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

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SWEP.PrintName = "Message Beacon"
SWEP.Description = "This beacon allows you to display messages to all other humans in range.\nPress SECONDARY ATTACK to select different messages.\nPress PRIMARY ATTACK to deploy.\nPress SPRINT on a deployed message beacon that you own to pick it up."
SWEP.Slot = 4
SWEP.SlotPos = 0
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SWEP.ViewModel = "models/weapons/v_pistol.mdl"
SWEP.WorldModel = Model("models/props_combine/combine_mine01.mdl")
SWEP.AmmoIfHas = true
SWEP.Primary.ClipSize = 1
SWEP.Primary.DefaultClip = 1
SWEP.Primary.Ammo = "striderminigun"
SWEP.Primary.Delay = 1
SWEP.Primary.Automatic = true
SWEP.Secondary.ClipSize = 1
SWEP.Secondary.DefaultClip = 1
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SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = "dummy"
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SWEP.WalkSpeed = SPEED_NORMAL
SWEP.FullWalkSpeed = SPEED_SLOW
SWEP.NoDeploySpeedChange = true
SWEP.MaxStock = 10
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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:Deploy()
gamemode.Call("WeaponDeployed", self:GetOwner(), self)
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return true
end
function SWEP:Holster()
return true
end