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wnsrc/gamemodes/terrortown/entities/weapons/weapon_tttbase.lua
lifestorm 73479cff9e Upload
2024-08-04 22:55:00 +03:00

595 lines
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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/
--]]
-- Custom weapon base, used to derive from CS one, still very similar
AddCSLuaFile()
---- TTT SPECIAL EQUIPMENT FIELDS
-- This must be set to one of the WEAPON_ types in TTT weapons for weapon
-- carrying limits to work properly. See /gamemode/shared.lua for all possible
-- weapon categories.
SWEP.Kind = WEAPON_NONE
-- If CanBuy is a table that contains ROLE_TRAITOR and/or ROLE_DETECTIVE, those
-- players are allowed to purchase it and it will appear in their Equipment Menu
-- for that purpose. If CanBuy is nil this weapon cannot be bought.
-- Example: SWEP.CanBuy = { ROLE_TRAITOR }
-- (just setting to nil here to document its existence, don't make this buyable)
SWEP.CanBuy = nil
if CLIENT then
-- If this is a buyable weapon (ie. CanBuy is not nil) EquipMenuData must be
-- a table containing some information to show in the Equipment Menu. See
-- default equipment weapons for real-world examples.
SWEP.EquipMenuData = nil
-- Example data:
-- SWEP.EquipMenuData = {
--
---- Type tells players if it's a weapon or item
-- type = "Weapon",
--
---- Desc is the description in the menu. Needs manual linebreaks (via \n).
-- desc = "Text."
-- };
-- This sets the icon shown for the weapon in the DNA sampler, search window,
-- equipment menu (if buyable), etc.
SWEP.Icon = "vgui/ttt/icon_nades" -- most generic icon I guess
-- You can make your own weapon icon using the template in:
-- /garrysmod/gamemodes/terrortown/template/
-- Open one of TTT's icons with VTFEdit to see what kind of settings to use
-- when exporting to VTF. Once you have a VTF and VMT, you can
-- resource.AddFile("materials/vgui/...") them here. GIVE YOUR ICON A UNIQUE
-- FILENAME, or it WILL be overwritten by other servers! Gmod does not check
-- if the files are different, it only looks at the name. I recommend you
-- create your own directory so that this does not happen,
-- eg. /materials/vgui/ttt/mycoolserver/mygun.vmt
end
---- MISC TTT-SPECIFIC BEHAVIOUR CONFIGURATION
-- ALL weapons in TTT must have weapon_tttbase as their SWEP.Base. It provides
-- some functions that TTT expects, and you will get errors without them.
-- Of course this is weapon_tttbase itself, so I comment this out here.
-- SWEP.Base = "weapon_tttbase"
-- If true AND SWEP.Kind is not WEAPON_EQUIP, then this gun can be spawned as
-- random weapon by a ttt_random_weapon entity.
SWEP.AutoSpawnable = false
-- Set to true if weapon can be manually dropped by players (with Q)
SWEP.AllowDrop = true
-- Set to true if weapon kills silently (no death scream)
SWEP.IsSilent = false
-- If this weapon should be given to players upon spawning, set a table of the
-- roles this should happen for here
-- SWEP.InLoadoutFor = { ROLE_TRAITOR, ROLE_DETECTIVE, ROLE_INNOCENT }
-- DO NOT set SWEP.WeaponID. Only the standard TTT weapons can have it. Custom
-- SWEPs do not need it for anything.
