e9da54c2f9
Too many changes to list.
167 lines
4.5 KiB
Lua
167 lines
4.5 KiB
Lua
SWEP.PrintName = "'Hephaestus' Tau Cannon"
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SWEP.Description = "Also known as the Gauss Gun. Launches tau projectiles at incredibly high speeds."
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SWEP.Base = "weapon_zs_base"
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SWEP.HoldType = "ar2"
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SWEP.ViewModel = "models/weapons/c_shotgun.mdl"
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SWEP.WorldModel = "models/weapons/w_physics.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.Primary.Sound = Sound("weapons/gauss/fire1.wav")
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SWEP.Primary.Damage = 26.5
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SWEP.Primary.NumShots = 1
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SWEP.Primary.Delay = 0.2
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SWEP.Primary.ClipSize = 30
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SWEP.Primary.Automatic = true
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SWEP.Primary.Ammo = "pulse"
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SWEP.Primary.DefaultClip = 30
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SWEP.ConeMax = 3
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SWEP.ConeMin = 1.5
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SWEP.HeadshotMulti = 1.5
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SWEP.ChargeDelay = 0.12
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SWEP.Tier = 5
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GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_FIRE_DELAY, -0.01)
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GAMEMODE:AddNewRemantleBranch(SWEP, 1, "'Prometheus' Tau Cannon", "Bounces at low angles, three weaker shots, charges faster, increased fire delay", function(wept)
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wept.Primary.Delay = wept.Primary.Delay * 1.4
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wept.Primary.Damage = wept.Primary.Damage * 1.2/3
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wept.Primary.NumShots = 3
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wept.ChargeDelay = 0.08
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local function DoRicochet(attacker, hitpos, hitnormal, normal, damage)
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attacker.RicochetBullet = true
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if attacker:IsValid() then
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attacker:FireBulletsLua(hitpos, 2 * hitnormal * hitnormal:Dot(normal * -1) + normal, 0, 1, damage, nil, nil, "tracer_heph_alt", nil, nil, nil, nil, nil, attacker:GetActiveWeapon())
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end
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attacker.RicochetBullet = nil
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end
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wept.BulletCallback = function(attacker, tr, dmginfo)
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if SERVER and tr.HitWorld and not tr.HitSky and tr.HitNormal:Dot(tr.Normal) > -0.2 then
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local hitpos, hitnormal, normal, dmg = tr.HitPos, tr.HitNormal, tr.Normal, dmginfo:GetDamage() * 1.2
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timer.Simple(0, function() DoRicochet(attacker, hitpos, hitnormal, normal, dmg) end)
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end
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return {impact = false}
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end
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end)
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SWEP.WalkSpeed = SPEED_SLOW
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SWEP.FireAnimSpeed = 1
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SWEP.TracerName = "tracer_heph"
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function SWEP:TakeAmmo()
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self:TakeCombinedPrimaryAmmo(1)
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if CLIENT then
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self.LastVel = 7
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end
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end
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function SWEP:Reload()
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end
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function SWEP:Initialize()
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self.BaseClass.Initialize(self)
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self.ChargeSound = CreateSound(self, "weapons/gauss/chargeloop.wav")
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end
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function SWEP:CanPrimaryAttack()
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if self:GetPrimaryAmmoCount() <= 0 then
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return false
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end
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if self:GetCharging() or self:GetOwner():IsHolding() or self:GetOwner():GetBarricadeGhosting() then return false end
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return self:GetNextPrimaryFire() <= CurTime()
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end
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function SWEP:SecondaryAttack()
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if not self:CanPrimaryAttack() or self:GetCharging() then return end
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self:SetNextPrimaryFire(CurTime() + self:GetFireDelay())
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self:SetLastChargeTime(CurTime())
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self:TakeAmmo()
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self:SetCharging(true)
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end
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function SWEP.BulletCallback(attacker, tr, dmginfo)
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return {impact = false}
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end
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function SWEP:CheckCharge()
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if self:GetCharging() then
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local owner = self:GetOwner()
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if not owner:KeyDown(IN_ATTACK2) then
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self:EmitFireSound()
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self.FireAnimSpeed = 0.3
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self:ShootBullets(self.Primary.Damage * self:GetGunCharge(), self.Primary.NumShots, self:GetCone())
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self.IdleAnimation = CurTime() + self:SequenceDuration()
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self.FireAnimSpeed = 1
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owner:SetGroundEntity(NULL)
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owner:SetVelocity(-34 * self:GetGunCharge() * owner:GetAimVector())
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self:SetNextPrimaryFire(CurTime() + self:GetFireDelay() * 4)
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self:SetCharging(false)
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self:SetLastChargeTime(CurTime())
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self:SetGunCharge(0)
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elseif self:GetGunCharge() < 13 and self:GetPrimaryAmmoCount() ~= 0 and self:GetLastChargeTime() + self.ChargeDelay < CurTime() then
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self:SetGunCharge(self:GetGunCharge() + 1)
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self:SetLastChargeTime(CurTime())
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self:TakeAmmo()
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end
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self.ChargeSound:PlayEx(1, math.min(255, 47 + self:GetGunCharge() * 16))
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else
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self.ChargeSound:Stop()
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end
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end
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function SWEP:SetLastChargeTime(lct)
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self:SetDTFloat(8, lct)
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end
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function SWEP:GetLastChargeTime()
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return self:GetDTFloat(8)
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end
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function SWEP:SetGunCharge(charge)
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self:SetDTInt(1, charge)
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end
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function SWEP:GetGunCharge(charge)
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return self:GetDTInt(1)
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end
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function SWEP:SetCharging(charge)
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self:SetDTBool(1, charge)
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end
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function SWEP:GetCharging()
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return self:GetDTBool(1)
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end
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function SWEP:EmitFireSound()
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local deduct = self:GetCharging() and 100 - self:GetGunCharge() or 100
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local owner = self:GetOwner()
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self:EmitSound("weapons/gauss/fire1.wav", 75, deduct, 0.9)
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timer.Simple(0.2, function()
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if self:IsValid() and owner:IsValid() and not owner:KeyDown(IN_ATTACK) then
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self:EmitSound("weapons/zs_heph/electro"..math.random(4,6)..".wav", 75, deduct, 0.75, CHAN_WEAPON + 20)
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end
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end)
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end
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