109 lines
2.5 KiB
Lua
109 lines
2.5 KiB
Lua
AddCSLuaFile()
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SWEP.Base = "weapon_zs_zombie"
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SWEP.MeleeReach = 100
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SWEP.MeleeDamage = 30
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SWEP.MeleeForceScale = 2
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SWEP.MeleeSize = 3
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SWEP.MeleeDamageType = DMG_SLASH
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SWEP.Primary.Delay = 3
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SWEP.Secondary.Delay = 5
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SWEP.ThrowDelay = 1
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AccessorFuncDT(SWEP, "ThrowTime", "Float", 3)
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function SWEP:Think()
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self:CheckMeleeAttack()
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self:CheckThrow()
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end
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function SWEP:ApplyMeleeDamage(ent, trace, damage)
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if ent:IsValid() and ent:IsPlayer() then
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local vel = ent:GetPos() - self.Owner:GetPos()
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vel.z = 0
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vel:Normalize()
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vel = vel * 400
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vel.z = 200
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ent:KnockDown()
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ent:SetGroundEntity(NULL)
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ent:SetVelocity(vel)
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end
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self.BaseClass.ApplyMeleeDamage(self, ent, trace, damage)
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end
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function SWEP:PrimaryAttack()
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if self:IsThrowing() then return end
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self.BaseClass.PrimaryAttack(self)
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end
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function SWEP:SecondaryAttack()
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if self:IsSwinging() or CurTime() <= self:GetNextSecondaryAttack() or IsValid(self.Owner.FeignDeath) then return end
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self:SetThrowTime(CurTime() + self.ThrowDelay)
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self.Owner:DoReloadEvent() -- Handled in the class file. Fires the throwing anim.
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self:SetNextSecondaryAttack(CurTime() + self.Secondary.Delay)
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end
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function SWEP:CheckThrow()
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if self:GetThrowing() and CurTime() >= self:GetThrowTime() then
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self:SetThrowTime(0)
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local owner = self.Owner
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owner:EmitSound("weapons/slam/throw.wav", 70, math.random(78, 82))
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if SERVER then
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local ent = ents.Create("prop_thrownbaby")
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if ent:IsValid() then
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ent:SetPos(owner:GetShootPos())
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ent:SetAngles(AngleRand())
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ent:SetOwner(owner)
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ent:Spawn()
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local phys = ent:GetPhysicsObject()
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if phys:IsValid() then
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phys:Wake()
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phys:SetVelocityInstantaneous(owner:GetAimVector() * 500)
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phys:AddAngleVelocity(VectorRand() * math.Rand(200, 300))
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ent:SetPhysicsAttacker(owner)
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end
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end
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end
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end
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end
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function SWEP:IsThrowing()
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return self:GetThrowTime() > 0
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end
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SWEP.GetThrowing = SWEP.IsThrowing
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function SWEP:Reload()
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self.BaseClass.SecondaryAttack(self)
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end
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function SWEP:PlayAlertSound()
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self.Owner:EmitSound("ambient/creatures/teddy.wav", 77, 45)
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end
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function SWEP:PlayIdleSound()
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self.Owner:EmitSound("ambient/creatures/teddy.wav", 77, 60)
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end
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function SWEP:PlayAttackSound()
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self.Owner:EmitSound("ambient/creatures/teddy.wav", 77, 60)
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end
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function SWEP:PlayHitSound()
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self.Owner:EmitSound("physics/body/body_medium_impact_hard"..math.random(6)..".wav", 77, math.random(60, 70))
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end
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function SWEP:PlayMissSound()
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self.Owner:EmitSound("npc/zombie/claw_miss"..math.random(2)..".wav", 77, math.random(60, 70))
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end
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