0bbff7e4dd
Added fists. Fixed insane knockback on melee. Ragdolls on zombies now knocked back by melee/stone deaths.
231 lines
5.4 KiB
Lua
231 lines
5.4 KiB
Lua
AddCSLuaFile()
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SWEP.PrintName = "Fists"
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SWEP.WalkSpeed = SPEED_NORMAL
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SWEP.IsMelee = true
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SWEP.UseHands = true
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SWEP.ViewModel = "models/weapons/c_arms_citizen.mdl"
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SWEP.WorldModel = ""
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SWEP.Damage = 5
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SWEP.UppercutDamageMultiplier = 3
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SWEP.HitDistance = 40
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SWEP.ViewModelFOV = 52
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SWEP.AutoSwitchFrom = true
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SWEP.NoMagazine = true
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SWEP.Undroppable = true
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SWEP.NoPickupNotification = true
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local SwingSound = Sound( "weapons/slam/throw.wav" )
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local HitSound = Sound( "Flesh.ImpactHard" )
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function SWEP:Initialize()
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--self:SetHoldType("normal")
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self:SetHoldType("fist")
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end
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function SWEP:PreDrawViewModel(vm, wep, pl)
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vm:SetMaterial("engine/occlusionproxy")
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end
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function SWEP:SetupDataTables()
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self:NetworkVar("Float", 0, "NextMeleeAttack")
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self:NetworkVar("Float", 1, "NextIdle")
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self:NetworkVar("Float", 2, "NextIdleHoldType")
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self:NetworkVar("Int", 2, "Combo")
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end
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function SWEP:UpdateNextIdle()
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local vm = self.Owner:GetViewModel()
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self:SetNextIdle( CurTime() + vm:SequenceDuration() )
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end
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function SWEP:PrimaryAttack(right)
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--self:SetHoldType("fist")
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self:SetNextIdleHoldType(CurTime() + 2)
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self.Owner:SetAnimation(PLAYER_ATTACK1)
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self.WalkSpeed = 165
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self.Owner:ResetSpeed()
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local anim = "fists_left"
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if ( right ) then anim = "fists_right" end
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if ( self:GetCombo() >= 2 ) then
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anim = "fists_uppercut"
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end
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local vm = self.Owner:GetViewModel()
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vm:SendViewModelMatchingSequence( vm:LookupSequence( anim ) )
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self:EmitSound( SwingSound )
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self:UpdateNextIdle()
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self:SetNextMeleeAttack( CurTime() + 0.2 )
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self:SetNextPrimaryFire( CurTime() + 0.9 )
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self:SetNextSecondaryFire( CurTime() + 0.9 )
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end
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function SWEP:SecondaryAttack()
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self:PrimaryAttack( true )
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end
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function SWEP:DealDamage()
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local owner = self.Owner
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local shootpos = owner:GetShootPos()
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local aimvector = owner:GetAimVector()
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local anim = self:GetSequenceName(owner:GetViewModel():GetSequence())
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local filter = owner:GetMeleeFilter()
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owner:LagCompensation( true )
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local tr = util.TraceLine( {
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start = shootpos,
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endpos = shootpos + aimvector * self.HitDistance,
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filter = filter
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} )
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if not IsValid( tr.Entity ) then
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tr = util.TraceHull( {
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start = shootpos,
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endpos = shootpos + aimvector * self.HitDistance,
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filter = filter,
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mins = Vector( -3, -3, -3 ),
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maxs = Vector( 3, 3, 3 )
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} )
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end
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local hitent = tr.Entity
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-- We need the second part for single player because SWEP:Think is ran shared in SP.
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if tr.Hit and not ( game.SinglePlayer() and CLIENT ) then
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self:EmitSound( HitSound )
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end
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local hit = false
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local hitplayer = false
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if SERVER and IsValid( hitent ) then
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hitplayer = hitent:IsNPC() or hitent:IsPlayer()
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local dmginfo = DamageInfo()
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dmginfo:SetAttacker(IsValid(owner) and owner or self)
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dmginfo:SetInflictor(self)
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dmginfo:SetDamageType(DMG_CLUB)
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dmginfo:SetDamagePosition(tr.HitPos)
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if anim == "fists_uppercut" then
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dmginfo:SetDamage(self.Damage * self.UppercutDamageMultiplier)
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else
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dmginfo:SetDamage(self.Damage)
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end
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if hitent:IsPlayer() and hitent:WouldDieFrom(dmginfo:GetDamage(), dmginfo:GetDamagePosition()) then
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if anim == "fists_left" then
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dmginfo:SetDamageForce(owner:GetRight() * 4912 + owner:GetForward() * 9998)
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elseif anim == "fists_right" then
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dmginfo:SetDamageForce(owner:GetRight() * -4912 + owner:GetForward() * 9989)
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elseif anim == "fists_uppercut" then
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dmginfo:SetDamageForce(owner:GetUp() * 5158 + owner:GetForward() * 10012)
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end
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end
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hitent:TakeDamageInfo( dmginfo )
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hit = true
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end
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if SERVER and IsValid( hitent ) and hitent:GetMoveType() == MOVETYPE_VPHYSICS then
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local phys = hitent:GetPhysicsObject()
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if IsValid( phys ) then
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phys:ApplyForceOffset( aimvector * 2000, tr.HitPos )
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hitent:SetPhysicsAttacker(owner)
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end
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end
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if SERVER then
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if hitplayer and anim ~= "fists_uppercut" then
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self:SetCombo( self:GetCombo() + 1 )
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else
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self:SetCombo( 0 )
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end
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end
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owner:LagCompensation(false)
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end
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function SWEP:OnRemove()
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if CLIENT and self.Owner:IsValid() and self.Owner:IsPlayer() then
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local vm = self.Owner:GetViewModel()
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if IsValid(vm) then vm:SetMaterial("") end
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end
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end
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function SWEP:Holster(wep)
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if CurTime() >= self:GetNextPrimaryFire() then
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self:OnRemove()
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return true
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end
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return false
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end
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function SWEP:Deploy()
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local vm = self.Owner:GetViewModel()
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vm:SendViewModelMatchingSequence(vm:LookupSequence("fists_draw"))
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self:UpdateNextIdle()
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if SERVER then
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self:SetCombo(0)
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end
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return true
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end
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function SWEP:Think()
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local vm = self.Owner:GetViewModel()
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local curtime = CurTime()
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local idletime = self:GetNextIdle()
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local idle_holdtype_time = self:GetNextIdleHoldType()
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if idle_holdtype_time > 0 and curtime >= idle_holdtype_time then
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--self:SetHoldType("normal")
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self:SetNextIdleHoldType(0)
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self.WalkSpeed = SPEED_NORMAL
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self.Owner:ResetSpeed()
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end
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if idletime > 0 and curtime >= idletime then
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vm:SendViewModelMatchingSequence( vm:LookupSequence("fists_idle_0"..math.random(2)))
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self:UpdateNextIdle()
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end
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local meleetime = self:GetNextMeleeAttack()
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if meleetime > 0 and curtime >= meleetime then
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self:DealDamage()
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self:SetNextMeleeAttack( 0 )
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end
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if SERVER and curtime >= self:GetNextPrimaryFire() + 0.1 then
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self:SetCombo( 0 )
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end
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end
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if not CLIENT then return end
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function SWEP:DrawWeaponSelection(...)
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return self:BaseDrawWeaponSelection(...)
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end
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function SWEP:GetViewModelPosition(pos, ang)
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pos = pos - ang:Up() * 3
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return pos, ang
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end
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