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182
gamemodes/terrortown/entities/weapons/weapon_ttt_c4.lua
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182
gamemodes/terrortown/entities/weapons/weapon_ttt_c4.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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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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-- traitor equipment: c4 bomb
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AddCSLuaFile()
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SWEP.HoldType = "slam"
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if CLIENT then
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SWEP.PrintName = "C4"
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SWEP.Slot = 6
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SWEP.ViewModelFlip = false
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SWEP.ViewModelFOV = 54
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SWEP.DrawCrosshair = false
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SWEP.EquipMenuData = {
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type = "item_weapon",
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name = "C4",
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desc = "c4_desc"
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};
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SWEP.Icon = "vgui/ttt/icon_c4"
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SWEP.IconLetter = "I"
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end
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SWEP.Base = "weapon_tttbase"
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SWEP.Kind = WEAPON_EQUIP
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SWEP.CanBuy = {ROLE_TRAITOR} -- only traitors can buy
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SWEP.WeaponID = AMMO_C4
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SWEP.UseHands = true
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SWEP.ViewModel = Model("models/weapons/cstrike/c_c4.mdl")
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SWEP.WorldModel = Model("models/weapons/w_c4.mdl")
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SWEP.Primary.ClipSize = -1
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SWEP.Primary.DefaultClip = -1
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SWEP.Primary.Automatic = true
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SWEP.Primary.Ammo = "none"
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SWEP.Primary.Delay = 5.0
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SWEP.Secondary.ClipSize = -1
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SWEP.Secondary.DefaultClip = -1
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SWEP.Secondary.Automatic = true
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SWEP.Secondary.Ammo = "none"
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SWEP.Secondary.Delay = 1.0
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SWEP.NoSights = true
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local throwsound = Sound( "Weapon_SLAM.SatchelThrow" )
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function SWEP:PrimaryAttack()
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self:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
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self:BombDrop()
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end
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function SWEP:SecondaryAttack()
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self:SetNextSecondaryFire( CurTime() + self.Secondary.Delay )
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self:BombStick()
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end
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-- mostly replicating HL2DM slam throw here
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function SWEP:BombDrop()
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if SERVER then
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local ply = self:GetOwner()
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if not IsValid(ply) then return end
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if self.Planted then return end
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local vsrc = ply:GetShootPos()
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local vang = ply:GetAimVector()
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local vvel = ply:GetVelocity()
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local vthrow = vvel + vang * 200
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local bomb = ents.Create("ttt_c4")
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if IsValid(bomb) then
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bomb:SetPos(vsrc + vang * 10)
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bomb:SetOwner(ply)
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bomb:SetThrower(ply)
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bomb:Spawn()
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bomb:PointAtEntity(ply)
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local ang = bomb:GetAngles()
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ang:RotateAroundAxis(ang:Up(), 180)
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bomb:SetAngles(ang)
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bomb.fingerprints = self.fingerprints
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bomb:PhysWake()
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local phys = bomb:GetPhysicsObject()
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if IsValid(phys) then
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phys:SetVelocity(vthrow)
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end
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self:Remove()
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self.Planted = true
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end
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ply:SetAnimation( PLAYER_ATTACK1 )
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end
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self:EmitSound(throwsound)
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self:SendWeaponAnim(ACT_VM_SECONDARYATTACK)
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end
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-- again replicating slam, now its attach fn
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function SWEP:BombStick()
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if SERVER then
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local ply = self:GetOwner()
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if not IsValid(ply) then return end
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if self.Planted then return end
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local ignore = {ply, self}
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local spos = ply:GetShootPos()
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local epos = spos + ply:GetAimVector() * 80
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local tr = util.TraceLine({start=spos, endpos=epos, filter=ignore, mask=MASK_SOLID})
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if tr.HitWorld then
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local bomb = ents.Create("ttt_c4")
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if IsValid(bomb) then
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bomb:PointAtEntity(ply)
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local tr_ent = util.TraceEntity({start=spos, endpos=epos, filter=ignore, mask=MASK_SOLID}, bomb)
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if tr_ent.HitWorld then
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local ang = tr_ent.HitNormal:Angle()
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ang:RotateAroundAxis(ang:Right(), -90)
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ang:RotateAroundAxis(ang:Up(), 180)
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bomb:SetPos(tr_ent.HitPos)
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bomb:SetAngles(ang)
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bomb:SetOwner(ply)
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bomb:SetThrower(ply)
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bomb:Spawn()
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bomb.fingerprints = self.fingerprints
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local phys = bomb:GetPhysicsObject()
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if IsValid(phys) then
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phys:EnableMotion(false)
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end
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bomb.IsOnWall = true
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self:Remove()
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self.Planted = true
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end
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end
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ply:SetAnimation( PLAYER_ATTACK1 )
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end
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end
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end
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function SWEP:Reload()
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return false
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end
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function SWEP:OnRemove()
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if CLIENT and IsValid(self:GetOwner()) and self:GetOwner() == LocalPlayer() and self:GetOwner():Alive() then
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RunConsoleCommand("lastinv")
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end
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end
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