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

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SWEP.ViewModel = "models/weapons/v_pistol.mdl"
SWEP.WorldModel = Model("models/props_c17/tv_monitor01.mdl")
SWEP.PrintName = "Camera TV"
SWEP.Description = "Allows remote observation of other areas without owning a camera viewer."
SWEP.AmmoIfHas = true
SWEP.Primary.ClipSize = 1
SWEP.Primary.DefaultClip = 1
SWEP.Primary.Automatic = true
SWEP.Primary.Ammo = "tv"
SWEP.Primary.Delay = 2
SWEP.Secondary.ClipSize = -1
SWEP.Secondary.DefaultClip = -1
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = "none"
--SWEP.MaxStock = 20
SWEP.WalkSpeed = SPEED_NORMAL
SWEP.GhostStatus = "ghost_tv"
SWEP.DeployClass = "prop_tv"
SWEP.NoDeploySpeedChange = true
function SWEP:Initialize()
self:SetWeaponHoldType("slam")
GAMEMODE:DoChangeDeploySpeed(self)
self:HideViewAndWorldModel()
end
function SWEP:SetReplicatedAmmo(count)
self:SetDTInt(0, count)
end
function SWEP:GetReplicatedAmmo()
return self:GetDTInt(0)
end
function SWEP:SecondaryAttack()
end
function SWEP:Reload()
end
function SWEP:CanPrimaryAttack()
if self:GetOwner():IsHolding() or self:GetOwner():GetBarricadeGhosting() then return false end
if self:GetPrimaryAmmoCount() <= 0 then
self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
return false
end
return true
end
function SWEP:Think()
if self.IdleAnimation and self.IdleAnimation <= CurTime() then
self.IdleAnimation = nil
self:SendWeaponAnim(ACT_VM_IDLE)
end
if SERVER then
local count = self:GetPrimaryAmmoCount()
if count ~= self:GetReplicatedAmmo() then
self:SetReplicatedAmmo(count)
self:GetOwner():ResetSpeed()
end
end
end
function SWEP:Deploy()
gamemode.Call("WeaponDeployed", self:GetOwner(), self)
self.IdleAnimation = CurTime() + self:SequenceDuration()
return true
end
function SWEP:Holster()
return true
end