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

176 lines
4.2 KiB
Lua

AddCSLuaFile()
SWEP.Base = "weapon_zs_zombie"
SWEP.PrintName = "Shade"
SWEP.ViewModel = Model("models/weapons/v_fza.mdl")
SWEP.WorldModel = Model("models/weapons/w_crowbar.mdl")
if CLIENT then
SWEP.ViewModelFOV = 70
end
SWEP.Primary.Automatic = false
SWEP.Secondary.Automatic = false
SWEP.ShadeControl = "env_shadecontrol"
SWEP.ShadeProjectile = "projectile_shaderock"
function SWEP:Initialize()
self:HideWorldModel()
end
function SWEP:Think()
end
function SWEP:PrimaryAttack()
local owner = self:GetOwner()
if CurTime() <= self:GetNextPrimaryFire() or (owner.ShadeShield and owner.ShadeShield:IsValid()) then return end
for _, ent in pairs(ents.FindByClass(self.ShadeControl)) do
if ent:IsValid() and ent:GetOwner() == owner then
local obj = ent:GetParent()
if obj:IsValid() then
self:SetNextSecondaryFire(CurTime() + 0.65)
owner:DoAttackEvent()
if CLIENT then return end
local vel = owner:GetAimVector() * 1000
local phys = obj:GetPhysicsObject()
if phys:IsValid() and phys:IsMoveable() and phys:GetMass() <= 300 then
phys:Wake()
phys:SetVelocity(vel)
obj:SetPhysicsAttacker(owner)
phys:AddGameFlag(FVPHYSICS_WAS_THROWN)
obj:EmitSound(")weapons/physcannon/superphys_launch"..math.random(4)..".wav")
obj.LastShadeLaunch = CurTime()
end
end
ent:Remove()
end
end
end
function SWEP:CanGrab()
local owner = self:GetOwner()
if CurTime() <= self:GetNextSecondaryFire() or (owner.ShadeShield and owner.ShadeShield:IsValid()) then return end
self:SetNextSecondaryFire(CurTime() + 0.1)
if SERVER then
for _, ent in pairs(ents.FindByClass(self.ShadeControl)) do
if ent:IsValid() and ent:GetOwner() == owner then
ent:Remove()
return
end
end
end
return true
end
function SWEP:SecondaryAttack()
if not self:CanGrab() then return end
local owner = self:GetOwner()
local ent = owner:CompensatedMeleeTrace(400, 4).Entity
if ent:IsValid() and (ent:IsPhysicsModel() or ent.IsShadeGrabbable or ent.IsPhysbox) then
self:SetNextPrimaryFire(CurTime() + 0.25)
self:SetNextSecondaryFire(CurTime() + 0.4)
if SERVER then
local phys = ent:GetPhysicsObject()
if phys:IsValid() and phys:IsMoveable() and phys:GetMass() <= 300 then
for _, ent2 in pairs(ents.FindByClass(self.ShadeControl)) do
if ent2:IsValid() and ent2:GetParent() == ent then
ent2:Remove()
return
end
end
for _, status in pairs(ents.FindByClass("status_human_holding")) do
if status:IsValid() and status:GetObject() == ent then
status:Remove()
end
end
local con = ents.Create(self.ShadeControl)
if con:IsValid() then
con:Spawn()
con:SetOwner(owner)
con:AttachTo(ent)
ent:EmitSound(")weapons/physcannon/physcannon_claws_close.wav")
end
end
end
end
end
function SWEP:Reload()
if not self:CanGrab() then return end
local owner = self:GetOwner()
local vStart = owner:GetShootPos()
local vEnd = vStart + owner:GetForward() * 40
local tr = util.TraceHull({start=vStart, endpos=vEnd, filter=owner, mins=owner:OBBMins()/2, maxs=owner:OBBMaxs()/2})
self:SetNextPrimaryFire(CurTime() + 0.9)
self:SetNextSecondaryFire(CurTime() + 0.9)
if SERVER then
local rock = ents.Create(self.ShadeProjectile)
if rock:IsValid() then
local pos = owner:GetPos() - owner:GetForward() * 5
if not tr.Hit then
pos = pos + owner:GetForward() * 30
end
rock:SetPos(pos)
rock:SetOwner(owner)
rock:Spawn()
local con = ents.Create(self.ShadeControl)
if con:IsValid() then
con:Spawn()
con:SetOwner(owner)
con:AttachTo(rock)
rock.Control = con
util.ScreenShake(owner:GetPos(), 3, 1, 0.75, 400)
con:EmitSound("physics/concrete/concrete_break3.wav", 85, 60)
rock:EmitSound(")weapons/physcannon/physcannon_claws_close.wav")
owner.LastRangedAttack = CurTime()
end
end
end
end
function SWEP:OnRemove()
end
function SWEP:Holster()
end
if not CLIENT then return end
function SWEP:PreDrawViewModel(vm)
local owner = self:GetOwner()
if owner:IsValid() then
owner:CallZombieFunction1("PreRenderEffects", vm)
end
end
function SWEP:PostDrawViewModel(vm)
local owner = self:GetOwner()
if owner:IsValid() then
owner:CallZombieFunction1("PostRenderEffects", vm)
end
end