Benny/gamemodes/benny/entities/weapons/benny/shared.lua

241 lines
5.7 KiB
Lua

-- The benny weapon handles the weapon pickups you find throughout the game.
SWEP.Base = "weapon_base"
SWEP.PrintName = "Benny Weapon Handler"
SWEP.ViewModel = "models/weapons/c_pistol.mdl"
SWEP.ViewModelFOV = 10
SWEP.WorldModel = "models/weapons/w_pistol.mdl"
SWEP.Primary.ClipSize = 0
SWEP.Primary.DefaultClip = 0
SWEP.Primary.Automatic = true
SWEP.Primary.Ammo = "none"
SWEP.Secondary.ClipSize = 0
SWEP.Secondary.DefaultClip = 0
SWEP.Secondary.Automatic = true
SWEP.Secondary.Ammo = "none"
AddCSLuaFile( "sh_statregen.lua" )
include ( "sh_statregen.lua" )
AddCSLuaFile( "sh_firing.lua" )
include ( "sh_firing.lua" )
AddCSLuaFile( "sh_inv.lua" )
include ( "sh_inv.lua" )
AddCSLuaFile( "sh_holdtypes.lua" )
include ( "sh_holdtypes.lua" )
AddCSLuaFile( "cl_wm.lua" )
if CLIENT then
include ( "cl_wm.lua" )
end
function SWEP:SetupDataTables()
self:NetworkVar( "Float", 0, "Aim" )
self:NetworkVar( "Float", 1, "Delay1" )
self:NetworkVar( "Float", 2, "Delay2" )
self:NetworkVar( "Float", 3, "GrenadeDownStart" )
self:NetworkVar( "String", 0, "Wep1" )
self:NetworkVar( "String", 1, "Wep2" )
self:NetworkVar( "String", 2, "Wep1_Clip" )
self:NetworkVar( "String", 3, "Wep2_Clip" )
self:NetworkVar( "Int", 0, "Wep1_Burst" )
self:NetworkVar( "Int", 1, "Wep2_Burst" )
self:NetworkVar( "Int", 2, "Wep1_Firemode" )
self:NetworkVar( "Int", 3, "Wep2_Firemode" )
self:NetworkVar( "Bool", 0, "UserAim" )
self:NetworkVar( "Bool", 1, "GrenadeDown" )
self:SetWep1_Firemode( 1 )
self:SetWep2_Firemode( 1 )
end
-- BENNY shit
function SWEP:BTable( alt )
return self:GetOwner():INV_Get()[ alt and self:GetWep2() or self:GetWep1() ]
end
function SWEP:BClass( alt )
local ta = self:BTable( alt )
if ta then
return WEAPONS[ ta.Class ]
else
return false
end
end
function SWEP:B_Ammo( hand, value )
local p = self:GetOwner()
local inv = p:INV_Get()
self:D_SetClip( hand, value )
assert( self:D_GetMagID( hand ) != "", "There is no magazine loaded!" )
inv[ self:D_GetMagID( hand ) ].Ammo = value
end
function SWEP:B_Firemode( alt )
return self:BClass( alt ).Firemodes[ self:D_GetFiremode( alt ) ]
end
function SWEP:B_FiremodeName( alt )
local mode = self:B_Firemode( alt ).Mode
if mode == 1 then
return "SEMI"
elseif mode == math.huge then
return "AUTO"
else
return mode .. "RND"
end
end
function SWEP:Reload( hand )
if hand == nil then return end -- Needs to be called from the custom ones
local p = self:GetOwner()
local inv = p:INV_Get()
local wep_table = self:BTable( hand )
local wep_class = self:BClass( hand )
if wep_table then
if wep_class.Custom_Reload then
if wep_class.Custom_Reload( self, wep_table ) then return end
end
if self:D_GetDelay( hand ) > CurTime() then
return false
end
local mid = self:D_GetMagID( hand )
if SERVER or (CLIENT and IsFirstTimePredicted()) then
if mid != "" then
if !inv[mid] then
ErrorNoHalt( "Mag isn't a valid item" )
self:D_SetMagID( hand, "" )
wep_table.Loaded = ""
elseif inv[mid].Ammo == 0 then
if SERVER or (CLIENT and IsFirstTimePredicted()) then
p:INV_Discard( mid )
end
end
self:D_SetMagID( hand, "" )
self:D_SetClip( hand, 0 )
B_Sound( self, wep_class.Sound_MagOut )
wep_table.Loaded = ""
else
local maglist = p:INV_FindMag( "mag_" .. wep_table.Class )
local mag
local usedlist = {}
for _id, mrow in pairs( inv ) do
if mrow.Loaded and mrow.Loaded != "" then
usedlist[mrow.Loaded] = true
-- print( mrow.Loaded .. " Added to Mrowlist" )
end
end
for num, mid in ipairs( maglist ) do
if usedlist[mid] then
-- print( "oh No we can't use " .. mid )
else
mag = mid
break
end
end
if mag then
self:D_SetMagID( hand, mag )
self:D_SetClip( hand, inv[mag].Ammo )
wep_table.Loaded = mag
B_Sound( self, wep_class.Sound_MagIn )
else
B_Sound( self, "Common.NoAmmo" )
end
end
end
self:TPReload( hand )
end
return true
end
hook.Add( "PlayerButtonDown", "Benny_PlayerButtonDown_TempForAim", function( ply, button )
local wep = ply:BennyCheck()
if button == KEY_F then
if tobool(ply:GetInfoNum("benny_wep_toggleaim", 1)) then
wep:SetUserAim( !wep:GetUserAim() )
else
wep:SetUserAim( true )
end
end
local dual = wep:C_DualCheck()
if button == KEY_R then
if dual then wep:Reload( true ) else wep:Reload( false ) end
end
if button == KEY_T then
if dual then wep:Reload( false ) else wep:Reload( true ) end
end
end)
hook.Add( "PlayerButtonUp", "Benny_PlayerButtonUp_TempForAim", function( ply, button )
local wep = ply:BennyCheck()
if button == KEY_F then
if !tobool(ply:GetInfoNum("benny_wep_toggleaim", 0)) then
wep:SetUserAim( false )
end
end
end)
function SWEP:Think()
local p = self:GetOwner()
self:SetAim( math.Approach( self:GetAim(), self:GetUserAim() and 1 or 0, FrameTime()/0.2 ) )
if !self:C_AttackDown( false ) then
self:SetWep1_Burst( 0 )
end
if !self:C_AttackDown( true ) then
self:SetWep2_Burst( 0 )
end
local ht = "normal"
if self:GetUserAim() then
if self:BClass( false ) then
if self:BClass( true ) then
ht = "duel"
else
ht = self:BClass( false ).HoldType or "revolver"
end
end
end
if ht == "normal" and self:GetHoldType() != "normal" then
self:TPHolster( false )
elseif ht != "normal" and self:GetHoldType() == "normal" then
self:TPDraw( false )
end
for i=1, 2 do
local hand = i==2
if self:BClass( hand ) then
if self:BClass( hand ).Custom_Think then
self:BClass( hand ).Custom_Think( self, self:BTable( hand ) )
end
end
end
self:SetWeaponHoldType(ht)
self:SetHoldType(ht)
return true
end
function SWEP:Deploy()
return true
end
function SWEP:Holster()
return true
end