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

989 lines
58 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
IncludeCS("ai_translations.lua")
SWEP.IsVJBaseWeapon = true
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------ Core & Information-Related Variables ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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//SWEP.Base = "weapon_base"
SWEP.PrintName = "VJ Weapon Base"
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"
//SWEP.Spawnable = false
//SWEP.AdminOnly = false
SWEP.MadeForNPCsOnly = false -- Is this weapon meant to be for NPCs only?
SWEP.HoldType = "ar2"
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------ View Model Variables ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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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?
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------ World Model Variables ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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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?
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------ General NPC Variables ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- 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 = true -- 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_SecondaryFireEnt = "obj_vj_grenade_rifle" -- The entity to fire, this only applies if self:NPC_SecondaryFire() has NOT been overridden!
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 = true -- 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
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------ General Player Variables ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- ====== 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.AnimTbl_Deploy = {ACT_VM_DRAW}
SWEP.HasDeploySound = true -- Does the weapon have a deploy sound?
SWEP.DeploySound = {} -- Sound played when the weapon is deployed
-- ====== Idle Variables ====== --
SWEP.HasIdleAnimation = true -- Does it have a idle animation?
SWEP.AnimTbl_Idle = {ACT_VM_IDLE}
-- ====== 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
-- ====== Secondary Fire Variables ====== --
SWEP.Secondary.Automatic = false -- Is it automatic?
SWEP.Secondary.Ammo = "none" -- Ammo type
SWEP.Secondary.TakeAmmo = 1 -- How much ammo should it take on each shot?
-- To let the base automatically detect the animation duration, set this to false:
SWEP.Secondary.Delay = false -- Time until it can shoot again
SWEP.AnimTbl_SecondaryFire = {ACT_VM_SECONDARYATTACK}
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------ Dry Fire Variables ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- 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.DryFireSoundPitch = VJ_Set(90, 100) -- Dry fire sound pitch
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------ Primary Fire Variables ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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SWEP.Primary.DisableBulletCode = false -- 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 = true -- Is it automatic?
SWEP.Primary.Ammo = "SMG1" -- Ammo type
SWEP.AnimTbl_PrimaryFire = {ACT_VM_PRIMARYATTACK}
-- ====== Sound Variables ====== --
SWEP.Primary.Sound = {}
SWEP.Primary.SoundLevel = 80
SWEP.Primary.SoundPitch = VJ_Set(90, 100)
SWEP.Primary.SoundVolume = 1
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.DistantSoundPitch = VJ_Set(90, 110) -- Distant sound pitch
SWEP.Primary.DistantSoundVolume = 1 -- Distant sound volume
-- ====== Effect Variables ====== --
SWEP.PrimaryEffects_MuzzleFlash = true
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 = true
SWEP.PrimaryEffects_ShellAttachment = "shell"
SWEP.PrimaryEffects_ShellType = "VJ_Weapon_RifleShell1" -- VJ_Weapon_RifleShell1 | VJ_Weapon_PistolShell1 | VJ_Weapon_ShotgunShell1
SWEP.PrimaryEffects_SpawnDynamicLight = true
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)
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------ Customization Functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Use the functions below to customize certain parts of the base or to add new custom systems
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function SWEP:CustomOnInitialize() end
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function SWEP:CustomOnEquip(newOwner) end
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function SWEP:CustomOnThink() end
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function SWEP:CustomOnNPC_ServerThink() end
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function SWEP:CustomOnReload() end
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-- Unlike CustomOnReload(), this is called AFTER the reload animation has finished
-- This only works for players and VJ Humans!
