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

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Lua
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if SERVER then
AddCSLuaFile("shared.lua")
AddCSLuaFile("cl_init.lua")
AddCSLuaFile("animations.lua")
end
SWEP.ViewModel = "models/weapons/v_axe/v_axe.mdl"
SWEP.WorldModel = "models/weapons/w_axe.mdl"
SWEP.Primary.ClipSize = -1
SWEP.Primary.DefaultClip = -1
SWEP.Primary.Automatic = true
SWEP.Primary.Ammo = "none"
SWEP.Primary.Delay = 1
SWEP.MeleeDamage = 30
SWEP.MeleeRange = 65
SWEP.MeleeSize = 1.5
SWEP.MeleeKnockBack = 0
SWEP.Secondary.ClipSize = -1
SWEP.Secondary.DefaultClip = -1
SWEP.Secondary.Automatic = true
SWEP.Secondary.Ammo = "none"
SWEP.WalkSpeed = SPEED_FAST
SWEP.IsMelee = true
SWEP.HoldType = "melee"
SWEP.SwingHoldType = "grenade"
SWEP.DamageType = DMG_SLASH
SWEP.BloodDecal = "Blood"
SWEP.HitDecal = "Impact.Concrete"
SWEP.HitAnim = ACT_VM_HITCENTER
SWEP.MissAnim = ACT_VM_MISSCENTER
SWEP.SwingTime = 0
SWEP.SwingRotation = Angle(0, 0, 0)
SWEP.SwingOffset = Vector(0, 0, 0)
function SWEP:Initialize()
self:SetDeploySpeed(1.1)
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self:SetHoldType(self.HoldType)
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self:SetWeaponSwingHoldType(self.SwingHoldType)
if CLIENT then
self:Anim_Initialize()
end
end
function SWEP:SetWeaponSwingHoldType(t)
local old = self.ActivityTranslate
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self:SetHoldType(t)
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local new = self.ActivityTranslate
self.ActivityTranslate = old
self.ActivityTranslateSwing = new
end
function SWEP:Deploy()
gamemode.Call("WeaponDeployed", self.Owner, self)
self.IdleAnimation = CurTime() + self:SequenceDuration()
return true
end
function SWEP:Think()
if self.IdleAnimation and self.IdleAnimation <= CurTime() then
self.IdleAnimation = nil
self:SendWeaponAnim(ACT_VM_IDLE)
end
if self:IsSwinging() and self:GetSwingEnd() <= CurTime() then
self:StopSwinging()
self:MeleeSwing()
end
--[[if CLIENT then
self:Anim_Think()
end]]
end
function SWEP:SecondaryAttack()
end
function SWEP:Reload()
return false
end
function SWEP:CanPrimaryAttack()
if self.Owner:IsHolding() or self.Owner:GetBarricadeGhosting() then return false end
return self:GetNextPrimaryFire() <= CurTime() and not self:IsSwinging()
end
function SWEP:PlaySwingSound()
self:EmitSound("weapons/iceaxe/iceaxe_swing1.wav")
end
function SWEP:PlayStartSwingSound()
end
function SWEP:PlayHitSound()
self:EmitSound("weapons/melee/golf club/golf_hit-0"..math.random(4)..".ogg")
end
function SWEP:PlayHitFleshSound()
self:EmitSound("physics/body/body_medium_break"..math.random(2, 4)..".wav")
end
function SWEP:PrimaryAttack()
if not self:CanPrimaryAttack() then return end
self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
