mirror of
https://github.com/lifestorm/wnsrc.git
synced 2025-12-17 05:43:46 +03:00
354 lines
13 KiB
Lua
354 lines
13 KiB
Lua
--[[
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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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if (!file.Exists("autorun/vj_base_autorun.lua","LUA")) then return end
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---------------------------------------------------------------------------------------------------------------------------------------------
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SWEP.Base = "weapon_vj_melee_base_v2"
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SWEP.PrintName = "Crowbar VJ"
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SWEP.Author = "Comrade Communist"
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SWEP.Contact = "http://steamcommunity.com/groups/vrejgaming"
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SWEP.Purpose = "This weapon is made for Players and NPCs"
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SWEP.Instructions = "Controls are like a regular weapon."
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SWEP.Category = "VJ Base"
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-- Client Settings ---------------------------------------------------------------------------------------------------------------------------------------------
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if (CLIENT) then
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SWEP.Slot = 2 -- Which weapon slot you want your SWEP to be in? (1 2 3 4 5 6)
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SWEP.SlotPos = 4 -- Which part of that slot do you want the SWEP to be in? (1 2 3 4 5 6)
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SWEP.SwayScale = 1 -- Default is 1, The scale of the viewmodel sway
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end
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-- Main Settings ---------------------------------------------------------------------------------------------------------------------------------------------
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SWEP.ViewModel = "models/weapons/c_crowbar.mdl"
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SWEP.WorldModel = "models/weapons/w_crowbar.mdl"
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SWEP.HoldType = "melee"
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SWEP.Spawnable = true
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SWEP.AdminSpawnable = false
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SWEP.IsVJBaseWeapon = true
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-- Primary Fire ---------------------------------------------------------------------------------------------------------------------------------------------
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SWEP.Primary.Damage = math.random(30,37) -- Damage
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SWEP.Primary.PlayerDamage = "Double" -- 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
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SWEP.Primary.Force = math.random(1,2) -- Force applied on the object the bullet hits
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SWEP.Primary.ClipSize = 10000000 -- Max amount of bullets per clip
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SWEP.Primary.Recoil = 1.3 -- How much recoil does the player get?
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SWEP.NPC_TimeUntilFires = math.random(0.4,1)
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SWEP.NPC_NextPrimaryFire = 1.093
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SWEP.Primary.Delay = 0.8 -- Time until it can shoot again
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SWEP.Primary.Automatic = false -- Is it automatic?
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SWEP.Primary.Ammo = "smg" -- Ammo type
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SWEP.Primary.HasDistantSound = false -- Does it have a distant sound when the gun is shot?
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SWEP.PrimaryEffects_MuzzleAttachment = 0
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SWEP.PrimaryEffects_ShellAttachment = 0
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SWEP.PrimaryEffects_ShellType = "VJ_Weapon_RifleShell1"
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-- Deployment Settings ---------------------------------------------------------------------------------------------------------------------------------------------
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SWEP.DelayOnDeploy = 0.4 -- Time until it can shoot again after deploying the weapon
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SWEP.HasDeploySound = false -- Does the weapon have a deploy sound?
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-- Reload Settings ---------------------------------------------------------------------------------------------------------------------------------------------
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SWEP.Reload_TimeUntilAmmoIsSet = 2.1 -- Time until ammo is set to the weapon
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SWEP.Reload_TimeUntilFinished = 3.4 -- How much time until the player can play idle animation, shoot, etc.
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SWEP.UseHands = true
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SWEP.ViewModelFOV = 62
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function SWEP:CustomOnThink()
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self.Owner.Weapon_FiringDistanceFar = math.random(35,45)
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self.Owner.Weapon_FiringDistanceClose = math.random(-100,-1000)
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self.Owner.WeaponReloadAnimationFaceEnemy = false
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self.Owner.HasWeaponBackAway = false
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self.Owner.AllowWeaponReloading = true
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self.Owner.CanCrouchOnWeaponAttack = false
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self.Owner.RunAwayOnUnknownDamage = false
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self.Owner.MoveOrHideOnDamageByEnemy = false
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self.Owner.DisableWeaponReloadAnimation = true
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self.Owner.WaitForEnemyToComeOut = false
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self.Owner.NoWeapon_UseScaredBehavior = false
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self.Owner.RunFromEnemy_Distance = 0
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if self.Owner.SquadName == "metrocopg" then
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if self.Owner.FollowingPlayer == false then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1}
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self.Owner.AnimTbl_Run = {ACT_WALK_RIFLE}
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self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE}
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end
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if self.Owner.FollowingPlayer == true then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1}
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self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE}
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self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE}
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end
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end
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if self.Owner.SquadName == "metrocopga" then
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if self.Owner.FollowingPlayer == false then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1}
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self.Owner.AnimTbl_Run = {ACT_WALK_RIFLE}
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self.Owner.AnimTbl_Walk = {ACT_IDLE_SMG1}
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end
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if self.Owner.FollowingPlayer == true then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1}
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self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE}
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self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE}
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end
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end
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if self.Owner.SquadName == "resistance" then
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self.Owner.AnimTbl_MeleeAttack = {"swing"}
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if self.Owner.FollowingPlayer == false then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE}
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self.Owner.AnimTbl_Run = {ACT_RUN}
