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AddCSLuaFile ( )
if CLIENT then
SWEP.PrintName = " Medical Kit "
SWEP.Description = " An advanced kit of medicine, bandages, and morphine. \n Very useful for keeping a group of survivors healthy. \n Use PRIMARY FIRE to heal other players. \n Use SECONDARY FIRE to heal yourself. \n Healing other players is not only faster but you get a nice point bonus! "
SWEP.Slot = 4
SWEP.SlotPos = 0
SWEP.ViewModelFOV = 50
SWEP.ViewModelFlip = false
SWEP.BobScale = 2
SWEP.SwayScale = 1.5
end
SWEP.Base = " weapon_zs_base "
SWEP.WorldModel = " models/weapons/w_medkit.mdl "
SWEP.ViewModel = " models/weapons/c_medkit.mdl "
SWEP.UseHands = true
SWEP.Primary . Delay = 10
SWEP.Primary . Heal = 15
SWEP.Primary . ClipSize = 30
SWEP.Primary . DefaultClip = 150
SWEP.Primary . Ammo = " Battery "
SWEP.Secondary . Delay = 20
SWEP.Secondary . Heal = 10
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SWEP.Secondary . ClipSize = 1
SWEP.Secondary . DefaultClip = 1
SWEP.Secondary . Ammo = " dummy "
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SWEP.WalkSpeed = SPEED_NORMAL
SWEP.NoMagazine = true
SWEP.HoldType = " slam "
function SWEP : Initialize ( )
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self : SetWeaponHoldType ( self.HoldType )
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self : SetDeploySpeed ( 1.1 )
end
function SWEP : Think ( )
if self.IdleAnimation and self.IdleAnimation <= CurTime ( ) then
self.IdleAnimation = nil
self : SendWeaponAnim ( ACT_VM_IDLE )
end
end
function SWEP : PrimaryAttack ( )
if not self : CanPrimaryAttack ( ) then return end
local owner = self.Owner
owner : LagCompensation ( true )
local ent = owner : MeleeTrace ( 32 , 2 ) . Entity
owner : LagCompensation ( false )
if ent and ent : IsValid ( ) and ent : IsPlayer ( ) and ent : Team ( ) == owner : Team ( ) and ent : Alive ( ) and gamemode.Call ( " PlayerCanBeHealed " , ent ) then
local health , maxhealth = ent : Health ( ) , ent : GetMaxHealth ( )
local multiplier = owner.HumanHealMultiplier or 1
local toheal = math.min ( self : GetPrimaryAmmoCount ( ) , math.ceil ( math.min ( self.Primary . Heal * multiplier , maxhealth - health ) ) )
local totake = math.ceil ( toheal / multiplier )
if toheal > 0 then
self : SetNextCharge ( CurTime ( ) + self.Primary . Delay * math.min ( 1 , toheal / self.Primary . Heal ) )
owner.NextMedKitUse = self : GetNextCharge ( )
self : TakeCombinedPrimaryAmmo ( totake )
ent : SetHealth ( health + toheal )
self : EmitSound ( " items/medshot4.wav " )
self : SendWeaponAnim ( ACT_VM_PRIMARYATTACK )
owner : DoAttackEvent ( )
self.IdleAnimation = CurTime ( ) + self : SequenceDuration ( )
gamemode.Call ( " PlayerHealedTeamMember " , owner , ent , toheal , self )
end
end
end
function SWEP : SecondaryAttack ( )
local owner = self.Owner
if not self : CanPrimaryAttack ( ) or not gamemode.Call ( " PlayerCanBeHealed " , owner ) then return end
local health , maxhealth = owner : Health ( ) , owner : GetMaxHealth ( )
local multiplier = owner.HumanHealMultiplier or 1
local toheal = math.min ( self : GetPrimaryAmmoCount ( ) , math.ceil ( math.min ( self.Secondary . Heal * multiplier , maxhealth - health ) ) )
local totake = math.ceil ( toheal / multiplier )
if toheal > 0 then
