mirror of
https://github.com/lifestorm/wnsrc.git
synced 2025-12-17 13:53:45 +03:00
318 lines
13 KiB
Lua
318 lines
13 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 = "Crossbow"
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SWEP.Author = "Comrafe Communist"
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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.Category = "VJ Base"
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-- Client Settings ---------------------------------------------------------------------------------------------------------------------------------------------
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-- NPC Settings ---------------------------------------------------------------------------------------------------------------------------------------------
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if (CLIENT) then
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SWEP.Slot = 4 -- Which weapon slot you want your SWEP to be in? (1 2 3 4 5 6)
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SWEP.SlotPos = 4 -- Which part of that slot do you want the SWEP to be in? (1 2 3 4 5 6)
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SWEP.UseHands = true
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end
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-- NPC Settings ---------------------------------------------------------------------------------------------------------------------------------------------
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SWEP.NPC_NextPrimaryFire = 5 -- Next time it can use primary fire
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SWEP.NPC_TimeUntilFire = 0.8 -- How much time until the bullet/projectile is fired?
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SWEP.NPC_ReloadSound = {"vj_weapons/reload_rpg.wav"}
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-- Main Settings ---------------------------------------------------------------------------------------------------------------------------------------------
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SWEP.ViewModel = "models/weapons/ñ_crossbow.mdl"
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SWEP.WorldModel = "models/weapons/w_crossbow.mdl"
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SWEP.HoldType = "smg"
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SWEP.Spawnable = true
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SWEP.AdminSpawnable = false
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-- Primary Fire ---------------------------------------------------------------------------------------------------------------------------------------------
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SWEP.Primary.Damage = 65 -- Damage
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SWEP.Primary.Force = 5 -- Force applied on the object the bullet hits
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SWEP.Primary.ClipSize = 1 -- Max amount of bullets per clip
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SWEP.Primary.Recoil = 0.6 -- How much recoil does the player get?
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SWEP.Primary.Delay = 0.3 -- Time until it can shoot again
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SWEP.Primary.Automatic = true -- Is it automatic?
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SWEP.Primary.Ammo = "RPG_Round" -- Ammo type
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SWEP.NPC_CustomSpread = 0.000001
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SWEP.Primary.Sound = {"vj_weapons/rpg/rpg_fire.wav"} // Weapon_RPG.Single
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SWEP.Primary.HasDistantSound = true -- Does it have a distant sound when the gun is shot?
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SWEP.Primary.DistantSound = {"vj_weapons/rpg/rpg_fire_far.wav"} // Weapon_RPG.NPC_Single
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SWEP.Primary.DisableBulletCode = true -- The bullet won't spawn, this can be used when creating a projectile-based weapon
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SWEP.PrimaryEffects_MuzzleAttachment = 1
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SWEP.PrimaryEffects_SpawnShells = false
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-- Deployment Settings ---------------------------------------------------------------------------------------------------------------------------------------------
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SWEP.DelayOnDeploy = 1 -- Time until it can shoot again after deploying the weapon
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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.Reload_TimeUntilAmmoIsSet = 0.8 -- Time until ammo is set to the weapon
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SWEP.Reload_TimeUntilFinished = 1.8 -- How much time until the player can play idle animation, shoot, etc.
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SWEP.ReloadSound = "vj_weapons/reload_rpg.wav"
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-- Idle Settings ---------------------------------------------------------------------------------------------------------------------------------------------
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SWEP.HasIdleAnimation = true -- Does it have a idle animation?
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SWEP.AnimTbl_Idle = {ACT_VM_IDLE}
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SWEP.NextIdle_Deploy = 0.5 -- How much time until it plays the idle animation after the weapon gets deployed
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SWEP.NextIdle_PrimaryAttack = 0.1 -- How much time until it plays the idle animation after attacking(Primary)
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SWEP.SetFOV = 0
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function SWEP:CustomOnThink()
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if self.Owner.SquadName == "resistance" then
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self.NPC_NextPrimaryFireT2 = math.random(60000.5,200000)
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self.NPC_TimeUntilFires = math.random(60000.5,20000) -- How much time until the bullet/projectile is fired?
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self.NPC_NextSecondaryFire = math.random(10000.093,20000.093)
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if self.Owner.FollowingPlayer == false then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE_RPG}
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self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE_RELAXED}
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self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE_RELAXED}
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end
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if self.Owner.FollowingPlayer == true then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE}
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self.Owner.AnimTbl_Run = {ACT_RUN_RPG}
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self.Owner.AnimTbl_Walk = {ACT_WALK_RPG_RELAXED}
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end
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end
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if self.Owner.SquadName == "metrocop" then
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self.NPC_NextPrimaryFireT2 = math.random(60000.5,200000)
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self.NPC_TimeUntilFires = math.random(60000.5,20000) -- How much time until the bullet/projectile is fired?