if self.SwingTime == 0 then
self:MeleeSwing()
else
self:StartSwinging()
end
end
function SWEP:Holster()
if CurTime() >= self:GetSwingEnd() then
if CLIENT then
self:Anim_Holster()
end
return true
end
return false
end
function SWEP:StartSwinging()
if self.StartSwingAnimation then
self:SendWeaponAnim(self.StartSwingAnimation)
self.IdleAnimation = CurTime() + self:SequenceDuration()
end
self:PlayStartSwingSound()
self:SetSwingEnd(CurTime() + self.SwingTime)
end
function SWEP:MeleeSwing()
local owner = self.Owner
owner:DoAttackEvent()
local filter = owner:GetMeleeFilter()
owner:LagCompensation(true)
local tr = owner:MeleeTrace(self.MeleeRange, self.MeleeSize, filter)
if tr.Hit then
local damagemultiplier = owner.BuffMuscular and 1.2 or 1
local damage = self.MeleeDamage * damagemultiplier
local hitent = tr.Entity
local hitflesh = tr.MatType == MAT_FLESH or tr.MatType == MAT_BLOODYFLESH or tr.MatType == MAT_ANTLION or tr.MatType == MAT_ALIENFLESH
if self.HitAnim then
self:SendWeaponAnim(self.HitAnim)
end
self.IdleAnimation = CurTime() + self:SequenceDuration()
if hitflesh then
util.Decal(self.BloodDecal, tr.HitPos + tr.HitNormal, tr.HitPos - tr.HitNormal)
self:PlayHitFleshSound()
if SERVER and not (hitent:IsValid() and hitent:IsPlayer() and hitent:Team() == owner:Team()) then
util.Blood(tr.HitPos, math.Rand(damage * 0.25, damage * 0.6), (tr.HitPos - owner:GetShootPos()):GetNormalized(), math.Rand(damage * 6, damage * 12), true)
end
if not self.NoHitSoundFlesh then
self:PlayHitSound()
end
else
util.Decal(self.HitDecal, tr.HitPos + tr.HitNormal, tr.HitPos - tr.HitNormal)
self:PlayHitSound()
end
if self.OnMeleeHit and self:OnMeleeHit(hitent, hitflesh, tr) then
owner:LagCompensation(false)
return
end
if SERVER and hitent:IsValid() then
damage = self.MeleeDamage * damagemultiplier
if hitent:GetClass() == "func_breakable_surf" then
hitent:Fire("break", "", 0.01) -- Delayed because no way to do prediction.
else
local dmginfo = DamageInfo()
dmginfo:SetDamagePosition(tr.HitPos)
dmginfo:SetDamage(damage)
dmginfo:SetAttacker(owner)
dmginfo:SetInflictor(self)
dmginfo:SetDamageType(self.DamageType)
if hitent:IsPlayer() then
hitent:MeleeViewPunch(damage)
if hitent:IsHeadcrab() then
damage = damage * 2
dmginfo:SetDamage(damage)
end
gamemode.Call("ScalePlayerDamage", hitent, tr.HitGroup, dmginfo)
if self.MeleeKnockBack > 0 then
hitent:ThrowFromPositionSetZ(tr.HitPos, self.MeleeKnockBack, nil, true)
end
if hitent:IsPlayer() and hitent:WouldDieFrom(damage, dmginfo:GetDamagePosition()) then
dmginfo:SetDamageForce(math.min(self.MeleeDamage, 50) * 400 * owner:GetAimVector())
end
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end
if hitent:IsPlayer() then
hitent:TakeDamageInfo(dmginfo)
else
-- Again, no way to do prediction.
timer.Simple(0, function()
if hitent:IsValid() then
-- Workaround for propbroken not calling.
