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

334 lines
8.6 KiB
Lua

AddCSLuaFile()
SWEP.PrintName = "Fists"
SWEP.Base = "weapon_zs_basemelee"
SWEP.ViewModel = "models/weapons/c_arms_citizen.mdl"
SWEP.WorldModel = ""
SWEP.UseHands = true
SWEP.HoldType = "fist"
SWEP.WalkSpeed = SPEED_NORMAL
SWEP.OldWalkSpeed = 0
SWEP.MeleeDamage = 15
SWEP.DamageType = DMG_CLUB
SWEP.UppercutDamageMultiplier = 3
SWEP.HitDistance = 40
SWEP.MeleeKnockBack = 0
SWEP.ViewModelFOV = 52
SWEP.AutoSwitchFrom = true
SWEP.Unarmed = true
SWEP.Undroppable = true
SWEP.NoPickupNotification = true
SWEP.NoDismantle = true
SWEP.NoGlassWeapons = true
SWEP.Primary.Delay = 0.6
SWEP.Weight = 2 -- This is the second crappiest weapon you could hope for, besides food
SWEP.SlotPos = 100
SWEP.IsFistWeapon = true
SWEP.SwingSound = Sound( "weapons/slam/throw.wav" )
SWEP.HitSound = Sound( "Flesh.ImpactHard" )
function SWEP:PreDrawViewModel(vm, wep, pl)
vm:SetMaterial("engine/occlusionproxy")
end
function SWEP:SetupDataTables()
self:NetworkVar("Float", 0, "NextMeleeAttack")
self:NetworkVar("Float", 1, "NextIdle")
self:NetworkVar("Float", 2, "NextIdleHoldType")
self:NetworkVar("Int", 2, "Combo")
--self:NetworkVar("Bool", 0, "HitPrevious")
self:NetworkVar("Int", 0, "PowerCombo")
end
function SWEP:UpdateNextIdle()
local vm = self:GetOwner():GetViewModel()
self:SetNextIdle( CurTime() + vm:SequenceDuration() )
end
SWEP.LastSwingHit = 0
SWEP.LastSwingStart = 0
function SWEP:PrimaryAttack(right)
local owner = self:GetOwner()
local time = CurTime()
self:SetNextIdleHoldType(time + 1.5)
owner:SetAnimation(PLAYER_ATTACK1)
self.OldWalkSpeed = math.max(self.OldWalkSpeed, self.WalkSpeed)
if not owner:IsSkillActive(SKILL_KNUCKLEMASTER) and self.Unarmed then
self.WalkSpeed = 165
owner:ResetSpeed()
end
local anim = "fists_left"
if ( right ) then anim = "fists_right" end
if ( self:GetCombo() >= 2 ) then
anim = "fists_uppercut"
end
local vm = self:GetOwner():GetViewModel()
vm:SendViewModelMatchingSequence( vm:LookupSequence( anim ) )
self:EmitSound( self.SwingSound )
self:UpdateNextIdle()
local armdelay = owner:GetMeleeSpeedMul()
local hitdelay = self.Primary.Delay / 3 * (owner.MeleeSwingDelayMul or 1) * armdelay
owner:GetViewModel():SetPlaybackRate(1 / armdelay)
if time < self.LastSwingStart + 1 and owner:IsSkillActive(SKILL_COMBOKNUCKLE) then
if time < self.LastSwingHit + 0.75 then --if self:GetHitPrevious() then
hitdelay = hitdelay / 2
owner:GetViewModel():SetPlaybackRate(2 / armdelay)
else
hitdelay = hitdelay * 2
owner:GetViewModel():SetPlaybackRate(0.5 / armdelay)
end
end
self:SetNextMeleeAttack( time + hitdelay )
self:SetNextPrimaryFire( time + self.Primary.Delay * armdelay )
self:SetNextSecondaryFire( time + self.Primary.Delay * armdelay )
self.LastSwingStart = time
end
function SWEP:SecondaryAttack()
self:PrimaryAttack( true )
end
function SWEP:GenerateDamageInfo(damage, hitpos)
local dmginfo = DamageInfo()
dmginfo:SetAttacker(self:GetOwner())
dmginfo:SetInflictor(self)
dmginfo:SetDamageType(self.DamageType)
dmginfo:SetDamagePosition(hitpos)
dmginfo:SetDamage(damage)
return dmginfo
end
function SWEP:DealDamage()
local owner = self:GetOwner()
local aimvector = owner:GetAimVector()
local anim = self:GetSequenceName(owner:GetViewModel():GetSequence())
local time = CurTime()
local tr = owner:CompensatedMeleeTrace(self.HitDistance * (owner.MeleeRangeMul or 1), 3)
local hitent = tr.Entity
-- We need the second part for single player because SWEP:Think is ran shared in SP.
