mirror of
https://github.com/lifestorm/wnsrc.git
synced 2025-12-16 21:33:46 +03:00
650 lines
18 KiB
Lua
650 lines
18 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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AddCSLuaFile()
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if (CLIENT) then
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SWEP.PrintName = "Hands"
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SWEP.Slot = 0
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SWEP.SlotPos = 1
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SWEP.DrawAmmo = false
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SWEP.DrawCrosshair = true
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end
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SWEP.Author = "Chessnut"
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SWEP.Instructions = [[Primary Fire: Throw/Punch
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Secondary Fire: Knock/Pickup
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Secondary Fire + Mouse: Rotate Object
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Reload: Drop]]
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SWEP.Purpose = "Hitting things and knocking on doors."
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SWEP.Drop = false
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SWEP.ViewModelFOV = 45
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SWEP.ViewModelFlip = false
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SWEP.AnimPrefix = "rpg"
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SWEP.ViewTranslation = 4
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if CLIENT then
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SWEP.NextAllowedPlayRateChange = 0
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end
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SWEP.Primary.ClipSize = -1
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SWEP.Primary.DefaultClip = -1
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SWEP.Primary.Automatic = false
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SWEP.Primary.Ammo = ""
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SWEP.Primary.Damage = 5
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SWEP.Primary.Delay = 0.75
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SWEP.Secondary.ClipSize = -1
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SWEP.Secondary.DefaultClip = 0
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SWEP.Secondary.Automatic = false
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SWEP.Secondary.Ammo = ""
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SWEP.Secondary.Delay = 0.5
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SWEP.ViewModel = Model("models/weapons/c_arms.mdl")
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SWEP.WorldModel = ""
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SWEP.UseHands = true
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SWEP.LowerAngles = Angle(0, 5, -14)
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SWEP.LowerAngles2 = Angle(0, 5, -19)
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SWEP.KnockViewPunchAngle = Angle(-1.3, 1.8, 0)
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SWEP.FireWhenLowered = true
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SWEP.HoldType = "fist"
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SWEP.holdDistance = 64
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SWEP.maxHoldDistance = 96 -- how far away the held object is allowed to travel before forcefully dropping
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SWEP.maxHoldStress = 4000 -- how much stress the held object can undergo before forcefully dropping
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-- luacheck: globals ACT_VM_FISTS_DRAW ACT_VM_FISTS_HOLSTER
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ACT_VM_FISTS_DRAW = 2
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ACT_VM_FISTS_HOLSTER = 1
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function SWEP:Initialize()
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self:SetHoldType(self.HoldType)
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self.lastHand = 0
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self.maxHoldDistanceSquared = self.maxHoldDistance ^ 2
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self.heldObjectAngle = Angle(angle_zero)
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end
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if (CLIENT) then
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function SWEP:PreDrawViewModel(viewModel, weapon, client)
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local hands = player_manager.TranslatePlayerHands(player_manager.TranslateToPlayerModelName(client:GetModel()))
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if client:GetModel() == "models/willardnetworks/vortigaunt.mdl" then
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self.ViewModelFOV = 60
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end
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if (hands and hands.model) then
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viewModel:SetModel(hands.model)
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if hands.skin and isnumber(hands.skin) then
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viewModel:SetSkin(hands.skin)
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end
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viewModel:SetBodyGroups(hands.body)
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end
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end
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function SWEP:DoDrawCrosshair(x, y)
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surface.SetDrawColor(255, 255, 255, 66)
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surface.DrawRect(x - 2, y - 2, 4, 4)
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end
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-- Adjust these variables to move the viewmodel's position
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SWEP.IronSightsPos = Vector(0, 0, 0)
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SWEP.IronSightsAng = Vector(0, 0, 0)
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function SWEP:GetViewModelPosition(EyePos, EyeAng)
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if self.Owner:GetModel() == "models/willardnetworks/vortigaunt.mdl" then
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self.IronSightsPos = Vector(0, -3, -5)
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local Mul = 1.0
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local Offset = self.IronSightsPos
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if (self.IronSightsAng) then
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EyeAng = EyeAng * 1
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EyeAng:RotateAroundAxis(EyeAng:Right(), self.IronSightsAng.x * Mul)
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EyeAng:RotateAroundAxis(EyeAng:Up(), self.IronSightsAng.y * Mul)
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EyeAng:RotateAroundAxis(EyeAng:Forward(), self.IronSightsAng.z * Mul)
