CopsNRobbers/gamemodes/copsnrobbers/entities/weapons/cnr/sh_shoot.lua

48 lines
1.1 KiB
Lua
Raw Normal View History

2023-12-21 13:58:05 -05:00
function SWEP:Spread()
local spread = math.Clamp( math.TimeFraction( self.SpreadBurstStart, self.SpreadBurstEnd, self:GetBurstCount() ), 0, 1 )
spread = Lerp( spread, self.SpreadStart, self.SpreadEnd )
return spread
end
function SWEP:PrimaryAttack( mine )
if self:GetDelay() > CurTime() then
return false
end
if self:Clip1() == 0 then
self:EmitSound( "weapons/clipempty_rifle.wav", 90, 100, 1, CHAN_STATIC )
self:SetDelay( CurTime() + self.Delay )
return false
end
if self:GetBurstCount() >= self.MaxBurst then
return false
end
self:SetDelay( CurTime() + self.Delay )
self:SetBurstCount( self:GetBurstCount() + 1 )
self:SendWeaponAnim( ACT_VM_PRIMARYATTACK )
self:SetClip1( self:Clip1() - 1 )
self:EmitSound( self.Sound_Shoot, 90, 100, 1, CHAN_WEAPON )
local spread = math.rad( self:Spread() )
self:FireBullets( {
Attacker = self:GetOwner(),
Tracer = 1,
Damage = 25,
Force = 1,
Num = 1,
Dir = self:GetOwner():EyeAngles():Forward(),
Spread = Vector( spread, spread, 0 ),
Src = self:GetOwner():EyePos(),
Callback = function( attacker, tr, dmginfo )
end
})
return true
end
function SWEP:SecondaryAttack()
return true
end