Burst rifle and weapon fixes

This commit is contained in:
Fesiug 2024-03-25 00:48:36 -04:00
parent 6f4ec8dac0
commit 42be9ec6ab
Signed by: Fesiug
GPG Key ID: 374BFF45E1EEF243
7 changed files with 102 additions and 11 deletions

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@ -137,6 +137,7 @@ function SWEP:EquipItem( ent )
ent:AddEFlags( EFL_KEEP_ON_RECREATE_ENTITIES )
ent:AddEffects( EF_BONEMERGE )
ent:PhysicsInit( SOLID_NONE )
ent:SetMoveType( MOVETYPE_NONE )
ent:SetNoDraw( true )
ent:SetParent( p )
@ -171,6 +172,7 @@ function SWEP:DropItem()
ent:RemoveEFlags( EFL_KEEP_ON_RECREATE_ENTITIES )
ent:RemoveEffects( EF_BONEMERGE )
ent:PhysicsInit( SOLID_VPHYSICS )
ent:SetMoveType( MOVETYPE_VPHYSICS )
ent:SetNoDraw( false )

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@ -3,8 +3,8 @@
-- Your Name is Benny
---------------------
local cam_f = CreateConVar( "b-cam_f", -40 )
local cam_r = CreateConVar( "b-cam_r", 12 )
local cam_f = CreateConVar( "b-cam_f", -50 )
local cam_r = CreateConVar( "b-cam_r", 14 )
local cam_u = CreateConVar( "b-cam_u", 0 )
local cam_fov = CreateConVar( "b-cam_fov", 75 )

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@ -27,6 +27,7 @@ local function OpenDebugMenu()
DebugMenu:SetSize( 400, 300 )
DebugMenu:Center()
DebugMenu:MakePopup()
DebugMenu:SetKeyboardInputEnabled( false )
local opt = DebugMenu:Add("DCollapsibleCategory")
opt:Dock( TOP )
@ -43,6 +44,15 @@ local function OpenDebugMenu()
button.iData = idata
button.DoClick = dospawn
end
local button = DebugMenu:Add("DButton")
button:Dock( BOTTOM )
button:DockMargin( 4, 4, 4, 4 )
button:SetText( "CLOSE" )
button:SetTall( 36 )
button.DoClick = function( self )
DebugMenu:Remove()
end
end
hook.Add("PlayerButtonDown", "PlayerButtonDown_DebugMenu", function( ply, button )

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@ -116,7 +116,8 @@ function GM:HUDPaint()
hCol( v == handler:GetActiveR() and COLOR_BRIGHT or COLOR_DARK )
hRect( (i-1)*(120+10), 0, 120, 60 )
local x, y = hXY( (i-1)*(120+10), 0 )
draw.SimpleText( l8( v.Class.PrintName ) .. "(" .. v:GetClip() .. "/" .. v.Class.ClipSize .. ")", "HUD_24", x + 120/2, y + 60/2, COLOR_MAIN, TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER )
draw.SimpleText( l8( v.Class.PrintName ), "HUD_24", x + 120/2, y + 60/2 - (10), COLOR_MAIN, TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER )
draw.SimpleText( "[ " .. v:GetClip() .. "/" .. v.Class.ClipSize .. " ]", "HUD_24", x + 120/2, y + 60/2 + (10), COLOR_MAIN, TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER )
end
S_Pop()
end

