127 lines
2.5 KiB
Lua
127 lines
2.5 KiB
Lua
AddCSLuaFile()
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if CLIENT then
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SWEP.PrintName = "Gun Turret Controller"
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SWEP.Description = "Allows the user to manually take control of any turrets they own."
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SWEP.ViewModelFOV = 50
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SWEP.BobScale = 0.5
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SWEP.SwayScale = 0.5
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SWEP.Slot = 4
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SWEP.SlotPos = 0
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end
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SWEP.ViewModel = "models/weapons/c_slam.mdl"
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SWEP.WorldModel = "models/weapons/w_slam.mdl"
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SWEP.UseHands = true
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SWEP.Primary.Delay = 0
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SWEP.Primary.ClipSize = -1
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SWEP.Primary.DefaultClip = -1
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SWEP.Primary.Automatic = false
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SWEP.Primary.Ammo = "none"
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SWEP.Secondary.Delay = 20
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SWEP.Secondary.Heal = 10
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SWEP.Secondary.ClipSize = -1
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SWEP.Secondary.DefaultClip = -1
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SWEP.Secondary.Automatic = false
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SWEP.Secondary.Ammo = "none"
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SWEP.WalkSpeed = SPEED_FAST
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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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SWEP.HoldType = "slam"
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function SWEP:Initialize()
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self:SetHoldType(self.HoldType)
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self:SetDeploySpeed(10)
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end
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function SWEP:Think()
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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 SERVER then
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self:ControlClosestTurret()
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for _, ent in pairs(ents.FindByClass("prop_gunturret")) do
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if ent:GetObjectOwner() == self.Owner then
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return
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end
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end
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self.Owner:StripWeapon(self:GetClass())
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end
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end
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function SWEP:ControlClosestTurret()
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local closest, closestdist
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local ownerpos = self.Owner:GetPos()
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for _, ent in pairs(ents.FindByClass("prop_gunturret")) do
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if ent:GetObjectOwner() == self.Owner then
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local dist = ent:NearestPoint(ownerpos):Distance(ownerpos)
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if not closestdist or dist < closestdist then
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closest = ent
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closestdist = dist
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end
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end
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end
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if closest then
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self:SetTurret(closest)
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end
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end
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function SWEP:PrimaryAttack()
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end
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function SWEP:SecondaryAttack()
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if IsFirstTimePredicted() then
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self:SetDTBool(0, not self:GetDTBool(0))
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if CLIENT then
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LocalPlayer():EmitSound(self:GetDTBool(0) and "buttons/button17.wav" or "buttons/button19.wav", 0)
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end
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end
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end
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function SWEP:GetTurret()
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return self:GetDTEntity(0)
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end
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function SWEP:SetTurret(ent)
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self:SetDTEntity(0, ent)
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end
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function SWEP:Reload()
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return false
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end
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function SWEP:Deploy()
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gamemode.Call("WeaponDeployed", self.Owner, self)
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self.IdleAnimation = CurTime() + self:SequenceDuration()
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return true
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end
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function SWEP:Holster()
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return true
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end
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function SWEP:Reload()
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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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