diff --git a/gamemodes/benny/entities/weapons/benny/sh_firing.lua b/gamemodes/benny/entities/weapons/benny/sh_firing.lua index d8d05a1..0857a93 100644 --- a/gamemodes/benny/entities/weapons/benny/sh_firing.lua +++ b/gamemodes/benny/entities/weapons/benny/sh_firing.lua @@ -1,77 +1,34 @@ function SWEP:PrimaryAttack() - local dual = self:C_DualCheck() - if dual then - self:BFire( true ) - else - self:BFire( false ) - end + local hand = self:hFlipHand( false ) + self:DevFire( hand ) return true end function SWEP:SecondaryAttack() - local dual = self:C_DualCheck() - if dual then - self:BFire( false ) - else - self:BFire( true ) - end + local hand = self:hFlipHand( true ) + self:DevFire( hand ) return true end +function SWEP:DevFire( hand ) + if self:bWepClass( hand ) then + self:BFire( hand ) + elseif self:bWepClass( !hand ) then + self:BFireAlt( !hand ) + end +end + function SWEP:BFire( hand ) - if self:bWepTable( hand ) and self:GetAim() == 1 then - local p = self:GetOwner() - local wep_table = self:bWepTable( hand ) - local wep_class = self:bWepClass( hand ) + if self:bWepClass( hand ) and self:bWepClass( hand ).Func_Attack then + if self:bWepClass( hand ).Func_Attack( self, hand ) then return end + end +end - if wep_class.Custom_Fire then - if wep_class.Custom_Fire( self, wep_table, wep_class, hand ) then return end - end - 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 +function SWEP:BFireAlt( hand ) + if self:bWepClass( hand ) and self:bWepClass( hand ).Func_AttackAlt then + if self:bWepClass( hand ).Func_AttackAlt( self, hand ) then return end end end diff --git a/gamemodes/benny/entities/weapons/benny/sh_holdtypes.lua b/gamemodes/benny/entities/weapons/benny/sh_holdtypes.lua index a7f0c25..354f34a 100644 --- a/gamemodes/benny/entities/weapons/benny/sh_holdtypes.lua +++ b/gamemodes/benny/entities/weapons/benny/sh_holdtypes.lua @@ -120,6 +120,10 @@ function SWEP:TPFire( hand ) end self:GetOwner():AddVCDSequenceToGestureSlot( GESTURE_SLOT_GRENADE, self:GetOwner():SelectWeightedSequence(target[1]), target[2], true ) end +function SWEP:TPCustom( tg1, tg2 ) + if CLIENT and !IsFirstTimePredicted() then return end + self:GetOwner():AddVCDSequenceToGestureSlot( GESTURE_SLOT_GRENADE, self:GetOwner():SelectWeightedSequence(tg1), tg2, true ) +end function SWEP:TPReload( hand ) if CLIENT and !IsFirstTimePredicted() then return end local target = self:bWepClass( hand ) and self:bWepClass( hand ).GestureReload diff --git a/gamemodes/benny/entities/weapons/benny/sh_inv.lua b/gamemodes/benny/entities/weapons/benny/sh_inv.lua index 438a228..616d08a 100644 --- a/gamemodes/benny/entities/weapons/benny/sh_inv.lua +++ b/gamemodes/benny/entities/weapons/benny/sh_inv.lua @@ -14,24 +14,27 @@ function BENNY_GetStat( class, stat ) return thereturn end -function SWEP:C_DualCheck() +function SWEP:hFlipHand( hand ) + hand = hand or false local p = self:GetOwner() local lt = self:bWepClass( true ) + local flip = false if lt then if lt.Features == "firearm" then - return p:GetInfoNum( "benny_wep_ao_firearms", 1 )==1 + flip = p:GetInfoNum( "benny_wep_ao_firearms", 1 )==1 elseif lt.Features == "grenade" then - return p:GetInfoNum( "benny_wep_ao_grenades", 0 )==1 + flip = p:GetInfoNum( "benny_wep_ao_grenades", 0 )==1 else - return p:GetInfoNum( "benny_wep_ao_junk", 0 )==1 + flip = p:GetInfoNum( "benny_wep_ao_junk", 0 )==1 end else - return false + --return false end + return ((flip and !hand) or (!flip and hand)) end function SWEP:C_AttackDown( hand ) - if self:C_DualCheck() then hand = !hand end + if self:hFlipHand() then hand = !hand end return (hand == true) and self:GetOwner():KeyDown( IN_ATTACK2 ) or (hand == false) and self:GetOwner():KeyDown( IN_ATTACK ) end diff --git a/gamemodes/benny/entities/weapons/benny/shared.lua b/gamemodes/benny/entities/weapons/benny/shared.lua index 76f0f02..44ded7c 100644 --- a/gamemodes/benny/entities/weapons/benny/shared.lua +++ b/gamemodes/benny/entities/weapons/benny/shared.lua @@ -107,13 +107,12 @@ hook.Add( "PlayerButtonDown", "Benny_PlayerButtonDown_TempForAim", function( ply end end - local dual = wep:C_DualCheck() if button == KEY_R then - if dual then wep:Reload( true ) else wep:Reload( false ) end + wep:Reload( wep:hFlipHand( false ) ) end if button == KEY_T then - if dual then wep:Reload( false ) else wep:Reload( true ) end + wep:Reload( wep:hFlipHand( true ) ) end end end) diff --git a/gamemodes/benny/gamemode/modules/weapons/sh_weapons.lua b/gamemodes/benny/gamemode/modules/weapons/sh_weapons.lua index f411b72..ed4d60d 100644 --- a/gamemodes/benny/gamemode/modules/weapons/sh_weapons.lua +++ b/gamemodes/benny/gamemode/modules/weapons/sh_weapons.lua @@ -20,6 +20,7 @@ do -- Sound definitions AddSound( "Common.NoAmmo", "benny/weapons/noammo.ogg", 70, 100, 0.5, CHAN_STATIC ) AddSound( "Common.ReloadFail", "benny/hud/reloadfail.ogg", 70, 100, 0.1, CHAN_STATIC ) +-- Pistols -- Deagle AddSound( "Deagle.Cock", "benny/weapons/deagle/cock.ogg", 70, 100, 0.5, CHAN_STATIC ) @@ -42,6 +43,18 @@ do -- Sound definitions 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 do -- Bases @@ -64,7 +77,7 @@ do -- Bases Func_Attack = function( self, hand ) end, - Func_Attack2 = function( self, hand ) + Func_AttackAlt = function( self, hand ) end, Func_Reload = function( self, hand ) @@ -116,6 +129,100 @@ do -- Bases 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 end, }) @@ -176,6 +283,7 @@ do -- Bases end do -- Pistols + ItemDef("deagle", { Name = "DEAGLE", Description = "Autoloading .50 caliber pistol.", @@ -258,6 +366,52 @@ do -- Pistols end +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 + for i, v in SortedPairs( WEAPONS ) do if v.AutoGenMag then ItemDef("mag_" .. i, {