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

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Lua
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2014-10-02 08:49:54 +08:00
SWEP.ViewModel = "models/weapons/v_aegiskit.mdl"
SWEP.WorldModel = "models/props_debris/wood_board06a.mdl"
SWEP.AmmoIfHas = true
SWEP.Primary.ClipSize = 1
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = "SniperRound"
SWEP.Primary.Delay = 1
SWEP.Primary.DefaultClip = 3
SWEP.Secondary.ClipSize = 1
SWEP.Secondary.DefaultClip = 1
SWEP.Secondary.Ammo = "dummy"
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SWEP.Secondary.Automatic = true
SWEP.Secondary.Delay = 0.15
SWEP.WalkSpeed = SPEED_NORMAL
SWEP.FullWalkSpeed = SPEED_SLOWEST
SWEP.JunkModels = {
Model("models/props_debris/wood_board04a.mdl"),
Model("models/props_debris/wood_board06a.mdl"),
Model("models/props_debris/wood_board02a.mdl"),
Model("models/props_debris/wood_board01a.mdl"),
Model("models/props_debris/wood_board07a.mdl"),
Model("models/props_c17/furnituredrawer002a.mdl"),
Model("models/props_c17/furnituredrawer003a.mdl"),
Model("models/props_c17/furnituredrawer001a_chunk01.mdl"),
Model("models/props_c17/furniturechair001a_chunk01.mdl"),
Model("models/props_c17/furnituredrawer001a_chunk02.mdl"),
Model("models/props_c17/furnituretable003a.mdl"),
Model("models/props_c17/furniturechair001a.mdl")
}
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:PrimaryAttack()
if not self:CanPrimaryAttack() then return end
local aimvec = self.Owner:GetAimVector()
local shootpos = self.Owner:GetShootPos()
local tr = util.TraceLine({start = shootpos, endpos = shootpos + aimvec * 32, filter = self.Owner})
self:SetNextPrimaryAttack(CurTime() + self.Primary.Delay)
self:EmitSound("weapons/iceaxe/iceaxe_swing1.wav", 75, math.random(75, 80))
self:SendWeaponAnim(ACT_VM_PRIMARYATTACK)
self.Owner:RestartGesture(ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE)
self.IdleAnimation = CurTime() + math.min(self.Primary.Delay, self:SequenceDuration())
if SERVER then
local ent = ents.Create("prop_physics")
if ent:IsValid() then
local ang = aimvec:Angle()
ang:RotateAroundAxis(ang:Forward(), 90)
ent:SetPos(tr.HitPos)
ent:SetAngles(ang)
ent:SetModel(table.Random(self.JunkModels))
ent:Spawn()
ent:SetHealth(350)
ent.NoVolumeCarryCheck = true
local phys = ent:GetPhysicsObject()
if phys:IsValid() then
phys:SetMass(math.min(phys:GetMass(), 50))
phys:SetVelocityInstantaneous(self.Owner:GetVelocity())
end
ent:SetPhysicsAttacker(self.Owner)
self:TakePrimaryAmmo(1)
end
end
end
function SWEP:SecondaryAttack()
end
function SWEP:Reload()
end
function SWEP:CanPrimaryAttack()
if self.Owner:IsHolding() or self.Owner:GetBarricadeGhosting() then return false end
if math.abs(self.Owner:GetVelocity().z) >= 256 then return false end
if self:GetPrimaryAmmoCount() <= 0 then
self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
return false
end
return true
end
function SWEP:Think()
if self.IdleAnimation and self.IdleAnimation <= CurTime() then
self.IdleAnimation = nil
self:SendWeaponAnim(ACT_VM_IDLE)
end
if SERVER then
local count = self:GetPrimaryAmmoCount()
if count ~= self:GetReplicatedAmmo() then
self:SetReplicatedAmmo(count)
self.Owner:ResetSpeed()
end
end
end
function SWEP:Deploy()
gamemode.Call("WeaponDeployed", self.Owner, self)
self.IdleAnimation = CurTime() + self:SequenceDuration()
return true
end
util.PrecacheModel("models/props_debris/wood_board04a.mdl")