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path: root/gamemode/shared/itemsystem/weapons/rustyaxe.lua
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--[[
    An example item
]]
local item = {}

--Required, a name, all item names must be unique
item.Name = "Rusty Axe"

--Optional, a tooltip to display
item.Tooltip = "An old axe, probably good for fighting."

--Required Returns the data needed to rebuild this item, should only contain the minimum data nessessary since this gets sent over the network
item.Serialize = function(self)
    print("Trying to serailize!")
    return ""
end

--Required, Rebuilds the item from data created in Serialize, if the item is different from the "main" copy of the item, it should retun a tabl.Copy(self), with the appropriate fields set.
item.DeSerialize = function(self,string)
    print("Trying to deserialize!")
    return self
end

--Optional, when the player clicks this item, a menu will show up, if the menu item is clicked, the function is ran. This is all run client side, so if you want it to do something, you'll need to use the net library.
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

function item.DoOnPanel(dimagebutton)
    dimagebutton:SetImage( "weapons/rustyaxe/rustyaxe.png")
end

function item.DoOnEqupPanel(dimagebutton)
    print("called with panel:",panel)
    dimagebutton:SetImage( "weapons/rustyaxe/rustyaxe_eq.png")
end

--Required, the shape of this item.
item.Shape = {
    {true,true},
    {true},
    {true},
}

--Optional, If this item can be equiped in any player slots, put them here.
item.Equipable = "Right"

local swingdata = {
    ["fwd"] = {
        {0.011,Vector(-25,-3,-11)},
        {0.020,Vector(-25,-1,-3)},
        {0.031,Vector(-21,0,7)},
        {0.040,Vector(-13,-1,16)},
        {0.051,Vector(0,-5,22)},
        {0.060,Vector(17,-12,19)},
        {0.069,Vector(27,-18,11)},
        {0.077,Vector(31,-22,2)},
        {0.087,Vector(32,-26,-6)},
        {0.098,Vector(32,-28,-12)},
        {0.107,Vector(31,-29,-16)},
        {0.117,Vector(31,-29,-17)},
        {0.128,Vector(31,-29,-16)},
        {0.141,Vector(31,-29,-16)},
    },
    ["lft"] = {
        {0.009,Vector(-34,-25,3)},
        {0.021,Vector(-29,-33,3)},
        {0.031,Vector(-21,-41,2)},
        {0.042,Vector(-9,-47,0)},
        {0.053,Vector(5,-48,-2)},
        {0.064,Vector(20,-44,-6)},
        {0.075,Vector(31,-34,-10)},
        {0.086,Vector(37,-24,-15)},
        {0.095,Vector(39,-16,-17)},
        {0.106,Vector(39,-10,-19)},
        {0.116,Vector(39,-8,-20)},
        {0.126,Vector(39,-8,-19)},
        {0.134,Vector(39,-9,-19)},
        {0.146,Vector(39,-10,-18)},
    },
    ["rig"] = {
        {0.021,Vector(-2,9,11)},
        {0.031,Vector(5,10,10)},
        {0.042,Vector(12,8,9)},
        {0.053,Vector(19,4,6)},
        {0.062,Vector(26,-4,2)},
        {0.072,Vector(29,-12,-4)},
        {0.083,Vector(29,-21,-12)},
        {0.093,Vector(25,-27,-18)},
        {0.102,Vector(22,-30,-22)},
        {0.113,Vector(20,-31,-25)},
        {0.123,Vector(19,-32,-25)},
        {0.133,Vector(19,-32,-25)},
    },
}

--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 = {}
item.onClick = function(self,owner)
    item.lastSwing[owner] = item.lastSwing[owner] or 0
    if item.lastSwing[owner] > CurTime() then
        print("returning because item.lastSwing is " .. item.lastSwing[owner], "but Curtime is",CurTime())
         return end
    item.lastSwing[owner] = CurTime()+1.33
    local fwd,rig,up = owner:GetForward(),owner:GetRight(),owner:GetUp()
    local movementtbl = {
        ["forward"] = function()
            owner:SetLuaAnimation("axe_swing_up")
            timer.Simple(2.33,function()
                owner:StopLuaAnimation("axe_swing_up")
            end)
            timer.Simple(1,function()
                ART.TraceWeapon = true
            end)
            timer.Simple(1.33,function()
                ART.TraceWeapon = false
            end)

            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
            end)

        end,
        ["backward"] = function()

        end,
        ["left"] = function()
            owner:SetLuaAnimation("axe_swing_left")
            timer.Simple(2.33,function()
                owner:StopLuaAnimation("axe_swing_left")
            end)
            timer.Simple(1,function()
                ART.TraceWeapon = true
            end)
            timer.Simple(1.33,function()
                ART.TraceWeapon = false
            end)

            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
            end)
        end,
        ["right"] = function()
            owner:SetLuaAnimation("axe_swing_right")
            timer.Simple(2.33,function()
                owner:StopLuaAnimation("axe_swing_right")
            end)
            timer.Simple(1,function()
                ART.TraceWeapon = true
            end)
            timer.Simple(1.33,function()
                ART.TraceWeapon = false
            end)

            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
            end)
        end,
    }
    movementtbl[ART.playermovedir(owner)]()
end

--Optional, if we should do something special on equip(like draw the PAC for this weapon)
item.onEquip = function(self,who)
    print("onEquip",who)
    if CLIENT then print("onEquip client!") end
    if SERVER then
        PrintTable(pac)
        who:GetActiveWeapon():SetHoldType("melee")
        ART.ApplyPAC(who,"rustyaxe")
        --local outfit = pac.luadata.ReadFile("pac3/mech.txt")
        --who:AttachPACPart(outfit)
        --print("onEquip server!")
    end
end

--Optional, if we should do something speical on unequip(like setting animations back to normal)
item.onUnEquip = function(self,who)
    who:GetActiveWeapon():SetHoldType("normal")
    ART.RemovePAC(who,"rustyaxe")
end

item.onDropped = function(self, ent)
    ART.ApplyPAC(ent,"rustyaxe")
end

print("Hello from scrapgun.lua")
--Don't forget to register the item!
ART.RegisterItem(item)