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end
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local Right = EyeAng:Right()
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local Up = EyeAng:Up()
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local Forward = EyeAng:Forward()
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EyePos = EyePos + Offset.x * Right * Mul
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EyePos = EyePos + Offset.y * Forward * Mul
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EyePos = EyePos + Offset.z * Up * Mul
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return EyePos, EyeAng
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end
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end
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hook.Add("CreateMove", "ixHandsCreateMove", function(cmd)
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if (LocalPlayer():GetLocalVar("bIsHoldingObject", false) and cmd:KeyDown(IN_ATTACK2)) then
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cmd:ClearMovement()
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local angle = RenderAngles()
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angle.z = 0
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cmd:SetViewAngles(angle)
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end
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end)
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end
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function SWEP:Deploy()
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if (!IsValid(self:GetOwner())) then
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return
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end
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local viewModel = self:GetOwner():GetViewModel()
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if (IsValid(viewModel)) then
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viewModel:SetPlaybackRate(1)
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viewModel:ResetSequence(ACT_VM_FISTS_DRAW)
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if CLIENT then
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self.NextAllowedPlayRateChange = CurTime() + viewModel:SequenceDuration()
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end
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end
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self:DropObject()
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return true
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end
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function SWEP:Precache()
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util.PrecacheSound("npc/vort/claw_swing1.wav")
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util.PrecacheSound("npc/vort/claw_swing2.wav")
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util.PrecacheSound("physics/plastic/plastic_box_impact_hard1.wav")
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util.PrecacheSound("physics/plastic/plastic_box_impact_hard2.wav")
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util.PrecacheSound("physics/plastic/plastic_box_impact_hard3.wav")
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util.PrecacheSound("physics/plastic/plastic_box_impact_hard4.wav")
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util.PrecacheSound("physics/wood/wood_crate_impact_hard2.wav")
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util.PrecacheSound("physics/wood/wood_crate_impact_hard3.wav")
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end
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function SWEP:OnReloaded()
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self.maxHoldDistanceSquared = self.maxHoldDistance ^ 2
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self:DropObject()
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end
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function SWEP:Holster()
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if (!IsValid(self:GetOwner())) then
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return
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end
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local viewModel = self:GetOwner():GetViewModel()
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if (IsValid(viewModel)) then
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viewModel:SetPlaybackRate(1)
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viewModel:ResetSequence(ACT_VM_FISTS_HOLSTER)
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if CLIENT then
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self.NextAllowedPlayRateChange = CurTime() + viewModel:SequenceDuration()
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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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function SWEP:Think()
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if (!IsValid(self:GetOwner())) then
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return
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end
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if (CLIENT) then
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local viewModel = self:GetOwner():GetViewModel()
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if (IsValid(viewModel) and self.NextAllowedPlayRateChange < CurTime()) then
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viewModel:SetPlaybackRate(1)
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end
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else
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if (self:IsHoldingObject()) then
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local physics = self:GetHeldPhysicsObject()
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local bIsRagdoll = self.heldEntity:IsRagdoll()
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local holdDistance = bIsRagdoll and self.holdDistance * 0.5 or self.holdDistance
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local targetLocation = self:GetOwner():GetShootPos() + self:GetOwner():GetForward() * holdDistance
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if (bIsRagdoll) then
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targetLocation.z = math.min(targetLocation.z, self:GetOwner():GetShootPos().z - 32)
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end
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if (!IsValid(physics)) then
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self:DropObject()
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return
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end
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if (physics:GetPos():DistToSqr(targetLocation) > self.maxHoldDistanceSquared) then
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self:DropObject()
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else
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local physicsObject = self.holdEntity:GetPhysicsObject()
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local currentPlayerAngles = self:GetOwner():EyeAngles()
