63 lines
2.0 KiB
Lua
63 lines
2.0 KiB
Lua
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SWEP.RecoilTable = {}
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function SWEP:Think()
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local p = self:GetOwner()
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if CLIENT and IsFirstTimePredicted() then
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for i, data in pairs( self.RecoilTable ) do
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local ft = FrameTime()
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local diff = data.dist - math.Approach( data.dist, 0, ft * data.speed )
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data.dist = math.Approach( data.dist, 0, ft * data.speed )
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local m_p, m_y = math.cos(math.rad(data.up)), math.sin(math.rad(data.up))
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local p_p, p_y = m_p * diff, m_y * diff
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p:SetEyeAngles( p:EyeAngles() - Angle( p_p, p_y, 0 ) )
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if data.up2 then
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if data.dist == 0 then
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local diff = data.dist2 - math.Approach( data.dist2, 0, ft * data.speed2 )
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data.dist2 = math.Approach( data.dist2, 0, ft * data.speed2 )
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local m_p, m_y = math.cos(math.rad(data.up2)), math.sin(math.rad(data.up2))
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local p_p, p_y = m_p * diff, m_y * diff
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p:SetEyeAngles( p:EyeAngles() - Angle( p_p, p_y, 0 ) )
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end
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if data.dist2 == 0 then
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self.RecoilTable[i] = nil
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end
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else
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if data.dist == 0 then
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self.RecoilTable[i] = nil
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end
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end
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end
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end
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if !p:KeyDown( IN_ATTACK ) then
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self:SetBurstCount( 0 )
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end
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local up = self:GetDelay() > CurTime()-engine.TickInterval()
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self:SetBubbleSpread( math.Approach( self:GetBubbleSpread(), up and 1 or 0, FrameTime()/(up and self.BubbleSpreadUp or self.BubbleSpreadDown) ) )
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self:SetBubbleRecoil( math.Approach( self:GetBubbleRecoil(), up and 1 or 0, FrameTime()/(up and self.BubbleRecoilUp or self.BubbleRecoilDown) ) )
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if self:GetRefillTime() != -1 and CurTime() >= self:GetRefillTime() then
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self:SetClip1( self.ShotgunReloading and (self:Clip1() + 1) or self.Primary.ClipSize )
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self:SetRefillTime( -1 )
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end
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if self:GetShotgunReloading() == 1 then
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if p:KeyDown( IN_ATTACK ) or (self:GetDelayReload() <= CurTime() and self:Clip1() == self.Primary.ClipSize) then
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self:SendAnim( "reload_start" )
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self:SetRefillTime( -1 )
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self:SetShotgunReloading( 0 )
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else
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if self:GetDelayReload() <= CurTime() then
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self:SendAnim( "reload" )
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end
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end
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end
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end |