A ton of stuff I forgot
This commit is contained in:
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a7d0c55142
commit
5b4497a0cd
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@ -41,7 +41,7 @@ if CLIENT then
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local s = ScreenScaleH
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local function DST( text, font, x, y, color )
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for O=1, 2 do
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for O=1, 1 do
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draw.SimpleText( text, font, x-O, y-O, color_black )
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draw.SimpleText( text, font, x, y-O, color_black )
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draw.SimpleText( text, font, x+O, y-O, color_black )
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@ -213,14 +213,14 @@ ENT.States = {
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if (self.NextFire or 0) <= CurTime() then
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local rp = RecipientFilter()
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rp:AddAllPlayers()
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self:EmitSound("benny/weapons/usp/01.ogg", 100, 100, 0.2, nil, nil, nil, rp )
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self:FireBullets( {
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Attacker = self,
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Inflictor = self,
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Damage = 3,
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Dir = self:EyeAngles():Forward(),
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Src = self:EyePos()
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} )
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self:EmitSound("benny/weapons/usp/01.ogg", 80, 100, 0.2, nil, nil, nil, rp )
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--self:FireBullets( {
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-- Attacker = self,
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-- Inflictor = self,
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-- Damage = 3,
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-- Dir = self:EyeAngles():Forward(),
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-- Src = self:EyePos()
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--} )
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self.NextFire = CurTime() + 0.5
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end
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else
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@ -3,7 +3,7 @@
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-- Your Name is Benny
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---------------------
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local cam_f = CreateConVar( "b-cam_f", -50 )
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local cam_f = CreateConVar( "b-cam_f", -75 )
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local cam_r = CreateConVar( "b-cam_r", 12 )
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local cam_u = CreateConVar( "b-cam_u", 0 )
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local cam_fov = CreateConVar( "b-cam_fov", 75 )
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@ -26,7 +26,7 @@ end
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local function OpenDebugMenu()
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if IsValid(DebugMenu) then DebugMenu:Remove() end
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DebugMenu = vgui.Create("DFrame")
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DebugMenu:SetSize( 400, 300 )
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DebugMenu:SetSize( 200, 500 )
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DebugMenu:Center()
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DebugMenu:MakePopup()
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DebugMenu:SetKeyboardInputEnabled( false )
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@ -34,10 +34,21 @@ local function OpenDebugMenu()
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local opt = DebugMenu:Add("DScrollPanel")
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opt:Dock( FILL )
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local categories = {}
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for iname, idata in SortedPairs( ITEMS ) do
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local button = opt:Add("DButton")
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if !categories[idata.Category] then
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local cate = opt:Add("DCollapsibleCategory")
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cate:Dock(TOP)
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cate:SetLabel(idata.Category)
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local plist = vgui.Create("DPanelList")
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cate:SetContents(plist)
