zombiesurvival-evolved/gamemodes/zombiesurvival/entities/weapons/weapon_zs_hook.lua

85 lines
2.4 KiB
Lua
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2014-10-02 08:49:54 +08:00
AddCSLuaFile()
if CLIENT then
SWEP.PrintName = "Meat Hook"
SWEP.ViewModelFlip = false
SWEP.ViewModelFOV = 60
SWEP.ShowViewModel = false
SWEP.ShowWorldModel = false
SWEP.VElements = {
["base"] = { type = "Model", model = "models/props_junk/meathook001a.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(5, 1.363, -5), angle = Angle(0, 90, 0), size = Vector(0.5, 0.5, 0.5), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
}
SWEP.WElements = {
["base"] = { type = "Model", model = "models/props_junk/meathook001a.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(3.181, 4, -9), angle = Angle(0, 0, 0), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
}
end
SWEP.Base = "weapon_zs_basemelee"
SWEP.DamageType = DMG_SLASH
SWEP.ViewModel = "models/weapons/c_crowbar.mdl"
SWEP.WorldModel = "models/props_junk/meathook001a.mdl"
SWEP.UseHands = true
SWEP.MeleeDamage = 40
SWEP.MeleeRange = 50
SWEP.MeleeSize = 1.15
SWEP.HitGesture = ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE
SWEP.MissGesture = SWEP.HitGesture
SWEP.SwingRotation = Angle(30, -30, -30)
SWEP.SwingTime = 0.75
SWEP.SwingHoldType = "grenade"
function SWEP:PlaySwingSound()
self:EmitSound("weapons/iceaxe/iceaxe_swing1.wav", 75, math.random(95, 105))
end
function SWEP:PlayHitFleshSound()
self:EmitSound("physics/body/body_medium_break"..math.random(2, 4)..".wav", 75, math.random(120, 130))
end
function SWEP:PlayHitSound()
self:EmitSound("physics/metal/metal_sheet_impact_bullet"..math.random(2)..".wav")
end
function SWEP:OnMeleeHit(hitent, hitflesh, tr)
if hitent:IsValid() and hitent:IsPlayer() and hitent:Health() > self.MeleeDamage then
hitent:AddLegDamage(30)
if SERVER then
local ang = self.Owner:EyeAngles()
ang:RotateAroundAxis(ang:Forward(), 180)
local ent = ents.Create("prop_meathook")
if ent:IsValid() then
ent:SetPos(tr.HitPos)
ent:Spawn()
ent:SetOwner(self.Owner)
local followed = false
if hitent:GetBoneCount() > 1 then
local boneindex = hitent:NearestBone(tr.HitPos)
if boneindex and boneindex > 0 then
ent:FollowBone(hitent, boneindex)
ent:SetPos((hitent:GetBonePositionMatrixed(boneindex) * 2 + tr.HitPos) / 3)
followed = true
end
end
if not followed then
ent:SetParent(hitent)
end
ent:SetAngles(ang)
end
self:Remove()
end
end
end