e9da54c2f9
Too many changes to list.
248 lines
6.4 KiB
Lua
248 lines
6.4 KiB
Lua
SWEP.PrintName = "Great Scythe"
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SWEP.Description = "A great scythe that can pierce and cut through multiple zombies. Has a 3 hit combo, the last hit deals extra damage."
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SWEP.Base = "weapon_zs_basemelee"
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SWEP.HoldType = "melee2"
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SWEP.DamageType = DMG_CLUB
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SWEP.ViewModel = "models/weapons/c_crowbar.mdl"
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SWEP.WorldModel = "models/weapons/w_crowbar.mdl"
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SWEP.UseHands = true
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SWEP.MeleeDamage = 97.5
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SWEP.MeleeRange = 75
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SWEP.MeleeSize = 3.5
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SWEP.MeleeKnockBack = 0
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SWEP.Primary.Delay = 1.4
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SWEP.WalkSpeed = SPEED_SLOWER
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SWEP.SwingRotation = Angle(0, -120, -70)
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SWEP.SwingOffset = Vector(0, 30, -40)
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SWEP.SwingTime = 0.35
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SWEP.SwingHoldType = "melee"
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SWEP.Tier = 4
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SWEP.MaxStock = 3
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SWEP.AllowQualityWeapons = true
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GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_FIRE_DELAY, -0.12)
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function SWEP:PlaySwingSound()
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self:EmitSound("weapons/iceaxe/iceaxe_swing1.wav", 75, math.random(55, 65))
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end
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function SWEP:PlayHitSound()
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self:EmitSound("ambient/machines/slicer"..math.random(4)..".wav", 75, 90)
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self:EmitSound("physics/metal/metal_computer_impact_hard2.wav", 65, 90, 0.5, CHAN_WEAPON + 1)
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end
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function SWEP:GetTracesNumPlayers(traces)
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local numplayers = 0
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local ent
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for _, trace in pairs(traces) do
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ent = trace.Entity
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if ent and ent:IsValidPlayer() then
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numplayers = numplayers + 1
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end
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end
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return numplayers
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end
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function SWEP:GetDamage(numplayers, basedamage)
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basedamage = basedamage or self.MeleeDamage
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if numplayers then
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return basedamage * math.Clamp(1.25 - numplayers * 0.25, 0.5, 1)
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end
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return basedamage
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end
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function SWEP:MeleeSwing()
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local owner = self:GetOwner()
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local combo = self:GetDTInt(10)
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owner:DoAttackEvent()
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self:SendWeaponAnim(self.MissAnim)
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self.IdleAnimation = CurTime() + self:SequenceDuration()
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local hit = false
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local tr = owner:CompensatedPenetratingMeleeTrace(self.MeleeRange * (owner.MeleeRangeMul or 1), self.MeleeSize)
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local damage = self:GetDamage(self:GetTracesNumPlayers(tr))
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local ent
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local damagemultiplier = owner:Team() == TEAM_HUMAN and owner.MeleeDamageMultiplier or 1 --(owner.BuffMuscular and owner:Team()==TEAM_HUMAN) and 1.2 or 1
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if owner:IsSkillActive(SKILL_LASTSTAND) then
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if owner:Health() <= owner:GetMaxHealth() * 0.25 then
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damagemultiplier = damagemultiplier * 2
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else
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damagemultiplier = damagemultiplier * 0.85
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end
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end
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if combo == 2 then
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damagemultiplier = damagemultiplier * 1.35
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end
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for _, trace in ipairs(tr) do
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if not trace.Hit then continue end
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ent = trace.Entity
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hit = true
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local hitflesh = trace.MatType == MAT_FLESH or trace.MatType == MAT_BLOODYFLESH or trace.MatType == MAT_ANTLION or trace.MatType == MAT_ALIENFLESH
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if hitflesh then
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util.Decal(self.BloodDecal, trace.HitPos + trace.HitNormal, trace.HitPos - trace.HitNormal)
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if SERVER then
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self:ServerHitFleshEffects(ent, trace, damagemultiplier)
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end
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end
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if ent and ent:IsValid() then
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if SERVER then
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self:ServerMeleeHitEntity(trace, ent, damagemultiplier)
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end
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self:MeleeHitEntity(trace, ent, damagemultiplier, damage)
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if SERVER then
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self:ServerMeleePostHitEntity(trace, ent, damagemultiplier)
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end
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if owner.GlassWeaponShouldBreak then break end
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end
