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wnsrc/gamemodes/terrortown/entities/weapons/weapon_ttt_beacon.lua

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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/
--]]
-- DISABLED: Beacons are meant to signal locations. In practice no one uses
-- them. I'm leaving the weapon in in case I think of a way to make it useful,
-- or if you want to experiment with it. Uncomment the two lines that say
-- "DISABLED" above them (ie. the AddCSLuaFile and SWEP.CanBuy) and the weapon will
-- appear in the detective's equipment menu. Do the same for the ttt_beacon
-- entity to make it all work.
--DISABLED
--AddCSLuaFile()
SWEP.HoldType = "normal"
if CLIENT then
SWEP.PrintName = "Beacon"
SWEP.Slot = 6
SWEP.ViewModelFlip = false
SWEP.ViewModelFOV = 10
SWEP.EquipMenuData = {
type="Weapon",
model="models/props_lab/reciever01b.mdl",
desc="Broadcasts a location to everyone.\n\nUse to warn or group innocents."
};
SWEP.Icon = "vgui/ttt/icon_beacon"
end
SWEP.Base = "weapon_tttbase"
SWEP.ViewModel = "models/weapons/v_crowbar.mdl"
SWEP.WorldModel = "models/props_lab/reciever01b.mdl"
SWEP.Primary.ClipSize = 3
SWEP.Primary.DefaultClip = 1
SWEP.Primary.Automatic = true
SWEP.Primary.Ammo = "slam"
SWEP.Primary.Delay = 1.0
SWEP.Secondary.ClipSize = -1
SWEP.Secondary.DefaultClip = -1
SWEP.Secondary.Automatic = true
SWEP.Secondary.Ammo = "none"
SWEP.Secondary.Delay = 1.0
SWEP.Kind = WEAPON_EQUIP
-- DISABLED
--SWEP.CanBuy = {ROLE_DETECTIVE} -- only detectives can buy
SWEP.LimitedStock = true -- only buyable once
SWEP.WeaponID = AMMO_BEACON
SWEP.Spawnable = true
SWEP.AllowDrop = false
SWEP.NoSights = true
function SWEP:OnDrop()
self:Remove()
end
function SWEP:PrimaryAttack()
self:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
if self:CanPrimaryAttack() then
self:BeaconDrop()
end
end
function SWEP:SecondaryAttack()
self:SetNextSecondaryFire( CurTime() + self.Secondary.Delay )
if self:CanPrimaryAttack() then
self:BeaconStick()
end
end
local throwsound = Sound( "Weapon_SLAM.SatchelThrow" )
-- might be able to move this drop/stick stuff into something more general now
-- that a number of weapons use it
function SWEP:BeaconDrop()
if SERVER then
local ply = self:GetOwner()
if not IsValid(ply) then return end
if self.Planted then return end
local vsrc = ply:GetShootPos()
local vang = ply:GetAimVector()
local vvel = ply:GetVelocity()
local vthrow = vvel + vang * 200
local beacon = ents.Create("ttt_beacon")
if IsValid(beacon) then
beacon:SetPos(vsrc + vang * 10)
beacon:SetOwner(ply)
beacon:Spawn()
beacon:PointAtEntity(ply)
local ang = beacon:GetAngles()
ang:RotateAroundAxis(ang:Right(), 90)
beacon:SetAngles(ang)
beacon:PhysWake()
local phys = beacon:GetPhysicsObject()
if IsValid(phys) then
phys:SetVelocity(vthrow)
end
self:PlacedBeacon()
end
end
self:EmitSound(throwsound)
end
function SWEP:BeaconStick()
if SERVER then
local ply = self:GetOwner()
if not IsValid(ply) then return end
if self.Planted then return end
local ignore = {ply, self}
local spos = ply:GetShootPos()
local epos = spos + ply:GetAimVector() * 80
local tr = util.TraceLine({start=spos, endpos=epos, filter=ignore, mask=MASK_SOLID})
if tr.HitWorld then
local beacon = ents.Create("ttt_beacon")
if IsValid(beacon) then
beacon:PointAtEntity(ply)
local tr_ent = util.TraceEntity({start=spos, endpos=epos, filter=ignore, mask=MASK_SOLID}, beacon)
if tr_ent.HitWorld then
local ang = tr_ent.HitNormal:Angle()
--ang:RotateAroundAxis(ang:Right(), -90)
--ang:RotateAroundAxis(ang:Up(), -180)
--ang:RotateAroundAxis(ang:Forward(), 90)
beacon:SetPos(tr_ent.HitPos + ang:Forward() * 2.5)
beacon:SetAngles(ang)
beacon:SetOwner(ply)
beacon:Spawn()
local phys = beacon:GetPhysicsObject()
if IsValid(phys) then
phys:EnableMotion(false)
end
beacon.IsOnWall = true
self:PlacedBeacon()
end
end
end
end
end
function SWEP:PlacedBeacon()
self:TakePrimaryAmmo(1)
if not self:CanPrimaryAttack() then
self:Remove()
self.Planted = true
end
end
function SWEP:PickupBeacon()
if self:Clip1() >= self.Primary.ClipSize then
return false
else
self:SetClip1(self:Clip1() + 1)
return true
end
end
-- Ammo hackery after getting bought
function SWEP:WasBought(buyer)
self:SetClip1(self:Clip1() + 2)
end
function SWEP:Reload()
return false
end
function SWEP:OnRemove()
if CLIENT and IsValid(self:GetOwner()) and self:GetOwner() == LocalPlayer() and self:GetOwner():IsTerror() then
RunConsoleCommand("lastinv")
end
end
if CLIENT then
function SWEP:Initialize()
self:AddHUDHelp("Click to place the beacon")
return self.BaseClass.Initialize(self)
end
end
function SWEP:Deploy()
self:GetOwner():DrawViewModel(false)
return true
end
function SWEP:DrawWorldModel()
if not IsValid(self:GetOwner()) then
self:DrawModel()
end
end
function SWEP:DrawWorldModelTranslucent()
end