if tr.Hit and not ( game.SinglePlayer() and CLIENT ) then
self:EmitSound( self.HitSound, 75, 100, 1, CHAN_WEAPON + 1)
end
if self.OnMeleeHit and self:OnMeleeHit(hitent, hitflesh, tr) then
return
end
local armdelay = owner:GetMeleeSpeedMul()
local delay = self.Primary.Delay * (owner.UnarmedDelayMul or 1) * armdelay
if tr.Hit then
self.LastSwingHit = time
if owner:IsSkillActive(SKILL_COMBOKNUCKLE) then
delay = delay / 2
end
else
if owner:IsSkillActive(SKILL_COMBOKNUCKLE) then
delay = delay * 2
end
if owner.MeleePowerAttackMul and owner.MeleePowerAttackMul > 1 then
self:SetPowerCombo(0)
end
end
self:SetNextPrimaryFire( time + delay )
self:SetNextSecondaryFire( time + delay )
if hitent:IsValid() then
local damagemultiplier = owner:GetTotalAdditiveModifier("UnarmedDamageMul", "MeleeDamageMultiplier")
if owner:IsSkillActive(SKILL_LASTSTAND) then
if owner:Health() <= owner:GetMaxHealth() * 0.25 then
damagemultiplier = damagemultiplier * 2
else
damagemultiplier = damagemultiplier * 0.85
end
end
if SERVER and hitent:IsPlayer() and not self.NoGlassWeapons and owner:IsSkillActive(SKILL_GLASSWEAPONS) then
damagemultiplier = damagemultiplier * 3.5
owner.GlassWeaponShouldBreak = not owner.GlassWeaponShouldBreak
end
if anim == "fists_uppercut" then
damagemultiplier = damagemultiplier * self.UppercutDamageMultiplier
end
local damage = self.MeleeDamage * damagemultiplier
local dmginfo = self:GenerateDamageInfo(damage, tr.HitPos)
local vel
if hitent:IsPlayer() then
self:PlayerHitUtil(owner, damage, hitent, dmginfo)
if SERVER then
hitent:SetLastHitGroup(tr.HitGroup)
if tr.HitGroup == HITGROUP_HEAD then
hitent:SetWasHitInHead()
end
if hitent:WouldDieFrom(dmginfo:GetDamage(), dmginfo:GetDamagePosition()) then
if anim == "fists_left" then
dmginfo:SetDamageForce(owner:GetRight() * 4912 + owner:GetForward() * 9998)
elseif anim == "fists_right" then
dmginfo:SetDamageForce(owner:GetRight() * -4912 + owner:GetForward() * 9989)
elseif anim == "fists_uppercut" then
dmginfo:SetDamageForce(owner:GetUp() * 5158 + owner:GetForward() * 10012)
end
else
if owner:IsSkillActive(SKILL_CRITICALKNUCKLE) then
hitent:ThrowFromPositionSetZ(tr.StartPos, 240 * (owner.MeleeKnockbackMultiplier or 1), nil, true)
end
if owner.BoxingTraining then
self:SetDTInt(5, self:GetDTInt(5) + 1)
if self:GetDTInt(5) >= 5 then
self:SetDTInt(5, 0)
hitent:AddLegDamage(18)
hitent:AddArmDamage(18)
hitent:EmitSound("weapons/crowbar/crowbar_impact1.wav", 75, math.random(60, 65))
end
end
end
end
vel = hitent:GetVelocity()
else
if owner.MeleePowerAttackMul and owner.MeleePowerAttackMul > 1 then
self:SetPowerCombo(0)
end
end
if IsFirstTimePredicted() then
self:PostHitUtil(owner, hitent, dmginfo, tr, vel)
end
if SERVER and hitent:GetMoveType() == MOVETYPE_VPHYSICS then
local phys = hitent:GetPhysicsObject()
if phys and phys:IsValid() then
phys:ApplyForceOffset( aimvector * 2000, tr.HitPos )
hitent:SetPhysicsAttacker(owner)
end
end
end
if SERVER then
if hitplayer and anim ~= "fists_uppercut" then
self:SetCombo( self:GetCombo() + 1 )
else
self:SetCombo( 0 )
end
end
if SERVER then
self:ServerMeleePostHitEntity(tr, hitent, damagemultiplier)
end
end
function SWEP:OnRemove()
if CLIENT and self:GetOwner():IsValid() and self:GetOwner():IsPlayer() then
local vm = self:GetOwner():GetViewModel()
if IsValid(vm) then vm:SetMaterial("") end
end
end
function SWEP:Holster(wep)
if CurTime() >= self:GetNextPrimaryFire() then
self:OnRemove()
if CLIENT then
self:Anim_Holster()
end
return true
end
return false
end
function SWEP:Deploy()
local vm = self:GetOwner():GetViewModel()
vm:SendViewModelMatchingSequence(vm:LookupSequence("fists_draw"))
self:UpdateNextIdle()
if SERVER then
self:SetCombo(0)
end
self:GetOwner():ResetSpeed()
return true
end
function SWEP:Think()
local idletime = self:GetNextIdle()
local idle_holdtype_time = self:GetNextIdleHoldType()
if idle_holdtype_time > 0 and CurTime() >= idle_holdtype_time then
--self:SetWeaponHoldType("normal")
self:SetNextIdleHoldType(0)
self.WalkSpeed = self.OldWalkSpeed
self:GetOwner():ResetSpeed()
end
if idletime > 0 and CurTime() >= idletime then
local vm = self:GetOwner():GetViewModel()
vm:SendViewModelMatchingSequence( vm:LookupSequence("fists_idle_0"..math.random(2)))
self:UpdateNextIdle()
end
local meleetime = self:GetNextMeleeAttack()
if meleetime > 0 and CurTime() >= meleetime then
self:DealDamage()
self:SetNextMeleeAttack( 0 )
end
if SERVER and CurTime() >= self:GetNextPrimaryFire() + 0.1 then
self:SetCombo( 0 )
end
end
function SWEP:TranslateActivity( act )
return self.ActivityTranslate and self.ActivityTranslate[act] or -1
end
if not CLIENT then return end
function SWEP:DrawWeaponSelection(x, y, w, h, alpha)
self:BaseDrawWeaponSelection(x, y, w, h, alpha)
end
function SWEP:DrawHUD()
self:DrawCrosshairDot()
end
function SWEP:GetViewModelPosition(pos, ang)
pos = pos - ang:Up() * 3
return pos, ang
end