function SWEP:CustomOnReload_Finish() return true end -- Return false to to override base code
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function SWEP:CustomOnPrimaryAttack_BeforeShoot() end -- Return true to not run rest of the firing code
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function SWEP:CustomOnPrimaryAttack_AfterShoot() end
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function SWEP:CustomOnPrimaryAttack_MeleeHit(ent) end
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function SWEP:CustomOnPrimaryAttack_BulletCallback(attacker, tr, dmginfo) end
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function SWEP:CustomOnPrimaryAttackEffects() return true end -- Return false to disable the base effects
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function SWEP:NPC_SecondaryFire_BeforeTimer(eneEnt, fireTime) end
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function SWEP:NPC_SecondaryFire()
-- Override this function if you want to make your own secondary attack!
local owner = self:GetOwner()
local pos = self:GetNW2Vector("VJ_CurBulletPos")
local proj = ents.Create(self.NPC_SecondaryFireEnt)
proj:SetPos(pos)
proj:SetAngles(owner:GetAngles())
proj:SetOwner(owner)
proj:Spawn()
proj:Activate()
local phys = proj:GetPhysicsObject()
if IsValid(phys) then
phys:Wake()
phys:SetVelocity(owner:CalculateProjectile("Curve", pos, owner.EnemyData.LastVisiblePos, 1000))
end
end
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function SWEP:CustomOnSecondaryAttack() return true end -- Players only! | Return false to override base code
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function SWEP:CustomBulletSpawnPosition() return false end -- Return a position to override the bullet spawn position
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function SWEP:CustomOnFireAnimationEvent(pos, ang, event, options) return false end
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function SWEP:CustomOnDrawWorldModel() return true end -- Return false to not draw the world model | This is client side only!
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function SWEP:CustomOnDeploy() end
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function SWEP:CustomOnIdle() end
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function SWEP:CustomOnHolster(newWep) return true end -- Return false to disallow the weapon from switching
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function SWEP:CustomOnRemove() end
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------ ///// WARNING: Don't touch anything below this line! \\\\\ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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SWEP.RenderGroup = RENDERGROUP_OPAQUE
SWEP.Reloading = false
SWEP.NextReloadT = 0
SWEP.NextIdleT = 0
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
SWEP.LastOwner = NULL
-- !!!!!!!!!!!!!! DO NOT USE THIS VARIABLE !!!!!!!!!!!!!! [Backwards Compatibility!]
-- Basically if someone is retrieving "VJ_CurBulletPos" using NW, it will convert it to NW2 otherwise it just runs the regular code
local entMETA = FindMetaTable("Entity")
local wepMETA = FindMetaTable("Weapon")
local old_GetNWVector = entMETA.GetNWVector
function wepMETA:GetNWVector(name, default)
if name == "VJ_CurBulletPos" then return self:GetNW2Vector("VJ_CurBulletPos", default)
else return old_GetNWVector(self, name, default) end
end
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function SWEP:GetCapabilities()
return bit.bor(CAP_WEAPON_RANGE_ATTACK1,CAP_INNATE_RANGE_ATTACK1)
end
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function SWEP:Initialize()
self:SetNW2Vector("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
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function SWEP:Equip(newOwner)
-- Do NOT set the clip if this is simply a weapon switch (Specifically for VJ NPCs)
if self.LastOwner == NULL then
self:SetClip1(self.Primary.ClipSize)
end
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
