zombiesurvival-evolved/gamemodes/zombiesurvival/entities/weapons/weapon_zs_scythe/shared.lua
William Moodhe e9da54c2f9 ZS updates for 2014-2018
Too many changes to list.
2018-05-01 18:32:59 -04:00

248 lines
6.4 KiB
Lua

SWEP.PrintName = "Great Scythe"
SWEP.Description = "A great scythe that can pierce and cut through multiple zombies. Has a 3 hit combo, the last hit deals extra damage."
SWEP.Base = "weapon_zs_basemelee"
SWEP.HoldType = "melee2"
SWEP.DamageType = DMG_CLUB
SWEP.ViewModel = "models/weapons/c_crowbar.mdl"
SWEP.WorldModel = "models/weapons/w_crowbar.mdl"
SWEP.UseHands = true
SWEP.MeleeDamage = 97.5
SWEP.MeleeRange = 75
SWEP.MeleeSize = 3.5
SWEP.MeleeKnockBack = 0
SWEP.Primary.Delay = 1.4
SWEP.WalkSpeed = SPEED_SLOWER
SWEP.SwingRotation = Angle(0, -120, -70)
SWEP.SwingOffset = Vector(0, 30, -40)
SWEP.SwingTime = 0.35
SWEP.SwingHoldType = "melee"
SWEP.Tier = 4
SWEP.MaxStock = 3
SWEP.AllowQualityWeapons = true
GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_FIRE_DELAY, -0.12)
function SWEP:PlaySwingSound()
self:EmitSound("weapons/iceaxe/iceaxe_swing1.wav", 75, math.random(55, 65))
end
function SWEP:PlayHitSound()
self:EmitSound("ambient/machines/slicer"..math.random(4)..".wav", 75, 90)
self:EmitSound("physics/metal/metal_computer_impact_hard2.wav", 65, 90, 0.5, CHAN_WEAPON + 1)
end
function SWEP:GetTracesNumPlayers(traces)
local numplayers = 0
local ent
for _, trace in pairs(traces) do
ent = trace.Entity
if ent and ent:IsValidPlayer() then
numplayers = numplayers + 1
end
end
return numplayers
end
function SWEP:GetDamage(numplayers, basedamage)
basedamage = basedamage or self.MeleeDamage
if numplayers then
return basedamage * math.Clamp(1.25 - numplayers * 0.25, 0.5, 1)
end
return basedamage
end
function SWEP:MeleeSwing()
local owner = self:GetOwner()
local combo = self:GetDTInt(10)
owner:DoAttackEvent()
self:SendWeaponAnim(self.MissAnim)
self.IdleAnimation = CurTime() + self:SequenceDuration()
local hit = false
local tr = owner:CompensatedPenetratingMeleeTrace(self.MeleeRange * (owner.MeleeRangeMul or 1), self.MeleeSize)
local damage = self:GetDamage(self:GetTracesNumPlayers(tr))
local ent
local damagemultiplier = owner:Team() == TEAM_HUMAN and owner.MeleeDamageMultiplier or 1 --(owner.BuffMuscular and owner:Team()==TEAM_HUMAN) and 1.2 or 1
if owner:IsSkillActive(SKILL_LASTSTAND) then
if owner:Health() <= owner:GetMaxHealth() * 0.25 then
damagemultiplier = damagemultiplier * 2
else
damagemultiplier = damagemultiplier * 0.85
end
end
if combo == 2 then
damagemultiplier = damagemultiplier * 1.35
end
for _, trace in ipairs(tr) do
if not trace.Hit then continue end
ent = trace.Entity
hit = true
local hitflesh = trace.MatType == MAT_FLESH or trace.MatType == MAT_BLOODYFLESH or trace.MatType == MAT_ANTLION or trace.MatType == MAT_ALIENFLESH
if hitflesh then
util.Decal(self.BloodDecal, trace.HitPos + trace.HitNormal, trace.HitPos - trace.HitNormal)
if SERVER then
self:ServerHitFleshEffects(ent, trace, damagemultiplier)
end
end
if ent and ent:IsValid() then
if SERVER then
self:ServerMeleeHitEntity(trace, ent, damagemultiplier)
end
self:MeleeHitEntity(trace, ent, damagemultiplier, damage)
if SERVER then
self:ServerMeleePostHitEntity(trace, ent, damagemultiplier)
