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

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Lua
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2014-10-02 08:49:54 +08:00
AddCSLuaFile()
if CLIENT then
SWEP.PrintName = "'Annabelle' Rifle"
SWEP.Description = "This modified hunting rifle's bullets will explode in to smaller bullets upon hitting a hard surface."
SWEP.Slot = 3
SWEP.SlotPos = 0
SWEP.ViewModelFlip = false
SWEP.HUD3DBone = "ValveBiped.Gun"
SWEP.HUD3DPos = Vector(1.75, 1, -5)
SWEP.HUD3DAng = Angle(180, 0, 0)
SWEP.HUD3DScale = 0.015
end
SWEP.Base = "weapon_zs_base"
SWEP.HoldType = "ar2"
SWEP.ViewModel = "models/weapons/v_annabelle.mdl"
SWEP.WorldModel = "models/weapons/w_annabelle.mdl"
SWEP.CSMuzzleFlashes = false
SWEP.Primary.Sound = Sound("Weapon_Shotgun.Single")
SWEP.Primary.Damage = 90
SWEP.Primary.NumShots = 1
SWEP.Primary.Delay = 1
SWEP.ReloadDelay = 0.4
SWEP.Primary.ClipSize = 4
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = "357"
SWEP.Primary.DefaultClip = 24
SWEP.ConeMax = 0.1
SWEP.ConeMin = 0.015
SWEP.WalkSpeed = SPEED_SLOW
SWEP.reloadtimer = 0
SWEP.nextreloadfinish = 0
SWEP.IronSightsPos = Vector(-8.8, 10, 4.32)
SWEP.IronSightsAng = Vector(1.4,0.1,5)
function SWEP:Reload()
if self.reloading then return end
if self:Clip1() < self.Primary.ClipSize and 0 < self.Owner:GetAmmoCount(self.Primary.Ammo) then
self:SetNextPrimaryFire(CurTime() + self.ReloadDelay)
self.reloading = true
self.reloadtimer = CurTime() + self.ReloadDelay
self:SendWeaponAnim(ACT_SHOTGUN_RELOAD_START)
self.Owner:DoReloadEvent()
end
end
if SERVER then
function SWEP:Think()
if self.reloading and self.reloadtimer < CurTime() then
self.reloadtimer = CurTime() + self.ReloadDelay
self:SendWeaponAnim(ACT_VM_RELOAD)
self.Owner:RemoveAmmo(1, self.Primary.Ammo, false)
self:SetClip1(self:Clip1() + 1)
self:EmitSound("Weapon_Shotgun.Reload")
if self.Primary.ClipSize <= self:Clip1() or self.Owner:GetAmmoCount(self.Primary.Ammo) <= 0 then
self.nextreloadfinish = CurTime() + self.ReloadDelay
self.reloading = false
self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
end
end
local nextreloadfinish = self.nextreloadfinish
if nextreloadfinish ~= 0 and nextreloadfinish < CurTime() then
self:SendWeaponAnim(ACT_SHOTGUN_PUMP)
self:EmitSound("Weapon_Shotgun.Special1")
self.nextreloadfinish = 0
end
if self.IdleAnimation and self.IdleAnimation <= CurTime() then
self.IdleAnimation = nil
self:SendWeaponAnim(ACT_VM_IDLE)
end
if self:GetIronsights() and not self.Owner:KeyDown(IN_ATTACK2) then
self:SetIronsights(false)
end
end
end
if CLIENT then
function SWEP:Think()
if self.reloading and self.reloadtimer < CurTime() then
self.reloadtimer = CurTime() + self.ReloadDelay
self:SendWeaponAnim(ACT_VM_RELOAD)
self.Owner:RemoveAmmo(1, self.Primary.Ammo, false)
self:SetClip1(self:Clip1() + 1)
self:EmitSound("Weapon_Shotgun.Reload")
if self.Primary.ClipSize <= self:Clip1() or self.Owner:GetAmmoCount(self.Primary.Ammo) <= 0 then
self.nextreloadfinish = CurTime() + self.ReloadDelay
self.reloading = false
self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
end
end
local nextreloadfinish = self.nextreloadfinish
if nextreloadfinish ~= 0 and nextreloadfinish < CurTime() then
self:SendWeaponAnim(ACT_SHOTGUN_PUMP)
self:EmitSound("Weapon_Shotgun.Special1")
self.nextreloadfinish = 0
end
if self:GetIronsights() and not self.Owner:KeyDown(IN_ATTACK2) then
self:SetIronsights(false)
end
end
end
function SWEP:CanPrimaryAttack()
if self.Owner:IsHolding() or self.Owner:GetBarricadeGhosting() then return false end
if self:Clip1() <= 0 then
self:EmitSound("Weapon_Shotgun.Empty")
self:SetNextPrimaryFire(CurTime() + 0.25)
return false
end
if self.reloading then
if 0 < self:Clip1() then
self:SendWeaponAnim(ACT_SHOTGUN_PUMP)
self:EmitSound("Weapon_Shotgun.Special1")
else
self:SendWeaponAnim(ACT_SHOTGUN_RELOAD_FINISH)
end
self.reloading = false
self:SetNextPrimaryFire(CurTime() + 0.25)
return false
end
return true
end
local function DoRicochet(attacker, hitpos, hitnormal, normal, damage)
attacker.RicochetBullet = true
attacker:FireBullets({Num = 8, Src = hitpos, Dir = hitnormal, Spread = Vector(0.2, 0.2, 0), Tracer = 1, TracerName = "rico_trace", Force = damage * 0.15, Damage = damage, Callback = GenericBulletCallback})
attacker.RicochetBullet = nil
end
function SWEP.BulletCallback(attacker, tr, dmginfo)
if SERVER and tr.HitWorld and not tr.HitSky then
local hitpos, hitnormal, normal, dmg = tr.HitPos, tr.HitNormal, tr.Normal, dmginfo:GetDamage() / 5
timer.Simple(0, function() DoRicochet(attacker, hitpos, hitnormal, normal, dmg) end)
end
GenericBulletCallback(attacker, tr, dmginfo)
end