Merge pull request #26 from BClark09/master

Added support for hammer made weapons and enabled them on ZE
This commit is contained in:
William Moodhe / JetBoom 2014-11-16 05:25:24 -05:00
commit 07743641a6
5 changed files with 97 additions and 4 deletions

View file

@ -0,0 +1,8 @@
include('shared.lua')
SWEP.Slot = -1
SWEP.SlotPos = -1
SWEP.DrawAmmo = false
SWEP.DrawCrosshair = true
SWEP.DrawWeaponInfoBox = false

View file

@ -0,0 +1,10 @@
AddCSLuaFile("cl_init.lua")
AddCSLuaFile("shared.lua")
include("shared.lua")
function SWEP:OnDrop()
if self:IsValid() then
self.Weapon:Remove()
end
end

View file

@ -0,0 +1,55 @@
SWEP.Name = "Item"
SWEP.AnimPrefix = "none"
SWEP.HoldType = "normal"
SWEP.Spawnable = true
SWEP.AdminSpawnable = true
SWEP.Primary.ClipSize = -1
SWEP.Primary.DefaultClip = -1
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = "None"
SWEP.Secondary.ClipSize = -1
SWEP.Secondary.DefaultClip = -1
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = "None"
SWEP.DrawCrosshair = false
SWEP.Primary.Sound = Sound("")
SWEP.WorldModel = ""
SWEP.WalkSpeed = SPEED_NORMAL
function SWEP:Initialize()
end
function SWEP:SetWeaponHoldType()
end
function SWEP:PrimaryAttack()
end
function SWEP:SecondaryAttack()
end
function SWEP:Reload()
end
function SWEP:Deploy()
if SERVER then
self.Owner:SelectWeapon("weapon_zs_fists")
end
return true
end
function SWEP:CanPrimaryAttack()
return false
end
function SWEP:CanSecondaryAttack()
return false
end

View file

@ -8,6 +8,12 @@ GM.ZE_TimeLimit = 60 * 16
GM.DefaultZombieClass = GM.ZombieClasses["Super Zombie"].Index GM.DefaultZombieClass = GM.ZombieClasses["Super Zombie"].Index
local CSSWEAPONS = {"weapon_knife","weapon_glock","weapon_usp","weapon_p228","weapon_deagle",
"weapon_elite","weapon_fiveseven","weapon_m3","weapon_xm1014","weapon_galil",
"weapon_ak47","weapon_scout","weapon_sg552","weapon_awp","weapon_g3sg1",
"weapon_famas","weapon_m4a1","weapon_aug","weapon_sg550","weapon_mac10",
"weapon_tmp","weapon_mp5navy","weapon_ump45","weapon_p90","weapon_m249"}
function GM:Move(pl, move) function GM:Move(pl, move)
if pl:Team() == TEAM_HUMAN then if pl:Team() == TEAM_HUMAN then
if pl:GetBarricadeGhosting() then if pl:GetBarricadeGhosting() then
@ -76,10 +82,24 @@ end
end end
hook.Add("Initialize", "RegisterDummyEntities", function() hook.Add("Initialize", "RegisterDummyEntities", function()
scripted_ents.Register(ENT, "weapon_elite")
scripted_ents.Register(ENT, "weapon_knife")
scripted_ents.Register(ENT, "weapon_deagle")
scripted_ents.Register(ENT, "ammo_50ae") scripted_ents.Register(ENT, "ammo_50ae")
scripted_ents.Register(ENT, "ammo_556mm_box") scripted_ents.Register(ENT, "ammo_556mm_box")
scripted_ents.Register(ENT, "player_weaponstrip") scripted_ents.Register(ENT, "player_weaponstrip")
--CSS Weapons for ZE map parenting
for i, weapon in pairs(CSSWEAPONS) do
weapons.Register({Base = "weapon_map_base"},weapon)
end
end)
hook.Add( "PlayerCanPickupWeapon", "RestrictMapWeapons", function( ply, wep )
local weps = ply:GetWeapons()
--Only allow one special weapon per player
for k, v in pairs(weps) do
if table.HasValue( CSSWEAPONS, v:GetClass() ) or v:GetClass()=="weapon_map_base" then return false end
end
return true
end) end)

View file

@ -23,7 +23,7 @@
// Inputs // Inputs
input enable(void) : "Enable the entity." input enable(void) : "Enable the entity."
input disable(void) : "Disable the entity." input disable(void) : "Disable the entity."
input toggle(void) : "Toggle the entity." input seton(integer) : "Enable or Disable the entity."
] ]
@SolidClass base(Targetname) = trigger_zombieclass : "ZS: You can directly control the changing of classes with this." @SolidClass base(Targetname) = trigger_zombieclass : "ZS: You can directly control the changing of classes with this."