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

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AddCSLuaFile()
DEFINE_BASECLASS("weapon_zs_base")
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SWEP.PrintName = "'Tosser' SMG"
SWEP.Description = "A relatively simple SMG with a decent fire rate and reload speed."
SWEP.Slot = 2
SWEP.SlotPos = 0
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if CLIENT then
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SWEP.HUD3DBone = "ValveBiped.base"
SWEP.HUD3DPos = Vector(1.5, 0.25, -2)
SWEP.HUD3DScale = 0.02
SWEP.ViewModelFlip = false
SWEP.ViewModelFOV = 60
end
SWEP.Base = "weapon_zs_base"
SWEP.HoldType = "smg"
SWEP.ViewModel = "models/weapons/c_smg1.mdl"
SWEP.WorldModel = "models/weapons/w_smg1.mdl"
SWEP.UseHands = true
SWEP.CSMuzzleFlashes = false
SWEP.ReloadSound = Sound("Weapon_SMG1.Reload")
SWEP.Primary.Sound = Sound("Weapon_AR2.NPC_Single")
SWEP.Primary.Damage = 14
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SWEP.Primary.NumShots = 1
SWEP.Primary.Delay = 0.15
SWEP.Primary.ClipSize = 24
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SWEP.Primary.Automatic = true
SWEP.Primary.Ammo = "smg1"
GAMEMODE:SetupDefaultClip(SWEP.Primary)
SWEP.Primary.Gesture = ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1
SWEP.ReloadGesture = ACT_HL2MP_GESTURE_RELOAD_SMG1
SWEP.ReloadSpeed = 0.78
SWEP.FireAnimSpeed = 0.55
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SWEP.ConeMax = 4.5
SWEP.ConeMin = 2.5
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SWEP.IronSightsPos = Vector(-6.425, 5, 1.02)
GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_FIRE_DELAY, -0.015)
GAMEMODE:AddNewRemantleBranch(SWEP, 1, "'Thrower' Burst SMG", "Increased damage but makes the tosser burst fire", function(wept)
wept.Primary.Damage = wept.Primary.Damage * 1.1
wept.Primary.Delay = wept.Primary.Delay * 3.9
wept.Primary.BurstShots = 3
wept.PrimaryAttack = function(self)
if not self:CanPrimaryAttack() then return end
self:SetNextPrimaryFire(CurTime() + self:GetFireDelay())
self:EmitFireSound()
self:SetNextShot(CurTime())
self:SetShotsLeft(self.Primary.BurstShots)
self.IdleAnimation = CurTime() + self:SequenceDuration()
end
wept.Think = function(self)
BaseClass.Think(self)
local shotsleft = self:GetShotsLeft()
if shotsleft > 0 and CurTime() >= self:GetNextShot() then
self:SetShotsLeft(shotsleft - 1)
self:SetNextShot(CurTime() + self:GetFireDelay()/6)
if self:Clip1() > 0 and self:GetReloadFinish() == 0 then
self:EmitFireSound()
self:TakeAmmo()
self:ShootBullets(self.Primary.Damage, self.Primary.NumShots, self:GetCone())
self.IdleAnimation = CurTime() + self:SequenceDuration()
else
self:SetShotsLeft(0)
end
end
end
end)
function SWEP:SetNextShot(nextshot)
self:SetDTFloat(5, nextshot)
end
function SWEP:GetNextShot()
return self:GetDTFloat(5)
end
function SWEP:SetShotsLeft(shotsleft)
self:SetDTInt(1, shotsleft)
end
function SWEP:GetShotsLeft()
return self:GetDTInt(1)
end