This commit is contained in:
lifestorm
2024-08-05 18:40:29 +03:00
parent 9f505a0646
commit c6d9b6f580
8044 changed files with 1853472 additions and 21 deletions

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--[[
| 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/
--]]
--[[---------------------------------------------------------
Name: SetupWeaponHoldTypeForAI
Desc: Sets up ACT translations from generic activities to NPC specific activies. In a seperate file to clean up the init.lua
Not all NPCs have support for all animations (for example Citizens don't have pistol animations)
This only supports the holdtypes the default NPC models can support
All of these are taken directly from IMPLEMENT_ACTTABLE() macro of the C++ weapons
-----------------------------------------------------------]]
function SWEP:SetupWeaponHoldTypeForAI( t )
self.ActivityTranslateAI = {}
-- Default is pistol/revolver for reasons
self.ActivityTranslateAI[ ACT_IDLE ] = ACT_IDLE_PISTOL
self.ActivityTranslateAI[ ACT_IDLE_ANGRY ] = ACT_IDLE_ANGRY_PISTOL
self.ActivityTranslateAI[ ACT_RANGE_ATTACK1 ] = ACT_RANGE_ATTACK_PISTOL
self.ActivityTranslateAI[ ACT_RELOAD ] = ACT_RELOAD_PISTOL
self.ActivityTranslateAI[ ACT_WALK_AIM ] = ACT_WALK_AIM_PISTOL
self.ActivityTranslateAI[ ACT_RUN_AIM ] = ACT_RUN_AIM_PISTOL
self.ActivityTranslateAI[ ACT_GESTURE_RANGE_ATTACK1 ] = ACT_GESTURE_RANGE_ATTACK_PISTOL
self.ActivityTranslateAI[ ACT_RELOAD_LOW ] = ACT_RELOAD_PISTOL_LOW
self.ActivityTranslateAI[ ACT_RANGE_ATTACK1_LOW ] = ACT_RANGE_ATTACK_PISTOL_LOW
self.ActivityTranslateAI[ ACT_COVER_LOW ] = ACT_COVER_PISTOL_LOW
self.ActivityTranslateAI[ ACT_RANGE_AIM_LOW ] = ACT_RANGE_AIM_PISTOL_LOW
self.ActivityTranslateAI[ ACT_GESTURE_RELOAD ] = ACT_GESTURE_RELOAD_PISTOL
self.ActivityTranslateAI[ ACT_WALK ] = ACT_WALK_PISTOL
self.ActivityTranslateAI[ ACT_RUN ] = ACT_RUN_PISTOL
self.ActivityTranslateAI[ ACT_IDLE_RELAXED ] = ACT_IDLE_PISTOL
self.ActivityTranslateAI[ ACT_IDLE_STIMULATED ] = ACT_IDLE_STIMULATED
self.ActivityTranslateAI[ ACT_IDLE_AGITATED ] = ACT_IDLE_ANGRY_PISTOL
self.ActivityTranslateAI[ ACT_IDLE_STEALTH ] = ACT_IDLE_STEALTH_PISTOL
self.ActivityTranslateAI[ ACT_WALK_RELAXED ] = ACT_WALK
self.ActivityTranslateAI[ ACT_WALK_STIMULATED ] = ACT_WALK_STIMULATED
self.ActivityTranslateAI[ ACT_WALK_AGITATED ] = ACT_WALK_AIM_PISTOL
self.ActivityTranslateAI[ ACT_WALK_STEALTH ] = ACT_WALK_STEALTH_PISTOL
self.ActivityTranslateAI[ ACT_RUN_RELAXED ] = ACT_RUN
self.ActivityTranslateAI[ ACT_RUN_STIMULATED ] = ACT_RUN_STIMULATED
self.ActivityTranslateAI[ ACT_RUN_AGITATED ] = ACT_RUN_AIM_PISTOL
self.ActivityTranslateAI[ ACT_RUN_STEALTH ] = ACT_RUN_STEALTH_PISTOL
self.ActivityTranslateAI[ ACT_IDLE_AIM_RELAXED ] = ACT_IDLE_PISTOL
self.ActivityTranslateAI[ ACT_IDLE_AIM_STIMULATED ] = ACT_IDLE_ANGRY_PISTOL
self.ActivityTranslateAI[ ACT_IDLE_AIM_AGITATED ] = ACT_IDLE_ANGRY_PISTOL
