e9da54c2f9
Too many changes to list.
107 lines
2.1 KiB
Lua
107 lines
2.1 KiB
Lua
AddCSLuaFile()
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SWEP.PrintName = "Drone Control"
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SWEP.Description = "Controller for your Drone."
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SWEP.Slot = 4
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SWEP.SlotPos = 0
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if CLIENT then
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SWEP.BobScale = 0.5
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SWEP.SwayScale = 0.5
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end
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SWEP.ViewModel = "models/weapons/c_slam.mdl"
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SWEP.WorldModel = "models/weapons/w_slam.mdl"
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SWEP.UseHands = true
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SWEP.Primary.Delay = 0
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SWEP.Primary.ClipSize = -1
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SWEP.Primary.DefaultClip = -1
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SWEP.Primary.Automatic = false
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SWEP.Primary.Ammo = "none"
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SWEP.Secondary.Delay = 0
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SWEP.Secondary.Heal = 10
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SWEP.Secondary.ClipSize = -1
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SWEP.Secondary.DefaultClip = -1
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SWEP.Secondary.Automatic = false
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SWEP.Secondary.Ammo = "none"
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SWEP.WalkSpeed = SPEED_FAST
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SWEP.NoMagazine = true
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SWEP.Undroppable = true
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SWEP.NoPickupNotification = true
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SWEP.HoldType = "slam"
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SWEP.NoDeploySpeedChange = true
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SWEP.NoTransfer = true
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SWEP.AutoSwitchFrom = false
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function SWEP:Initialize()
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self:SetWeaponHoldType(self.HoldType)
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self:SetDeploySpeed(10)
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end
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function SWEP:Think()
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if self.IdleAnimation and self.IdleAnimation <= CurTime() then
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self.IdleAnimation = nil
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self:SendWeaponAnim(ACT_VM_IDLE)
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end
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if SERVER then
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for _, ent in pairs(ents.FindByClass("prop_drone*")) do
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if ent:IsValid() and ent:GetObjectOwner() == self:GetOwner() then
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return
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end
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end
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self:GetOwner():StripWeapon(self:GetClass())
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end
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end
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function SWEP:GetResupplyAmmoType()
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local owner = self:GetOwner()
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if owner:IsValid() and owner.DroneControlAmmo then
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return owner.DroneControlAmmo
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end
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return "smg1"
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end
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function SWEP:PrimaryAttack()
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end
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function SWEP:SecondaryAttack()
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if IsFirstTimePredicted() then
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self:SetDTBool(0, not self:GetDTBool(0))
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if CLIENT then
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MySelf:EmitSound(self:GetDTBool(0) and "buttons/button17.wav" or "buttons/button19.wav", 0)
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end
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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:Deploy()
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gamemode.Call("WeaponDeployed", self:GetOwner(), self)
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self.IdleAnimation = CurTime() + self:SequenceDuration()
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return true
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end
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function SWEP:Holster()
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self:SetDTBool(0, false)
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return true
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end
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if not CLIENT then return end
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function SWEP:DrawWeaponSelection(x, y, w, h, alpha)
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self:BaseDrawWeaponSelection(x, y, w, h, alpha)
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end
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