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end
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if hit then
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self:PlayHitSound()
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else
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self:PlaySwingSound()
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if owner.MeleePowerAttackMul and owner.MeleePowerAttackMul > 1 then
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self:SetPowerCombo(0)
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end
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end
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local armdelay = owner:GetMeleeSpeedMul()
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self:SetNextPrimaryFire(CurTime() +
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self.Primary.Delay * (combo < 2 and 0.36 or 1.25) * armdelay
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)
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self:SetDTInt(10, combo >= 2 and 0 or combo + 1)
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end
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function SWEP:MeleeHitEntity(tr, hitent, damagemultiplier, damage)
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if not IsFirstTimePredicted() then return end
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local owner = self:GetOwner()
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if SERVER and hitent:IsPlayer() and owner:IsSkillActive(SKILL_GLASSWEAPONS) then
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damagemultiplier = damagemultiplier * 3.5
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owner.GlassWeaponShouldBreak = not owner.GlassWeaponShouldBreak
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end
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damage = damage * damagemultiplier
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local dmginfo = DamageInfo()
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dmginfo:SetDamagePosition(tr.HitPos)
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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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dmginfo:SetDamage(damage)
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dmginfo:SetDamageForce(math.min(self.MeleeDamage, 50) * 50 * owner:GetAimVector())
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local vel
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if hitent:IsPlayer() then
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if owner.MeleePowerAttackMul and owner.MeleePowerAttackMul > 1 then
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self:SetPowerCombo(self:GetPowerCombo() + 1)
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damage = damage + damage * (owner.MeleePowerAttackMul - 1) * (self:GetPowerCombo()/4)
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dmginfo:SetDamage(damage)
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if self:GetPowerCombo() >= 4 then
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self:SetPowerCombo(0)
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if SERVER then
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local pitch = math.Clamp(math.random(90, 110) + 15 * (1 - damage/45), 50 , 200)
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owner:EmitSound("npc/strider/strider_skewer1.wav", 75, pitch)
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end
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end
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end
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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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if SERVER then
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hitent:SetLastHitGroup(tr.HitGroup)
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if tr.HitGroup == HITGROUP_HEAD then
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hitent:SetWasHitInHead()
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end
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if hitent:WouldDieFrom(damage, tr.HitPos) 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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vel = hitent:GetVelocity()
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else
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if owner.MeleePowerAttackMul and owner.MeleePowerAttackMul > 1 then
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self:SetPowerCombo(0)
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end
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end
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--if not hitent.LastHeld or CurTime() >= hitent.LastHeld + 0.1 then -- Don't allow people to shoot props out of their hands
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if self.PointsMultiplier then
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POINTSMULTIPLIER = self.PointsMultiplier
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end
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hitent:DispatchTraceAttack(dmginfo, tr, owner:GetAimVector())
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if self.PointsMultiplier then
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POINTSMULTIPLIER = nil
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end
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-- Invalidate the engine knockback vs. players
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if vel then
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hitent:SetLocalVelocity(vel)
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end
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--end
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-- Perform our own knockback vs. players
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if hitent:IsPlayer() then
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local knockback = self.MeleeKnockBack * (owner.MeleeKnockbackMultiplier or 1)
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if knockback > 0 then
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hitent:ThrowFromPositionSetZ(tr.StartPos, knockback, nil, true)
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end
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if owner.MeleeLegDamageAdd and owner.MeleeLegDamageAdd > 0 then
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hitent:AddLegDamage(owner.MeleeLegDamageAdd)
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end
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end
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local effectdata = EffectData()
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effectdata:SetOrigin(tr.HitPos)
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effectdata:SetStart(tr.StartPos)
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effectdata:SetNormal(tr.HitNormal)
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util.Effect("RagdollImpact", effectdata)
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if not tr.HitSky then
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effectdata:SetSurfaceProp(tr.SurfaceProps)
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effectdata:SetDamageType(self.DamageType)
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effectdata:SetHitBox(tr.HitBox)
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effectdata:SetEntity(hitent)
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util.Effect("Impact", effectdata)
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end
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end
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