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

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SWEP.PrintName = "Remote Detonation Pack"
SWEP.Description = "A pack of explosives that can be placed on surfaces and detonated remotely, to deal large explosive damage.\nPress PRIMARY ATTACK to deploy.\nPress PRIMARY ATTACK again to detonate.\nPress SPRINT on a deployed detonation pack to disarm and retrieve it."
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SWEP.ViewModel = "models/weapons/v_pistol.mdl"
SWEP.WorldModel = Model("models/weapons/w_c4_planted.mdl")
SWEP.AmmoIfHas = true
SWEP.Primary.ClipSize = 1
SWEP.Primary.DefaultClip = 1
SWEP.Primary.Ammo = "sniperpenetratedround"
SWEP.Primary.Delay = 0.1
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SWEP.Primary.Automatic = true
SWEP.Secondary.ClipSize = 1
SWEP.Secondary.DefaultClip = 1
SWEP.Secondary.Ammo = "dummy"
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SWEP.MaxStock = 8
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SWEP.WalkSpeed = SPEED_NORMAL
SWEP.FullWalkSpeed = SPEED_SLOW
SWEP.NoDeploySpeedChange = true
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function SWEP:Initialize()
self:SetWeaponHoldType("slam")
GAMEMODE:DoChangeDeploySpeed(self)
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self:HideViewAndWorldModel()
end
function SWEP:SetReplicatedAmmo(count)
self:SetDTInt(0, count)
end
function SWEP:GetReplicatedAmmo()
return self:GetDTInt(0)
end
function SWEP:GetWalkSpeed()
if self:GetPrimaryAmmoCount() > 0 then
return self.FullWalkSpeed
end
end
function SWEP:Reload()
end
function SWEP:CanPrimaryAttack()
if self:GetOwner():IsHolding() or self:GetOwner():GetBarricadeGhosting() then return false end
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if self:GetPrimaryAmmoCount() <= 0 then
self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
return false
end
return true
end
function SWEP:CanSecondaryAttack()
return false
end
function SWEP:Deploy()
gamemode.Call("WeaponDeployed", self:GetOwner(), self)
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return true
end
function SWEP:Holster()
return true
end