-- For default HL2 NPCs
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)
self.LastOwner = newOwner
end
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function SWEP:SetDefaultValues(hType, overrideSds)
hType = hType or "ar2"
overrideSds = overrideSds or false
if hType == "pistol" then
if VJ_PICK(self.DeploySound) == false or overrideSds == true then self.DeploySound = {"weapons/draw_pistol.wav"} end
if VJ_PICK(self.DryFireSound) == false or overrideSds == true then self.DryFireSound = {"vj_weapons/dryfire_pistol.wav"} end
if VJ_PICK(self.NPC_ReloadSound) == false or overrideSds == true then self.NPC_ReloadSound = {"vj_weapons/reload_pistol.wav"} end
elseif hType == "revolver" then
if VJ_PICK(self.DeploySound) == false or overrideSds == true then self.DeploySound = {"weapons/draw_pistol.wav"} end
if VJ_PICK(self.DryFireSound) == false or overrideSds == true then self.DryFireSound = {"vj_weapons/dryfire_revolver.wav"} end
if VJ_PICK(self.NPC_ReloadSound) == false or overrideSds == true then self.NPC_ReloadSound = {"vj_weapons/reload_revolver.wav"} end
elseif hType == "shotgun" or hType == "crossbow" then
if VJ_PICK(self.DeploySound) == false or overrideSds == true then self.DeploySound = {"weapons/draw_rifle.wav"} end
if VJ_PICK(self.DryFireSound) == false or overrideSds == true then self.DryFireSound = {"vj_weapons/dryfire_rifle.wav"} end
if VJ_PICK(self.NPC_ReloadSound) == false or overrideSds == true then self.NPC_ReloadSound = {"vj_weapons/reload_shotgun.wav"} end
elseif hType == "rpg" then
if VJ_PICK(self.DeploySound) == false or overrideSds == true then self.DeploySound = {"weapons/draw_rifle.wav"} end
if VJ_PICK(self.DryFireSound) == false or overrideSds == true then self.DryFireSound = {"vj_weapons/dryfire_rifle.wav"} end
if VJ_PICK(self.NPC_ReloadSound) == false or overrideSds == true then self.NPC_ReloadSound = {"vj_weapons/reload_rpg.wav"} end
elseif hType == "smg" or hType == "ar2" then
if VJ_PICK(self.DeploySound) == false or overrideSds == true then self.DeploySound = {"weapons/draw_rifle.wav"} end
if VJ_PICK(self.DryFireSound) == false or overrideSds == true then self.DryFireSound = {"vj_weapons/dryfire_rifle.wav"} end
if VJ_PICK(self.NPC_ReloadSound) == false or overrideSds == true then self.NPC_ReloadSound = {"vj_weapons/reload_rifle.wav"} end
elseif hType == "melee" or hType == "melee2" or hType == "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
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function SWEP:TranslateActivity(act)
local owner = self:GetOwner()
if (owner:IsNPC()) then
if owner.IsVJBaseSNPC_Human == true then
local wepT = owner.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 Human 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
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function SWEP:CanBePickedUpByNPCs()
return self.NPC_CanBePickedUp
end
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function SWEP:NPC_ServerNextFire()
if CLIENT or !IsValid(self) then return end
local owner = self:GetOwner()
if !IsValid(owner) or !owner:IsNPC() then return end
if owner:GetActiveWeapon() != self then return end
if self.IsMeleeWeapon == false then
local pos = self:DecideBulletPosition()
if pos != nil then
self:SetNW2Vector("VJ_CurBulletPos", pos)
end
end
if owner:GetActivity() == nil then return end
//print("------------------")
//VJ_CreateTestObject(self:DecideBulletPosition(),self:GetAngles(),Color(255,0,255),1)
//VJ_CreateTestObject(self:GetNW2Vector("VJ_CurBulletPos"),self:GetAngles(),Color(0,0,255),1)
self:RunWorldModelThink()
self:CustomOnThink()
self:CustomOnNPC_ServerThink()
if self.NPC_NextPrimaryFire != false && self:NPCAbleToShoot() == true then
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()
-- Had to add "isfunction" check because after GMod devs applied this: https://github.com/Facepunch/garrysmod/pull/1344
-- It will VERY rarely think self.NPC_ServerNextFire is nil, why? No one knows, the error never appeared for me, but it has appeared 1-2 for some people.
