352 lines
9.4 KiB
Lua
352 lines
9.4 KiB
Lua
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-- The benny weapon handles the weapon pickups you find throughout the game.
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SWEP.Base = "weapon_base"
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SWEP.PrintName = "Benny Weapon Handler"
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SWEP.ViewModel = "models/weapons/c_pistol.mdl"
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SWEP.ViewModelFOV = 10
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SWEP.WorldModel = "models/weapons/w_pistol.mdl"
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SWEP.Primary.ClipSize = 0
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SWEP.Primary.DefaultClip = 0
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SWEP.Primary.Automatic = true
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SWEP.Primary.Ammo = "none"
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SWEP.Secondary.ClipSize = 0
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SWEP.Secondary.DefaultClip = 0
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SWEP.Secondary.Automatic = true
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SWEP.Secondary.Ammo = "none"
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function SWEP:SetupDataTables()
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self:NetworkVar( "Float", 0, "Aim" )
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self:NetworkVar( "Float", 1, "Delay1" )
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self:NetworkVar( "Float", 2, "Delay2" )
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self:NetworkVar( "String", 0, "Wep1" )
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self:NetworkVar( "String", 1, "Wep2" )
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self:NetworkVar( "Int", 0, "Wep1Clip" )
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self:NetworkVar( "Int", 1, "Wep2Clip" )
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self:NetworkVar( "Int", 2, "Wep1Burst" )
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self:NetworkVar( "Int", 3, "Wep2Burst" )
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self:NetworkVar( "Bool", 0, "UserAim" )
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end
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function SWEP:PrimaryAttack()
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if !self:BTable() then
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return
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end
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if self:BClass().Fire then
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if self:BClass( false ).Fire( self, false ) then return end
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end
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if self:GetDelay1() > CurTime() then
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return
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end
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if self:GetWep1Burst() >= self:B_Firemode( false ).Mode then
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return
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end
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if self:Clip1() == 0 then
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B_Sound( self, self:BClass( false ).Sound_DryFire )
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self:SetDelay1( CurTime() + 0.2 )
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return
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end
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self:B_Ammo( false, self:Clip1() - 1 )
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B_Sound( self, self:BClass( false ).Sound_Fire )
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if CLIENT and IsFirstTimePredicted() then
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local tr = self:GetOwner():GetEyeTrace()
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do
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local vStart = self.CWM:GetAttachment( 1 ).Pos
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local vPoint = tr.HitPos
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local effectdata = EffectData()
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effectdata:SetStart( vStart )
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effectdata:SetOrigin( vPoint )
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effectdata:SetEntity( self )
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effectdata:SetScale( 5000 )
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effectdata:SetFlags( 1 )
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util.Effect( "Tracer", effectdata )
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end
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-- util.DecalEx( Material( util.DecalMaterial( "Impact.Concrete" ) ), tr.Entity, tr.HitPos, tr.HitNormal, color_white, 1, 1 )
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do
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local effectdata = EffectData()
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effectdata:SetOrigin( tr.HitPos )
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effectdata:SetStart( tr.StartPos )
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effectdata:SetSurfaceProp( tr.SurfaceProps )
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effectdata:SetEntity( tr.Entity )
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effectdata:SetDamageType( DMG_BULLET )
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util.Effect( "Impact", effectdata )
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end
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end
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self:SetDelay1( CurTime() + self:BClass( false ).Delay )
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self:SetWep1Burst( self:GetWep1Burst() + 1 )
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return true
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end
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-- BENNY shit
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function SWEP:BTable( alt )
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return self:GetOwner():INV_Get()[ alt and self:GetWep2() or self:GetWep1() ]
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end
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function SWEP:BClass( alt )
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local ta = self:BTable( alt )
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if ta then
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return WEAPONS[ ta.Class ]
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else
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return false
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end
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end
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function SWEP:B_Ammo( alt, value )
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local clip = (alt and self:GetWep2Clip() or self:GetWep1Clip())
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assert( clip > 0, "You cannot mess with an EMPTY magazine!")