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self.NPC_NextSecondaryFire = math.random(10000.093,20000.093)
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if self.Owner.FollowingPlayer == false then
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self.Owner.AnimTbl_MeleeAttack = {"swing"}
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end
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if self.Owner.FollowingPlayer == true then
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self.Owner.AnimTbl_MeleeAttack = {"swing"}
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end
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end
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if self.Owner.SquadName == "combine" then
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self.NPC_NextPrimaryFireT2 = math.random(60000.5,200000)
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self.NPC_TimeUntilFires = math.random(60000.5,20000) -- How much time until the bullet/projectile is fired?
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self.NPC_NextSecondaryFire = math.random(10000.093,20000.093)
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if self.Owner.FollowingPlayer == false then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1}
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self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE}
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self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE}
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end
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if self.Owner.FollowingPlayer == true then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE_ANGRY_SMG1}
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self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE}
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self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE}
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end
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end
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if self.Owner.SquadName == "combine_elit" then
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if self.Owner.FollowingPlayer == false then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1}
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self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE}
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self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE}
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end
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if self.Owner.FollowingPlayer == true then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE_ANGRY_SMG1}
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self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE}
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self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE}
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end
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end
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if self.Owner.SquadName == "combine_nova" then
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self.NPC_NextPrimaryFireT2 = math.random(60000.5,200000)
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self.NPC_TimeUntilFires = math.random(60000.5,20000) -- How much time until the bullet/projectile is fired?
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self.NPC_NextSecondaryFire = math.random(10000.093,20000.093)
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if self.Owner.FollowingPlayer == false then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1}
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self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE}
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self.Owner.AnimTbl_Walk = {ACT_IDLE_SMG1}
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end
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if self.Owner.FollowingPlayer == true then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE_ANGRY_SMG1}
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self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE}
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self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE}
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end
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end
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if self.Owner.SquadName == "metrocops" then
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self.NPC_NextPrimaryFireT2 = math.random(60000.5,200000)
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self.NPC_TimeUntilFires = math.random(60000.5,20000) -- How much time until the bullet/projectile is fired?
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self.NPC_NextSecondaryFire = math.random(10000.093,20000.093)
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if self.Owner.FollowingPlayer == false then
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self.Owner.AnimTbl_MeleeAttack = {"swing"}
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end
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if self.Owner.FollowingPlayer == true then
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self.Owner.AnimTbl_MeleeAttack = {"swing"}
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end
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end
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end
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SWEP.Primary.Spread = 0
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function SWEP:PrimaryAttack()
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if !(self.Weapon:GetNextPrimaryFire() < CurTime()) then return end
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if SERVER then
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self.Owner:EmitSound("Weapon_Crossbow.BoltFly")
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self.Owner:EmitSound(Sound("weapons/crossbow/fire1.wav"))
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end
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self.Weapon:SetNextPrimaryFire(CurTime() + 2.4)
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self.Weapon:SendWeaponAnim(ACT_VM_PRIMARYATTACK)
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self.Owner:MuzzleFlash()
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self.Owner:SetAnimation( PLAYER_ATTACK1 )
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local ply = self.Owner
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local selfclass = self:GetClass()
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timer.Simple( 0.6, function() if IsValid(ply) and IsValid(ply:GetActiveWeapon()) and ply:GetActiveWeapon():GetClass()==selfclass then self:SetNetworkedBool( "Ironsights", false ) ply:GetActiveWeapon():SendWeaponAnim( ACT_VM_RELOAD ) timer.Simple(1,function() if IsValid(ply) and IsValid(ply:GetActiveWeapon()) and ply:GetActiveWeapon():GetClass()==selfclass then ply:EmitSound("Weapon_Crossbow.BoltElectrify") end end) end end)
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if SERVER then
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local bolt2 = ents.Create("crossbow_bolt")
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bolt2:SetOwner(self.Owner)
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bolt2:SetPos(self.Owner:GetShootPos())
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bolt2:SetAngles(self.Owner:EyeAngles())
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bolt2:Spawn()
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bolt2:Activate()
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bolt2:SetVelocity(self.Owner:GetAimVector()*3000)
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bolt2.IsScripted = true
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end
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end
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function SWEP:DrawWeaponSelection( x, y, wide, tall, alpha )
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// surface.SetDrawColor(255, 255, 255, alpha)
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// surface.SetMaterial( self.WepSelectIcon )
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local fsin = 0
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// Borders
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//y = y + 25
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//x = x + 25
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wide = wide - 45
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//surface.DrawTexturedRect( x - 15, y - 12 , 254, 155 )
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//draw.DrawText( ".", "TargetID", x - 15, y - 12, Color( 255, 80, 0, 255 ), TEXT_ALIGN_CENTER )
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surface.SetFont("HL2BoltFont")
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surface.SetTextColor( 255, 191, 0, 255 )
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surface.SetTextPos( x + 20 , y + 10 )
