zombiesurvival-evolved/gamemodes/zombiesurvival/entities/weapons/weapon_zs_rollermine.lua

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AddCSLuaFile()
SWEP.PrintName = "Rollermine"
SWEP.Description = "A deployable, remotely controlled device.\nRolls along the ground, bouncing off zombies and dealing damage.\nCan jump with the JUMP key."
if CLIENT then
SWEP.ViewModelFlip = false
SWEP.ViewModelFOV = 50
SWEP.ShowViewModel = true
SWEP.ShowWorldModel = false
SWEP.ViewModelBoneMods = {
["ValveBiped.cube1"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) },
["ValveBiped.cube2"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) },
["ValveBiped.cube3"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) },
["ValveBiped.cube"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) }
}
SWEP.VElements = {
["base"] = { type = "Model", model = "models/roller.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(5, 4, 0), angle = Angle(-54.206, 58.294, -50.114), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
}
SWEP.WElements = {
["base"] = { type = "Model", model = "models/roller.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(5, 5, 0), angle = Angle(-43.978, 27.614, 0), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
}
end
SWEP.Base = "weapon_zs_basemelee"
SWEP.ViewModel = "models/weapons/c_bugbait.mdl"
SWEP.WorldModel = "models/roller.mdl"
SWEP.UseHands = true
SWEP.DeployClass = "prop_rollermine"
SWEP.ControlWeapon = "weapon_zs_rollerminecontrol"
SWEP.HoldType = "grenade"
SWEP.WalkSpeed = SPEED_FAST
SWEP.AmmoIfHas = true
SWEP.Primary.ClipSize = 1
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = "rollermine"
SWEP.Primary.Delay = 1
SWEP.Primary.DefaultClip = 1
SWEP.Secondary.ClipSize = 1
SWEP.Secondary.DefaultClip = 1
SWEP.Secondary.Ammo = "dummy"
SWEP.MaxStock = 10
SWEP.WalkSpeed = SPEED_FAST
function SWEP:Initialize()
self:SetWeaponHoldType("grenade")
GAMEMODE:DoChangeDeploySpeed(self)
if CLIENT then
self:Anim_Initialize()
end
end
function SWEP:CanPrimaryAttack()
if self:GetOwner():IsHolding() or self:GetOwner():GetBarricadeGhosting() then return false end
for _, ent in pairs(ents.FindByClass("prop_rollermine*")) do
if ent:GetObjectOwner() == self:GetOwner() then return false end
end
if self:GetPrimaryAmmoCount() <= 0 then
self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
return false
end
return true
end
function SWEP:PrimaryAttack()
if not self:CanPrimaryAttack() then return end
self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
local owner = self:GetOwner()
self:SendWeaponAnim(ACT_VM_THROW)
owner:DoAttackEvent()
self:TakePrimaryAmmo(1)
self.NextDeploy = CurTime() + 0.75
if SERVER then
local ent = ents.Create(self.DeployClass)
if ent:IsValid() then
ent:SetPos(owner:GetShootPos())
ent:Spawn()
ent:SetObjectOwner(owner)
ent:SetupPlayerSkills()
local stored = owner:PopPackedItem(ent:GetClass())
if stored then
ent:SetObjectHealth(stored[1])
end
ent:EmitSound("WeaponFrag.Throw")
local phys = ent:GetPhysicsObject()
if phys:IsValid() then
phys:Wake()
phys:SetVelocityInstantaneous(self:GetOwner():GetAimVector() * 200)
end
if not owner:HasWeapon(self.ControlWeapon) then
owner:Give(self.ControlWeapon)
end
owner:SelectWeapon(self.ControlWeapon)
if self:GetPrimaryAmmoCount() <= 0 then
owner:StripWeapon(self:GetClass())
end
end
end
end
function SWEP:SecondaryAttack()
end
function SWEP:CanSecondaryAttack()
return false
end
function SWEP:Reload()
return false
end
function SWEP:Deploy()
GAMEMODE:WeaponDeployed(self:GetOwner(), self)
if self:GetPrimaryAmmoCount() <= 0 then
self:SendWeaponAnim(ACT_VM_THROW)
end
return true
end
function SWEP:Holster()
self.NextDeploy = nil
if CLIENT then
self:Anim_Holster()
end
return true
end
function SWEP:Think()
if self.NextDeploy and self.NextDeploy <= CurTime() then
self.NextDeploy = nil
if 0 < self:GetPrimaryAmmoCount() then
self:SendWeaponAnim(ACT_VM_DRAW)
else
self:SendWeaponAnim(ACT_VM_THROW)
if SERVER then
self:Remove()
end
end
end
end
local colBG = Color(16, 16, 16, 90)
local colWhite = Color(220, 220, 220, 230)
SWEP.HUD3DPos = Vector(5, 2, 0)
function SWEP:PostDrawViewModel(vm)
if not self.HUD3DPos or not GAMEMODE:ShouldDraw3DWeaponHUD() then return end
local bone = vm:LookupBone("ValveBiped.Bip01_R_Hand")
if not bone then return end
local m = vm:GetBoneMatrix(bone)
if not m then return end
local pos, ang = m:GetTranslation(), m:GetAngles()
local offset = self.HUD3DPos
pos = pos + ang:Forward() * offset.x + ang:Right() * offset.y + ang:Up() * offset.z
ang:RotateAroundAxis(ang:Up(), math.sin(CurTime() * math.pi) * 20)
ang:RotateAroundAxis(ang:Right(), CurTime() * 180)
pos = pos + ang:Forward() * 7
ang:RotateAroundAxis(ang:Right(), 270)
ang:RotateAroundAxis(ang:Up(), 180)
local wid, hei = 144, 144
local x, y = wid * -0.5, hei * -0.5
local clip = self:GetPrimaryAmmoCount()
cam.Start3D2D(pos, ang, 0.0125)
draw.RoundedBox(32, x, y, wid, hei, colBG)
draw.SimpleText(clip, "ZS3D2DFontBig", x + wid * 0.5, y + hei * 0.5, colWhite, TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER)
cam.End3D2D()
end