self.ActivityTranslateAI[ ACT_IDLE_AIM_STEALTH ] = ACT_IDLE_STEALTH_PISTOL
self.ActivityTranslateAI[ ACT_WALK_AIM_RELAXED ] = ACT_WALK
self.ActivityTranslateAI[ ACT_WALK_AIM_STIMULATED ] = ACT_WALK_AIM_PISTOL
self.ActivityTranslateAI[ ACT_WALK_AIM_AGITATED ] = ACT_WALK_AIM_PISTOL
self.ActivityTranslateAI[ ACT_WALK_AIM_STEALTH ] = ACT_WALK_AIM_STEALTH_PISTOL
self.ActivityTranslateAI[ ACT_RUN_AIM_RELAXED ] = ACT_RUN
self.ActivityTranslateAI[ ACT_RUN_AIM_STIMULATED ] = ACT_RUN_AIM_PISTOL
self.ActivityTranslateAI[ ACT_RUN_AIM_AGITATED ] = ACT_RUN_AIM_PISTOL
self.ActivityTranslateAI[ ACT_RUN_AIM_STEALTH ] = ACT_RUN_AIM_STEALTH_PISTOL
self.ActivityTranslateAI[ ACT_CROUCHIDLE_STIMULATED] = ACT_CROUCHIDLE_STIMULATED
self.ActivityTranslateAI[ ACT_CROUCHIDLE_AIM_STIMULATED ] = ACT_RANGE_AIM_PISTOL_LOW
self.ActivityTranslateAI[ ACT_CROUCHIDLE_AGITATED ] = ACT_RANGE_AIM_PISTOL_LOW
self.ActivityTranslateAI[ ACT_READINESS_RELAXED_TO_STIMULATED ] = ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED
self.ActivityTranslateAI[ ACT_READINESS_RELAXED_TO_STIMULATED_WALK ] = ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK
self.ActivityTranslateAI[ ACT_READINESS_AGITATED_TO_STIMULATED ] = ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED
self.ActivityTranslateAI[ ACT_READINESS_STIMULATED_TO_RELAXED ] = ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED
if ( t == "ar2" || t == "smg" ) then
self.ActivityTranslateAI[ ACT_RANGE_ATTACK1 ] = ACT_RANGE_ATTACK_AR2
self.ActivityTranslateAI[ ACT_RELOAD ] = ACT_RELOAD_SMG1
self.ActivityTranslateAI[ ACT_IDLE ] = ACT_IDLE_SMG1
self.ActivityTranslateAI[ ACT_IDLE_ANGRY ] = ACT_IDLE_ANGRY_SMG1
self.ActivityTranslateAI[ ACT_WALK ] = ACT_WALK_RIFLE
self.ActivityTranslateAI[ ACT_WALK_AIM ] = ACT_WALK_AIM_RIFLE
self.ActivityTranslateAI[ ACT_IDLE_RELAXED ] = ACT_IDLE_SMG1_RELAXED
self.ActivityTranslateAI[ ACT_IDLE_STIMULATED ] = ACT_IDLE_SMG1_STIMULATED
self.ActivityTranslateAI[ ACT_IDLE_AGITATED ] = ACT_IDLE_ANGRY_SMG1
self.ActivityTranslateAI[ ACT_WALK_RELAXED ] = ACT_WALK_RIFLE_RELAXED
self.ActivityTranslateAI[ ACT_WALK_STIMULATED ] = ACT_WALK_RIFLE_STIMULATED
self.ActivityTranslateAI[ ACT_WALK_AGITATED ] = ACT_WALK_AIM_RIFLE
self.ActivityTranslateAI[ ACT_RUN_RELAXED ] = ACT_RUN_RIFLE_RELAXED
self.ActivityTranslateAI[ ACT_RUN_STIMULATED ] = ACT_RUN_RIFLE_STIMULATED
self.ActivityTranslateAI[ ACT_RUN_AGITATED ] = ACT_RUN_AIM_RIFLE
self.ActivityTranslateAI[ ACT_IDLE_AIM_RELAXED ] = ACT_IDLE_SMG1_RELAXED
self.ActivityTranslateAI[ ACT_IDLE_AIM_STIMULATED ] = ACT_IDLE_AIM_RIFLE_STIMULATED
self.ActivityTranslateAI[ ACT_IDLE_AIM_AGITATED ] = ACT_IDLE_ANGRY_SMG1
self.ActivityTranslateAI[ ACT_WALK_AIM_RELAXED ] = ACT_WALK_RIFLE_RELAXED
self.ActivityTranslateAI[ ACT_WALK_AIM_STIMULATED ] = ACT_WALK_AIM_RIFLE_STIMULATED
