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

88 lines
2 KiB
Lua

SWEP.Base = "weapon_zs_zombie"
SWEP.MeleeReach = 52
SWEP.MeleeDelay = 0.36
SWEP.MeleeSize = 4.5
SWEP.MeleeDamage = 24
SWEP.SlowDownScale = 3
SWEP.MeleeDamageType = DMG_SLASH
SWEP.MeleeAnimationDelay = 0.05
SWEP.Primary.Delay = 0.8
SWEP.ViewModel = Model("models/weapons/v_pza.mdl")
SWEP.WorldModel = "models/weapons/w_crowbar.mdl"
AccessorFuncDT(SWEP, "HookTime", "Float", 1)
function SWEP:SecondaryAttack()
if CurTime() < self:GetNextPrimaryFire() or CurTime() < self:GetNextSecondaryFire() then return end
self:SetNextSecondaryFire(CurTime() + 3.25)
self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
self:SetSwingAnimTime(CurTime() + 0.7)
self:GetOwner():DoReloadEvent()
self:EmitSound("npc/headcrab_poison/ph_poisonbite3.wav", 75, 46)
self:SetHookTime(CurTime() + 0.9)
end
function SWEP:Think()
if self:GetHookTime() > 0 and CurTime() >= self:GetHookTime() then
self:SetHookTime(0)
self:EmitSound("physics/flesh/flesh_squishy_impact_hard"..math.random(2, 4)..".wav", 72, math.random(70, 83))
self:SendWeaponAnim(ACT_VM_SECONDARYATTACK)
if SERVER then
self:ThrowHook()
end
end
return self.BaseClass.Think(self)
end
function SWEP:Reload()
self.BaseClass.SecondaryAttack(self)
end
function SWEP:CheckMoaning()
end
function SWEP:StopMoaningSound()
end
function SWEP:StartMoaningSound()
end
function SWEP:PlayHitSound()
self:EmitSound("npc/zombie/claw_strike"..math.random(3)..".wav", 75, 80, nil, CHAN_AUTO)
end
function SWEP:PlayMissSound()
self:EmitSound("npc/zombie/claw_miss"..math.random(2)..".wav", 75, 80, nil, CHAN_AUTO)
end
function SWEP:PlayAttackSound()
end
function SWEP:PlayAlertSound()
self:GetOwner():EmitSound("npc/antlion_guard/angry"..math.random(3)..".wav", 75, 140)
end
SWEP.PlayIdleSound = SWEP.PlayAlertSound
function SWEP:SetSwingAnimTime(time)
self:SetDTFloat(3, time)
end
function SWEP:GetSwingAnimTime()
return self:GetDTFloat(3)
end
function SWEP:StartSwinging()
self.BaseClass.StartSwinging(self)
self:SetSwingAnimTime(CurTime() + 1)
end