zombiesurvival-evolved/gamemodes/zombiesurvival/entities/weapons/weapon_zs_fists.lua
Ben Clark 29a42549f1 fixed being able to pickup pistol ammo anytime
Gave fists an ammo type so that the check made GAMEMODE.weaponrequiredforammo can function as intended.
2014-11-11 01:09:01 +00:00

234 lines
5.4 KiB
Lua

AddCSLuaFile()
SWEP.PrintName = "Fists"
SWEP.WalkSpeed = SPEED_NORMAL
SWEP.IsMelee = true
SWEP.UseHands = true
SWEP.ViewModel = "models/weapons/c_arms_citizen.mdl"
SWEP.WorldModel = ""
SWEP.Damage = 5
SWEP.UppercutDamageMultiplier = 3
SWEP.HitDistance = 40
SWEP.ViewModelFOV = 52
SWEP.AutoSwitchFrom = true
SWEP.NoMagazine = true
SWEP.Undroppable = true
SWEP.NoPickupNotification = true
SWEP.Primary.Ammo = "none"
SWEP.Secondary.Ammo = "none"
local SwingSound = Sound( "weapons/slam/throw.wav" )
local HitSound = Sound( "Flesh.ImpactHard" )
function SWEP:Initialize()
--self:SetHoldType("normal")
self:SetHoldType("fist")
end
function SWEP:PreDrawViewModel(vm, wep, pl)
vm:SetMaterial("engine/occlusionproxy")
end
function SWEP:SetupDataTables()
self:NetworkVar("Float", 0, "NextMeleeAttack")
self:NetworkVar("Float", 1, "NextIdle")
self:NetworkVar("Float", 2, "NextIdleHoldType")
self:NetworkVar("Int", 2, "Combo")
end
function SWEP:UpdateNextIdle()
local vm = self.Owner:GetViewModel()
self:SetNextIdle( CurTime() + vm:SequenceDuration() )
end
function SWEP:PrimaryAttack(right)
--self:SetHoldType("fist")
self:SetNextIdleHoldType(CurTime() + 2)
self.Owner:SetAnimation(PLAYER_ATTACK1)
self.WalkSpeed = 165
self.Owner:ResetSpeed()
local anim = "fists_left"
if ( right ) then anim = "fists_right" end
if ( self:GetCombo() >= 2 ) then
anim = "fists_uppercut"
end
local vm = self.Owner:GetViewModel()
vm:SendViewModelMatchingSequence( vm:LookupSequence( anim ) )
self:EmitSound( SwingSound )
self:UpdateNextIdle()
self:SetNextMeleeAttack( CurTime() + 0.2 )
self:SetNextPrimaryFire( CurTime() + 0.9 )
self:SetNextSecondaryFire( CurTime() + 0.9 )
end
function SWEP:SecondaryAttack()
self:PrimaryAttack( true )
end
function SWEP:DealDamage()
local owner = self.Owner
local shootpos = owner:GetShootPos()
local aimvector = owner:GetAimVector()
local anim = self:GetSequenceName(owner:GetViewModel():GetSequence())
local filter = owner:GetMeleeFilter()
owner:LagCompensation( true )
local tr = util.TraceLine( {
start = shootpos,
endpos = shootpos + aimvector * self.HitDistance,
filter = filter
} )
if not IsValid( tr.Entity ) then
tr = util.TraceHull( {
start = shootpos,
endpos = shootpos + aimvector * self.HitDistance,
filter = filter,
mins = Vector( -3, -3, -3 ),
maxs = Vector( 3, 3, 3 )
} )
end
local hitent = tr.Entity
-- We need the second part for single player because SWEP:Think is ran shared in SP.
if tr.Hit and not ( game.SinglePlayer() and CLIENT ) then
self:EmitSound( HitSound )
end
local hit = false
local hitplayer = false
if SERVER and IsValid( hitent ) then
hitplayer = hitent:IsNPC() or hitent:IsPlayer()
local dmginfo = DamageInfo()
dmginfo:SetAttacker(IsValid(owner) and owner or self)
dmginfo:SetInflictor(self)
dmginfo:SetDamageType(DMG_CLUB)
dmginfo:SetDamagePosition(tr.HitPos)
if anim == "fists_uppercut" then
dmginfo:SetDamage(self.Damage * self.UppercutDamageMultiplier)
else
dmginfo:SetDamage(self.Damage)
end
if hitent:IsPlayer() and hitent:WouldDieFrom(dmginfo:GetDamage(), dmginfo:GetDamagePosition()) then
if anim == "fists_left" then
dmginfo:SetDamageForce(owner:GetRight() * 4912 + owner:GetForward() * 9998)
elseif anim == "fists_right" then
dmginfo:SetDamageForce(owner:GetRight() * -4912 + owner:GetForward() * 9989)
elseif anim == "fists_uppercut" then
dmginfo:SetDamageForce(owner:GetUp() * 5158 + owner:GetForward() * 10012)
end
end
hitent:TakeDamageInfo( dmginfo )
hit = true
end
if SERVER and IsValid( hitent ) and hitent:GetMoveType() == MOVETYPE_VPHYSICS then
local phys = hitent:GetPhysicsObject()
if IsValid( phys ) then
phys:ApplyForceOffset( aimvector * 2000, tr.HitPos )
hitent:SetPhysicsAttacker(owner)
end
end
if SERVER then
if hitplayer and anim ~= "fists_uppercut" then
self:SetCombo( self:GetCombo() + 1 )
else
self:SetCombo( 0 )
end
end
owner:LagCompensation(false)
end
function SWEP:OnRemove()
if CLIENT and self.Owner:IsValid() and self.Owner:IsPlayer() then
local vm = self.Owner:GetViewModel()
if IsValid(vm) then vm:SetMaterial("") end
end
end
function SWEP:Holster(wep)
if CurTime() >= self:GetNextPrimaryFire() then
self:OnRemove()
return true
end
return false
end
function SWEP:Deploy()
local vm = self.Owner:GetViewModel()
vm:SendViewModelMatchingSequence(vm:LookupSequence("fists_draw"))
self:UpdateNextIdle()
if SERVER then
self:SetCombo(0)
end
return true
end
function SWEP:Think()
local vm = self.Owner:GetViewModel()
local curtime = CurTime()
local idletime = self:GetNextIdle()
local idle_holdtype_time = self:GetNextIdleHoldType()
if idle_holdtype_time > 0 and curtime >= idle_holdtype_time then
--self:SetHoldType("normal")
self:SetNextIdleHoldType(0)
self.WalkSpeed = SPEED_NORMAL
self.Owner:ResetSpeed()
end
if idletime > 0 and curtime >= idletime then
vm:SendViewModelMatchingSequence( vm:LookupSequence("fists_idle_0"..math.random(2)))
self:UpdateNextIdle()
end
local meleetime = self:GetNextMeleeAttack()
if meleetime > 0 and curtime >= meleetime then
self:DealDamage()
self:SetNextMeleeAttack( 0 )
end
if SERVER and curtime >= self:GetNextPrimaryFire() + 0.1 then
self:SetCombo( 0 )
end
end
if not CLIENT then return end
function SWEP:DrawWeaponSelection(...)
return self:BaseDrawWeaponSelection(...)
end
function SWEP:GetViewModelPosition(pos, ang)
pos = pos - ang:Up() * 3
return pos, ang
end