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

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2014-10-02 08:49:54 +08:00
AddCSLuaFile()
if CLIENT then
SWEP.PrintName = "Boom Stick"
SWEP.Description = "This shotgun allows you to load up to four shells in the chamber at once. Hold down reload for faster loading of each shell."
SWEP.Slot = 3
SWEP.SlotPos = 0
SWEP.HUD3DBone = "ValveBiped.Gun"
SWEP.HUD3DPos = Vector(1.65, 0, -8)
SWEP.HUD3DScale = 0.025
SWEP.ViewModelFlip = false
end
SWEP.Base = "weapon_zs_base"
SWEP.HoldType = "shotgun"
SWEP.ViewModel = "models/weapons/c_shotgun.mdl"
SWEP.WorldModel = "models/weapons/w_shotgun.mdl"
SWEP.UseHands = true
SWEP.CSMuzzleFlashes = false
SWEP.ReloadDelay = 0.4
SWEP.Primary.Sound = Sound("weapons/shotgun/shotgun_dbl_fire.wav")
SWEP.Primary.Recoil = 12.5
SWEP.Primary.Damage = 36
SWEP.Primary.NumShots = 6
SWEP.Primary.Delay = 1.5
SWEP.Primary.ClipSize = 4
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = "buckshot"
SWEP.Primary.DefaultClip = 28
SWEP.ConeMax = 0.23
SWEP.ConeMin = 0.2
SWEP.WalkSpeed = SPEED_SLOWER
function SWEP:SetIronsights()
end
SWEP.reloadtimer = 0
SWEP.nextreloadfinish = 0
function SWEP:Reload()
if self.reloading then return end
if self:GetNextReload() <= CurTime() and self:Clip1() < self.Primary.ClipSize and 0 < self.Owner:GetAmmoCount(self.Primary.Ammo) then
self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
self.reloading = true
self.reloadtimer = CurTime() + self.ReloadDelay
self:SendWeaponAnim(ACT_SHOTGUN_RELOAD_START)
self.Owner:DoReloadEvent()
self:SetNextReload(CurTime() + self:SequenceDuration())
end
end
function SWEP:PrimaryAttack()
if self:CanPrimaryAttack() then
self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
self:EmitSound(self.Primary.Sound)
local clip = self:Clip1()
self:ShootBullets(self.Primary.Damage, self.Primary.NumShots * clip, self:GetCone())
self:TakePrimaryAmmo(clip)
self.Owner:ViewPunch(clip * 0.5 * self.Primary.Recoil * Angle(math.Rand(-0.1, -0.1), math.Rand(-0.1, 0.1), 0))
self.Owner:SetGroundEntity(NULL)
self.Owner:SetVelocity(-80 * clip * self.Owner:GetAimVector())
self.IdleAnimation = CurTime() + self:SequenceDuration()
end
end
function SWEP:Think()
if self.reloading and self.reloadtimer < CurTime() then
self.reloadtimer = CurTime() + self.ReloadDelay
self:SendWeaponAnim(ACT_VM_RELOAD)
self.Owner:RemoveAmmo(1, self.Primary.Ammo, false)
self:SetClip1(self:Clip1() + 1)
self:EmitSound("Weapon_Shotgun.Reload")
if self.Primary.ClipSize <= self:Clip1() or self.Owner:GetAmmoCount(self.Primary.Ammo) <= 0 or not self.Owner:KeyDown(IN_RELOAD) then
self.nextreloadfinish = CurTime() + self.ReloadDelay
self.reloading = false
self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
end
end
local nextreloadfinish = self.nextreloadfinish
if nextreloadfinish ~= 0 and nextreloadfinish < CurTime() then
self:SendWeaponAnim(ACT_SHOTGUN_PUMP)
self:EmitSound("Weapon_Shotgun.Special1")
self.nextreloadfinish = 0
end
if self.IdleAnimation and self.IdleAnimation <= CurTime() then
self.IdleAnimation = nil
self:SendWeaponAnim(ACT_VM_IDLE)
end
if self:GetIronsights() and not self.Owner:KeyDown(IN_ATTACK2) then
self:SetIronsights(false)
end
end
function SWEP:CanPrimaryAttack()
if self.Owner:IsHolding() or self.Owner:GetBarricadeGhosting() then return false end
if self:Clip1() <= 0 then
self:EmitSound("Weapon_Shotgun.Empty")
self:SetNextPrimaryFire(CurTime() + 0.25)
return false
end
if self.reloading then
if self:Clip1() < self.Primary.ClipSize then
self:SendWeaponAnim(ACT_SHOTGUN_RELOAD_FINISH)
else
self:SendWeaponAnim(ACT_SHOTGUN_PUMP)
self:EmitSound("Weapon_Shotgun.Special1")
end
self.reloading = false
self:SetNextPrimaryFire(CurTime() + 0.25)
return false
end
return self:GetNextPrimaryFire() <= CurTime()
end