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self.Owner.AnimTbl_Walk = {ACT_WALK}
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end
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if self.Owner.FollowingPlayer == true then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE}
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self.Owner.AnimTbl_Run = {ACT_RUN}
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self.Owner.AnimTbl_Walk = {ACT_WALK}
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end
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end
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if self.Owner.SquadName == "metrocop" then
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self.Owner.AnimTbl_MeleeAttack = {"swing","thrust","swinggesture"}
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if self.Owner.FollowingPlayer == false then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE}
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self.Owner.AnimTbl_Run = {ACT_RUN}
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self.Owner.AnimTbl_Walk = {ACT_WALK}
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end
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if self.Owner.FollowingPlayer == true then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1}
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self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE}
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self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE}
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end
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end
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if self.Owner.SquadName == "combine" then
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if self.Owner.FollowingPlayer == false then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1}
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self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE}
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self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE}
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end
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if self.Owner.FollowingPlayer == true then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE_ANGRY_SMG1}
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self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE}
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self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE}
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end
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end
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if self.Owner.SquadName == "combine_elit" then
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self.Owner.AnimTbl_MeleeAttack = {"melee_gunhit","swing","throw1"}
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if self.Owner.FollowingPlayer == false then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1}
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self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE}
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self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE}
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end
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if self.Owner.FollowingPlayer == true then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE_ANGRY_SMG1}
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self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE}
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self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE}
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end
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end
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if self.Owner.SquadName == "combine_nova" then
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self.Owner.AnimTbl_MeleeAttack = {"melee_gunhit","swing","throw1"}
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if self.Owner.FollowingPlayer == false then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1}
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self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE}
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self.Owner.AnimTbl_Walk = {ACT_IDLE_SMG1}
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end
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if self.Owner.FollowingPlayer == true then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE_ANGRY_SMG1}
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self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE}
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self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE}
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end
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end
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if self.Owner.SquadName == "metrocops" then
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self.Owner.AnimTbl_MeleeAttack = {"swing","thrust","swinggesture"}
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if self.Owner.FollowingPlayer == false then
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self.Owner.AnimTbl_Run = {ACT_RUN}
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE_PISTOL}
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self.Owner.AnimTbl_Walk = {ACT_IDLE_PISTOL}
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end
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if self.Owner.FollowingPlayer == true then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE_ANGRY_MELEE}
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self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE}
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self.Owner.AnimTbl_Walk = {ACT_WALK_ANGRY}
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end
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end
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end
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function SWEP:CustomOnInitialize()
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self.Owner.MeleeAttackDamage = math.random(20,27)
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self.Owner.NextMeleeAttackTime = math.random(0.4,1)
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self.Owner.DefaultSoundTbl_MeleeAttack = {"Flesh.ImpactHard"}
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self.Owner.DefaultSoundTbl_MeleeAttackMiss = {"WeaponFrag.Roll"}
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self.Owner.AnimTbl_MeleeAttack = {"swing"}
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self.Owner.AnimTbl_WeaponAttack = {ACT_MELEE_ATTACK1}
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end
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function SWEP:PrimaryAttack()
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//if self.Owner:KeyDown(IN_RELOAD) then return end
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//self.Owner:SetFOV(45, 0.3)
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//if !IsFirstTimePredicted() then return end
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self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
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if self.Reloading == true then return end
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if self.Owner:IsNPC() && self.Owner.VJ_IsBeingControlled == false && !IsValid(self.Owner:GetEnemy()) then return end
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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
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if self:Clip1() <= 0 && self.Reloading == false then self:EmitSound(VJ_PICKRANDOMTABLE(self.DryFireSound),self.DryFireSoundLevel,math.random(self.DryFireSoundPitch1,self.DryFireSoundPitch2)) return end
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if (!self:CanPrimaryAttack()) then return end
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self:CustomOnPrimaryAttack_BeforeShoot()
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if (SERVER) then
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local firesd = VJ_PICKRANDOMTABLE(self.Primary.Sound)
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if firesd != false then
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sound.Play(firesd,self:GetPos(),80,math.random(90,100))
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end
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if self.Primary.HasDistantSound == true then
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local farsd = VJ_PICKRANDOMTABLE(self.Primary.DistantSound)
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if farsd != false then
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sound.Play(farsd,self:GetPos(),self.Primary.DistantSoundLevel,math.random(self.Primary.DistantSoundPitch1,self.Primary.DistantSoundPitch2),self.Primary.DistantSoundVolume)
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end
