--[[ | 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/ --]] if (!file.Exists("autorun/vj_base_autorun.lua","LUA")) then return end IncludeCS("ai_translations.lua") SWEP.IsVJBaseWeapon = true ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------ Core & Information-Related Variables ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ //SWEP.Base = "weapon_base" SWEP.PrintName = "VJ Melee Weapon Base" SWEP.Author = "DrVrej and Comrade Communist" SWEP.Contact = "http://steamcommunity.com/groups/vrejgaming" SWEP.Purpose = "This weapon is made for Players and NPCs" SWEP.Instructions = "Controls are like a regular weapon." SWEP.Category = "VJ Melee Base" //SWEP.Spawnable = false //SWEP.AdminOnly = false SWEP.MadeForNPCsOnly = false -- Is this weapon meant to be for NPCs only? SWEP.HoldType = "ar2" ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------ View Model Variables ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ SWEP.ViewModel = "models/weapons/v_flaregun.mdl" SWEP.UseHands = false -- Should this weapon use Garry's Mod hands? (The model must support it!) SWEP.ViewModelFlip = false -- Flip the model? Usually used for CS:S models SWEP.ViewModelFOV = 55 -- Player FOV for the view model SWEP.BobScale = 1.5 -- Bob effect when moving SWEP.SwayScale = 1 -- Default is 1, The scale of the viewmodel sway SWEP.CSMuzzleFlashes = false -- Recommended to enable for Counter Strike: Source models SWEP.DrawAmmo = true -- Draw regular Garry's Mod HUD? SWEP.DrawCrosshair = true -- Draw Crosshair? ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------ World Model Variables ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ SWEP.WorldModel = "models/weapons/w_rif_ak47.mdl" SWEP.WorldModel_UseCustomPosition = false -- Should the gun use custom position? This can be used to fix guns that are in the crotch SWEP.WorldModel_CustomPositionAngle = Vector(0, 0, 0) SWEP.WorldModel_CustomPositionOrigin = Vector(0, 0, 0) SWEP.WorldModel_CustomPositionBone = "ValveBiped.Bip01_R_Hand" -- The bone it will use as the main point (Owner's bone) SWEP.WorldModel_Invisible = false -- Should the world model be invisible? SWEP.WorldModel_NoShadow = false -- Should the world model have a shadow? ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------ General NPC Variables ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- Set this to false to disable the timer automatically running the firing code, this allows for event-based SNPCs to fire at their own pace: SWEP.NPC_NextPrimaryFire = 0.1 -- Next time it can use primary fire -- Note: Melee weapons automatically change this number! SWEP.NPC_TimeUntilFire = 0.1 -- How much time until the bullet/projectile is fired? SWEP.NPC_TimeUntilFireExtraTimers = {} -- Extra timers, which will make the gun fire again! | The seconds are counted after the self.NPC_TimeUntilFire! SWEP.NPC_CustomSpread = 1 -- 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 SWEP.NPC_BulletSpawnAttachment = "" -- The attachment that the bullet spawns on, leave empty for base to decide! SWEP.NPC_CanBePickedUp = true -- Can this weapon be picked up by NPCs? (Ex: Rebels) SWEP.NPC_StandingOnly = false -- If true, the weapon can only be fired if the NPC is standing still -- ====== Firing Distance ====== -- SWEP.NPC_FiringDistanceScale = 1 -- Changes how far the NPC can fire | 1 = No change, x < 1 = closer, x > 1 = farther SWEP.NPC_FiringDistanceMax = 100000 -- Maximum firing distance | Clamped at the maximum sight distance of the NPC -- ====== Reload Variables ====== -- SWEP.NPC_HasReloadSound = false -- Should it play a sound when the base detects the SNPC playing a reload animation? SWEP.NPC_ReloadSound = {} -- Sounds it plays when the base detects the SNPC playing a reload animation SWEP.NPC_ReloadSoundLevel = 60 -- How far does the sound go? -- ====== Before Fire Sound Variables ====== -- -- NOTE: This only works with VJ Human SNPCs! SWEP.NPC_BeforeFireSound = {} -- Plays a sound before the firing code is ran, usually in the beginning of the animation SWEP.NPC_BeforeFireSoundLevel = 70 -- How far does the sound go? SWEP.NPC_BeforeFireSoundPitch = VJ_Set(90,100) -- How much time until the secondary fire can be used again? -- ====== Extra Firing Sound Variables ====== -- SWEP.NPC_ExtraFireSound = {} -- Plays an extra sound after it fires (Example: Bolt action sound) SWEP.NPC_ExtraFireSoundTime = 0.4 -- How much time until it plays the sound (After Firing)? SWEP.NPC_ExtraFireSoundLevel = 70 -- How far does the sound go? SWEP.NPC_ExtraFireSoundPitch = VJ_Set(90,100) -- How much time until the secondary fire can be used again? -- ====== Secondary Fire Variables ====== -- SWEP.NPC_HasSecondaryFire = false -- Can the weapon have a secondary fire? SWEP.NPC_SecondaryFireChance = 3 -- Chance that the secondary fire is used | 1 = always SWEP.NPC_SecondaryFireNext = VJ_Set(12,15) -- How much time until the secondary fire can be used again? SWEP.NPC_SecondaryFireDistance = 1000 -- How close does the owner's enemy have to be for it to fire? SWEP.NPC_HasSecondaryFireSound = false -- Can the secondary fire sound be played? SWEP.NPC_SecondaryFireSound = {} -- The sound it plays when the secondary fire is used SWEP.NPC_SecondaryFireSoundLevel = 90 -- The sound level to use for the secondary firing sound ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------ General Player Variables ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- ====== Inventory-Related Variables ====== -- SWEP.Slot = 2 -- Which weapon slot you want your SWEP to be in? (1 2 3 4 5 6) SWEP.SlotPos = 4 -- Which part of that slot do you want the SWEP to be in? (1 2 3 4 5 6) SWEP.Weight = 30 -- Decides whether we should switch from/to this SWEP.AutoSwitchTo = false -- Auto switch to this weapon when it's picked up SWEP.AutoSwitchFrom = false -- Auto