2014-10-02 08:49:54 +08:00
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SWEP.ViewModel = "models/weapons/v_aegiskit.mdl"
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SWEP.WorldModel = "models/props_debris/wood_board06a.mdl"
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SWEP.AmmoIfHas = true
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SWEP.Primary.ClipSize = 1
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SWEP.Primary.Automatic = false
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SWEP.Primary.Ammo = "SniperRound"
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SWEP.Primary.Delay = 1
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SWEP.Primary.DefaultClip = 3
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2015-04-19 13:54:47 +08:00
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SWEP.Secondary.ClipSize = 1
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SWEP.Secondary.DefaultClip = 1
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SWEP.Secondary.Ammo = "dummy"
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2014-10-02 08:49:54 +08:00
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SWEP.Secondary.Automatic = true
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SWEP.Secondary.Delay = 0.15
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SWEP.WalkSpeed = SPEED_NORMAL
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SWEP.FullWalkSpeed = SPEED_SLOWEST
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SWEP.JunkModels = {
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Model("models/props_debris/wood_board04a.mdl"),
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Model("models/props_debris/wood_board06a.mdl"),
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Model("models/props_debris/wood_board02a.mdl"),
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Model("models/props_debris/wood_board01a.mdl"),
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Model("models/props_debris/wood_board07a.mdl"),
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Model("models/props_c17/furnituredrawer002a.mdl"),
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Model("models/props_c17/furnituredrawer003a.mdl"),
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Model("models/props_c17/furnituredrawer001a_chunk01.mdl"),
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Model("models/props_c17/furniturechair001a_chunk01.mdl"),
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Model("models/props_c17/furnituredrawer001a_chunk02.mdl"),
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Model("models/props_c17/furnituretable003a.mdl"),
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Model("models/props_c17/furniturechair001a.mdl")
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}
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function SWEP:SetReplicatedAmmo(count)
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self:SetDTInt(0, count)
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end
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function SWEP:GetReplicatedAmmo()
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return self:GetDTInt(0)
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end
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function SWEP:GetWalkSpeed()
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if self:GetPrimaryAmmoCount() > 0 then
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return self.FullWalkSpeed
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end
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end
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function SWEP:PrimaryAttack()
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if not self:CanPrimaryAttack() then return end
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local aimvec = self.Owner:GetAimVector()
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local shootpos = self.Owner:GetShootPos()
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local tr = util.TraceLine({start = shootpos, endpos = shootpos + aimvec * 32, filter = self.Owner})
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self:SetNextPrimaryAttack(CurTime() + self.Primary.Delay)
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self:EmitSound("weapons/iceaxe/iceaxe_swing1.wav", 75, math.random(75, 80))
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self:SendWeaponAnim(ACT_VM_PRIMARYATTACK)
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self.Owner:RestartGesture(ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE)
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self.IdleAnimation = CurTime() + math.min(self.Primary.Delay, self:SequenceDuration())
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if SERVER then
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local ent = ents.Create("prop_physics")
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if ent:IsValid() then
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local ang = aimvec:Angle()
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ang:RotateAroundAxis(ang:Forward(), 90)
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ent:SetPos(tr.HitPos)
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ent:SetAngles(ang)
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ent:SetModel(table.Random(self.JunkModels))
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ent:Spawn()
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ent:SetHealth(350)
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ent.NoVolumeCarryCheck = true
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local phys = ent:GetPhysicsObject()
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if phys:IsValid() then
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phys:SetMass(math.min(phys:GetMass(), 50))
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phys:SetVelocityInstantaneous(self.Owner:GetVelocity())
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end
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ent:SetPhysicsAttacker(self.Owner)
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self:TakePrimaryAmmo(1)
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end
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end
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end
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function SWEP:SecondaryAttack()
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end
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function SWEP:Reload()
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end
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function SWEP:CanPrimaryAttack()
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if self.Owner:IsHolding() or self.Owner:GetBarricadeGhosting() then return false end
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if math.abs(self.Owner:GetVelocity().z) >= 256 then return false end
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if self:GetPrimaryAmmoCount() <= 0 then
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self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
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return false
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end
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return true
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end
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function SWEP:Think()
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if self.IdleAnimation and self.IdleAnimation <= CurTime() then
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self.IdleAnimation = nil
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self:SendWeaponAnim(ACT_VM_IDLE)
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end
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if SERVER then
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local count = self:GetPrimaryAmmoCount()
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if count ~= self:GetReplicatedAmmo() then
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self:SetReplicatedAmmo(count)
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self.Owner:ResetSpeed()
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end
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end
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end
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function SWEP:Deploy()
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gamemode.Call("WeaponDeployed", self.Owner, self)
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self.IdleAnimation = CurTime() + self:SequenceDuration()
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return true
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end
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util.PrecacheModel("models/props_debris/wood_board04a.mdl")
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