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surface.DrawText( "g" )
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self:PrintWeaponInfo(x + wide + -28, y + tall * 1.05, alpha)
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end
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function SWEP:Shooting()
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if ( CLIENT ) then return end
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local ent = ents.Create("crossbow_bolt")
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ent:SetOwner(self.Owner)
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ent:SetPos(self.Owner:GetShootPos())
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ent:SetAngles(self.Owner:EyeAngles())
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ent:SetDamage( 55 )
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ent:Spawn()
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ent:Activate()
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ent:SetVelocity(self.Owner:GetAimVector()*3000)
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ent.IsScripted = true
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ent.Force = 1
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local phys = ent:GetPhysicsObject()
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if ( !IsValid( phys ) ) then ent:Remove() return end
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ent:SetPos(self.Owner:GetShootPos() + self.Owner:EyeAngles():Right() * 1 + self.Owner:GetAimVector() * 0 + self.Owner:EyeAngles():Up() * 10 )
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phys:SetMass(100)
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phys:EnableGravity(false)
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phys:ApplyForceCenter(self.Owner:GetAimVector() * 999999999)
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end
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SWEP.CustomModel = {}
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SWEP.CustomModel.CSModel = SWEP.ViewModel
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SWEP.CustomModel.CSModelAngle = Angle(90,0,270)
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SWEP.CustomModel.CSModelPosition = Vector(8,-6,-20)
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SWEP.CustomModel.CSModel2 = "models/crossbow_bolt.mdl"
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SWEP.CustomModel.CSModelAngle2 = Angle(90,0,0)
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SWEP.CustomModel.CSModelPosition2 = Vector(0,0.5,-5)
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function SWEP:ViewModelDrawn()
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if SERVER then return end
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if !IsValid(self.CSModelGet) then
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-- CSModel
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local CSModelSinth = ClientsideModel(self.CustomModel.CSModel,RENDER_GROUP_VIEW_MODEL_OPAQUE)
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CSModelSinth:SetParent(self)
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CSModelSinth:SetSequence(1)
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CSModelSinth:SetNoDraw(true)
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self.CSModelGet = CSModelSinth
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else
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local CSModelAng = self.CustomModel.CSModelAngle
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local CSModelPos = self.CustomModel.CSModelPosition
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bone = self.Owner:GetViewModel():LookupBone("ValveBiped.Crossbow_base")
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pos, ang = Vector(0,0,0), Angle(0,0,0)
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if (!bone) then return end
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local m = self.Owner:GetViewModel():GetBoneMatrix(bone)
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if (m) then
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ViewModelPos, ang = m:GetTranslation(), m:GetAngles()
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end
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local up = ang:Up()
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local right = ang:Right()
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local forward = ang:Forward()
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local worthposition = ViewModelPos + ang:Forward() * CSModelPos.x + ang:Right() * CSModelPos.y + ang:Up() * CSModelPos.z
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if CSModelAng then
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ang:RotateAroundAxis (ang:Right(), CSModelAng.x)
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ang:RotateAroundAxis (ang:Up(), CSModelAng.y)
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ang:RotateAroundAxis (ang:Forward(), CSModelAng.z)
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end
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self.CSModelGet:SetPos(worthposition)
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self.CSModelGet:SetAngles(ang)
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self.CSModelGet.IsBoltBow = true
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local normal = -self.CSModelGet:GetUp()
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local position = normal:Dot( self.CSModelGet:GetPos() + self.CSModelGet:GetUp()*5 )
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local oldEC = render.EnableClipping( true )
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render.PushCustomClipPlane( normal, position )
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self.CSModelGet:DrawModel()
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render.PopCustomClipPlane()
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render.EnableClipping( oldEC )
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end
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if !IsValid(self.CSModelGet2) then
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-- CSModel
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local CSModelSinth = ClientsideModel(self.CustomModel.CSModel2,RENDER_GROUP_VIEW_MODEL_OPAQUE)
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CSModelSinth:SetParent(self)
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CSModelSinth:SetSequence(1)
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CSModelSinth:SetNoDraw(true)
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self.CSModelGet2 = CSModelSinth
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else
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local CSModelAng = self.CustomModel.CSModelAngle2
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local CSModelPos = self.CustomModel.CSModelPosition2
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bone = self.Owner:GetViewModel():LookupBone("ValveBiped.bolt")
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pos, ang = Vector(0,0,0), Angle(0,0,0)
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if (!bone) then return end
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local m = self.Owner:GetViewModel():GetBoneMatrix(bone)
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if (m) then
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ViewModelPos, ang = m:GetTranslation(), m:GetAngles()
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end
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local up = ang:Up()
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local right = ang:Right()
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local forward = ang:Forward()
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local worthposition = ViewModelPos + ang:Forward() * CSModelPos.x + ang:Right() * CSModelPos.y + ang:Up() * CSModelPos.z
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if CSModelAng then
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ang:RotateAroundAxis (ang:Right(), CSModelAng.x)
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ang:RotateAroundAxis (ang:Up(), CSModelAng.y)
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ang:RotateAroundAxis (ang:Forward(), CSModelAng.z)
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end
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self.CSModelGet2:SetPos(worthposition)
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self.CSModelGet2:SetAngles(ang)
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self.CSModelGet2:SetSkin(1)
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render.SetColorModulation(1, 1, 1)
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render.SetBlend(1)
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self.CSModelGet2:DrawModel()
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render.SetBlend(1)
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render.SetColorModulation(1, 1, 1)
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end
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end |