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

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SWEP.PrintName = "Weapon Remantler"
SWEP.Description = "A deployable device capable of disassembling weapons into scrap, and upgrading weapons with scrap.\nIt can be used to assemble trinkets with scrap also.\nPress PRIMARY ATTACK to deploy the remantler.\nPress SECONDARY ATTACK and RELOAD to rotate the remantler."
SWEP.ViewModel = "models/weapons/v_pistol.mdl"
SWEP.WorldModel = Model("models/props_lab/powerbox01a.mdl")
SWEP.AmmoIfHas = true
SWEP.Primary.ClipSize = 1
SWEP.Primary.DefaultClip = 1
SWEP.Primary.Ammo = "remantler"
SWEP.Primary.Delay = 1
SWEP.Primary.Automatic = true
SWEP.Secondary.ClipSize = 1
SWEP.Secondary.DefaultClip = 1
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = "dummy"
SWEP.MaxStock = 5
SWEP.WalkSpeed = SPEED_NORMAL
SWEP.FullWalkSpeed = SPEED_SLOWEST
function SWEP:Initialize()
self:SetWeaponHoldType("slam")
self:SetDeploySpeed(1.1)
self:HideViewAndWorldModel()
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
if self:GetPrimaryAmmoCount() <= 0 then
self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
return false
end
return true
end
function SWEP:Holster()
return true
end