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wnsrc/lua/weapons/weapon_vj_crowbar/shared.lua
lifestorm 6a58f406b1 Upload
2024-08-04 23:54:45 +03:00

354 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/
--]]
if (!file.Exists("autorun/vj_base_autorun.lua","LUA")) then return end
---------------------------------------------------------------------------------------------------------------------------------------------
SWEP.Base = "weapon_vj_melee_base_v2"
SWEP.PrintName = "Crowbar VJ"
SWEP.Author = "Comrade Communist"
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"
-- Client Settings ---------------------------------------------------------------------------------------------------------------------------------------------
if (CLIENT) then
SWEP.Slot = 2 -- Which weapon slot you want your SWEP to be in? (1 2 3 4 5 6)
SWEP.SlotPos = 4 -- Which part of that slot do you want the SWEP to be in? (1 2 3 4 5 6)
SWEP.SwayScale = 1 -- Default is 1, The scale of the viewmodel sway
end
-- Main Settings ---------------------------------------------------------------------------------------------------------------------------------------------
SWEP.ViewModel = "models/weapons/c_crowbar.mdl"
SWEP.WorldModel = "models/weapons/w_crowbar.mdl"
SWEP.HoldType = "melee"
SWEP.Spawnable = true
SWEP.AdminSpawnable = false
SWEP.IsVJBaseWeapon = true
-- Primary Fire ---------------------------------------------------------------------------------------------------------------------------------------------
SWEP.Primary.Damage = math.random(30,37) -- Damage
SWEP.Primary.PlayerDamage = "Double" -- Only applies for players | "Same" = Same as self.Primary.Damage, "Double" = Double the self.Primary.Damage OR put a number to be different from self.Primary.Damage
SWEP.Primary.Force = math.random(1,2) -- Force applied on the object the bullet hits
SWEP.Primary.ClipSize = 10000000 -- Max amount of bullets per clip
SWEP.Primary.Recoil = 1.3 -- How much recoil does the player get?
SWEP.NPC_TimeUntilFires = math.random(0.4,1)
SWEP.NPC_NextPrimaryFire = 1.093
SWEP.Primary.Delay = 0.8 -- Time until it can shoot again
SWEP.Primary.Automatic = false -- Is it automatic?
SWEP.Primary.Ammo = "smg" -- Ammo type
SWEP.Primary.HasDistantSound = false -- Does it have a distant sound when the gun is shot?
SWEP.PrimaryEffects_MuzzleAttachment = 0
SWEP.PrimaryEffects_ShellAttachment = 0
SWEP.PrimaryEffects_ShellType = "VJ_Weapon_RifleShell1"
-- Deployment Settings ---------------------------------------------------------------------------------------------------------------------------------------------
SWEP.DelayOnDeploy = 0.4 -- Time until it can shoot again after deploying the weapon
SWEP.HasDeploySound = false -- Does the weapon have a deploy sound?
-- Reload Settings ---------------------------------------------------------------------------------------------------------------------------------------------
SWEP.Reload_TimeUntilAmmoIsSet = 2.1 -- Time until ammo is set to the weapon
SWEP.Reload_TimeUntilFinished = 3.4 -- How much time until the player can play idle animation, shoot, etc.
SWEP.UseHands = true
SWEP.ViewModelFOV = 62
function SWEP:CustomOnThink()
self.Owner.Weapon_FiringDistanceFar = math.random(35,45)
self.Owner.Weapon_FiringDistanceClose = math.random(-100,-1000)
self.Owner.WeaponReloadAnimationFaceEnemy = false
self.Owner.HasWeaponBackAway = false
self.Owner.AllowWeaponReloading = true
self.Owner.CanCrouchOnWeaponAttack = false
self.Owner.RunAwayOnUnknownDamage = false
self.Owner.MoveOrHideOnDamageByEnemy = false
self.Owner.DisableWeaponReloadAnimation = true
self.Owner.WaitForEnemyToComeOut = false
self.Owner.NoWeapon_UseScaredBehavior = false
self.Owner.RunFromEnemy_Distance = 0
if self.Owner.SquadName == "metrocopg" then
if self.Owner.FollowingPlayer == false then
self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1}
self.Owner.AnimTbl_Run = {ACT_WALK_RIFLE}
self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE}
end
if self.Owner.FollowingPlayer == true then
self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1}
self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE}
self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE}
end
end
if self.Owner.SquadName == "metrocopga" then
if self.Owner.FollowingPlayer == false then
