mirror of
https://github.com/lifestorm/wnsrc.git
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127 lines
6.1 KiB
Lua
127 lines
6.1 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_base"
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SWEP.PrintName = "Charge Bow"
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SWEP.Author = "Cpt. Hazama"
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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.Spawnable = true
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SWEP.Category = "Half-Life Resurgence"
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SWEP.ViewModel = "models/vj_hlr/hl2/weapons/c_chargebow.mdl"
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SWEP.WorldModel = "models/vj_hlr/hl2/weapons/w_chargebow.mdl"
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SWEP.HoldType = "crossbow"
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SWEP.Slot = 3 -- Which weapon slot you want your SWEP to be in? (1 2 3 4 5 6)
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SWEP.SlotPos = 3 -- 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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SWEP.UseHands = true
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SWEP.WorldModel_UseCustomPosition = true -- Should the gun use custom position? This can be used to fix guns that are in the crotch
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-- NPC Settings ---------------------------------------------------------------------------------------------------------------------------------------------
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SWEP.NPC_NextPrimaryFire = 3 -- Next time it can use primary fire
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SWEP.NPC_TimeUntilFire = 0.4 -- How much time until the bullet/projectile is fired?
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SWEP.NPC_StandingOnly = true -- If true, the weapon can only be fired if the NPC is standing still
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SWEP.NPC_FiringDistanceScale = 0.5 -- Changes how far the NPC can fire | 1 = No change, x < 1 = closer, x > 1 = farther
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SWEP.NPC_ReloadSound = {"weapons/physcannon/physcannon_pickup.wav"} -- Sounds it plays when the base detects the SNPC playing a reload animation
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SWEP.NPC_BulletSpawnAttachment = "muzzle" -- The attachment that the bullet spawns on, leave empty for base to decide!
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-- Primary Fire ---------------------------------------------------------------------------------------------------------------------------------------------
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SWEP.Primary.ClipSize = 1 -- Max amount of bullets per clip
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SWEP.Primary.Delay = 1.25 -- Time until it can shoot again
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SWEP.Primary.Ammo = "XBowBolt" -- Ammo type
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SWEP.Primary.Automatic = true
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SWEP.Primary.Sound = {"vj_hlr/hl2_weapon/chargebow/chargebow_1.wav","vj_hlr/hl2_weapon/chargebow/chargebow_2.wav","vj_hlr/hl2_weapon/chargebow/chargebow_3.wav"}
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SWEP.Primary.DistantSound = {}
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SWEP.PrimaryEffects_MuzzleFlash = false
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SWEP.PrimaryEffects_SpawnShells = false
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SWEP.Primary.DisableBulletCode = true
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-- Reload Settings ---------------------------------------------------------------------------------------------------------------------------------------------
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SWEP.HasReloadSound = true -- Does it have a reload sound? Remember even if this is set to false, the animation sound will still play!
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SWEP.ReloadSound = "weapons/physcannon/physcannon_pickup.wav" // npc/assassin/ball_zap1.wav
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SWEP.Reload_TimeUntilAmmoIsSet = 1 -- Time until ammo is set to the weapon
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-- Custom
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SWEP.Bow_NumShots = 1
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---------------------------------------------------------------------------------------------------------------------------------------------
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function SWEP:PreDrawViewModel(vm, weapon, ply)
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vm:SetBodygroup(1, 1) -- Because bodygroup texture is broken
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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local posAngPly = Vector(0, -60, 180)
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local posOrgPly = Vector(0, -2, 1.5)
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local posAngNPC = Vector(-100, 30, 180)
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local posOrgNPC = Vector(-3, -3, -12)
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--
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function SWEP:CustomOnDrawWorldModel() -- This is client only!
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local owner = self:GetOwner()
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if IsValid(owner) then
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if owner:IsPlayer() then
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self.WorldModel_CustomPositionAngle = posAngPly
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self.WorldModel_CustomPositionOrigin = posOrgPly
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self.WorldModel_CustomPositionBone = "ValveBiped.Bip01_L_Hand"
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else
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self.WorldModel_CustomPositionAngle = posAngNPC
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self.WorldModel_CustomPositionOrigin = posOrgNPC
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self.WorldModel_CustomPositionBone = "ValveBiped.Bip01_R_Hand"
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end
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end
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return true
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function SWEP:CustomOnReload()
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self.Bow_NumShots = 1
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VJ_CreateSound(self, "buttons/button19.wav")
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self.AnimTbl_Idle = {ACT_VM_IDLE}
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self.AnimTbl_Draw = {ACT_VM_DRAW}
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function SWEP:SecondaryAttack()
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self.Bow_NumShots = 3
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self:PrimaryAttack()
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self:SetNextSecondaryFire(CurTime() + self.Primary.Delay)
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return true
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function SWEP:CustomOnPrimaryAttack_BeforeShoot()
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local owner = self:GetOwner()
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if owner:IsPlayer() then
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self.AnimTbl_Idle = {ACT_VM_FIDGET}
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self.AnimTbl_Draw = {ACT_VM_DRAW_EMPTY}
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end
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if CLIENT then return end
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-- Projectile
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for i = 1, self.Bow_NumShots do
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local proj = ents.Create("obj_vj_hlr2_chargebolt")
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if owner:IsPlayer() then
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local ply_Ang = owner:GetAimVector():Angle()
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proj:SetPos(owner:GetShootPos() + ply_Ang:Forward()*-33 + ply_Ang:Up()*-5 + ply_Ang:Right()*1)
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proj:SetAngles(ply_Ang)
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else
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proj:SetPos(self:GetNW2Vector("VJ_CurBulletPos"))
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proj:SetAngles(owner:GetAngles())
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end
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proj:SetOwner(owner)
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proj:Activate()
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proj:Spawn()
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proj.DirectDamage = proj.DirectDamage / self.Bow_NumShots
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local phys = proj:GetPhysicsObject()
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if phys:IsValid() then
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if owner:IsPlayer() then
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phys:SetVelocity(owner:GetAimVector() * 3000 + Vector(i == 2 && -75 or i == 3 && 75 or 0, 0, 0))
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else
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phys:SetVelocity(owner:CalculateProjectile("Line", self:GetNW2Vector("VJ_CurBulletPos"), owner:GetEnemy():GetPos() + owner:GetEnemy():OBBCenter(), 3000))
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end
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end
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end
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end |