zombiesurvival-evolved/gamemodes/zombiesurvival/entities/weapons/weapon_zs_hammer/init.lua

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AddCSLuaFile("shared.lua")
AddCSLuaFile("cl_init.lua")
include("shared.lua")
function SWEP:Reload()
if CurTime() < self:GetNextPrimaryFire() then return end
local owner = self.Owner
if owner:GetBarricadeGhosting() then return end
local tr = owner:MeleeTrace(self.MeleeRange, self.MeleeSize, owner:GetMeleeFilter())
local trent = tr.Entity
if not trent:IsValid() or not trent:IsNailed() then return end
local ent
local dist
for _, e in pairs(ents.FindByClass("prop_nail")) do
if not e.m_PryingOut and e:GetParent() == trent then
local edist = e:GetActualPos():Distance(tr.HitPos)
if not dist or edist < dist then
ent = e
dist = edist
end
end
end
if not ent or not gamemode.Call("CanRemoveNail", owner, ent) then return end
local nailowner = ent:GetOwner()
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if nailowner:IsValid() and nailowner:IsPlayer() and nailowner ~= owner and nailowner:Team() == TEAM_HUMAN and not gamemode.Call("PlayerIsAdmin", owner) and not gamemode.Call("CanRemoveOthersNail", owner, nailowner, ent) then return end
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self:SetNextPrimaryFire(CurTime() + 1)
ent.m_PryingOut = true -- Prevents infinite loops
self:SendWeaponAnim(self.Alternate and ACT_VM_HITCENTER or ACT_VM_MISSCENTER)
self.Alternate = not self.Alternate
owner:DoAnimationEvent(ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE)
owner:EmitSound("weapons/melee/crowbar/crowbar_hit-"..math.random(4)..".ogg")
ent:GetParent():RemoveNail(ent, nil, self.Owner)
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if nailowner and nailowner:IsValid() and nailowner:IsPlayer() and nailowner ~= owner and nailowner:Team() == TEAM_HUMAN then
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if not gamemode.Call("PlayerIsAdmin", owner) and (nailowner:Frags() >= 75 or owner:Frags() < 75) then
owner:GivePenalty(30)
owner:ReflectDamage(20)
end
if nailowner:NearestPoint(tr.HitPos):Distance(tr.HitPos) <= 768 and (nailowner:HasWeapon("weapon_zs_hammer") or nailowner:HasWeapon("weapon_zs_electrohammer")) then
nailowner:GiveAmmo(1, self.Primary.Ammo)
else
owner:GiveAmmo(1, self.Primary.Ammo)
end
else
owner:GiveAmmo(1, self.Primary.Ammo)
end
end
function SWEP:OnMeleeHit(hitent, hitflesh, tr)
if hitent:IsValid() then
if hitent.HitByHammer and hitent:HitByHammer(self, self.Owner, tr) then
return
end
if hitent:IsNailed() then
local healstrength = GAMEMODE.NailHealthPerRepair * (self.Owner.HumanRepairMultiplier or 1) * self.HealStrength
local oldhealth = hitent:GetBarricadeHealth()
if oldhealth <= 0 or oldhealth >= hitent:GetMaxBarricadeHealth() or hitent:GetBarricadeRepairs() <= 0 then return end
hitent:SetBarricadeHealth(math.min(hitent:GetMaxBarricadeHealth(), hitent:GetBarricadeHealth() + math.min(hitent:GetBarricadeRepairs(), healstrength)))
local healed = hitent:GetBarricadeHealth() - oldhealth
hitent:SetBarricadeRepairs(math.max(hitent:GetBarricadeRepairs() - healed, 0))
self:PlayRepairSound(hitent)
gamemode.Call("PlayerRepairedObject", self.Owner, hitent, healed, self)
local effectdata = EffectData()
effectdata:SetOrigin(tr.HitPos)
effectdata:SetNormal(tr.HitNormal)
effectdata:SetMagnitude(1)
util.Effect("nailrepaired", effectdata, true, true)
return true
end
end
end
function SWEP:SecondaryAttack()
if self:GetPrimaryAmmoCount() <= 0 or CurTime() < self:GetNextPrimaryFire() or self.Owner:GetBarricadeGhosting() then return end
local owner = self.Owner
if GAMEMODE:IsClassicMode() then
owner:PrintTranslatedMessage(HUD_PRINTCENTER, "cant_do_that_in_classic_mode")