-- I would rather have a function that fails silently then fail 1 in 999,999 times without actual reason, so does this check avoid it? (I don't know...)
if IsValid(self) then
hook.Add("Think", self, function()
if isfunction(self.NPC_ServerNextFire) then
self:NPC_ServerNextFire()
end
end)
end
end)
//self.NPC_NextPrimaryFireT = CurTime() + self.NPC_NextPrimaryFire
end
end
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function SWEP:NPCAbleToShoot()
local owner = self:GetOwner()
if IsValid(owner) && owner:IsNPC() then
local ene = owner:GetEnemy()
if (owner.IsVJBaseSNPC_Human && IsValid(ene) && 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.DoingWeaponAttack == true && (/*(owner.CurrentWeaponAnimation == owner:GetSequenceActivity(owner:GetSequence())) or*/ (owner.CurrentWeaponAnimation == owner:GetActivity()) or (owner:GetActivity() == owner:TranslateToWeaponAnim(owner.CurrentWeaponAnimation)) or (!owner.DoingWeaponAttack_Standing))) or (!owner.IsVJBaseSNPC_Human)) then
-- For VJ Humans only, ammo check
if owner.IsVJBaseSNPC_Human && 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.DryFireSoundPitch.a, self.DryFireSoundPitch.b)) end
if self.NPC_NextPrimaryFire != false then
self.NextNPCDrySoundT = CurTime() + self.NPC_NextPrimaryFire
end
end
return false
end
if IsValid(ene) && ((!owner.VJ_IsBeingControlled) or (owner.VJ_IsBeingControlled && owner.VJ_TheController:KeyDown(IN_ATTACK2))) then
return true
end
end
end
return false
end
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function SWEP:NPCShoot_Primary()
local owner = self:GetOwner()
if !IsValid(owner) then return end
local ene = owner:GetEnemy()
if !owner.VJ_IsBeingControlled && (!IsValid(ene) or (!owner:Visible(ene))) then return end
if owner.IsVJBaseSNPC == true then
//owner.Weapon_TimeSinceLastShot = CurTime()
//owner.NextWeaponAttackAimPoseParametersReset = CurTime() + 1
owner:DoPoseParameterLooking()
end
-- Secondary Fire
if self.NPC_HasSecondaryFire == true && owner.CanUseSecondaryOnWeaponAttack && !self.NPC_SecondaryFirePerforming && CurTime() > self.NPC_SecondaryFireNextT && ene:GetPos():Distance(owner:GetPos()) <= self.NPC_SecondaryFireDistance then
if math.random(1, self.NPC_SecondaryFireChance) == 1 then
local secAnim = VJ_PICK(owner.AnimTbl_WeaponAttackSecondary)
owner:VJ_ACT_PLAYACTIVITY(secAnim, true, false, true)
self.NPC_SecondaryFirePerforming = true
self:NPC_SecondaryFire_BeforeTimer(ene, owner.WeaponAttackSecondaryTimeUntilFire)
timer.Simple(owner.WeaponAttackSecondaryTimeUntilFire, function()
if IsValid(self) then
self.NPC_SecondaryFirePerforming = false
if IsValid(owner) && IsValid(owner:GetEnemy()) && CurTime() > self.NPC_SecondaryFireNextT && VJ_IsCurrentAnimation(owner, VJ_RemoveAnimExtensions(self, secAnim)) then
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 -- Support for animation events
self.NPC_SecondaryFireNextT = CurTime() + math.Rand(self.NPC_SecondaryFireNext.a, self.NPC_SecondaryFireNext.b)
end
end
end
end)
return
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 -- Support for animation events
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 = CurTime() end
end
end)
end
