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wnsrc/lua/weapons/weapon_vj_flaregun/shared.lua
lifestorm 94063e4369 Upload
2024-08-04 22:55:00 +03:00

71 lines
4.0 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/
--]]
if (!file.Exists("autorun/vj_base_autorun.lua","LUA")) then return end
---------------------------------------------------------------------------------------------------------------------------------------------
SWEP.Base = "weapon_vj_base"
SWEP.PrintName = "Flare Gun"
SWEP.Author = "DrVrej"
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 Base"
-- Client Settings ---------------------------------------------------------------------------------------------------------------------------------------------
if CLIENT then
SWEP.Slot = 1 -- Which weapon slot you want your SWEP to be in? (1 2 3 4 5 6)
SWEP.SlotPos = 1 -- Which part of that slot do you want the SWEP to be in? (1 2 3 4 5 6)
SWEP.SwayScale = 4 -- Default is 1, The scale of the viewmodel sway
SWEP.UseHands = true
end
-- NPC Settings ---------------------------------------------------------------------------------------------------------------------------------------------
SWEP.NPC_NextPrimaryFire = 0.9 -- Next time it can use primary fires
-- Main Settings ---------------------------------------------------------------------------------------------------------------------------------------------
SWEP.ViewModel = "models/vj_weapons/v_flaregun.mdl"
SWEP.WorldModel = "models/vj_weapons/w_flaregun.mdl"
SWEP.HoldType = "revolver"
SWEP.Spawnable = true
SWEP.AdminSpawnable = false
-- Primary Fire ---------------------------------------------------------------------------------------------------------------------------------------------
SWEP.Primary.Damage = 20 -- Damage
SWEP.Primary.Force = 1 -- Force applied on the object the bullet hits
SWEP.Primary.ClipSize = 1 -- Max amount of bullets per clip
SWEP.Primary.Recoil = 2 -- How much recoil does the player get?
SWEP.Primary.Delay = 0.2 -- Time until it can shoot again
SWEP.Primary.Automatic = false -- Is it automatic?
SWEP.Primary.Ammo = "357" -- Ammo type
SWEP.Primary.Sound = {"vj_weapons/flare/fire.wav"}
SWEP.Primary.DistantSound = {"vj_weapons/flare/fire_dist.wav"}
//SWEP.Primary.DistantSoundVolume = 0.25 -- Distant sound volume
SWEP.PrimaryEffects_MuzzleParticles = {"vj_rifle_smoke","vj_rifle_smoke_dark","vj_rifle_smoke_flash","vj_rifle_sparks2"}
SWEP.PrimaryEffects_MuzzleParticlesAsOne = true -- If set to true, the base will spawn all the given particles instead of picking one
SWEP.Primary.DisableBulletCode = true -- The bullet won't spawn, this can be used when creating a projectile-based weapon
SWEP.PrimaryEffects_MuzzleAttachment = 1
SWEP.PrimaryEffects_SpawnShells = false
---------------------------------------------------------------------------------------------------------------------------------------------
function SWEP:CustomOnPrimaryAttack_BeforeShoot()
if CLIENT then return end
local proj = ents.Create("obj_vj_flareround")
local ply_Ang = self:GetOwner():GetAimVector():Angle()
local ply_Pos = self:GetOwner():GetShootPos()
if self:GetOwner():IsPlayer() then proj:SetPos(ply_Pos) else proj:SetPos(self:GetNW2Vector("VJ_CurBulletPos")) end
if self:GetOwner():IsPlayer() then proj:SetAngles(ply_Ang) else proj:SetAngles(self:GetOwner():GetAngles()) end
proj:SetOwner(self:GetOwner())
proj:Activate()
proj:Spawn()
local phys = proj:GetPhysicsObject()
if IsValid(phys) then
if self:GetOwner():IsPlayer() then
phys:SetVelocity(self:GetOwner():GetAimVector() * 15000)
else
phys:SetVelocity(self:GetOwner():CalculateProjectile("Line", self:GetNW2Vector("VJ_CurBulletPos"), self:GetOwner():GetEnemy():GetPos() + self:GetOwner():GetEnemy():OBBCenter(), 15000))
end
end
end