e9da54c2f9
Too many changes to list.
85 lines
3.6 KiB
Lua
85 lines
3.6 KiB
Lua
AddCSLuaFile()
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SWEP.PrintName = "'Long Arm' Handgun"
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SWEP.Description = "A heavy handgun that consumes 2 pistol rounds that spread into shrapnel on walls."
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SWEP.Slot = 1
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SWEP.SlotPos = 0
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if CLIENT then
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SWEP.ViewModelFlip = false
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SWEP.ViewModelFOV = 60
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SWEP.HUD3DBone = "Python"
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SWEP.HUD3DPos = Vector(0.85, 0, -2.5)
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SWEP.HUD3DScale = 0.015
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SWEP.WElements = {
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["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 = {} },
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["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 = {} }
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}
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SWEP.VElements = {
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["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 = {} },
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["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 = {} }
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}
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end
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SWEP.Base = "weapon_zs_base"
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SWEP.HoldType = "revolver"
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SWEP.ViewModel = "models/weapons/c_357.mdl"
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SWEP.WorldModel = "models/weapons/w_357.mdl"
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SWEP.UseHands = true
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SWEP.CSMuzzleFlashes = false
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SWEP.Primary.Sound = Sound("weapons/zs_longarm/longarm_fire.ogg")
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SWEP.Primary.Delay = 0.73
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SWEP.Primary.Damage = 120
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SWEP.Primary.NumShots = 1
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SWEP.Primary.ClipSize = 10
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SWEP.RequiredClip = 2
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SWEP.Primary.Automatic = false
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SWEP.Primary.Ammo = "pistol"
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SWEP.Primary.Gesture = ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL
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GAMEMODE:SetupDefaultClip(SWEP.Primary)
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SWEP.WalkSpeed = SPEED_SLOW
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SWEP.ConeMax = 3.75
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SWEP.ConeMin = 1.65
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SWEP.Tier = 4
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SWEP.MaxStock = 3
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SWEP.IronSightsPos = Vector(-4.65, 4, 0.25)
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SWEP.IronSightsAng = Vector(0, 0, 1)
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SWEP.WallDivide = 6
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GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_MAX_SPREAD, -0.468)
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GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_MIN_SPREAD, -0.206)
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GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_FIRE_DELAY, -0.075, 1)
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GAMEMODE:AddNewRemantleBranch(SWEP, 1, "'Gunslinger' Handgun", "Fires rapidly, larger clip, but deals less damage and less damage on bounce", function(wept)
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wept.Primary.Damage = wept.Primary.Damage * 0.7
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wept.Primary.Delay = wept.Primary.Delay * 0.68
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wept.Primary.ClipSize = 16
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wept.WallDivide = 8
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end)
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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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local aw = attacker:GetActiveWeapon()
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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)
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end
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attacker.RicochetBullet = nil
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end
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function SWEP.BulletCallback(attacker, tr, dmginfo)
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if SERVER and tr.HitWorld and not tr.HitSky then
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local hitpos, hitnormal, normal, dmg = tr.HitPos, tr.HitNormal, tr.Normal, dmginfo:GetDamage()
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timer.Simple(0, function() DoRicochet(attacker, hitpos, hitnormal, normal, dmg) end)
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end
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end
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