self.ActivityTranslateAI[ ACT_WALK_AIM_AGITATED ] = ACT_WALK_AIM_RIFLE
self.ActivityTranslateAI[ ACT_RUN_AIM_RELAXED ] = ACT_RUN_RIFLE_RELAXED
self.ActivityTranslateAI[ ACT_RUN_AIM_STIMULATED ] = ACT_RUN_AIM_RIFLE_STIMULATED
self.ActivityTranslateAI[ ACT_RUN_AIM_AGITATED ] = ACT_RUN_AIM_RIFLE
self.ActivityTranslateAI[ ACT_WALK_CROUCH ] = ACT_WALK_CROUCH_RIFLE
self.ActivityTranslateAI[ ACT_WALK_CROUCH_AIM ] = ACT_WALK_CROUCH_AIM_RIFLE
self.ActivityTranslateAI[ ACT_RUN ] = ACT_RUN_RIFLE
self.ActivityTranslateAI[ ACT_RUN_AIM ] = ACT_RUN_AIM_RIFLE
self.ActivityTranslateAI[ ACT_RUN_CROUCH ] = ACT_RUN_CROUCH_RIFLE
self.ActivityTranslateAI[ ACT_RUN_CROUCH_AIM ] = ACT_RUN_CROUCH_AIM_RIFLE
self.ActivityTranslateAI[ ACT_GESTURE_RANGE_ATTACK1 ] = ACT_GESTURE_RANGE_ATTACK_AR2
self.ActivityTranslateAI[ ACT_RANGE_ATTACK1_LOW ] = ACT_RANGE_ATTACK_SMG1_LOW
self.ActivityTranslateAI[ ACT_COVER_LOW ] = ACT_COVER_SMG1_LOW
self.ActivityTranslateAI[ ACT_RANGE_AIM_LOW ] = ACT_RANGE_AIM_AR2_LOW
self.ActivityTranslateAI[ ACT_RELOAD_LOW ] = ACT_RELOAD_SMG1_LOW
self.ActivityTranslateAI[ ACT_GESTURE_RELOAD ] = ACT_GESTURE_RELOAD_SMG1
-- Extra overrides for SMG holdtype
if ( t == "smg" ) then
self.ActivityTranslateAI[ ACT_RANGE_ATTACK1 ] = ACT_RANGE_ATTACK_SMG1
self.ActivityTranslateAI[ ACT_GESTURE_RANGE_ATTACK1 ] = ACT_GESTURE_RANGE_ATTACK_SMG1
self.ActivityTranslateAI[ ACT_RANGE_AIM_LOW ] = ACT_RANGE_AIM_SMG1_LOW
end
return
end
if ( t == "shotgun" || t == "crossbow" ) then
self.ActivityTranslateAI[ ACT_IDLE ] = ACT_IDLE_SMG1
self.ActivityTranslateAI[ ACT_RANGE_ATTACK1 ] = ACT_RANGE_ATTACK_SHOTGUN
self.ActivityTranslateAI[ ACT_RELOAD ] = ACT_RELOAD_SHOTGUN
self.ActivityTranslateAI[ ACT_WALK ] = ACT_WALK_RIFLE
self.ActivityTranslateAI[ ACT_IDLE_ANGRY ] = ACT_IDLE_ANGRY_SHOTGUN
self.ActivityTranslateAI[ ACT_IDLE_RELAXED ] = ACT_IDLE_SHOTGUN_RELAXED
self.ActivityTranslateAI[ ACT_IDLE_STIMULATED ] = ACT_IDLE_SHOTGUN_STIMULATED
self.ActivityTranslateAI[ ACT_IDLE_AGITATED ] = ACT_IDLE_SHOTGUN_AGITATED
self.ActivityTranslateAI[ ACT_WALK_RELAXED ] = ACT_WALK_RIFLE_RELAXED
self.ActivityTranslateAI[ ACT_WALK_STIMULATED ] = ACT_WALK_RIFLE_STIMULATED
self.ActivityTranslateAI[ ACT_WALK_AGITATED ] = ACT_WALK_AIM_RIFLE
self.ActivityTranslateAI[ ACT_RUN_RELAXED ] = ACT_RUN_RIFLE_RELAXED
self.ActivityTranslateAI[ ACT_RUN_STIMULATED ] = ACT_RUN_RIFLE_STIMULATED
self.ActivityTranslateAI[ ACT_RUN_AGITATED ] = ACT_RUN_AIM_RIFLE
self.ActivityTranslateAI[ ACT_IDLE_AIM_RELAXED ] = ACT_IDLE_SMG1_RELAXED
self.ActivityTranslateAI[ ACT_IDLE_AIM_STIMULATED ] = ACT_IDLE_AIM_RIFLE_STIMULATED
self.ActivityTranslateAI[ ACT_IDLE_AIM_AGITATED ] = ACT_IDLE_ANGRY_SMG1
self.ActivityTranslateAI[ ACT_WALK_AIM_RELAXED ] = ACT_WALK_RIFLE_RELAXED
self.ActivityTranslateAI[ ACT_WALK_AIM_STIMULATED ] = ACT_WALK_AIM_RIFLE_STIMULATED
self.ActivityTranslateAI[ ACT_WALK_AIM_AGITATED ] = ACT_WALK_AIM_RIFLE