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local client = self:GetOwner()
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if (client:KeyDown(IN_ATTACK2)) then
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local cmd = client:GetCurrentCommand()
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self.heldObjectAngle:RotateAroundAxis(currentPlayerAngles:Forward(), cmd:GetMouseX() / 15)
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self.heldObjectAngle:RotateAroundAxis(currentPlayerAngles:Right(), cmd:GetMouseY() / 15)
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end
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self.lastPlayerAngles = self.lastPlayerAngles or currentPlayerAngles
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self.heldObjectAngle.y = self.heldObjectAngle.y - math.AngleDifference(self.lastPlayerAngles.y, currentPlayerAngles.y)
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self.lastPlayerAngles = currentPlayerAngles
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physicsObject:Wake()
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physicsObject:ComputeShadowControl({
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secondstoarrive = 0.01,
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pos = targetLocation,
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angle = self.heldObjectAngle,
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maxangular = 256,
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maxangulardamp = 10000,
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maxspeed = 256,
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maxspeeddamp = 10000,
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dampfactor = 0.8,
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teleportdistance = self.maxHoldDistance * 0.75,
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deltatime = FrameTime()
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})
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if (physics:GetStress() > self.maxHoldStress) then
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self:DropObject()
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end
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local pos = physics:GetPos()
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local clientPos = client:GetPos()
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if (clientPos.z > pos.z and math.Distance(clientPos.x, clientPos.y, pos.x, pos.y) <= 50) then
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self:DropObject()
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end
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end
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end
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-- Prevents the camera from getting stuck when the object that the client is holding gets deleted.
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if(!IsValid(self.heldEntity) and self:GetOwner():GetLocalVar("bIsHoldingObject", true)) then
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self:GetOwner():SetLocalVar("bIsHoldingObject", false)
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end
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end
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end
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function SWEP:GetHeldPhysicsObject()
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return IsValid(self.heldEntity) and self.heldEntity:GetPhysicsObject() or nil
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end
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function SWEP:CanHoldObject(entity)
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if !entity or entity and !IsValid(entity) then return false end
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local physics = entity.GetPhysicsObject and entity:GetPhysicsObject()
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local client = self:GetOwner()
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local clientPos = client:GetPos()
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local pos = physics and IsValid(physics) and physics:GetPos()
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return IsValid(physics) and
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(physics:GetMass() <= ix.config.Get("maxHoldWeight", 100) and physics:IsMoveable()) and
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!self:IsHoldingObject() and
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!IsValid(entity.ixHeldOwner) and
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hook.Run("CanPlayerHoldObject", client, entity) and
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!(clientPos.z > entity:GetPos().z and math.Distance(clientPos.x, clientPos.y, pos.x, pos.y) < 50)
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end
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function SWEP:IsHoldingObject()
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return IsValid(self.heldEntity) and
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IsValid(self.heldEntity.ixHeldOwner) and
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self.heldEntity.ixHeldOwner == self:GetOwner()
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end
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function SWEP:PickupObject(entity)
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if (self:IsHoldingObject() or
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!IsValid(entity) or
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!IsValid(entity:GetPhysicsObject())) then
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return
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end
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local physics = entity:GetPhysicsObject()
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physics:EnableGravity(false)
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physics:AddGameFlag(FVPHYSICS_PLAYER_HELD)
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entity.ixHeldOwner = self:GetOwner()
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entity.ixCollisionGroup = entity:GetCollisionGroup()
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entity:StartMotionController()
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entity:SetCollisionGroup(COLLISION_GROUP_WEAPON)
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self.heldObjectAngle = entity:GetAngles()
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self.heldEntity = entity
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self.holdEntity = ents.Create("prop_physics")
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self.holdEntity:SetPos(self.heldEntity:LocalToWorld(self.heldEntity:OBBCenter()))
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self.holdEntity:SetAngles(self.heldEntity:GetAngles())
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self.holdEntity:SetModel("models/weapons/w_bugbait.mdl")
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self.holdEntity:SetOwner(self:GetOwner())
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self.holdEntity:SetNoDraw(true)
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self.holdEntity:SetNotSolid(true)