-- SWEP.WeaponID = nil
---- YE OLDE SWEP STUFF
if CLIENT then
SWEP.DrawCrosshair = false
SWEP.ViewModelFOV = 82
SWEP.ViewModelFlip = true
SWEP.CSMuzzleFlashes = true
end
SWEP.Base = "weapon_base"
SWEP.Category = "TTT"
SWEP.Spawnable = false
SWEP.IsGrenade = false
SWEP.Weight = 5
SWEP.AutoSwitchTo = false
SWEP.AutoSwitchFrom = false
SWEP.Primary.Sound = Sound( "Weapon_Pistol.Empty" )
SWEP.Primary.Recoil = 1.5
SWEP.Primary.Damage = 1
SWEP.Primary.NumShots = 1
SWEP.Primary.Cone = 0.02
SWEP.Primary.Delay = 0.15
SWEP.Primary.ClipSize = -1
SWEP.Primary.DefaultClip = -1
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = "none"
SWEP.Primary.ClipMax = -1
SWEP.Secondary.ClipSize = 1
SWEP.Secondary.DefaultClip = 1
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = "none"
SWEP.Secondary.ClipMax = -1
SWEP.HeadshotMultiplier = 2.7
SWEP.StoredAmmo = 0
SWEP.IsDropped = false
SWEP.DeploySpeed = 1.4
SWEP.PrimaryAnim = ACT_VM_PRIMARYATTACK
SWEP.ReloadAnim = ACT_VM_RELOAD
SWEP.fingerprints = {}
local sparkle = CLIENT and CreateConVar("ttt_crazy_sparks", "0", FCVAR_ARCHIVE)
-- crosshair
if CLIENT then
local sights_opacity = CreateConVar("ttt_ironsights_crosshair_opacity", "0.8", FCVAR_ARCHIVE)
local crosshair_brightness = CreateConVar("ttt_crosshair_brightness", "1.0", FCVAR_ARCHIVE)
local crosshair_size = CreateConVar("ttt_crosshair_size", "1.0", FCVAR_ARCHIVE)
local disable_crosshair = CreateConVar("ttt_disable_crosshair", "0", FCVAR_ARCHIVE)
function SWEP:DrawHUD()
if self.HUDHelp then
self:DrawHelp()
end
local client = LocalPlayer()
if disable_crosshair:GetBool() or (not IsValid(client)) then return end
local sights = (not self.NoSights) and self:GetIronsights()
local x = math.floor(ScrW() / 2.0)
local y = math.floor(ScrH() / 2.0)
local scale = math.max(0.2, 10 * self:GetPrimaryCone())
local LastShootTime = self:LastShootTime()
scale = scale * (2 - math.Clamp( (CurTime() - LastShootTime) * 5, 0.0, 1.0 ))
local alpha = sights and sights_opacity:GetFloat() or 1
local bright = crosshair_brightness:GetFloat() or 1
-- somehow it seems this can be called before my player metatable
-- additions have loaded
if client.IsTraitor and client:IsTraitor() then
surface.SetDrawColor(255 * bright,
50 * bright,
50 * bright,
255 * alpha)
else
surface.SetDrawColor(0,
255 * bright,
0,
255 * alpha)
end
local gap = math.floor(20 * scale * (sights and 0.8 or 1))
local length = math.floor(gap + (25 * crosshair_size:GetFloat()) * scale)
surface.DrawLine( x - length, y, x - gap, y )
surface.DrawLine( x + length, y, x + gap, y )
surface.DrawLine( x, y - length, x, y - gap )
surface.DrawLine( x, y + length, x, y + gap )
end
local GetPTranslation = LANG.GetParamTranslation
-- Many non-gun weapons benefit from some help
local help_spec = {text = "", font = "TabLarge", xalign = TEXT_ALIGN_CENTER}
function SWEP:DrawHelp()
local data = self.HUDHelp
local translate = data.translatable
local primary = data.primary
local secondary = data.secondary
if translate then
primary = primary and GetPTranslation(primary, data.translate_params)
secondary = secondary and GetPTranslation(secondary, data.translate_params)
end
help_spec.pos = {ScrW() / 2.0, ScrH() - 40}
help_spec.text = secondary or primary
draw.TextShadow(help_spec, 2)
-- if no secondary exists, primary is drawn at the bottom and no top line
-- is drawn
if secondary then
help_spec.pos[2] = ScrH() - 60
help_spec.text = primary
draw.TextShadow(help_spec, 2)
end
end
-- mousebuttons are enough for most weapons
local default_key_params = {