return
end
local tr = owner:TraceLine(64, MASK_SOLID, owner:GetMeleeFilter())
local trent = tr.Entity
if not trent:IsValid()
or not util.IsValidPhysicsObject(trent, tr.PhysicsBone)
or tr.Fraction == 0
or trent:GetMoveType() ~= MOVETYPE_VPHYSICS and not trent:GetNailFrozen()
or trent.NoNails
or trent:IsNailed() and (#trent.Nails >= 8 or trent:GetPropsInContraption() >= GAMEMODE.MaxPropsInBarricade)
or trent:GetMaxHealth() == 1 and trent:Health() == 0 and not trent.TotalHealth
or not trent:IsNailed() and not trent:GetPhysicsObject():IsMoveable() then return end
if not gamemode.Call("CanPlaceNail", owner, tr) then return end
local count = 0
for _, nail in pairs(trent:GetNails()) do
if nail:GetDeployer() == owner then
count = count + 1
if count >= 3 then
return
end
end
end
if tr.MatType == MAT_GRATE or tr.MatType == MAT_CLIP then
owner:PrintTranslatedMessage(HUD_PRINTCENTER, "impossible")
return
end
if tr.MatType == MAT_GLASS then
owner:PrintTranslatedMessage(HUD_PRINTCENTER, "trying_to_put_nails_in_glass")
return
end
if trent:IsValid() then
for _, nail in pairs(ents.FindByClass("prop_nail")) do
if nail:GetParent() == trent and nail:GetActualPos():Distance(tr.HitPos) <= 16 then
owner:PrintTranslatedMessage(HUD_PRINTCENTER, "too_close_to_another_nail")
return
end
end
if trent:GetBarricadeHealth() <= 0 and trent:GetMaxBarricadeHealth() > 0 then
owner:PrintTranslatedMessage(HUD_PRINTCENTER, "object_too_damaged_to_be_used")
return
end
end
local aimvec = owner:GetAimVector()
local trtwo = util.TraceLine({start = tr.HitPos, endpos = tr.HitPos + aimvec * 24, filter = {owner, trent}, mask = MASK_SOLID})
if trtwo.HitSky then return end
local ent = trtwo.Entity
if trtwo.HitWorld
or ent:IsValid() and util.IsValidPhysicsObject(ent, trtwo.PhysicsBone) and (ent:GetMoveType() == MOVETYPE_VPHYSICS or ent:GetNailFrozen()) and not ent.NoNails and not (not ent:IsNailed() and not ent:GetPhysicsObject():IsMoveable()) and not (ent:GetMaxHealth() == 1 and ent:Health() == 0 and not ent.TotalHealth) then
if trtwo.MatType == MAT_GRATE or trtwo.MatType == MAT_CLIP then
owner:PrintTranslatedMessage(HUD_PRINTCENTER, "impossible")
return
end
if trtwo.MatType == MAT_GLASS then
owner:PrintTranslatedMessage(HUD_PRINTCENTER, "trying_to_put_nails_in_glass")
return
end
if ent and ent:IsValid() and (ent.NoNails or ent:IsNailed() and (#ent.Nails >= 8 or ent:GetPropsInContraption() >= GAMEMODE.MaxPropsInBarricade)) then return end
if ent:GetBarricadeHealth() <= 0 and ent:GetMaxBarricadeHealth() > 0 then
owner:PrintTranslatedMessage(HUD_PRINTCENTER, "object_too_damaged_to_be_used")
return
end
if GAMEMODE:EntityWouldBlockSpawn(ent) then return end
local cons = constraint.Weld(trent, ent, tr.PhysicsBone, trtwo.PhysicsBone, 0, true)
if cons ~= nil then
for _, oldcons in pairs(constraint.FindConstraints(trent, "Weld")) do
if oldcons.Ent1 == ent or oldcons.Ent2 == ent then
cons = oldcons.Constraint
break
end
end
end
if not cons then return end
self:SendWeaponAnim(self.Alternate and ACT_VM_HITCENTER or ACT_VM_MISSCENTER)
self.Alternate = not self.Alternate
owner:DoAnimationEvent(ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE)
self:SetNextPrimaryFire(CurTime() + 1)
self:TakePrimaryAmmo(1)
trent:EmitSound("weapons/melee/crowbar/crowbar_hit-"..math.random(4)..".ogg")
local nail = ents.Create("prop_nail")
if nail:IsValid() then
nail:SetActualOffset(tr.HitPos, trent)
nail:SetPos(tr.HitPos - aimvec * 8)
nail:SetAngles(aimvec:Angle())
nail:AttachTo(trent, ent, tr.PhysicsBone, trtwo.PhysicsBone)
nail:Spawn()
nail:SetDeployer(owner)
cons:DeleteOnRemove(nail)
gamemode.Call("OnNailCreated", trent, ent, nail)
end
end
end