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

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AddCSLuaFile()
SWEP.PrintName = "Manhack Control"
SWEP.Description = "Controller for your Manhack."
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if CLIENT then
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SWEP.ViewModelFOV = 50
SWEP.BobScale = 0.5
SWEP.SwayScale = 0.5
SWEP.Slot = 4
SWEP.SlotPos = 0
end
SWEP.ViewModel = "models/weapons/c_slam.mdl"
SWEP.WorldModel = "models/weapons/w_slam.mdl"
SWEP.UseHands = true
SWEP.EntityClass = "prop_manhack"
SWEP.Primary.Delay = 0
SWEP.Primary.ClipSize = -1
SWEP.Primary.DefaultClip = -1
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = "none"
SWEP.Secondary.Delay = 20
SWEP.Secondary.Heal = 10
SWEP.Secondary.ClipSize = -1
SWEP.Secondary.DefaultClip = -1
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = "none"
SWEP.WalkSpeed = SPEED_FAST
SWEP.NoMagazine = true
SWEP.Undroppable = true
SWEP.NoPickupNotification = true
SWEP.HoldType = "slam"
SWEP.NoDeploySpeedChange = true
SWEP.NoTransfer = true
SWEP.AutoSwitchFrom = false
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function SWEP:Initialize()
self:SetWeaponHoldType(self.HoldType)
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self:SetDeploySpeed(10)
end
function SWEP:Think()
if self.IdleAnimation and self.IdleAnimation <= CurTime() then
self.IdleAnimation = nil
self:SendWeaponAnim(ACT_VM_IDLE)
end
if SERVER then
for _, ent in pairs(ents.FindByClass(self.EntityClass)) do
if ent:IsValid() and ent:GetObjectOwner() == self:GetOwner() then
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return
end
end
self:GetOwner():StripWeapon(self:GetClass())
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end
end
function SWEP:PrimaryAttack()
if IsFirstTimePredicted() then
self:SetDTBool(0, not self:GetDTBool(0))
if CLIENT then
MySelf:EmitSound(self:GetDTBool(0) and "buttons/button17.wav" or "buttons/button19.wav", 0)
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end
end
end
function SWEP:SecondaryAttack()
end
function SWEP:Reload()
return false
end
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function SWEP:Deploy()
gamemode.Call("WeaponDeployed", self:GetOwner(), self)
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self.IdleAnimation = CurTime() + self:SequenceDuration()
return true
end
function SWEP:Holster()
self:SetDTBool(0, false)
return true
end
function SWEP:Reload()
end
if not CLIENT then return end
function SWEP:DrawWeaponSelection(x, y, w, h, alpha)
self:BaseDrawWeaponSelection(x, y, w, h, alpha)
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end