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No commits in common. "7fd2fba51efe9c5a0f7d33f2e6ae2c58390367b1" and "3946029046d2de65ad1f92f1f550cbe52dff5d7e" have entirely different histories.
7fd2fba51e
...
3946029046
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@ -0,0 +1,26 @@
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SWEP.Base = "weapon_base"
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function SWEP:PrimaryAttack()
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return true
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end
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function SWEP:SecondaryAttack()
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return true
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end
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function SWEP:Reload()
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return true
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end
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function SWEP:Think()
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return true
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end
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function SWEP:Deploy()
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return true
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end
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function SWEP:Holster()
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return true
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end
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@ -70,7 +70,7 @@ end
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function SWEP:SetActive( ent )
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function SWEP:SetActive( ent )
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local p = self:GetOwner()
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local p = self:GetOwner()
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if ent:GetOwner() != p then return false end
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if ent:GetOwner() != p then return false end
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--if self:GetActiveR():IsValid() then self:Deactive() end
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if self:GetActiveR():IsValid() then self:Deactive() end
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self:SetActiveR( ent )
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self:SetActiveR( ent )
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if self:ItemR() then
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if self:ItemR() then
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self:ItemR( "Deploy" )
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self:ItemR( "Deploy" )
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@ -80,6 +80,12 @@ function SWEP:SetActive( ent )
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end
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end
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function SWEP:Deactive()
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function SWEP:Deactive()
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local p = self:GetOwner()
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if self:ItemR() then
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self:ItemR( "Holster" )
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self:ItemR():SetNoDraw( true )
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end
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self:SetActiveR( NULL )
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end
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end
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function SWEP:PrimaryAttack()
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function SWEP:PrimaryAttack()
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@ -163,7 +169,8 @@ function SWEP:DropItem()
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local ent = self:GetActiveR()
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local ent = self:GetActiveR()
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if ent:IsValid() then
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if ent:IsValid() then
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if CLIENT then print("DropItem called on CLIENT but certain things aren't finished yet.") return end
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if CLIENT then print("DropItem called on CLIENT but certain things aren't finished yet.") return end
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self:Deactive()
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self:SetDesireR( NULL )
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self:SetDesireR( NULL )
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ent:SetParent( NULL )
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ent:SetParent( NULL )
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@ -199,44 +206,40 @@ function SWEP:Think()
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local p = self:GetOwner()
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local p = self:GetOwner()
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if p:IsValid() then
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if p:IsValid() then
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local DesireR = self:GetDesireR()
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local DesireR = self:GetDesireR()
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local ActiveR = self:GetActiveR()
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local ActiveR = self:GetActiveR()
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local DesireR_Valid = DesireR:IsValid()
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local DesireR_Valid = DesireR:IsValid()
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local ActiveR_Valid = ActiveR:IsValid()
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local ActiveR_Valid = ActiveR:IsValid()
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if DesireR != ActiveR then
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-- If we're holding the weapon we want...
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print(DesireR, ActiveR)
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if ActiveR == DesireR then
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-- Do nothing
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-- If we want no weapon equipped
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elseif !DesireR_Valid then
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if ActiveR_Valid then
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if ActiveR_Valid then
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if ActiveR:GetHolsterIn() == 0 then
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self:Deactive()
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--self:Deactive()
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print("hi?")
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ActiveR.Class.Holster( ActiveR.Class, ActiveR, self )
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else
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-- wait
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end
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else
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else
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if DesireR_Valid then
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-- We're holding nothing. Do nothing.
