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

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SWEP.PrintName = "Sigil Fragment"
SWEP.Description = "A mysterious stone that holds some power over the world.\nReturns you to any uncorrupted Sanity Sigil that you're pointing towards."
SWEP.Base = "weapon_zs_basemelee"
SWEP.ViewModel = "models/weapons/c_bugbait.mdl"
SWEP.WorldModel = "models/weapons/w_bugbait.mdl"
SWEP.UseHands = true
SWEP.HoldType = "slam"
SWEP.WalkSpeed = SPEED_FAST
SWEP.AmmoIfHas = true
SWEP.Primary.ClipSize = 1
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = "sigilfragment"
SWEP.Primary.Delay = 1
SWEP.Primary.DefaultClip = 1
SWEP.Secondary.ClipSize = 1
SWEP.Secondary.DefaultClip = 1
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = "dummy"
SWEP.BoxPhysicsMin = Vector(-4, -4, -4)
SWEP.BoxPhysicsMax = Vector(4, 4, 4)
SWEP.TeleportStatus = "sigilteleport"
SWEP.TeleportEffect = "sigil_teleport"
function SWEP:Initialize()
self:SetWeaponHoldType(self.HoldType)
GAMEMODE:DoChangeDeploySpeed(self)
if CLIENT then
self:Anim_Initialize()
end
end
function SWEP:CanPrimaryAttack()
if self:GetOwner():IsHolding() or self:GetOwner():GetBarricadeGhosting() or GAMEMODE:NumUncorruptedSigils() <= 0 then return false 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() + 3)
local owner = self:GetOwner()
local vm = owner:GetViewModel()
if IsValid(vm) then
vm:SendViewModelMatchingSequence(vm:LookupSequence("squeeze") or 0)
end
owner:DoAttackEvent()
self:EmitSound("ambient/levels/labs/teleport_preblast_suckin1.wav", 70, 140)
self.Teleport = CurTime() + 1.5
self.NextDeploy = nil
self.NextIdle = nil
if SERVER then
local status = owner:GiveStatus(self.TeleportStatus)
if status:IsValid() then
status:SetFromSigil(self)
status:SetEndTime(CurTime() + 1.5 * (owner.SigilTeleportTimeMul or 1))
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)
else
self:SendWeaponAnim(ACT_VM_DEPLOY)
end
self.NextIdle = CurTime() + 2
return true
end
function SWEP:Holster()
self.NextDeploy = nil
self.NextIdle = nil
self.Teleport = nil
if CLIENT then
self:Anim_Holster()
end
return true
end
function SWEP:Think()
if self.Teleport and CurTime() >= self.Teleport then
self.Teleport = nil
self.NextIdle = CurTime() + 1
elseif self.NextIdle and CurTime() >= self.NextIdle then
self.NextIdle = nil
self:SendWeaponAnim(ACT_VM_IDLE)
elseif 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