primaryfire = Key("+attack", "LEFT MOUSE"),
secondaryfire = Key("+attack2", "RIGHT MOUSE"),
usekey = Key("+use", "USE")
};
function SWEP:AddHUDHelp(primary_text, secondary_text, translate, extra_params)
extra_params = extra_params or {}
self.HUDHelp = {
primary = primary_text,
secondary = secondary_text,
translatable = translate,
translate_params = table.Merge(extra_params, default_key_params)
};
end
end
-- Shooting functions largely copied from weapon_cs_base
function SWEP:PrimaryAttack(worldsnd)
self:SetNextSecondaryFire( CurTime() + self.Primary.Delay )
self:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
if not self:CanPrimaryAttack() then return end
if not worldsnd then
self:EmitSound( self.Primary.Sound, self.Primary.SoundLevel )
elseif SERVER then
sound.Play(self.Primary.Sound, self:GetPos(), self.Primary.SoundLevel)
end
self:ShootBullet( self.Primary.Damage, self.Primary.Recoil, self.Primary.NumShots, self:GetPrimaryCone() )
self:TakePrimaryAmmo( 1 )
local owner = self:GetOwner()
if not IsValid(owner) or owner:IsNPC() or (not owner.ViewPunch) then return end
owner:ViewPunch( Angle( util.SharedRandom(self:GetClass(),-0.2,-0.1,0) * self.Primary.Recoil, util.SharedRandom(self:GetClass(),-0.1,0.1,1) * self.Primary.Recoil, 0 ) )
end
function SWEP:DryFire(setnext)
if CLIENT and LocalPlayer() == self:GetOwner() then
self:EmitSound( "Weapon_Pistol.Empty" )
end
setnext(self, CurTime() + 0.2)
self:Reload()
end
function SWEP:CanPrimaryAttack()
if not IsValid(self:GetOwner()) then return end
if self:Clip1() <= 0 then
self:DryFire(self.SetNextPrimaryFire)
return false
end
return true
end
function SWEP:CanSecondaryAttack()
if not IsValid(self:GetOwner()) then return end
if self:Clip2() <= 0 then
self:DryFire(self.SetNextSecondaryFire)
return false
end
return true
end
local function Sparklies(attacker, tr, dmginfo)
if tr.HitWorld and tr.MatType == MAT_METAL then
local eff = EffectData()
eff:SetOrigin(tr.HitPos)
eff:SetNormal(tr.HitNormal)
util.Effect("cball_bounce", eff)
end
end
function SWEP:ShootBullet( dmg, recoil, numbul, cone )
self:SendWeaponAnim(self.PrimaryAnim)
self:GetOwner():MuzzleFlash()
self:GetOwner():SetAnimation( PLAYER_ATTACK1 )
local sights = self:GetIronsights()
numbul = numbul or 1
cone = cone or 0.01
local bullet = {}
bullet.Num = numbul
bullet.Src = self:GetOwner():GetShootPos()
bullet.Dir = self:GetOwner():GetAimVector()
bullet.Spread = Vector( cone, cone, 0 )
bullet.Tracer = 4
bullet.TracerName = self.Tracer or "Tracer"
bullet.Force = 10
bullet.Damage = dmg
if CLIENT and sparkle:GetBool() then
bullet.Callback = Sparklies
end
self:GetOwner():FireBullets( bullet )
-- Owner can die after firebullets
if (not IsValid(self:GetOwner())) or self:GetOwner():IsNPC() or (not self:GetOwner():Alive()) then return end
if ((game.SinglePlayer() and SERVER) or
((not game.SinglePlayer()) and CLIENT and IsFirstTimePredicted())) then
-- reduce recoil if ironsighting
recoil = sights and (recoil * 0.6) or recoil
local eyeang = self:GetOwner():EyeAngles()
eyeang.pitch = eyeang.pitch - recoil
self:GetOwner():SetEyeAngles( eyeang )
end
end
function SWEP:GetPrimaryCone()
local cone = self.Primary.Cone or 0.2
-- 15% accuracy bonus when sighting
return self:GetIronsights() and (cone * 0.85) or cone
end
function SWEP:GetHeadshotMultiplier(victim, dmginfo)
return self.HeadshotMultiplier
end
function SWEP:IsEquipment()
return WEPS.IsEquipment(self)
end
function SWEP:DrawWeaponSelection() end
function SWEP:SecondaryAttack()
