AddCSLuaFile() SWEP.PrintName = "Manhack" SWEP.Description = "A deployable, remotely controlled device.\nIdeal for scouting but also can be used for attacking from safety.\nHas sharp blades that pierce into zombies." if CLIENT then SWEP.ViewModelFlip = false SWEP.ViewModelFOV = 50 SWEP.ShowViewModel = true SWEP.ShowWorldModel = false SWEP.ViewModelBoneMods = { ["ValveBiped.cube1"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) }, ["ValveBiped.cube2"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) }, ["ValveBiped.cube3"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) }, ["ValveBiped.cube"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) } } SWEP.VElements = { ["base"] = { type = "Model", model = "models/manhack.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(5, 4, 0), angle = Angle(-54.206, 58.294, -50.114), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} } } SWEP.WElements = { ["base"] = { type = "Model", model = "models/manhack.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(5, 5, 0), angle = Angle(-43.978, 27.614, 0), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} } } end SWEP.Base = "weapon_zs_basemelee" SWEP.ViewModel = "models/weapons/c_bugbait.mdl" SWEP.WorldModel = "models/manhack.mdl" SWEP.UseHands = true SWEP.DeployClass = "prop_manhack" SWEP.ControlWeapon = "weapon_zs_manhackcontrol" SWEP.HoldType = "grenade" SWEP.WalkSpeed = SPEED_FAST SWEP.AmmoIfHas = true SWEP.Primary.ClipSize = 1 SWEP.Primary.Automatic = false SWEP.Primary.Ammo = "manhack" SWEP.Primary.Delay = 1 SWEP.Primary.DefaultClip = 1 SWEP.Secondary.ClipSize = 1 SWEP.Secondary.DefaultClip = 1 SWEP.Secondary.Ammo = "dummy" SWEP.MaxStock = 10 SWEP.WalkSpeed = SPEED_FAST function SWEP:Initialize() self:SetWeaponHoldType("grenade") GAMEMODE:DoChangeDeploySpeed(self) if CLIENT then self:Anim_Initialize() end end function SWEP:CanPrimaryAttack() if self:GetOwner():IsHolding() or self:GetOwner():GetBarricadeGhosting() then return false end for _, ent in pairs(ents.FindByClass("prop_manhack*")) do if ent:GetObjectOwner() == self:GetOwner() then return false end end if self:GetPrimaryAmmoCount() <= 0 then self:SetNextPrimaryFire(CurTime() + self.Primary.Delay) return false end return true end function SWEP:PrimaryAttack() if not self:CanPrimaryAttack() then return end self:SetNextPrimaryFire(CurTime() + self.Primary.Delay) local owner = self:GetOwner() self:SendWeaponAnim(ACT_VM_THROW) owner:DoAttackEvent() self:TakePrimaryAmmo(1) self.NextDeploy = CurTime() + 0.75 if SERVER then local ent = ents.Create(self.DeployClass) if ent:IsValid() then ent:SetPos(owner:GetShootPos()) ent:Spawn() ent:SetObjectOwner(owner) ent:SetupPlayerSkills() local stored = owner:PopPackedItem(ent:GetClass()) if stored then ent:SetObjectHealth(stored[1]) end ent:EmitSound("WeaponFrag.Throw") local phys = ent:GetPhysicsObject() if phys:IsValid() then phys:Wake() phys:SetVelocityInstantaneous(self:GetOwner():GetAimVector() * 200) end if not owner:HasWeapon(self.ControlWeapon) then owner:Give(self.ControlWeapon) end owner:SelectWeapon(self.ControlWeapon) if self:GetPrimaryAmmoCount() <= 0 then owner:StripWeapon(self:GetClass()) end end end end function SWEP:SecondaryAttack() end function SWEP:CanSecondaryAttack() return false end function SWEP:Reload() return false end function SWEP:Deploy() GAMEMODE:WeaponDeployed(self:GetOwner(), self) if self:GetPrimaryAmmoCount() <= 0 then self:SendWeaponAnim(ACT_VM_THROW) end return true end function SWEP:Holster() self.NextDeploy = nil if CLIENT then self:Anim_Holster() end return true end function SWEP:Think() if self.NextDeploy and self.NextDeploy <= CurTime() then self.NextDeploy = nil if 0 < self:GetPrimaryAmmoCount() then self:SendWeaponAnim(ACT_VM_DRAW) else self:SendWeaponAnim(ACT_VM_THROW) if SERVER then self:Remove() end end end end local colBG = Color(16, 16, 16, 90) local colWhite = Color(220, 220, 220, 230) SWEP.HUD3DPos = Vector(5, 2, 0) function SWEP:PostDrawViewModel(vm) if not self.HUD3DPos or not GAMEMODE:ShouldDraw3DWeaponHUD() then return end local bone = vm:LookupBone("ValveBiped.Bip01_R_Hand") if not bone then return end local m = vm:GetBoneMatrix(bone) if not m then return end local pos, ang = m:GetTranslation(), m:GetAngles() local offset = self.HUD3DPos pos = pos + ang:Forward() * offset.x + ang:Right() * offset.y + ang:Up() * offset.z ang:RotateAroundAxis(ang:Up(), math.sin(CurTime() * math.pi) * 20) ang:RotateAroundAxis(ang:Right(), CurTime() * 180) pos = pos + ang:Forward() * 7 ang:RotateAroundAxis(ang:Right(), 270) ang:RotateAroundAxis(ang:Up(), 180) local wid, hei = 144, 144 local x, y = wid * -0.5, hei * -0.5 local clip = self:GetPrimaryAmmoCount() cam.Start3D2D(pos, ang, 0.0125) draw.RoundedBox(32, x, y, wid, hei, colBG) draw.SimpleText(clip, "ZS3D2DFontBig", x + wid * 0.5, y + hei * 0.5, colWhite, TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER) cam.End3D2D() end