4ece4c30ea
No idea who coded the new weapon hold type setting but it's horrible and broken.
84 lines
1.7 KiB
Lua
84 lines
1.7 KiB
Lua
SWEP.ViewModel = "models/weapons/v_pistol.mdl"
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SWEP.WorldModel = "models/Combine_turrets/Floor_turret.mdl"
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SWEP.AmmoIfHas = true
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SWEP.Primary.ClipSize = 1
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SWEP.Primary.DefaultClip = 1
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SWEP.Primary.Automatic = true
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SWEP.Primary.Ammo = "thumper"
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SWEP.Primary.Delay = 2
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SWEP.Secondary.ClipSize = -1
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SWEP.Secondary.DefaultClip = -1
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SWEP.Secondary.Automatic = false
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SWEP.Secondary.Ammo = "none"
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SWEP.WalkSpeed = SPEED_NORMAL
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SWEP.FullWalkSpeed = SPEED_SLOWEST
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function SWEP:Initialize()
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self:SetWeaponHoldType("slam")
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self:SetDeploySpeed(1.1)
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self:HideViewAndWorldModel()
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end
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function SWEP:SetReplicatedAmmo(count)
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self:SetDTInt(0, count)
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end
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function SWEP:GetReplicatedAmmo()
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return self:GetDTInt(0)
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end
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function SWEP:GetWalkSpeed()
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if self:GetPrimaryAmmoCount() > 0 then
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return self.FullWalkSpeed
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end
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end
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function SWEP:SecondaryAttack()
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end
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function SWEP:Reload()
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end
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function SWEP:CanPrimaryAttack()
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if self.Owner:IsHolding() or self.Owner:GetBarricadeGhosting() then return false end
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if self:GetPrimaryAmmoCount() <= 0 then
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self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
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return false
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end
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return true
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end
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function SWEP:Think()
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if self.IdleAnimation and self.IdleAnimation <= CurTime() then
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self.IdleAnimation = nil
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self:SendWeaponAnim(ACT_VM_IDLE)
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end
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if SERVER then
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local count = self:GetPrimaryAmmoCount()
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if count ~= self:GetReplicatedAmmo() then
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self:SetReplicatedAmmo(count)
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self.Owner:ResetSpeed()
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end
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end
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end
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function SWEP:Deploy()
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gamemode.Call("WeaponDeployed", self.Owner, self)
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self.IdleAnimation = CurTime() + self:SequenceDuration()
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return true
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end
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function SWEP:Holster()
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return true
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end
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util.PrecacheModel("models/Combine_turrets/Floor_turret.mdl")
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