e9da54c2f9
Too many changes to list.
63 lines
1.4 KiB
Lua
63 lines
1.4 KiB
Lua
SWEP.PrintName = "Force Field Emitter"
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SWEP.Description = "Blocks zombie projectiles but will not stop humans or zombies from passing.\nPress PRIMARY ATTACK to deploy.\nPress SECONDARY ATTACK and RELOAD to rotate."
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SWEP.ViewModel = "models/weapons/v_pistol.mdl"
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SWEP.WorldModel = Model("models/props_lab/lab_flourescentlight002b.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.Ammo = "slam"
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SWEP.Primary.Delay = 1
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SWEP.Primary.Automatic = true
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SWEP.Secondary.ClipSize = 1
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SWEP.Secondary.DefaultClip = 1
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SWEP.Secondary.Ammo = "dummy"
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SWEP.WalkSpeed = SPEED_NORMAL
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SWEP.FullWalkSpeed = SPEED_SLOWEST
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SWEP.NoDeploySpeedChange = true
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function SWEP:Initialize()
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self:SetWeaponHoldType("slam")
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GAMEMODE:DoChangeDeploySpeed(self)
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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:GetOwner():IsHolding() or self:GetOwner():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:Holster()
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return true
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end
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