local h = hitent:Health()
hitent:TakeDamageInfo(dmginfo)
if hitent:Health() <= 0 and h ~= hitent:Health() then
gamemode.Call("PropBroken", hitent, owner)
end
local phys = hitent:GetPhysicsObject()
if hitent:GetMoveType() == MOVETYPE_VPHYSICS and phys:IsValid() and phys:IsMoveable() then
hitent:SetPhysicsAttacker(owner)
end
end
end)
end
end
end
if self.PostOnMeleeHit then self:PostOnMeleeHit(hitent, hitflesh, tr) end
else
if self.MissAnim then
self:SendWeaponAnim(self.MissAnim)
end
self.IdleAnimation = CurTime() + self:SequenceDuration()
self:PlaySwingSound()
if self.PostOnMeleeMiss then self:PostOnMeleeMiss(tr) end
end
owner:LagCompensation(false)
end
function SWEP:StopSwinging()
self:SetSwingEnd(0)
end
function SWEP:IsSwinging()
return self:GetSwingEnd() > 0
end
function SWEP:SetSwingEnd(swingend)
self:SetDTFloat(0, swingend)
end
function SWEP:GetSwingEnd()
return self:GetDTFloat(0)
end
local ActIndex = {
[ "pistol" ] = ACT_HL2MP_IDLE_PISTOL,
[ "smg" ] = ACT_HL2MP_IDLE_SMG1,
[ "grenade" ] = ACT_HL2MP_IDLE_GRENADE,
[ "ar2" ] = ACT_HL2MP_IDLE_AR2,
[ "shotgun" ] = ACT_HL2MP_IDLE_SHOTGUN,
[ "rpg" ] = ACT_HL2MP_IDLE_RPG,
[ "physgun" ] = ACT_HL2MP_IDLE_PHYSGUN,
[ "crossbow" ] = ACT_HL2MP_IDLE_CROSSBOW,
[ "melee" ] = ACT_HL2MP_IDLE_MELEE,
[ "slam" ] = ACT_HL2MP_IDLE_SLAM,
[ "normal" ] = ACT_HL2MP_IDLE,
[ "fist" ] = ACT_HL2MP_IDLE_FIST,
[ "melee2" ] = ACT_HL2MP_IDLE_MELEE2,
[ "passive" ] = ACT_HL2MP_IDLE_PASSIVE,
[ "knife" ] = ACT_HL2MP_IDLE_KNIFE,
[ "duel" ] = ACT_HL2MP_IDLE_DUEL
}
function SWEP:SetWeaponHoldType( t )
t = string.lower( t )
local index = ActIndex[ t ]
if ( index == nil ) then
Msg( "SWEP:SetWeaponHoldType - ActIndex[ \""..t.."\" ] isn't set! (defaulting to normal)\n" )
t = "normal"
index = ActIndex[ t ]
end
self.ActivityTranslate = {}
self.ActivityTranslate [ ACT_MP_STAND_IDLE ] = index
self.ActivityTranslate [ ACT_MP_WALK ] = index+1
self.ActivityTranslate [ ACT_MP_RUN ] = index+2
self.ActivityTranslate [ ACT_MP_CROUCH_IDLE ] = index+3
self.ActivityTranslate [ ACT_MP_CROUCHWALK ] = index+4
self.ActivityTranslate [ ACT_MP_ATTACK_STAND_PRIMARYFIRE ] = index+5
self.ActivityTranslate [ ACT_MP_ATTACK_CROUCH_PRIMARYFIRE ] = index+5
self.ActivityTranslate [ ACT_MP_RELOAD_STAND ] = index+6
self.ActivityTranslate [ ACT_MP_RELOAD_CROUCH ] = index+6
self.ActivityTranslate [ ACT_MP_JUMP ] = index+7
self.ActivityTranslate [ ACT_RANGE_ATTACK1 ] = index+8
self.ActivityTranslate [ ACT_MP_SWIM_IDLE ] = index+8
self.ActivityTranslate [ ACT_MP_SWIM ] = index+9
-- "normal" jump animation doesn't exist
if t == "normal" then
self.ActivityTranslate [ ACT_MP_JUMP ] = ACT_HL2MP_JUMP_SLAM
end
-- these two aren't defined in ACTs for whatever reason
if t == "knife" || t == "melee2" then
self.ActivityTranslate [ ACT_MP_CROUCH_IDLE ] = nil
end
end
SWEP:SetWeaponHoldType("pistol")
function SWEP:TranslateActivity( act )
if self:GetSwingEnd() ~= 0 and self.ActivityTranslateSwing[act] then
return self.ActivityTranslateSwing[act] or -1
end
return self.ActivityTranslate and self.ActivityTranslate[act] or -1
end