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wnsrc/gamemodes/terrortown/entities/weapons/weapon_zm_shotgun.lua
lifestorm 94063e4369 Upload
2024-08-04 22:55:00 +03:00

192 lines
4.9 KiB
Lua

--[[
| This file was obtained through the combined efforts
| of Madbluntz & Plymouth Antiquarian Society.
|
| Credits: lifestorm, Gregory Wayne Rossel JR.,
| Maloy, DrPepper10 @ RIP, Atle!
|
| Visit for more: https://plymouth.thetwilightzone.ru/
--]]
AddCSLuaFile()
DEFINE_BASECLASS "weapon_tttbase"
SWEP.HoldType = "shotgun"
if CLIENT then
SWEP.PrintName = "shotgun_name"
SWEP.Slot = 2
SWEP.ViewModelFlip = false
SWEP.ViewModelFOV = 54
SWEP.Icon = "vgui/ttt/icon_shotgun"
SWEP.IconLetter = "B"
end
SWEP.Base = "weapon_tttbase"
SWEP.Kind = WEAPON_HEAVY
SWEP.WeaponID = AMMO_SHOTGUN
SWEP.Primary.Ammo = "Buckshot"
SWEP.Primary.Damage = 11
SWEP.Primary.Cone = 0.082
SWEP.Primary.Delay = 0.8
SWEP.Primary.ClipSize = 8
SWEP.Primary.ClipMax = 24
SWEP.Primary.DefaultClip = 8
SWEP.Primary.Automatic = true
SWEP.Primary.NumShots = 8
SWEP.Primary.Sound = Sound( "Weapon_XM1014.Single" )
SWEP.Primary.Recoil = 7
SWEP.AutoSpawnable = true
SWEP.Spawnable = true
SWEP.AmmoEnt = "item_box_buckshot_ttt"
SWEP.UseHands = true
SWEP.ViewModel = "models/weapons/cstrike/c_shot_xm1014.mdl"
SWEP.WorldModel = "models/weapons/w_shot_xm1014.mdl"
SWEP.IronSightsPos = Vector(-6.881, -9.214, 2.66)
SWEP.IronSightsAng = Vector(-0.101, -0.7, -0.201)
function SWEP:SetupDataTables()
self:NetworkVar("Bool", 0, "Reloading")
self:NetworkVar("Float", 0, "ReloadTimer")
return BaseClass.SetupDataTables(self)
end
function SWEP:Reload()
if self:GetReloading() then return end
if self:Clip1() < self.Primary.ClipSize and self:GetOwner():GetAmmoCount( self.Primary.Ammo ) > 0 then
if self:StartReload() then
return
end
end
end
function SWEP:StartReload()
if self:GetReloading() then
return false
end
self:SetIronsights( false )
self:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
local ply = self:GetOwner()
if not ply or ply:GetAmmoCount(self.Primary.Ammo) <= 0 then
return false
end
local wep = self
if wep:Clip1() >= self.Primary.ClipSize then
return false
end
wep:SendWeaponAnim(ACT_SHOTGUN_RELOAD_START)
self:SetReloadTimer(CurTime() + wep:SequenceDuration())
self:SetReloading(true)
return true
end
function SWEP:PerformReload()
local ply = self:GetOwner()
-- prevent normal shooting in between reloads
self:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
if not ply or ply:GetAmmoCount(self.Primary.Ammo) <= 0 then return end
if self:Clip1() >= self.Primary.ClipSize then return end
self:GetOwner():RemoveAmmo( 1, self.Primary.Ammo, false )
self:SetClip1( self:Clip1() + 1 )
self:SendWeaponAnim(ACT_VM_RELOAD)
self:SetReloadTimer(CurTime() + self:SequenceDuration())
end
function SWEP:FinishReload()
self:SetReloading(false)
self:SendWeaponAnim(ACT_SHOTGUN_RELOAD_FINISH)
self:SetReloadTimer(CurTime() + self:SequenceDuration())
end
function SWEP:CanPrimaryAttack()
if self:Clip1() <= 0 then
self:EmitSound( "Weapon_Shotgun.Empty" )
self:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
return false
end
return true
end
function SWEP:Think()
BaseClass.Think(self)
if self:GetReloading() then
if self:GetOwner():KeyDown(IN_ATTACK) then
self:FinishReload()
return
end
if self:GetReloadTimer() <= CurTime() then
if self:GetOwner():GetAmmoCount(self.Primary.Ammo) <= 0 then
self:FinishReload()
elseif self:Clip1() < self.Primary.ClipSize then
self:PerformReload()
else
self:FinishReload()
end
return
end
end
end
function SWEP:Deploy()
self:SetReloading(false)
self:SetReloadTimer(0)
return BaseClass.Deploy(self)
end
-- The shotgun's headshot damage multiplier is based on distance. The closer it
-- is, the more damage it does. This reinforces the shotgun's role as short
-- range weapon by reducing effectiveness at mid-range, where one could score
-- lucky headshots relatively easily due to the spread.
function SWEP:GetHeadshotMultiplier(victim, dmginfo)
local att = dmginfo:GetAttacker()
if not IsValid(att) then return 3 end
local dist = victim:GetPos():Distance(att:GetPos())
local d = math.max(0, dist - 140)
-- Decay from 2 to 1 slowly as distance increases. Note that this used to be
-- 3+, but at that time shotgun bullets were treated like in HL2 where half
-- of them were hull traces that could not headshot.
return 1 + math.max(0, (1.0 - 0.002 * (d ^ 1.25)))
end
function SWEP:SecondaryAttack()
if self.NoSights or (not self.IronSightsPos) or self:GetReloading() then return end
self:SetIronsights(not self:GetIronsights())
self:SetNextSecondaryFire(CurTime() + 0.3)
end