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end
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end
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//self:EmitSound(Sound(self.Primary.Sound),80,self.Primary.SoundPitch)
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if self.Primary.DisableBulletCode == false then
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pos = self.Owner:GetShootPos()
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ang = self.Owner:GetAimVector()
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damagedice = math.Rand(1,2)
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pain = self.Primary.Damage * damagedice
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self.Weapon:EmitSound("WeaponFrag.Roll")--slash in the wind sound here
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if SERVER and IsValid(self.Owner) then
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local slash = {}
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slash.start = pos
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slash.endpos = pos + (ang * 80)
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slash.filter = self.Owner
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slash.mins = Vector(-5, -5, 0)
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slash.maxs = Vector(5, 5, 5)
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local slashtrace = util.TraceHull(slash)
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if slashtrace.Hit then
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targ = slashtrace.Entity
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if targ:IsPlayer() or targ:IsNPC() then
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self.Owner:EmitSound("Flesh.ImpactHard")
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paininfo = DamageInfo()
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paininfo:SetDamage(pain)
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paininfo:SetDamageType(DMG_SLASH)
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paininfo:SetAttacker(self.Owner)
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paininfo:SetInflictor(self.Weapon)
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local RandomForce = math.random(1,20)
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paininfo:SetDamageForce(slashtrace.Normal * RandomForce)
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if targ:IsPlayer() then
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targ:ViewPunch( Angle( -10, -20, 0 ) )
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end
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local blood = targ:GetBloodColor()
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local fleshimpact = EffectData()
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fleshimpact:SetEntity(self.Weapon)
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fleshimpact:SetOrigin(slashtrace.HitPos)
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fleshimpact:SetNormal(slashtrace.HitPos)
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if blood >= 0 then
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fleshimpact:SetColor(blood)
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util.Effect("BloodImpact", fleshimpact)
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end
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if SERVER then targ:TakeDamageInfo(paininfo) end
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end
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end
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end
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local slash = {}
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slash.start = pos
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slash.endpos = pos + (ang * 80)
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slash.filter = self.Owner
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slash.mins = Vector(-5, -5, 0)
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slash.maxs = Vector(5, 5, 5)
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local spawnpos = self.Owner:GetShootPos()
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if self.Owner:IsNPC() then
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spawnpos = self:GetNWVector("VJ_CurBulletPos")
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end
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//print(spawnpos)
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//VJ_CreateTestObject(spawnpos,self:GetAngles(),Color(0,0,255))
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self:CustomOnPrimaryAttack_BulletCallback(attacker,tr,dmginfo)
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end
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local slash = {}
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slash.start = pos
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slash.endpos = pos + (ang * 80)
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slash.filter = self.Owner
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slash.mins = Vector(-5, -5, 0)
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slash.maxs = Vector(5, 5, 5)
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local slashtrace = util.TraceHull(slash)
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if slashtrace.Hit then
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targ = slashtrace.Entity
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if targ:IsPlayer() or targ:IsNPC() then
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self.Owner:EmitSound("Flesh.ImpactHard")
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paininfo = DamageInfo()
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paininfo:SetDamage(pain)
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paininfo:SetDamageType(DMG_SLASH)
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paininfo:SetAttacker(self.Owner)
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paininfo:SetInflictor(self.Weapon)
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local RandomForce = math.random(1,20)
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paininfo:SetDamageForce(slashtrace.Normal * RandomForce)
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if targ:IsPlayer() then
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targ:ViewPunch( Angle( -10, -20, 0 ) )
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end
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local blood = targ:GetBloodColor()
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local fleshimpact = EffectData()
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fleshimpact:SetEntity(self.Weapon)
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fleshimpact:SetOrigin(slashtrace.HitPos)
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fleshimpact:SetNormal(slashtrace.HitPos)
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if blood >= 0 then
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fleshimpact:SetColor(blood)
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util.Effect("BloodImpact", fleshimpact)
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end
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end
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else
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if self.Owner:IsNPC() && self.Owner.IsVJBaseSNPC == true then
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end
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end
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if GetConVarNumber("vj_wep_nomuszzleflash") == 0 then self.Owner:MuzzleFlash() end
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if self.Owner:IsPlayer() then
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local vm = self.Owner:GetViewModel()
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vm:SendViewModelMatchingSequence( vm:LookupSequence( "misscenter1" ) )
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self:ShootEffects("ToolTracer")
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self:SendWeaponAnim(VJ_PICKRANDOMTABLE(self.AnimTbl_PrimaryFire))
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self.Owner:SetAnimation(PLAYER_ATTACK1)
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self.Owner:ViewPunch(Angle(-self.Primary.Recoil,0,0)) end
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if !self.Owner:IsNPC() then
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self:TakePrimaryAmmo(self.Primary.TakeAmmo)
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end
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self:CustomOnPrimaryAttack_AfterShoot()
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//self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
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timer.Simple(self.NextIdle_PrimaryAttack,function() if self:IsValid() then self:DoIdleAnimation() end end)
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end
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