self.ActivityTranslateAI[ ACT_RUN_AIM_RELAXED ] = ACT_RUN_RIFLE_RELAXED
self.ActivityTranslateAI[ ACT_RUN_AIM_STIMULATED ] = ACT_RUN_AIM_RIFLE_STIMULATED
self.ActivityTranslateAI[ ACT_RUN_AIM_AGITATED ] = ACT_RUN_AIM_RIFLE
self.ActivityTranslateAI[ ACT_WALK_AIM ] = ACT_WALK_AIM_SHOTGUN
self.ActivityTranslateAI[ ACT_WALK_CROUCH ] = ACT_WALK_CROUCH_RIFLE
self.ActivityTranslateAI[ ACT_WALK_CROUCH_AIM ] = ACT_WALK_CROUCH_AIM_RIFLE
self.ActivityTranslateAI[ ACT_RUN ] = ACT_RUN_RIFLE
self.ActivityTranslateAI[ ACT_RUN_AIM ] = ACT_RUN_AIM_SHOTGUN
self.ActivityTranslateAI[ ACT_RUN_CROUCH ] = ACT_RUN_CROUCH_RIFLE
self.ActivityTranslateAI[ ACT_RUN_CROUCH_AIM ] = ACT_RUN_CROUCH_AIM_RIFLE
self.ActivityTranslateAI[ ACT_GESTURE_RANGE_ATTACK1 ] = ACT_GESTURE_RANGE_ATTACK_SHOTGUN
self.ActivityTranslateAI[ ACT_RANGE_ATTACK1_LOW ] = ACT_RANGE_ATTACK_SHOTGUN_LOW
self.ActivityTranslateAI[ ACT_RELOAD_LOW ] = ACT_RELOAD_SHOTGUN_LOW
self.ActivityTranslateAI[ ACT_GESTURE_RELOAD ] = ACT_GESTURE_RELOAD_SHOTGUN
return
end
if ( t == "rpg" ) then
self.ActivityTranslateAI[ ACT_RANGE_ATTACK1 ] = ACT_RANGE_ATTACK_RPG
self.ActivityTranslateAI[ ACT_IDLE_RELAXED ] = ACT_IDLE_RPG_RELAXED
self.ActivityTranslateAI[ ACT_IDLE_STIMULATED ] = ACT_IDLE_ANGRY_RPG
self.ActivityTranslateAI[ ACT_IDLE_AGITATED ] = ACT_IDLE_ANGRY_RPG
self.ActivityTranslateAI[ ACT_IDLE ] = ACT_IDLE_RPG
self.ActivityTranslateAI[ ACT_IDLE_ANGRY ] = ACT_IDLE_ANGRY_RPG
self.ActivityTranslateAI[ ACT_WALK ] = ACT_WALK_RPG
self.ActivityTranslateAI[ ACT_WALK_CROUCH ] = ACT_WALK_CROUCH_RPG
self.ActivityTranslateAI[ ACT_RUN ] = ACT_RUN_RPG
self.ActivityTranslateAI[ ACT_RUN_CROUCH ] = ACT_RUN_CROUCH_RPG
self.ActivityTranslateAI[ ACT_COVER_LOW ] = ACT_COVER_LOW_RPG
return
end
end

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--[[
| 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/
--]]
include( "ai_translations.lua" )
include( "sh_anim.lua" )
include( "shared.lua" )
SWEP.Slot = 0 -- Slot in the weapon selection menu
SWEP.SlotPos = 10 -- Position in the slot
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
SWEP.DrawCrosshair = true -- Should draw the default crosshair
SWEP.DrawWeaponInfoBox = true -- Should draw the weapon info box
SWEP.BounceWeaponIcon = true -- Should the weapon icon bounce?
SWEP.SwayScale = 1.0 -- The scale of the viewmodel sway
SWEP.BobScale = 1.0 -- The scale of the viewmodel bob
SWEP.RenderGroup = RENDERGROUP_OPAQUE
-- Override this in your SWEP to set the icon in the weapon selection
SWEP.WepSelectIcon = surface.GetTextureID( "weapons/swep" )
-- This is the corner of the speech bubble
SWEP.SpeechBubbleLid = surface.GetTextureID( "gui/speech_lid" )
--[[---------------------------------------------------------
You can draw to the HUD here - it will only draw when
the client has the weapon deployed..