---------------------------------------------------------------------------------------------------------------------------------------------
function SWEP:NPC_Reload()
local owner = self:GetOwner()
owner.NextThrowGrenadeT = owner.NextThrowGrenadeT + 2
self:CustomOnReload()
if self.NPC_HasReloadSound == true then VJ_EmitSound(owner, self.NPC_ReloadSound, self.NPC_ReloadSoundLevel) end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function SWEP:PrimaryAttack(UseAlt)
//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 or self:GetNextSecondaryFire() > CurTime() 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 SERVER && 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.DryFireSoundPitch.a, self.DryFireSoundPitch.b)) return end
if (!self:CanPrimaryAttack()) then return end
if self:CustomOnPrimaryAttack_BeforeShoot() == true then return end
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
-- Firing Sounds
if SERVER then
local fireSd = VJ_PICK(self.Primary.Sound)
if fireSd != false then
sound.Play(fireSd, owner:GetPos(), self.Primary.SoundLevel, math.random(self.Primary.SoundPitch.a, self.Primary.SoundPitch.b), self.Primary.SoundVolume)
//self:EmitSound(fireSd, 80, math.random(90,100))
end
if self.Primary.HasDistantSound == true then
local fireFarSd = VJ_PICK(self.Primary.DistantSound)
if fireFarSd != false then
sound.Play(fireFarSd, owner:GetPos(), self.Primary.DistantSoundLevel, math.random(self.Primary.DistantSoundPitch.a, self.Primary.DistantSoundPitch.b), self.Primary.DistantSoundVolume)
end
end
end
-- Firing Gesture
if owner.IsVJBaseSNPC_Human == true && owner.DisableWeaponFiringGesture != true then
owner:VJ_ACT_PLAYACTIVITY(owner:TranslateToWeaponAnim(VJ_PICK(owner.AnimTbl_WeaponAttackFiringGesture)), false, false, false, 0, {AlwaysUseGesture=true})
end
-- MELEE WEAPON
if self.IsMeleeWeapon == true then
local meleeHitEnt = false
for _,v in ipairs(ents.FindInSphere(owner:GetPos(), self.MeleeWeaponDistance)) do
if (owner.VJ_IsBeingControlled == true && owner.VJ_TheControllerBullseye == v) or (v:IsPlayer() && v.IsControlingNPC == true) then continue end
if (isPly && v:EntIndex() != owner:EntIndex()) or (isNPC && (v:IsNPC() or (v:IsPlayer() && v:Alive() && !VJ_CVAR_IGNOREPLAYERS)) && (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(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)
meleeHitEnt = true
end
end
if meleeHitEnt == true then
local meleeSd = VJ_PICK(self.MeleeWeaponSound_Hit)
if meleeSd != false then
self:EmitSound(meleeSd, 70, math.random(90, 100))
end
else
if owner.IsVJBaseSNPC == true then owner:CustomOnMeleeAttack_Miss() end
local meleeSd = VJ_PICK(self.MeleeWeaponSound_Miss)
if meleeSd != false then
self:EmitSound(meleeSd, 70, math.random(90, 100))
end
end
-- REGULAR WEAPON (NON-MELEE)
else
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
bullet.Src = isNPC and self:GetNW2Vector("VJ_CurBulletPos") or owner:GetShootPos() -- Spawn Position
-- 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 GetConVar("vj_wep_nomuszzleflash"):GetInt() == 0 then owner:MuzzleFlash() end
end
self:PrimaryAttackEffects()
if isPly then
//self:ShootEffects("ToolTracer") -- Deprecated
owner:ViewPunch(Angle(-self.Primary.Recoil, 0, 0))
self:TakePrimaryAmmo(self.Primary.TakeAmmo)