end
if owner.GlassWeaponShouldBreak then break end
end
end
if hit then
self:PlayHitSound()
else
self:PlaySwingSound()
if owner.MeleePowerAttackMul and owner.MeleePowerAttackMul > 1 then
self:SetPowerCombo(0)
end
end
local armdelay = owner:GetMeleeSpeedMul()
self:SetNextPrimaryFire(CurTime() +
self.Primary.Delay * (combo < 2 and 0.36 or 1.25) * armdelay
)
self:SetDTInt(10, combo >= 2 and 0 or combo + 1)
end
function SWEP:MeleeHitEntity(tr, hitent, damagemultiplier, damage)
if not IsFirstTimePredicted() then return end
local owner = self:GetOwner()
if SERVER and hitent:IsPlayer() and owner:IsSkillActive(SKILL_GLASSWEAPONS) then
damagemultiplier = damagemultiplier * 3.5
owner.GlassWeaponShouldBreak = not owner.GlassWeaponShouldBreak
end
damage = damage * damagemultiplier
local dmginfo = DamageInfo()
dmginfo:SetDamagePosition(tr.HitPos)
dmginfo:SetAttacker(owner)
dmginfo:SetInflictor(self)
dmginfo:SetDamageType(self.DamageType)
dmginfo:SetDamage(damage)
dmginfo:SetDamageForce(math.min(self.MeleeDamage, 50) * 50 * owner:GetAimVector())
local vel
if hitent:IsPlayer() then
if owner.MeleePowerAttackMul and owner.MeleePowerAttackMul > 1 then
self:SetPowerCombo(self:GetPowerCombo() + 1)
damage = damage + damage * (owner.MeleePowerAttackMul - 1) * (self:GetPowerCombo()/4)
dmginfo:SetDamage(damage)
if self:GetPowerCombo() >= 4 then
self:SetPowerCombo(0)
if SERVER then
local pitch = math.Clamp(math.random(90, 110) + 15 * (1 - damage/45), 50 , 200)
owner:EmitSound("npc/strider/strider_skewer1.wav", 75, pitch)
end
end
end
hitent:MeleeViewPunch(damage)
if hitent:IsHeadcrab() then
damage = damage * 2
dmginfo:SetDamage(damage)
end
if SERVER then
hitent:SetLastHitGroup(tr.HitGroup)
if tr.HitGroup == HITGROUP_HEAD then
hitent:SetWasHitInHead()
end
if hitent:WouldDieFrom(damage, tr.HitPos) then
dmginfo:SetDamageForce(math.min(self.MeleeDamage, 50) * 400 * owner:GetAimVector())
end
end
vel = hitent:GetVelocity()
else
if owner.MeleePowerAttackMul and owner.MeleePowerAttackMul > 1 then
self:SetPowerCombo(0)
end
end
--if not hitent.LastHeld or CurTime() >= hitent.LastHeld + 0.1 then -- Don't allow people to shoot props out of their hands
if self.PointsMultiplier then
POINTSMULTIPLIER = self.PointsMultiplier
end
hitent:DispatchTraceAttack(dmginfo, tr, owner:GetAimVector())
if self.PointsMultiplier then
POINTSMULTIPLIER = nil
end
-- Invalidate the engine knockback vs. players
if vel then
hitent:SetLocalVelocity(vel)
end
--end
-- Perform our own knockback vs. players
if hitent:IsPlayer() then
local knockback = self.MeleeKnockBack * (owner.MeleeKnockbackMultiplier or 1)
if knockback > 0 then
hitent:ThrowFromPositionSetZ(tr.StartPos, knockback, nil, true)
end
if owner.MeleeLegDamageAdd and owner.MeleeLegDamageAdd > 0 then
hitent:AddLegDamage(owner.MeleeLegDamageAdd)
end
end
local effectdata = EffectData()
effectdata:SetOrigin(tr.HitPos)
effectdata:SetStart(tr.StartPos)
effectdata:SetNormal(tr.HitNormal)
util.Effect("RagdollImpact", effectdata)
if not tr.HitSky then
effectdata:SetSurfaceProp(tr.SurfaceProps)
effectdata:SetDamageType(self.DamageType)
effectdata:SetHitBox(tr.HitBox)
effectdata:SetEntity(hitent)
util.Effect("Impact", effectdata)
end
end