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self:SetActive( DesireR )
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end
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end
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end
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else
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if ActiveR_Valid and ActiveR:GetHolsterIn() != 0 then
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-- If we want a weapon equipped
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ActiveR.Class.UndoHolster( ActiveR.Class, ActiveR, self )
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elseif DesireR_Valid then
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if ActiveR != DesireR then
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self:Deactive()
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end
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end
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self:SetActive( DesireR )
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end
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end
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if p:KeyPressed(IN_WEAPON1) then
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if p:KeyPressed(IN_WEAPON1) then
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if !self:ItemR() then
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if SERVER then
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if SERVER then
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if !self:ItemR() then
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local trace = self:ItemCheckTrace()
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local trace = self:ItemCheckTrace()
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self:EquipItem( trace.Entity )
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self:EquipItem( trace.Entity )
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end
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else
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else
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ActiveR.Class.Drop( ActiveR.Class, ActiveR, self )
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if SERVER then
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self:DropItem()
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self:DropItem()
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end
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end
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self:SetActiveR( NULL )
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end
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end
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end
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end
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if p:KeyPressed(IN_WEAPON2) then
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if p:KeyPressed(IN_WEAPON2) then
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@ -244,6 +247,7 @@ function SWEP:Think()
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if p:KeyPressed(IN_ALT1) then
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if p:KeyPressed(IN_ALT1) then
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end
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end
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if p:KeyPressed(IN_ALT2) then
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if p:KeyPressed(IN_ALT2) then
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end
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end
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if p:KeyPressed(IN_GRENADE1) then
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if p:KeyPressed(IN_GRENADE1) then
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if self:ItemR() and self:ItemR().Class.Alt then
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if self:ItemR() and self:ItemR().Class.Alt then
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@ -256,6 +260,7 @@ function SWEP:Think()
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if self:ItemR() then
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if self:ItemR() then
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self:ItemR("Think")
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self:ItemR("Think")
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end
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end
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--self:SetHoldType( self:ItemR() and (self:ItemR().Class.HoldType or "rpg") or "normal" )
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else
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else
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print( self, "Thinking without an owner." )
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print( self, "Thinking without an owner." )
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end
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end
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@ -5,7 +5,7 @@
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local cam_f = CreateConVar( "b-cam_f", -75 )
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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_r = CreateConVar( "b-cam_r", 12 )
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local cam_u = CreateConVar( "b-cam_u", 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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local cam_fov = CreateConVar( "b-cam_fov", 75 )
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local m = 3
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local m = 3
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@ -747,52 +747,22 @@ function GM:HUDPaint()
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-- S_Pop()
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-- S_Pop()
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--local trac = p:GetEyeTrace().HitPos:ToScreen()
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local trac = p:GetEyeTrace().HitPos:ToScreen()
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local trac = util.TraceLine( {
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start = p:GetPos() + Vector( 0, 0, 52 ),