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self.holdEntity:SetCollisionGroup(COLLISION_GROUP_DEBRIS)
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self.holdEntity:DrawShadow(false)
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self.holdEntity:Spawn()
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local trace = self:GetOwner():GetEyeTrace()
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local physicsObject = self.holdEntity:GetPhysicsObject()
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if (IsValid(physicsObject)) then
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physicsObject:SetMass(2048)
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physicsObject:SetDamping(0, 1000)
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physicsObject:EnableGravity(false)
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physicsObject:EnableCollisions(false)
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physicsObject:EnableMotion(false)
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end
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if (trace.Entity:IsRagdoll()) then
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local tracedEnt = trace.Entity
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self.holdEntity:SetPos(tracedEnt:GetBonePosition(tracedEnt:TranslatePhysBoneToBone(trace.PhysicsBone)))
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end
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self.constraint = constraint.Weld(self.holdEntity, self.heldEntity, 0,
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trace.Entity:IsRagdoll() and trace.PhysicsBone or 0, 0, true, true)
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end
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function SWEP:DropObject(bThrow)
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if (!IsValid(self.heldEntity) or self.heldEntity.ixHeldOwner != self:GetOwner()) then
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return
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end
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self.lastPlayerAngles = nil
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self:GetOwner():SetLocalVar("bIsHoldingObject", false)
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self.constraint:Remove()
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self.holdEntity:Remove()
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self.heldEntity:StopMotionController()
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self.heldEntity:SetCollisionGroup(self.heldEntity.ixCollisionGroup or COLLISION_GROUP_NONE)
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local physics = self:GetHeldPhysicsObject()
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physics:EnableGravity(true)
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physics:Wake()
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physics:ClearGameFlag(FVPHYSICS_PLAYER_HELD)
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if (bThrow) then
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timer.Simple(0, function()
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if (IsValid(physics) and IsValid(self:GetOwner())) then
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physics:AddGameFlag(FVPHYSICS_WAS_THROWN)
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physics:ApplyForceCenter(self:GetOwner():GetAimVector() * ix.config.Get("throwForce", 732))
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end
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end)
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end
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self.heldEntity.ixHeldOwner = nil
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self.heldEntity.ixCollisionGroup = nil
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self.heldEntity = nil
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end
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function SWEP:PlayPickupSound(surfaceProperty)
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local result = "Flesh.ImpactSoft"
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if (surfaceProperty != nil) then
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local surfaceName = util.GetSurfacePropName(surfaceProperty)
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local soundName = surfaceName:gsub("^metal$", "SolidMetal") .. ".ImpactSoft"
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if (sound.GetProperties(soundName)) then
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result = soundName
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end
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end
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self:GetOwner():EmitSound(result, 75, 100, 40)
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end
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function SWEP:Holster()
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if (!IsFirstTimePredicted() or CLIENT) then
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return
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end
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self:DropObject()
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return true
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end
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function SWEP:OnRemove()
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if (SERVER) then
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self:DropObject()
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end
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end
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function SWEP:OwnerChanged()
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if (SERVER) then
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self:DropObject()
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end
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end
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function SWEP:DoPunchAnimation()
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self.lastHand = math.abs(1 - self.lastHand)
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local sequence = 3 + self.lastHand
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local viewModel = self:GetOwner():GetViewModel()
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if (IsValid(viewModel)) then
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viewModel:SetPlaybackRate(0.5)
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viewModel:SetSequence(sequence)
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if CLIENT then
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self.NextAllowedPlayRateChange = CurTime() + viewModel:SequenceDuration() * 2
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end
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end
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end
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function SWEP:PrimaryAttack()
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if (!IsFirstTimePredicted()) then
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return
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end
