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

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SWEP.Base = "weapon_zs_wraith"
DEFINE_BASECLASS("weapon_zs_wraith")
SWEP.PrintName = "Tormented Wraith"
SWEP.MeleeDelay = 0.4
SWEP.MeleeReach = 48
SWEP.MeleeSize = 4.5
SWEP.MeleeDamage = 20
SWEP.MeleeDamageType = DMG_SLASH
SWEP.MeleeAnimationDelay = 0
SWEP.Secondary.Delay = 0.88
SWEP.ViewModel = Model("models/weapons/v_pza.mdl")
SWEP.WorldModel = ""
AccessorFuncDT(SWEP, "Tormented", "Float", 1)
function SWEP:PrimaryAttack()
local owner = self:GetOwner()
if CurTime() < self:GetNextPrimaryFire() then return end
local armdelay = owner:GetMeleeSpeedMul() * ((CurTime() < self:GetTormented() + 2) and 0.75 or 1)
self:SetNextPrimaryFire(CurTime() + self.Primary.Delay * armdelay)
self.MeleeDelay = 0.8
self.MeleeDamage = 43
self:StartSwinging()
end
function SWEP:SecondaryAttack()
local owner = self:GetOwner()
if CurTime() < self:GetNextPrimaryFire() then return end
local armdelay = owner:GetMeleeSpeedMul() * ((CurTime() < self:GetTormented() + 2) and 0.75 or 1)
self:SetNextPrimaryFire(CurTime() + self.Secondary.Delay * armdelay)
self.MeleeDelay = 0.4
self.MeleeDamage = 21
self:StartSwinging(true)
end
function SWEP:StartSwinging(secondary)
if not IsFirstTimePredicted() then return end
local owner = self:GetOwner()
local armdelay = owner:GetMeleeSpeedMul()
self.MeleeAnimationMul = 1 / armdelay
if self.MeleeAnimationDelay then
self.NextAttackAnim = CurTime() + self.MeleeAnimationDelay * armdelay
else
self:SendAttackAnim()
end
if not secondary then
self:DoSwingEvent()
else
owner:DoAnimationEvent(ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE)
end
self:PlayAttackSound(secondary)
self:StopMoaning()
if self.FrozenWhileSwinging then
self:GetOwner():SetSpeed(1)
end
if self.MeleeDelay > 0 then
self:SetSwingEndTime(CurTime() + self.MeleeDelay * armdelay)
local trace = owner:CompensatedMeleeTrace(self.MeleeReach, self.MeleeSize)
if trace.HitNonWorld and not trace.Entity:IsPlayer() then
trace.IsPreHit = true
self.PreHit = trace
end
self.IdleAnimation = CurTime() + (self:SequenceDuration() + (self.MeleeAnimationDelay or 0)) * armdelay
else
self:Swung()
end
end
function SWEP:PlayAttackSound(secondary)
if secondary then
self:EmitSound("npc/fast_zombie/wake1.wav", 75, 125, 0.75)
self:EmitSound("npc/antlion/attack_single2.wav", 75, 215, 0.75, CHAN_AUTO)
else
BaseClass.PlayAttackSound(self)
end
end
function SWEP:PlayHitSound()
if self.MeleeDamage > 20 then
self:EmitSound("ambient/machines/slicer"..math.random(4)..".wav", 75, 80, nil, CHAN_AUTO)
else
self:EmitSound("npc/fast_zombie/claw_strike"..math.random(3)..".wav", 70, 80, nil, CHAN_AUTO)
end
end