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endpos = p:GetPos() + Vector( 0, 0, 52 ) + p:EyeAngles():Forward()*(2^31),
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filter = p,
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} ).HitPos
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local trac2 = util.TraceLine( {
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local trac2 = util.TraceLine( {
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start = CamSpot(),
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start = CamSpot(),
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endpos = CamSpot() + TPSOverride:Forward()*(2^31),
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endpos = CamSpot() + TPSOverride:Forward()*(2^16),
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filter = p,
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filter = p,
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} ).HitPos
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} ).HitPos:ToScreen()
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local tol = false
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if trac:IsEqualTol( trac2, 2 ) then -- within two inches
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trac2 = trac2:ToScreen()
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trac = trac2
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tol = true
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else
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trac = trac:ToScreen()
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trac2 = trac2:ToScreen()
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end
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for i=1, 2 do
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for i=1, 2 do
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local shadowtime = i==1
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local shadowtime = i==1
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local traac = shadowtime and trac2 or trac
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local traac = shadowtime and trac2 or trac
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local cx, cy = math.Round(traac.x), math.Round(traac.y)
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local cx, cy = math.Round(traac.x), math.Round(traac.y)
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local gap = 4
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local length = 4
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S_Push( cx, cy )
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S_Push( cx, cy )
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local lol = shadowtime and 0 or 255
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local lol = shadowtime and 0 or 255
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local lol2 = shadowtime and 127 or 255
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surface.SetDrawColor( lol, lol, lol )
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local Shadow_Gap = shadowtime and 1 or 0
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surface.SetMaterial( shadowtime and xhair_dot_shadow or xhair_dot )
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local Shadow_Thickness = shadowtime and 2 or 0
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hTrRect( 0, 0, 64, 64, 0 )
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surface.SetDrawColor( lol, lol, lol, lol2 )
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--surface.SetMaterial( shadowtime and xhair_dot_shadow or xhair_dot )
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hRect( -1 - Shadow_Gap, gap - Shadow_Gap, 2 + Shadow_Thickness, length + Shadow_Thickness )
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hRect( gap - Shadow_Gap, -1 - Shadow_Gap, length + Shadow_Thickness, 2 + Shadow_Thickness )
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-- top and left
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hRect( -1 - Shadow_Gap, -length - gap - Shadow_Gap, 2 + Shadow_Thickness, length + Shadow_Thickness )
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hRect( -length - gap - Shadow_Gap, -1 - Shadow_Gap, length + Shadow_Thickness, 2 + Shadow_Thickness )
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if !shadowtime and !tol then
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surface.SetDrawColor( 255, 0, 0 )
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hRect( -1, -1, 2, 2 )
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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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@ -199,7 +199,7 @@ end)
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for i=0, 9 do
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for i=0, 9 do
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local tent = {}
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local tent = {}
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--tent.Base = "goat"
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tent.Base = "goat"
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tent.Goat = i
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tent.Goat = i
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weapons.Register( tent, "goat_" .. i )
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weapons.Register( tent, "goat_" .. i )
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@ -38,10 +38,6 @@ function AddItem( itemname, item )
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end
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end
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end
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end
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function BaseClassGet( item )
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-- TODO
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end
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AddItem( "base", {
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AddItem( "base", {
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PrintName = "Base Item",
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PrintName = "Base Item",
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Description = "Beginning item base.",