switch weapon when the owner picks up a better weapon SWEP.DrawWeaponInfoBox = true -- Should the information box show in the weapon selection menu? SWEP.BounceWeaponIcon = true -- Should the icon bounce in the weapon selection menu? -- ====== Deployment Variables ====== -- SWEP.DelayOnDeploy = 1 -- Time until it can shoot again after deploying the weapon SWEP.AnimTbl_Deploy = {ACT_VM_DRAW} SWEP.HasDeploySound = false -- Does the weapon have a deploy sound? SWEP.DeploySound = {} -- Sound played when the weapon is deployed -- ====== Idle Variables ====== -- SWEP.HasIdleAnimation = false -- Does it have a idle animation? SWEP.AnimTbl_Idle = {ACT_VM_IDLE} SWEP.NextIdle_Deploy = 0.5 -- How much time until it plays the idle animation after the weapon gets deployed SWEP.NextIdle_PrimaryAttack = 0.1 -- How much time until it plays the idle animation after attacking(Primary) -- ====== Reload Variables ====== -- SWEP.HasReloadSound = false -- Does it have a reload sound? Remember even if this is set to false, the animation sound will still play! SWEP.ReloadSound = {} SWEP.AnimTbl_Reload = {ACT_VM_RELOAD} SWEP.Reload_TimeUntilAmmoIsSet = 1 -- Time until ammo is set to the weapon SWEP.Reload_TimeUntilFinished = 2 -- How much time until the player can play idle animation, shoot, etc. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------ Dry Fire Variables ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- Examples: Under water, out of ammo SWEP.HasDryFireSound = true -- Should it play a sound when it's out of ammo? SWEP.DryFireSound = {} -- The sound that it plays when the weapon is out of ammo SWEP.DryFireSoundLevel = 50 -- Dry fire sound level SWEP.DryFireSoundPitch1 = 90 -- Dry fire sound pitch 1 SWEP.DryFireSoundPitch2 = 100 -- Dry fire sound pitch 2 ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------ Primary Fire Variables ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ SWEP.Primary.DisableBulletCode = true -- The bullet won't spawn, this can be used when creating a projectile-based weapon SWEP.Primary.AllowFireInWater = false -- If true, you will be able to use primary fire in water SWEP.Primary.Damage = 5 -- Damage SWEP.Primary.PlayerDamage = "Same" -- Only applies for players | "Same" = Same as self.Primary.Damage, "Double" = Double the self.Primary.Damage OR put a number to be different from self.Primary.Damage SWEP.Primary.Force = 5 -- Force applied on the object the bullet hits SWEP.Primary.NumberOfShots = 1 -- How many shots per attack? SWEP.Primary.ClipSize = 30 -- Max amount of bullets per clip SWEP.Primary.PickUpAmmoAmount = "Default" -- How much ammo should the player get the gun is picked up? | "Default" = 3 Clips SWEP.Primary.Recoil = 0.3 -- How much recoil does the player get? SWEP.Primary.Cone = 7 -- How accurate is the bullet? (Players) SWEP.Primary.Delay = 0.1 -- Time until it can shoot again SWEP.Primary.Tracer = 1 SWEP.Primary.TracerType = "Tracer" -- Tracer type (Examples: AR2) SWEP.Primary.TakeAmmo = 1 -- How much ammo should it take on each shot? SWEP.Primary.Automatic = false -- Is it automatic? SWEP.Primary.Ammo = "SMG1" -- Ammo type SWEP.AnimTbl_PrimaryFire = {ACT_VM_PRIMARYATTACK} -- ====== Sound Variables ====== -- SWEP.Primary.Sound = {} SWEP.Primary.DistantSound = {} SWEP.Primary.HasDistantSound = true -- Does it have a distant sound when the gun is shot? SWEP.Primary.DistantSoundLevel = 140 -- Distant sound level SWEP.Primary.DistantSoundPitch1 = 90 -- Distant sound pitch 1 SWEP.Primary.DistantSoundPitch2 = 110 -- Distant sound pitch 2 SWEP.Primary.DistantSoundVolume = 1 -- Distant sound volume -- ====== Effect Variables ====== -- SWEP.PrimaryEffects_MuzzleFlash = false SWEP.PrimaryEffects_MuzzleParticles = {"vj_rifle_full"} SWEP.PrimaryEffects_MuzzleParticlesAsOne = false -- If set to true, the base will spawn all the given particles instead of picking one SWEP.PrimaryEffects_MuzzleAttachment = "muzzle" SWEP.PrimaryEffects_SpawnShells = false SWEP.PrimaryEffects_ShellAttachment = "shell" SWEP.PrimaryEffects_ShellType = "VJ_Weapon_RifleShell1" -- VJ_Weapon_RifleShell1 | VJ_Weapon_PistolShell1 | VJ_Weapon_ShotgunShell1 SWEP.PrimaryEffects_SpawnDynamicLight = false SWEP.PrimaryEffects_DynamicLightBrightness = 4 SWEP.PrimaryEffects_DynamicLightDistance = 120 SWEP.PrimaryEffects_DynamicLightColor = Color(255, 150, 60) -- ====== Melee Variables ====== -- SWEP.IsMeleeWeapon = false -- Should this weapon be a melee weapon? SWEP.MeleeWeaponDistance = 100 -- If it's this close, it will attack SWEP.MeleeWeaponSound_Hit = {"physics/flesh/flesh_impact_bullet1.wav"} -- Sound it plays when it hits something SWEP.MeleeWeaponSound_Miss = {"weapons/iceaxe/iceaxe_swing1.wav"} -- Sound it plays when it misses (Doesn't hit anything) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------ Customization Functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- Use the functions below to customize certain parts of the base or to add new custom systems --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:CustomOnInitialize() end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:CustomOnEquip(NewOwner) end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:CustomOnThink() end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:CustomOnNPC_ServerThink() end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:CustomOnReload() end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:CustomOnPrimaryAttack_BeforeShoot() end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:CustomOnPrimaryAttack_AfterShoot() end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:CustomOnPrimaryAttack_MeleeHit(argent) end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:CustomOnPrimaryAttack_BulletCallback(attacker,tr,dmginfo) end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:CustomOnPrimaryAttackEffects() return