356 lines
8 KiB
Lua
356 lines
8 KiB
Lua
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SWEP.ZombieOnly = true
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SWEP.IsMelee = true
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SWEP.ViewModel = Model("models/Weapons/v_zombiearms.mdl")
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SWEP.WorldModel = "models/weapons/w_crowbar.mdl"
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SWEP.MeleeDelay = 0.74
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SWEP.MeleeReach = 48
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SWEP.MeleeSize = 1.5
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SWEP.MeleeDamage = 30
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SWEP.MeleeForceScale = 1
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SWEP.MeleeDamageType = DMG_SLASH
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SWEP.AlertDelay = 2.5
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SWEP.Primary.ClipSize = -1
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SWEP.Primary.DefaultClip = -1
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SWEP.Primary.Automatic = true
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SWEP.Primary.Ammo = "none"
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SWEP.Primary.Delay = 1.2
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SWEP.Secondary.ClipSize = -1
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SWEP.Secondary.DefaultClip = -1
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SWEP.Secondary.Automatic = true
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SWEP.Secondary.Ammo = "none"
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function SWEP:StopMoaningSound()
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local owner = self.Owner
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owner:StopSound("NPC_BaseZombie.Moan1")
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owner:StopSound("NPC_BaseZombie.Moan2")
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owner:StopSound("NPC_BaseZombie.Moan3")
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owner:StopSound("NPC_BaseZombie.Moan4")
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end
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function SWEP:StartMoaningSound()
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self.Owner:EmitSound("NPC_BaseZombie.Moan"..math.random(4))
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end
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function SWEP:PlayHitSound()
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self.Owner:EmitSound("npc/zombie/claw_strike"..math.random(3)..".wav")
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end
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function SWEP:PlayMissSound()
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self.Owner:EmitSound("npc/zombie/claw_miss"..math.random(2)..".wav")
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end
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function SWEP:PlayAttackSound()
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self.Owner:EmitSound("npc/zombie/zo_attack"..math.random(2)..".wav")
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end
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function SWEP:Initialize()
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self:HideWorldModel()
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end
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function SWEP:CheckIdleAnimation()
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if self.IdleAnimation and self.IdleAnimation <= CurTime() then
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self.IdleAnimation = nil
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self:SendWeaponAnim(ACT_VM_IDLE)
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end
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end
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function SWEP:CheckAttackAnimation()
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if self.NextAttackAnim and self.NextAttackAnim <= CurTime() then
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self.NextAttackAnim = nil
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self:SendAttackAnim()
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end
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end
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function SWEP:CheckMoaning()
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if self:IsMoaning() and self.Owner:Health() < self:GetMoanHealth() then
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self:SetNextSecondaryFire(CurTime() + 1)
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self:StopMoaning()
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end
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end
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function SWEP:CheckMeleeAttack()
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local swingend = self:GetSwingEndTime()
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if swingend == 0 or CurTime() < swingend then return end
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self:StopSwinging(0)
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if SERVER then
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self:Swung()
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end
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end
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function SWEP:GetTracesNumPlayers(traces)
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local numplayers = 0
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for _, trace in pairs(traces) do
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local ent = trace.Entity
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if ent and ent:IsValid() and ent:IsPlayer() then
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numplayers = numplayers + 1
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end
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end
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return numplayers
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end
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function SWEP:GetDamage(numplayers, basedamage)
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basedamage = basedamage or self.MeleeDamage
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if numplayers then
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return basedamage * math.Clamp(1.2 - numplayers * 0.2, 0.5, 1)
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end
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return basedamage
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end
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function SWEP:Swung()
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local owner = self.Owner
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owner:LagCompensation(true)
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local hit = false
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local traces = owner:PenetratingMeleeTrace(self.MeleeReach, self.MeleeSize, self.PreHit)
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self.PreHit = nil
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local damage = self:GetDamage(self:GetTracesNumPlayers(traces))
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for _, trace in ipairs(traces) do
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if not trace.Hit then continue end
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hit = true
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if trace.HitWorld then
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self:MeleeHitWorld(trace)
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else
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local ent = trace.Entity
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if ent and ent:IsValid() then
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self:MeleeHit(ent, trace, damage)
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end
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end
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end
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if SERVER then
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if hit then
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self:PlayHitSound()
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else
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self:PlayMissSound()
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end
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end
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owner:LagCompensation(false)
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if self.FrozenWhileSwinging then
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owner:ResetSpeed()
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end
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end
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function SWEP:Think()
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self:CheckIdleAnimation()
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self:CheckAttackAnimation()
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self:CheckMoaning()
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self:CheckMeleeAttack()
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end
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function SWEP:MeleeHitWorld(trace)
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end
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function SWEP:MeleeHit(ent, trace, damage, forcescale)
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if ent:IsPlayer() then
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self:MeleeHitPlayer(ent, trace, damage, forcescale)
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else
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self:MeleeHitEntity(ent, trace, damage, forcescale)
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end
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self:ApplyMeleeDamage(ent, trace, damage)
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end
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function SWEP:MeleeHitEntity(ent, trace, damage, forcescale)
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local phys = ent:GetPhysicsObject()
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if phys:IsValid() and phys:IsMoveable() then
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if trace.IsPreHit then
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phys:ApplyForceOffset(damage * 750 * (forcescale or self.MeleeForceScale) * self.Owner:GetAimVector(), (ent:NearestPoint(self.Owner:EyePos()) + ent:GetPos() * 5) / 6)
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else
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phys:ApplyForceOffset(damage * 750 * (forcescale or self.MeleeForceScale) * trace.Normal, (ent:NearestPoint(trace.StartPos) + ent:GetPos() * 2) / 3)
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end
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ent:SetPhysicsAttacker(self.Owner)
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end
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end
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function SWEP:MeleeHitPlayer(ent, trace, damage, forcescale)
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ent:ThrowFromPositionSetZ(self.Owner:GetPos(), damage * 2.5 * (forcescale or self.MeleeForceScale))
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ent:MeleeViewPunch(damage)
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local nearest = ent:NearestPoint(trace.StartPos)
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util.Blood(nearest, math.Rand(damage * 0.5, damage * 0.75), (nearest - trace.StartPos):GetNormalized(), math.Rand(damage * 5, damage * 10), true)
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end
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function SWEP:ApplyMeleeDamage(ent, trace, damage)
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if ent:IsPlayer() then
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ent:TakeSpecialDamage(damage, self.MeleeDamageType, self.Owner, self, trace.HitPos)
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else
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local dmgtype, owner, hitpos = self.MeleeDamageType, self.Owner, trace.HitPos
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timer.Simple(0, function() -- Avoid prediction errors.
