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

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SWEP.PrintName = "'Charon' Repeating Crossbow"
SWEP.Description = "A rapid firing crossbow with no other unique properties."
SWEP.Base = "weapon_zs_baseproj"
SWEP.HoldType = "crossbow"
SWEP.ViewModel = "models/weapons/c_crossbow.mdl"
SWEP.WorldModel = "models/weapons/w_crossbow.mdl"
SWEP.UseHands = true
SWEP.CSMuzzleFlashes = false
SWEP.Primary.Sound = Sound("Weapon_Crossbow.Single")
SWEP.Primary.Delay = 0.4
SWEP.Primary.Automatic = true
SWEP.Primary.Damage = 68
SWEP.Primary.ClipSize = 8
SWEP.Primary.Ammo = "XBowBolt"
SWEP.Primary.DefaultClip = 40
SWEP.WalkSpeed = SPEED_SLOW
SWEP.Tier = 3
SWEP.ReloadDelay = 2.8
SWEP.Recoil = 2
SWEP.ConeMax = 3.5
SWEP.ConeMin = 3.25
SWEP.NextZoom = 0
GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_FIRE_DELAY, -0.03)
GAMEMODE:AddNewRemantleBranch(SWEP, 1, "'Styx' Repeating Crossbow", "Increases the rate of fire, clip size, but decreases accuracy, reload speed and damage", function(wept)
wept.Primary.ClipSize = math.floor(wept.Primary.ClipSize * 2)
wept.Primary.Delay = wept.Primary.Delay * 0.5
wept.Primary.Damage = wept.Primary.Damage * 0.78
wept.Primary.Projectile = "projectile_arrow_sli"
wept.ConeMax = wept.ConeMax * 1.4
wept.ConeMin = wept.ConeMin * 1.4
wept.ReloadSpeed = wept.ReloadSpeed * 0.7
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()
self:SetShootTime(CurTime())
end
function SWEP:EmitReloadSound()
if IsFirstTimePredicted() then
self:EmitSound("weapons/crossbow/bolt_load"..math.random(2)..".wav", 50, 100, 1, CHAN_AUTO)
self:EmitSound("weapons/crossbow/reload1.wav")
end
end
function SWEP:SendWeaponAnimation()
self:SendWeaponAnim(ACT_VM_FIDGET)
self:GetOwner():GetViewModel():SetPlaybackRate(self.FireAnimSpeed)
timer.Simple(self.Primary.Delay/3.5, function()
if IsValid(self) then
self:SendWeaponAnim(ACT_VM_IDLE)
self:GetOwner():GetViewModel():SetPlaybackRate(6)
end
end)
end
function SWEP:SendReloadAnimation()
end
function SWEP:ProcessReloadEndTime()
local reloadspeed = self.ReloadSpeed * self:GetReloadSpeedMultiplier()
self:SetReloadFinish(CurTime() + self.ReloadDelay / reloadspeed)
end
function SWEP:SetShootTime(time)
self:SetDTFloat(8, time)
end
function SWEP:GetShootTime()
return self:GetDTFloat(8)
end
util.PrecacheSound("weapons/crossbow/bolt_load1.wav")
util.PrecacheSound("weapons/crossbow/bolt_load2.wav")
util.PrecacheSound("weapons/sniper/sniper_zoomin.wav")
util.PrecacheSound("weapons/sniper/sniper_zoomout.wav")