Added fists.

Added fists.
Fixed insane knockback on melee.
Ragdolls on zombies now knocked back by melee/stone deaths.
This commit is contained in:
JetBoom 2014-11-09 22:51:43 -05:00
parent 8e1e8f6d8f
commit 0bbff7e4dd
14 changed files with 269 additions and 11 deletions

View file

@ -44,7 +44,7 @@ function ENT:StartTouch(ent)
if ent ~= owner and ent:Team() ~= self.Team then
ent:EmitSound("weapons/crossbow/hitbod"..math.random(2)..".wav")
ent:TakeDamage(self.Damage, owner, self)
ent:TakeSpecialDamage(self.Damage, DMG_CLUB, owner, self, nil, Vector(0, 0, 60000))
self:Explode()
end
end

View file

@ -27,7 +27,7 @@ SWEP.HoldType = "melee2"
SWEP.MeleeDamage = 45
SWEP.MeleeRange = 55
SWEP.MeleeSize = 1.5
SWEP.MeleeKnockBack = SWEP.MeleeDamage * 1.5
SWEP.MeleeKnockBack = 32
SWEP.WalkSpeed = SPEED_FAST

View file

@ -195,7 +195,6 @@ function SWEP:MeleeSwing()
dmginfo:SetAttacker(owner)
dmginfo:SetInflictor(self)
dmginfo:SetDamageType(self.DamageType)
dmginfo:SetDamageForce(self.MeleeDamage * 20 * owner:GetAimVector())
if hitent:IsPlayer() then
hitent:MeleeViewPunch(damage)
if hitent:IsHeadcrab() then
@ -207,6 +206,9 @@ function SWEP:MeleeSwing()
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
end
if hitent:IsPlayer() then

View file

@ -18,7 +18,7 @@ SWEP.HoldType = "melee"
SWEP.MeleeDamage = 35
SWEP.MeleeRange = 55
SWEP.MeleeSize = 1.5
SWEP.MeleeKnockBack = SWEP.MeleeDamage * 1.5
SWEP.MeleeKnockBack = 10
SWEP.Primary.Delay = 0.7

