Remove this stupid ass slide system, make a better one l8r
This commit is contained in:
parent
5b4497a0cd
commit
f6089bf156
|
@ -217,7 +217,6 @@ function GM:HUDPaint()
|
||||||
local drawer = ""
|
local drawer = ""
|
||||||
|
|
||||||
drawer = drawer .. v:GetClip()
|
drawer = drawer .. v:GetClip()
|
||||||
drawer = drawer .. "+" .. (v:GetSlideState() == SLIDE_FORWARD and 1 or 0)
|
|
||||||
drawer = drawer .. "/"
|
drawer = drawer .. "/"
|
||||||
drawer = drawer .. v.Class.ClipSize
|
drawer = drawer .. v.Class.ClipSize
|
||||||
draw.SimpleText( drawer, "HUD_16", x + 10, y + 60/2 + (16), COLOR_MAIN, TEXT_ALIGN_LEFT, TEXT_ALIGN_CENTER )
|
draw.SimpleText( drawer, "HUD_16", x + 10, y + 60/2 + (16), COLOR_MAIN, TEXT_ALIGN_LEFT, TEXT_ALIGN_CENTER )
|
||||||
|
@ -245,7 +244,7 @@ function GM:HUDPaint()
|
||||||
|
|
||||||
S_Push( Bw - 8 - 8, Bh - 18 - 8 )
|
S_Push( Bw - 8 - 8, Bh - 18 - 8 )
|
||||||
for i=0, wep.Class.ClipSize-1 do
|
for i=0, wep.Class.ClipSize-1 do
|
||||||
if (wep:GetClip() + (wep:GetSlideState() == SLIDE_FORWARD and 1 or 0)) >= (i+1) then
|
if wep:GetClip() >= (i+1) then
|
||||||
hCol( COLOR_MAIN )
|
hCol( COLOR_MAIN )
|
||||||
hRect( (0 - 8 - 2)*i, 0, 8, 18 )
|
hRect( (0 - 8 - 2)*i, 0, 8, 18 )
|
||||||
hCol( COLOR_DARK )
|
hCol( COLOR_DARK )
|
||||||
|
|
|
@ -101,10 +101,6 @@ local AnimationLookup = {
|
||||||
},
|
},
|
||||||
}
|
}
|
||||||
|
|
||||||
SLIDE_FORWARD = 0 -- loaded
|
|
||||||
SLIDE_EMPTY = 1 -- empty
|
|
||||||
SLIDE_BACK = 2 -- back
|
|
||||||
|
|
||||||
AddItem( "base_firearm", {
|
AddItem( "base_firearm", {
|
||||||
PrintName = "Base Firearm",
|
PrintName = "Base Firearm",
|
||||||
Description = "Item base for firearms.",
|
Description = "Item base for firearms.",
|
||||||
|
@ -121,7 +117,6 @@ AddItem( "base_firearm", {
|
||||||
"Clip",
|
"Clip",
|
||||||
"BurstCount",
|
"BurstCount",
|
||||||
"Firemode",
|
"Firemode",
|
||||||
"SlideState", -- 0 = forward and loaded, 1 = forward and empty, 2 = back and empty
|
|
||||||
},
|
},
|
||||||
["Float"] = {
|
["Float"] = {
|
||||||
"Delay",
|
"Delay",
|
||||||
|
@ -185,11 +180,10 @@ AddItem( "base_firearm", {
|
||||||
end,
|
end,
|
||||||
|
|
||||||
["Attack"] = function( class, ent, handler )
|
["Attack"] = function( class, ent, handler )
|
||||||
--if ent:GetClip() <= 0 then return end
|
if ent:GetClip() <= 0 then return end
|
||||||
if ent:GetDelay() > CurTime() then return end
|
if ent:GetDelay() > CurTime() then return end
|
||||||
if ent:GetDelayBurst() > CurTime() then return end
|
if ent:GetDelayBurst() > CurTime() then return end
|
||||||
if ent:GetBurstCount() >= class.BurstCount then return end
|
if ent:GetBurstCount() >= class.BurstCount then return end
|
||||||
if ent:GetSlideState() != SLIDE_FORWARD then handler:EmitSound( "benny/weapons/noammo.ogg", 70, 150, 0.4, CHAN_STATIC ) ent:SetDelay( CurTime() + 0.25 ) ent:SetBurstCount( 0 ) return end
|
|
||||||
|
|
||||||
local Runaway = class.BurstRunaway
|
local Runaway = class.BurstRunaway
|
||||||
local BAuto = class.BurstAuto
|
local BAuto = class.BurstAuto
|
||||||
|
@ -201,16 +195,9 @@ AddItem( "base_firearm", {
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
ent:SetSlideState( SLIDE_BACK )
|
|
||||||
--if ent:GetClip() == 0 then
|
|
||||||
if ent:GetClip() > 0 then
|
|
||||||
ent:SetClip( ent:GetClip() - 1 )
|
ent:SetClip( ent:GetClip() - 1 )
|
||||||
ent:SetSlideState( SLIDE_FORWARD )
|
if ent:GetClip() == 0 then
|
||||||
else
|
|
||||||
handler:EmitSound( "benny/weapons/1911/slidedrop.ogg", 70, 100, 0.4, CHAN_STATIC )
|
handler:EmitSound( "benny/weapons/1911/slidedrop.ogg", 70, 100, 0.4, CHAN_STATIC )
|
||||||
if !ent:GetLoaded() then
