4ece4c30ea
No idea who coded the new weapon hold type setting but it's horrible and broken.
197 lines
5.4 KiB
Lua
197 lines
5.4 KiB
Lua
AddCSLuaFile()
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if CLIENT then
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SWEP.PrintName = "Medical Kit"
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SWEP.Description = "An advanced kit of medicine, bandages, and morphine.\nVery useful for keeping a group of survivors healthy.\nUse PRIMARY FIRE to heal other players.\nUse SECONDARY FIRE to heal yourself.\nHealing other players is not only faster but you get a nice point bonus!"
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SWEP.Slot = 4
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SWEP.SlotPos = 0
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SWEP.ViewModelFOV = 50
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SWEP.ViewModelFlip = false
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SWEP.BobScale = 2
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SWEP.SwayScale = 1.5
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end
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SWEP.Base = "weapon_zs_base"
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SWEP.WorldModel = "models/weapons/w_medkit.mdl"
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SWEP.ViewModel = "models/weapons/c_medkit.mdl"
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SWEP.UseHands = true
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SWEP.Primary.Delay = 10
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SWEP.Primary.Heal = 15
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SWEP.Primary.ClipSize = 30
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SWEP.Primary.DefaultClip = 150
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SWEP.Primary.Ammo = "Battery"
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SWEP.Secondary.Delay = 20
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SWEP.Secondary.Heal = 10
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SWEP.Secondary.ClipSize = -1
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SWEP.Secondary.DefaultClip = -1
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SWEP.Secondary.Ammo = "none"
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SWEP.WalkSpeed = SPEED_NORMAL
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SWEP.NoMagazine = true
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SWEP.HoldType = "slam"
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function SWEP:Initialize()
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self:SetWeaponHoldType(self.HoldType)
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self:SetDeploySpeed(1.1)
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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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end
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function SWEP:PrimaryAttack()
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if not self:CanPrimaryAttack() then return end
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local owner = self.Owner
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owner:LagCompensation(true)
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local ent = owner:MeleeTrace(32, 2).Entity
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owner:LagCompensation(false)
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if ent and ent:IsValid() and ent:IsPlayer() and ent:Team() == owner:Team() and ent:Alive() and gamemode.Call("PlayerCanBeHealed", ent) then
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local health, maxhealth = ent:Health(), ent:GetMaxHealth()
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local multiplier = owner.HumanHealMultiplier or 1
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local toheal = math.min(self:GetPrimaryAmmoCount(), math.ceil(math.min(self.Primary.Heal * multiplier, maxhealth - health)))
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local totake = math.ceil(toheal / multiplier)
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if toheal > 0 then
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self:SetNextCharge(CurTime() + self.Primary.Delay * math.min(1, toheal / self.Primary.Heal))
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owner.NextMedKitUse = self:GetNextCharge()
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self:TakeCombinedPrimaryAmmo(totake)
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ent:SetHealth(health + toheal)
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self:EmitSound("items/medshot4.wav")
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self:SendWeaponAnim(ACT_VM_PRIMARYATTACK)
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owner:DoAttackEvent()
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self.IdleAnimation = CurTime() + self:SequenceDuration()
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gamemode.Call("PlayerHealedTeamMember", owner, ent, toheal, self)
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end
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end
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end
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function SWEP:SecondaryAttack()
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local owner = self.Owner
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if not self:CanPrimaryAttack() or not gamemode.Call("PlayerCanBeHealed", owner) then return end
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local health, maxhealth = owner:Health(), owner:GetMaxHealth()
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local multiplier = owner.HumanHealMultiplier or 1
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local toheal = math.min(self:GetPrimaryAmmoCount(), math.ceil(math.min(self.Secondary.Heal * multiplier, maxhealth - health)))
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local totake = math.ceil(toheal / multiplier)
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if toheal > 0 then
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self:SetNextCharge(CurTime() + self.Secondary.Delay * math.min(1, toheal / self.Secondary.Heal))
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owner.NextMedKitUse = self:GetNextCharge()
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self:TakeCombinedPrimaryAmmo(totake)
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owner:SetHealth(health + toheal)
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self:EmitSound("items/smallmedkit1.wav")
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self:SendWeaponAnim(ACT_VM_PRIMARYATTACK)
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owner:DoAttackEvent()
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self.IdleAnimation = CurTime() + self:SequenceDuration()
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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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if CLIENT then
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hook.Add("PostPlayerDraw", "PostPlayerDrawMedical", GAMEMODE.PostPlayerDrawMedical)
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GAMEMODE.MedicalAura = true
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end
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return true
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end
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function SWEP:Holster()
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if CLIENT then
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hook.Remove("PostPlayerDraw", "PostPlayerDrawMedical")
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GAMEMODE.MedicalAura = false
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end
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return true
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end
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function SWEP:Reload()
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end
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function SWEP:SetNextCharge(tim)
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self:SetDTFloat(0, tim)
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end
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function SWEP:GetNextCharge()
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return self:GetDTFloat(0)
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end
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function SWEP:CanPrimaryAttack()
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local owner = self.Owner
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if owner:IsHolding() or owner:GetBarricadeGhosting() then return false end
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if self:GetPrimaryAmmoCount() <= 0 then
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self:EmitSound("items/medshotno1.wav")
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self:SetNextCharge(CurTime() + 0.75)
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owner.NextMedKitUse = self:GetNextCharge()
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return false
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end
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return self:GetNextCharge() <= CurTime() and (owner.NextMedKitUse or 0) <= CurTime()
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end
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if not CLIENT then return end
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function SWEP:DrawWeaponSelection(...)
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return self:BaseDrawWeaponSelection(...)
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end
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local texGradDown = surface.GetTextureID("VGUI/gradient_down")
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function SWEP:DrawHUD()
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local screenscale = BetterScreenScale()
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local wid, hei = 256, 16
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local x, y = ScrW() - wid - 32, ScrH() - hei - 72
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local texty = y - 4 - draw.GetFontHeight("ZSHUDFontSmall")
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local timeleft = self:GetNextCharge() - CurTime()
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if 0 < timeleft then
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surface.SetDrawColor(5, 5, 5, 180)
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surface.DrawRect(x, y, wid, hei)
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surface.SetDrawColor(255, 0, 0, 180)
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surface.SetTexture(texGradDown)
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surface.DrawTexturedRect(x, y, math.min(1, timeleft / math.max(self.Primary.Delay, self.Secondary.Delay)) * wid, hei)
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surface.SetDrawColor(255, 0, 0, 180)
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surface.DrawOutlinedRect(x, y, wid, hei)
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end
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draw.SimpleText("Medical Kit", "ZSHUDFontSmall", x, texty, COLOR_GREEN, TEXT_ALIGN_LEFT)
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local charges = self:GetPrimaryAmmoCount()
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if charges > 0 then
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draw.SimpleText(charges, "ZSHUDFontSmall", x + wid, texty, COLOR_GREEN, TEXT_ALIGN_RIGHT)
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else
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draw.SimpleText(charges, "ZSHUDFontSmall", x + wid, texty, COLOR_DARKRED, TEXT_ALIGN_RIGHT)
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end
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if GetConVarNumber("crosshair") == 1 then
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self:DrawCrosshairDot()
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end
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end
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