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.Ammo = "dummy" SWEP.Secondary.Automatic = true 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) self:SetWeaponHoldType(self.HoldType) self:SetWeaponSwingHoldType(self.SwingHoldType) if CLIENT then self:Anim_Initialize() end end function SWEP:SetWeaponSwingHoldType(t) local old = self.ActivityTranslate self:SetWeaponHoldType(t) 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 owner:Team()==TEAM_HUMAN) 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 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