self : SetNextCharge ( CurTime ( ) + self.Secondary . Delay * math.min ( 1 , toheal / self.Secondary . Heal ) )
owner.NextMedKitUse = self : GetNextCharge ( )
self : TakeCombinedPrimaryAmmo ( totake )
owner : SetHealth ( health + toheal )
self : EmitSound ( " items/smallmedkit1.wav " )
self : SendWeaponAnim ( ACT_VM_PRIMARYATTACK )
owner : DoAttackEvent ( )
self.IdleAnimation = CurTime ( ) + self : SequenceDuration ( )
end
end
function SWEP : Deploy ( )
gamemode.Call ( " WeaponDeployed " , self.Owner , self )
self.IdleAnimation = CurTime ( ) + self : SequenceDuration ( )
if CLIENT then
hook.Add ( " PostPlayerDraw " , " PostPlayerDrawMedical " , GAMEMODE.PostPlayerDrawMedical )
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GAMEMODE.MedicalAura = true
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end
return true
end
function SWEP : Holster ( )
if CLIENT then
hook.Remove ( " PostPlayerDraw " , " PostPlayerDrawMedical " )
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GAMEMODE.MedicalAura = false
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end
return true
end
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function SWEP : OnRemove ( )
if CLIENT and self.Owner == LocalPlayer ( ) then
hook.Remove ( " PostPlayerDraw " , " PostPlayerDrawMedical " )
GAMEMODE.MedicalAura = false
end
end
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function SWEP : Reload ( )
end
function SWEP : SetNextCharge ( tim )
self : SetDTFloat ( 0 , tim )
end
function SWEP : GetNextCharge ( )
return self : GetDTFloat ( 0 )
end
function SWEP : CanPrimaryAttack ( )
local owner = self.Owner
if owner : IsHolding ( ) or owner : GetBarricadeGhosting ( ) then return false end
if self : GetPrimaryAmmoCount ( ) <= 0 then
self : EmitSound ( " items/medshotno1.wav " )
self : SetNextCharge ( CurTime ( ) + 0.75 )
owner.NextMedKitUse = self : GetNextCharge ( )
return false
end
return self : GetNextCharge ( ) <= CurTime ( ) and ( owner.NextMedKitUse or 0 ) <= CurTime ( )
end
if not CLIENT then return end
function SWEP : DrawWeaponSelection ( ... )
return self : BaseDrawWeaponSelection ( ... )
end
local texGradDown = surface.GetTextureID ( " VGUI/gradient_down " )
function SWEP : DrawHUD ( )
local screenscale = BetterScreenScale ( )
local wid , hei = 256 , 16
local x , y = ScrW ( ) - wid - 32 , ScrH ( ) - hei - 72
local texty = y - 4 - draw.GetFontHeight ( " ZSHUDFontSmall " )
local timeleft = self : GetNextCharge ( ) - CurTime ( )
if 0 < timeleft then
surface.SetDrawColor ( 5 , 5 , 5 , 180 )
surface.DrawRect ( x , y , wid , hei )
surface.SetDrawColor ( 255 , 0 , 0 , 180 )
surface.SetTexture ( texGradDown )
surface.DrawTexturedRect ( x , y , math.min ( 1 , timeleft / math.max ( self.Primary . Delay , self.Secondary . Delay ) ) * wid , hei )
surface.SetDrawColor ( 255 , 0 , 0 , 180 )
surface.DrawOutlinedRect ( x , y , wid , hei )
end
draw.SimpleText ( " Medical Kit " , " ZSHUDFontSmall " , x , texty , COLOR_GREEN , TEXT_ALIGN_LEFT )
local charges = self : GetPrimaryAmmoCount ( )
if charges > 0 then
draw.SimpleText ( charges , " ZSHUDFontSmall " , x + wid , texty , COLOR_GREEN , TEXT_ALIGN_RIGHT )
else
draw.SimpleText ( charges , " ZSHUDFontSmall " , x + wid , texty , COLOR_DARKRED , TEXT_ALIGN_RIGHT )
end
if GetConVarNumber ( " crosshair " ) == 1 then
self : DrawCrosshairDot ( )
end
end