Files
wnsrc/lua/arccw/shared/attachments/uc_ubgl_m203.lua

226 lines
7.4 KiB
Lua
Raw Normal View History

2024-08-04 22:55:00 +03:00
--[[
| This file was obtained through the combined efforts
| of Madbluntz & Plymouth Antiquarian Society.
|
| Credits: lifestorm, Gregory Wayne Rossel JR.,
| Maloy, DrPepper10 @ RIP, Atle!
|
| Visit for more: https://plymouth.thetwilightzone.ru/
--]]
att.PrintName = "M203 Underbarrel Grenade Launcher"
att.AbbrevName = "M203 Grenade Launcher"
att.Icon = Material("entities/att/acwatt_uc_ubgl_m203.png", "mips smooth")
att.Description = "Single-shot underbarrel grenade launcher designed to replace the Colt XM148. Able to fire several basic 40x46mm grenade types."
att.SortOrder = -100000
att.AutoStats = true
att.Desc_Pros = {
}
att.Slot = "uc_ubgl"
att.ExcludeFlags = {"uc_noubgl"}
att.LHIK = true
att.ModelOffset = Vector(0, 0, 0)
att.Model = "models/weapons/arccw/atts/uc_ubgl_m203.mdl"
att.SelectUBGLSound = ""
att.ExitUBGLSound = ""
att.UBGL = true
att.UBGL_PrintName = "UBGL"
att.UBGL_Automatic = false
att.UBGL_MuzzleEffect = "muzzleflash_m79"
att.UBGL_Ammo = "smg1_grenade"
att.UBGL_RPM = 120
att.UBGL_Recoil = 2
-- ??
att.UBGL_Capacity = 1
att.UBGL_ClipSize = 1
att.LHIK_GunDriver = 2
att.LHIK_CamDriver = 3
local pretty = GetConVar("arccw_uc_infiniteubwammo")
att.Hook_ModifyAttBodygroups = function(wep, data)
if wep:GetBuff_Override("UC_UseClassicM203Mount") then
data.element.Model:SetBodygroup(1, 1)
end
end
local function Ammo(wep)
return (pretty:GetBool() and 9999 or wep:GetOwner():GetAmmoCount("smg1_grenade"))
end
att.Hook_LHIK_TranslateAnimation = function(wep, key)
if key == "idle" then
if wep:GetInUBGL() then
return "idle_armed"
else
return "idle"
end
end
end
att.Hook_ShouldNotSight = function(wep)
if wep:GetInUBGL() then
return true
end
end
att.Hook_OnSelectUBGL = function(wep)
wep:SetNextSecondaryFire(CurTime() + 0.7)
if (game.SinglePlayer() and SERVER) or (!game.SinglePlayer() and CLIENT and IsFirstTimePredicted()) then
wep:DoLHIKAnimation("to_armed", 0.7)
wep:PlaySoundTable({
{s = "arccw_uc/common/rattle_b2i_rifle.ogg", t = 0},
{s = "arccw_uc/common/raise.ogg", t = 0.2},
{s = "arccw_uc/common/grab.ogg", t = 0.5},
})
end
end
att.Hook_OnDeselectUBGL = function(wep)
wep:SetNextSecondaryFire(CurTime() + 0.7)
if (game.SinglePlayer() and SERVER) or (!game.SinglePlayer() and CLIENT and IsFirstTimePredicted()) then
wep:DoLHIKAnimation("to_idle", 0.7)
wep:PlaySoundTable({
{s = "arccw_uc/common/rattle_b2i_rifle.ogg", t = 0},
{s = "arccw_uc/common/shoulder.ogg", t = 0.4},
})
end
end
att.UBGL_Fire = function(wep, ubgl)
if wep:Clip2() <= 0 then return end
local owner = wep:GetOwner()
local class = wep:GetBuff_Override("UBGL_Entity") or "arccw_uc_40mm_he"
if class == "BUCKSHOT" then
local dir = (owner:EyeAngles() + wep:GetFreeAimOffset()):Forward()
local bullet = {
DamageMax = 18,
DamageMin = 6,
Range = 50,
RangeMin = 5,
DamageType = DMG_BUCKSHOT + DMG_BULLET,
Penleft = 0,
Penetration = 0,
Num = 1,
Damaged = {},
Weapon = wep,
}
local data = {
Attacker = owner,
Dir = dir,
Src = wep:GetShootSrc(),
Spread = Vector(0, 0, 0),
Damage = 0,
Num = 1,
Force = 5,
HullSize = 4,
Weapon = wep,
Callback = function(attacker, tr, dmg)
