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

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SWEP.PrintName = "'Helios' Gluon Gun"
SWEP.Description = "Projects a stream of gluons at the target, causing immense damage. Hard to wield and aim, and builds up heat over time."
SWEP.Base = "weapon_zs_base"
SWEP.HoldType = "physgun"
SWEP.ViewModel = "models/weapons/c_physcannon.mdl"
SWEP.WorldModel = "models/weapons/w_physics.mdl"
SWEP.ShowViewModel = false
SWEP.ShowWorldModel = false
SWEP.UseHands = true
SWEP.Primary.Damage = 13.25
SWEP.Primary.NumShots = 1
SWEP.Primary.Delay = 0.09
SWEP.Primary.KnockbackScale = 0.1
SWEP.Primary.MaxDistance = 764
SWEP.Primary.ClipSize = 30
SWEP.Primary.Automatic = true
SWEP.Primary.Ammo = "pulse"
GAMEMODE:SetupDefaultClip(SWEP.Primary)
SWEP.ConeMax = 0
SWEP.ConeMin = 0
SWEP.Tier = 4
SWEP.MaxStock = 3
SWEP.HeatBuildShort = 0.10
SWEP.HeatBuildLong = 0.045
SWEP.HeatVentShort = 0.16
SWEP.HeatVentLong = 0.13
SWEP.HeatDecayShort = 0.1
SWEP.HeatDecayLong = 0.01
SWEP.HeatInitialLong = 0.05
SWEP.WalkSpeed = SPEED_SLOWEST * 0.9
SWEP.FireAnimSpeed = 0.24
SWEP.FireSoundPitch = 125
SWEP.TracerName = "tracer_gluon"
GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_SHORT_TEAM_HEAT, -0.01, 1)
local branch = GAMEMODE:AddNewRemantleBranch(SWEP, 1, "'Hades' Higgs Gun", "Has a pulse slowing effect but deals less damage", function(wept)
wept.Primary.Damage = wept.Primary.Damage * 10.5/12.5
wept.TracerName = "tracer_higgs"
wept.EmitStartFiringSound = function(self)
self:EmitSound("ambient/machines/teleport1.wav", 75, 210)
self:EmitSound("npc/combine_gunship/ping_patrol.wav", 75, 120, 1, CHAN_AUTO+20)
end
wept.FireSoundPitch = 96
wept.LegDamage = true
end)
branch.Colors = {Color(160, 160, 160), Color(105, 105, 105), Color(50, 50, 50)}
branch.NewNames = {"Deep", "Null", "Void"}
GAMEMODE:AddNewRemantleBranch(SWEP, 2, "'Tartarus' Muon Gun", "Deals more damage with heat, but can overheat and damage you, reduced range", function(wept)
wept.GluonDamage = function(self)
return wept.Primary.Damage + (self:GetShortHeat() * 0.25 * wept.Primary.Damage)
end
wept.TracerName = "tracer_muon"
wept.FireSoundPitch = 65
wept.Overheat = true
wept.Primary.MaxDistance = 512
end).Colors = {Color(150, 110, 180), Color(130, 90, 160), Color(110, 60, 150)}
function SWEP:Initialize()
self.FiringSound = CreateSound(self, "^thrusters/rocket02.wav")
self.FiringSound:SetSoundLevel(85)
if CLIENT then self.VentingSound = CreateSound(self, "ambient/levels/labs/teleport_alarm_loop1.wav") end
self.BaseClass.Initialize(self)
end
function SWEP:Deploy()
local owner = self:GetOwner()
if not self.PostOwner then
self.PostOwner = owner
end
local timediff = owner.GluonInactiveTime and CurTime() - owner.GluonInactiveTime or 0
self:SetShortHeat(math.Clamp((owner.ShortGluonHeat or 0) - timediff * self.HeatDecayShort, 0, 1))
self:SetLongHeat(math.Clamp((owner.LongGluonHeat or 0) - timediff * self.HeatDecayLong, 0, 1))
if self:GetLongHeat() > 0.5 then
self:SetGunState(2)
self:EmitSound("npc/scanner/scanner_siren1.wav")
end
return self.BaseClass.Deploy(self)
end
function SWEP:Holster()
self:EndGluonState()
return self.BaseClass.Holster(self)
end
function SWEP:OnRemove()
self.BaseClass.OnRemove(self)
self:EndGluonState()
end
function SWEP:EmitStartFiringSound()
self:EmitSound("ambient/machines/teleport1.wav", 75, 210)
end
function SWEP:GluonDamage()
return self.Primary.Damage
end
function SWEP:PrimaryAttack()
if not self:CanPrimaryAttack() then return end
self:SetNextPrimaryFire(CurTime() + self:GetFireDelay())
-- Move this to DT vars because predicted at high pings
local altuse = self:GetAltUsage()
if altuse then
self:TakeCombinedPrimaryAmmo(1)
end
self:SetAltUsage(not altuse)
self:ShootBullets(self:GluonDamage(), self.Primary.NumShots, self:GetCone())
self.IdleAnimation = CurTime() + self:SequenceDuration()
if self:GetGunState() ~= 1 then
if IsFirstTimePredicted() then
self:EmitStartFiringSound()
self:GetOwner():ViewPunch(Angle(math.Rand(-2, 2), math.Rand(-2, 2), math.Rand(-5, 5)))
end
-- We prevent a bit of tapping fire by doing this.