true end -- Return false to disable the base effects --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:NPC_SecondaryFire() /* An example: local pos = self:GetNWVector("VJ_CurBulletPos") local proj = ents.Create("prop_combine_ball") proj:SetPos(pos) proj:SetAngles(self:GetOwner():GetAngles()) proj:SetOwner(self) proj:Spawn() proj:Activate() proj:Fire("Explode","",4) local phys = proj:GetPhysicsObject() if IsValid(phys) then phys:Wake() phys:SetVelocity(self:GetOwner():CalculateProjectile("Line", pos, self:GetOwner():GetEnemy():GetPos() + self:GetOwner():GetEnemy():OBBCenter(), 2000)) end VJ_EmitSound(self:GetOwner(),"weapons/ar2/npc_ar2_altfire.wav",90) // "weapons/cguard/charging.wav" */ end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:CustomBulletSpawnPosition() return false end -- Return a position to override the bullet spawn position --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:CustomOnFireAnimationEvent(pos,ang,event,options) return false end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:CustomOnDrawWorldModel() return true end -- Return false to not draw the world model | This is client side only! --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:CustomOnDeploy() end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:CustomOnIdle() end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:CustomOnReload() end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:CustomOnRemove() end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------ ///// WARNING: Don't touch anything below this line! \\\\\ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ SWEP.RenderGroup = RENDERGROUP_OPAQUE SWEP.Reloading = false SWEP.InitHasIdleAnimation = false SWEP.Primary.DefaultClip = 0 SWEP.NextNPCDrySoundT = 0 SWEP.NPC_NextPrimaryFireT = 0 SWEP.NPC_AnimationSet = "Custom" SWEP.NPC_SecondaryFireNextT = 0 SWEP.NPC_SecondaryFirePerforming = false --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:GetCapabilities() return bit.bor(CAP_WEAPON_RANGE_ATTACK1,CAP_INNATE_RANGE_ATTACK1) end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:Initialize() self:SetNWVector("VJ_CurBulletPos", self:GetPos()) self:SetHoldType(self.HoldType) if self.HasIdleAnimation == true then self.InitHasIdleAnimation = true end self.NPC_SecondaryFireNextT = CurTime() + math.Rand(self.NPC_SecondaryFireNext.a, self.NPC_SecondaryFireNext.b) self:CustomOnInitialize() if (SERVER) then //self:SetWeaponHoldType(self.HoldType) self:SetNPCMinBurst(10) self:SetNPCMaxBurst(20) self:SetNPCFireRate(10) end self:SetDefaultValues(self.HoldType) end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:Equip(NewOwner) self:SetClip1(self.Primary.ClipSize) if NewOwner:IsPlayer() then if self.Primary.PickUpAmmoAmount == "Default" then NewOwner:GiveAmmo(self.Primary.ClipSize*2,self.Primary.Ammo) elseif isnumber(self.Primary.PickUpAmmoAmount) then NewOwner:GiveAmmo(self.Primary.PickUpAmmoAmount,self.Primary.Ammo) end //NewOwner:RemoveAmmo(self.Primary.DefaultClip,self.Primary.Ammo) if self.MadeForNPCsOnly == true then NewOwner:PrintMessage(HUD_PRINTTALK,self.PrintName.." removed! It's made for NPCs only!") self:Remove() end elseif NewOwner:IsNPC() then if VJ_AnimationExists(NewOwner,ACT_WALK_AIM_PISTOL) == true && VJ_AnimationExists(NewOwner,ACT_RUN_AIM_PISTOL) == true && VJ_AnimationExists(NewOwner,ACT_POLICE_HARASS1) == true then self.NPC_AnimationSet = "Metrocop" elseif VJ_AnimationExists(NewOwner,"cheer1") == true && VJ_AnimationExists(NewOwner,"wave_smg1") == true && VJ_AnimationExists(NewOwner,ACT_BUSY_SIT_GROUND) == true then self.NPC_AnimationSet = "Rebel" elseif VJ_AnimationExists(NewOwner,"signal_takecover") == true && VJ_AnimationExists(NewOwner,"grenthrow") == true && VJ_AnimationExists(NewOwner,"bugbait_hit") == true then self.NPC_AnimationSet = "Combine" end if NewOwner:GetClass() == "npc_citizen" then NewOwner:Fire("DisableWeaponPickup") end -- If it's a citizen, disable them picking up weapons from the ground NewOwner:SetKeyValue("spawnflags","256") -- Long Visibility Shooting since HL2 NPCs are blind hook.Add("Think", self, self.NPC_ServerNextFire) if NewOwner.IsVJBaseSNPC && NewOwner.IsVJBaseSNPC_Human == true then NewOwner.Weapon_OriginalFiringDistanceFar = NewOwner.Weapon_OriginalFiringDistanceFar or NewOwner.Weapon_FiringDistanceFar if self.IsMeleeWeapon == true then NewOwner.Weapon_FiringDistanceFar = self.MeleeWeaponDistance else NewOwner.Weapon_FiringDistanceFar = math.Clamp(NewOwner.Weapon_OriginalFiringDistanceFar * self.NPC_FiringDistanceScale, NewOwner.Weapon_FiringDistanceClose, self.NPC_FiringDistanceMax) end end end self:CustomOnEquip(NewOwner) end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:SetDefaultValues(curtype, force) curtype = curtype or "ar2" force = force or false if curtype == "pistol" then if VJ_PICK(self.DeploySound) == false or force == true then self.DeploySound = {"weapons/draw_pistol.wav"} end if VJ_PICK(self.DryFireSound) == false or force == true then self.DryFireSound = {"vj_weapons/dryfire_pistol.wav"} end if VJ_PICK(self.NPC_ReloadSound) == false or force == true then self.NPC_ReloadSound = {"vj_weapons/reload_pistol.wav"} end elseif curtype == "revolver" then if VJ_PICK(self.DeploySound) == false or force == true then self.DeploySound = {"weapons/draw_pistol.wav"} end if VJ_PICK(self.DryFireSound) == false or force == true then self.DryFireSound = {"vj_weapons/dryfire_revolver.wav"} end if VJ_PICK(self.NPC_ReloadSound) == false or force == true then self.NPC_ReloadSound = {"vj_weapons/reload_revolver.wav"} end elseif curtype == "shotgun" or curtype == "crossbow" then if VJ_PICK(self.DeploySound) == false or force == true then self.DeploySound = {"weapons/draw_rifle.wav"} end if VJ_PICK(self.DryFireSound) == false or force == true then self.DryFireSound = {"vj_weapons/dryfire_rifle.wav"} end if VJ_PICK(self.NPC_ReloadSound) == false or force == true then self.NPC_ReloadSound = {"vj_weapons/reload_shotgun.wav"} end elseif curtype == "rpg" then if VJ_PICK(self.DeploySound) == false or force == true then self.DeploySound = {"weapons/draw_rifle.wav"} end if VJ_PICK(self.DryFireSound) == false or force == true then self.DryFireSound = {"vj_weapons/dryfire_rifle.wav"} end if VJ_PICK(self.NPC_ReloadSound) == false or force == true then self.NPC_ReloadSound = {"vj_weapons/reload_rpg.wav"} end elseif curtype == "smg" or curtype == "ar2" then if VJ_PICK(self.DeploySound) == false or force == true then self.DeploySound = {"weapons/draw_rifle.wav"} end if VJ_PICK(self.DryFireSound) == false or force == true then self.DryFireSound = {"vj_weapons/dryfire_rifle.wav"} end if VJ_PICK(self.NPC_ReloadSound) == false or force == true then self.NPC_ReloadSound = {"vj_weapons/reload_rifle.wav"} end elseif curtype == "melee" or curtype == "melee2" or curtype == "knife" then self.HasDryFireSound = false self.NPC_HasReloadSound = false self.DeploySound = {"weapons/draw_rifle.wav"} else self.DryFireSound = {"vj_weapons/dryfire_rifle.wav"} self.NPC_ReloadSound = {"vj_weapons/reload_rifle.wav"} self.DeploySound = {"weapons/draw_rifle.wav"} end end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:TranslateActivity(act) if (self:GetOwner():IsNPC()) then if self:GetOwner().IsVJBaseSNPC_Human == true then local wepT = self:GetOwner().WeaponAnimTranslations[act] if (wepT) then if istable(wepT) then return VJ_PICK(wepT) end return wepT end elseif (self.ActivityTranslateAI[act]) then -- For non-VJ NPCs return self.ActivityTranslateAI[act] end return -1 end -- For non-NPCs if (self.ActivityTranslate[act] != nil) then return self.ActivityTranslate[act] end return -1 end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:CanBePickedUpByNPCs() return self.NPC_CanBePickedUp end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:NPC_ServerNextFire() if CLIENT or !IsValid(self) or !IsValid(self:GetOwner()) or !self:GetOwner():IsNPC() then return end if self:GetOwner():GetActiveWeapon() != self then return end if self.IsMeleeWeapon == false then local pos = self:DecideBulletPosition() if pos != nil then self:SetNWVector("VJ_CurBulletPos", pos) end end if self:GetOwner():GetActivity() == nil then return end //print("------------------") //VJ_CreateTestObject(self:DecideBulletPosition(),self:GetAngles(),Color(255,0,255),1) //VJ_CreateTestObject(self:GetNWVector("VJ_CurBulletPos"),self:GetAngles(),Color(0,0,255),1) self:RunWorldModelThink() self:CustomOnThink() self:CustomOnNPC_ServerThink() local function FireCode() self:NPCShoot_Primary() -- Panpoushde zarg hook.Remove("Think", self) //print(self.NPC_NextPrimaryFire) local nxt = self.NPC_NextPrimaryFire if nxt > 0.15 then nxt = 0.15 end -- Yete nxt aveli medz e 0.15, ere vor 0.15 ela timer.Simple(nxt, function() hook.Add("Think", self, self.NPC_ServerNextFire) end) //self.NPC_NextPrimaryFireT = CurTime() + self.NPC_NextPrimaryFire end if self.NPC_NextPrimaryFire != false && self:NPCAbleToShoot() == true then FireCode() end end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:NPCAbleToShoot(CheckSec) if !IsValid(self) then return false end CheckSec = CheckSec or false -- Make it only check conditions that secondary fire needs local owner = self:GetOwner() if IsValid(owner) && owner:IsNPC() then if (owner.IsVJBaseSNPC_Human == true && IsValid(owner:GetEnemy()) && owner:IsAbleToShootWeapon(true, true) == false) or (self.NPC_StandingOnly == true && owner:IsMoving()) then return false end if owner:GetActivity() != nil && ((owner.IsVJBaseSNPC_Human == true && ((owner.CurrentWeaponAnimation == owner:GetActivity()) or (owner:GetActivity() == owner:TranslateToWeaponAnim(owner.CurrentWeaponAnimation)) or (owner.DoingWeaponAttack_Standing == false && owner.DoingWeaponAttack == true))) or (!owner.IsVJBaseSNPC_Human)) then if (owner.IsVJBaseSNPC_Human) then if owner.AllowWeaponReloading == true && self:Clip1() <= 0 then -- No ammo! if owner.VJ_IsBeingControlled == true then owner.VJ_TheController:PrintMessage(HUD_PRINTCENTER,"Press R to reload!") end if self.IsMeleeWeapon == false && self.HasDryFireSound == true && CurTime() > self.NextNPCDrySoundT then local sdtbl = VJ_PICK(self.DryFireSound) if sdtbl != false then owner:EmitSound(sdtbl, 80, math.random(self.DryFireSoundPitch1, self.DryFireSoundPitch2)) end if self.NPC_NextPrimaryFire != false then self.NextNPCDrySoundT = CurTime() + self.NPC_NextPrimaryFire end end return false else if (owner.VJ_IsBeingControlled == true or IsValid(owner:GetEnemy())) then return true end end else if (owner.VJ_IsBeingControlled == true or IsValid(owner:GetEnemy())) then return true end end elseif CheckSec == true then return true end end return false end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:NPCShoot_Primary(ShootPos, ShootDir) //self:SetClip1(self:Clip1() - 1) //if CurTime() > self.NPC_NextPrimaryFireT then //self.NPC_NextPrimaryFireT = CurTime() + self.NPC_NextPrimaryFire if !IsValid(self) or !IsValid(self:GetOwner()) then return end local owner = self:GetOwner() if owner.VJ_IsBeingControlled == false && (!IsValid(owner:GetEnemy()) or (!owner:Visible(owner:GetEnemy()))) then return end if owner.IsVJBaseSNPC == true then //owner.Weapon_TimeSinceLastShot = 0 owner.NextWeaponAttackAimPoseParametersReset = CurTime() + 1 owner:DoPoseParameterLooking() //if owner.IsVJBaseSNPC == true then owner.Weapon_TimeSinceLastShot = 0 end end -- Secondary Fire if self.NPC_HasSecondaryFire == true && self.NPC_SecondaryFirePerforming == false && CurTime() > self.NPC_SecondaryFireNextT && owner.CanUseSecondaryOnWeaponAttack == true && owner:GetEnemy():GetPos():Distance(owner:GetPos()) <= self.NPC_SecondaryFireDistance then if