Benny/gamemodes/benny/gamemode/modules/weapons/sh_weapons.lua

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local FIREMODE_AUTO = {
{ Mode = math.huge },
}
local FIREMODE_AUTOSEMI = {
{ Mode = math.huge },
{ Mode = 1 },
}
local FIREMODE_SEMI = {
{ Mode = 1 },
}
do -- Sound definitions
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AddSound( "Common.Unload", "benny/weapons/unload.ogg", 70, 100, 0.5, CHAN_STATIC )
AddSound( "Common.Dryfire.Pistol", "benny/weapons/common/06-13.ogg", 70, 100, 0.5, CHAN_STATIC )
AddSound( "Common.Dryfire.Rifle", "benny/weapons/common/06-12.ogg", 70, 100, 0.5, CHAN_STATIC )
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AddSound( "Common.Deploy", "benny/weapons/common/magpouch.ogg", 70, 100, 0.5, CHAN_STATIC )
AddSound( "Common.Holster", "benny/weapons/common/magpouchin.ogg", 70, 100, 0.5, CHAN_STATIC )
AddSound( "Common.NoAmmo", "benny/weapons/noammo.ogg", 70, 100, 0.5, CHAN_STATIC )
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AddSound( "Common.ReloadFail", "benny/hud/reloadfail.ogg", 70, 100, 0.1, CHAN_STATIC )
-- Pistols
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-- Deagle
AddSound( "Deagle.Cock", "benny/weapons/deagle/cock.ogg", 70, 100, 0.5, CHAN_STATIC )
-- Glock
AddSound( "Glock.Fire", {
"benny/weapons/glock/01.ogg",
"benny/weapons/glock/02.ogg",
"benny/weapons/glock/03.ogg",
}, 140, 100, 0.5, CHAN_STATIC )
AddSound( "Glock.MagOut", "benny/weapons/glock/magout.ogg", 70, 100, 0.5, CHAN_STATIC )
AddSound( "Glock.MagIn", "benny/weapons/glock/magin.ogg", 70, 100, 0.5, CHAN_STATIC )
AddSound( "Glock.Cock", "benny/weapons/glock/cock.ogg", 70, 100, 0.5, CHAN_STATIC )
-- Anaconda
AddSound( "Anaconda.Fire", {
"benny/weapons/anaconda/01.ogg",
"benny/weapons/anaconda/02.ogg",
"benny/weapons/anaconda/03.ogg",
}, 140, 100, 0.5, CHAN_STATIC )
AddSound( "Anaconda.MagOut", "benny/weapons/anaconda/magout.ogg", 70, 100, 0.5, CHAN_STATIC )
AddSound( "Anaconda.MagIn", "benny/weapons/anaconda/magin.ogg", 70, 100, 0.5, CHAN_STATIC )
-- Rifles
-- FNC
AddSound( "FNC.Fire", {
"benny/weapons/fnc/01.ogg",
"benny/weapons/fnc/02.ogg",
"benny/weapons/fnc/03.ogg",
}, 140, 100, 0.5, CHAN_STATIC )
AddSound( "FNC.MagOut", "benny/weapons/fnc/magout.ogg", 70, 100, 0.5, CHAN_STATIC )
AddSound( "FNC.MagIn", "benny/weapons/fnc/magin.ogg", 70, 100, 0.5, CHAN_STATIC )
AddSound( "FNC.Cock", "benny/weapons/fnc/cock.ogg", 70, 100, 0.5, CHAN_STATIC )
end
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do -- Bases
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ItemDef("base", {
Name = "Base Item",
Category = "base",
Type = "base",
Description = "Base of everything",
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WModel = "models/weapons/w_357.mdl",
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Speed_Move = 1,
Speed_Aiming = 1,
Speed_Reloading = 1,
Speed_Firing = 1,
Speed_FiringTime = 0.2,
ShootHolsterTime = 0,
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Func_Attack = function( self, hand )
end,
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Func_AttackAlt = function( self, hand )
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end,
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Func_Reload = function( self, hand )
end,
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Func_Deploy = function( self, hand )
