0bbff7e4dd
Added fists. Fixed insane knockback on melee. Ragdolls on zombies now knocked back by melee/stone deaths.
333 lines
8.7 KiB
Lua
333 lines
8.7 KiB
Lua
if SERVER then
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AddCSLuaFile("shared.lua")
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AddCSLuaFile("cl_init.lua")
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AddCSLuaFile("animations.lua")
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end
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SWEP.ViewModel = "models/weapons/v_axe/v_axe.mdl"
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SWEP.WorldModel = "models/weapons/w_axe.mdl"
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SWEP.Primary.ClipSize = -1
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SWEP.Primary.DefaultClip = -1
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SWEP.Primary.Automatic = true
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SWEP.Primary.Ammo = "none"
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SWEP.Primary.Delay = 1
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SWEP.MeleeDamage = 30
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SWEP.MeleeRange = 65
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SWEP.MeleeSize = 1.5
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SWEP.MeleeKnockBack = 0
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SWEP.Secondary.ClipSize = -1
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SWEP.Secondary.DefaultClip = -1
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SWEP.Secondary.Automatic = true
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SWEP.Secondary.Ammo = "none"
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SWEP.WalkSpeed = SPEED_FAST
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SWEP.IsMelee = true
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SWEP.HoldType = "melee"
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SWEP.SwingHoldType = "grenade"
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SWEP.DamageType = DMG_SLASH
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SWEP.BloodDecal = "Blood"
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SWEP.HitDecal = "Impact.Concrete"
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SWEP.HitAnim = ACT_VM_HITCENTER
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SWEP.MissAnim = ACT_VM_MISSCENTER
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SWEP.SwingTime = 0
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SWEP.SwingRotation = Angle(0, 0, 0)
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SWEP.SwingOffset = Vector(0, 0, 0)
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function SWEP:Initialize()
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self:SetDeploySpeed(1.1)
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self:SetWeaponHoldType(self.HoldType)
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self:SetWeaponSwingHoldType(self.SwingHoldType)
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if CLIENT then
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self:Anim_Initialize()
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end
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end
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function SWEP:SetWeaponSwingHoldType(t)
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local old = self.ActivityTranslate
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self:SetWeaponHoldType(t)
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local new = self.ActivityTranslate
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self.ActivityTranslate = old
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self.ActivityTranslateSwing = new
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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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return true
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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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if self:IsSwinging() and self:GetSwingEnd() <= CurTime() then
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self:StopSwinging()
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self:MeleeSwing()
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end
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--[[if CLIENT then
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self:Anim_Think()
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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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return false
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end
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function SWEP:CanPrimaryAttack()
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if self.Owner:IsHolding() or self.Owner:GetBarricadeGhosting() then return false end
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return self:GetNextPrimaryFire() <= CurTime() and not self:IsSwinging()
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end
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function SWEP:PlaySwingSound()
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self:EmitSound("weapons/iceaxe/iceaxe_swing1.wav")
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end
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function SWEP:PlayStartSwingSound()
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end
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function SWEP:PlayHitSound()
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self:EmitSound("weapons/melee/golf club/golf_hit-0"..math.random(4)..".ogg")
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end
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function SWEP:PlayHitFleshSound()
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self:EmitSound("physics/body/body_medium_break"..math.random(2, 4)..".wav")
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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.Primary.Delay)
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if self.SwingTime == 0 then
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self:MeleeSwing()
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else
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self:StartSwinging()
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end
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end
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function SWEP:Holster()
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if CurTime() >= self:GetSwingEnd() then
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if CLIENT then