math.random(1, self.NPC_SecondaryFireChance) == 1 then owner:VJ_ACT_PLAYACTIVITY(owner.AnimTbl_WeaponAttackSecondary,true,false,true,0) self.NPC_SecondaryFirePerforming = true timer.Simple(owner.WeaponAttackSecondaryTimeUntilFire,function() if IsValid(self) && IsValid(owner) && IsValid(owner:GetEnemy()) && self:NPCAbleToShoot(true) == true && CurTime() > self.NPC_SecondaryFireNextT then self.NPC_SecondaryFirePerforming = false self:NPC_SecondaryFire() if self.NPC_HasSecondaryFireSound == true then VJ_EmitSound(owner,self.NPC_SecondaryFireSound,self.NPC_SecondaryFireSoundLevel) end if self.NPC_SecondaryFireNext != false then self.NPC_SecondaryFireNextT = CurTime() + math.Rand(self.NPC_SecondaryFireNext.a, self.NPC_SecondaryFireNext.b) end end end) else self.NPC_SecondaryFireNextT = CurTime() + math.Rand(self.NPC_SecondaryFireNext.a, self.NPC_SecondaryFireNext.b) end end -- Primary Fire timer.Simple(self.NPC_TimeUntilFire, function() if IsValid(self) && IsValid(owner) && self:NPCAbleToShoot() == true && CurTime() > self.NPC_NextPrimaryFireT then self:PrimaryAttack() if self.NPC_NextPrimaryFire != false then self.NPC_NextPrimaryFireT = CurTime() + self.NPC_NextPrimaryFire for _, tv in ipairs(self.NPC_TimeUntilFireExtraTimers) do timer.Simple(tv, function() if IsValid(self) && IsValid(owner) && self:NPCAbleToShoot() == true then self:PrimaryAttack() end end) end end if owner.IsVJBaseSNPC == true then owner.Weapon_TimeSinceLastShot = 0 end end end) //end end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:NPC_Reload() self:GetOwner().NextThrowGrenadeT = self:GetOwner().NextThrowGrenadeT + 2 self:CustomOnReload() if self.NPC_HasReloadSound == true then VJ_EmitSound(self:GetOwner(), self.NPC_ReloadSound, self.NPC_ReloadSoundLevel) end end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:PrimaryAttack(UseAlt) if self.Owner:IsPlayer() then local vm = self.Owner:GetViewModel() vm:SendViewModelMatchingSequence( vm:LookupSequence( "misscenter1" ) ) //if self.Owner:KeyDown(IN_RELOAD) then return end //self.Owner:SetFOV(45, 0.3) //if !IsFirstTimePredicted() then return end self:SetNextPrimaryFire(CurTime() + self.Primary.Delay) if self.Reloading == true then return end if self.Owner:IsNPC() && self.Owner.VJ_IsBeingControlled == false && !IsValid(self.Owner:GetEnemy()) then return end if self.Owner:IsPlayer() && self.Primary.AllowFireInWater == false && self.Owner:WaterLevel() == 3 && self.Reloading == false then self:EmitSound(VJ_PICKRANDOMTABLE(self.DryFireSound),self.DryFireSoundLevel,math.random(self.DryFireSoundPitch1,self.DryFireSoundPitch2)) return end if self:Clip1() <= 0 && self.Reloading == false then self:EmitSound(VJ_PICKRANDOMTABLE(self.DryFireSound),self.DryFireSoundLevel,math.random(self.DryFireSoundPitch1,self.DryFireSoundPitch2)) return end if (!self:CanPrimaryAttack()) then return end if (SERVER) then local firesd = VJ_PICKRANDOMTABLE(self.Primary.Sound) if firesd != false then sound.Play(firesd,self:GetPos(),80,math.random(90,100)) end if self.Primary.HasDistantSound == true then local farsd = VJ_PICKRANDOMTABLE(self.Primary.DistantSound) if farsd != false then sound.Play(farsd,self:GetPos(),self.Primary.DistantSoundLevel,math.random(self.Primary.DistantSoundPitch1,self.Primary.DistantSoundPitch2),self.Primary.DistantSoundVolume) end end end //self:EmitSound(Sound(self.Primary.Sound),80,self.Primary.SoundPitch) pos = self.Owner:GetShootPos() ang = self.Owner:GetAimVector() damagedice = math.Rand(1,2) pain = self.Primary.Damage * damagedice self.Weapon:EmitSound("WeaponFrag.Roll")--slash in the wind sound here if SERVER and IsValid(self.Owner) then local slash = {} slash.start = pos slash.endpos = pos + (ang * 80) slash.filter = self.Owner slash.mins = Vector(-5, -5, 0) slash.maxs = Vector(5, 5, 5) local slashtrace = util.TraceHull(slash) if slashtrace.Hit then targ = slashtrace.Entity if targ:IsPlayer() or targ:IsNPC() then self.Owner:EmitSound("npc/ministrider/flechette_flesh_impact1.wav",55,100) paininfo = DamageInfo() paininfo:SetDamage(pain) paininfo:SetDamageType(DMG_SLASH) paininfo:SetAttacker(self.Owner) paininfo:SetInflictor(self.Weapon) local RandomForce = math.random(1,20) paininfo:SetDamageForce(slashtrace.Normal * RandomForce) if targ:IsPlayer() then targ:ViewPunch( Angle( -10, -20, 0 ) ) end local blood = targ:GetBloodColor() local fleshimpact = EffectData() fleshimpact:SetEntity(self.Weapon) fleshimpact:SetOrigin(slashtrace.HitPos) fleshimpact:SetNormal(slashtrace.HitPos) if blood >= 0 then fleshimpact:SetColor(blood) util.Effect("BloodImpact", fleshimpact) end if SERVER then targ:TakeDamageInfo(paininfo) end end end end local slash = {} slash.start = pos slash.endpos = pos + (ang * 80) slash.filter = self.Owner slash.mins = Vector(-5, -5, 0) slash.maxs = Vector(5, 5, 5) local spawnpos = self.Owner:GetShootPos() self:CustomOnPrimaryAttack_BulletCallback(attacker,tr,dmginfo) local slash = {} slash.start = pos slash.endpos = pos + (ang * 80) slash.filter = self.Owner slash.mins = Vector(-5, -5, 0) slash.maxs = Vector(5, 5, 5) local slashtrace = util.TraceHull(slash) if slashtrace.Hit then targ = slashtrace.Entity if targ:IsPlayer() or targ:IsNPC() then paininfo = DamageInfo() paininfo:SetDamage(pain) paininfo:SetDamageType(DMG_SLASH) paininfo:SetAttacker(self.Owner) paininfo:SetInflictor(self.Weapon) local RandomForce = math.random(1,20) paininfo:SetDamageForce(slashtrace.Normal * RandomForce) if targ:IsPlayer() then targ:ViewPunch( Angle( -10, -20, 0 ) ) end local blood = targ:GetBloodColor() local fleshimpact = EffectData() fleshimpact:SetEntity(self.Weapon) fleshimpact:SetOrigin(slashtrace.HitPos) fleshimpact:SetNormal(slashtrace.HitPos) if blood >= 0 then fleshimpact:SetColor(blood) util.Effect("BloodImpact", fleshimpact) end end else if GetConVarNumber("vj_wep_nomuszzleflash") == 0 then