owner:SetAnimation(PLAYER_ATTACK1)
local anim = VJ_PICK(self.AnimTbl_PrimaryFire)
local animTime = VJ_GetSequenceDuration(owner:GetViewModel(), anim)
self:SendWeaponAnim(anim)
self.NextIdleT = CurTime() + animTime
self.NextReloadT = CurTime() + animTime
end
self:CustomOnPrimaryAttack_AfterShoot()
//self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
end
---------------------------------------------------------------------------------------------------------------------------------------------
function SWEP:CanSecondaryAttack()
return self:Clip2() > 0 && self:GetNextSecondaryFire() < CurTime() && self.Secondary.Ammo != "none"
end
---------------------------------------------------------------------------------------------------------------------------------------------
function SWEP:SecondaryAttack()
if !self:CanSecondaryAttack() or self.Reloading then return end
if self:CustomOnSecondaryAttack() == false then return end
local owner = self:GetOwner()
self:TakePrimaryAmmo(self.Secondary.TakeAmmo)
owner:SetAnimation(PLAYER_ATTACK1)
local anim = VJ_PICK(self.AnimTbl_SecondaryFire)
local animTime = VJ_GetSequenceDuration(owner:GetViewModel(), anim)
self:SendWeaponAnim(anim)
self.NextIdleT = CurTime() + animTime
self.NextReloadT = CurTime() + animTime
self:SetNextSecondaryFire(CurTime() + (self.Secondary.Delay == false and animTime or self.Secondary.Delay))
end
---------------------------------------------------------------------------------------------------------------------------------------------
function SWEP:DoIdleAnimation()
if !self.HasIdleAnimation or CurTime() < self.NextIdleT then return end
self:CustomOnIdle()
local owner = self:GetOwner()
if IsValid(owner) then
owner:SetAnimation(PLAYER_IDLE)
local anim = VJ_PICK(self.AnimTbl_Idle)
local animTime = VJ_GetSequenceDuration(owner:GetViewModel(), anim)
self:SendWeaponAnim(anim)
self.NextIdleT = CurTime() + animTime
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function SWEP:PrimaryAttackEffects()
if self:CustomOnPrimaryAttackEffects() != true or self.IsMeleeWeapon == true then return end
local owner = self:GetOwner()
/*local muzzleFlashEffect = EffectData()
muzzleFlashEffect:SetOrigin(owner:GetShootPos())
muzzleFlashEffect:SetEntity(self)
muzzleFlashEffect:SetStart(owner:GetShootPos())
muzzleFlashEffect:SetNormal(owner:GetAimVector())
muzzleFlashEffect:SetAttachment(1)
util.Effect("VJ_Weapon_RifleMuzzle1",muzzleFlashEffect)*/
if GetConVar("vj_wep_nomuszzleflash"):GetInt() == 0 then
-- MUZZLE FLASH
if self.PrimaryEffects_MuzzleFlash == true then
local muzzleAttach = self.PrimaryEffects_MuzzleAttachment
if !isnumber(muzzleAttach) then muzzleAttach = self:LookupAttachment(muzzleAttach) end
-- Players
if owner:IsPlayer() && owner:GetViewModel() != nil then
local muzzleFlashEffect = EffectData()
muzzleFlashEffect:SetOrigin(owner:GetShootPos())
muzzleFlashEffect:SetEntity(self)
muzzleFlashEffect:SetStart(owner:GetShootPos())
muzzleFlashEffect:SetNormal(owner:GetAimVector())
muzzleFlashEffect:SetAttachment(muzzleAttach)
util.Effect("VJ_Weapon_PlayerMuzzle", muzzleFlashEffect)
else -- NPCs
if self.PrimaryEffects_MuzzleParticlesAsOne == true then -- Combine all of the particles in the table!