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categories[idata.Category] = plist
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end
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local plist = categories[idata.Category]
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local button = plist:Add("DButton")
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button:Dock( TOP )
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button:DockMargin( 4, 4, 4, 0 )
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button:DockMargin( 0, 0, 0, 0 )
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button:SetText( l8( idata.PrintName ) )
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button.iName = iname
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button.iData = idata
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@ -40,6 +40,14 @@ local function hRect( x, y, w, h )
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surface.DrawRect( x, y, w, h )
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end
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local function hRRect( x, y, w, h, r )
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gx, gy = hXY()
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x = (x or 0) + gx
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y = (y or 0) + gy
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draw.RoundedBox( r, x, y, w, h, surface.GetDrawColor() )
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end
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local function hTRect( x, y, w, h )
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gx, gy = hXY()
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x = (x or 0) + gx
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@ -147,6 +155,11 @@ local function commoncode( set )
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end
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end
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local fmlookup = {
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[1] = "SEMI",
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[math.huge] = "AUTO",
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}
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-- Drawing
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function GM:HUDPaint()
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local p = LocalPlayer()
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@ -154,24 +167,42 @@ function GM:HUDPaint()
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local handler = p:HandlerCheck()
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stack = util.Stack()
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S_Push( 20, 20 )
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-- S_Push( math.random( -4, 4 ), math.random( -4, 4 ) )
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S_Push( 20, h - 20 - 64 )
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hCol( COLOR_DARK )
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hRect( 0, 0, 320, 40 )
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hRRect( 0, 0, 328, 64, 8 )
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local x, y = hXY( 6, 0 )
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draw.SimpleText( "BENNY", "HUD_48", x, y, COLOR_MAIN )
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hCol( COLOR_MAIN )
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hRect( 4, 4, (320-4-4) * p:GetHealth_Blood()/1000, 40-4-4 )
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hRect( 8, 8, (320-4-4) * p:GetHealth_Blood()/1000, 40-4-4 )
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hCol( COLOR_DARK )
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hORect( 8+1, 8+1, (320-4-4)-2, 40-4-4-2, 1 )
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hScis( 4, 4, (320-4-4) * p:GetHealth_Blood()/1000, 40-4-4 )
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local x, y = hXY( 6, 0 )
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hCol( COLOR_MAIN )
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hScis( 8, 8, (320-4-4) * p:GetHealth_Blood()/1000, 40-4-4 )
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local x, y = hXY( 10, 4 )
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draw.SimpleText( "BENNY", "HUD_48", x, y, COLOR_DARK )
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hScisoff()
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local slen = (320-4-4-4-4-4)
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hCol( COLOR_MAIN )
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hRect( 8, 44, slen*0.25, 12 )
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hRect( 8 + (slen*0.25+4), 44, slen*0.25, 12 )
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hRect( 8 + (slen*0.25+4)*2, 44, slen*0.25, 12 )
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hRect( 8 + (slen*0.25+4)*3, 44, slen*0.25, 12 )
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hCol( COLOR_DARK )
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hORect( 8+1, 44+1, slen*0.25 - 2, 12-2, 1 )
