zombiesurvival-evolved/gamemodes/zombiesurvival/entities/weapons/weapon_zs_howler.lua
William Moodhe e9da54c2f9 ZS updates for 2014-2018
Too many changes to list.
2018-05-01 18:32:59 -04:00

120 lines
2.7 KiB
Lua

AddCSLuaFile()
SWEP.PrintName = "Howler"
SWEP.Base = "weapon_zs_zombie"
if CLIENT then
SWEP.ViewModelFOV = 48
end
SWEP.ViewModel = Model("models/weapons/v_pza.mdl")
SWEP.MeleeReach = 78
SWEP.MeleeForceScale = 1.45
SWEP.MeleeSize = 4.5
SWEP.Primary.Delay = 1.35
SWEP.MeleeDamage = 38
SWEP.AlertDelay = 3.2
SWEP.SwingAnimSpeed = 0.58
SWEP.HowlDelay = 10
SWEP.BattlecryInterval = 0
function SWEP:Reload()
self.BaseClass.SecondaryAttack(self)
end
local function Battlecry(pos)
if SERVER then
local effectdata = EffectData()
effectdata:SetOrigin(pos)
effectdata:SetNormal(Vector(0,0,1))
util.Effect("zombie_battlecry", effectdata, true)
end
end
function SWEP:Think()
self.BaseClass.Think(self)
if self:GetBattlecry() > CurTime() then
if self.BattlecryInterval < CurTime() then
self.BattlecryInterval = CurTime() + 0.25
local owner = self:GetOwner()
local center = owner:GetPos() + Vector(0, 0, 32)
if SERVER then
for _, ent in pairs(ents.FindInSphere(center, 80)) do
if ent:IsValidLivingZombie() and WorldVisible(ent:WorldSpaceCenter(), center)then
ent:GiveStatus("zombie_battlecry", 1)
end
end
end
end
end
end
function SWEP:SecondaryAttack()
if CurTime() < self:GetNextPrimaryFire() or CurTime() < self:GetNextSecondaryFire() or CurTime() < self:GetNextHowl() then return end
local owner = self:GetOwner()
local pos = owner:GetPos()
owner:DoAnimationEvent(ACT_GMOD_GESTURE_TAUNT_ZOMBIE)
self:SetBattlecry(CurTime() + 5)
if SERVER then
owner:EmitSound("npc/stalker/go_alert2a.wav", 100, math.random(50, 54))
util.ScreenShake(pos, 5, 5, 3, 560)
local center = owner:WorldSpaceCenter()
timer.Simple(0, function() Battlecry(center) end)
for _, ent in pairs(ents.FindInSphere(center, 150)) do
if ent:IsValidLivingHuman() and WorldVisible(ent:WorldSpaceCenter(), center) then
ent:GiveStatus("frightened", 10)
end
end
end
self:SetNextHowl(CurTime() + self.HowlDelay)
self:SetNextSecondaryFire(CurTime() + 0.5)
self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
end
function SWEP:PlayIdleSound()
self:GetOwner():EmitSound("npc/combine_gunship/gunship_moan.wav", 70, math.random(85, 95))
end
SWEP.PlayAlertSound = SWEP.PlayIdleSound
function SWEP:PlayAttackSound()
self:GetOwner():EmitSound("npc/antlion_guard/angry"..math.random(3)..".wav", 75, math.random(80, 85))
end
function SWEP:SetBattlecry(time)
self:SetDTFloat(1, time)
end
function SWEP:GetBattlecry()
return self:GetDTFloat(1)
end
function SWEP:SetNextHowl(time)
self:SetDTFloat(2, time)
end
function SWEP:GetNextHowl()
return self:GetDTFloat(2)
end
if not CLIENT then return end
function SWEP:ViewModelDrawn()
render.SetColorModulation(1, 1, 1)
end
function SWEP:PreDrawViewModel(vm)
render.SetColorModulation(1, 0.9, 0.6)
end