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if alt then
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self:SetClip2( value )
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else
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self:SetClip1( value )
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end
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self:BTable( alt )["Ammo" .. clip] = value
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end
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function SWEP:B_Firemode( alt )
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return self:BClass( alt ).Firemodes[1]
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end
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function SWEP:B_FiremodeName( alt )
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local mode = self:B_Firemode( alt ).Mode
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if mode == 1 then
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return "SEMI"
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elseif mode == math.huge then
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return "AUTO"
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else
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return mode .. "RND"
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end
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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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if self:BTable( false ) and self:GetOwner():KeyPressed( IN_RELOAD ) then
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if self:BClass().Reload then
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if self:BClass( false ).Reload( self, false ) then return end
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end
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if self:GetDelay1() > CurTime() then
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return false
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end
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if self:GetWep1Clip() != 0 then
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B_Sound( self, self:BClass().Sound_MagOut )
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self:SetClip1( 0 )
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self:SetWep1Clip( 0 )
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self:BTable().Loaded = 0
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else
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local maglist = { self:BTable( false ).Ammo1, self:BTable( false ).Ammo2, self:BTable( false ).Ammo3 }
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for i, v in SortedPairsByValue( maglist, true ) do
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if v == 0 then B_Sound( self, "Common.NoAmmo" ) return end
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self:BTable().Loaded = i
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self:SetWep1Clip( i )
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self:SetClip1( v )
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break
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end
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B_Sound( self, self:BClass().Sound_MagIn )
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end
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end
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return true
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end
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CreateClientConVar( "benny_toggleaim", 0, true, true )
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function SWEP:Think()
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local p = self:GetOwner()
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if tobool(p:GetInfoNum("benny_toggleaim", 0)) then
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if p:KeyPressed( IN_ATTACK2 ) then
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self:SetUserAim( !self:GetUserAim() )
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end
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else
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self:SetUserAim( p:KeyDown( IN_ATTACK2 ) )
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end
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self:SetAim( math.Approach( self:GetAim(), self:GetUserAim() and 1 or 0, FrameTime()/0.2 ) )
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if !p:KeyDown( IN_ATTACK ) then
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self:SetWep1Burst( 0 )
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end
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local ht = "normal"
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if self:GetAim() > 0 then
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if self:BClass( false ) then
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ht = self:BClass( false ).HoldType or "revolver"
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end
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end
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self:SetWeaponHoldType(ht)
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self:SetHoldType(ht)
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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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if CLIENT then
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function SWEP:DrawWorldModel()
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local p = self:GetOwner()
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local wm = self.CWM
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local class = self:BClass( false )
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if class then
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if !IsValid(wm) then
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wm = ClientsideModel( class.WModel )
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self.CWM = wm
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end
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wm:SetModel( class.WModel )
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wm:SetNoDraw( true )
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wm:AddEffects( EF_BONEMERGE )
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wm:SetParent( p )
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-- if IsValid(p) then
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-- -- Specify a good position
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-- local offsetVec = Vector(12.8, -1.4, 2.6)
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-- local offsetAng = Angle(180 - 10, 180, 0)
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--
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-- local boneid = p:LookupBone("ValveBiped.Bip01_R_Hand") -- Right Hand
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-- if !boneid then return end
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-- local matrix = p:GetBoneMatrix(boneid)
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-- if !matrix then return end
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-- local newPos, newAng = LocalToWorld(offsetVec, offsetAng, matrix:GetTranslation(), matrix:GetAngles())
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-- wm:SetPos(newPos)
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-- wm:SetAngles(newAng)
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-- wm:SetupBones()
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-- else
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-- wm:SetPos(self:GetPos())
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-- wm:SetAngles(self:GetAngles())
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-- wm:SetupBones()
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-- end
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wm:DrawModel()
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end
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end
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end
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-- Holdtype thingys
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do
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local ActIndex = {
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[ "pistol" ] = ACT_HL2MP_IDLE_PISTOL,
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[ "smg" ] = ACT_HL2MP_IDLE_SMG1,
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[ "grenade" ] = ACT_HL2MP_IDLE_GRENADE,
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[ "ar2" ] = ACT_HL2MP_IDLE_AR2,
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[ "shotgun" ] = ACT_HL2MP_IDLE_SHOTGUN,
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[ "rpg" ] = ACT_HL2MP_IDLE_RPG,
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[ "physgun" ] = ACT_HL2MP_IDLE_PHYSGUN,
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[ "crossbow" ] = ACT_HL2MP_IDLE_CROSSBOW,
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[ "melee" ] = ACT_HL2MP_IDLE_MELEE,
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[ "slam" ] = ACT_HL2MP_IDLE_SLAM,
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[ "normal" ] = ACT_HL2MP_IDLE,
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[ "fist" ] = ACT_HL2MP_IDLE_FIST,
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[ "melee2" ] = ACT_HL2MP_IDLE_MELEE2,
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[ "passive" ] = ACT_HL2MP_IDLE_PASSIVE,
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[ "knife" ] = ACT_HL2MP_IDLE_KNIFE,
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[ "duel" ] = ACT_HL2MP_IDLE_DUEL,
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[ "camera" ] = ACT_HL2MP_IDLE_CAMERA,
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[ "magic" ] = ACT_HL2MP_IDLE_MAGIC,
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[ "revolver" ] = ACT_HL2MP_IDLE_REVOLVER,
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[ "suitcase" ] = ACT_HL2MP_IDLE,
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[ "melee_angry" ] = ACT_HL2MP_IDLE_MELEE_ANGRY,
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[ "angry" ] = ACT_HL2MP_IDLE_ANGRY,
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[ "scared" ] = ACT_HL2MP_IDLE_SCARED,
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[ "zombie" ] = ACT_HL2MP_IDLE_ZOMBIE,
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[ "cower" ] = ACT_HL2MP_IDLE_COWER,
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}
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--[[---------------------------------------------------------
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Name: SetWeaponHoldType
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Desc: Sets up the translation table, to translate from normal
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standing idle pose, to holding weapon pose.