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hORect( 8+1 + (slen*0.25+4), 44+1, slen*0.25 - 2, 12-2, 1 )
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hORect( 8+1 + (slen*0.25+4)*2, 44+1, slen*0.25 - 2, 12-2, 1 )
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hORect( 8+1 + (slen*0.25+4)*3, 44+1, slen*0.25 - 2, 12-2, 1 )
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S_Pop()
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if handler then
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S_Push( 20, h - 60 - 20 )
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S_Push( 20, 20 )
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for i, v in ipairs( p:GetInventory():GetWeighted() ) do
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hCol( v == handler:GetActiveR() and COLOR_BRIGHT or COLOR_DARK )
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hRect( (i-1)*(120+10), 0, 120, 60 )
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@ -194,6 +225,40 @@ function GM:HUDPaint()
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end
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end
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S_Pop()
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local wep = handler:GetActiveR()
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if wep and wep.GetClip then
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local Bw, Bh = 328, 160
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S_Push( w - 20 - Bw, h - 20 - Bh )
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hCol( COLOR_DARK )
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hRRect( 0, 0, Bw, Bh, 8 )
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hCol( COLOR_MAIN )
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local leng = Bw-8-8
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hRect( 8, 8, leng-70, 26 )
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hRect( 8 + leng - 70 + 4, 8, leng-(leng-70)-4, 26 )
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local x, y = hXY( 12, 6 )
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draw.SimpleText( l8( wep.Class.PrintName ), "HUD_36", x, y, COLOR_DARK )
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local x, y = hXY( 10 + (leng - 70) + 70/2, 11 )
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local bc = wep.Class.BurstCount
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draw.SimpleText( fmlookup[bc] or bc .. "RND", "HUD_24", x, y, COLOR_DARK, TEXT_ALIGN_CENTER )
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S_Push( Bw - 8 - 8, Bh - 18 - 8 )
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for i=0, wep.Class.ClipSize-1 do
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if (wep:GetClip() + (wep:GetSlideState() == SLIDE_FORWARD and 1 or 0)) >= (i+1) then
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hCol( COLOR_MAIN )
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hRect( (0 - 8 - 2)*i, 0, 8, 18 )
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hCol( COLOR_DARK )
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hRect( (0 - 8 - 2)*i, 14, 8, 2 )
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else
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hCol( COLOR_BRIGHT )
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hORect( (0 - 8 - 2)*i, 0, 8, 18 )
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--hORect( (0 - 8 - 2)*i+1, 1, 8-2, 18-2 )
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end
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end
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S_Pop()
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S_Pop()
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end
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end
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if false then
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@ -213,10 +278,12 @@ function GM:HUDPaint()
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S_Pop()
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end
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local itemcheck = handler:ItemCheckTrace()
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--local itemcheck = handler:ItemCheckTrace()
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-- Hints
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if true then
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S_Push( w - 20, h - 20 )
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S_Push( w - 20, 20 )
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local hints = {}
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@ -229,23 +296,32 @@ function GM:HUDPaint()
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table.insert( hints, { "[E]", "THROW" } )
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table.insert( hints, { "[R]", "RELOAD" } )
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table.insert( hints, { "", "RETAIN MAG", "HOLD" } )
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elseif itemcheck.Entity:IsValid() and itemcheck.Entity.BennyItem then