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@ -94,6 +94,7 @@ AddItem( "base_firearm", {
Delay = 0.1,
Pellets = 1,
Accuracy = 1,
ClipSize = 15,
BurstCount = math.huge,
BurstRunaway = false,
@ -133,14 +134,23 @@ AddItem( "base_firearm", {
["Attack"] = function( class, ent, handler )
if ent:GetClip() <= 0 then return end
if ent:GetDelay() > CurTime() then return end
if ent:GetDelayBurst() > CurTime() then return end
if ent:GetBurstCount() >= class.BurstCount then return end
local Runaway = class.BurstRunaway
local BAuto = class.BurstAuto
ent:SetBurstCount( ent:GetBurstCount() + 1 )
if ent:GetBurstCount() >= class.BurstCount then
ent:SetDelayBurst( CurTime() + class.BurstDelay )
if BAuto then
ent:SetBurstCount( 0 )
end
end
ent:SetClip( ent:GetClip() - 1 )
ent:SetDelay( CurTime() + class.Delay )
handler:EmitSound( class.FireSound, 140, 100, 0.4, CHAN_STATIC )
handler:EmitSound( istable(class.FireSound) and TSelShared(class.FireSound, "FireSound") or class.FireSound, 140, 100, 0.4, CHAN_STATIC )
local acc = 0
local acc = math.rad( class.Accuracy or 0 )
local p = handler:GetOwner()
handler:FireBullets( {
Attacker = p,
@ -157,18 +167,18 @@ AddItem( "base_firearm", {
if ent:GetClip() >= class.ClipSize then return end
if ent:GetDelay() > CurTime() then return end
handler:EmitSound( "weapons/m4a1/m4a1_boltpull.wav", 70, 125, 0.4, CHAN_STATIC )
ent:SetDelay( CurTime() + 0.5 )
ent:SetDelay( CurTime() + 0.25 )
ent:SetClip( class.ClipSize )
end,
["Deploy"] = function( class, ent, handler )
handler:EmitSound( "weapons/usp/usp_slideback.wav", 70, 125, 0.4, CHAN_STATIC )
ent:SetDelay( CurTime() + 0.5 )
ent:SetDelay( CurTime() + 0.25 )
end,
["Holster"] = function( class, ent, handler )
handler:EmitSound( "weapons/m4a1/m4a1_deploy.wav", 70, 125, 0.4, CHAN_STATIC )
ent:SetDelay( CurTime() + 0.5 )
ent:SetDelay( CurTime() + 0.25 )
end,
})
@ -183,7 +193,11 @@ AddItem( "mk23", {
ClipSize = 12,
Delay = (60/350),
FireSound = "weapons/usp/usp_unsil-1.wav",
FireSound = {
"benny/weapons/usp/01.ogg",
"benny/weapons/usp/02.ogg",
"benny/weapons/usp/03.ogg",
},
Accuracy = 5/60,
BurstCount = 1,
@ -202,7 +216,11 @@ AddItem( "fnc", {
ClipSize = 30,
Delay = (60/750),
FireSound = "weapons/m4a1/m4a1_unsil-1.wav",
FireSound = {
"benny/weapons/m16a2/fire-01.ogg",
"benny/weapons/m16a2/fire-02.ogg",
"benny/weapons/m16a2/fire-03.ogg",
},
Accuracy = 1,
Accuracy_Add = 0.4,
@ -210,6 +228,56 @@ AddItem( "fnc", {
Accuracy_Decay = 12,
})
AddItem( "m16a2", {
PrintName = "#Item.m16a2.Name",
Description = "#Item.m16a2.Description",
Base = "base_firearm",
Model = "models/weapons/w_rif_ar556.mdl",
HoldType = "rpg",
ClipSize = 30,
Delay = (60/900),
BurstCount = 3,
BurstRunaway = true,
BurstAuto = true,
BurstDelay = 0.2,
FireSound = {
"benny/weapons/m16a2/fire-01.ogg",
"benny/weapons/m16a2/fire-02.ogg",
"benny/weapons/m16a2/fire-03.ogg",
},
Accuracy = 1,
Accuracy_Add = 0.4,
Accuracy_Reset = 0.4,
Accuracy_Decay = 12,
})
AddItem( "spas12", {
PrintName = "#Item.spas12.Name",
Description = "#Item.spas12.Description",
Base = "base_firearm",
Model = "models/weapons/w_shotgun.mdl",
HoldType = "rpg",
ClipSize = 8,
Pellets = 8,
Delay = 0.4,
BurstCount = 1,
FireSound = {
"benny/weapons/spas12/01.ogg",
"benny/weapons/spas12/02.ogg",
"benny/weapons/spas12/03.ogg",
},
Accuracy = 8,
Accuracy_Add = 0.4,
Accuracy_Reset = 0.4,
Accuracy_Decay = 12,
})
for ID, Data in pairs(ITEMS) do
local tent = {}
tent.Base = "b-itembase"

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@ -8,3 +8,9 @@ L["#Item.mk23.Description"] = "Special forces sidearm"
L["#Item.fnc.Name"] = "FNC Para"
L["#Item.fnc.Description"] = "Imported assault rifle"
L["#Item.m16a2.Name"] = "M16A2"
L["#Item.m16a2.Description"] = "Rugged burst rifle"
L["#Item.spas12.Name"] = "SPAS-12"
L["#Item.spas12.Description"] = "Chrome-lined autoshotgun"

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@ -10,6 +10,10 @@ local AC, IN = AddCSLuaFile, include
local CL = SERVER and AddCSLuaFile or include
function TSelShared( tbl, seed )
return tbl[math.Round( util.SharedRandom( seed, 1, #tbl ) )]
end
AC("language.lua")
IN("language.lua")
AC("camera.lua")