zombiesurvival-evolved/gamemodes/zombiesurvival/entities/weapons/weapon_zs_baseproj/init.lua

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INC_SERVER()
SWEP.Primary.Projectile = "projectile_arrow"
function SWEP:EntModify(ent)
end
function SWEP:PhysModify(physobj)
end
function SWEP:ShootBullets(damage, numshots, cone)
local owner = self:GetOwner()
self:SendWeaponAnimation()
owner:DoAttackEvent()
if self.Recoil > 0 then
local r = math.Rand(0.8, 1)
owner:ViewPunch(Angle(r * -self.Recoil, 0, (1 - r) * (math.random(2) == 1 and -1 or 1) * self.Recoil))
end
local ssfw, ssup
if self.SameSpread then
ssfw, ssup = math.Rand(0, 360), math.Rand(-cone, cone)
end
for i = 0,numshots-1 do
local ent = ents.Create(self.Primary.Projectile)
if ent:IsValid() then
ent:SetPos(owner:GetShootPos())
ent:SetAngles(owner:EyeAngles())
ent:SetOwner(owner)
ent.ProjDamage = self.Primary.Damage * (owner.ProjectileDamageMul or 1)
ent.ProjSource = self
ent.ShotMarker = i
ent.Team = owner:Team()
self:EntModify(ent)
ent:Spawn()
local phys = ent:GetPhysicsObject()
if phys:IsValid() then
phys:Wake()
local angle = owner:GetAimVector():Angle()
angle:RotateAroundAxis(angle:Forward(), ssfw or math.Rand(0, 360))
angle:RotateAroundAxis(angle:Up(), ssup or math.Rand(-cone, cone))
ent.PreVel = angle:Forward() * self.Primary.ProjVelocity * (owner.ProjectileSpeedMul or 1)
phys:SetVelocityInstantaneous(ent.PreVel)
self:PhysModify(phys)
end
end
end
end