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wnsrc/gamemodes/ixhl2rp/plugins/combinedeployables/entities/weapons/weapon_barricade_placer.lua

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Lua
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2024-08-04 23:12:27 +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/
--]]
local AddCSLuaFile = AddCSLuaFile
local Model = Model
local Sound = Sound
local IsValid = IsValid
local ents = ents
local Angle = Angle
local pairs = pairs
local game = game
local math = math
local LocalPlayer = LocalPlayer
local draw = draw
local ScrW = ScrW
local ScrH = ScrH
local Color = Color
AddCSLuaFile()
SWEP.PrintName = "Barricade Placer"
SWEP.Author = "JohnyReaper"
SWEP.Purpose = ""
SWEP.Category = "HL2 RP"
SWEP.Slot = 0
SWEP.SlotPos = 1
SWEP.ViewModel = Model("")
SWEP.WorldModel = Model("")
SWEP.ViewModelFOV = 70
SWEP.UseHands = false
SWEP.HoldType = "normal"
SWEP.Ent = "ix_combinebarricade"
SWEP.BarricadePlace = nil
SWEP.PreviewModel = "models/props_combine/combine_barricade_short01a.mdl"
SWEP.Spawnable = true
SWEP.Primary.ClipSize = -1
SWEP.Primary.DefaultClip = -1
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = "none"
SWEP.Secondary.ClipSize = -1
SWEP.Secondary.DefaultClip = -1
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = "none"
SWEP.DrawAmmo = false
SWEP.IsAlwaysLowered = true
SWEP.FireWhenLowered = true
local SwingSound = Sound("WeaponFrag.Throw")
function SWEP:Initialize()
self:SetWeaponHoldType(self.HoldType)
if CLIENT then
self:GhostProp()
end
end
function SWEP:Deploy()
if CLIENT then
self:GhostProp()
end
end
function SWEP:GhostProp()
if (IsValid(self.ghostProp)) then self.ghostProp:Remove() end
self.ghostProp = ents.CreateClientProp()
self.ghostProp:SetModel(self.PreviewModel)
-- self.ghostProp:SetMaterial("models/wireframe")
self.ghostProp:Spawn()
self.ghostProp:Activate()
self.ghostProp:SetParent(self.Owner)
self.ghostProp:SetRenderMode(RENDERMODE_TRANSALPHA)
end
function SWEP:CalcViewModelView(vm, oldPos, oldAng, pos, ang)
local oldPos = vm:GetPos()
local oldAng = vm:GetAngles()
local newPos = pos + ang:Up() * 5 + ang:Forward() * -12
return newPos, ang
end
function SWEP:CheckCollisionBox()
local hitVector = self.Owner:GetPos() + Angle(0, self.Owner:GetAngles().y, 0):Forward() * 55
local check = true
for k, v in pairs(ents.FindInSphere(hitVector, 15)) do
if (check) then
check = false
end
end
return check
end
function SWEP:PrimaryAttack()
local tr = self.Owner:GetEyeTrace()
if (game.SinglePlayer()) then self:CallOnClient("PrimaryAttack") end
if (SERVER) then
self.Owner:SetAnimation(PLAYER_ATTACK1)
end
if (tr.HitWorld) then
if (!self.BarricadePlace) then
self.BarricadePlace = self.Owner:GetPos() + Angle(0, self.Owner:GetAngles().y, 0):Forward() * 65 + Angle(0, self.Owner:GetAngles().y, 0):Right() * -10 + Angle(0, self.Owner:GetAngles().y, 0):Up() * 30
self.testowyang = Angle(0, self.Owner:GetAngles().y + 330, 0):SnapTo("y", 1)
end
if (SERVER) then
if (self.BarricadePlace) then
local angles = self.testowyang
angles.p = 0
angles.r = 0
angles:RotateAroundAxis(angles:Up(), 360)
local barricadeEnt = ents.Create(self.Ent)
barricadeEnt:SetPos(self.BarricadePlace)
barricadeEnt:SetAngles(angles)
barricadeEnt:Spawn()
barricadeEnt:Activate()
if (self.Owner.previousWep) then
self.Owner:SelectWeapon(self.Owner.previousWep)
self.Owner.previousWep = nil
end
self:Remove()
end
end
self.Owner:EmitSound("physics/metal/metal_canister_impact_soft"..math.random(1,3)..".wav", 60, 100, 0.5)
end
end
function SWEP:SecondaryAttack()
if (SERVER) then
local char = self.Owner:GetCharacter()
local inventory = char:GetInventory()
inventory:Add("barricade_placer")
if (self.Owner.previousWep) then
self.Owner:SelectWeapon(self.Owner.previousWep)
self.Owner.previousWep = nil
end
self:Remove()
end
end
if (CLIENT) then
function SWEP:DrawHUD()
local ply = LocalPlayer()
if (!ply:Alive()) then return end
draw.SimpleTextOutlined("Press LMB to place", "DermaLarge", ScrW() / 2, ScrH()-230, Color(250,250,250), TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER, 1, Color(25, 25, 25, 250))
draw.SimpleTextOutlined("Press RMB to exit", "DermaLarge", ScrW() / 2, ScrH()-200, Color(250,250,250), TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER, 1, Color(25, 25, 25, 250))
end
end
function SWEP:Think()
local tr = self.Owner:GetEyeTrace()
if (CLIENT) then
if (IsValid(self.ghostProp)) then
local pozz = self.BarricadePlace
local angg = self.testowyang
self.ghostProp:SetPos(self.Owner:GetPos() + Angle(0, self.Owner:GetAngles().y, 0):Forward() * 65 + Angle(0, self.Owner:GetAngles().y, 0):Right() * -10 + Angle(0, self.Owner:GetAngles().y, 0):Up() * 30 )
self.ghostProp:SetAngles(Angle(0, self.Owner:GetAngles().y + 330, 0):SnapTo("y", 1))
else
self:GhostProp()
end
end
end
function SWEP:PreDrawViewModel()
if (CLIENT) then
if (!IsValid(self.ghostProp)) then
self:GhostProp()
end
end
end
function SWEP:Holster()
if (CLIENT) then
if (IsValid(self.ghostProp)) then
self.ghostProp:Remove()
end
end
if (SERVER) then
self:Remove()
end
return true
end
function SWEP:OnDrop()
self:Remove()
end
function SWEP:OnRemove()
if (CLIENT) then
if (IsValid(self.ghostProp)) then
self.ghostProp:Remove()
end
end
end