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authorAlexander Pickering <alexandermpickering@gmail.com>2016-11-27 22:02:47 -0500
committerAlexander Pickering <alexandermpickering@gmail.com>2016-11-27 22:02:47 -0500
commit2c4329e2b6e19182a441f79a5c3010011f8ae767 (patch)
treee4d8cd88690bed4cfacf2d4df39bdeed97b376f8 /gamemode/shared/itemsystem/weapons/scraphammer.lua
parent5f2a8015bd5d2a42e79038bb52f20260d8d97ba0 (diff)
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Vairous updates
Diffstat (limited to 'gamemode/shared/itemsystem/weapons/scraphammer.lua')
-rw-r--r--gamemode/shared/itemsystem/weapons/scraphammer.lua134
1 files changed, 101 insertions, 33 deletions
diff --git a/gamemode/shared/itemsystem/weapons/scraphammer.lua b/gamemode/shared/itemsystem/weapons/scraphammer.lua
index 9ec7ac9..299d4e2 100644
--- a/gamemode/shared/itemsystem/weapons/scraphammer.lua
+++ b/gamemode/shared/itemsystem/weapons/scraphammer.lua
@@ -26,6 +26,7 @@ function item.GetOptions(self)
local options = {}
options["test"] = function() print("You pressed test!") end
options["toste"] = function() print("You pressed toste!") end
+ options["Drop"] = ART.DropItem(self)
return options
end
@@ -60,7 +61,64 @@ item.Shape = {
--Optional, If this item can be equiped in any player slots, put them here.
item.Equipable = "Right"
-
+local swingdata = {
+ ["fwd"] = {
+ {0.007,Vector(-27,1,9)},
+ {0.014,Vector(-20,3,16)},
+ {0.020,Vector(-11,6,22)},
+ {0.027,Vector(0,7,26)},
+ {0.032,Vector(15,7,25)},
+ {0.039,Vector(28,6,21)},
+ {0.045,Vector(38,4,14)},
+ {0.052,Vector(46,0,3)},
+ {0.059,Vector(50,-3,-6)},
+ {0.065,Vector(52,-6,-15)},
+ {0.072,Vector(52,-8,-22)},
+ {0.078,Vector(51,-10,-28)},
+ {0.084,Vector(50,-11,-31)},
+ {0.091,Vector(50,-11,-32)},
+ {0.097,Vector(50,-11,-32)}
+ },
+ ["lft"] = {
+ {0.007,Vector(-6,24,2)},
+ {0.014,Vector(-1,26,2)},
+ {0.020,Vector(5,28,1)},
+ {0.027,Vector(12,28,-1)},
+ {0.035,Vector(19,27,-4)},
+ {0.042,Vector(27,24,-7)},
+ {0.048,Vector(37,17,-13)},
+ {0.055,Vector(42,12,-17)},
+ {0.061,Vector(45,5,-20)},
+ {0.068,Vector(48,-2,-23)},
+ {0.075,Vector(49,-8,-25)},
+ {0.084,Vector(49,-14,-26)},
+ {0.091,Vector(49,-19,-27)},
+ {0.097,Vector(48,-22,-27)},
+ {0.104,Vector(48,-25,-27)},
+ {0.110,Vector(48,-26,-27)},
+ {0.117,Vector(48,-27,-27)},
+ {0.123,Vector(48,-26,-27)},
+ {0.131,Vector(48,-26,-27)}
+ },
+ ["rig"] = {
+ {0.009,Vector(-3,25,2)},
+ {0.017,Vector(3,27,1)},
+ {0.025,Vector(11,28,-1)},
+ {0.032,Vector(20,27,-4)},
+ {0.040,Vector(28,24,-7)},
+ {0.051,Vector(36,19,-12)},
+ {0.059,Vector(42,11,-17)},
+ {0.067,Vector(47,2,-22)},
+ {0.075,Vector(49,-5,-25)},
+ {0.083,Vector(49,-13,-27)},
+ {0.090,Vector(49,-19,-28)},
+ {0.098,Vector(48,-24,-28)},
+ {0.106,Vector(48,-27,-28)},
+ {0.114,Vector(48,-28,-28)},
+ {0.121,Vector(48,-27,-28)},
+ {0.129,Vector(48,-27,-27)}
+ },
+}
--Optional, what to do when the player clicks, and this item is in the slot in inventory. only works for items equipable in left and right
item.lastSwing = {}
@@ -70,26 +128,30 @@ item.onClick = function(self,owner)
print("returning because item.lastSwing is " .. item.lastSwing[owner], "but Curtime is",CurTime())