self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1}
self.Owner.AnimTbl_Run = {ACT_WALK_RIFLE}
self.Owner.AnimTbl_Walk = {ACT_IDLE_SMG1}
end
if self.Owner.FollowingPlayer == true then
self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1}
self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE}
self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE}
end
end
if self.Owner.SquadName == "resistance" then
self.Owner.AnimTbl_MeleeAttack = {"swing"}
if self.Owner.FollowingPlayer == false then
self.Owner.AnimTbl_IdleStand = {ACT_IDLE}
self.Owner.AnimTbl_Run = {ACT_RUN}
self.Owner.AnimTbl_Walk = {ACT_WALK}
end
if self.Owner.FollowingPlayer == true then
self.Owner.AnimTbl_IdleStand = {ACT_IDLE}
self.Owner.AnimTbl_Run = {ACT_RUN}
self.Owner.AnimTbl_Walk = {ACT_WALK}
end
end
if self.Owner.SquadName == "metrocop" then
self.Owner.AnimTbl_MeleeAttack = {"swing","thrust","swinggesture"}
if self.Owner.FollowingPlayer == false then
self.Owner.AnimTbl_IdleStand = {ACT_IDLE}
self.Owner.AnimTbl_Run = {ACT_RUN}
self.Owner.AnimTbl_Walk = {ACT_WALK}
end
if self.Owner.FollowingPlayer == true then
self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1}
self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE}
self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE}
end
end
if self.Owner.SquadName == "combine" then
if self.Owner.FollowingPlayer == false then
self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1}
self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE}
self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE}
end
if self.Owner.FollowingPlayer == true then
self.Owner.AnimTbl_IdleStand = {ACT_IDLE_ANGRY_SMG1}
self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE}
self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE}
end
end
if self.Owner.SquadName == "combine_elit" then
self.Owner.AnimTbl_MeleeAttack = {"melee_gunhit","swing","throw1"}
if self.Owner.FollowingPlayer == false then
self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1}
self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE}
self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE}
end
if self.Owner.FollowingPlayer == true then
self.Owner.AnimTbl_IdleStand = {ACT_IDLE_ANGRY_SMG1}
self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE}
self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE}
end
end
if self.Owner.SquadName == "combine_nova" then
self.Owner.AnimTbl_MeleeAttack = {"melee_gunhit","swing","throw1"}
if self.Owner.FollowingPlayer == false then
self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1}
self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE}
self.Owner.AnimTbl_Walk = {ACT_IDLE_SMG1}
end
if self.Owner.FollowingPlayer == true then
self.Owner.AnimTbl_IdleStand = {ACT_IDLE_ANGRY_SMG1}
self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE}
self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE}
end
end
if self.Owner.SquadName == "metrocops" then
self.Owner.AnimTbl_MeleeAttack = {"swing","thrust","swinggesture"}
if self.Owner.FollowingPlayer == false then
self.Owner.AnimTbl_Run = {ACT_RUN}
self.Owner.AnimTbl_IdleStand = {ACT_IDLE_PISTOL}
self.Owner.AnimTbl_Walk = {ACT_IDLE_PISTOL}
end
if self.Owner.FollowingPlayer == true then
self.Owner.AnimTbl_IdleStand = {ACT_IDLE_ANGRY_MELEE}
self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE}
self.Owner.AnimTbl_Walk = {ACT_WALK_ANGRY}
end
end
end
function SWEP:CustomOnInitialize()
self.Owner.MeleeAttackDamage = math.random(20,27)
self.Owner.NextMeleeAttackTime = math.random(0.4,1)
self.Owner.DefaultSoundTbl_MeleeAttack = {"Flesh.ImpactHard"}
self.Owner.DefaultSoundTbl_MeleeAttackMiss = {"WeaponFrag.Roll"}
self.Owner.AnimTbl_MeleeAttack = {"swing"}
self.Owner.AnimTbl_WeaponAttack = {ACT_MELEE_ATTACK1}
end
function SWEP:PrimaryAttack()
//if self.Owner:KeyDown(IN_RELOAD) then return end
//self.Owner:SetFOV(45, 0.3)
//if !IsFirstTimePredicted() then return end
self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
if self.Reloading == true then return end
if self.Owner:IsNPC() && self.Owner.VJ_IsBeingControlled == false && !IsValid(self.Owner:GetEnemy()) then return end
if self.Owner:IsPlayer() && self.Primary.AllowFireInWater == false && self.Owner:WaterLevel() == 3 && self.Reloading == false then self:EmitSound(VJ_PICKRANDOMTABLE(self.DryFireSound),self.DryFireSoundLevel,math.random(self.DryFireSoundPitch1,self.DryFireSoundPitch2)) return end