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if (SERVER and self:IsHoldingObject()) then
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self:DropObject(true)
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return
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end
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self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
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if (hook.Run("CanPlayerThrowPunch", self:GetOwner()) == false) then
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return
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end
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if (ix.plugin.Get("stamina")) then
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local staminaUse = ix.config.Get("punchStamina")
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if (staminaUse > 0) then
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local value = self:GetOwner():GetLocalVar("stm", 0) - staminaUse
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if (value < 0) then
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return
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elseif (SERVER) then
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self:GetOwner():ConsumeStamina(staminaUse)
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end
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end
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end
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if (SERVER) then
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self:GetOwner():EmitSound("npc/vort/claw_swing"..math.random(1, 2)..".wav")
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end
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self:DoPunchAnimation()
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self:GetOwner():SetAnimation(PLAYER_ATTACK1)
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self:GetOwner():ViewPunch(Angle(self.lastHand + 2, self.lastHand + 5, 0.125))
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if ix.plugin.Get("vortigaunts") then
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if (ix.config.Get("pushOnly")) and !self:GetOwner():IsVortigaunt() then
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local data = {}
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data.start = self.Owner:GetShootPos()
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data.endpos = data.start + self.Owner:GetAimVector() * 84
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data.filter = {self, self.Owner}
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local trace = util.TraceLine(data)
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local entity = trace.Entity
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if (entity:IsPlayer() and ix.config.Get("allowPush", true)) then
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self:PushEntity(entity)
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end
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return
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end
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else
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if (ix.config.Get("pushOnly")) then
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local data = {}
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data.start = self.Owner:GetShootPos()
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data.endpos = data.start + self.Owner:GetAimVector() * 84
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data.filter = {self, self.Owner}
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local trace = util.TraceLine(data)
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local entity = trace.Entity
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if (entity:IsPlayer() and ix.config.Get("allowPush", true)) then
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self:PushEntity(entity)
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end
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return
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end
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end
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timer.Simple(0.055, function()
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if (IsValid(self) and IsValid(self:GetOwner())) then
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local damage = self.Primary.Damage
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if ix.plugin.Get("vortigaunts") then
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if self:GetOwner():IsVortigaunt() then
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damage = damage + self:GetOwner():GetCharacter():GetSkillLevel("melee")
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end
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if (SERVER and self:GetOwner():IsPlayer() and self:GetOwner().GetCharacter and self:GetOwner():GetCharacter() and self:GetOwner():IsVortigaunt()) then
|
|
self:GetOwner():GetCharacter():DoAction("melee_slash")
|
|
end
|
|
end
|
|
local context = {damage = damage}
|
|
local result = hook.Run("GetPlayerPunchDamage", self:GetOwner(), damage, context)
|
|
if (result != nil) then
|
|
damage = result
|
|
else
|
|
damage = context.damage
|
|
end
|
|
|
|
damage = damage * 1.7 --For some reason, punching only does 60% of the damage. 60% * 1.7 = 102%
|
|
|
|
if self:GetOwner():IsVortigaunt() and damage > 25 then
|
|
damage = 30
|
|
end
|
|
|
|
self:GetOwner():LagCompensation(true)
|
|
local data = {}
|
|
data.start = self:GetOwner():GetShootPos()
|
|
data.endpos = data.start + self:GetOwner():GetAimVector() * 96
|
|
data.filter = self:GetOwner()
|
|
local trace = util.TraceLine(data)
|
|
|
|
if (SERVER and trace.Hit) then
|
|
local entity = trace.Entity
|
|
|
|
if (IsValid(entity)) then
|
|
if ix.plugin.Get("vortigaunts") then
|
|
if (self:GetOwner():IsPlayer() and self:GetOwner().GetCharacter and self:GetOwner():GetCharacter() and self:GetOwner():IsVortigaunt()) then
|
|
self:GetOwner():GetCharacter():DoAction("melee_hit")
|
|
end
|
|
end
|
|
local damageInfo = DamageInfo()
|
|
damageInfo:SetAttacker(self:GetOwner())
|
|
damageInfo:SetInflictor(self)
|
|
damageInfo:SetDamage(damage)
|
|
damageInfo:SetDamageType(DMG_GENERIC)
|
|
damageInfo:SetDamagePosition(trace.HitPos)
|
|
damageInfo:SetDamageForce(self:GetOwner():GetAimVector() * 1024)
|
|
entity:DispatchTraceAttack(damageInfo, data.start, data.endpos)
|
|
|
|
if (entity:IsPlayer()) then
|
|
ix.log.AddRaw(self:GetOwner():Name() .." has damaged " .. entity:Name() .. ", dealing " .. damage .. " with ix_hands")
|
|
end
|
|
|
|
if (entity:IsNPC()) then
|
|
ix.log.AddRaw(self:GetOwner():Name() .." has damaged " .. entity:GetClass() .. ", dealing " .. damage .. " with ix_hands")
|
|
end
|
|
|
|
self:GetOwner():EmitSound("physics/body/body_medium_impact_hard"..math.random(1, 6)..".wav", 80)
|
|
end
|
|
end
|
|
hook.Run("PlayerThrowPunch", self:GetOwner(), trace)
|
|
self:GetOwner():LagCompensation(false)
|
|
|
|
if (CLIENT and trace.Hit) then
|
|
local entity = trace.Entity
|
|
--This is kind of redundant
|
|
--if (entity:IsPlayer() and IsValid(entity)) then
|
|
-- chat.AddText(Color(217, 83, 83), "You have damaged " .. entity:Name() .. ", dealing " .. damage .. " points of damage.")