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self:Anim_Holster()
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end
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return true
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end
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return false
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end
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function SWEP:StartSwinging()
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if self.StartSwingAnimation then
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self:SendWeaponAnim(self.StartSwingAnimation)
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self.IdleAnimation = CurTime() + self:SequenceDuration()
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end
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self:PlayStartSwingSound()
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self:SetSwingEnd(CurTime() + self.SwingTime)
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end
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function SWEP:MeleeSwing()
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local owner = self.Owner
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owner:DoAttackEvent()
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local filter = owner:GetMeleeFilter()
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owner:LagCompensation(true)
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local tr = owner:MeleeTrace(self.MeleeRange, self.MeleeSize, filter)
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if tr.Hit then
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local damagemultiplier = owner.BuffMuscular and 1.2 or 1
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local damage = self.MeleeDamage * damagemultiplier
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local hitent = tr.Entity
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local hitflesh = tr.MatType == MAT_FLESH or tr.MatType == MAT_BLOODYFLESH or tr.MatType == MAT_ANTLION or tr.MatType == MAT_ALIENFLESH
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if self.HitAnim then
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self:SendWeaponAnim(self.HitAnim)
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end
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self.IdleAnimation = CurTime() + self:SequenceDuration()
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if hitflesh then
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util.Decal(self.BloodDecal, tr.HitPos + tr.HitNormal, tr.HitPos - tr.HitNormal)
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self:PlayHitFleshSound()
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if SERVER and not (hitent:IsValid() and hitent:IsPlayer() and hitent:Team() == owner:Team()) then
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util.Blood(tr.HitPos, math.Rand(damage * 0.25, damage * 0.6), (tr.HitPos - owner:GetShootPos()):GetNormalized(), math.Rand(damage * 6, damage * 12), true)
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end
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if not self.NoHitSoundFlesh then
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self:PlayHitSound()
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end
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else
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util.Decal(self.HitDecal, tr.HitPos + tr.HitNormal, tr.HitPos - tr.HitNormal)
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self:PlayHitSound()
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end
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if self.OnMeleeHit and self:OnMeleeHit(hitent, hitflesh, tr) then
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owner:LagCompensation(false)
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return
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end
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if SERVER and hitent:IsValid() then
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damage = self.MeleeDamage * damagemultiplier
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if hitent:GetClass() == "func_breakable_surf" then
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hitent:Fire("break", "", 0.01) -- Delayed because no way to do prediction.
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else
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local dmginfo = DamageInfo()
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dmginfo:SetDamagePosition(tr.HitPos)
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dmginfo:SetDamage(damage)
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dmginfo:SetAttacker(owner)
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dmginfo:SetInflictor(self)
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dmginfo:SetDamageType(self.DamageType)
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if hitent:IsPlayer() then
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hitent:MeleeViewPunch(damage)
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if hitent:IsHeadcrab() then
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damage = damage * 2
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dmginfo:SetDamage(damage)
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end
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gamemode.Call("ScalePlayerDamage", hitent, tr.HitGroup, dmginfo)
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if self.MeleeKnockBack > 0 then
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hitent:ThrowFromPositionSetZ(tr.HitPos, self.MeleeKnockBack, nil, true)
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end
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if hitent:IsPlayer() and hitent:WouldDieFrom(damage, dmginfo:GetDamagePosition()) then
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dmginfo:SetDamageForce(math.min(self.MeleeDamage, 50) * 400 * owner:GetAimVector())
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end
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end
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if hitent:IsPlayer() then
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hitent:TakeDamageInfo(dmginfo)
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else
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-- Again, no way to do prediction.
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timer.Simple(0, function()
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if hitent:IsValid() then
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-- Workaround for propbroken not calling.