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if ent:IsValid() then
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ent:TakeSpecialDamage(damage, dmgtype, owner, self, hitpos)
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end
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end)
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end
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end
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function SWEP:PrimaryAttack()
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if CurTime() < self:GetNextPrimaryFire() or IsValid(self.Owner.FeignDeath) then return end
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self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
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self:SetNextSecondaryFire(self:GetNextPrimaryFire() + 0.5)
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self:StartSwinging()
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end
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function SWEP:SecondaryAttack()
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if CLIENT then return end
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if CurTime() < self:GetNextSecondaryFire() then return end
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self:SetNextSecondaryFire(CurTime() + self.AlertDelay)
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self:DoAlert()
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end
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function SWEP:DoAlert()
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self.Owner:LagCompensation(true)
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local ent = self.Owner:MeleeTrace(4096, 24, self.Owner:GetMeleeFilter()).Entity
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if ent:IsValid() and ent:IsPlayer() then
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self:PlayAlertSound()
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else
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self:PlayIdleSound()
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end
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self.Owner:LagCompensation(false)
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end
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function SWEP:PlayAlertSound()
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self.Owner:EmitSound("npc/zombie/zombie_alert"..math.random(1, 3)..".wav")
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end
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function SWEP:PlayIdleSound()
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self.Owner:EmitSound("npc/zombie/zombie_voice_idle"..math.random(1, 14)..".wav")
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end
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function SWEP:SendAttackAnim()
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if self.SwapAnims then
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self:SendWeaponAnim(ACT_VM_HITCENTER)
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else
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self:SendWeaponAnim(ACT_VM_SECONDARYATTACK)
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end
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self.SwapAnims = not self.SwapAnims
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end
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function SWEP:StartSwinging()
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if self.MeleeAnimationDelay then
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self.NextAttackAnim = CurTime() + self.MeleeAnimationDelay
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else
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self:SendAttackAnim()
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end
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local owner = self.Owner
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owner:DoAttackEvent()
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if SERVER then
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self:PlayAttackSound()
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end
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self:StopMoaning()
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if self.FrozenWhileSwinging then
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owner:SetSpeed(1)
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end
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if self.MeleeDelay > 0 then
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self:SetSwingEndTime(CurTime() + self.MeleeDelay)
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local trace = self.Owner:MeleeTrace(self.MeleeReach, self.MeleeSize, player.GetAll())
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if trace.HitNonWorld then
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trace.IsPreHit = true
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self.PreHit = trace
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end
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self.IdleAnimation = CurTime() + self:SequenceDuration()
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else
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self:Swung()
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end
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end
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function SWEP:StopSwinging()
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self:SetSwingEndTime(0)
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end
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function SWEP:KnockedDown(status, exists)
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self:StopSwinging()
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end
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function SWEP:StopMoaning()
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if not self:IsMoaning() then return end
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self:SetMoaning(false)
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self:StopMoaningSound()
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end
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function SWEP:StartMoaning()
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if self:IsMoaning() or IsValid(self.Owner.Revive) or IsValid(self.Owner.FeignDeath) then return end
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self:SetMoaning(true)
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self:SetMoanHealth(self.Owner:Health())
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self:StartMoaningSound()
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end
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function SWEP:Deploy()
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self.IdleAnimation = CurTime() + self:SequenceDuration()
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if self.DelayWhenDeployed and self.Primary.Delay > 0 then
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self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
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self:SetNextSecondaryFire(self:GetNextPrimaryFire() + 0.5)
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end
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return true
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end
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function SWEP:OnRemove()
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if IsValid(self.Owner) then
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self:StopMoaning()
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end
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end
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SWEP.Holster = SWEP.OnRemove
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function SWEP:SetMoaning(moaning)
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self:SetDTBool(0, moaning)
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end
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function SWEP:GetMoaning()
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return self:GetDTBool(0)
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end
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SWEP.IsMoaning = SWEP.GetMoaning
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function SWEP:SetMoanHealth(health)
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self:SetDTInt(0, health)
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end
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function SWEP:GetMoanHealth()
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return self:GetDTInt(0)
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end
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function SWEP:SetSwingEndTime(time)
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self:SetDTFloat(0, time)
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end
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function SWEP:GetSwingEndTime()
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return self:GetDTFloat(0)
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end
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function SWEP:IsSwinging()
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return self:GetSwingEndTime() > 0
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end
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SWEP.IsAttacking = SWEP.IsSwinging
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