205 lines
4.5 KiB
Lua
205 lines
4.5 KiB
Lua
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AddCSLuaFile()
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SWEP.Base = "weapon_base"
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SWEP.BennyItemHandler = true
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SWEP.ViewModel = "models/weapons/c_arms.mdl"
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SWEP.ViewModelFOV = 74
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SWEP.ViewModelFlip = false
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SWEP.UseHands = true
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SWEP.WorldModel = "models/weapons/w_pistol.mdl"
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SWEP.DrawWorldModel = true
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SWEP.Primary.ClipSize = -1
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SWEP.Primary.DefaultClip = 0
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SWEP.Primary.Ammo = "none"
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SWEP.Primary.Automatic = true
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SWEP.Secondary.ClipSize = -1
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SWEP.Secondary.DefaultClip = 0
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SWEP.Secondary.Ammo = "none"
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SWEP.Secondary.Automatic = true
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function SWEP:SetupDataTables()
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self:NetworkVar( "Entity", 0, "ActiveR" )
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self:NetworkVar( "Entity", 1, "ActiveL" )
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end
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function SWEP:ItemR( run )
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local active = self:GetActiveR()
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if run and active:IsValid() then
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return active.Class[run]( active.Class, active, self )
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else
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return active:IsValid() and active or false
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end
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end
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function SWEP:ItemL( run )
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local active = self:GetActiveL()
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if run and active:IsValid() then
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active.Class[run]( active.Class, active, self )
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else
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return active:IsValid() and active or false
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end
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end
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function SWEP:Initialize()
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end
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local size = 8/2
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local tracedef = {
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mins = Vector( -size, -size, -size ),
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maxs = Vector( size, size, size ),
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}
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function SWEP:ItemCheckTrace()
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local p = self:GetOwner()
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p:LagCompensation( true )
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tracedef.filter = p
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tracedef.start = p:EyePos()
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tracedef.endpos = p:EyePos() + (p:GetAimVector() * 72)
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local trace = util.TraceHull(tracedef)
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p:LagCompensation( false )
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return trace
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end
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function SWEP:SetActive( ent )
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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 self:GetActiveR():IsValid() then self:Deactive() end
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self:SetActiveR( ent )
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self:ItemR( "Deploy" )
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return true
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end
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function SWEP:Deactive()
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local p = self:GetOwner()
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self:SetActiveR( NULL )
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end
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function SWEP:PrimaryAttack()
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local p = self:GetOwner()
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if self:ItemR() then
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self:ItemR("Attack")
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elseif SERVER then
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local trace = self:ItemCheckTrace()
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self:EquipItem( trace.Entity )
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end
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end
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function SWEP:Reload()
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if self:ItemR() then
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self:ItemR("Reload")
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end
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end
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function SWEP:SecondaryAttack()
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local p = self:GetOwner()
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if p:KeyPressed(IN_ATTACK2) then
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self:DropItem()
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end
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end
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if SERVER then
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util.AddNetworkString("AEINV_PredictItem")
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else
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net.Receive("AEINV_PredictItem", function()
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local ent = net.ReadEntity()
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if ent:IsValid() then
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ent:SetPredictable( net.ReadBool() )
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else
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print("Tried to make an ent predictable")
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end
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end)
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end
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function SWEP:EquipItem( ent )
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local p = self:GetOwner()
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if CLIENT then print("FUCK OFF") debug.Trace() return end
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if IsValid(ent) and ent.BennyItem then
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if ent:GetOwner() != NULL then
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print( ent, "belongs to", ent:GetOwner(), "!! Not equipping." )
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return
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end
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if p:GetInventory()[ent] then
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print( ent, "is in", p, "'s inventory!" )
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return
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end
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print("Pick up", ent)
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ent:AddEFlags( EFL_KEEP_ON_RECREATE_ENTITIES )
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ent:AddEffects( EF_BONEMERGE )
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ent:SetMoveType( MOVETYPE_NONE )
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ent:SetParent( p )
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ent:SetOwner( p )
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ent:SetPos( vector_origin )
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ent:SetAngles( Angle( 0, p:EyeAngles().y, 0 ) )
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ent:SetAcquisition( CurTime() )
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ent:EmitSound( "ae/items/pickup.ogg", 70, 100, 1, CHAN_STATIC )
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--self:SetActive( ent )
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local inv = p:GetInventory()
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inv[ent] = true
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inv:Sync()
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net.Start("AEINV_PredictItem")
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net.WriteEntity( ent )
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net.WriteBool( true )
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net.Send( p )
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end
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end
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function SWEP:DropItem()
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local p = self:GetOwner()
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local ent = self:GetActiveR()
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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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self:Deactive()
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ent:SetParent( NULL )
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ent:SetOwner( NULL )
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ent:RemoveEFlags( EFL_KEEP_ON_RECREATE_ENTITIES )
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ent:RemoveEffects( EF_BONEMERGE )
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ent:SetMoveType( MOVETYPE_VPHYSICS )
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ent:SetPos( p:EyePos() + p:GetAimVector() * 0 )
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ent:SetAngles( p:EyeAngles() + Angle( 0, 180, 0 ) )
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local inv = p:GetInventory()
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inv[ent] = nil
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inv:Sync()
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local ep = ent:GetPhysicsObject()
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ep:SetVelocity( p:GetAimVector() * 700 )
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ep:SetAngleVelocity( Vector( 0, -360*4, 0 ) )
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ep:Wake()
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net.Start("AEINV_PredictItem")
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net.WriteEntity( ent )
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net.WriteBool( false )
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net.Send( p )
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end
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end
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function SWEP:Think()
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local p = self:GetOwner()
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if p:IsValid() then
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if self:ItemR() then
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self:ItemR("Think")
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end
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self:SetHoldType( self:ItemR() and "revolver" or "normal" )
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else
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print( self, "Thinking without an owner." )
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end
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end
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function SWEP:Deploy()
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end
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function SWEP:Holster()
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end |