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

188 lines
4.4 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"
function SWEP:SetupDataTables()
self:NetworkVar( "Float", 0, "Aim" )
self:NetworkVar( "Float", 1, "Delay1" )
self:NetworkVar( "Float", 2, "Delay2" )
self:NetworkVar( "String", 0, "Wep1" )
self:NetworkVar( "String", 1, "Wep2" )
self:NetworkVar( "Int", 0, "Wep1Clip" )
self:NetworkVar( "Int", 1, "Wep2Clip" )
self:NetworkVar( "Int", 2, "Wep1Burst" )
self:NetworkVar( "Int", 3, "Wep2Burst" )
end
function SWEP:PrimaryAttack()
if !self:BTable() then
return
end
if self:BClass().Fire then
if self:BClass( false ).Fire( self, false ) then return end
end
if self:GetDelay1() > CurTime() then
return
end
if self:GetWep1Burst() >= self:B_Firemode( false ).Mode then
return
end
if self:Clip1() == 0 then
B_Sound( self, self:BClass( false ).Sound_DryFire )
self:SetDelay1( CurTime() + 0.2 )
return
end
self:B_Ammo( false, self:Clip1() - 1 )
B_Sound( self, self:BClass( false ).Sound_Fire )
if CLIENT and IsFirstTimePredicted() then
local tr = self:GetOwner():GetEyeTrace()
do
local vStart = self:GetAttachment( 1 ).Pos
local vPoint = tr.HitPos
local effectdata = EffectData()
effectdata:SetStart( vStart )
effectdata:SetOrigin( vPoint )
effectdata:SetEntity( self )
effectdata:SetScale( 5000 )
effectdata:SetFlags( 1 )
util.Effect( "Tracer", effectdata )
end
-- util.DecalEx( Material( util.DecalMaterial( "Impact.Concrete" ) ), tr.Entity, tr.HitPos, tr.HitNormal, color_white, 1, 1 )
do
local effectdata = EffectData()
effectdata:SetOrigin( tr.HitPos )
effectdata:SetStart( tr.StartPos )
effectdata:SetSurfaceProp( tr.SurfaceProps )
effectdata:SetEntity( tr.Entity )
effectdata:SetDamageType( DMG_BULLET )
util.Effect( "Impact", effectdata )
end
end
self:SetDelay1( CurTime() + self:BClass( false ).Delay )
self:SetWep1Burst( self:GetWep1Burst() + 1 )
return true
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( alt, value )
local clip = (alt and self:GetWep2Clip() or self:GetWep1Clip())
assert( clip > 0, "You cannot mess with an EMPTY magazine!")
if alt then
self:SetClip2( value )
else
self:SetClip1( value )
end
self:BTable( alt )["Ammo" .. clip] = value
end
function SWEP:B_Firemode( alt )
return self:BClass( alt ).Firemodes[1]
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:SecondaryAttack()
return true
end
function SWEP:Reload()
if self:BTable( false ) and self:GetOwner():KeyPressed( IN_RELOAD ) then
if self:BClass().Reload then
if self:BClass( false ).Reload( self, false ) then return end
end
if self:GetDelay1() > CurTime() then
return false
end
if self:GetWep1Clip() != 0 then
B_Sound( self, self:BClass().Sound_MagOut )
self:SetClip1( 0 )
self:SetWep1Clip( 0 )
self:BTable().Loaded = 0
else
local maglist = { self:BTable( false ).Ammo1, self:BTable( false ).Ammo2, self:BTable( false ).Ammo3 }
for i, v in SortedPairsByValue( maglist, true ) do
if v == 0 then B_Sound( self, "Common.NoAmmo" ) return end
self:BTable().Loaded = i
self:SetWep1Clip( i )
self:SetClip1( v )
break
end
B_Sound( self, self:BClass().Sound_MagIn )
end
end
return true
end
function SWEP:Think()
local p = self:GetOwner()
self:SetAim( math.Approach( self:GetAim(), p:KeyDown(IN_ATTACK2) and 1 or 0, FrameTime()/0.05 ) )
if !p:KeyDown( IN_ATTACK ) then
self:SetWep1Burst( 0 )
end
local ht = "normal"
if self:GetAim() > 0 then
ht = "revolver"
end
self:SetWeaponHoldType(ht)
self:SetHoldType(ht)
return true
end
function SWEP:Deploy()
return true
end
function SWEP:Holster()
return true
end