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

72 lines
2.4 KiB
Lua

AddCSLuaFile()
SWEP.PrintName = "Plank"
SWEP.Description = "A strip of wood of which repeated swings that connect with it build up momentum and overall damage output."
if CLIENT then
SWEP.ViewModelFOV = 55
SWEP.ViewModelFlip = false
SWEP.ShowViewModel = false
SWEP.ShowWorldModel = false
SWEP.VElements = {
["base"] = { type = "Model", model = "models/props_debris/wood_chunk03a.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(1.363, 1.363, -11.365), angle = Angle(180, 90, 0), size = Vector(0.5, 0.5, 0.5), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
}
SWEP.WElements = {
["base"] = { type = "Model", model = "models/props_debris/wood_chunk03a.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(2.273, 1.363, -12.273), angle = Angle(180, 90, 0), size = Vector(0.5, 0.5, 0.5), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
}
end
SWEP.Base = "weapon_zs_basemelee"
SWEP.DamageType = DMG_CLUB
SWEP.ViewModel = "models/weapons/c_crowbar.mdl"
SWEP.WorldModel = "models/props_debris/wood_chunk03a.mdl"
SWEP.ModelScale = 0.5
SWEP.UseHands = true
SWEP.BoxPhysicsMin = Vector(-0.5764, -2.397225, -20.080572) * SWEP.ModelScale
SWEP.BoxPhysicsMax = Vector(0.70365, 2.501825, 19.973375) * SWEP.ModelScale
SWEP.MeleeDamage = 16
SWEP.MeleeRange = 48
SWEP.MeleeSize = 0.875
SWEP.Primary.Delay = 0.37
SWEP.WalkSpeed = SPEED_FASTER
SWEP.UseMelee1 = true
SWEP.HitGesture = ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE
SWEP.MissGesture = SWEP.HitGesture
SWEP.AllowQualityWeapons = true
GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_MELEE_RANGE, 4)
function SWEP:PlaySwingSound()
self:EmitSound("weapons/knife/knife_slash"..math.random(2)..".wav")
end
function SWEP:PlayHitSound()
self:EmitSound("physics/wood/wood_plank_impact_hard"..math.random(5)..".wav")
end
function SWEP:PlayHitFleshSound()
self:EmitSound("physics/flesh/flesh_impact_bullet"..math.random(5)..".wav")
end
function SWEP:PostOnMeleeHit(hitent, hitflesh, tr)
if hitent:IsValid() and hitent:IsPlayer() then
local combo = self:GetDTInt(2)
local owner = self:GetOwner()
local armdelay = owner:GetMeleeSpeedMul()
self:SetNextPrimaryFire(CurTime() + math.max(0.2, self.Primary.Delay * (1 - combo / 10)) * armdelay)
self:SetDTInt(2, combo + 1)
end
end
function SWEP:PostOnMeleeMiss(tr)
self:SetDTInt(2, 0)
end