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local h = hitent:Health()
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hitent:TakeDamageInfo(dmginfo)
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if hitent:Health() <= 0 and h ~= hitent:Health() then
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gamemode.Call("PropBroken", hitent, owner)
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end
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local phys = hitent:GetPhysicsObject()
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if hitent:GetMoveType() == MOVETYPE_VPHYSICS and phys:IsValid() and phys:IsMoveable() then
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hitent: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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end
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if self.PostOnMeleeHit then self:PostOnMeleeHit(hitent, hitflesh, tr) end
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else
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if self.MissAnim then
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self:SendWeaponAnim(self.MissAnim)
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end
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self.IdleAnimation = CurTime() + self:SequenceDuration()
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self:PlaySwingSound()
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if self.PostOnMeleeMiss then self:PostOnMeleeMiss(tr) end
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end
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owner:LagCompensation(false)
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end
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function SWEP:StopSwinging()
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self:SetSwingEnd(0)
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end
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function SWEP:IsSwinging()
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return self:GetSwingEnd() > 0
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end
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function SWEP:SetSwingEnd(swingend)
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self:SetDTFloat(0, swingend)
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end
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function SWEP:GetSwingEnd()
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return self:GetDTFloat(0)
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end
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local ActIndex = {
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[ "pistol" ] = ACT_HL2MP_IDLE_PISTOL,
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[ "smg" ] = ACT_HL2MP_IDLE_SMG1,
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[ "grenade" ] = ACT_HL2MP_IDLE_GRENADE,
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[ "ar2" ] = ACT_HL2MP_IDLE_AR2,
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[ "shotgun" ] = ACT_HL2MP_IDLE_SHOTGUN,
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[ "rpg" ] = ACT_HL2MP_IDLE_RPG,
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[ "physgun" ] = ACT_HL2MP_IDLE_PHYSGUN,
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[ "crossbow" ] = ACT_HL2MP_IDLE_CROSSBOW,
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[ "melee" ] = ACT_HL2MP_IDLE_MELEE,
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[ "slam" ] = ACT_HL2MP_IDLE_SLAM,
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[ "normal" ] = ACT_HL2MP_IDLE,
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[ "fist" ] = ACT_HL2MP_IDLE_FIST,
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[ "melee2" ] = ACT_HL2MP_IDLE_MELEE2,
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[ "passive" ] = ACT_HL2MP_IDLE_PASSIVE,
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[ "knife" ] = ACT_HL2MP_IDLE_KNIFE,
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[ "duel" ] = ACT_HL2MP_IDLE_DUEL
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}
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function SWEP:SetWeaponHoldType( t )
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t = string.lower( t )
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local index = ActIndex[ t ]
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if ( index == nil ) then
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Msg( "SWEP:SetWeaponHoldType - ActIndex[ \""..t.."\" ] isn't set! (defaulting to normal)\n" )
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t = "normal"
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index = ActIndex[ t ]
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end
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self.ActivityTranslate = {}
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self.ActivityTranslate [ ACT_MP_STAND_IDLE ] = index
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self.ActivityTranslate [ ACT_MP_WALK ] = index+1
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self.ActivityTranslate [ ACT_MP_RUN ] = index+2
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self.ActivityTranslate [ ACT_MP_CROUCH_IDLE ] = index+3
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self.ActivityTranslate [ ACT_MP_CROUCHWALK ] = index+4
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self.ActivityTranslate [ ACT_MP_ATTACK_STAND_PRIMARYFIRE ] = index+5
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self.ActivityTranslate [ ACT_MP_ATTACK_CROUCH_PRIMARYFIRE ] = index+5
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self.ActivityTranslate [ ACT_MP_RELOAD_STAND ] = index+6
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self.ActivityTranslate [ ACT_MP_RELOAD_CROUCH ] = index+6
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self.ActivityTranslate [ ACT_MP_JUMP ] = index+7
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self.ActivityTranslate [ ACT_RANGE_ATTACK1 ] = index+8
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self.ActivityTranslate [ ACT_MP_SWIM_IDLE ] = index+8
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self.ActivityTranslate [ ACT_MP_SWIM ] = index+9
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-- "normal" jump animation doesn't exist
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if t == "normal" then
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self.ActivityTranslate [ ACT_MP_JUMP ] = ACT_HL2MP_JUMP_SLAM
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end
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-- these two aren't defined in ACTs for whatever reason
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if t == "knife" || t == "melee2" then
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self.ActivityTranslate [ ACT_MP_CROUCH_IDLE ] = nil
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end
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end
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SWEP:SetWeaponHoldType("pistol")
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function SWEP:TranslateActivity( act )
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if self:GetSwingEnd() ~= 0 and self.ActivityTranslateSwing[act] then
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return self.ActivityTranslateSwing[act] or -1
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end
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return self.ActivityTranslate and self.ActivityTranslate[act] or -1
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end
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