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wnsrc/lua/weapons/weapon_vj_hlr1_spas12/shared.lua
lifestorm 94063e4369 Upload
2024-08-04 22:55:00 +03:00

97 lines
5.7 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
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SWEP.Base = "weapon_vj_base"
SWEP.PrintName = "SPAS-12"
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"
-- NPC Settings ---------------------------------------------------------------------------------------------------------------------------------------------
SWEP.NPC_NextPrimaryFire = false -- Next time it can use primary fire
SWEP.NPC_CustomSpread = 2.5 -- 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_ReloadSound = {"vj_hlr/hl1_weapon/shotgun/shotgun_reload.wav"} -- Sounds it plays when the base detects the SNPC playing a reload animation
SWEP.NPC_ExtraFireSound = {"vj_hlr/hl1_weapon/shotgun/scock1.wav"} -- Plays an extra sound after it fires (Example: Bolt action sound)
SWEP.NPC_ExtraFireSoundTime = 0.2 -- How much time until it plays the sound (After Firing)?
SWEP.NPC_CanBePickedUp = false -- Can this weapon be picked up by NPCs? (Ex: Rebels)
-- Main Settings ---------------------------------------------------------------------------------------------------------------------------------------------
SWEP.MadeForNPCsOnly = true -- Is this weapon meant to be for NPCs only?
SWEP.WorldModel = "models/vj_hlr/weapons/w_shotgun.mdl"
SWEP.HoldType = "shotgun"
SWEP.Spawnable = false
SWEP.AdminSpawnable = false
-- World Model ---------------------------------------------------------------------------------------------------------------------------------------------
SWEP.WorldModel_Invisible = true -- Should the world model be invisible?
SWEP.WorldModel_UseCustomPosition = true -- Should the gun use custom position? This can be used to fix guns that are in the crotch
SWEP.WorldModel_CustomPositionAngle = Vector(0, 180, 90)
SWEP.WorldModel_CustomPositionOrigin = Vector(0, -15, 0)
SWEP.WorldModel_CustomPositionBone = "Bip01 R Hand" -- The bone it will use as the main point
-- Primary Fire ---------------------------------------------------------------------------------------------------------------------------------------------
SWEP.Primary.Damage = 5 -- Damage
SWEP.Primary.NumberOfShots = 5 -- How many shots per attack?
SWEP.Primary.ClipSize = 8 -- Max amount of bullets per clip
SWEP.Primary.Ammo = "Buckshot" -- Ammo type
SWEP.Primary.Sound = {"vj_hlr/hl1_weapon/shotgun/sbarrel1.wav"}
SWEP.Primary.DistantSound = {"vj_hlr/hl1_weapon/shotgun/sbarrel1_distant2.wav"}
SWEP.PrimaryEffects_ShellType = "VJ_Weapon_ShotgunShell1"
SWEP.Primary.TracerType = "VJ_HLR_Tracer"
-- Custom
SWEP.HLR_ValidModels = {"models/vj_hlr/opfor/hgrunt.mdl","models/vj_hlr/hl1/hgrunt.mdl","models/vj_hlr/opfor/hgrunt_medic.mdl","models/vj_hlr/opfor/hgrunt_engineer.mdl","models/vj_hlr/hl1/rgrunt.mdl","models/vj_hlr/hl1/rgrunt_black.mdl","models/vj_hlr/opfor_hd/hgrunt.mdl","models/vj_hlr/opfor_hd/hgrunt_medic.mdl","models/vj_hlr/opfor_hd/hgrunt_engineer.mdl","models/vj_hlr/cracklife/hgrunt.mdl"}
---------------------------------------------------------------------------------------------------------------------------------------------
function SWEP:CustomOnInitialize()
timer.Simple(0.1,function() -- Minag mikani modelner tske, yete ooresh model-e, serpe as zenke
if IsValid(self) && IsValid(self:GetOwner()) then
if !VJ_HasValue(self.HLR_ValidModels,self:GetOwner():GetModel()) then
if IsValid(self:GetOwner():GetCreator()) then
self:GetOwner():GetCreator():PrintMessage(HUD_PRINTTALK,self.PrintName.." removed! It's made for specific NPCs only!")
end
self:Remove()
else
self.NPC_NextPrimaryFire = false
end
end
end)
end
---------------------------------------------------------------------------------------------------------------------------------------------
function SWEP:CustomOnDrawWorldModel() -- This is client only!
if IsValid(self:GetOwner()) then
self.WorldModel_Invisible = true
return false
else
self.WorldModel_Invisible = false
return true -- return false to not draw the world model
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function SWEP:CustomOnPrimaryAttackEffects()
self.PrimaryEffects_MuzzleFlash = false
muz = ents.Create("env_sprite")
muz:SetKeyValue("model","vj_hl/sprites/muzzleflash2.vmt")
muz:SetKeyValue("scale",""..math.Rand(0.3,0.5))
muz:SetKeyValue("GlowProxySize","2.0") -- Size of the glow to be rendered for visibility testing.
muz:SetKeyValue("HDRColorScale","1.0")
muz:SetKeyValue("renderfx","14")
muz:SetKeyValue("rendermode","3") -- Set the render mode to "3" (Glow)
muz:SetKeyValue("renderamt","255") -- Transparency
muz:SetKeyValue("disablereceiveshadows","0") -- Disable receiving shadows
muz:SetKeyValue("framerate","10.0") -- Rate at which the sprite should animate, if at all.
muz:SetKeyValue("spawnflags","0")
muz:SetParent(self)
muz:Fire("SetParentAttachment",self.PrimaryEffects_MuzzleAttachment)
muz:SetAngles(Angle(math.random(-100, 100), math.random(-100, 100), math.random(-100, 100)))
muz:Spawn()
muz:Activate()
muz:Fire("Kill","",0.08)
return true
end