zombiesurvival-evolved/gamemodes/zombiesurvival/entities/weapons/weapon_zs_crow/init.lua
JetBoom bd937c290e Large backend update
Players are no longer implicitly zombies if they're not humans. Players
are no longer implicitly humans if they're not zombies. This is
preparation for a third, optional spectator team.
A few small optimizations and fixes.
2015-03-09 13:45:47 -04:00

84 lines
1.8 KiB
Lua

AddCSLuaFile("cl_init.lua")
AddCSLuaFile("shared.lua")
include("shared.lua")
function SWEP:Deploy()
self.Owner.SkipCrow = true
return true
end
function SWEP:Holster()
local owner = self.Owner
if owner:IsValid() then
owner:StopSound("NPC_Crow.Flap")
owner:SetAllowFullRotation(false)
end
end
SWEP.OnRemove = SWEP.Holster
function SWEP:Think()
local owner = self.Owner
if owner:KeyDown(IN_WALK) then
owner:TrySpawnAsGoreChild()
return
end
local fullrot = not owner:OnGround()
if owner:GetAllowFullRotation() ~= fullrot then
owner:SetAllowFullRotation(fullrot)
end
if owner:IsOnGround() or not owner:KeyDown(IN_JUMP) or not owner:KeyDown(IN_FORWARD) then
if self.PlayFlap then
owner:StopSound("NPC_Crow.Flap")
self.PlayFlap = nil
end
else
if not self.PlayFlap then
owner:EmitSound("NPC_Crow.Flap")
self.PlayFlap = true
end
end
local peckend = self:GetPeckEndTime()
if peckend == 0 or CurTime() < peckend then return end
self:SetPeckEndTime(0)
local trace = owner:TraceLine(14, MASK_SOLID)
local ent = NULL
if trace.Entity then
ent = trace.Entity
end
owner:ResetSpeed()
if ent:IsValid() and ent:IsPlayer() and ent:Team() == TEAM_UNDEAD and ent:Alive() and ent:GetZombieClassTable().Name == "Crow" then
ent:TakeSpecialDamage(2, DMG_SLASH, owner, self)
end
end
function SWEP:PrimaryAttack()
if CurTime() < self:GetNextPrimaryFire() or not self.Owner:IsOnGround() then return end
self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
self.Owner:EmitSound("NPC_Crow.Squawk")
self.Owner.EatAnim = CurTime() + 2
self:SetPeckEndTime(CurTime() + 1)
self.Owner:SetSpeed(1)
end
function SWEP:SecondaryAttack()
if CurTime() < self:GetNextSecondaryFire() then return end
self:SetNextSecondaryFire(CurTime() + 1.6)
self.Owner:EmitSound("NPC_Crow.Alert")
end
function SWEP:Reload()
self:SecondaryAttack()
return false
end