end,
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Func_HolsterStart = function( self, hand )
end,
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Func_HolsterFinish = function( self, hand )
end,
})
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ItemDef("base_firearm", {
Name = "Base Firearm",
Category = "base",
Base = "base",
Description = "Base for firearms",
Features = "firearm",
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WModel = "models/weapons/w_pistol.mdl",
HoldType = "pistol",
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-- Firearm specific
Firemodes = {
{
Mode = 1,
},
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},
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Damage = 0,
AmmoStd = 1,
Pellets = 1,
Delay = 60/600,
Spread = 0,
SpreadAdd = 0,
SpreadAddMax = 1,
SpreadDecay_Start = 1,
SpreadDecay_End = 2,
SpreadDecay_RampTime = 1,
Reload_MagOut = 0.2,
Reload_MagIn = 0.8,
Reload_MagIn_Bonus1 = 0.56,
Reload_MagIn_Bonus2 = 0.56+0.1,
Func_Attack = function( self, hand )
if self:GetAim() == 1 then
local p = self:GetOwner()
local wep_table = self:bWepTable( hand )
local wep_class = self:bWepClass( hand )
if self:bGetIntDelay( hand ) > CurTime() then
return
end
if self:bGetHolsterTime( hand ) > 0 then
return
end
if self:bGetIntClip( hand ) == 0 then
if self:bGetBurst( hand ) >= 1 then
return
end
B_Sound( self, wep_class.Sound_DryFire )
self:bSetBurst( hand, self:bGetBurst( hand ) + 1 )
return
end
if self:bGetBurst( hand ) >= self:B_Firemode( hand ).Mode then
return
end
if !ConVarSV_Bool("cheat_infiniteammo") then
self:B_Ammo( hand, self:bGetIntClip( hand ) - 1 )
end
B_Sound( self, wep_class.Sound_Fire )
self:TPFire( hand )
self:CallFire( hand )
self:bSetIntDelay( hand, CurTime() + wep_class.Delay )
self:bSetBurst( hand, self:bGetBurst( hand ) + 1 )
self:bSetSpread( hand, math.Clamp( self:bGetSpread( hand ) + wep_class.SpreadAdd, 0, wep_class.SpreadAddMax ) )
self:bSetShotTime( hand, CurTime() )
if CLIENT and IsFirstTimePredicted() then
-- PROTO: This is shit! Replace it with a function that gets the right model.
if IsValid(hand and self.CWM_Left or self.CWM) and (hand and self.CWM_Left or self.CWM):GetAttachment( 1 ) then
local vStart = (hand and self.CWM_Left or self.CWM):GetAttachment( 1 ).Pos
local ed = EffectData()
ed:SetOrigin( vStart )
ed:SetEntity( self )
ed:SetAttachment( (hand and 16 or 0) + 1 )
util.Effect( "benny_muzzleflash", ed )
end
end
end
end,
Func_AttackAlt = function( self, hand )
if self:bGetIntDelay( hand ) > CurTime() then
return
end
self:bSetIntDelay( hand, CurTime() + 0.45 )
self:TPCustom( ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE2, 0.36 )
local p = self:GetOwner()
local tr = {
start = p:EyePos(),
endpos = p:EyePos() + p:EyeAngles():Forward()*64,
mins = Vector( -8, -8, -8 ),
maxs = Vector( 8, 8, 8 ),
filter = p,
collisiongroup = COLLISION_GROUP_PLAYER,
}
-- debugoverlay.SweptBox( tr.start, tr.endpos, tr.mins, tr.maxs, angle_zero, 3, Color( 255, 255, 255, 0 ))
if p:IsPlayer() then p:LagCompensation( true ) end
tr = util.TraceHull(tr)
if p:IsPlayer() then p:LagCompensation( false ) end
if tr.HitWorld then
self:EmitSound( "physics/concrete/concrete_block_impact_hard1.wav", 70, 150 + util.SharedRandom( "Benny_RifleMelee", -20, 20 ), 0.25 )
elseif tr.Entity and tr.Entity != NULL then
