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

85 lines
3.6 KiB
Lua

AddCSLuaFile()
SWEP.PrintName = "'Long Arm' Handgun"
SWEP.Description = "A heavy handgun that consumes 2 pistol rounds that spread into shrapnel on walls."
SWEP.Slot = 1
SWEP.SlotPos = 0
if CLIENT then
SWEP.ViewModelFlip = false
SWEP.ViewModelFOV = 60
SWEP.HUD3DBone = "Python"
SWEP.HUD3DPos = Vector(0.85, 0, -2.5)
SWEP.HUD3DScale = 0.015
SWEP.WElements = {
["base"] = { type = "Model", model = "models/props_pipes/pipe02_straight01_short.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(23, 1, -6.5), angle = Angle(0, -90, -5), size = Vector(0.2, 1, 0.2), color = Color(75, 75, 75, 255), surpresslightning = false, material = "models/props_pipes/pipemetal004a", skin = 0, bodygroup = {} },
["base+"] = { type = "Model", model = "models/props_lab/powerbox02c.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "base", pos = Vector(0, 9, 3), angle = Angle(90, 90, 0), size = Vector(0.5, 0.2, 1), color = Color(155, 160, 165, 255), surpresslightning = false, material = "models/weapons/v_grenade/rim", skin = 0, bodygroup = {} }
}
SWEP.VElements = {
["base"] = { type = "Model", model = "models/props_pipes/pipe02_straight01_short.mdl", bone = "Python", rel = "", pos = Vector(0, -1.5, 16), angle = Angle(0, 0, 90), size = Vector(0.2, 1, 0.2), color = Color(75, 75, 75, 255), surpresslightning = false, material = "models/props_pipes/pipemetal004a", skin = 0, bodygroup = {} },
["base+"] = { type = "Model", model = "models/props_lab/powerbox02c.mdl", bone = "Python", rel = "base", pos = Vector(0, 9, 3), angle = Angle(90, 90, 0), size = Vector(0.5, 0.2, 1), color = Color(155, 160, 165, 255), surpresslightning = false, material = "models/weapons/v_grenade/rim", skin = 0, bodygroup = {} }
}
end
SWEP.Base = "weapon_zs_base"
SWEP.HoldType = "revolver"
SWEP.ViewModel = "models/weapons/c_357.mdl"
SWEP.WorldModel = "models/weapons/w_357.mdl"
SWEP.UseHands = true
SWEP.CSMuzzleFlashes = false
SWEP.Primary.Sound = Sound("weapons/zs_longarm/longarm_fire.ogg")
SWEP.Primary.Delay = 0.73
SWEP.Primary.Damage = 120
SWEP.Primary.NumShots = 1
SWEP.Primary.ClipSize = 10
SWEP.RequiredClip = 2
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = "pistol"
SWEP.Primary.Gesture = ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL
GAMEMODE:SetupDefaultClip(SWEP.Primary)
SWEP.WalkSpeed = SPEED_SLOW
SWEP.ConeMax = 3.75
SWEP.ConeMin = 1.65
SWEP.Tier = 4
SWEP.MaxStock = 3
SWEP.IronSightsPos = Vector(-4.65, 4, 0.25)
SWEP.IronSightsAng = Vector(0, 0, 1)
SWEP.WallDivide = 6
GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_MAX_SPREAD, -0.468)
GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_MIN_SPREAD, -0.206)
GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_FIRE_DELAY, -0.075, 1)
GAMEMODE:AddNewRemantleBranch(SWEP, 1, "'Gunslinger' Handgun", "Fires rapidly, larger clip, but deals less damage and less damage on bounce", function(wept)
wept.Primary.Damage = wept.Primary.Damage * 0.7
wept.Primary.Delay = wept.Primary.Delay * 0.68
wept.Primary.ClipSize = 16
wept.WallDivide = 8
end)
local function DoRicochet(attacker, hitpos, hitnormal, normal, damage)
attacker.RicochetBullet = true
if attacker:IsValid() then
local aw = attacker:GetActiveWeapon()
attacker:FireBulletsLua(hitpos, 2 * hitnormal * hitnormal:Dot(normal * -1) + normal, 5, 6, damage / aw.WallDivide, nil, nil, "tracer_rico", nil, nil, nil, nil, nil, aw)
end
attacker.RicochetBullet = nil
end
function SWEP.BulletCallback(attacker, tr, dmginfo)
if SERVER and tr.HitWorld and not tr.HitSky then
local hitpos, hitnormal, normal, dmg = tr.HitPos, tr.HitNormal, tr.Normal, dmginfo:GetDamage()
timer.Simple(0, function() DoRicochet(attacker, hitpos, hitnormal, normal, dmg) end)
end
end