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authorAlexander Pickering <alexandermpickering@gmail.com>2016-05-25 22:40:09 -0400
committerAlexander Pickering <alexandermpickering@gmail.com>2016-05-25 22:40:09 -0400
commitf797cbe348dd52b51da4cd4812cfa291d1434095 (patch)
treedf4fabacfc6819a981d750c510122f5bbda8083c /entities/weapons/gms_wand.lua
parenta5932d386488030b6005c829fe343f74daed9893 (diff)
parentfd04cb695e1c0e6597456f2b1b7b076310fd81bf (diff)
downloadgmstranded-hotfix.tar.gz
gmstranded-hotfix.tar.bz2
gmstranded-hotfix.zip
Merge branch 'structsystem'hotfix
Diffstat (limited to 'entities/weapons/gms_wand.lua')
-rw-r--r--entities/weapons/gms_wand.lua40
1 files changed, 22 insertions, 18 deletions
diff --git a/entities/weapons/gms_wand.lua b/entities/weapons/gms_wand.lua
index cd71e2c..724b5d9 100644
--- a/entities/weapons/gms_wand.lua
+++ b/entities/weapons/gms_wand.lua
@@ -20,10 +20,14 @@ function SWEP:Initialize()
end
function SWEP:PrimaryAttack()
- ParticleEffectAttach( "vortigaunt_hand_glow_c", PATTACH_ABSORIGIN_FOLLOW, self, 0 )
+ if(SERVER) then
+ //if !(self:IsCarriedByLocalPlayer()) then return end
+ //ParticleEffectAttach( "vortigaunt_hand_glow_c", PATTACH_ABSORIGIN_FOLLOW, self, 0 )
+ //ParticleEffect("vortigaunt_hand_glow_c",self.Owner:GetPos() + Vector(0,0,64),self:GetAngles(),self)
+ end
//ParticleEffectAttach("vortigaunt_hand_glow_c",PATTACH_ABSORIGIN_FOLLOW,self,0)
self:throw_attack("models/props/cs_office/Chair_office.mdl")
-
+
end
local ShootSound = Sound("Metal.SawbladeStick")
@@ -31,46 +35,46 @@ local ShootSound = Sound("Metal.SawbladeStick")
function SWEP:throw_attack (model_file)
//Get an eye trace. This basically draws an invisible line from
- //the players eye. This SWep makes very little use of the trace, except to
+ //the players eye. This SWep makes very little use of the trace, except to
//calculate the amount of force to apply to the object thrown.
local tr = self.Owner:GetEyeTrace()
-
+
//Play some noises/effects using the sound we precached earlier
self:EmitSound(ShootSound)
self.BaseClass.ShootEffects(self)
-
+
//We now exit if this function is not running serverside
if (!SERVER) then return end
-
+
//The next task is to create a physics prop based on the supplied model
local ent = ents.Create("prop_physics")
ent:SetModel(model_file)
-
-
+
+
//Set the initial position and angles of the object. This might need some fine tuning;
//but it seems to work for the models I have tried.
ent:SetPos(self.Owner:EyePos() + (self.Owner:GetAimVector() * 16))
ent:SetAngles(self.Owner:EyeAngles())
-
+
ent:Spawn()
-
+
ParticleEffectAttach( "vortigaunt_hand_glow_c", PATTACH_ABSORIGIN_FOLLOW, ent, 0 )
-
-
+
+
//Now we need to get the physics object for our entity so we can apply a force to it
local phys = ent:GetPhysicsObject()
-
+
//Check if the physics object is valid. If not, remove the entity and stop the function
if !(phys && IsValid(phys)) then ent:Remove() return end
-
- //Time to apply the force. My method for doing this was almost entirely empirical
+
+ //Time to apply the force. My method for doing this was almost entirely empirical
//and it seems to work fairly intuitively with chairs.
phys:ApplyForceCenter(self.Owner:GetAimVector():GetNormalized() * math.pow(tr.HitPos:Length(), 3))
-
-
+
+
//Now for the important part of adding the spawned objects to the undo and cleanup lists.
cleanup.Add(self.Owner, "props", ent)
-
+
undo.Create ("Thrown_SWEP_Entity")
undo.AddEntity (ent)
undo.SetPlayer (self.Owner)