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Description = "Beginning item base.",
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@ -60,23 +56,9 @@ AddItem( "base", {
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end,
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end,
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["Deploy"] = function( class, ent, handler )
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["Deploy"] = function( class, ent, handler )
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ent:SetNoDraw( false )
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end,
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["Drop"] = function( class, ent, handler )
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end,
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end,
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["Holster"] = function( class, ent, handler )
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["Holster"] = function( class, ent, handler )
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ent:SetHolsterIn( CurTime() + 0.5 )
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end,
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["FinishHolster"] = function( class, ent, handler )
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handler:SetActiveR( NULL )
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ent:SetNoDraw( true )
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end,
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["UndoHolster"] = function( class, ent, handler )
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ent:SetHolsterIn( 0 )
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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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@ -85,14 +67,7 @@ AddItem( "base", {
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["AttackAlt"] = function( class, ent, handler )
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["AttackAlt"] = function( class, ent, handler )
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end,
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end,
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["Alt"] = function( class, ent, handler )
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end,
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["Think"] = function( class, ent, handler )
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["Think"] = function( class, ent, handler )
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if ent:GetHolsterIn() != 0 and ent:GetHolsterIn() <= CurTime() then
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|
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class:FinishHolster( ent, handler )
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ent:SetHolsterIn( 0 )
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|
||||||
end
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||||||
end,
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end,
|
||||||
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|
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["Reload"] = function( class, ent, handler )
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["Reload"] = function( class, ent, handler )
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@ -126,7 +101,6 @@ local AnimationLookup = {
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},
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},
|
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}
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}
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|
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local BaseClass = ITEMS.base
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|
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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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@ -171,7 +145,7 @@ AddItem( "base_firearm", {
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BoltPullSound = "benny/weapons/fnc/cock.ogg",
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BoltPullSound = "benny/weapons/fnc/cock.ogg",
|
||||||
|
|
||||||
["Initialize"] = function( class, ent, handler )
|
["Initialize"] = function( class, ent, handler )
|
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BaseClass.Initialize( class, ent, handler )
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ITEMS["base"].Initialize( class, ent, handler )
|
||||||
|
|
||||||
ent:SetClip( class.ClipSize )
|
ent:SetClip( class.ClipSize )
|
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ent:SetLoaded(true)
|
ent:SetLoaded(true)
|
||||||
|
@ -186,7 +160,7 @@ AddItem( "base_firearm", {
|
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local BAuto = class.BurstAuto
|
local BAuto = class.BurstAuto
|
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local Firedown = handler:GetOwner():KeyDown( IN_ATTACK )
|
local Firedown = handler:GetOwner():KeyDown( IN_ATTACK )
|
||||||
if Runaway and InProcess and !Topped then
|
if Runaway and InProcess and !Topped then
|
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class:Attack( ent, handler )
|
class["Attack"]( class, ent, handler )
|
||||||
else
|
else
|
||||||
if !Firedown then
|
if !Firedown then
|
||||||
if !Topped and InProcess then
|
if !Topped and InProcess then
|
||||||
|
@ -203,7 +177,6 @@ AddItem( "base_firearm", {
|
||||||
ent:SetClip( class.ClipSize )
|
ent:SetClip( class.ClipSize )
|
||||||
ent:SetRefillTime( 0 )
|
ent:SetRefillTime( 0 )
|
||||||
end
|
end
|
||||||
BaseClass.Think( class, ent, handler )
|
|
||||||
end,
|
end,
|
||||||
|
|
||||||
["Attack"] = function( class, ent, handler )
|
["Attack"] = function( class, ent, handler )
|
||||||
|
@ -211,7 +184,6 @@ AddItem( "base_firearm", {
|
||||||
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:GetHolsterIn() != 0 then return end
|
|
||||||
|
|
||||||
local Runaway = class.BurstRunaway
|
local Runaway = class.BurstRunaway
|
||||||
local BAuto = class.BurstAuto
|
local BAuto = class.BurstAuto
|
||||||
|
@ -238,7 +210,6 @@ AddItem( "base_firearm", {
|
||||||
Attacker = p,
|
Attacker = p,
|
||||||
Damage = 1,
|
Damage = 1,
|
||||||
Force = 1,
|
Force = 1,
|
||||||
Tracer = 0,
|
|
||||||
Num = class.Pellets,
|
Num = class.Pellets,
|
||||||
Dir = p:GetAimVector(),
