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

106 lines
2.4 KiB
Lua

SWEP.PrintName = "'Avelyn' Multi Crossbow"
SWEP.Description = "A triple loaded crossbow. Slow to reload, but very high burst damage."
SWEP.Base = "weapon_zs_baseproj"
DEFINE_BASECLASS("weapon_zs_baseproj")
SWEP.HoldType = "shotgun"
SWEP.ViewModel = "models/weapons/cstrike/c_pist_glock18.mdl"
SWEP.WorldModel = "models/weapons/w_pistol.mdl"
SWEP.ShowViewModel = false
SWEP.ShowWorldModel = false
SWEP.UseHands = true
SWEP.CSMuzzleFlashes = false
SWEP.Primary.Sound = Sound("weapons/crossbow/fire1.wav")
SWEP.Primary.ClipSize = 3
SWEP.Primary.Automatic = true
SWEP.Primary.Ammo = "XBowBolt"
SWEP.Primary.Delay = 0.75
SWEP.Primary.DefaultClip = 15
SWEP.Primary.Damage = 74
SWEP.Primary.BurstShots = 3
SWEP.ConeMax = 2.25
SWEP.ConeMin = 2
SWEP.Recoil = 1
SWEP.ReloadSpeed = 0.4
SWEP.WalkSpeed = SPEED_SLOW
SWEP.Tier = 4
GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_RELOAD_SPEED, 0.04)
function SWEP:PrimaryAttack()
if not self:CanPrimaryAttack() then return end
self:SetNextPrimaryFire(CurTime() + self:GetFireDelay())
self:EmitFireSound()
self:SetNextShot(CurTime())
self:SetShotsLeft(self.Primary.BurstShots)
self.IdleAnimation = CurTime() + self:SequenceDuration()
end
function SWEP:Think()
BaseClass.Think(self)
local shotsleft = self:GetShotsLeft()
if shotsleft > 0 and CurTime() >= self:GetNextShot() then
self:SetShotsLeft(shotsleft - 1)
self:SetNextShot(CurTime() + self:GetFireDelay()/6)
if self:Clip1() > 0 and self:GetReloadFinish() == 0 then
self:EmitFireSound()
self:TakeAmmo()
self:ShootBullets(self.Primary.Damage, self.Primary.NumShots, self:GetCone())
self.IdleAnimation = CurTime() + self:SequenceDuration()
else
self:SetShotsLeft(0)
end
end
end
function SWEP:SetNextShot(nextshot)
self:SetDTFloat(5, nextshot)
end
function SWEP:GetNextShot()
return self:GetDTFloat(5)
end
function SWEP:SetShotsLeft(shotsleft)
self:SetDTInt(1, shotsleft)
end
function SWEP:GetShotsLeft()
return self:GetDTInt(1)
end
function SWEP:SendReloadAnimation()
self:SendWeaponAnim(ACT_VM_DRAW)
end
function SWEP:EmitReloadSound()
if IsFirstTimePredicted() then
self:EmitSound("weapons/crossbow/reload1.wav", 70, 110)
end
end
function SWEP:EmitReloadFinishSound()
if IsFirstTimePredicted() then
self:EmitSound("weapons/galil/galil_boltpull.wav", 70, 110)
end
end
function SWEP:EmitFireSound()
self:EmitSound("weapons/crossbow/fire1.wav", 70, 120, 0.7)
self:EmitSound("weapons/crossbow/bolt_skewer1.wav", 70, 193, 0.7, CHAN_AUTO)
end