-----------------------------------------------------------]]
function SWEP:DrawHUD()
end
--[[---------------------------------------------------------
Checks the objects before any action is taken
This is to make sure that the entities haven't been removed
-----------------------------------------------------------]]
function SWEP:DrawWeaponSelection( x, y, wide, tall, alpha )
-- Set us up the texture
surface.SetDrawColor( 255, 255, 255, alpha )
surface.SetTexture( self.WepSelectIcon )
-- Lets get a sin wave to make it bounce
local fsin = 0
if ( self.BounceWeaponIcon == true ) then
fsin = math.sin( CurTime() * 10 ) * 5
end
-- Borders
y = y + 10
x = x + 10
wide = wide - 20
-- Draw that mother
surface.DrawTexturedRect( x + fsin, y - fsin, wide - fsin * 2 , ( wide / 2 ) + fsin )
-- Draw weapon info box
self:PrintWeaponInfo( x + wide + 20, y + tall * 0.95, alpha )
end
--[[---------------------------------------------------------
This draws the weapon info box
-----------------------------------------------------------]]
function SWEP:PrintWeaponInfo( x, y, alpha )
if ( self.DrawWeaponInfoBox == false ) then return end
if ( self.InfoMarkup == nil ) then
local title_color = "<color=230,230,230,255>"
local text_color = "<color=150,150,150,255>"
local str = "<font=HudSelectionText>"
if ( self.Author != "" ) then str = str .. title_color .. "Author:</color>\t" .. text_color .. self.Author .. "</color>\n" end
if ( self.Contact != "" ) then str = str .. title_color .. "Contact:</color>\t" .. text_color .. self.Contact .. "</color>\n\n" end
if ( self.Purpose != "" ) then str = str .. title_color .. "Purpose:</color>\n" .. text_color .. self.Purpose .. "</color>\n\n" end
if ( self.Instructions != "" ) then str = str .. title_color .. "Instructions:</color>\n" .. text_color .. self.Instructions .. "</color>\n" end
str = str .. "</font>"
self.InfoMarkup = markup.Parse( str, 250 )
end
surface.SetDrawColor( 60, 60, 60, alpha )
surface.SetTexture( self.SpeechBubbleLid )
surface.DrawTexturedRect( x, y - 64 - 5, 128, 64 )
draw.RoundedBox( 8, x - 5, y - 6, 260, self.InfoMarkup:GetHeight() + 18, Color( 60, 60, 60, alpha ) )
self.InfoMarkup:Draw( x + 5, y + 5, nil, nil, alpha )
end
--[[---------------------------------------------------------
Name: SWEP:FreezeMovement()
Desc: Return true to freeze moving the view
-----------------------------------------------------------]]
function SWEP:FreezeMovement()
return false
end
--[[---------------------------------------------------------
Name: SWEP:ViewModelDrawn( viewModel )
Desc: Called straight after the viewmodel has been drawn
-----------------------------------------------------------]]
function SWEP:ViewModelDrawn( vm )
end
--[[---------------------------------------------------------
Name: OnRestore
Desc: Called immediately after a "load"
-----------------------------------------------------------]]
function SWEP:OnRestore()
end
--[[---------------------------------------------------------
Name: CustomAmmoDisplay
Desc: Return a table
-----------------------------------------------------------]]
function SWEP:CustomAmmoDisplay()
end
--[[---------------------------------------------------------
Name: GetViewModelPosition
Desc: Allows you to re-position the view model
-----------------------------------------------------------]]
function SWEP:GetViewModelPosition( pos, ang )
return pos, ang
end
--[[---------------------------------------------------------
Name: TranslateFOV
Desc: Allows the weapon to translate the player's FOV (clientside)
-----------------------------------------------------------]]
function SWEP:TranslateFOV( current_fov )
return current_fov
end
--[[---------------------------------------------------------
Name: DrawWorldModel
Desc: Draws the world model (not the viewmodel)
-----------------------------------------------------------]]
function SWEP:DrawWorldModel()
self:DrawModel()
end
--[[---------------------------------------------------------
Name: DrawWorldModelTranslucent
Desc: Draws the world model (not the viewmodel)
-----------------------------------------------------------]]
function SWEP:DrawWorldModelTranslucent()
self:DrawModel()
end
--[[---------------------------------------------------------
Name: AdjustMouseSensitivity
Desc: Allows you to adjust the mouse sensitivity.
-----------------------------------------------------------]]
function SWEP:AdjustMouseSensitivity()
return nil
end
--[[---------------------------------------------------------
Name: GetTracerOrigin
Desc: Allows you to override where the tracer comes from (in first person view)
returning anything but a vector indicates that you want the default action
-----------------------------------------------------------]]
function SWEP:GetTracerOrigin()
--[[
local ply = self:GetOwner()
local pos = ply:EyePos() + ply:EyeAngles():Right() * -5
return pos
--]]
end
--[[---------------------------------------------------------
Name: FireAnimationEvent
Desc: Allows you to override weapon animation events
-----------------------------------------------------------]]
function SWEP:FireAnimationEvent( pos, ang, event, options )
if ( !self.CSMuzzleFlashes ) then return end
-- CS Muzzle flashes
if ( event == 5001 or event == 5011 or event == 5021 or event == 5031 ) then
local data = EffectData()
data:SetFlags( 0 )
data:SetEntity( self:GetOwner():GetViewModel() )
data:SetAttachment( math.floor( ( event - 4991 ) / 10 ) )
data:SetScale( 1 )
if ( self.CSMuzzleX ) then
util.Effect( "CS_MuzzleFlash_X", data )
else
util.Effect( "CS_MuzzleFlash", data )
end
return true
end
end

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--[[
| 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( "cl_init.lua" )
AddCSLuaFile( "ai_translations.lua" )
AddCSLuaFile( "sh_anim.lua" )
AddCSLuaFile( "shared.lua" )
include( "ai_translations.lua" )
include( "sh_anim.lua" )
include( "shared.lua" )
SWEP.Weight = 5 -- Decides whether we should switch from/to this
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
--[[---------------------------------------------------------
Name: OnRestore
Desc: The game has just been reloaded. This is usually the right place
to call the GetNW* functions to restore the script's values.