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table.insert( hints, { "", "- - - - - - - - - - - -" } )
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table.insert( hints, { "[E]", "PICK UP" } )
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--elseif itemcheck.Entity:IsValid() and itemcheck.Entity.BennyItem then
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-- table.insert( hints, { "", "- - - - - - - - - - - -" } )
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-- table.insert( hints, { "[E]", "PICK UP" } )
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end
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local x, y = hXY( 0, (#hints-1)*(-24) )
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local x, y = hXY( 0, 0 )
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for i, v in ipairs( hints ) do
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draw.SimpleText( v[1], "HUD_24", x - 150, y - 24 + (24*(i-1)), COLOR_MAIN, TEXT_ALIGN_CENTER )
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draw.SimpleText( v[2], "HUD_24", x, y - 24 + (24*(i-1)), COLOR_MAIN, TEXT_ALIGN_RIGHT )
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draw.SimpleText( v[1], "HUD_24", x - 150 + 1, y + (24*(i-1)) + 1, COLOR_DARK, TEXT_ALIGN_CENTER )
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draw.SimpleText( v[2], "HUD_24", x + 1, y + (24*(i-1)) + 1, COLOR_DARK, TEXT_ALIGN_RIGHT )
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if v[3] then
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draw.SimpleText( v[3], "HUD_16", x - 150, y - 24+3 + (24*(i-1)), COLOR_MAIN, TEXT_ALIGN_CENTER )
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draw.SimpleText( v[3], "HUD_16", x - 150 + 1, y+3 + (24*(i-1)) + 1, COLOR_DARK, TEXT_ALIGN_CENTER )
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end
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end
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for i, v in ipairs( hints ) do
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draw.SimpleText( v[1], "HUD_24", x - 150, y + (24*(i-1)), COLOR_MAIN, TEXT_ALIGN_CENTER )
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draw.SimpleText( v[2], "HUD_24", x, y + (24*(i-1)), COLOR_MAIN, TEXT_ALIGN_RIGHT )
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if v[3] then
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draw.SimpleText( v[3], "HUD_16", x - 150, y+3 + (24*(i-1)), COLOR_MAIN, TEXT_ALIGN_CENTER )
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end
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end
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S_Pop()
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end
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-- S_Pop()
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local trac = p:GetEyeTrace().HitPos:ToScreen()
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local trac2 = util.TraceLine( {
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start = CamSpot(),
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@ -256,7 +332,7 @@ function GM:HUDPaint()
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for i=1, 2 do
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local shadowtime = i==1
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local traac = shadowtime and trac2 or trac
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local cx, cy = traac.x, traac.y
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local cx, cy = math.Round(traac.x), math.Round(traac.y)
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S_Push( cx, cy )
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local lol = shadowtime and 0 or 255
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surface.SetDrawColor( lol, lol, lol )
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@ -76,27 +76,27 @@ AddItem( "base", {
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local AnimationLookup = {
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["fire"] = {
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["handgun"] = "fire_handgun",
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["handgun"] = "handgun_fire",
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["rifle"] = "rifle_fire",
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},
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["reload"] = {
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["handgun"] = "reload_handgun",
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["handgun"] = "handgun_reload",
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["rifle"] = "rifle_reload",
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},
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["reload_rack"] = {
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["handgun"] = "reload_handgun_rack",
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["handgun"] = "handgun_reload_rack",
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["rifle"] = "rifle_reload_rack",
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},
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["reload_insert"] = {