self:SetLongHeat(math.min(self:GetLongHeat() + self.HeatInitialLong, 1))
self:SetGunState(1)
end
end
function SWEP:CanPrimaryAttack()
if self:GetPrimaryAmmoCount() <= 0 then
return false
end
if self:GetOwner():IsHolding() or self:GetOwner():GetBarricadeGhosting() or self:GetReloadFinish() > 0 then return false end
return self:GetNextPrimaryFire() <= CurTime()
end
function SWEP.BulletCallback(attacker, tr, dmginfo)
dmginfo:SetDamageType(DMG_DISSOLVE)
if tr.HitWorld then
util.Decal("FadingScorch", tr.HitPos + tr.HitNormal, tr.HitPos - tr.HitNormal)
end
if attacker:GetActiveWeapon().LegDamage then
local ent = tr.Entity
if ent:IsValidZombie() then
ent:AddLegDamageExt(4.5, attacker, attacker:GetActiveWeapon(), SLOWTYPE_PULSE)
end
end
return {impact = false}
end
function SWEP:Reload()
if self:GetGunState() == 0 and self:GetLongHeat() ~= 0 then
self:SetGunState(2)
self:EmitSound("npc/scanner/scanner_siren1.wav")
end
end
function SWEP:SecondaryAttack()
end
function SWEP:StopGluonSounds()
self.FiringSound:Stop()
if CLIENT then self.VentingSound:Stop() end
end
function SWEP:EndGluonState()
local owner = self.PostOwner or self:GetOwner()
if owner:IsValid() then
owner.ShortGluonHeat = self:GetShortHeat()
owner.LongGluonHeat = self:GetLongHeat()
owner.GluonInactiveTime = CurTime()
owner.GunSway = false
end
self:StopGluonSounds()
end
function SWEP:SetGunState(state)
self:SetDTInt(1, state)
end
function SWEP:GetGunState(state)
return self:GetDTInt(1)
end
function SWEP:SetAltUsage(usage)
self:SetDTBool(1, usage)
end
function SWEP:GetAltUsage()
return self:GetDTBool(1)
end
function SWEP:SetShortHeat(heat)
self:SetDTFloat(8, heat)
end
function SWEP:GetShortHeat()
return self:GetDTFloat(8)
end
function SWEP:SetLongHeat(heat)
self:SetDTFloat(9, heat)
end
function SWEP:GetLongHeat()
return self:GetDTFloat(9)
end
function SWEP:ManageHeat()
local owner = self:GetOwner()
if owner and owner:IsValid() then
local frametime = FrameTime()
if self:GetGunState() == 1 then
self.FiringSound:PlayEx(1, self.FireSoundPitch + CurTime() % 1)
self:SetShortHeat(math.min(self:GetShortHeat() + frametime * self.HeatBuildShort, 1))
self:SetLongHeat(math.min(self:GetLongHeat() + frametime * self.HeatBuildLong, 1))
if CLIENT then owner.GunSway = true end
elseif self:GetGunState() == 2 then
self.FiringSound:Stop()
if CLIENT then
owner.GunSway = false
self.VentingSound:PlayEx(1, 55 + CurTime() % 1)
end
local frametimeadj = frametime * self:GetReloadSpeedMultiplier()
self:SetShortHeat(math.max(self:GetShortHeat() - frametimeadj * self.HeatVentShort, 0))
self:SetLongHeat(math.max(self:GetLongHeat() - frametimeadj * self.HeatVentLong, 0))
self:SetNextPrimaryFire(CurTime() + 0.25)
if self:GetLongHeat() == 0 and self:GetShortHeat() < self.HeatBuildShort then
self:SetGunState(0)
self:EmitSound("npc/scanner/combat_scan3.wav", 65, 90)
end
else
owner.GunSway = false
self:StopGluonSounds()
self:SetShortHeat(math.max(self:GetShortHeat() - frametime * self.HeatDecayShort, 0))
self:SetLongHeat(math.max(self:GetLongHeat() - frametime * self.HeatDecayLong, 0))
end
else
self:StopGluonSounds()
end
end
function SWEP:Think()
self.BaseClass.Think(self)
local overheat = self:GetShortHeat() + self:GetLongHeat() >= 1
if self:GetGunState() == 1 and CurTime() >= self:GetNextPrimaryFire() + 0.1 or overheat then
self:SetGunState(overheat and 2 or 0)
self:SetNextPrimaryFire(CurTime() + 0.15)
if overheat then
if self.Overheat then
self:GetOwner():TakeSpecialDamage(15, DMG_BURN, self:GetOwner(), self)
end
self:EmitSound("npc/scanner/scanner_siren1.wav", 75)
end
self:EmitSound("weapons/zs_gluon/egon_off1.wav", 75, 115, 0.9, CHAN_WEAPON + 20)
end
self:ManageHeat()
end