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

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2014-10-02 08:49:54 +08:00
SWEP.ViewModel = "models/weapons/v_pistol.mdl"
SWEP.WorldModel = Model("models/props_combine/combine_mine01.mdl")
SWEP.AmmoIfHas = true
SWEP.Primary.ClipSize = 1
SWEP.Primary.DefaultClip = 1
SWEP.Primary.Ammo = "striderminigun"
SWEP.Primary.Delay = 1
SWEP.Primary.Automatic = true
SWEP.Secondary.ClipSize = -1
SWEP.Secondary.DefaultClip = -1
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = "none"
SWEP.WalkSpeed = SPEED_NORMAL
SWEP.FullWalkSpeed = SPEED_SLOW
function SWEP:Initialize()
self:SetWeaponHoldType("slam")
self:SetDeploySpeed(1.1)
self:HideViewAndWorldModel()
end
function SWEP:SetReplicatedAmmo(count)
self:SetDTInt(0, count)
end
function SWEP:GetReplicatedAmmo()
return self:GetDTInt(0)
end
function SWEP:GetWalkSpeed()
if self:GetPrimaryAmmoCount() > 0 then
return self.FullWalkSpeed
end
end
function SWEP:Reload()
end
function SWEP:CanPrimaryAttack()
if self.Owner:IsHolding() or self.Owner:GetBarricadeGhosting() then return false end
if self:GetPrimaryAmmoCount() <= 0 then
self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
return false
end
return true
end
function SWEP:Deploy()
gamemode.Call("WeaponDeployed", self.Owner, self)
return true
end
function SWEP:Holster()
return true
end