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

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2014-10-02 08:49:54 +08:00
AddCSLuaFile()
SWEP.Base = "weapon_zs_zombie"
if CLIENT then
SWEP.PrintName = "Puke Pus"
end
SWEP.Primary.Delay = 3.5
SWEP.ViewModel = "models/weapons/v_crowbar.mdl"
SWEP.WorldModel = "models/weapons/w_crowbar.mdl"
SWEP.NextPuke = 0
SWEP.PukeLeft = 0
function SWEP:Initialize()
self:HideViewAndWorldModel()
self.BaseClass.Initialize(self)
end
function SWEP:PrimaryAttack()
if CurTime() < self:GetNextPrimaryFire() then return end
self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
self.PukeLeft = 40
self.Owner:EmitSound("npc/barnacle/barnacle_die2.wav")
self.Owner:EmitSound("npc/barnacle/barnacle_digesting1.wav")
self.Owner:EmitSound("npc/barnacle/barnacle_digesting2.wav")
end
function SWEP:SecondaryAttack()
end
function SWEP:Reload()
end
if not SERVER then return end
function SWEP:Think()
local pl = self.Owner
if self.PukeLeft > 0 and CurTime() >= self.NextPuke then
self.PukeLeft = self.PukeLeft - 1
self.NextEmit = CurTime() + 0.1
local ent = ents.Create("projectile_poisonpuke")
if ent:IsValid() then
ent:SetPos(pl:EyePos())
ent:SetOwner(pl)
ent:Spawn()
local phys = ent:GetPhysicsObject()
if phys:IsValid() then
local ang = pl:EyeAngles()
ang:RotateAroundAxis(ang:Forward(), math.Rand(-30, 30))
ang:RotateAroundAxis(ang:Up(), math.Rand(-30, 30))
phys:SetVelocityInstantaneous(ang:Forward() * math.Rand(475, 750))
end
end
end
self:NextThink(CurTime())
return true
end