e9da54c2f9
Too many changes to list.
334 lines
8.6 KiB
Lua
334 lines
8.6 KiB
Lua
AddCSLuaFile()
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SWEP.PrintName = "Fists"
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SWEP.Base = "weapon_zs_basemelee"
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SWEP.ViewModel = "models/weapons/c_arms_citizen.mdl"
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SWEP.WorldModel = ""
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SWEP.UseHands = true
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SWEP.HoldType = "fist"
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SWEP.WalkSpeed = SPEED_NORMAL
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SWEP.OldWalkSpeed = 0
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SWEP.MeleeDamage = 15
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SWEP.DamageType = DMG_CLUB
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SWEP.UppercutDamageMultiplier = 3
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SWEP.HitDistance = 40
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SWEP.MeleeKnockBack = 0
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SWEP.ViewModelFOV = 52
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SWEP.AutoSwitchFrom = true
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SWEP.Unarmed = true
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SWEP.Undroppable = true
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SWEP.NoPickupNotification = true
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SWEP.NoDismantle = true
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SWEP.NoGlassWeapons = true
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SWEP.Primary.Delay = 0.6
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SWEP.Weight = 2 -- This is the second crappiest weapon you could hope for, besides food
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SWEP.SlotPos = 100
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SWEP.IsFistWeapon = true
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SWEP.SwingSound = Sound( "weapons/slam/throw.wav" )
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SWEP.HitSound = Sound( "Flesh.ImpactHard" )
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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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--self:NetworkVar("Bool", 0, "HitPrevious")
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self:NetworkVar("Int", 0, "PowerCombo")
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end
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function SWEP:UpdateNextIdle()
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local vm = self:GetOwner():GetViewModel()
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self:SetNextIdle( CurTime() + vm:SequenceDuration() )
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end
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SWEP.LastSwingHit = 0
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SWEP.LastSwingStart = 0
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function SWEP:PrimaryAttack(right)
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local owner = self:GetOwner()
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local time = CurTime()
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self:SetNextIdleHoldType(time + 1.5)
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owner:SetAnimation(PLAYER_ATTACK1)
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self.OldWalkSpeed = math.max(self.OldWalkSpeed, self.WalkSpeed)
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if not owner:IsSkillActive(SKILL_KNUCKLEMASTER) and self.Unarmed then
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self.WalkSpeed = 165
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owner:ResetSpeed()
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end
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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:GetOwner():GetViewModel()
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vm:SendViewModelMatchingSequence( vm:LookupSequence( anim ) )
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self:EmitSound( self.SwingSound )
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self:UpdateNextIdle()
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local armdelay = owner:GetMeleeSpeedMul()
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local hitdelay = self.Primary.Delay / 3 * (owner.MeleeSwingDelayMul or 1) * armdelay
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owner:GetViewModel():SetPlaybackRate(1 / armdelay)
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if time < self.LastSwingStart + 1 and owner:IsSkillActive(SKILL_COMBOKNUCKLE) then
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if time < self.LastSwingHit + 0.75 then --if self:GetHitPrevious() then
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hitdelay = hitdelay / 2
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owner:GetViewModel():SetPlaybackRate(2 / armdelay)
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else
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hitdelay = hitdelay * 2
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owner:GetViewModel():SetPlaybackRate(0.5 / armdelay)
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end
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end
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self:SetNextMeleeAttack( time + hitdelay )
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self:SetNextPrimaryFire( time + self.Primary.Delay * armdelay )
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self:SetNextSecondaryFire( time + self.Primary.Delay * armdelay )
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self.LastSwingStart = time
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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:GenerateDamageInfo(damage, hitpos)
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local dmginfo = DamageInfo()
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dmginfo:SetAttacker(self:GetOwner())
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dmginfo:SetInflictor(self)
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dmginfo:SetDamageType(self.DamageType)
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dmginfo:SetDamagePosition(hitpos)
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dmginfo:SetDamage(damage)
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return dmginfo
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end
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function SWEP:DealDamage()
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local owner = self:GetOwner()
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local aimvector = owner:GetAimVector()
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local anim = self:GetSequenceName(owner:GetViewModel():GetSequence())
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local time = CurTime()
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local tr = owner:CompensatedMeleeTrace(self.HitDistance * (owner.MeleeRangeMul or 1), 3)
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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( self.HitSound, 75, 100, 1, CHAN_WEAPON + 1)
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end
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if self.OnMeleeHit and self:OnMeleeHit(hitent, hitflesh, tr) then
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return
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end
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local armdelay = owner:GetMeleeSpeedMul()
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local delay = self.Primary.Delay * (owner.UnarmedDelayMul or 1) * armdelay
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if tr.Hit then
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self.LastSwingHit = time
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if owner:IsSkillActive(SKILL_COMBOKNUCKLE) then
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delay = delay / 2
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end
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else
