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

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SWEP.PrintName = "Resupply Box"
SWEP.Description = "Allows survivors to get ammunition for their current weapon. Each person can only use the box once every so often.\nPress PRIMARY ATTACK to deploy the box.\nPress SECONDARY ATTACK and RELOAD to rotate the box."
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SWEP.ViewModel = "models/weapons/v_pistol.mdl"
SWEP.WorldModel = Model("models/Items/ammocrate_ar2.mdl")
SWEP.AmmoIfHas = true
SWEP.Primary.ClipSize = 1
SWEP.Primary.DefaultClip = 1
SWEP.Primary.Ammo = "helicoptergun"
SWEP.Primary.Delay = 1
SWEP.Primary.Automatic = true
SWEP.Secondary.ClipSize = 1
SWEP.Secondary.DefaultClip = 1
SWEP.Secondary.Ammo = "dummy"
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SWEP.MaxStock = 5
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SWEP.WalkSpeed = SPEED_NORMAL
SWEP.FullWalkSpeed = SPEED_SLOWEST
SWEP.NoDeploySpeedChange = true
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function SWEP:Initialize()
self:SetWeaponHoldType("slam")
GAMEMODE:DoChangeDeploySpeed(self)
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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
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if self:GetPrimaryAmmoCount() <= 0 then
self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
return false
end
return true
end
function SWEP:Holster()
return true
end