if self.NoSights or (not self.IronSightsPos) then return end
self:SetIronsights(not self:GetIronsights())
self:SetNextSecondaryFire(CurTime() + 0.3)
end
function SWEP:Deploy()
self:SetIronsights(false)
return true
end
function SWEP:Reload()
if ( self:Clip1() == self.Primary.ClipSize or self:GetOwner():GetAmmoCount( self.Primary.Ammo ) <= 0 ) then return end
self:DefaultReload(self.ReloadAnim)
self:SetIronsights( false )
end
function SWEP:OnRestore()
self.NextSecondaryAttack = 0
self:SetIronsights( false )
end
function SWEP:Ammo1()
return IsValid(self:GetOwner()) and self:GetOwner():GetAmmoCount(self.Primary.Ammo) or false
end
-- The OnDrop() hook is useless for this as it happens AFTER the drop. OwnerChange
-- does not occur when a drop happens for some reason. Hence this thing.
function SWEP:PreDrop()
if SERVER and IsValid(self:GetOwner()) and self.Primary.Ammo != "none" then
local ammo = self:Ammo1()
-- Do not drop ammo if we have another gun that uses this type
for _, w in ipairs(self:GetOwner():GetWeapons()) do
if IsValid(w) and w != self and w:GetPrimaryAmmoType() == self:GetPrimaryAmmoType() then
ammo = 0
end
end
self.StoredAmmo = ammo
if ammo > 0 then
self:GetOwner():RemoveAmmo(ammo, self.Primary.Ammo)
end
end
end
function SWEP:DampenDrop()
-- For some reason gmod drops guns on death at a speed of 400 units, which
-- catapults them away from the body. Here we want people to actually be able
-- to find a given corpse's weapon, so we override the velocity here and call
-- this when dropping guns on death.
local phys = self:GetPhysicsObject()
if IsValid(phys) then
phys:SetVelocityInstantaneous(Vector(0,0,-75) + phys:GetVelocity() * 0.001)
phys:AddAngleVelocity(phys:GetAngleVelocity() * -0.99)
end
end
local SF_WEAPON_START_CONSTRAINED = 1
-- Picked up by player. Transfer of stored ammo and such.
function SWEP:Equip(newowner)
if SERVER then
if self:IsOnFire() then
self:Extinguish()
end
self.fingerprints = self.fingerprints or {}
if not table.HasValue(self.fingerprints, newowner) then
table.insert(self.fingerprints, newowner)
end
if self:HasSpawnFlags(SF_WEAPON_START_CONSTRAINED) then
-- If this weapon started constrained, unset that spawnflag, or the
-- weapon will be re-constrained and float
local flags = self:GetSpawnFlags()
local newflags = bit.band(flags, bit.bnot(SF_WEAPON_START_CONSTRAINED))
self:SetKeyValue("spawnflags", newflags)
end
end
if SERVER and IsValid(newowner) and self.StoredAmmo > 0 and self.Primary.Ammo != "none" then
local ammo = newowner:GetAmmoCount(self.Primary.Ammo)
local given = math.min(self.StoredAmmo, self.Primary.ClipMax - ammo)
newowner:GiveAmmo( given, self.Primary.Ammo)
self.StoredAmmo = 0
end
end
-- We were bought as special equipment, some weapons will want to do something
-- extra for their buyer
function SWEP:WasBought(buyer)
end
function SWEP:SetIronsights(b)
if (b ~= self:GetIronsights()) then
self:SetIronsightsPredicted(b)
self:SetIronsightsTime(CurTime())
if CLIENT then
self:CalcViewModel()
end
end
end
function SWEP:GetIronsights()
return self:GetIronsightsPredicted()
end
--- Dummy functions that will be replaced when SetupDataTables runs. These are
--- here for when that does not happen (due to e.g. stacking base classes)
function SWEP:GetIronsightsTime() return -1 end
function SWEP:SetIronsightsTime( time ) end
function SWEP:GetIronsightsPredicted() return false end
function SWEP:SetIronsightsPredicted( bool ) end
-- Set up ironsights dt bool. Weapons using their own DT vars will have to make
-- sure they call this.