self:EmitSound( "benny/violence/bodysplat_mix.ogg", 70, 100 + util.SharedRandom( "Benny_RifleMelee", -10, 10 ), 0.25 )
if SERVER then
local dmginfo = DamageInfo()
dmginfo:SetAttacker( p )
dmginfo:SetInflictor( self )
dmginfo:SetDamage( 34 )
dmginfo:SetDamagePosition( tr.HitPos )
dmginfo:SetDamageForce( tr.Normal*100*34 )
tr.Entity:TakeDamageInfo( dmginfo )
end
else
self:EmitSound( "weapons/slam/throw.wav", 70, 200 + util.SharedRandom( "Benny_RifleMelee", -20, 20 ), 0.25 )
end
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end,
})
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local q1, q2 = Vector( -1, -1, -1 ), Vector( 1, 1, 1 )
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ItemDef("base_melee", {
Name = "Base Melee",
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Category = "melee",
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Base = "base",
Description = "Base for melee weapons",
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Features = "melee",
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WModel = "models/weapons/w_crowbar.mdl",
HoldType = "melee",
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Damage = 34,
Force = 100,
Delay = 0.45,
Range = 64,
HullSize = 2,
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Func_Attack = function( self, hand )
if self:bGetIntDelay( hand ) > CurTime() then
return
end
local wep_table = self:bWepTable( hand )
local wep_class = self:bWepClass( hand )
self:bSetIntDelay( hand, CurTime() + wep_class.Delay )
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self:TPCustom( wep_class.GestureFire[1], wep_class.GestureFire[2] )
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local p = self:GetOwner()
q1[1] = -wep_class.HullSize
q1[2] = -wep_class.HullSize
q1[3] = -wep_class.HullSize
q2[1] = wep_class.HullSize
q2[2] = wep_class.HullSize
q2[3] = wep_class.HullSize
local range = p:EyeAngles():Forward()
range:Mul(wep_class.Range)
range:Add(p:EyePos())
local tr = {
start = p:EyePos(),
endpos = range,
mins = q1,
maxs = q2,
filter = p,
collisiongroup = COLLISION_GROUP_PLAYER,
}
-- debugoverlay.SweptBox( tr.start, tr.endpos, tr.mins, tr.maxs, angle_zero, 3, Color( 255, 255, 255, 0 ))
if p:IsPlayer() then p:LagCompensation( true ) end
tr = util.TraceHull(tr)
if p:IsPlayer() then p:LagCompensation( false ) end
if tr.HitWorld then
self:EmitSound( "physics/concrete/concrete_block_impact_hard1.wav", 70, 150 + util.SharedRandom( "Benny_RifleMelee", -20, 20 ), 0.25 )
elseif tr.Entity and tr.Entity != NULL then
self:EmitSound( "benny/violence/bodysplat_mix.ogg", 70, 100 + util.SharedRandom( "Benny_RifleMelee", -10, 10 ), 0.25 )
if SERVER then
local dmginfo = DamageInfo()
dmginfo:SetAttacker( p )
dmginfo:SetInflictor( self )
dmginfo:SetDamage( wep_class.Damage )
dmginfo:SetDamagePosition( tr.HitPos )
dmginfo:SetDamageForce( tr.Normal*wep_class.Force*wep_class.Damage )
tr.Entity:TakeDamageInfo( dmginfo )
end
else
self:EmitSound( "weapons/slam/throw.wav", 70, 200 + util.SharedRandom( "Benny_RifleMelee", -20, 20 ), 0.25 )
end
end,
Func_AttackAlt = function( self, hand )
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end,
})
ItemDef("base_grenade", {
Name = "Base Grenade",
Category = "grenade",
Base = "base",
Description = "Base for grenades",
Features = "grenade",
WModel = "models/weapons/w_grenade.mdl",
HoldType = "slam",
})