for _, v in ipairs(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
-- MUZZLE LIGHT
if SERVER && self.PrimaryEffects_SpawnDynamicLight == true && GetConVar("vj_wep_nomuszzleflash_dynamiclight"):GetInt() == 0 then
local muzzleLight = ents.Create("light_dynamic")
muzzleLight:SetKeyValue("brightness", self.PrimaryEffects_DynamicLightBrightness)
muzzleLight:SetKeyValue("distance", self.PrimaryEffects_DynamicLightDistance)
if owner:IsPlayer() then muzzleLight:SetLocalPos(owner:GetShootPos() +self:GetForward()*40 + self:GetUp()*-10) else muzzleLight:SetLocalPos(self:GetNW2Vector("VJ_CurBulletPos")) end
muzzleLight:SetLocalAngles(self:GetAngles())
muzzleLight:Fire("Color", self.PrimaryEffects_DynamicLightColor.r.." "..self.PrimaryEffects_DynamicLightColor.g.." "..self.PrimaryEffects_DynamicLightColor.b)
//muzzleLight:SetParent(self)
muzzleLight:Spawn()
muzzleLight:Activate()
muzzleLight:Fire("TurnOn", "", 0)
muzzleLight:Fire("Kill", "", 0.07)
self:DeleteOnRemove(muzzleLight)
end
end
-- SHELL CASING
if !owner:IsPlayer() && self.PrimaryEffects_SpawnShells == true && GetConVar("vj_wep_nobulletshells"):GetInt() == 0 then
local shellAttach = self.PrimaryEffects_ShellAttachment
if !isnumber(shellAttach) then shellAttach = self:LookupAttachment(shellAttach) end
local shellEffect = EffectData()
shellEffect:SetEntity(self)
shellEffect:SetOrigin(owner:GetShootPos())
shellEffect:SetNormal(owner:GetAimVector())
shellEffect:SetAttachment(shellAttach)
util.Effect(self.PrimaryEffects_ShellType, shellEffect)
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function SWEP:FireAnimationEvent(pos, ang, event, options)
if self:CustomOnFireAnimationEvent(pos, ang, event, options) == true then return true end
if (event == 22 or event == 6001) then return true end
if GetConVar("vj_wep_nomuszzleflash"):GetInt() == 1 && (event == 21 or event == 22 or event == 5001 or event == 5003) then
return true
end
if GetConVar("vj_wep_nobulletshells"):GetInt() == 1 && event == 20 then
return true
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function SWEP:Think() -- NOTE: Works only in players hands. does NOT work in NPCs hands!
self:RunWorldModelThink()
self:CustomOnThink()
if SERVER then
self:DoIdleAnimation()
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function SWEP:Reload()
if !IsValid(self) then return end
local owner = self:GetOwner()
if !IsValid(owner) or !owner:IsPlayer() or !owner:Alive() or owner:GetAmmoCount(self.Primary.Ammo) == 0 or self.Reloading or CurTime() < self.NextReloadT then return end // or !owner:KeyDown(IN_RELOAD)
if self:Clip1() < self.Primary.ClipSize then
self.Reloading = true
self:CustomOnReload()
if SERVER && self.HasReloadSound == true then owner:EmitSound(VJ_PICK(self.ReloadSound), 50, math.random(90, 100)) end
-- Handle clip
timer.Simple(self.Reload_TimeUntilAmmoIsSet, function()
if IsValid(self) && self:CustomOnReload_Finish() != false then
local ammoUsed = math.Clamp(self.Primary.ClipSize - self:Clip1(), 0, owner:GetAmmoCount(self:GetPrimaryAmmoType())) -- Amount of ammo that it will use (Take from the reserve)
owner:RemoveAmmo(ammoUsed, self.Primary.Ammo)
self:SetClip1(self:Clip1() + ammoUsed)
self:CustomOnReload_Finish()
end
end)
-- Handle animation
owner:SetAnimation(PLAYER_RELOAD)
local anim = VJ_PICK(self.AnimTbl_Reload)
local animTime = VJ_GetSequenceDuration(owner:GetViewModel(), anim)
self:SendWeaponAnim(anim)
self.NextIdleT = CurTime() + animTime
timer.Simple(animTime, function()
if IsValid(self) then
self.Reloading = false
end
end)
return true
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function SWEP:Deploy()
if self.InitHasIdleAnimation == true then self.HasIdleAnimation = true end
local owner = self:GetOwner()
if owner:IsPlayer() then
self:CustomOnDeploy()
if self.HasDeploySound == true then self:EmitSound(VJ_PICK(self.DeploySound),50,math.random(90,100)) end
local curTime = CurTime()
local anim = VJ_PICK(self.AnimTbl_Deploy)
local animTime = VJ_GetSequenceDuration(owner:GetViewModel(), anim)
self:SendWeaponAnim(anim)
self:SetNextPrimaryFire(curTime + animTime)
self:SetNextSecondaryFire(curTime + animTime)
self.NextIdleT = curTime + animTime
self.NextReloadT = curTime + animTime
end
return true -- Or else the player won't be able to get the weapon!