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["handgun"] = "reload_handgun_insert",
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["handgun"] = "handgun_reload_insert",
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["rifle"] = "rifle_reload_insert",
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},
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["deploy"] = {
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["handgun"] = "deploy_handgun",
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["handgun"] = "handgun_deploy",
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["rifle"] = "rifle_deploy",
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},
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["holster"] = {
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["handgun"] = "holster_handgun",
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["handgun"] = "handgun_holster",
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["rifle"] = "holster_handgun",
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},
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}
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@ -218,6 +218,7 @@ AddItem( "base_firearm", {
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local acc = math.rad( class.Accuracy or 0 )
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local p = handler:GetOwner()
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p:LagCompensation(true)
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handler:FireBullets( {
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Attacker = p,
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Damage = 1,
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@ -227,6 +228,7 @@ AddItem( "base_firearm", {
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Src = p:GetShootPos(),
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Spread = Vector( acc, acc, 0 ),
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} )
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p:LagCompensation(false)
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local ply = handler:GetOwner()
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ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_ATTACK_AND_RELOAD, ply:LookupSequence( AnimationLookup["fire"][class.HoldType] ), 0, true )
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@ -240,36 +242,41 @@ AddItem( "base_firearm", {
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if ent:GetDelay() > CurTime() then return end
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ent:SetDelay( CurTime() + 0.6 )
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local ply = handler:GetOwner()
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local time = 0.6
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if (ent:GetClip() > 0) and ent:GetSlideState() == SLIDE_BACK then
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handler:EmitSound( class.BoltDropSound, 70, 100, 0.4, CHAN_STATIC )
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ent:SetSlideState( SLIDE_FORWARD )
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ent:SetClip( ent:GetClip() - 1 )
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ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_ATTACK_AND_RELOAD, ply:LookupSequence( AnimationLookup["reload_rack"][class.HoldType] ), 0, true )
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time = 0.4
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elseif (ent:GetClip() > 0) and ent:GetSlideState() == SLIDE_EMPTY then
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handler:EmitSound( class.BoltPullSound, 70, 100, 0.4, CHAN_STATIC )
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ent:SetSlideState( SLIDE_FORWARD )
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ent:SetClip( ent:GetClip() - 1 )
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ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_ATTACK_AND_RELOAD, ply:LookupSequence( AnimationLookup["reload_rack"][class.HoldType] ), 0, true )
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time = 0.4
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elseif ent:GetLoaded() then
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handler:EmitSound( class.MagOutSound, 70, 100, 0.4, CHAN_STATIC )
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ent:SetLoaded( false )
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ent:SetClip( 0 )
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ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_ATTACK_AND_RELOAD, ply:LookupSequence( AnimationLookup["reload"][class.HoldType] ), 0, true )
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time = 0.4
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else
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handler:EmitSound( class.MagInSound, 70, 100, 0.4, CHAN_STATIC )
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ent:SetLoaded( true )
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ent:SetRefillTime( CurTime() + 0.5 )
