e9da54c2f9
Too many changes to list.
104 lines
2.8 KiB
Lua
104 lines
2.8 KiB
Lua
AddCSLuaFile()
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SWEP.PrintName = "Ghoul"
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SWEP.Base = "weapon_zs_zombie"
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SWEP.MeleeDamage = 23
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SWEP.MeleeForceScale = 0.5
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SWEP.SlowDownScale = 0.25
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SWEP.EnfeebleDurationMul = 10 / SWEP.MeleeDamage
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--[[SWEP.MeleeForceScale = 0.1
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SWEP.SlowDownScale = 2.25
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SWEP.SlowDownImmunityTime = 2]]
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function SWEP:ApplyMeleeDamage(ent, trace, damage)
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ent:PoisonDamage(damage, self:GetOwner(), self, trace.HitPos)
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if SERVER and ent:IsPlayer() then
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local gt = ent:GiveStatus("enfeeble", damage * self.EnfeebleDurationMul)
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if gt and gt:IsValid() then
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gt.Applier = self:GetOwner()
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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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self.BaseClass.SecondaryAttack(self)
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end
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function SWEP:PlayAlertSound()
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self:GetOwner():EmitSound("npc/fast_zombie/fz_alert_close1.wav", 75, math.Rand(70, 80))
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end
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SWEP.PlayIdleSound = SWEP.PlayAlertSound
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function SWEP:PlayAttackSound()
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self:EmitSound("npc/fast_zombie/leap1.wav", 74, math.Rand(110, 130))
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end
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local Spread = {
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{0, 0},
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{-1, 0},
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{1, 0},
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{-0.5, 0},
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{0.5, 0}
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}
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local function DoFleshThrow(pl, wep)
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if pl:IsValid() and pl:Alive() and wep:IsValid() then
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pl:ResetSpeed()
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pl.LastRangedAttack = CurTime()
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if SERVER then
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local startpos = pl:GetShootPos()
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local aimang = pl:EyeAngles()
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local ang
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for _, spr in pairs(Spread) do
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ang = Angle(aimang.p, aimang.y, aimang.r)
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ang:RotateAroundAxis(ang:Up(), spr[1] * 5)
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ang:RotateAroundAxis(ang:Right(), spr[2] * 5)
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local ent = ents.Create("projectile_ghoulflesh")
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if ent:IsValid() then
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ent:SetPos(startpos)
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ent:SetOwner(pl)
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ent:Spawn()
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local phys = ent:GetPhysicsObject()
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if phys:IsValid() then
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phys:SetVelocityInstantaneous(ang:Forward() * 660)
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end
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end
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end
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pl:EmitSound(string.format("physics/body/body_medium_break%d.wav", math.random(2, 4)), 72, math.Rand(85, 95))
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end
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end
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end
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function SWEP:SecondaryAttack()
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local owner = self:GetOwner()
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if CurTime() < self:GetNextPrimaryFire() or CurTime() < self:GetNextSecondaryFire() or IsValid(owner.FeignDeath) then return end
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self:SetNextSecondaryFire(CurTime() + 3)
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self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
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self:GetOwner():DoZombieEvent()
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self:EmitSound("npc/fast_zombie/leap1.wav", 74, math.Rand(110, 130))
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self:EmitSound(string.format("physics/body/body_medium_break%d.wav", math.random(2, 4)), 72, math.Rand(85, 95))
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--self:GetOwner():RawCapLegDamage(CurTime() + 3)
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self:SendWeaponAnim(ACT_VM_HITCENTER)
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self.IdleAnimation = CurTime() + self:SequenceDuration()
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timer.Simple(0.7, function() DoFleshThrow(owner, self) end)
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end
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if not CLIENT then return end
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function SWEP:ViewModelDrawn()
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render.ModelMaterialOverride(0)
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end
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local matSheet = Material("models/weapons/v_zombiearms/ghoulsheet")
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function SWEP:PreDrawViewModel(vm)
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render.ModelMaterialOverride(matSheet)
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end
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