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

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Lua
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2014-10-02 08:49:54 +08:00
AddCSLuaFile()
if CLIENT then
SWEP.PrintName = "Mechanic's Wrench"
SWEP.ViewModelFOV = 55
SWEP.ViewModelFlip = false
SWEP.ShowViewModel = false
SWEP.ShowWorldModel = false
SWEP.VElements = {
["base"] = { type = "Model", model = "models/props_c17/tools_wrench01a.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(2, 2, 0), angle = Angle(190, 0, 90), size = Vector(1.5, 1.5, 1.5), color = Color(255, 255, 255, 255), surpresslightning = false, material = "models/props_c17/metalladder001", skin = 0, bodygroup = {} }
}
SWEP.WElements = {
["base"] = { type = "Model", model = "models/props_c17/tools_wrench01a.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(2, 1, 0), angle = Angle(190, 90, 90), size = Vector(1.5, 1.5, 1.5), color = Color(255, 255, 255, 255), surpresslightning = false, material = "models/props_c17/metalladder001", skin = 0, bodygroup = {} }
}
SWEP.Description = "This tool can be used to repair deployables as long as they were not damaged recently."
end
SWEP.Base = "weapon_zs_basemelee"
SWEP.ViewModel = "models/weapons/c_crowbar.mdl"
SWEP.WorldModel = "models/props_c17/tools_wrench01a.mdl"
SWEP.ModelScale = 1.5
SWEP.UseHands = true
SWEP.HoldType = "melee"
SWEP.Primary.Delay = 0.8
SWEP.MeleeDamage = 28
SWEP.MeleeRange = 50
SWEP.MeleeSize = 0.875
SWEP.HitGesture = ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE
SWEP.MissGesture = SWEP.HitGesture
SWEP.SwingTime = 0.19
SWEP.SwingRotation = Angle(30, -30, -30)
SWEP.SwingOffset = Vector(0, -30, 0)
SWEP.SwingHoldType = "grenade"
SWEP.HealStrength = 13
function SWEP:PlayHitSound()
self:EmitSound("weapons/melee/crowbar/crowbar_hit-"..math.random(4)..".ogg", 75, math.random(120, 125))
end
function SWEP:PlayRepairSound(hitent)
hitent:EmitSound("npc/dog/dog_servo"..math.random(7, 8)..".wav", 70, math.random(100, 105))
end
if CLIENT then return end
function SWEP:OnMeleeHit(hitent, hitflesh, tr)
if not hitent:IsValid() then return end
if hitent.HitByWrench and hitent:HitByWrench(self, self.Owner, tr) then
return
end
if hitent.GetObjectHealth then
local oldhealth = hitent:GetObjectHealth()
if oldhealth <= 0 or oldhealth >= hitent:GetMaxObjectHealth() or hitent.m_LastDamaged and CurTime() < hitent.m_LastDamaged + 4 then return end
local healstrength = (self.Owner.HumanRepairMultiplier or 1) * self.HealStrength * (hitent.WrenchRepairMultiplier or 1)
hitent:SetObjectHealth(math.min(hitent:GetMaxObjectHealth(), hitent:GetObjectHealth() + healstrength))
local healed = hitent:GetObjectHealth() - oldhealth
self:PlayRepairSound(hitent)
gamemode.Call("PlayerRepairedObject", self.Owner, hitent, healed / 2, self)
local effectdata = EffectData()
effectdata:SetOrigin(tr.HitPos)
effectdata:SetNormal(tr.HitNormal)
effectdata:SetMagnitude(1)
util.Effect("nailrepaired", effectdata, true, true)
return true
end
end