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

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Lua
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2024-08-05 18:40:29 +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/
--]]
AddCSLuaFile()
SWEP.HoldType = "melee"
if CLIENT then
SWEP.PrintName = "crowbar_name"
SWEP.Slot = 0
SWEP.DrawCrosshair = false
SWEP.ViewModelFlip = false
SWEP.ViewModelFOV = 54
SWEP.Icon = "vgui/ttt/icon_cbar"
end
SWEP.Base = "weapon_tttbase"
SWEP.UseHands = true
SWEP.ViewModel = "models/weapons/c_crowbar.mdl"
SWEP.WorldModel = "models/weapons/w_crowbar.mdl"
SWEP.Primary.Damage = 20
SWEP.Primary.ClipSize = -1
SWEP.Primary.DefaultClip = -1
SWEP.Primary.Automatic = true
SWEP.Primary.Delay = 0.5
SWEP.Primary.Ammo = "none"
SWEP.Secondary.ClipSize = -1
SWEP.Secondary.DefaultClip = -1
SWEP.Secondary.Automatic = true
SWEP.Secondary.Ammo = "none"
SWEP.Secondary.Delay = 5
SWEP.Kind = WEAPON_MELEE
SWEP.WeaponID = AMMO_CROWBAR
SWEP.InLoadoutFor = {ROLE_INNOCENT, ROLE_TRAITOR, ROLE_DETECTIVE}
SWEP.NoSights = true
SWEP.IsSilent = true
SWEP.Weight = 5
SWEP.AutoSpawnable = false
SWEP.AllowDelete = false -- never removed for weapon reduction
SWEP.AllowDrop = false
local sound_single = Sound("Weapon_Crowbar.Single")
local sound_open = Sound("DoorHandles.Unlocked3")
if SERVER then
CreateConVar("ttt_crowbar_unlocks", "1", FCVAR_ARCHIVE)
CreateConVar("ttt_crowbar_pushforce", "395", FCVAR_NOTIFY)
end
-- only open things that have a name (and are therefore likely to be meant to
-- open) and are the right class. Opening behaviour also differs per class, so
-- return one of the OPEN_ values
local function OpenableEnt(ent)
local cls = ent:GetClass()
if ent:GetName() == "" then
return OPEN_NO
elseif cls == "prop_door_rotating" then
return OPEN_ROT
elseif cls == "func_door" or cls == "func_door_rotating" then
return OPEN_DOOR
elseif cls == "func_button" then
return OPEN_BUT
elseif cls == "func_movelinear" then
return OPEN_NOTOGGLE
else
return OPEN_NO
end
end
local function CrowbarCanUnlock(t)
return not GAMEMODE.crowbar_unlocks or GAMEMODE.crowbar_unlocks[t]
end
-- will open door AND return what it did
function SWEP:OpenEnt(hitEnt)
-- Get ready for some prototype-quality code, all ye who read this
if SERVER and GetConVar("ttt_crowbar_unlocks"):GetBool() then
local openable = OpenableEnt(hitEnt)
if openable == OPEN_DOOR or openable == OPEN_ROT then
local unlock = CrowbarCanUnlock(openable)
if unlock then
hitEnt:Fire("Unlock", nil, 0)
end
if unlock or hitEnt:HasSpawnFlags(256) then
if openable == OPEN_ROT then
hitEnt:Fire("OpenAwayFrom", self:GetOwner(), 0)
end
hitEnt:Fire("Toggle", nil, 0)
else
return OPEN_NO
end
elseif openable == OPEN_BUT then
if CrowbarCanUnlock(openable) then
hitEnt:Fire("Unlock", nil, 0)
hitEnt:Fire("Press", nil, 0)
else
return OPEN_NO
end
elseif openable == OPEN_NOTOGGLE then
if CrowbarCanUnlock(openable) then
hitEnt:Fire("Open", nil, 0)
else
return OPEN_NO
end
end
return openable
else
return OPEN_NO
end
end
function SWEP:PrimaryAttack()
self:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
if not IsValid(self:GetOwner()) then return end
if self:GetOwner().LagCompensation then -- for some reason not always true
self:GetOwner():LagCompensation(true)
end
local spos = self:GetOwner():GetShootPos()
local sdest = spos + (self:GetOwner():GetAimVector() * 70)
local tr_main = util.TraceLine({start=spos, endpos=sdest, filter=self:GetOwner(), mask=MASK_SHOT_HULL})
local hitEnt = tr_main.Entity
self:EmitSound(sound_single)