self.Owner:MuzzleFlash() end if self.Owner:IsPlayer() then self:ShootEffects("ToolTracer") self:SendWeaponAnim(VJ_PICKRANDOMTABLE(self.AnimTbl_PrimaryFire)) self.Owner:SetAnimation(PLAYER_ATTACK1) self.Owner:ViewPunch(Angle(-self.Primary.Recoil,0,0)) end //self:SetNextPrimaryFire(CurTime() + self.Primary.Delay) timer.Simple(self.NextIdle_PrimaryAttack,function() if self:IsValid() then self:DoIdleAnimation() end end) end end if self.Owner:IsNPC() then //if self:GetOwner():KeyDown(IN_RELOAD) then return end //self:GetOwner():SetFOV(45, 0.3) //if !IsFirstTimePredicted() then return end self:SetNextPrimaryFire(CurTime() + self.Primary.Delay) local owner = self:GetOwner() local isnpc = owner:IsNPC() local isply = owner:IsPlayer() if self.Reloading == true then return end if isnpc && owner.VJ_IsBeingControlled == false && !IsValid(owner:GetEnemy()) then return end -- If the NPC owner isn't being controlled and doesn't have an enemy, then return end if self.IsMeleeWeapon == false && ((isply && self.Primary.AllowFireInWater == false && owner:WaterLevel() == 3) or (self:Clip1() <= 0)) then owner:EmitSound(VJ_PICK(self.DryFireSound),self.DryFireSoundLevel,math.random(self.DryFireSoundPitch1,self.DryFireSoundPitch2)) return end if (!self:CanPrimaryAttack()) then return end self:CustomOnPrimaryAttack_BeforeShoot() if isnpc && owner.IsVJBaseSNPC == true then timer.Simple(self.NPC_ExtraFireSoundTime, function() if IsValid(self) && IsValid(owner) then VJ_EmitSound(owner,self.NPC_ExtraFireSound,self.NPC_ExtraFireSoundLevel,math.Rand(self.NPC_ExtraFireSoundPitch.a, self.NPC_ExtraFireSoundPitch.b)) end end) end local firesd = VJ_PICK(self.Primary.Sound) if firesd != false then self:EmitSound(firesd, 80, math.random(90,100)) //sound.Play(firesd,self:GetPos(),80,math.random(90,100)) end if self.Primary.HasDistantSound == true then local farsd = VJ_PICK(self.Primary.DistantSound) if farsd != false then sound.Play(farsd,self:GetPos(),self.Primary.DistantSoundLevel,math.random(self.Primary.DistantSoundPitch1,self.Primary.DistantSoundPitch2),self.Primary.DistantSoundVolume) end end if owner.IsVJBaseSNPC_Human == true && owner.DisableWeaponFiringGesture != true then local anim = owner:TranslateToWeaponAnim(VJ_PICK(owner.AnimTbl_WeaponAttackFiringGesture)) owner:VJ_ACT_PLAYACTIVITY(anim, false, false, false, 0, {AlwaysUseGesture=true}) end if self.IsMeleeWeapon == true then local FindEnts = ents.FindInSphere(owner:GetPos(), self.MeleeWeaponDistance) local hitentity = false if FindEnts != nil then for _,v in pairs(FindEnts) do if (owner.VJ_IsBeingControlled == true && owner.VJ_TheControllerBullseye == v) or (v:IsPlayer() && v.IsControlingNPC == true) then continue end if (owner:IsPlayer() && v:EntIndex() != owner:EntIndex()) or (owner:IsNPC() && (v:IsNPC() or (v:IsPlayer() && v:Alive() && GetConVarNumber("ai_ignoreplayers") == 0)) && (owner:Disposition(v) != D_LI) && (v != owner) && (v:GetClass() != owner:GetClass()) or (v:GetClass() == "prop_physics") or v:GetClass() == "func_breakable_surf" or v:GetClass() == "func_breakable" && (owner:GetForward():Dot((v:GetPos() -owner:GetPos()):GetNormalized()) > math.cos(math.rad(owner.MeleeAttackDamageAngleRadius)))) then local dmginfo = DamageInfo() dmginfo:SetDamage(owner:IsNPC() and owner:VJ_GetDifficultyValue(self.Primary.Damage) or self.Primary.Damage) if v:IsNPC() or v:IsPlayer() then dmginfo:SetDamageForce(owner:GetForward() * ((dmginfo:GetDamage() + 100) * 70)) end dmginfo:SetInflictor(owner) dmginfo:SetAttacker(owner) dmginfo:SetDamageType(DMG_CLUB) v:TakeDamageInfo(dmginfo, owner) if v:IsPlayer() then v:ViewPunch(Angle(math.random(-1,1)*10, math.random(-1,1)*10, math.random(-1,1)*10)) end VJ_DestroyCombineTurret(owner, v) self:CustomOnPrimaryAttack_MeleeHit(v) hitentity = true end end end if hitentity == true then local meleesd = VJ_PICK(self.MeleeWeaponSound_Hit) if meleesd != false then self:EmitSound(meleesd, 70, math.random(90,100)) end else owner:CustomOnMeleeAttack_Miss() local meleesd = VJ_PICK(self.MeleeWeaponSound_Miss) if meleesd != false then self:EmitSound(meleesd, 70, math.random(90,100)) end end else -- Not melee weapon... if self.Primary.DisableBulletCode == false then local bullet = {} bullet.Num = self.Primary.NumberOfShots bullet.Tracer = self.Primary.Tracer bullet.TracerName = self.Primary.TracerType bullet.Force = self.Primary.Force bullet.Dir = owner:GetAimVector() bullet.AmmoType = self.Primary.Ammo -- Spawn Position local spawnpos = owner:GetShootPos() if isnpc then spawnpos = self:GetNWVector("VJ_CurBulletPos") end //print(spawnpos) //VJ_CreateTestObject(spawnpos,self:GetAngles(),Color(0,0,255)) bullet.Src = spawnpos -- Callback bullet.Callback = function(attacker, tr, dmginfo) self:CustomOnPrimaryAttack_BulletCallback(attacker,tr,dmginfo) /*local laserhit = EffectData() laserhit:SetOrigin(tr.HitPos) laserhit:SetNormal(tr.HitNormal) laserhit:SetScale(25) util.Effect("AR2Impact", laserhit) tr.HitPos:Ignite(8,0)*/ end -- Damage if isply then bullet.Spread = Vector((self.Primary.Cone / 60) / 4, (self.Primary.Cone / 60) / 4, 0) if self.Primary.PlayerDamage == "Same" then bullet.Damage = self.Primary.Damage elseif self.Primary.PlayerDamage == "Double" then bullet.Damage = self.Primary.Damage * 2 elseif isnumber(self.Primary.PlayerDamage) then bullet.Damage = self.Primary.PlayerDamage end else if owner.IsVJBaseSNPC == true then bullet.Damage = owner:VJ_GetDifficultyValue(self.Primary.Damage) else bullet.Damage = self.Primary.Damage end end owner:FireBullets(bullet) elseif isnpc && owner.IsVJBaseSNPC == true then -- Make sure the VJ SNPC recognizes that it lost a ammunition, even though it was a custom bullet code self:SetClip1(self:Clip1() - 1) end if GetConVarNumber("vj_wep_nomuszzleflash") == 0 then owner:MuzzleFlash() end end self:PrimaryAttackEffects() if isply then //self:ShootEffects("ToolTracer") -- Deprecated self:SendWeaponAnim(VJ_PICK(self.AnimTbl_PrimaryFire)) owner:SetAnimation(PLAYER_ATTACK1) owner:ViewPunch(Angle(-self.Primary.Recoil, 0, 0)) self:TakePrimaryAmmo(self.Primary.TakeAmmo) end self:CustomOnPrimaryAttack_AfterShoot() //self:SetNextPrimaryFire(CurTime() + self.Primary.Delay) timer.Simple(self.NextIdle_PrimaryAttack, function() if IsValid(self) then self:DoIdleAnimation() end end) end end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:SecondaryAttack() return false -- No secondary attack end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:DoIdleAnimation() if self.HasIdleAnimation == false or self.Reloading == true then return end self:CustomOnIdle() self:SendWeaponAnim(VJ_PICK(self.AnimTbl_Idle)) end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:PrimaryAttackEffects() if self:CustomOnPrimaryAttackEffects() != true or self.IsMeleeWeapon == true then return end local owner = self:GetOwner() /*local vjeffectmuz = EffectData() vjeffectmuz:SetOrigin(owner:GetShootPos()) vjeffectmuz:SetEntity(self) vjeffectmuz:SetStart(owner:GetShootPos()) vjeffectmuz:SetNormal(owner:GetAimVector()) vjeffectmuz:SetAttachment(1) util.Effect("VJ_Weapon_RifleMuzzle1",vjeffectmuz)*/ if GetConVarNumber("vj_wep_nomuszzleflash") == 0 then if self.PrimaryEffects_MuzzleFlash == true then local muzzleattach = self.PrimaryEffects_MuzzleAttachment if isnumber(muzzleattach) == false then muzzleattach = self:LookupAttachment(muzzleattach) end if owner:IsPlayer() && owner:GetViewModel() != nil then local vjeffectmuz = EffectData() vjeffectmuz:SetOrigin(owner:GetShootPos()) vjeffectmuz:SetEntity(self) vjeffectmuz:SetStart(owner:GetShootPos()) vjeffectmuz:SetNormal(owner:GetAimVector()) vjeffectmuz:SetAttachment(muzzleattach) util.Effect("VJ_Weapon_RifleMuzzle1",vjeffectmuz) else if self.PrimaryEffects_MuzzleParticlesAsOne == true then for _,v in pairs(self.PrimaryEffects_MuzzleParticles) do if !istable(v) then ParticleEffectAttach(v,PATTACH_POINT_FOLLOW,self,muzzleattach) end end else ParticleEffectAttach(VJ_PICK(self.PrimaryEffects_MuzzleParticles),PATTACH_POINT_FOLLOW,self,muzzleattach) end end end if SERVER && self.PrimaryEffects_SpawnDynamicLight == true && GetConVarNumber("vj_wep_nomuszzleflash_dynamiclight") == 0 then local FireLight1 = ents.Create("light_dynamic") FireLight1:SetKeyValue("brightness", self.PrimaryEffects_DynamicLightBrightness) FireLight1:SetKeyValue("distance", self.PrimaryEffects_DynamicLightDistance) if owner:IsPlayer() then FireLight1:SetLocalPos(owner:GetShootPos() +self:GetForward()*40 + self:GetUp()*-10) else FireLight1:SetLocalPos(self:GetNWVector("VJ_CurBulletPos")) end FireLight1:SetLocalAngles(self:GetAngles()) FireLight1:Fire("Color", self.PrimaryEffects_DynamicLightColor.r.." "..self.PrimaryEffects_DynamicLightColor.g.." "..self.PrimaryEffects_DynamicLightColor.b) //FireLight1:SetParent(self) FireLight1:Spawn() FireLight1:Activate() FireLight1:Fire("TurnOn","",0) FireLight1:Fire("Kill","",0.07) self:DeleteOnRemove(FireLight1) end end if self.PrimaryEffects_SpawnShells == true && !owner:IsPlayer() && GetConVarNumber("vj_wep_nobulletshells") == 0 then local shellattach = self.PrimaryEffects_ShellAttachment if isnumber(shellattach) == false then shellattach = self:LookupAttachment(shellattach) end local vjeffect = EffectData() vjeffect:SetEntity(self) vjeffect:SetOrigin(owner:GetShootPos()) vjeffect:SetNormal(owner:GetAimVector()) vjeffect:SetAttachment(shellattach) util.Effect(self.PrimaryEffects_ShellType,vjeffect) end end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:FireAnimationEvent(pos,ang,event,options) local getcustom = self:CustomOnFireAnimationEvent(pos,ang,event,options) if getcustom == true then return true end if event == 22 or event == 6001 then return true end if GetConVarNumber("vj_wep_nomuszzleflash") == 1 && event == 21 or event == 22 or event == 5001 or event == 5003 then return true end if GetConVarNumber("vj_wep_nobulletshells") == 1 && event == 20 or event == 6001 then return true end end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:Think() self.Owner.WeaponReloadAnimationFaceEnemy = false self.Owner.HasWeaponBackAway = false self.Owner.AllowWeaponReloading = true self.Owner.CanCrouchOnWeaponAttack = false self.Owner.RunAwayOnUnknownDamage = false self.Owner.MoveOrHideOnDamageByEnemy = false self.Owner.DisableWeaponReloadAnimation = true self.Owner.WaitForEnemyToComeOut = false self.Owner.NoWeapon_UseScaredBehavior = false self.Owner.RunFromEnemy_Distance = 0 self.Owner.HasRunFromEnemy = false self.Owner.LatestEnemyDistance = 50000 self:RunWorldModelThink() self:CustomOnThink() end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:Reload() if !IsValid(self) or !IsValid(self:GetOwner()) or !self:GetOwner():Alive() or !self:GetOwner():IsPlayer() or self:GetOwner():GetAmmoCount(self.Primary.Ammo) == 0 or !self:GetOwner():KeyDown(IN_RELOAD) or self.Reloading == true then return end local smallerthanthis = self.Primary.ClipSize - 1 if self:Clip1() <= smallerthanthis then local setcorrectnum = self.Primary.ClipSize - self:Clip1() local test = setcorrectnum + self:Clip1() self.Reloading = true self:CustomOnReload() if self.HasReloadSound == true then self:GetOwner():EmitSound(VJ_PICK(self.ReloadSound),50,math.random(90,100)) end if self:GetOwner():IsPlayer() then self:SendWeaponAnim(VJ_PICK(self.AnimTbl_Reload)) //self:SendWeaponAnim(VJ_PICK(self.AnimTbl_Reload)) self:GetOwner():SetAnimation(PLAYER_RELOAD) timer.Simple(self.Reload_TimeUntilAmmoIsSet,function() if IsValid(self) then self:GetOwner():RemoveAmmo(setcorrectnum,self.Primary.Ammo) self:SetClip1(test) end end) timer.Simple(self.Reload_TimeUntilFinished,function() if IsValid(self) then self.Reloading = false self:DoIdleAnimation() end end) end return true end