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

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DEFINE_BASECLASS("weapon_zs_baseproj")
SWEP.PrintName = "'Tithonus' Charged Shotgun"
SWEP.Description = "Charges a up shotgun blast of pulse projectiles."
SWEP.Base = "weapon_zs_baseproj"
SWEP.HoldType = "shotgun"
SWEP.ViewModel = "models/weapons/c_shotgun.mdl"
SWEP.WorldModel = "models/weapons/w_shotgun.mdl"
SWEP.ShowViewModel = false
SWEP.ShowWorldModel = false
SWEP.UseHands = true
SWEP.CSMuzzleFlashes = false
SWEP.Primary.Sound = Sound("Weapon_357.Single")
SWEP.Primary.Damage = 17.5
SWEP.Primary.NumShots = 4
SWEP.Primary.Delay = 0.85
SWEP.Primary.ClipSize = 18
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = "pulse"
SWEP.Primary.DefaultClip = 18
SWEP.RequiredClip = 3
SWEP.ConeMax = 5.5
SWEP.ConeMin = 4.25
SWEP.WalkSpeed = SPEED_SLOW
SWEP.IronSightsPos = Vector(-4.65, 4, 0.25)
SWEP.IronSightsAng = Vector(0, 0, 1)
SWEP.Tier = 4
SWEP.ReloadSpeed = 0.2
SWEP.FireAnimSpeed = 0.35
SWEP.MaxCharge = 3
SWEP.ChargeTime = 0.6
GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_RELOAD_SPEED, 0.02)
GAMEMODE:AddNewRemantleBranch(SWEP, 1, "'Triton' Charged Shotgun", "Focuses on firing quickly charged blasts, but reloads slower and has limited range", function(wept)
wept.Primary.Damage = wept.Primary.Damage * 1.3
wept.Primary.ProjVelocity = 1000
wept.Primary.NumShots = 3
wept.Primary.ClipSize = 15
wept.MaxCharge = 5
wept.ChargeTime = 0.4
wept.ReloadSpeed = wept.ReloadSpeed * 0.8
wept.Primary.Projectile = "projectile_drone_pulse"
end)
function SWEP:Initialize()
BaseClass.Initialize(self)
self.ChargeSound = CreateSound(self, "ambient/levels/citadel/extract_loop1.wav")
end
function SWEP:CanPrimaryAttack()
if self:GetCharging() or self:GetOwner():IsHolding() or self:GetOwner():GetBarricadeGhosting() or self:GetReloadFinish() > 0 then return false end
if self:Clip1() < self.RequiredClip then
self:EmitSound(self.DryFireSound)
self:SetNextPrimaryFire(CurTime() + math.max(0.25, self.Primary.Delay))
return false
end
return self:GetNextPrimaryFire() <= CurTime()
end
function SWEP:SecondaryAttack()
if not self:CanPrimaryAttack() or self:GetCharging() then return end
self:SetNextPrimaryFire(CurTime() + self:GetFireDelay())
self:SetGunCharge(1)
self:SetLastChargeTime(CurTime())
self:TakeAmmo()
self:SetCharging(true)
end
function SWEP:CheckCharge()
if self:GetCharging() then
if not self:GetOwner():KeyDown(IN_ATTACK2) then
self:EmitFireSound()
self:ShootBullets(self.Primary.Damage, self.Primary.NumShots * self:GetGunCharge(), self:GetCone())
self.IdleAnimation = CurTime() + self:SequenceDuration()
self:SetNextPrimaryFire(CurTime() + self:GetFireDelay())
self:SetCharging(false)
self:SetLastChargeTime(CurTime())
self:SetGunCharge(0)
elseif self:GetGunCharge() < self.MaxCharge and self:Clip1() ~= 0 and self:GetLastChargeTime() + self.ChargeTime < CurTime() then
self:SetGunCharge(self:GetGunCharge() + 1)
self:SetLastChargeTime(CurTime())
self:TakeAmmo()
end
self.ChargeSound:PlayEx(1, math.min(255, 165 + self:GetGunCharge() * 18))
else
self.ChargeSound:Stop()
end
end
function SWEP:SetLastChargeTime(lct)
self:SetDTFloat(8, lct)
end
function SWEP:GetLastChargeTime()
return self:GetDTFloat(8)
end
function SWEP:SetGunCharge(charge)
self:SetDTInt(1, charge)
end
function SWEP:GetGunCharge(charge)
return self:GetDTInt(1)
end
function SWEP:SetCharging(charge)
self:SetDTBool(1, charge)
end
function SWEP:GetCharging()
return self:GetDTBool(1)
end
function SWEP:EmitFireSound()
local deduct = (self:GetGunCharge() - 1) * 15
self:EmitSound("weapons/stunstick/alyx_stunner2.wav", 72, 111 - deduct, 0.75)
--self:EmitSound("weapons/physcannon/superphys_launch1.wav", 72, 141 - deduct, 0.65, CHAN_AUTO)
self:EmitSound("weapons/zs_inner/innershot.ogg", 72, 151 - deduct, 0.65, CHAN_AUTO)
end
function SWEP:SendReloadAnimation()
self:SendWeaponAnim(ACT_SHOTGUN_PUMP)
end
function SWEP:EmitReloadSound()
if IsFirstTimePredicted() then
self:EmitSound("weapons/physcannon/physcannon_charge.wav", 70, 95, 0.65, CHAN_WEAPON + 21)
self:EmitSound("items/battery_pickup.wav", 70, 57, 0.85, CHAN_WEAPON + 22)
end
end
function SWEP:EmitReloadFinishSound()
if IsFirstTimePredicted() then
self:EmitSound("weapons/ump45/ump45_boltslap.wav", 70, 72)
end
end