e9da54c2f9
Too many changes to list.
119 lines
3.2 KiB
Lua
119 lines
3.2 KiB
Lua
SWEP.PrintName = "'Smelter' Flak Cannon"
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SWEP.Description = "Launches a spray of hot shards of scrap in a flak pattern."
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SWEP.Base = "weapon_zs_baseproj"
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SWEP.HoldType = "crossbow"
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SWEP.ViewModel = "models/weapons/cstrike/c_shot_m3super90.mdl"
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SWEP.WorldModel = "models/weapons/w_shot_m3super90.mdl"
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SWEP.UseHands = false
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SWEP.CSMuzzleFlashes = false
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SWEP.Primary.Sound = Sound("Weapon_Crossbow.Single")
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SWEP.Primary.Delay = 1.25
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SWEP.Primary.Automatic = true
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SWEP.Primary.Damage = 20.5
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SWEP.Primary.NumShots = 7
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SWEP.Primary.ClipSize = 6
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SWEP.Primary.Ammo = "scrap"
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SWEP.Primary.DefaultClip = 15
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SWEP.Recoil = 7
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SWEP.WalkSpeed = SPEED_SLOWEST
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SWEP.Tier = 5
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SWEP.MaxStock = 2
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SWEP.ConeMax = 6.5
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SWEP.ConeMin = 5.75
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SWEP.ReloadSpeed = 0.45
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GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_FIRE_DELAY, -0.05)
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function SWEP:EmitReloadSound()
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if IsFirstTimePredicted() then
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self:EmitSound("weapons/g3sg1/g3sg1_slide.wav", 75, 45, 1, CHAN_WEAPON + 23)
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self:EmitSound("weapons/ump45/ump45_boltslap.wav", 70, 47, 0.85, CHAN_WEAPON + 24)
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end
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end
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function SWEP:EmitReloadFinishSound()
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if IsFirstTimePredicted() then
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self:EmitSound("weapons/galil/galil_boltpull.wav", 70, 110)
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self:EmitSound("weapons/zs_flak/load1.wav", 75, 100, 0.85, CHAN_WEAPON + 20)
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end
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end
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function SWEP:SendReloadAnimation()
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self:SendWeaponAnim(ACT_VM_DRAW)
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end
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function SWEP:SendWeaponAnimation()
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self:SendWeaponAnim(ACT_VM_PRIMARYATTACK)
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self:GetOwner():GetViewModel():SetPlaybackRate(self.FireAnimSpeed * 0.25)
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timer.Simple(0.4, function()
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if IsValid(self) then
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self:SendWeaponAnim(ACT_VM_DRAW)
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self:GetOwner():GetViewModel():SetPlaybackRate(self.FireAnimSpeed * 10.5)
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end
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end)
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timer.Simple(0.55, function()
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if IsValid(self) and self:GetOwner() == MySelf and self:Clip1() > 0 then
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self:EmitSound("weapons/zs_flak/load1.wav", 75, 100, 0.85, CHAN_WEAPON + 20)
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end
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end)
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end
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function SWEP:EmitFireSound(secondary)
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self:EmitSound(secondary and "weapons/stinger_fire1.wav" or "doors/door_metal_thin_close2.wav", 75, secondary and 250 or 70, 0.65)
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self:EmitSound("weapons/shotgun/shotgun_fire6.wav", 75, secondary and 105 or 115, 0.55, CHAN_WEAPON + 20)
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self:EmitSound("weapons/zs_flak/shot1.wav", 70, secondary and 65 or 100, 0.65, CHAN_WEAPON + 21)
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end
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function SWEP:SetLastFired(float)
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self:SetDTFloat(8, float)
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end
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function SWEP:GetLastFired()
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return self:GetDTFloat(8)
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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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self:SetNextPrimaryFire(CurTime() + self:GetFireDelay())
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self:SetLastFired(CurTime())
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self:EmitFireSound()
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self:TakeAmmo()
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self:ShootBullets(self.Primary.Damage, self.Primary.NumShots, self:GetCone())
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self.IdleAnimation = CurTime() + self:SequenceDuration()
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end
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function SWEP:SecondaryAttack()
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if self:Clip1() <= 1 or not self:CanPrimaryAttack() then return end
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self:SetNextPrimaryFire(CurTime() + self:GetFireDelay() * 1.2)
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self:SetLastFired(CurTime())
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self:EmitFireSound(true)
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self:TakeAmmo(); self:TakeAmmo()
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self.Primary.Projectile = "projectile_flakbomb"
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self.Primary.ProjVelocity = 1000
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self:ShootBullets(self.Primary.Damage, 1, self:GetCone()/2)
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self.Primary.Projectile = "projectile_flak"
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self.Primary.ProjVelocity = 1500
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self.IdleAnimation = CurTime() + self:SequenceDuration()
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end
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