|
Dir = p:GetAimVector(),
|
||||||
Src = p:GetShootPos(),
|
Src = p:GetShootPos(),
|
||||||
|
@ -255,8 +226,11 @@ AddItem( "base_firearm", {
|
||||||
end,
|
end,
|
||||||
|
|
||||||
["Reload"] = function( class, ent, handler )
|
["Reload"] = function( class, ent, handler )
|
||||||
|
--if ent:GetClip() >= class.ClipSize then return end
|
||||||
|
--handler:EmitSound( "weapons/m4a1/m4a1_boltpull.wav", 70, 125, 0.4, CHAN_STATIC )
|
||||||
|
--ent:SetRefillTime( CurTime() + 0.1 )
|
||||||
|
--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
|
||||||
if ent:GetHolsterIn() != 0 then return end
|
|
||||||
|
|
||||||
local ply = handler:GetOwner()
|
local ply = handler:GetOwner()
|
||||||
local time = 0.6
|
local time = 0.6
|
||||||
|
@ -292,41 +266,20 @@ AddItem( "base_firearm", {
|
||||||
ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_ATTACK_AND_RELOAD, ply:LookupSequence( AnimationLookup["deploy"][class.HoldType] ), 0, true )
|
ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_ATTACK_AND_RELOAD, ply:LookupSequence( AnimationLookup["deploy"][class.HoldType] ), 0, true )
|
||||||
end
|
end
|
||||||
end,
|
end,
|
||||||
|
|
||||||
["Drop"] = function( class, ent, handler )
|
|
||||||
ent:SetRefillTime( 0 )
|
|
||||||
BaseClass.Drop( class, ent, handler )
|
|
||||||
end,
|
|
||||||
|
|
||||||
["Holster"] = function( class, ent, handler )
|
["Holster"] = function( class, ent, handler )
|
||||||
ent:SetRefillTime( 0 )
|
ent:SetRefillTime( 0 )
|
||||||
|
|
||||||
handler:EmitSound( "weapons/elite/elite_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 )
|
||||||
ent:SetHolsterIn( CurTime() + 0.25 )
|
|
||||||
|
|
||||||
local ply = handler:GetOwner()
|
local ply = handler:GetOwner()
|
||||||
if SERVER or CLIENT and IsFirstTimePredicted() then
|
if SERVER or CLIENT and IsFirstTimePredicted() then
|
||||||
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
|
||||||
end,
|
end,
|
||||||
|
|
||||||
["FinishHolster"] = function( class, ent, handler )
|
|
||||||
handler:EmitSound( "weapons/m4a1/m4a1_deploy.wav", 70, 125, 0.4, CHAN_STATIC )
|
|
||||||
BaseClass.FinishHolster( class, ent, handler )
|
|
||||||
end,
|
|
||||||
|
|
||||||
["UndoHolster"] = function( class, ent, handler )
|
|
||||||
BaseClass.UndoHolster( class, ent, handler )
|
|
||||||
handler:EmitSound( "weapons/elite/elite_deploy.wav", 70, 125, 0.4, CHAN_STATIC )
|
|
||||||
local ply = handler:GetOwner()
|
|
||||||
if SERVER or CLIENT and IsFirstTimePredicted() then
|
|
||||||
ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_ATTACK_AND_RELOAD, ply:LookupSequence( AnimationLookup["deploy"][class.HoldType] ), 0, true )
|
|
||||||
end
|
|
||||||
end,
|
|
||||||
})
|
})
|
||||||
|
|
||||||
local BaseClass = ITEMS.base_firearm
|
|
||||||
AddItem( "base_firearm_ubgl", {
|
AddItem( "base_firearm_ubgl", {
|
||||||
PrintName = "Base Firearm w/ UBGL",
|
PrintName = "Base Firearm w/ UBGL",
|
||||||
Description = "Item base for firearms that include grenade launchers.",
|
Description = "Item base for firearms that include grenade launchers.",
|
||||||
|
@ -350,7 +303,7 @@ AddItem( "base_firearm_ubgl", {
|
||||||
ClipSize2 = 4,
|
ClipSize2 = 4,
|
||||||
|
|
||||||
["Initialize"] = function( class, ent, handler )
|
["Initialize"] = function( class, ent, handler )
|
||||||
BaseClass.Initialize( class, ent, handler )
|
ITEMS["base_firearm"].Initialize( class, ent, handler )
|
||||||
|
|
||||||
ent:SetClip2( class.ClipSize2 )
|
ent:SetClip2( class.ClipSize2 )
|
||||||
end,
|
end,
|
||||||
|
@ -359,7 +312,7 @@ AddItem( "base_firearm_ubgl", {
|
||||||
if ent:GetFiremode() == 1 then
|
if ent:GetFiremode() == 1 then
|
||||||
class:Attack2( ent, handler )
|
class:Attack2( ent, handler )
|
||||||
else
|
else
|
||||||
BaseClass.Attack( class, ent, handler )
|
ITEMS["base_firearm"].Attack( class, ent, handler )
|
||||||
end
|
end
|
||||||
end,
|
end,
|
||||||
|
|
||||||
|
@ -367,7 +320,7 @@ AddItem( "base_firearm_ubgl", {
|
||||||
if ent:GetFiremode() == 1 then
|
if ent:GetFiremode() == 1 then
|
||||||
class:Reload2( ent, handler )
|
class:Reload2( ent, handler )
|
||||||
else
|
else
|
||||||
BaseClass.Reload( class, ent, handler )
|
ITEMS["base_firearm"].Reload( class, ent, handler )
|
||||||
end
|
end
|
||||||
end,
|
end,
|
||||||
|
|
||||||
|
@ -376,7 +329,7 @@ AddItem( "base_firearm_ubgl", {
|
||||||
end,
|
end,
|
||||||
|
|
||||||
["Think"] = function( class, ent, handler )
|
["Think"] = function( class, ent, handler )
|
||||||
BaseClass.Think( class, ent, handler )
|
ITEMS["base_firearm"].Think( class, ent, handler )
|
||||||
|
|
||||||
if ent:GetRefillTime2() != 0 and ent:GetRefillTime2() <= CurTime() then
|
if ent:GetRefillTime2() != 0 and ent:GetRefillTime2() <= CurTime() then
|
||||||
ent:SetClip2( class.ClipSize2 )
|
ent:SetClip2( class.ClipSize2 )
|
||||||
|
@ -404,7 +357,6 @@ AddItem( "base_firearm_ubgl", {
|
||||||
end,
|
end,
|
||||||
})
|
})
|
||||||
|
|
||||||
local BaseClass = ITEMS.base
|
|
||||||
AddItem( "satchels", {
|
AddItem( "satchels", {
|
||||||
PrintName = "#Item.satchels.Name",
|
PrintName = "#Item.satchels.Name",
|
||||||
Description = "#Item.satchels.Description",
|
Description = "#Item.satchels.Description",
|
||||||
|
@ -452,7 +404,6 @@ AddItem( "satchels", {
|
||||||
end,
|
end,
|
||||||
})
|
})
|
||||||
|
|
||||||
local BaseClass = ITEMS.base
|
|
||||||
AddItem( "toolgun", {
|
AddItem( "toolgun", {
|
||||||
PrintName = "#Item.toolgun.Name",
|
PrintName = "#Item.toolgun.Name",
|
||||||
Description = "#Item.toolgun.Description",
|
Description = "#Item.toolgun.Description",
|
||||||
|
@ -529,7 +480,6 @@ AddItem( "toolgun", {
|
||||||
end,
|
end,
|
||||||
})
|
})
|
||||||
|
|
||||||
local BaseClass = ITEMS.base_firearm
|
|
||||||
do -- Handguns
|
do -- Handguns
|
||||||
|
|
||||||
AddItem( "mk23", {
|
AddItem( "mk23", {
|
||||||
|
|
|
@ -13,8 +13,8 @@ end
|
||||||
|
|
||||||
function GM:PlayerSpawn( ply )
|
function GM:PlayerSpawn( ply )
|
||||||
player_manager.SetPlayerClass( ply, "player_benny" )
|
player_manager.SetPlayerClass( ply, "player_benny" )
|
||||||
ply:SetViewOffset( Vector( 0, 0, 52 ) )
|
ply:SetViewOffset( Vector( 0, 0, 64 ) )
|
||||||
ply:SetViewOffsetDucked( Vector( 0, 0, 52 ) )
|
ply:SetViewOffsetDucked( Vector( 0, 0, 50 ) )
|
||||||
ply:Give( "itemhandler" )
|
ply:Give( "itemhandler" )
|
||||||
|
|
||||||
ply:Give( "goat_1" )
|
ply:Give( "goat_1" )
|
||||||
|
|
Loading…
Reference in New Issue