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ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_ATTACK_AND_RELOAD, ply:LookupSequence( AnimationLookup["reload_insert"][class.HoldType] ), 0, true )
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time = 0.6
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end
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ent:SetDelay( CurTime() + time )
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end,
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["Deploy"] = function( class, ent, handler )
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handler:EmitSound( "weapons/usp/usp_slideback.wav", 70, 125, 0.4, CHAN_STATIC )
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ent:SetDelay( CurTime() + 0.25 )
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ent:SetDelay( CurTime() + 0.5 )
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local ply = handler:GetOwner()
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ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_ATTACK_AND_RELOAD, ply:LookupSequence( AnimationLookup["deploy"][class.HoldType] ), 0, true )
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@ -412,6 +419,76 @@ AddItem( "satchels", {
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end,
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})
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AddItem( "toolgun", {
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PrintName = "#Item.toolgun.Name",
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Description = "#Item.toolgun.Description",
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Category = "dev",
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Base = "base",
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Model = "models/benny/weapons/testgun.mdl",
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HoldType = "handgun",
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Vars = {
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["Float"] = {
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"Delay",
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},
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["Int"] = {
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"BurstCount",
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},
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},
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["Attack"] = function( class, ent, handler )
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if ent:GetBurstCount() >= 1 then return end
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if ent:GetDelay() > CurTime() then return end
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ent:SetDelay( CurTime() + 0.1 )
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ent:SetBurstCount( ent:GetBurstCount() + 1 )
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handler:EmitSound("weapons/airboat/airboat_gun_lastshot1.wav", 100, 100, 1, CHAN_STATIC)
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if SERVER then
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local p = handler:GetOwner()
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local tr = p:GetEyeTrace()
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local summon = ents.Create( "b-npc_human" )
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summon:SetPos( tr.HitPos + tr.HitNormal )
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local ang = Angle( 0, p:EyeAngles().y+0, 0 )
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summon:SetAngles( ang )
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summon:Spawn()
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end
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end,
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["AttackAlt"] = function( class, ent, handler )
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if ent:GetDelay() > CurTime() then return end
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ent:SetDelay( CurTime() + 0.5 )
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end,
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["Reload"] = function( class, ent, handler )
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end,
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["Think"] = function( class, ent, handler )
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if ent:GetBurstCount() > 0 and !handler:GetOwner():KeyDown( IN_ATTACK ) then
|
||||
ent:SetBurstCount( 0 )
|
||||
end
|
||||
end,
|
||||
|
||||
["Deploy"] = function( class, ent, handler )
|
||||
ent:SetDelay( CurTime() + 0.5 )
|
||||
|
||||
local ply = handler:GetOwner()
|
||||
ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_ATTACK_AND_RELOAD, ply:LookupSequence( AnimationLookup["deploy"][class.HoldType] ), 0, true )
|
||||
end,
|
||||
|
||||
["Holster"] = function( class, ent, handler )
|
||||
ent:SetDelay( CurTime() + 0.25 )
|
||||
|
||||
local ply = handler:GetOwner()
|
||||
ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_ATTACK_AND_RELOAD, ply:LookupSequence( AnimationLookup["holster"][class.HoldType] ), 0, true )
|
||||