View file

@ -0,0 +1,231 @@
AddCSLuaFile()
SWEP.PrintName = "Fists"
SWEP.WalkSpeed = SPEED_NORMAL
SWEP.IsMelee = true
SWEP.UseHands = true
SWEP.ViewModel = "models/weapons/c_arms_citizen.mdl"
SWEP.WorldModel = ""
SWEP.Damage = 5
SWEP.UppercutDamageMultiplier = 3
SWEP.HitDistance = 40
SWEP.ViewModelFOV = 52
SWEP.AutoSwitchFrom = true
SWEP.NoMagazine = true
SWEP.Undroppable = true
SWEP.NoPickupNotification = true
local SwingSound = Sound( "weapons/slam/throw.wav" )
local HitSound = Sound( "Flesh.ImpactHard" )
function SWEP:Initialize()
--self:SetHoldType("normal")
self:SetHoldType("fist")
end
function SWEP:PreDrawViewModel(vm, wep, pl)
vm:SetMaterial("engine/occlusionproxy")
end
function SWEP:SetupDataTables()
self:NetworkVar("Float", 0, "NextMeleeAttack")
self:NetworkVar("Float", 1, "NextIdle")
self:NetworkVar("Float", 2, "NextIdleHoldType")
self:NetworkVar("Int", 2, "Combo")
end
function SWEP:UpdateNextIdle()
local vm = self.Owner:GetViewModel()
self:SetNextIdle( CurTime() + vm:SequenceDuration() )
end
function SWEP:PrimaryAttack(right)
--self:SetHoldType("fist")
self:SetNextIdleHoldType(CurTime() + 2)
self.Owner:SetAnimation(PLAYER_ATTACK1)
self.WalkSpeed = 165
self.Owner:ResetSpeed()
local anim = "fists_left"
if ( right ) then anim = "fists_right" end
if ( self:GetCombo() >= 2 ) then
anim = "fists_uppercut"
end
local vm = self.Owner:GetViewModel()
vm:SendViewModelMatchingSequence( vm:LookupSequence( anim ) )
self:EmitSound( SwingSound )
self:UpdateNextIdle()
self:SetNextMeleeAttack( CurTime() + 0.2 )
self:SetNextPrimaryFire( CurTime() + 0.9 )
self:SetNextSecondaryFire( CurTime() + 0.9 )
end
function SWEP:SecondaryAttack()
self:PrimaryAttack( true )
end
function SWEP:DealDamage()
local owner = self.Owner
local shootpos = owner:GetShootPos()
local aimvector = owner:GetAimVector()
local anim = self:GetSequenceName(owner:GetViewModel():GetSequence())
local filter = owner:GetMeleeFilter()
owner:LagCompensation( true )
local tr = util.TraceLine( {
start = shootpos,
endpos = shootpos + aimvector * self.HitDistance,
filter = filter
} )
if not IsValid( tr.Entity ) then
tr = util.TraceHull( {
start = shootpos,
endpos = shootpos + aimvector * self.HitDistance,
filter = filter,
mins = Vector( -3, -3, -3 ),
maxs = Vector( 3, 3, 3 )
} )
end
local hitent = tr.Entity
-- We need the second part for single player because SWEP:Think is ran shared in SP.
if tr.Hit and not ( game.SinglePlayer() and CLIENT ) then
self:EmitSound( HitSound )
end
local hit = false
local hitplayer = false
if SERVER and IsValid( hitent ) then
hitplayer = hitent:IsNPC() or hitent:IsPlayer()
local dmginfo = DamageInfo()
dmginfo:SetAttacker(IsValid(owner) and owner or self)
dmginfo:SetInflictor(self)
dmginfo:SetDamageType(DMG_CLUB)
dmginfo:SetDamagePosition(tr.HitPos)
if anim == "fists_uppercut" then
dmginfo:SetDamage(self.Damage * self.UppercutDamageMultiplier)
else
dmginfo:SetDamage(self.Damage)
end
if hitent:IsPlayer() and hitent:WouldDieFrom(dmginfo:GetDamage(), dmginfo:GetDamagePosition()) then
if anim == "fists_left" then
dmginfo:SetDamageForce(owner:GetRight() * 4912 + owner:GetForward() * 9998)
elseif anim == "fists_right" then
dmginfo:SetDamageForce(owner:GetRight() * -4912 + owner:GetForward() * 9989)
elseif anim == "fists_uppercut" then
dmginfo:SetDamageForce(owner:GetUp() * 5158 + owner:GetForward() * 10012)
end
end
hitent:TakeDamageInfo( dmginfo )
hit = true
end
if SERVER and IsValid( hitent ) and hitent:GetMoveType() == MOVETYPE_VPHYSICS then
local phys = hitent:GetPhysicsObject()
if IsValid( phys ) then
phys:ApplyForceOffset( aimvector * 2000, tr.HitPos )
hitent:SetPhysicsAttacker(owner)
end
end
if SERVER then
if hitplayer and anim ~= "fists_uppercut" then
self:SetCombo( self:GetCombo() + 1 )
else
self:SetCombo( 0 )
end
end
owner:LagCompensation(false)
end
function SWEP:OnRemove()
if CLIENT and self.Owner:IsValid() and self.Owner:IsPlayer() then
local vm = self.Owner:GetViewModel()
if IsValid(vm) then vm:SetMaterial("") end
end
end
function SWEP:Holster(wep)
if CurTime() >= self:GetNextPrimaryFire() then
self:OnRemove()
return true
end
return false
end
function SWEP:Deploy()
local vm = self.Owner:GetViewModel()
vm:SendViewModelMatchingSequence(vm:LookupSequence("fists_draw"))
self:UpdateNextIdle()
if SERVER then
self:SetCombo(0)
end
return true
end
function SWEP:Think()
local vm = self.Owner:GetViewModel()
local curtime = CurTime()
local idletime = self:GetNextIdle()
local idle_holdtype_time = self:GetNextIdleHoldType()
if idle_holdtype_time > 0 and curtime >= idle_holdtype_time then
--self:SetHoldType("normal")
self:SetNextIdleHoldType(0)
self.WalkSpeed = SPEED_NORMAL
self.Owner:ResetSpeed()
end
if idletime > 0 and curtime >= idletime then
vm:SendViewModelMatchingSequence( vm:LookupSequence("fists_idle_0"..math.random(2)))
self:UpdateNextIdle()
end
local meleetime = self:GetNextMeleeAttack()
if meleetime > 0 and curtime >= meleetime then
self:DealDamage()
self:SetNextMeleeAttack( 0 )
end
if SERVER and curtime >= self:GetNextPrimaryFire() + 0.1 then
self:SetCombo( 0 )
end
end
if not CLIENT then return end
function SWEP:DrawWeaponSelection(...)
return self:BaseDrawWeaponSelection(...)
end
function SWEP:GetViewModelPosition(pos, ang)
pos = pos - ang:Up() * 3
return pos, ang
end

