinishSound()
if self.ReloadFinishSound and IsFirstTimePredicted() then
self:EmitSound(self.ReloadFinishSound, 75, 100, 1, CHAN_WEAPON + 21)
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end
end
function SWEP:CanReload()
return self:GetNextReload() <= CurTime() and self:GetReloadFinish() == 0 and
(
self:GetMaxClip1() > 0 and self:Clip1() < self:GetPrimaryClipSize() and self:ValidPrimaryAmmo() and self:GetOwner():GetAmmoCount(self:GetPrimaryAmmoType()) > 0
or self:GetMaxClip2() > 0 and self:Clip1() < self:GetMaxClip2() and self:ValidSecondaryAmmo() and self:GetOwner():GetAmmoCount(self:GetSecondaryAmmoType()) > 0
)
end
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function SWEP:GetIronsights()
return self:GetDTBool(0)
end
function SWEP:CanPrimaryAttack()
if self:GetOwner():IsHolding() or self:GetOwner():GetBarricadeGhosting() or self:GetReloadFinish() > 0 then return false end
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if self:Clip1() < self.RequiredClip then
self:EmitSound(self.DryFireSound)
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self:SetNextPrimaryFire(CurTime() + math.max(0.25, self.Primary.Delay))
return false
end
return self:GetNextPrimaryFire() <= CurTime()
end
function SWEP:OnRestore()
self:SetIronsights(false)
end
function SWEP:SendWeaponAnimation()
self:SendWeaponAnim(ACT_VM_PRIMARYATTACK)
self:GetOwner():GetViewModel():SetPlaybackRate(self.FireAnimSpeed)
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end
function SWEP:SendReloadAnimation()
self:SendWeaponAnim(ACT_VM_RELOAD)
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end
function SWEP:GetReloadSpeedMultiplier()
local owner = self:GetOwner()
local primstring = self:GetPrimaryAmmoTypeString()
local reloadspecmulti = primstring and "ReloadSpeedMultiplier" .. string.upper(primstring) or nil
local extramulti = 1
if owner:HasTrinket("supasm") and (self.Tier or 1) <= 2 and not self.PrimaryRemantleModifier and self.QualityTier then
extramulti = GAMEMODE.WeaponQualities[self.QualityTier][2]
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end
return self:GetOwner():GetTotalAdditiveModifier("ReloadSpeedMultiplier", reloadspecmulti) * (owner:GetStatus("frost") and 0.7 or 1) * extramulti
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end
function SWEP:ProcessReloadEndTime()
local reloadspeed = self.ReloadSpeed * self:GetReloadSpeedMultiplier()
self:SetReloadFinish(CurTime() + self:SequenceDuration() / reloadspeed)
if not self.DontScaleReloadSpeed then
self:GetOwner():GetViewModel():SetPlaybackRate(reloadspeed)
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end
end
function SWEP:GetFireDelay()
local owner = self:GetOwner()
return self.Primary.Delay / (owner:GetStatus("frost") and 0.7 or 1)
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end
function SWEP:ShootBullets(dmg, numbul, cone)
local owner = self:GetOwner()
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self:SendWeaponAnimation()
owner:DoAttackEvent()
if self.Recoil > 0 then
local r = math.Rand(0.8, 1)
owner:ViewPunch(Angle(r * -self.Recoil, 0, (1 - r) * (math.random(2) == 1 and -1 or 1) * self.Recoil))
end
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if self.PointsMultiplier then
POINTSMULTIPLIER = self.PointsMultiplier
end
owner:LagCompensation(true)
owner:FireBulletsLua(owner:GetShootPos(), owner:GetAimVector(), cone, numbul, dmg, nil, self.Primary.KnockbackScale, self.TracerName, self.BulletCallback, self.Primary.HullSize, nil, self.Primary.MaxDistance, nil, self)
owner:LagCompensation(false)
if self.PointsMultiplier then
POINTSMULTIPLIER = nil
end
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end
local ActIndex = {
[ "pistol" ] = ACT_HL2MP_IDLE_PISTOL,
[ "smg" ] = ACT_HL2MP_IDLE_SMG1,
[ "grenade" ] = ACT_HL2MP_IDLE_GRENADE,
[ "ar2" ] = ACT_HL2MP_IDLE_AR2,
[ "shotgun" ] = ACT_HL2MP_IDLE_SHOTGUN,
[ "rpg" ] = ACT_HL2MP_IDLE_RPG,
[ "physgun" ] = ACT_HL2MP_IDLE_PHYSGUN,
[ "crossbow" ] = ACT_HL2MP_IDLE_CROSSBOW,
[ "melee" ] = ACT_HL2MP_IDLE_MELEE,
[ "slam" ] = ACT_HL2MP_IDLE_SLAM,
[ "normal" ] = ACT_HL2MP_IDLE,
[ "fist" ] = ACT_HL2MP_IDLE_FIST,
[ "melee2" ] = ACT_HL2MP_IDLE_MELEE2,
[ "passive" ] = ACT_HL2MP_IDLE_PASSIVE,
[ "knife" ] = ACT_HL2MP_IDLE_KNIFE,
[ "duel" ] = ACT_HL2MP_IDLE_DUEL,
[ "revolver" ] = ACT_HL2MP_IDLE_REVOLVER,
[ "camera" ] = ACT_HL2MP_IDLE_CAMERA
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}
function SWEP:SetWeaponHoldType( t )
t = string.lower( t )
local index = ActIndex[ t ]
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if ( index == nil ) then
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Msg( "SWEP:SetWeaponHoldType - ActIndex[ \""..t.."\" ] isn't set! (defaulting to normal) (from "..self:GetClass()..")\n" )
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t = "normal"
index = ActIndex[ t ]
end
self.ActivityTranslate = {}
self.ActivityTranslate [ ACT_MP_STAND_IDLE ] = index
self.ActivityTranslate [ ACT_MP_WALK ] = index+1
self.ActivityTranslate [ ACT_MP_RUN ] = index+2
self.ActivityTranslate [ ACT_MP_CROUCH_IDLE ] = index+3
self.ActivityTranslate [ ACT_MP_CROUCHWALK ] = index+4
self.ActivityTranslate [ ACT_MP_ATTACK_STAND_PRIMARYFIRE ] = index+5
self.ActivityTranslate [ ACT_MP_ATTACK_CROUCH_PRIMARYFIRE ] = index+5
self.ActivityTranslate [ ACT_MP_RELOAD_STAND ] = index+6
self.ActivityTranslate [ ACT_MP_RELOAD_CROUCH ] = index+6
self.ActivityTranslate [ ACT_MP_JUMP ] = index+7
self.ActivityTranslate [ ACT_RANGE_ATTACK1 ] = index+8
self.ActivityTranslate [ ACT_MP_SWIM_IDLE ] = index+8
self.ActivityTranslate [ ACT_MP_SWIM ] = index+9
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-- "normal" jump animation doesn't exist
if t == "normal" then
self.ActivityTranslate [ ACT_MP_JUMP ] = ACT_HL2MP_JUMP_SLAM
end
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-- these two aren't defined in ACTs for whatever reason
if t == "knife" or t == "melee2" then
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self.ActivityTranslate [ ACT_MP_CROUCH_IDLE ] = nil
end
end
SWEP:SetWeaponHoldType("pistol")
function SWEP:TranslateActivity(act)
if self:GetIronsights() and self.ActivityTranslateIronSights then
return self.ActivityTranslateIronSights[act] or -1
end
return self.ActivityTranslate and self.ActivityTranslate[act] or -1
end