end,
|
||||
})
|
||||
|
||||
do -- Handguns
|
||||
|
||||
AddItem( "mk23", {
|
||||
PrintName = "#Item.mk23.Name",
|
||||
Description = "#Item.mk23.Description",
|
||||
|
@ -440,9 +517,14 @@ AddItem( "mk23", {
|
|||
Accuracy_Decay = 5,
|
||||
})
|
||||
|
||||
end
|
||||
|
||||
do -- Rifles
|
||||
|
||||
AddItem( "fnc", {
|
||||
PrintName = "#Item.fnc.Name",
|
||||
Description = "#Item.fnc.Description",
|
||||
Category = "assaultrifle",
|
||||
Base = "base_firearm_ubgl",
|
||||
|
||||
Model = "models/benny/weapons/testrifle2.mdl",--"models/weapons/w_rif_ar556.mdl",
|
||||
|
@ -462,9 +544,33 @@ AddItem( "fnc", {
|
|||
Accuracy_Decay = 12,
|
||||
})
|
||||
|
||||
AddItem( "qbz", {
|
||||
PrintName = "#Item.qbz.Name",
|
||||
Description = "#Item.qbz.Description",
|
||||
Category = "assaultrifle",
|
||||
Base = "base_firearm",
|
||||
|
||||
Model = "models/benny/weapons/testrifle2.mdl",--"models/weapons/w_rif_ar556.mdl",
|
||||
HoldType = "rifle",
|
||||
|
||||
ClipSize = 30,
|
||||
Delay = (60/750),
|
||||
FireSound = {
|
||||
"benny/weapons/stoner63/01.ogg",
|
||||
"benny/weapons/stoner63/02.ogg",
|
||||
"benny/weapons/stoner63/03.ogg",
|
||||
},
|
||||
|
||||
Accuracy = 1,
|
||||
Accuracy_Add = 0.4,
|
||||
Accuracy_Reset = 0.4,
|
||||
Accuracy_Decay = 12,
|
||||
})
|
||||
|
||||
AddItem( "m16a2", {
|
||||
PrintName = "#Item.m16a2.Name",
|
||||
Description = "#Item.m16a2.Description",
|
||||
Category = "assaultrifle",
|
||||
Base = "base_firearm",
|
||||
|
||||
Model = "models/benny/weapons/testrifle3.mdl",--"models/weapons/w_rif_m16a2.mdl",
|
||||
|
@ -488,9 +594,90 @@ AddItem( "m16a2", {
|
|||
Accuracy_Decay = 12,
|
||||
})
|
||||
|
||||
end
|
||||
|
||||
do -- SMGs
|
||||
|
||||
AddItem( "tmp", {
|
||||
PrintName = "#Item.tmp.Name",
|
||||
Description = "#Item.tmp.Description",
|
||||
Category = "smg",
|
||||
Base = "base_firearm",
|
||||
|
||||
Model = "models/benny/weapons/testrifle2.mdl",--"models/weapons/w_rif_ar556.mdl",
|
||||
HoldType = "handgun",
|
||||
|
||||
ClipSize = 15,
|
||||
Delay = (60/850),
|
||||
FireSound = {
|
||||
"benny/weapons/tmp/01.ogg",
|
||||
"benny/weapons/tmp/02.ogg",
|
||||
"benny/weapons/tmp/03.ogg",
|
||||
},
|
||||
})
|
||||
|
||||
AddItem( "mp7", {
|
||||
PrintName = "#Item.mp7.Name",
|
||||
Description = "#Item.mp7.Description",
|
||||
Category = "smg",
|
||||
Base = "base_firearm",
|
||||
|
||||
Model = "models/benny/weapons/testrifle2.mdl",--"models/weapons/w_rif_ar556.mdl",
|
||||
HoldType = "handgun",
|
||||
|
||||
ClipSize = 20,
|
||||
Delay = (60/950),
|
||||
FireSound = {
|
||||
"benny/weapons/mp7/01.ogg",
|
||||
"benny/weapons/mp7/02.ogg",
|
||||
"benny/weapons/mp7/03.ogg",
|
||||
},
|
||||
})
|
||||
|
||||
AddItem( "mp5k", {
|
||||
PrintName = "#Item.mp5k.Name",
|
||||
Description = "#Item.mp5k.Description",
|
||||
Category = "smg",
|
||||
Base = "base_firearm",
|
||||
|
||||
Model = "models/benny/weapons/testrifle2.mdl",--"models/weapons/w_rif_ar556.mdl",
|
||||
HoldType = "handgun",
|
||||
|
||||
ClipSize = 15,
|
||||
Delay = (60/750),
|
||||
FireSound = {
|
||||
"benny/weapons/mp5k/01.ogg",
|
||||
"benny/weapons/mp5k/02.ogg",
|
||||
"benny/weapons/mp5k/03.ogg",
|
||||
},
|
||||
})
|
||||
|
||||
AddItem( "mac11", {
|
||||
PrintName = "#Item.mac11.Name",
|
||||
Description = "#Item.mac11.Description",
|
||||
Category = "smg",
|
||||
Base = "base_firearm",
|
||||
|
||||
Model = "models/benny/weapons/testrifle2.mdl",--"models/weapons/w_rif_ar556.mdl",
|
||||
HoldType = "handgun",
|
||||
|
||||
ClipSize = 16,
|
||||
Delay = (60/1000),
|
||||
FireSound = {
|
||||
"benny/weapons/mac11/01.ogg",
|
||||
"benny/weapons/mac11/02.ogg",
|
||||
"benny/weapons/mac11/03.ogg",
|
||||
},
|
||||
})
|
||||
|
||||
end
|
||||
|
||||
do -- Shotguns
|
||||
|
||||
AddItem( "spas12", {
|
||||
PrintName = "#Item.spas12.Name",
|
||||
Description = "#Item.spas12.Description",
|
||||
Category = "shotgun",
|
||||
Base = "base_firearm",
|
||||
|
||||
Model = "models/weapons/w_shotgun.mdl",
|
||||
|
@ -516,6 +703,33 @@ AddItem( "spas12", {
|
|||
Accuracy_Decay = 12,
|
||||
})
|
||||
|
||||
end
|
||||
|
||||
-- bat
|
||||
-- bat_wood
|
||||
-- machete
|
||||
-- kabar
|
||||
-- baton
|
||||
|
||||
-- deagle
|
||||
-- cz75a
|
||||
-- glock
|
||||
-- 1911
|
||||
-- mk23
|
||||
-- nambu
|
||||
-- anaconda
|
||||
|
||||
-- tmp
|
||||
-- mp7
|
||||
-- mp5k
|
||||
-- mac11
|
||||
-- bizon
|
||||
-- chicom
|
||||
|
||||
-- fnc
|
||||
-- qbz
|
||||
-- m16a2
|
||||
|
||||
for ID, Data in pairs(ITEMS) do
|
||||
local tent = {}
|
||||
tent.Base = "b-itembase"
|
||||
|
|
|
@ -9,11 +9,29 @@ L["#Item.mk23.Description"] = "Special forces sidearm"
|
|||
L["#Item.fnc.Name"] = "FNC Para"
|
||||
L["#Item.fnc.Description"] = "Imported assault rifle"
|
||||
|
||||
L["#Item.qbz.Name"] = "QBZ-95"
|
||||
L["#Item.qbz.Description"] = "Low-profile bullpup 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"
|
||||
|
||||
L["#Item.tmp.Name"] = "TMP"
|
||||
L["#Item.tmp.Description"] = "Concealable machine pistol"
|
||||
|
||||
L["#Item.mp5k.Name"] = "MP5K"
|
||||
L["#Item.mp5k.Description"] = "High-quality SMG"
|
||||
|
||||
L["#Item.mp7.Name"] = "MP7"
|
||||
L["#Item.mp7.Description"] = "Special forces PDW"
