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

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SWEP.ViewModel = "models/weapons/v_pistol.mdl"
SWEP.WorldModel = "models/Combine_turrets/Floor_turret.mdl"
SWEP.PrintName = "Gun Turret"
SWEP.Description = "This automated turret requires constant upkeep to be useful.\nPress PRIMARY ATTACK to deploy the turret.\nPress SECONDARY ATTACK and RELOAD to rotate the turret.\nPress USE on a deployed turret to give it some of your ammunition.\nPress USE on a deployed turret with no owner (blue light) to reclaim it."
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SWEP.AmmoIfHas = true
SWEP.Primary.ClipSize = 1
SWEP.Primary.DefaultClip = 1
SWEP.Primary.Automatic = true
SWEP.Primary.Ammo = "thumper"
SWEP.Primary.Delay = 2
SWEP.Primary.Damage = 8.8
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SWEP.Secondary.ClipSize = -1
SWEP.Secondary.DefaultClip = -1
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = "none"
SWEP.MaxStock = 5
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SWEP.WalkSpeed = SPEED_NORMAL
SWEP.FullWalkSpeed = SPEED_SLOWEST
SWEP.GhostStatus = "ghost_gunturret"
SWEP.DeployClass = "prop_gunturret"
SWEP.Channel = "turret"
SWEP.TurretAmmoType = "smg1"
SWEP.TurretAmmoStartAmount = 250
SWEP.TurretSpread = 2
SWEP.NoDeploySpeedChange = true
SWEP.AllowQualityWeapons = true
GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_TURRET_SPREAD, -0.4)
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function SWEP:Initialize()
self:SetWeaponHoldType("slam")
GAMEMODE:DoChangeDeploySpeed(self)
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self:HideViewAndWorldModel()
self.ResupplyAmmoType = self.TurretAmmoType
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end
function SWEP:SetReplicatedAmmo(count)
self:SetDTInt(0, count)
end
function SWEP:GetReplicatedAmmo()
return self:GetDTInt(0)
end
function SWEP:GetWalkSpeed()
if self:GetPrimaryAmmoCount() > 0 then
return self.FullWalkSpeed
end
end
function SWEP:SecondaryAttack()
end
function SWEP:Reload()
end
function SWEP:CanPrimaryAttack()
if self:GetOwner():IsHolding() or self:GetOwner():GetBarricadeGhosting() then return false end
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if self:GetPrimaryAmmoCount() <= 0 then
self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
return false
end
return true
end
function SWEP:Think()
if self.IdleAnimation and self.IdleAnimation <= CurTime() then
self.IdleAnimation = nil
self:SendWeaponAnim(ACT_VM_IDLE)
end
if SERVER then
local count = self:GetPrimaryAmmoCount()
if count ~= self:GetReplicatedAmmo() then
self:SetReplicatedAmmo(count)
self:GetOwner():ResetSpeed()
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end
end
end
function SWEP:Deploy()
gamemode.Call("WeaponDeployed", self:GetOwner(), self)
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self.IdleAnimation = CurTime() + self:SequenceDuration()
return true
end
function SWEP:Holster()
return true
end
util.PrecacheModel("models/Combine_turrets/Floor_turret.mdl")