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if owner:IsSkillActive(SKILL_COMBOKNUCKLE) then
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delay = delay * 2
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end
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if owner.MeleePowerAttackMul and owner.MeleePowerAttackMul > 1 then
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self:SetPowerCombo(0)
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end
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end
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self:SetNextPrimaryFire( time + delay )
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self:SetNextSecondaryFire( time + delay )
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if hitent:IsValid() then
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local damagemultiplier = owner:GetTotalAdditiveModifier("UnarmedDamageMul", "MeleeDamageMultiplier")
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if owner:IsSkillActive(SKILL_LASTSTAND) then
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if owner:Health() <= owner:GetMaxHealth() * 0.25 then
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damagemultiplier = damagemultiplier * 2
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else
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damagemultiplier = damagemultiplier * 0.85
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end
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end
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if SERVER and hitent:IsPlayer() and not self.NoGlassWeapons and owner:IsSkillActive(SKILL_GLASSWEAPONS) then
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damagemultiplier = damagemultiplier * 3.5
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owner.GlassWeaponShouldBreak = not owner.GlassWeaponShouldBreak
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end
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if anim == "fists_uppercut" then
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damagemultiplier = damagemultiplier * self.UppercutDamageMultiplier
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end
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local damage = self.MeleeDamage * damagemultiplier
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local dmginfo = self:GenerateDamageInfo(damage, tr.HitPos)
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local vel
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if hitent:IsPlayer() then
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self:PlayerHitUtil(owner, damage, hitent, dmginfo)
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if SERVER then
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hitent:SetLastHitGroup(tr.HitGroup)
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if tr.HitGroup == HITGROUP_HEAD then
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hitent:SetWasHitInHead()
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end
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if 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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else
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if owner:IsSkillActive(SKILL_CRITICALKNUCKLE) then
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hitent:ThrowFromPositionSetZ(tr.StartPos, 240 * (owner.MeleeKnockbackMultiplier or 1), nil, true)
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end
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if owner.BoxingTraining then
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self:SetDTInt(5, self:GetDTInt(5) + 1)
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if self:GetDTInt(5) >= 5 then
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self:SetDTInt(5, 0)
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hitent:AddLegDamage(18)
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hitent:AddArmDamage(18)
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hitent:EmitSound("weapons/crowbar/crowbar_impact1.wav", 75, math.random(60, 65))
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end
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end
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end
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end
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vel = hitent:GetVelocity()
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else
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if owner.MeleePowerAttackMul and owner.MeleePowerAttackMul > 1 then
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self:SetPowerCombo(0)
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end
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end
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if IsFirstTimePredicted() then
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self:PostHitUtil(owner, hitent, dmginfo, tr, vel)
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end
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if SERVER and hitent:GetMoveType() == MOVETYPE_VPHYSICS then
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local phys = hitent:GetPhysicsObject()
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if phys and phys:IsValid() 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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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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if SERVER then
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self:ServerMeleePostHitEntity(tr, hitent, damagemultiplier)
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end
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end
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function SWEP:OnRemove()
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if CLIENT and self:GetOwner():IsValid() and self:GetOwner():IsPlayer() then
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local vm = self:GetOwner():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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if CLIENT then
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self:Anim_Holster()
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end
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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:GetOwner():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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self:GetOwner():ResetSpeed()
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return true
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end
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function SWEP:Think()
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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:SetWeaponHoldType("normal")
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self:SetNextIdleHoldType(0)
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self.WalkSpeed = self.OldWalkSpeed
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self:GetOwner():ResetSpeed()
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end
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if idletime > 0 and CurTime() >= idletime then
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local vm = self:GetOwner():GetViewModel()
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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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function SWEP:TranslateActivity( act )
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return self.ActivityTranslate and self.ActivityTranslate[act] or -1
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end
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if not CLIENT then return end
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function SWEP:DrawWeaponSelection(x, y, w, h, alpha)
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self:BaseDrawWeaponSelection(x, y, w, h, alpha)
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end
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function SWEP:DrawHUD()
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self:DrawCrosshairDot()
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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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