if IsValid(hitEnt) or tr_main.HitWorld then
self:SendWeaponAnim( ACT_VM_HITCENTER )
if not (CLIENT and (not IsFirstTimePredicted())) then
local edata = EffectData()
edata:SetStart(spos)
edata:SetOrigin(tr_main.HitPos)
edata:SetNormal(tr_main.Normal)
edata:SetSurfaceProp(tr_main.SurfaceProps)
edata:SetHitBox(tr_main.HitBox)
--edata:SetDamageType(DMG_CLUB)
edata:SetEntity(hitEnt)
if hitEnt:IsPlayer() or hitEnt:GetClass() == "prop_ragdoll" then
util.Effect("BloodImpact", edata)
-- does not work on players rah
--util.Decal("Blood", tr_main.HitPos + tr_main.HitNormal, tr_main.HitPos - tr_main.HitNormal)
-- do a bullet just to make blood decals work sanely
-- need to disable lagcomp because firebullets does its own
self:GetOwner():LagCompensation(false)
self:GetOwner():FireBullets({Num=1, Src=spos, Dir=self:GetOwner():GetAimVector(), Spread=Vector(0,0,0), Tracer=0, Force=1, Damage=0})
else
util.Effect("Impact", edata)
end
end
else
self:SendWeaponAnim( ACT_VM_MISSCENTER )
end
if CLIENT then
-- used to be some shit here
else -- SERVER
-- Do another trace that sees nodraw stuff like func_button
local tr_all = nil
tr_all = util.TraceLine({start=spos, endpos=sdest, filter=self:GetOwner()})
self:GetOwner():SetAnimation( PLAYER_ATTACK1 )
if hitEnt and hitEnt:IsValid() then
if self:OpenEnt(hitEnt) == OPEN_NO and tr_all.Entity and tr_all.Entity:IsValid() then
-- See if there's a nodraw thing we should open
self:OpenEnt(tr_all.Entity)
end
local dmg = DamageInfo()
dmg:SetDamage(self.Primary.Damage)
dmg:SetAttacker(self:GetOwner())
dmg:SetInflictor(self)
dmg:SetDamageForce(self:GetOwner():GetAimVector() * 1500)
dmg:SetDamagePosition(self:GetOwner():GetPos())
dmg:SetDamageType(DMG_CLUB)
hitEnt:DispatchTraceAttack(dmg, spos + (self:GetOwner():GetAimVector() * 3), sdest)
-- self:SendWeaponAnim( ACT_VM_HITCENTER )
-- self:GetOwner():TraceHullAttack(spos, sdest, Vector(-16,-16,-16), Vector(16,16,16), 30, DMG_CLUB, 11, true)
-- self:GetOwner():FireBullets({Num=1, Src=spos, Dir=self:GetOwner():GetAimVector(), Spread=Vector(0,0,0), Tracer=0, Force=1, Damage=20})
else
-- if tr_main.HitWorld then
-- self:SendWeaponAnim( ACT_VM_HITCENTER )
-- else
-- self:SendWeaponAnim( ACT_VM_MISSCENTER )
-- end
-- See if our nodraw trace got the goods
if tr_all.Entity and tr_all.Entity:IsValid() then
self:OpenEnt(tr_all.Entity)
end
end
end
if self:GetOwner().LagCompensation then
self:GetOwner():LagCompensation(false)
end
end
function SWEP:SecondaryAttack()
self:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
self:SetNextSecondaryFire( CurTime() + 0.1 )
if self:GetOwner().LagCompensation then
self:GetOwner():LagCompensation(true)
end
local tr = self:GetOwner():GetEyeTrace(MASK_SHOT)
if tr.Hit and IsValid(tr.Entity) and tr.Entity:IsPlayer() and (self:GetOwner():EyePos() - tr.HitPos):Length() < 100 then
local ply = tr.Entity
if SERVER and (not ply:IsFrozen()) then
local pushvel = tr.Normal * GetConVar("ttt_crowbar_pushforce"):GetFloat()
-- limit the upward force to prevent launching
pushvel.z = math.Clamp(pushvel.z, 50, 100)
ply:SetVelocity(ply:GetVelocity() + pushvel)
self:GetOwner():SetAnimation( PLAYER_ATTACK1 )
ply.was_pushed = {att=self:GetOwner(), t=CurTime(), wep=self:GetClass()} --, infl=self}
end
self:EmitSound(sound_single)
self:SendWeaponAnim( ACT_VM_HITCENTER )
self:SetNextSecondaryFire( CurTime() + self.Secondary.Delay )
end
if self:GetOwner().LagCompensation then
self:GetOwner():LagCompensation(false)
end
end
function SWEP:GetClass()
return "weapon_zm_improvised"
end
function SWEP:OnDrop()
self:Remove()
end