end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:Deploy() if self.InitHasIdleAnimation == true then self.HasIdleAnimation = true end if self:GetOwner():IsPlayer() then self:CustomOnDeploy() self:SendWeaponAnim(VJ_PICK(self.AnimTbl_Deploy)) if self.HasDeploySound == true then self:EmitSound(VJ_PICK(self.DeploySound),50,math.random(90,100)) end self:SetNextPrimaryFire(CurTime() + self.DelayOnDeploy) end timer.Simple(self.NextIdle_Deploy,function() if IsValid(self) then self:DoIdleAnimation() end end) return true -- Or else the player won't be able to get the weapon! end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:Holster(wep) //if CLIENT then return end if self == wep or self.Reloading == true then return end self.HasIdleAnimation = false //self:SendWeaponAnim(ACT_VM_HOLSTER) return true end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:EquipAmmo(ply) if ply:IsPlayer() then ply:GiveAmmo(self.Primary.ClipSize, self.Primary.Ammo) end end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:OnRemove() self:CustomOnRemove() self:StopParticles() end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:GetWeaponCustomPosition() if self:GetOwner():LookupBone(self.WorldModel_CustomPositionBone) == nil then return nil end local pos, ang = self:GetOwner():GetBonePosition(self:GetOwner():LookupBone(self.WorldModel_CustomPositionBone)) ang:RotateAroundAxis(ang:Right(), self.WorldModel_CustomPositionAngle.x) ang:RotateAroundAxis(ang:Up(), self.WorldModel_CustomPositionAngle.y) ang:RotateAroundAxis(ang:Forward(), self.WorldModel_CustomPositionAngle.z) pos = pos + self.WorldModel_CustomPositionOrigin.x * ang:Right() pos = pos + self.WorldModel_CustomPositionOrigin.y * ang:Forward() pos = pos + self.WorldModel_CustomPositionOrigin.z * ang:Up() return {pos = pos, ang = ang} end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:RunWorldModelThink() self:SetNWBool("VJ_WorldModel_Invisible", self.WorldModel_Invisible) if IsValid(self:GetOwner()) && self.WorldModel_UseCustomPosition == true then local weppos = self:GetWeaponCustomPosition() if weppos == nil then return end self:SetPos(weppos.pos) self:SetAngles(weppos.ang) end end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:DecideBulletPosition() local owner = self:GetOwner() if !IsValid(owner) then return nil end if !owner:IsNPC() then return owner:GetShootPos() end local customPos = self:CustomBulletSpawnPosition() if customPos != false then return customPos end if self.NPC_BulletSpawnAttachment != "" && self:LookupAttachment(self.NPC_BulletSpawnAttachment) != 0 && self:LookupAttachment(self.NPC_BulletSpawnAttachment) != -1 then hascustom = true return self:GetAttachment(self:LookupAttachment(self.NPC_BulletSpawnAttachment)).Pos end local getmuzzle; //local numattachments = self:GetAttachments() local numattachments = #self:GetAttachments() if (IsValid(self)) then for i = 1,numattachments do if self:GetAttachments()[i].name == "muzzle" then getmuzzle = "muzzle" break elseif self:GetAttachments()[i].name == "muzzleA" then getmuzzle = "muzzleA" break elseif self:GetAttachments()[i].name == "muzzle_flash" then getmuzzle = "muzzle_flash" break elseif self:GetAttachments()[i].name == "muzzle_flash1" then getmuzzle = "muzzle_flash1" break elseif self:GetAttachments()[i].name == "muzzle_flash2" then getmuzzle = "muzzle_flash2" break elseif self:GetAttachments()[i].name == "ValveBiped.muzzle" then getmuzzle = "ValveBiped.muzzle" break else getmuzzle = false end end if (getmuzzle == false) or getmuzzle == nil then if owner:LookupBone("ValveBiped.Bip01_R_Hand") != nil then return owner:GetBonePosition(owner:LookupBone("ValveBiped.Bip01_R_Hand")) else print("WARNING: "..self:GetClass().." doesn't have a proper attachment or bone for bullet spawn!") return owner:EyePos() end end //print("It has a proper attachment.") return self:GetAttachment(self:LookupAttachment(getmuzzle)).Pos //+ owner:GetUp()*-45 end end --------------------------------------------------------------------------------------------------------------------------------------------- /*if (SERVER) then util.AddNetworkString("vj_weapon_curbulletpos") -- No longer needed, disabling sv_pvsskipanimation fixes it! net.Receive("vj_weapon_curbulletpos", function(len,pl) local vec = net.ReadVector() local ent = ents.GetByIndex(net.ReadInt(15)) if IsValid(ent) then ent.worldupdate = ent.worldupdate or 0 if ent.worldupdate <= CurTime() then ent:SetNWVector("VJ_CurBulletPos",vec) ent.worldupdate = CurTime() + 0.33 end end end) end*/ --------------------------------------------------------------------------------------------------------------------------------------------- if (CLIENT) then function SWEP:DrawWorldModel() if !IsValid(self) then return end local nodraw = false if self:CustomOnDrawWorldModel() == false then nodraw = true end if self:GetNWBool("VJ_WorldModel_Invisible") == true or self.WorldModel_Invisible == true then nodraw = true end if self.WorldModel_NoShadow == true then self:DrawShadow(false) end -- No longer needed, disabling sv_pvsskipanimation fixes it! /*local pos = self:DecideBulletPosition() if pos != nil && IsValid(self:GetOwner()) then net.Start("vj_weapon_curbulletpos") net.WriteVector(pos) net.WriteInt(self:EntIndex(), 15) net.SendToServer() end*/ if self.WorldModel_UseCustomPosition == true then if IsValid(self:GetOwner()) then if self:GetOwner():IsPlayer() && self:GetOwner():InVehicle() then return end local weppos = self:GetWeaponCustomPosition() if weppos == nil then return end self:SetRenderOrigin(weppos.pos) self:SetRenderAngles(weppos.ang) self:FrameAdvance(FrameTime()) self:SetupBones() if nodraw == false then self:DrawModel() end else self:SetRenderOrigin(nil) self:SetRenderAngles(nil) if nodraw == false then self:DrawModel() end end else if nodraw == false then self:DrawModel() end end end end