|
|
||||||
ent:SetSlideState( SLIDE_EMPTY )
|
|
||||||
end
|
|
||||||
end
|
end
|
||||||
|
|
||||||
ent:SetDelay( CurTime() + class.Delay )
|
ent:SetDelay( CurTime() + class.Delay )
|
||||||
|
@ -239,26 +226,12 @@ AddItem( "base_firearm", {
|
||||||
--handler:EmitSound( "weapons/m4a1/m4a1_boltpull.wav", 70, 125, 0.4, CHAN_STATIC )
|
--handler:EmitSound( "weapons/m4a1/m4a1_boltpull.wav", 70, 125, 0.4, CHAN_STATIC )
|
||||||
--ent:SetRefillTime( CurTime() + 0.1 )
|
--ent:SetRefillTime( CurTime() + 0.1 )
|
||||||
--handler:EmitSound( "benny/weapons/basic.ogg", 70, 100, 0.4, CHAN_STATIC )
|
--handler:EmitSound( "benny/weapons/basic.ogg", 70, 100, 0.4, CHAN_STATIC )
|
||||||
|
|
||||||
|
|
||||||
if ent:GetDelay() > CurTime() then return end
|
if ent:GetDelay() > CurTime() then return end
|
||||||
|
|
||||||
local ply = handler:GetOwner()
|
local ply = handler:GetOwner()
|
||||||
local time = 0.6
|
local time = 0.6
|
||||||
|
|
||||||
if (ent:GetClip() > 0) and ent:GetSlideState() == SLIDE_BACK then
|
if ent:GetLoaded() then
|
||||||
handler:EmitSound( class.BoltDropSound, 70, 100, 0.4, CHAN_STATIC )
|
|
||||||
ent:SetSlideState( SLIDE_FORWARD )
|
|
||||||
ent:SetClip( ent:GetClip() - 1 )
|
|
||||||
ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_ATTACK_AND_RELOAD, ply:LookupSequence( AnimationLookup["reload_rack"][class.HoldType] ), 0, true )
|
|
||||||
time = 0.4
|
|
||||||
elseif (ent:GetClip() > 0) and ent:GetSlideState() == SLIDE_EMPTY then
|
|
||||||
handler:EmitSound( class.BoltPullSound, 70, 100, 0.4, CHAN_STATIC )
|
|
||||||
ent:SetSlideState( SLIDE_FORWARD )
|
|
||||||
ent:SetClip( ent:GetClip() - 1 )
|
|
||||||
ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_ATTACK_AND_RELOAD, ply:LookupSequence( AnimationLookup["reload_rack"][class.HoldType] ), 0, true )
|
|
||||||
time = 0.4
|
|
||||||
elseif ent:GetLoaded() then
|
|
||||||
handler:EmitSound( class.MagOutSound, 70, 100, 0.4, CHAN_STATIC )
|
handler:EmitSound( class.MagOutSound, 70, 100, 0.4, CHAN_STATIC )
|
||||||
ent:SetLoaded( false )
|
ent:SetLoaded( false )
|
||||||
ent:SetClip( 0 )
|
ent:SetClip( 0 )
|
||||||
|
@ -269,7 +242,7 @@ AddItem( "base_firearm", {
|
||||||
ent:SetLoaded( true )
|
ent:SetLoaded( true )
|
||||||
ent:SetRefillTime( CurTime() + 0.5 )
|
ent:SetRefillTime( CurTime() + 0.5 )
|
||||||
ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_ATTACK_AND_RELOAD, ply:LookupSequence( AnimationLookup["reload_insert"][class.HoldType] ), 0, true )
|
ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_ATTACK_AND_RELOAD, ply:LookupSequence( AnimationLookup["reload_insert"][class.HoldType] ), 0, true )
|
||||||
time = 0.6
|
time = 0.8
|
||||||
end
|
end
|
||||||
ent:SetDelay( CurTime() + time )
|
ent:SetDelay( CurTime() + time )
|
||||||
end,
|
end,
|
||||||
|
@ -288,8 +261,6 @@ AddItem( "base_firearm", {
|
||||||
handler:EmitSound( "weapons/m4a1/m4a1_deploy.wav", 70, 125, 0.4, CHAN_STATIC )
|
handler:EmitSound( "weapons/m4a1/m4a1_deploy.wav", 70, 125, 0.4, CHAN_STATIC )
|
||||||
ent:SetDelay( CurTime() + 0.25 )
|
ent:SetDelay( CurTime() + 0.25 )
|
||||||
|
|
||||||
if ent:GetSlideState() == SLIDE_BACK then ent:SetSlideState( SLIDE_EMPTY ) end
|
|
||||||
|
|
||||||
local ply = handler:GetOwner()
|
local ply = handler:GetOwner()
|
||||||
ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_ATTACK_AND_RELOAD, ply:LookupSequence( AnimationLookup["holster"][class.HoldType] ), 0, true )
|
ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_ATTACK_AND_RELOAD, ply:LookupSequence( AnimationLookup["holster"][class.HoldType] ), 0, true )
|
||||||
end,
|
end,
|
||||||
|
|
Loading…
Reference in New Issue