if self:Clip1() <= 0 && self.Reloading == false then self:EmitSound(VJ_PICKRANDOMTABLE(self.DryFireSound),self.DryFireSoundLevel,math.random(self.DryFireSoundPitch1,self.DryFireSoundPitch2)) return end
if (!self:CanPrimaryAttack()) then return end
self:CustomOnPrimaryAttack_BeforeShoot()
if (SERVER) then
local firesd = VJ_PICKRANDOMTABLE(self.Primary.Sound)
if firesd != false then
sound.Play(firesd,self:GetPos(),80,math.random(90,100))
end
if self.Primary.HasDistantSound == true then
local farsd = VJ_PICKRANDOMTABLE(self.Primary.DistantSound)
if farsd != false then
sound.Play(farsd,self:GetPos(),self.Primary.DistantSoundLevel,math.random(self.Primary.DistantSoundPitch1,self.Primary.DistantSoundPitch2),self.Primary.DistantSoundVolume)
end
end
end
//self:EmitSound(Sound(self.Primary.Sound),80,self.Primary.SoundPitch)
if self.Primary.DisableBulletCode == false then
pos = self.Owner:GetShootPos()
ang = self.Owner:GetAimVector()
damagedice = math.Rand(1,2)
pain = self.Primary.Damage * damagedice
self.Weapon:EmitSound("WeaponFrag.Roll")--slash in the wind sound here
if SERVER and IsValid(self.Owner) then
local slash = {}
slash.start = pos
slash.endpos = pos + (ang * 80)
slash.filter = self.Owner
slash.mins = Vector(-5, -5, 0)
slash.maxs = Vector(5, 5, 5)
local slashtrace = util.TraceHull(slash)
if slashtrace.Hit then
targ = slashtrace.Entity
if targ:IsPlayer() or targ:IsNPC() then
self.Owner:EmitSound("Flesh.ImpactHard")
paininfo = DamageInfo()
paininfo:SetDamage(pain)
paininfo:SetDamageType(DMG_SLASH)
paininfo:SetAttacker(self.Owner)
paininfo:SetInflictor(self.Weapon)
local RandomForce = math.random(1,20)
paininfo:SetDamageForce(slashtrace.Normal * RandomForce)
if targ:IsPlayer() then
targ:ViewPunch( Angle( -10, -20, 0 ) )
end
local blood = targ:GetBloodColor()
local fleshimpact = EffectData()
fleshimpact:SetEntity(self.Weapon)
fleshimpact:SetOrigin(slashtrace.HitPos)
fleshimpact:SetNormal(slashtrace.HitPos)
if blood >= 0 then
fleshimpact:SetColor(blood)
util.Effect("BloodImpact", fleshimpact)
end
if SERVER then targ:TakeDamageInfo(paininfo) end
end
end
end
local slash = {}
slash.start = pos
slash.endpos = pos + (ang * 80)
slash.filter = self.Owner
slash.mins = Vector(-5, -5, 0)
slash.maxs = Vector(5, 5, 5)
local spawnpos = self.Owner:GetShootPos()
if self.Owner:IsNPC() then
spawnpos = self:GetNWVector("VJ_CurBulletPos")
end
//print(spawnpos)
//VJ_CreateTestObject(spawnpos,self:GetAngles(),Color(0,0,255))
self:CustomOnPrimaryAttack_BulletCallback(attacker,tr,dmginfo)
end
local slash = {}
slash.start = pos
slash.endpos = pos + (ang * 80)
slash.filter = self.Owner
slash.mins = Vector(-5, -5, 0)
slash.maxs = Vector(5, 5, 5)
local slashtrace = util.TraceHull(slash)
if slashtrace.Hit then
targ = slashtrace.Entity
if targ:IsPlayer() or targ:IsNPC() then
self.Owner:EmitSound("Flesh.ImpactHard")
paininfo = DamageInfo()
paininfo:SetDamage(pain)
paininfo:SetDamageType(DMG_SLASH)
paininfo:SetAttacker(self.Owner)
paininfo:SetInflictor(self.Weapon)
local RandomForce = math.random(1,20)
paininfo:SetDamageForce(slashtrace.Normal * RandomForce)
if targ:IsPlayer() then
targ:ViewPunch( Angle( -10, -20, 0 ) )
end
local blood = targ:GetBloodColor()
local fleshimpact = EffectData()
fleshimpact:SetEntity(self.Weapon)
fleshimpact:SetOrigin(slashtrace.HitPos)
fleshimpact:SetNormal(slashtrace.HitPos)
if blood >= 0 then
fleshimpact:SetColor(blood)
util.Effect("BloodImpact", fleshimpact)
end
end
else
if self.Owner:IsNPC() && self.Owner.IsVJBaseSNPC == true then
end
end
if GetConVarNumber("vj_wep_nomuszzleflash") == 0 then self.Owner:MuzzleFlash() end
if self.Owner:IsPlayer() then
local vm = self.Owner:GetViewModel()
vm:SendViewModelMatchingSequence( vm:LookupSequence( "misscenter1" ) )
self:ShootEffects("ToolTracer")
self:SendWeaponAnim(VJ_PICKRANDOMTABLE(self.AnimTbl_PrimaryFire))
self.Owner:SetAnimation(PLAYER_ATTACK1)
self.Owner:ViewPunch(Angle(-self.Primary.Recoil,0,0)) end
if !self.Owner:IsNPC() then
self:TakePrimaryAmmo(self.Primary.TakeAmmo)
end
self:CustomOnPrimaryAttack_AfterShoot()
//self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
timer.Simple(self.NextIdle_PrimaryAttack,function() if self:IsValid() then self:DoIdleAnimation() end end)
end