ItemDef("base_magazine", {
Name = "Base Magazine",
Category = "magazine",
Base = "base",
Description = "Base for magazines",
Features = "magazine",
WModel = "models/weapons/w_slam.mdl",
HoldType = "slam",
})
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end
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do -- Melee
ItemDef("bat", {
Name = "ALUMINUM BAT",
Description = "Bonk!",
Base = "base_melee",
MAdj = Vector( 3, -2, 3 ),
MAdjA = Angle( 0, 0, 180 ),
WModel = "models/benny/wep/melee_bat.mdl",
HoldType = "melee2",
GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE2, 0.2 },
GestureDraw = { ACT_HL2MP_GESTURE_RELOAD_REVOLVER, 0.8 },
--
Damage = 34,
Force = 100,
Delay = 0.45,
Range = 72,
HullSize = 2,
})
ItemDef("bat_wood", {
Name = "BASEBALL BAT",
Description = "There's my ball!",
Base = "base_melee",
MAdj = Vector( 3, -2, 3 ),
MAdjA = Angle( 0, 0, 180 ),
WModel = "models/benny/wep/melee_bat.mdl",
HoldType = "melee2",
GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE2, 0.2 },
GestureDraw = { ACT_HL2MP_GESTURE_RELOAD_REVOLVER, 0.8 },
--
Damage = 34,
Force = 100,
Delay = 0.5,
Range = 72,
HullSize = 2,
})
ItemDef("machete", {
Name = "MACHETE",
Description = "Chop chop!",
Base = "base_melee",
MAdj = Vector( 3, -2, 0 ),
MAdjA = Angle( 0, 0, 180 ),
WModel = "models/benny/wep/melee_machete.mdl",
HoldType = "melee",
GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE, 0.2 },
GestureDraw = { ACT_HL2MP_GESTURE_RELOAD_REVOLVER, 0.8 },
--
Damage = 34,
Force = 100,
Delay = 0.4,
Range = 64,
HullSize = 2,
})
ItemDef("kabar", {
Name = "KABAR",
Description = "Shank shank!",
Base = "base_melee",
MAdj = Vector( 3, -2, 0 ),
MAdjA = Angle( 0, 0, 180 ),
WModel = "models/benny/wep/melee_kabar.mdl",
HoldType = "knife",
GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE2, 0.0 },
GestureDraw = { ACT_HL2MP_GESTURE_RELOAD_REVOLVER, 0.8 },
--
Damage = 34,
Force = 100,
Delay = 0.35,
Range = 48,
HullSize = 2,
})
ItemDef("baton", {
Name = "BATON",
Description = "Excessive force!",
Base = "base_melee",
MAdj = Vector( 3, -2, 0 ),
MAdjA = Angle( 0, 0, 180 ),
WModel = "models/benny/wep/melee_baton.mdl",
HoldType = "melee2",
GestureFire = { ACT_GMOD_GESTURE_MELEE_SHOVE_1HAND, 0.3 },
GestureDraw = { ACT_HL2MP_GESTURE_RELOAD_REVOLVER, 0.8 },
--
Damage = 34,
Force = 100,
Delay = 0.45,
Range = 64,
HullSize = 2,
})
end
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do -- Pistols
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ItemDef("deagle", {
Name = "DEAGLE",
Description = "Autoloading .50 caliber pistol.",
Base = "base_firearm",
Category = "pistol",
WModel = "models/weapons/w_pist_deagle.mdl",
HoldType = "revolver",
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GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, 0.25 },
GestureDraw = { ACT_HL2MP_GESTURE_RELOAD_REVOLVER, 0.8 },
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Sound_Fire = "Anaconda.Fire",
Sound_DryFire = "Common.Dryfire.Pistol",
Sound_MagOut = "Anaconda.MagOut",
Sound_MagIn = "Anaconda.MagIn",
Sound_Cock = "Deagle.Cock",
--
AmmoStd = 7,
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AutoGenMag = true,
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Delay = (60/180),
Firemodes = FIREMODE_SEMI,
Damage = 47,
Spread = 30/60,
SpreadAdd = 4,
SpreadAddMax = 15,
SpreadDecay_Start = 8,
SpreadDecay_End = 25,