function SWEP:SetupDataTables()
self:NetworkVar("Bool", 3, "IronsightsPredicted")
self:NetworkVar("Float", 3, "IronsightsTime")
end
function SWEP:Initialize()
if CLIENT and self:Clip1() == -1 then
self:SetClip1(self.Primary.DefaultClip)
elseif SERVER then
self.fingerprints = {}
self:SetIronsights(false)
end
self:SetDeploySpeed(self.DeploySpeed)
-- compat for gmod update
if self.SetHoldType then
self:SetHoldType(self.HoldType or "pistol")
end
end
function SWEP:CalcViewModel()
if (not CLIENT) or (not IsFirstTimePredicted() and not game.SinglePlayer()) then return end
self.bIron = self:GetIronsights()
self.fIronTime = self:GetIronsightsTime()
self.fCurrentTime = CurTime()
self.fCurrentSysTime = SysTime()
end
-- Note that if you override Think in your SWEP, you should call
-- BaseClass.Think(self) so as not to break ironsights
function SWEP:Think()
self:CalcViewModel()
end
function SWEP:DyingShot()
local fired = false
if self:GetIronsights() then
self:SetIronsights(false)
if self:GetNextPrimaryFire() > CurTime() then
return fired
end
-- Owner should still be alive here
if IsValid(self:GetOwner()) then
local punch = self.Primary.Recoil or 5
-- Punch view to disorient aim before firing dying shot
local eyeang = self:GetOwner():EyeAngles()
eyeang.pitch = eyeang.pitch - math.Rand(-punch, punch)
eyeang.yaw = eyeang.yaw - math.Rand(-punch, punch)
self:GetOwner():SetEyeAngles( eyeang )
MsgN(self:GetOwner():Nick() .. " fired his DYING SHOT")
self:GetOwner().dying_wep = self
self:PrimaryAttack(true)
fired = true
end
end
return fired
end
local ttt_lowered = CreateConVar("ttt_ironsights_lowered", "1", FCVAR_ARCHIVE)
local host_timescale = GetConVar("host_timescale")
local LOWER_POS = Vector(0, 0, -2)
local IRONSIGHT_TIME = 0.25
function SWEP:GetViewModelPosition( pos, ang )
if (not self.IronSightsPos) or (self.bIron == nil) then return pos, ang end
local bIron = self.bIron
local time = self.fCurrentTime + (SysTime() - self.fCurrentSysTime) * game.GetTimeScale() * host_timescale:GetFloat()
if bIron then
self.SwayScale = 0.3
self.BobScale = 0.1
else
self.SwayScale = 1.0
self.BobScale = 1.0
end
local fIronTime = self.fIronTime
if (not bIron) and fIronTime < time - IRONSIGHT_TIME then
return pos, ang
end
local mul = 1.0
if fIronTime > time - IRONSIGHT_TIME then
mul = math.Clamp( (time - fIronTime) / IRONSIGHT_TIME, 0, 1 )
if not bIron then mul = 1 - mul end
end
local offset = self.IronSightsPos + (ttt_lowered:GetBool() and LOWER_POS or vector_origin)
if self.IronSightsAng then
ang = ang * 1
ang:RotateAroundAxis( ang:Right(), self.IronSightsAng.x * mul )
ang:RotateAroundAxis( ang:Up(), self.IronSightsAng.y * mul )
ang:RotateAroundAxis( ang:Forward(), self.IronSightsAng.z * mul )
end
pos = pos + offset.x * ang:Right() * mul
pos = pos + offset.y * ang:Forward() * mul
pos = pos + offset.z * ang:Up() * mul
return pos, ang
end