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