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

109 lines
5.5 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 = "Shock Weapon"
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_ReloadSound = {"vj_hlr/hl1_weapon/shockroach/shock_recharge.wav"} -- Sounds it plays when the base detects the SNPC playing a reload animation
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/props_junk/watermelon01_chunk02c.mdl"
SWEP.HoldType = "smg"
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, 0, 0)
SWEP.WorldModel_CustomPositionOrigin = Vector(20, 3, -2.5)
SWEP.WorldModel_CustomPositionBone = "Bone58" -- The bone it will use as the main point
-- Primary Fire ---------------------------------------------------------------------------------------------------------------------------------------------
SWEP.Primary.Damage = 5 -- Damage
SWEP.Primary.ClipSize = 30 -- Max amount of bullets per clip
SWEP.Primary.Ammo = "SMG1" -- Ammo type
SWEP.Primary.Sound = {"vj_hlr/hl1_weapon/shockroach/shock_fire.wav"}
SWEP.Primary.DistantSound = {"vj_hlr/hl1_weapon/shockroach/shock_fire_distant.wav"}
SWEP.Primary.DisableBulletCode = true
SWEP.PrimaryEffects_SpawnShells = false
SWEP.PrimaryEffects_MuzzleParticles = {"vj_hlr_shockroach_muzzle"}
SWEP.HasDryFireSound = false -- Should it play a sound when it's out of ammo?
-- Custom
SWEP.HLR_ValidModels = {"models/vj_hlr/opfor/strooper.mdl"}
SWEP.HLR_NextIdleSoundT = 0
---------------------------------------------------------------------------------------------------------------------------------------------
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
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function SWEP:CustomOnPrimaryAttack_BeforeShoot()
if CLIENT then return end
local owner = self:GetOwner()
local plasma = ents.Create("obj_vj_hlrof_plasma")
plasma:SetPos(self:GetNW2Vector("VJ_CurBulletPos"))
plasma:SetAngles(owner:GetAngles())
plasma:SetOwner(owner)
plasma:Spawn()
plasma:Activate()
local phys = plasma:GetPhysicsObject()
if IsValid(phys) then
local pos = owner:GetPos() + owner:OBBCenter() + owner:GetForward() * 700
local ene = owner:GetEnemy()
if IsValid(ene) then
pos = ene:GetPos() + ene:OBBCenter()
end
phys:SetVelocity(owner:CalculateProjectile("Line", self:GetNW2Vector("VJ_CurBulletPos"), pos, 10000))
end
end
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function SWEP:CustomBulletSpawnPosition()
-- Return a position to override the bullet spawn position
return self:GetOwner():GetAttachment(self:GetOwner():LookupAttachment("muzzle")).Pos
end
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function SWEP:CustomOnNPC_ServerThink()
self:GetOwner():SetBodygroup(1,0)
if CurTime() > self.HLR_NextIdleSoundT then
if IsValid(self:GetOwner():GetEnemy()) then
self:EmitSound("vj_hlr/hl1_npc/shockroach/shock_angry.wav", 70)
else
self:EmitSound("vj_hlr/hl1_npc/shockroach/shock_idle" .. math.random(1,3) .. ".wav", 65)
end
self.HLR_NextIdleSoundT = CurTime() +math.Rand(5,12)
end
end
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function SWEP:CustomOnRemove()
if IsValid(self:GetOwner()) then self:GetOwner():SetBodygroup(1, 1) end
end