-----------------------------------------------------------]]
function SWEP:OnRestore()
end
--[[---------------------------------------------------------
Name: AcceptInput
Desc: Accepts input, return true to override/accept input
-----------------------------------------------------------]]
function SWEP:AcceptInput( name, activator, caller, data )
return false
end
--[[---------------------------------------------------------
Name: KeyValue
Desc: Called when a keyvalue is added to us
-----------------------------------------------------------]]
function SWEP:KeyValue( key, value )
end
--[[---------------------------------------------------------
Name: Equip
Desc: A player or NPC has picked the weapon up
-----------------------------------------------------------]]
function SWEP:Equip( newOwner )
end
--[[---------------------------------------------------------
Name: EquipAmmo
Desc: The player has picked up the weapon and has taken the ammo from it
The weapon will be removed immediately after this call.
-----------------------------------------------------------]]
function SWEP:EquipAmmo( newOwner )
end
--[[---------------------------------------------------------
Name: OnDrop
Desc: Weapon was dropped
-----------------------------------------------------------]]
function SWEP:OnDrop()
end
--[[---------------------------------------------------------
Name: ShouldDropOnDie
Desc: Should this weapon be dropped when its owner dies?
-----------------------------------------------------------]]
function SWEP:ShouldDropOnDie()
return true
end
--[[---------------------------------------------------------
Name: GetCapabilities
Desc: For NPCs, returns what they should try to do with it.
-----------------------------------------------------------]]
function SWEP:GetCapabilities()
return CAP_WEAPON_RANGE_ATTACK1
end
--[[---------------------------------------------------------
Name: NPCShoot_Secondary
Desc: NPC tried to fire secondary attack
-----------------------------------------------------------]]
function SWEP:NPCShoot_Secondary( shootPos, shootDir )
self:SecondaryAttack()
end
--[[---------------------------------------------------------
Name: NPCShoot_Secondary
Desc: NPC tried to fire primary attack
-----------------------------------------------------------]]
function SWEP:NPCShoot_Primary( shootPos, shootDir )
self:PrimaryAttack()
end
-- These tell the NPC how to use the weapon
AccessorFunc( SWEP, "fNPCMinBurst", "NPCMinBurst" )
AccessorFunc( SWEP, "fNPCMaxBurst", "NPCMaxBurst" )
AccessorFunc( SWEP, "fNPCFireRate", "NPCFireRate" )
AccessorFunc( SWEP, "fNPCMinRestTime", "NPCMinRest" )
AccessorFunc( SWEP, "fNPCMaxRestTime", "NPCMaxRest" )

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--[[
| 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 ActIndex = {
[ "pistol" ] = ACT_HL2MP_IDLE_PISTOL,
[ "smg" ] = ACT_HL2MP_IDLE_SMG1,
[ "grenade" ] = ACT_HL2MP_IDLE_GRENADE,
[ "ar2" ] = ACT_HL2MP_IDLE_AR2,
[ "shotgun" ] = ACT_HL2MP_IDLE_SHOTGUN,
[ "rpg" ] = ACT_HL2MP_IDLE_RPG,
[ "physgun" ] = ACT_HL2MP_IDLE_PHYSGUN,
[ "crossbow" ] = ACT_HL2MP_IDLE_CROSSBOW,
[ "melee" ] = ACT_HL2MP_IDLE_MELEE,
[ "slam" ] = ACT_HL2MP_IDLE_SLAM,
[ "normal" ] = ACT_HL2MP_IDLE,
[ "fist" ] = ACT_HL2MP_IDLE_FIST,
[ "melee2" ] = ACT_HL2MP_IDLE_MELEE2,
[ "passive" ] = ACT_HL2MP_IDLE_PASSIVE,
[ "knife" ] = ACT_HL2MP_IDLE_KNIFE,
[ "duel" ] = ACT_HL2MP_IDLE_DUEL,
[ "camera" ] = ACT_HL2MP_IDLE_CAMERA,
[ "magic" ] = ACT_HL2MP_IDLE_MAGIC,
[ "revolver" ] = ACT_HL2MP_IDLE_REVOLVER
}
--[[---------------------------------------------------------
Name: SetWeaponHoldType
Desc: Sets up the translation table, to translate from normal
standing idle pose, to holding weapon pose.