SpreadDecay_RampTime = 0.5,
Speed_Move = 0.95,
Speed_Aiming = 0.95,
Speed_Reloading = 0.95,
Speed_Firing = 0.95,
Speed_FiringTime = 0.5,
})
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ItemDef("glock", {
Name = "GLOCK-18",
Description = "Bullet storm. Lasts about a second or so, just like you!",
Base = "base_firearm",
Category = "pistol",
WModel = "models/weapons/w_pist_glock18.mdl",
HoldType = "revolver",
GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, 0.25 },
GestureDraw = { ACT_HL2MP_GESTURE_RELOAD_REVOLVER, 0.8 },
Sound_Fire = "Glock.Fire",
Sound_DryFire = "Common.Dryfire.Pistol",
Sound_MagOut = "Glock.MagOut",
Sound_MagIn = "Glock.MagIn",
Sound_Cock = "Glock.Cock",
--
AmmoStd = 17,
AutoGenMag = true,
Delay = (60/900),
Firemodes = FIREMODE_AUTOSEMI,
Damage = 22,
Spread = 60/60,
SpreadAdd = 0.8,
SpreadAddMax = 15,
SpreadDecay_Start = 3,
SpreadDecay_End = 11,
SpreadDecay_RampTime = 0.5,
Reload_MagOut = 0.25,
Reload_MagIn = 1.1,
Reload_MagIn_Bonus1 = 0.8,
Reload_MagIn_Bonus2 = 0.8+0.08,
Speed_Move = 1,
Speed_Aiming = 0.95,
Speed_Reloading = 0.95,
Speed_Firing = 0.95,
})
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end
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do -- Rifles
ItemDef("fnc", {
Name = "FNC PARA",
Description = "Run of the mill automatic assault rifle.",
Base = "base_firearm",
Category = "rifle",
Icon = Material( "benny/weapons/fnc.png", "smooth" ),
WModel = "models/weapons/w_rif_ar556.mdl",
HoldType = "rpg",
GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, 0.3 },
Sound_Fire = "FNC.Fire",
Sound_DryFire = "Common.Dryfire.Rifle",
Sound_MagOut = "FNC.MagOut",
Sound_MagIn = "FNC.MagIn",
Sound_Cock = "FNC.Cock",
--
AmmoStd = 30,
AutoGenMag = true,
Delay = (60/700),
Firemodes = FIREMODE_AUTOSEMI,
Damage = 30,
Spread = 30/60,
SpreadAdd = 22/60,
SpreadAddMax = 10,
SpreadDecay_Start = 0,
SpreadDecay_End = 12,
SpreadDecay_RampTime = 0.2,
Reload_MagOut = 0.3,
Reload_MagIn = 1.3,
Reload_MagIn_Bonus1 = 0.8,
Reload_MagIn_Bonus2 = 0.8+0.1,
Speed_Move = 0.95,
Speed_Aiming = 0.95,
Speed_Reloading = 0.95,
Speed_Firing = 0.95,
})
end
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for i, v in SortedPairs( WEAPONS ) do
if v.AutoGenMag then
ItemDef("mag_" .. i, {
Name = "MAG: " .. v.Name,
Base = "base_magazine",
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Ammo = v.AmmoStd,
})
end
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end
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--[[
ItemDef("deagle", {
Name = "DEAGLE",
Description = "Autoloading .50 caliber pistol.",
Base = "base_firearm",
Type = "pistol",
Icon = Material( "benny/weapons/mk23.png", "smooth" ),
WModel = "models/weapons/w_pist_deagle.mdl",
HoldType = "revolver",
GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW, 0.5 },
GestureDraw = { ACT_HL2MP_GESTURE_RELOAD_REVOLVER, 0.8 },
Sound_Fire = "Anaconda.Fire",
Sound_DryFire = "Common.Dryfire.Pistol",
Sound_MagOut = "Anaconda.MagOut",
Sound_MagIn = "Anaconda.MagIn",
Sound_Cock = "Deagle.Cock",
Delay = (60/180),
Firemodes = FIREMODE_SEMI,
Damage = 47,
Spread = 30/60,
SpreadAdd = 4,
SpreadAddMax = 15,
SpreadDecay_Start = 8,
SpreadDecay_End = 25,
SpreadDecay_RampTime = 0.5,
Speed_Move = 0.95,
Speed_Aiming = 0.95,
Speed_Reloading = 0.95,
Speed_Firing = 0.95,
Speed_FiringTime = 0.5,
Features = "firearm",
})
]]