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-----------------------------------------------------------]]
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function SWEP:SetWeaponHoldType( t )
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t = string.lower( t )
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local index = ActIndex[ t ]
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if ( index == nil ) then
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Msg( "SWEP:SetWeaponHoldType - ActIndex[ \"" .. t .. "\" ] isn't set! (defaulting to normal)\n" )
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t = "normal"
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index = ActIndex[ t ]
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end
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self.ActivityTranslate = {}
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self.ActivityTranslate[ ACT_MP_STAND_IDLE ] = index
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self.ActivityTranslate[ ACT_MP_WALK ] = index + 1
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self.ActivityTranslate[ ACT_MP_RUN ] = index + 2
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self.ActivityTranslate[ ACT_MP_CROUCH_IDLE ] = index + 3
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self.ActivityTranslate[ ACT_MP_CROUCHWALK ] = index + 4
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self.ActivityTranslate[ ACT_MP_ATTACK_STAND_PRIMARYFIRE ] = index + 5
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self.ActivityTranslate[ ACT_MP_ATTACK_CROUCH_PRIMARYFIRE ] = index + 5
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self.ActivityTranslate[ ACT_MP_RELOAD_STAND ] = index + 6
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self.ActivityTranslate[ ACT_MP_RELOAD_CROUCH ] = index + 6
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self.ActivityTranslate[ ACT_MP_JUMP ] = index + 7
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self.ActivityTranslate[ ACT_RANGE_ATTACK1 ] = index + 8
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self.ActivityTranslate[ ACT_MP_SWIM ] = index + 9
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-- "normal" jump animation doesn't exist
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if ( t == "normal" ) then
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self.ActivityTranslate[ ACT_MP_JUMP ] = ACT_HL2MP_JUMP_SLAM
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end
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if ( t == "suitcase" ) then
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self.ActivityTranslate[ ACT_MP_STAND_IDLE ] = ACT_HL2MP_IDLE_SUITCASE
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self.ActivityTranslate[ ACT_MP_WALK ] = ACT_HL2MP_WALK_SUITCASE
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self.ActivityTranslate[ ACT_MP_JUMP ] = ACT_HL2MP_JUMP_SLAM
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end
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if ( t == "rpg" ) then
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self.ActivityTranslate[ ACT_MP_CROUCH_IDLE ] = ACT_HL2MP_IDLE_CROUCH_AR2
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self.ActivityTranslate[ ACT_MP_CROUCHWALK ] = ACT_HL2MP_WALK_CROUCH_AR2
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end
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--self:SetupWeaponHoldTypeForAI( t )
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end
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-- Default hold pos is the pistol
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SWEP:SetWeaponHoldType( "pistol" )
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--[[---------------------------------------------------------
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Name: weapon:TranslateActivity()
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Desc: Translate a player's Activity into a weapon's activity
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So for example, ACT_HL2MP_RUN becomes ACT_HL2MP_RUN_PISTOL
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Depending on how you want the player to be holding the weapon
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-----------------------------------------------------------]]
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function SWEP:TranslateActivity( act )
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if ( self.Owner:IsNPC() ) then
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if ( self.ActivityTranslateAI[ act ] ) then
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return self.ActivityTranslateAI[ act ]
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end
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return -1
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end
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if ( self.ActivityTranslate[ act ] != nil ) then
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return self.ActivityTranslate[ act ]
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end
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return -1
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end
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end |