-----------------------------------------------------------]]
function SWEP:SetWeaponHoldType( t )
t = string.lower( t )
local index = ActIndex[ t ]
if ( index == nil ) then
Msg( "SWEP:SetWeaponHoldType - ActIndex[ \"" .. t .. "\" ] isn't set! (defaulting to normal)\n" )
t = "normal"
index = ActIndex[ t ]
end
self.ActivityTranslate = {}
self.ActivityTranslate[ ACT_MP_STAND_IDLE ] = index
self.ActivityTranslate[ ACT_MP_WALK ] = index + 1
self.ActivityTranslate[ ACT_MP_RUN ] = index + 2
self.ActivityTranslate[ ACT_MP_CROUCH_IDLE ] = index + 3
self.ActivityTranslate[ ACT_MP_CROUCHWALK ] = index + 4
self.ActivityTranslate[ ACT_MP_ATTACK_STAND_PRIMARYFIRE ] = index + 5
self.ActivityTranslate[ ACT_MP_ATTACK_CROUCH_PRIMARYFIRE ] = index + 5
self.ActivityTranslate[ ACT_MP_RELOAD_STAND ] = index + 6
self.ActivityTranslate[ ACT_MP_RELOAD_CROUCH ] = index + 6
self.ActivityTranslate[ ACT_MP_JUMP ] = index + 7
self.ActivityTranslate[ ACT_RANGE_ATTACK1 ] = index + 8
self.ActivityTranslate[ ACT_MP_SWIM ] = index + 9
-- "normal" jump animation doesn't exist
if ( t == "normal" ) then
self.ActivityTranslate[ ACT_MP_JUMP ] = ACT_HL2MP_JUMP_SLAM
end
self:SetupWeaponHoldTypeForAI( t )
end
-- Default hold pos is the pistol
SWEP:SetWeaponHoldType( "pistol" )
--[[---------------------------------------------------------
Name: weapon:TranslateActivity()
Desc: Translate a player's Activity into a weapon's activity
So for example, ACT_HL2MP_RUN becomes ACT_HL2MP_RUN_PISTOL
Depending on how you want the player to be holding the weapon
-----------------------------------------------------------]]
function SWEP:TranslateActivity( act )
if ( self:GetOwner():IsNPC() ) then
if ( self.ActivityTranslateAI[ act ] ) then
return self.ActivityTranslateAI[ act ]
end
return -1
end
if ( self.ActivityTranslate[ act ] != nil ) then
return self.ActivityTranslate[ act ]
end
return -1
end

View File

@@ -0,0 +1,280 @@
--[[
| 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/
--]]
-- Variables that are used on both client and server
SWEP.PrintName = "Scripted Weapon" -- 'Nice' Weapon name (Shown on HUD)
SWEP.Author = ""
SWEP.Contact = ""
SWEP.Purpose = ""
SWEP.Instructions = ""
SWEP.ViewModelFOV = 62
SWEP.ViewModelFlip = false
SWEP.ViewModel = "models/weapons/v_pistol.mdl"
SWEP.WorldModel = "models/weapons/w_357.mdl"
SWEP.Spawnable = false
SWEP.AdminOnly = false
SWEP.Primary.ClipSize = 8 -- Size of a clip
SWEP.Primary.DefaultClip = 32 -- Default number of bullets in a clip
SWEP.Primary.Automatic = false -- Automatic/Semi Auto
SWEP.Primary.Ammo = "Pistol"
SWEP.Secondary.ClipSize = 8 -- Size of a clip
SWEP.Secondary.DefaultClip = 32 -- Default number of bullets in a clip
SWEP.Secondary.Automatic = false -- Automatic/Semi Auto
SWEP.Secondary.Ammo = "Pistol"
--[[---------------------------------------------------------
Name: SWEP:Initialize()
Desc: Called when the weapon is first loaded
-----------------------------------------------------------]]
function SWEP:Initialize()
self:SetHoldType( "pistol" )
end
--[[---------------------------------------------------------
Name: SWEP:PrimaryAttack()
Desc: +attack1 has been pressed
-----------------------------------------------------------]]
function SWEP:PrimaryAttack()
-- Make sure we can shoot first
if ( !self:CanPrimaryAttack() ) then return end
-- Play shoot sound
self:EmitSound( "Weapon_AR2.Single" )
-- Shoot 9 bullets, 150 damage, 0.75 aimcone
self:ShootBullet( 150, 1, 0.01, self.Primary.Ammo )
-- Remove 1 bullet from our clip
self:TakePrimaryAmmo( 1 )
-- Punch the player's view
local owner = self:GetOwner()
if ( !owner:IsNPC() ) then owner:ViewPunch( Angle( -1, 0, 0 ) ) end
end
--[[---------------------------------------------------------
Name: SWEP:SecondaryAttack()
Desc: +attack2 has been pressed
-----------------------------------------------------------]]
function SWEP:SecondaryAttack()
-- Make sure we can shoot first
if ( !self:CanSecondaryAttack() ) then return end
-- Play shoot sound
self:EmitSound("Weapon_Shotgun.Single")
-- Shoot 9 bullets, 150 damage, 0.75 aimcone
self:ShootBullet( 150, 9, 0.2, self.Secondary.Ammo )
-- Remove 1 bullet from our clip
self:TakeSecondaryAmmo( 1 )
-- Punch the player's view
local owner = self:GetOwner()
if ( !owner:IsNPC() ) then owner:ViewPunch( Angle( -10, 0, 0 ) ) end
end
--[[---------------------------------------------------------
Name: SWEP:Reload()
Desc: Reload is being pressed
-----------------------------------------------------------]]
function SWEP:Reload()
self:DefaultReload( ACT_VM_RELOAD )
end
--[[---------------------------------------------------------
Name: SWEP:Think()
Desc: Called every frame
-----------------------------------------------------------]]
function SWEP:Think()