|
||||
|
||||
L["#Item.mac11.Name"] = "MAC-11"
|
||||
L["#Item.mac11.Description"] = "Tiny hornet gun"
|
||||
|
||||
L["#Item.satchels.Name"] = "Satchels"
|
||||
L["#Item.satchels.Description"] = "Packs of bombs and a detonator"
|
||||
|
||||
L["#Item.toolgun.Name"] = "Tool gun"
|
||||
L["#Item.toolgun.Description"] = "Developer tools"
|
|
@ -144,11 +144,58 @@ function GM:UpdateAnimation( ply, vel, maxseqgroundspeed )
|
|||
normal:Rotate( Angle( 0, -ply:EyeAngles().y, 0 ) )
|
||||
|
||||
local speed = (len2d/200)
|
||||
|
||||
--print( string.format( "x: %G, y: %G", normal.x, normal.y ))
|
||||
|
||||
local biggerone = math.max( math.abs(normal.x), math.abs(normal.y) )
|
||||
|
||||
local needer = 1+((1-biggerone)/biggerone)
|
||||
normal.x = normal.x * needer
|
||||
normal.y = normal.y * needer
|
||||
|
||||
local diveend = ply:GetLayerSequence( GESTURE_SLOT_JUMP ) == ply:LookupSequence("dive_end_handgun")
|
||||
local divestart = ply:GetLayerSequence( GESTURE_SLOT_JUMP ) == ply:LookupSequence("dive_start_handgun")
|
||||
|
||||
if ply:GetInDive() or diveend then speed = 1 end
|
||||
|
||||
ply:SetPoseParameter( "move_x", normal.x * speed )
|
||||
ply:SetPoseParameter( "move_y", normal.y * speed )
|
||||
|
||||
ply:SetAllowFullRotation( true )
|
||||
ply:SetAngles( Angle( 0, ply:EyeAngles().y, 0 ) )
|
||||
local magic = ply:EyeAngles().y
|
||||
|
||||
magic = -(magic - ply:GetRenderAngles().y)
|
||||
|
||||
--magic = magic % 180
|
||||
|
||||
if magic < -180 then
|
||||
magic = magic + 360
|
||||
elseif magic > 180 then
|
||||
magic = magic - 360
|
||||
end
|
||||
|
||||
magic = magic * 0.75
|
||||
|
||||
ply:SetPoseParameter( "aim_p", -ply:EyeAngles().p/90 )
|
||||
ply:SetPoseParameter( "aim_y", 0 )--magic/90 )
|
||||
|
||||
|
||||
ply:SetAllowFullRotation( false )
|
||||
--ply:SetAngles( Angle( 0, ply:EyeAngles().y, 0 ) )
|
||||
ply:SetRenderAngles( Angle( 0, ply:EyeAngles().y, 0 ) )
|
||||
|
||||
if diveend then
|
||||
local magicnumber = ply:GetLayerCycle( GESTURE_SLOT_JUMP )
|
||||
magicnumber = math.Remap( magicnumber, 0.5, 0.75, 1, 0 )
|
||||
magicnumber = math.Clamp( magicnumber, 0, 1 )
|
||||
ply:AnimSetGestureWeight( GESTURE_SLOT_JUMP, magicnumber )
|
||||
elseif divestart then
|
||||
local magicnumber = ply:GetLayerCycle( GESTURE_SLOT_JUMP )
|
||||
magicnumber = math.Remap( magicnumber, 0.1, 0.6, 1, 0 )
|
||||
magicnumber = math.Clamp( magicnumber, 0, 1 )
|
||||
ply:AnimSetGestureWeight( GESTURE_SLOT_JUMP, magicnumber )
|
||||
else
|
||||
ply:AnimSetGestureWeight( GESTURE_SLOT_JUMP, 1 )
|
||||
end
|
||||
|
||||
--local dir = ply:GetVelocity():GetNormalized()
|
||||
--local dira
|
||||
|
@ -211,7 +258,7 @@ function GM:CalcMainActivity( ply, velocity )
|
|||
end
|
||||
|
||||
if ply:GetInDive() then
|
||||
plyTable.CalcSeqOverride = ply:LookupSequence( "dive_idle" )
|
||||
plyTable.CalcSeqOverride = ply:LookupSequence( "dive_idle_handgun" )
|
||||
end
|
||||
|
||||
plyTable.m_bWasOnGround = ply:IsOnGround()
|
||||
|
@ -269,8 +316,6 @@ if CLIENT then
|
|||
end
|
||||
|
||||
hook.Add("Move", "Benny_Move", function( ply, mv )
|
||||
ply:SetHull( Vector( -8, -8, 0 ), Vector( 8, 8, 72 ) )
|
||||
ply:SetHullDuck( Vector( -8, -8, 0 ), Vector( 8, 8, 32 ) )
|
||||
if mv:KeyDown( IN_SPEED ) and !ply:GetInDive() and (ply:GetDivedAt() + 0.5 <= CurTime()) then
|
||||
local cool = Vector( mv:GetForwardSpeed(), -mv:GetSideSpeed(), 0 )
|
||||
cool:Normalize()
|
||||
|
@ -281,7 +326,7 @@ hook.Add("Move", "Benny_Move", function( ply, mv )
|
|||
ply:SetGroundEntity( NULL )
|
||||
ply:SetInDive( true )
|
||||
ply:SetDivedAt( CurTime() )
|
||||
ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_JUMP, ply:LookupSequence( "dive_start" ), 0, true )
|
||||
ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_JUMP, ply:LookupSequence( "dive_start_handgun" ), 0, true )
|
||||
if (SERVER) or (CLIENT and IsFirstTimePredicted()) then
|
||||
local rfil = nil
|
||||
if SERVER then
|
||||
|
@ -291,6 +336,8 @@ hook.Add("Move", "Benny_Move", function( ply, mv )
|
|||
end
|
||||
ply:EmitSound("weapons/slam/throw.wav", 70, 100, .25, nil, nil, nil, rfil)
|
||||
end
|
||||
ply:SetHull( Vector( -8, -8, 32 ), Vector( 8, 8, 72 ) )
|
||||
ply:SetHullDuck( Vector( -8, -8, 32 ), Vector( 8, 8, 48 ) )
|
||||
end
|
||||
if ply:OnGround() and ply:GetInDive() then
|
||||
if (SERVER) or (CLIENT and IsFirstTimePredicted()) then
|
||||
|
@ -304,7 +351,12 @@ hook.Add("Move", "Benny_Move", function( ply, mv )
|
|||
end
|
||||
ply:SetInDive(false)
|
||||
ply:SetDivedAt( CurTime() )
|
||||
ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_JUMP, ply:LookupSequence( "dive_end" ), 0, true )
|
||||
ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_JUMP, ply:LookupSequence( "dive_end_handgun" ), 0, true )
|
||||
ply:SetHull( Vector( -8, -8, 0 ), Vector( 8, 8, 72 ) )
|
||||
ply:SetHullDuck( Vector( -8, -8, 0 ), Vector( 8, 8, 48 ) )
|
||||
mv:SetVelocity( mv:GetVelocity() + Vector( 0, 0, 120 ) )
|
||||
ply:SetGroundEntity( NULL )
|
||||
mv:SetOrigin( mv:GetOrigin() + vector_up*32 )
|
||||
end
|
||||
--if !ply:OnGround() and ply:GetInDive() then
|
||||
-- local da = ply:GetDivedAt()
|
||||
|
|
Loading…
Reference in New Issue