161 lines
4.5 KiB
Lua
161 lines
4.5 KiB
Lua
AddCSLuaFile()
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if CLIENT then
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SWEP.PrintName = "'Annabelle' Rifle"
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SWEP.Description = "This modified hunting rifle's bullets will explode in to smaller bullets upon hitting a hard surface."
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SWEP.Slot = 3
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SWEP.SlotPos = 0
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SWEP.ViewModelFlip = false
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SWEP.HUD3DBone = "ValveBiped.Gun"
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SWEP.HUD3DPos = Vector(1.75, 1, -5)
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SWEP.HUD3DAng = Angle(180, 0, 0)
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SWEP.HUD3DScale = 0.015
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end
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SWEP.Base = "weapon_zs_base"
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SWEP.HoldType = "ar2"
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SWEP.ViewModel = "models/weapons/v_annabelle.mdl"
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SWEP.WorldModel = "models/weapons/w_annabelle.mdl"
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SWEP.CSMuzzleFlashes = false
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SWEP.Primary.Sound = Sound("Weapon_Shotgun.Single")
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SWEP.Primary.Damage = 90
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SWEP.Primary.NumShots = 1
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SWEP.Primary.Delay = 1
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SWEP.ReloadDelay = 0.4
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SWEP.Primary.ClipSize = 4
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SWEP.Primary.Automatic = false
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SWEP.Primary.Ammo = "357"
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SWEP.Primary.DefaultClip = 24
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SWEP.ConeMax = 0.1
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SWEP.ConeMin = 0.015
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SWEP.WalkSpeed = SPEED_SLOW
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SWEP.reloadtimer = 0
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SWEP.nextreloadfinish = 0
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SWEP.IronSightsPos = Vector(-8.8, 10, 4.32)
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SWEP.IronSightsAng = Vector(1.4,0.1,5)
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function SWEP:Reload()
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if self.reloading then return end
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if self:Clip1() < self.Primary.ClipSize and 0 < self.Owner:GetAmmoCount(self.Primary.Ammo) then
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self:SetNextPrimaryFire(CurTime() + self.ReloadDelay)
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self.reloading = true
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self.reloadtimer = CurTime() + self.ReloadDelay
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self:SendWeaponAnim(ACT_SHOTGUN_RELOAD_START)
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self.Owner:DoReloadEvent()
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end
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end
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if SERVER then
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function SWEP:Think()
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if self.reloading and self.reloadtimer < CurTime() then
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self.reloadtimer = CurTime() + self.ReloadDelay
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self:SendWeaponAnim(ACT_VM_RELOAD)
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self.Owner:RemoveAmmo(1, self.Primary.Ammo, false)
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self:SetClip1(self:Clip1() + 1)
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self:EmitSound("Weapon_Shotgun.Reload")
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if self.Primary.ClipSize <= self:Clip1() or self.Owner:GetAmmoCount(self.Primary.Ammo) <= 0 then
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self.nextreloadfinish = CurTime() + self.ReloadDelay
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self.reloading = false
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self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
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end
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end
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local nextreloadfinish = self.nextreloadfinish
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if nextreloadfinish ~= 0 and nextreloadfinish < CurTime() then
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self:SendWeaponAnim(ACT_SHOTGUN_PUMP)
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self:EmitSound("Weapon_Shotgun.Special1")
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self.nextreloadfinish = 0
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end
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if self.IdleAnimation and self.IdleAnimation <= CurTime() then
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self.IdleAnimation = nil
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self:SendWeaponAnim(ACT_VM_IDLE)
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end
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if self:GetIronsights() and not self.Owner:KeyDown(IN_ATTACK2) then
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self:SetIronsights(false)
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end
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end
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end
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if CLIENT then
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function SWEP:Think()
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if self.reloading and self.reloadtimer < CurTime() then
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self.reloadtimer = CurTime() + self.ReloadDelay
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self:SendWeaponAnim(ACT_VM_RELOAD)
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self.Owner:RemoveAmmo(1, self.Primary.Ammo, false)
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self:SetClip1(self:Clip1() + 1)
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self:EmitSound("Weapon_Shotgun.Reload")
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if self.Primary.ClipSize <= self:Clip1() or self.Owner:GetAmmoCount(self.Primary.Ammo) <= 0 then
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self.nextreloadfinish = CurTime() + self.ReloadDelay
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self.reloading = false
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self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
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end
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end
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local nextreloadfinish = self.nextreloadfinish
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if nextreloadfinish ~= 0 and nextreloadfinish < CurTime() then
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self:SendWeaponAnim(ACT_SHOTGUN_PUMP)
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self:EmitSound("Weapon_Shotgun.Special1")
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self.nextreloadfinish = 0
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end
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if self:GetIronsights() and not self.Owner:KeyDown(IN_ATTACK2) then
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self:SetIronsights(false)
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end
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end
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end
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function SWEP:CanPrimaryAttack()
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if self.Owner:IsHolding() or self.Owner:GetBarricadeGhosting() then return false end
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if self:Clip1() <= 0 then
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self:EmitSound("Weapon_Shotgun.Empty")
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self:SetNextPrimaryFire(CurTime() + 0.25)
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return false
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end
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if self.reloading then
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if 0 < self:Clip1() then
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self:SendWeaponAnim(ACT_SHOTGUN_PUMP)
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self:EmitSound("Weapon_Shotgun.Special1")
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else
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self:SendWeaponAnim(ACT_SHOTGUN_RELOAD_FINISH)
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end
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self.reloading = false
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self:SetNextPrimaryFire(CurTime() + 0.25)
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return false
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end
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return true
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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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attacker:FireBullets({Num = 8, Src = hitpos, Dir = hitnormal, Spread = Vector(0.2, 0.2, 0), Tracer = 1, TracerName = "rico_trace", Force = damage * 0.15, Damage = damage, Callback = GenericBulletCallback})
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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() / 5
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timer.Simple(0, function() DoRicochet(attacker, hitpos, hitnormal, normal, dmg) end)
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end
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GenericBulletCallback(attacker, tr, dmginfo)
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end
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