return end
item.lastSwing[owner] = CurTime()+1.33
- local fow,rig,up = owner:GetForward(),owner:GetRight(),owner:GetUp()
+ local fwd,rig,up = owner:GetForward(),owner:GetRight(),owner:GetUp()
local movementtbl = {
["forward"] = function()
owner:SetLuaAnimation("hammer_swing_up")
timer.Simple(2.33,function()
owner:StopLuaAnimation("hammer_swing_up")
end)
- local hits = ART.swingarc(owner,{
- 1,1.1,1.2,1.3
- },{
- fow*40 + up*26,
- fow*60 + up*6,
- fow*55 + up*-13,
- fow*40 + up*-34,
- },function(tr)
- if tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then
+
+ local times,pos = {},{}
+ for k,v in ipairs(swingdata["fwd"]) do
+ times[k] = 1 + v[1]
+ pos[k] = Vector(v[2])
+ pos[k]:Rotate(owner:GetAimVector():Angle())
+ end
+ if pos[1] == nil then return end
+ local hits = ART.swingarc(owner,times,pos,function(tr)
+ if not tr.Hit then return end
+ if tr.Entity.Blocking ~= nil and tr.Entity.Blocking == "forward" then
+ ART.ApplyEffect(owner,"weapon_blocked")
+ elseif tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then
tr.Entity:TakeDamage(5, owner, owner:GetActiveWeapon())
end
- print("Hit",tr.Entity)
end)
+
end,
["backward"] = function()
@@ -99,18 +161,21 @@ item.onClick = function(self,owner)
timer.Simple(2.33,function()
owner:StopLuaAnimation("hammer_swing_left")
end)
- local hits = ART.swingarc(owner,{
- 1,1.1,1.2,1.3
- },{
- rig*30 + up*-5,
- rig*20 + fow*40 + up*-9,
- rig*-20 + fow*40 + up*-10,
- rig*-30 + up*-15,
- },function(tr)
- if tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then
- tr.Entity:TakeDamage(10, owner, owner:GetActiveWeapon())
+
+ local times,pos = {},{}
+ for k,v in ipairs(swingdata["lft"]) do
+ times[k] = 1 + v[1]
+ pos[k] = Vector(v[2])
+ pos[k]:Rotate(owner:GetAimVector():Angle())
+ end
+ if pos[1] == nil then return end
+ local hits = ART.swingarc(owner,times,pos,function(tr)
+ if not tr.Hit then return end
+ if tr.Entity.Blocking ~= nil and tr.Entity.Blocking == "left" then
+ ART.ApplyEffect(owner,"weapon_blocked")
+ elseif tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then
+ tr.Entity:TakeDamage(5, owner, owner:GetActiveWeapon())
end
- print("Hit",tr.Entity)
end)
end,
["right"] = function()
@@ -118,18 +183,21 @@ item.onClick = function(self,owner)
timer.Simple(2.33,function()
owner:StopLuaAnimation("hammer_swing_right")
end)
- local hits = ART.swingarc(owner,{
- 1,1.1,1.2,1.3
- },{
- rig*-30 + up*-5,
- rig*-10 + fow*40 + up*-9,
- rig*10 + fow*40 + up*-10,
- rig*30 + up*-15,
- },function(tr)
- if tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then
+
+ local times,pos = {},{}
+ for k,v in ipairs(swingdata["rig"]) do
+ times[k] = 1 + v[1]
+ pos[k] = Vector(v[2])
+ pos[k]:Rotate(owner:GetAimVector():Angle())
+ end
+ if pos[1] == nil then return end
+ local hits = ART.swingarc(owner,times,pos,function(tr)
+ if not tr.Hit then return end
+ if tr.Entity.Blocking ~= nil and tr.Entity.Blocking == "right" then
+ ART.ApplyEffect(owner,"weapon_blocked")
+ elseif tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then
tr.Entity:TakeDamage(5, owner, owner:GetActiveWeapon())
end
- print("Hit",tr.Entity)
end)
end,
}