end
---------------------------------------------------------------------------------------------------------------------------------------------
function SWEP:Holster(newWep)
//if CLIENT then return end
if self == newWep or self.Reloading == true then return end
self.HasIdleAnimation = false
//self:SendWeaponAnim(ACT_VM_HOLSTER)
return self:CustomOnHolster(newWep)
end
---------------------------------------------------------------------------------------------------------------------------------------------
function SWEP:EquipAmmo(ply)
if ply:IsPlayer() then
ply:GiveAmmo(self.Primary.ClipSize, self.Primary.Ammo)
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function SWEP:OnRemove()
self:StopParticles()
self:CustomOnRemove()
end
---------------------------------------------------------------------------------------------------------------------------------------------
function SWEP:GetWeaponCustomPosition(owner)
if owner:LookupBone(self.WorldModel_CustomPositionBone) == nil then return nil end
local pos, ang = owner:GetBonePosition(owner: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()
if self:GetNW2Bool("VJ_WorldModel_Invisible") != self.WorldModel_Invisible then
self:SetNW2Bool("VJ_WorldModel_Invisible", self.WorldModel_Invisible)
end
local owner = self:GetOwner()
if IsValid(owner) && self.WorldModel_UseCustomPosition == true then
local wepPos = self:GetWeaponCustomPosition(owner)
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
-- Custom Position
local customPos = self:CustomBulletSpawnPosition()
if customPos != false then
return customPos
end
-- Custom Attachment
if self.NPC_BulletSpawnAttachment != "" && self:LookupAttachment(self.NPC_BulletSpawnAttachment) != 0 && self:LookupAttachment(self.NPC_BulletSpawnAttachment) != -1 then
return self:GetAttachment(self:LookupAttachment(self.NPC_BulletSpawnAttachment)).Pos
end
-- Nothing found, try to find a common attachment
local commonAttach = nil;
local attachments = self:GetAttachments()
for i = 1, #attachments do
if attachments[i].name == "muzzle" then
commonAttach = "muzzle"; break
elseif attachments[i].name == "muzzleA" then
commonAttach = "muzzleA"; break
elseif attachments[i].name == "muzzle_flash" then
commonAttach = "muzzle_flash"; break
elseif attachments[i].name == "muzzle_flash1" then
commonAttach = "muzzle_flash1"; break
elseif attachments[i].name == "muzzle_flash2" then
commonAttach = "muzzle_flash2"; break
elseif attachments[i].name == "ValveBiped.muzzle" then
commonAttach = "ValveBiped.muzzle"; break
end
end
-- Not even a common attachment was found! Try to find a common bone!
if !commonAttach then
if owner:LookupBone("ValveBiped.Bip01_R_Hand") != nil then
return owner:GetBonePosition(owner:LookupBone("ValveBiped.Bip01_R_Hand"))
else -- Everything else has failed, post a warning and use eye position
print("WARNING: "..self:GetClass().." doesn't have a proper attachment or bone for bullet spawn! Using EyePos!")
return owner:EyePos()
end
-- Common attachment found!
else
return self:GetAttachment(self:LookupAttachment(commonAttach)).Pos
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
/*if SERVER then -- No longer needed, disabling sv_pvsskipanimation fixes it!
util.AddNetworkString("vj_weapon_curbulletpos")
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:SetNW2Vector("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() or self:GetNW2Bool("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
local owner = self:GetOwner()
if IsValid(owner) then
if owner:IsPlayer() && owner:InVehicle() then return end
local wepPos = self:GetWeaponCustomPosition(owner)
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