|
|
--end
|
|
|
|
--if (entity:IsNPC()) then
|
|
-- chat.AddText(Color(217, 83, 83), "You have damaged " .. entity:GetClass() .. ", dealing " .. damage .. " points of damage.")
|
|
--end
|
|
end
|
|
end
|
|
end)
|
|
end
|
|
|
|
function SWEP:SecondaryAttack()
|
|
if (!IsFirstTimePredicted()) then
|
|
return
|
|
end
|
|
|
|
local data = {}
|
|
data.start = self:GetOwner():GetShootPos()
|
|
data.endpos = data.start + self:GetOwner():GetAimVector() * 84
|
|
data.filter = {self, self:GetOwner()}
|
|
local trace = util.TraceLine(data)
|
|
local entity = trace.Entity
|
|
|
|
if CLIENT then
|
|
local viewModel = self:GetOwner():GetViewModel()
|
|
|
|
if (IsValid(viewModel)) then
|
|
viewModel:SetPlaybackRate(0.5)
|
|
if CLIENT then
|
|
self.NextAllowedPlayRateChange = CurTime() + viewModel:SequenceDuration() * 2
|
|
end
|
|
end
|
|
end
|
|
|
|
if (SERVER and IsValid(entity)) then
|
|
if (entity:IsDoor()) then
|
|
if (hook.Run("CanPlayerKnock", self:GetOwner(), entity) == false) then
|
|
return
|
|
end
|
|
|
|
self:GetOwner():ViewPunch(self.KnockViewPunchAngle)
|
|
self:GetOwner():EmitSound("physics/wood/wood_crate_impact_hard"..math.random(2, 3)..".wav")
|
|
self:GetOwner():SetAnimation(PLAYER_ATTACK1)
|
|
|
|
self:DoPunchAnimation()
|
|
self:SetNextSecondaryFire(CurTime() + 0.4)
|
|
self:SetNextPrimaryFire(CurTime() + 1)
|
|
elseif (entity:IsPlayer() and ix.config.Get("allowPush", true)) then
|
|
self:PushEntity(entity)
|
|
elseif (!entity:IsNPC() and self:CanHoldObject(entity)) then
|
|
self:GetOwner():SetLocalVar("bIsHoldingObject", true)
|
|
self:PickupObject(entity)
|
|
self:PlayPickupSound(trace.SurfaceProps)
|
|
self:SetNextSecondaryFire(CurTime() + self.Secondary.Delay)
|
|
end
|
|
end
|
|
end
|
|
|
|
function SWEP:PushEntity(entity)
|
|
local curTime = CurTime()
|
|
local direction = self.Owner:GetAimVector() * (300 + (self.Owner:GetCharacter():GetAttribute("str", 0) * 3))
|
|
direction.z = 0
|
|
entity:SetVelocity(direction)
|
|
|
|
self.Owner:EmitSound("physics/flesh/flesh_impact_hard"..math.random(1, 6)..".wav")
|
|
self:SetNextSecondaryFire(curTime + 1.5)
|
|
self:SetNextPrimaryFire(curTime + 1.5)
|
|
end
|
|
|
|
function SWEP:Reload()
|
|
if (!IsFirstTimePredicted()) then
|
|
return
|
|
end
|
|
|
|
if (SERVER and IsValid(self.heldEntity)) then
|
|
self:DropObject()
|
|
end
|
|
end
|