e9da54c2f9
Too many changes to list.
101 lines
2.1 KiB
Lua
101 lines
2.1 KiB
Lua
SWEP.Base = "weapon_zs_base"
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SWEP.ViewModel = "models/weapons/c_grenade.mdl"
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SWEP.WorldModel = "models/weapons/w_grenade.mdl"
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SWEP.UseHands = true
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SWEP.AmmoIfHas = true
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SWEP.Primary.ClipSize = 1
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SWEP.Primary.Automatic = false
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SWEP.Primary.Ammo = "grenade"
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SWEP.Primary.Delay = 1.25
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SWEP.Primary.DefaultClip = 1
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SWEP.Primary.Sound = Sound("WeaponFrag.Throw")
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SWEP.Secondary.ClipSize = 1
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SWEP.Secondary.DefaultClip = 1
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SWEP.Secondary.Ammo = "dummy"
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SWEP.WalkSpeed = SPEED_FAST
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SWEP.AllowQualityWeapons = false
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function SWEP:Initialize()
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self:SetWeaponHoldType("grenade")
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GAMEMODE:DoChangeDeploySpeed(self)
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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:Precache()
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util.PrecacheSound("WeaponFrag.Throw")
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end
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function SWEP:CanPrimaryAttack()
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if self:GetOwner():IsHolding() or self:GetOwner():GetBarricadeGhosting() then return false end
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if self:GetPrimaryAmmoCount() <= 0 then
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self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
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return false
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end
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return self:GetNextPrimaryFire() <= CurTime()
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end
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function SWEP:PrimaryAttack(secondary)
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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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self:EmitSound(self.Primary.Sound)
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self:TakePrimaryAmmo(1)
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self:ShootBullets(secondary)
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self.NextDeploy = CurTime() + 1
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end
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function SWEP:SecondaryAttack()
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self:PrimaryAttack(true)
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end
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function SWEP:CanSecondaryAttack()
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return false
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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:Deploy()
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GAMEMODE:WeaponDeployed(self:GetOwner(), self)
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if self:GetPrimaryAmmoCount() <= 0 then
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self:SendWeaponAnim(ACT_VM_SECONDARYATTACK)
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end
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return true
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end
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function SWEP:Holster()
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self.NextDeploy = nil
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return true
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end
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function SWEP:Think()
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if self.NextDeploy and self.NextDeploy <= CurTime() then
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self.NextDeploy = nil
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if 0 < self:GetPrimaryAmmoCount() then
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self:SendWeaponAnim(ACT_VM_DRAW)
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else
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self:SendWeaponAnim(ACT_VM_SECONDARYATTACK)
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if SERVER then
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self:GetOwner():StripWeapon(self:GetClass())
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end
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end
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elseif SERVER and self:GetPrimaryAmmoCount() <= 0 then
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self:GetOwner():StripWeapon(self:GetClass())
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end
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end
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