end
--[[---------------------------------------------------------
Name: SWEP:Holster( weapon_to_swap_to )
Desc: Weapon wants to holster
RetV: Return true to allow the weapon to holster
-----------------------------------------------------------]]
function SWEP:Holster( wep )
return true
end
--[[---------------------------------------------------------
Name: SWEP:Deploy()
Desc: Whip it out
-----------------------------------------------------------]]
function SWEP:Deploy()
return true
end
--[[---------------------------------------------------------
Name: SWEP:ShootEffects()
Desc: A convenience function to create shoot effects
-----------------------------------------------------------]]
function SWEP:ShootEffects()
local owner = self:GetOwner()
self:SendWeaponAnim( ACT_VM_PRIMARYATTACK ) -- View model animation
owner:MuzzleFlash() -- Crappy muzzle light
owner:SetAnimation( PLAYER_ATTACK1 ) -- 3rd Person Animation
end
--[[---------------------------------------------------------
Name: SWEP:ShootBullet()
Desc: A convenience function to shoot bullets
-----------------------------------------------------------]]
function SWEP:ShootBullet( damage, num_bullets, aimcone, ammo_type, force, tracer )
local owner = self:GetOwner()
local bullet = {}
bullet.Num = num_bullets
bullet.Src = owner:GetShootPos() -- Source
bullet.Dir = owner:GetAimVector() -- Dir of bullet
bullet.Spread = Vector( aimcone, aimcone, 0 ) -- Aim Cone
bullet.Tracer = tracer || 5 -- Show a tracer on every x bullets
bullet.Force = force || 1 -- Amount of force to give to phys objects
bullet.Damage = damage
bullet.AmmoType = ammo_type || self.Primary.Ammo
owner:FireBullets( bullet )
self:ShootEffects()
end
--[[---------------------------------------------------------
Name: SWEP:TakePrimaryAmmo()
Desc: A convenience function to remove ammo
-----------------------------------------------------------]]
function SWEP:TakePrimaryAmmo( num )
-- Doesn't use clips
if ( self:Clip1() <= 0 ) then
if ( self:Ammo1() <= 0 ) then return end
self:GetOwner():RemoveAmmo( num, self:GetPrimaryAmmoType() )
return end
self:SetClip1( self:Clip1() - num )
end
--[[---------------------------------------------------------
Name: SWEP:TakeSecondaryAmmo()
Desc: A convenience function to remove ammo
-----------------------------------------------------------]]
function SWEP:TakeSecondaryAmmo( num )
-- Doesn't use clips
if ( self:Clip2() <= 0 ) then
if ( self:Ammo2() <= 0 ) then return end
self:GetOwner():RemoveAmmo( num, self:GetSecondaryAmmoType() )
return end
self:SetClip2( self:Clip2() - num )
end
--[[---------------------------------------------------------
Name: SWEP:CanPrimaryAttack()
Desc: Helper function for checking for no ammo
-----------------------------------------------------------]]
function SWEP:CanPrimaryAttack()
if ( self:Clip1() <= 0 ) then
self:EmitSound( "Weapon_Pistol.Empty" )
self:SetNextPrimaryFire( CurTime() + 0.2 )
self:Reload()
return false
end
return true
end
--[[---------------------------------------------------------
Name: SWEP:CanSecondaryAttack()
Desc: Helper function for checking for no ammo
-----------------------------------------------------------]]
function SWEP:CanSecondaryAttack()
if ( self:Clip2() <= 0 ) then
self:EmitSound( "Weapon_Pistol.Empty" )
self:SetNextSecondaryFire( CurTime() + 0.2 )
return false
end
return true
end
--[[---------------------------------------------------------
Name: OnRemove
Desc: Called just before entity is deleted
-----------------------------------------------------------]]
function SWEP:OnRemove()
end
--[[---------------------------------------------------------
Name: OwnerChanged
Desc: When weapon is dropped or picked up by a new player
-----------------------------------------------------------]]
function SWEP:OwnerChanged()
end
--[[---------------------------------------------------------
Name: Ammo1
Desc: Returns how much of ammo1 the player has
-----------------------------------------------------------]]
function SWEP:Ammo1()
return self:GetOwner():GetAmmoCount( self:GetPrimaryAmmoType() )
end
--[[---------------------------------------------------------
Name: Ammo2
Desc: Returns how much of ammo2 the player has
-----------------------------------------------------------]]
function SWEP:Ammo2()
return self:GetOwner():GetAmmoCount( self:GetSecondaryAmmoType() )
end
--[[---------------------------------------------------------
Name: DoImpactEffect
Desc: Callback so the weapon can override the impact effects it makes
return true to not do the default thing - which is to call UTIL_ImpactTrace in c++
-----------------------------------------------------------]]
function SWEP:DoImpactEffect( tr, nDamageType )
return false
end