-- HACK: Pass a fake bullet table instead of ourselves so we don't use the weapon's attributes unintentionally
bullet.Travelled = (tr.HitPos - tr.StartPos):Length()
ArcCW:BulletCallback(att, tr, dmg, bullet)
end
}
if wep:GetOwner():IsPlayer() then
for n = 1, 20 do
local dirry = Vector(dir.x, dir.y, dir.z)
math.randomseed(math.Round(util.SharedRandom(n, -1337, 1337, !game.SinglePlayer() and wep:GetOwner():GetCurrentCommand():CommandNumber() or CurTime()) * (wep:EntIndex() % 30241)))
wep:ApplyRandomSpread(dirry, ArcCW.MOAToAcc * 50)
data.Dir = dirry
if GetConVar("arccw_bullet_enable"):GetBool() then
ArcCW:ShootPhysBullet(wep, data.Src, (250 / ArcCW.HUToM) * data.Dir:GetNormalized(), 0, bullet)
else
owner:FireBullets(data, true)
end
end
else
data.Spread = Vector(ArcCW.MOAToAcc * 50, ArcCW.MOAToAcc * 50, 0)
data.Num = 20
owner:FireBullets(data, true)
end
wep:MyEmitSound(")^/arccw_uc/common/gl_fire_buck.ogg", 100, 100, 1, CHAN_WEAPON )
wep:MyEmitSound(")^/arccw_uc/common/gl_fire_buck_dist.ogg", 149, 100, 0.5, CHAN_WEAPON + 1)
else
local proj = wep:FireRocket(class, 2500)
if SERVER then
proj.Damage = 130 -- lower than the m79 (200) for balance reasons
end
wep:MyEmitSound(")^/arccw_uc/common/40mm/fire-0" .. math.random(1, 6) .. ".ogg", 100, 100, 1, CHAN_WEAPON)
wep:MyEmitSound(")^/arccw_uc/common/40mm/fire-dist-0" .. math.random(1, 6) .. ".ogg", 149, 100, 0.5, CHAN_BODY)
wep:MyEmitSound(")^/arccw_uc/common/40mm/mech-0" .. math.random(1, 6) .. ".ogg", 149, 100, 0.5, CHAN_AUTO)
end
if game.SinglePlayer() and SERVER or (!game.SinglePlayer() and CLIENT and IsFirstTimePredicted()) then
wep:DoEffects()
wep:DoLHIKAnimation("fire")
end
wep:SetClip2(wep:Clip2() - 1)
wep:DoEffects()
end
local casing = {"arccw_uc/common/40mm/casing-40mm-01.ogg", "arccw_uc/common/40mm/casing-40mm-02.ogg", "arccw_uc/common/40mm/casing-40mm-03.ogg", "arccw_uc/common/40mm/casing-40mm-04.ogg", "arccw_uc/common/40mm/casing-40mm-05.ogg", "arccw_uc/common/40mm/casing-40mm-06.ogg"}
att.UBGL_Reload = function(wep, ubgl)
if wep:Clip2() >= 1 then return end
if Ammo(wep) <= 0 then return end
wep:SetNextSecondaryFire(CurTime() + 2.75)
local holy = (game.SinglePlayer() and SERVER) or (!game.SinglePlayer() and CLIENT and IsFirstTimePredicted())
if holy then
wep:DoLHIKAnimation("reload", 2.75)
wep:PlaySoundTable({
{s = { "arccw_uc/common/rattle1.ogg", "arccw_uc/common/rattle2.ogg", "arccw_uc/common/rattle3.ogg" }, t = 0},
{s = "arccw_uc/common/40mm/203open.ogg", t = 0.2},
{s = casing, t = 0.7},
{s = "arccw_uc/common/magpouch_replace_small.ogg", t = 0.9},
{s = "arccw_uc/common/40mm/203insert.ogg", t = 1.2},
{s = "arccw_uc/common/shoulder.ogg", t = 1.5},
{s = "arccw_uc/common/40mm/203close.ogg", t = 1.7},
{s = "arccw_uc/common/shoulder.ogg", t = 2.3},
})
end
local reserve = Ammo(wep)
reserve = reserve + wep:Clip2()
local clip = 1
local load = math.Clamp(clip, 0, reserve)
if (!pretty:GetBool()) then
wep:GetOwner():RemoveAmmo(1, "smg1_grenade")
end
wep:SetClip2(load)
end
att.Mult_SightTime = 1.2
att.Mult_SpeedMult = 0.9
att.Mult_SightedSpeedMult = 0.85
att.ToggleLockDefault = true
att.ToggleStats = {
{
PrintName = "High Explosive",
UBGL_Entity = "arccw_uc_40mm_he"
},
{
PrintName = "Smoke",
UBGL_Entity = "arccw_uc_40mm_smoke"
},
{
PrintName = "Buckshot",
UBGL_Entity = "BUCKSHOT"
}
}