View file

@ -29,7 +29,7 @@ SWEP.WorldModel = "models/weapons/w_sledgehammer.mdl"
SWEP.MeleeDamage = 190
SWEP.MeleeRange = 75
SWEP.MeleeSize = 4
SWEP.MeleeKnockBack = SWEP.MeleeDamage * 2
SWEP.MeleeKnockBack = 150
SWEP.Primary.Delay = 2.25

View file

@ -31,7 +31,7 @@ SWEP.Primary.Delay = 0.45
SWEP.MeleeDamage = 32
SWEP.MeleeRange = 55
SWEP.MeleeSize = 1.9
SWEP.MeleeKnockBack = SWEP.MeleeDamage * 0.5
SWEP.MeleeKnockBack = 10
SWEP.WalkSpeed = SPEED_FAST

View file

@ -30,7 +30,7 @@ SWEP.UseHands = true
SWEP.MeleeDamage = 50
SWEP.MeleeRange = 68
SWEP.MeleeSize = 1.5
SWEP.MeleeKnockBack = SWEP.MeleeDamage * 2
SWEP.MeleeKnockBack = 40
SWEP.Primary.Delay = 1.2

View file

@ -17,7 +17,7 @@ SWEP.WorldModel = "models/weapons/w_sledgehammer.mdl"
SWEP.MeleeDamage = 75
SWEP.MeleeRange = 64
SWEP.MeleeSize = 1.75
SWEP.MeleeKnockBack = SWEP.MeleeDamage * 1.75
SWEP.MeleeKnockBack = 70
SWEP.Primary.Delay = 1.3

View file

@ -17,7 +17,7 @@ SWEP.WorldModel = "models/weapons/w_knife_t.mdl"
SWEP.UseHands = true
SWEP.MeleeDamage = 19
SWEP.MeleeRange = 62
SWEP.MeleeRange = 52
SWEP.MeleeSize = 0.875
SWEP.WalkSpeed = SPEED_FASTEST

View file

@ -3514,6 +3514,8 @@ function GM:PlayerSpawn(pl)
pl:SetNoTarget(false)
pl:SetMaxHealth(100)
pl:Give("weapon_zs_fists")
if self.ZombieEscape then
pl:Give("weapon_zs_zeknife")
pl:Give("weapon_zs_zegrenade")

View file

@ -13,18 +13,23 @@ function meta:GetVolume()
return (maxs.x - mins.x) + (maxs.y - mins.y) + (maxs.z - mins.z)
end
function meta:TakeSpecialDamage(damage, damagetype, attacker, inflictor, hitpos)
function meta:TakeSpecialDamage(damage, damagetype, attacker, inflictor, hitpos, damageforce)
attacker = attacker or self
if not attacker:IsValid() then attacker = self end
inflictor = inflictor or attacker
if not inflictor:IsValid() then inflictor = attacker end
local nearest = self:NearestPoint(inflictor:NearestPoint(self:LocalToWorld(self:OBBCenter())))
local dmginfo = DamageInfo()
dmginfo:SetDamage(damage)
dmginfo:SetAttacker(attacker)
dmginfo:SetInflictor(inflictor)
dmginfo:SetDamagePosition(hitpos or self:NearestPoint(inflictor:NearestPoint(self:LocalToWorld(self:OBBCenter()))))
dmginfo:SetDamagePosition(hitpos or nearest)
dmginfo:SetDamageType(damagetype)
if damageforce then
dmginfo:SetDamageForce(damageforce)
end
self:TakeDamageInfo(dmginfo)
return dmginfo

View file

@ -208,6 +208,10 @@ function meta:GetLegDamage()
return math.max(0, base - CurTime())
end
function meta:WouldDieFrom(damage, hitpos)
return self:Health() <= damage * GAMEMODE:GetZombieDamageScale(hitpos, self)
end
function meta:ProcessDamage(dmginfo)
local attacker, inflictor = dmginfo:GetAttacker(), dmginfo:GetInflictor()

View file

@ -248,6 +248,20 @@ function meta:GiveEmptyWeapon(weptype)
end
end
meta.OldGive = meta.Give
function meta:Give(weptype)
if self:Team() ~= TEAM_HUMAN then return end
local weps = self:GetWeapons()
local autoswitch = #weps == 1 and weps[1]:IsValid() and weps[1].AutoSwitchFrom
self:OldGive(weptype)
if autoswitch then
self:SelectWeapon(weptype)
end
end
-- Here for when garry makes weapons use 357 ammo like he does every other update.
--[[local oldgive = meta.Give
function meta:Give(...)