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95
lua/weapons/weapon_vj_hlr1_m40a1/shared.lua
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95
lua/weapons/weapon_vj_hlr1_m40a1/shared.lua
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--[[
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| This file was obtained through the combined efforts
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| of Madbluntz & Plymouth Antiquarian Society.
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| Credits: lifestorm, Gregory Wayne Rossel JR.,
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| Maloy, DrPepper10 @ RIP, Atle!
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|
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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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if (!file.Exists("autorun/vj_base_autorun.lua","LUA")) then return end
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---------------------------------------------------------------------------------------------------------------------------------------------
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SWEP.Base = "weapon_vj_base"
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SWEP.PrintName = "M-40A1 Sniper Rifle"
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SWEP.Author = "DrVrej"
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SWEP.Contact = "http://steamcommunity.com/groups/vrejgaming"
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SWEP.Purpose = "This weapon is made for Players and NPCs"
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SWEP.Instructions = "Controls are like a regular weapon."
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SWEP.Category = "VJ Base"
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-- NPC Settings ---------------------------------------------------------------------------------------------------------------------------------------------
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SWEP.NPC_NextPrimaryFire = false -- Next time it can use primary fire
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SWEP.NPC_CustomSpread = 0.2 -- This is added on top of the custom spread that's set inside the SNPC! | Starting from 1: Closer to 0 = better accuracy, Farther than 1 = worse accuracy
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SWEP.NPC_ReloadSound = {"vj_hlr/hl1_weapon/sniper/sniper_reload_full.wav"} -- Sounds it plays when the base detects the SNPC playing a reload animation
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SWEP.NPC_ExtraFireSound = {"vj_hlr/hl1_weapon/sniper/sniper_bolt1.wav"} -- Plays an extra sound after it fires (Example: Bolt action sound)
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SWEP.NPC_ExtraFireSoundTime = 0.5 -- How much time until it plays the sound (After Firing)?
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SWEP.NPC_CanBePickedUp = false -- Can this weapon be picked up by NPCs? (Ex: Rebels)
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-- Main Settings ---------------------------------------------------------------------------------------------------------------------------------------------
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SWEP.MadeForNPCsOnly = true -- Is this weapon meant to be for NPCs only?
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SWEP.WorldModel = "models/vj_hlr/weapons/w_m40a1.mdl"
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SWEP.HoldType = "ar2"
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SWEP.Spawnable = false
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SWEP.AdminSpawnable = false
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-- World Model ---------------------------------------------------------------------------------------------------------------------------------------------
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SWEP.WorldModel_Invisible = true -- Should the world model be invisible?
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SWEP.WorldModel_UseCustomPosition = true -- Should the gun use custom position? This can be used to fix guns that are in the crotch
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SWEP.WorldModel_CustomPositionAngle = Vector(-80, 0, 92.5)
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SWEP.WorldModel_CustomPositionOrigin = Vector(-10, 0.5, -0.2)
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SWEP.WorldModel_CustomPositionBone = "Bip01 R Hand" -- The bone it will use as the main point
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-- Primary Fire ---------------------------------------------------------------------------------------------------------------------------------------------
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SWEP.Primary.Damage = 30 -- Damage
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SWEP.Primary.ClipSize = 5 -- Max amount of bullets per clip
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SWEP.Primary.Ammo = "SniperRound" -- Ammo type
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SWEP.Primary.Sound = {"vj_hlr/hl1_weapon/sniper/sniper_fire.wav"}
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SWEP.Primary.DistantSound = {"vj_hlr/hl1_weapon/sniper/sniper_fire_distant2.wav"}
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SWEP.Primary.TracerType = "VJ_HLR_Tracer"
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-- Custom
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SWEP.HLR_ValidModels = {"models/vj_hlr/opfor/massn.mdl"}
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---------------------------------------------------------------------------------------------------------------------------------------------
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function SWEP:CustomOnInitialize()
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timer.Simple(0.1,function() -- Minag mikani modelner tske, yete ooresh model-e, serpe as zenke
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if IsValid(self) && IsValid(self:GetOwner()) then
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if !VJ_HasValue(self.HLR_ValidModels,self:GetOwner():GetModel()) then
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if IsValid(self:GetOwner():GetCreator()) then
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self:GetOwner():GetCreator():PrintMessage(HUD_PRINTTALK,self.PrintName.." removed! It's made for specific NPCs only!")
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end
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self:Remove()
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else
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self.NPC_NextPrimaryFire = false
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end
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end
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end)
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function SWEP:CustomOnDrawWorldModel() -- This is client only!
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if IsValid(self:GetOwner()) then
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self.WorldModel_Invisible = true
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return false
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else
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self.WorldModel_Invisible = false
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return true -- return false to not draw the world model
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function SWEP:CustomOnPrimaryAttackEffects()
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self.PrimaryEffects_MuzzleFlash = false
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muz = ents.Create("env_sprite")
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muz:SetKeyValue("model","vj_hl/sprites/muzzleflash1.vmt")
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muz:SetKeyValue("scale",""..math.Rand(0.3,0.5))
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muz:SetKeyValue("GlowProxySize","2.0") -- Size of the glow to be rendered for visibility testing.
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muz:SetKeyValue("HDRColorScale","1.0")
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muz:SetKeyValue("renderfx","14")
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muz:SetKeyValue("rendermode","3") -- Set the render mode to "3" (Glow)
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muz:SetKeyValue("renderamt","255") -- Transparency
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muz:SetKeyValue("disablereceiveshadows","0") -- Disable receiving shadows
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muz:SetKeyValue("framerate","10.0") -- Rate at which the sprite should animate, if at all.
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muz:SetKeyValue("spawnflags","0")
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muz:SetParent(self)
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muz:Fire("SetParentAttachment",self.PrimaryEffects_MuzzleAttachment)
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muz:SetAngles(Angle(math.random(-100, 100), math.random(-100, 100), math.random(-100, 100)))
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muz:Spawn()
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muz:Activate()
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muz:Fire("Kill","",0.08)
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return true
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end
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