e9da54c2f9
Too many changes to list.
106 lines
2.4 KiB
Lua
106 lines
2.4 KiB
Lua
SWEP.PrintName = "'Avelyn' Multi Crossbow"
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SWEP.Description = "A triple loaded crossbow. Slow to reload, but very high burst damage."
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SWEP.Base = "weapon_zs_baseproj"
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DEFINE_BASECLASS("weapon_zs_baseproj")
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SWEP.HoldType = "shotgun"
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SWEP.ViewModel = "models/weapons/cstrike/c_pist_glock18.mdl"
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SWEP.WorldModel = "models/weapons/w_pistol.mdl"
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SWEP.ShowViewModel = false
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SWEP.ShowWorldModel = false
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SWEP.UseHands = true
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SWEP.CSMuzzleFlashes = false
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SWEP.Primary.Sound = Sound("weapons/crossbow/fire1.wav")
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SWEP.Primary.ClipSize = 3
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SWEP.Primary.Automatic = true
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SWEP.Primary.Ammo = "XBowBolt"
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SWEP.Primary.Delay = 0.75
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SWEP.Primary.DefaultClip = 15
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SWEP.Primary.Damage = 74
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SWEP.Primary.BurstShots = 3
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SWEP.ConeMax = 2.25
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SWEP.ConeMin = 2
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SWEP.Recoil = 1
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SWEP.ReloadSpeed = 0.4
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SWEP.WalkSpeed = SPEED_SLOW
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SWEP.Tier = 4
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GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_RELOAD_SPEED, 0.04)
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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:EmitFireSound()
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self:SetNextShot(CurTime())
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self:SetShotsLeft(self.Primary.BurstShots)
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self.IdleAnimation = CurTime() + self:SequenceDuration()
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end
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function SWEP:Think()
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BaseClass.Think(self)
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local shotsleft = self:GetShotsLeft()
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if shotsleft > 0 and CurTime() >= self:GetNextShot() then
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self:SetShotsLeft(shotsleft - 1)
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self:SetNextShot(CurTime() + self:GetFireDelay()/6)
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if self:Clip1() > 0 and self:GetReloadFinish() == 0 then
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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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else
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self:SetShotsLeft(0)
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end
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end
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end
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function SWEP:SetNextShot(nextshot)
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self:SetDTFloat(5, nextshot)
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end
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function SWEP:GetNextShot()
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return self:GetDTFloat(5)
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end
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function SWEP:SetShotsLeft(shotsleft)
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self:SetDTInt(1, shotsleft)
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end
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function SWEP:GetShotsLeft()
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return self:GetDTInt(1)
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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:EmitReloadSound()
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if IsFirstTimePredicted() then
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self:EmitSound("weapons/crossbow/reload1.wav", 70, 110)
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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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end
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end
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function SWEP:EmitFireSound()
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self:EmitSound("weapons/crossbow/fire1.wav", 70, 120, 0.7)
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self:EmitSound("weapons/crossbow/bolt_skewer1.wav", 70, 193, 0.7, CHAN_AUTO)
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end
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