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path: root/entities/weapons/rad_shotgun/shared.lua
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-rw-r--r--entities/weapons/rad_shotgun/shared.lua320
1 files changed, 320 insertions, 0 deletions
diff --git a/entities/weapons/rad_shotgun/shared.lua b/entities/weapons/rad_shotgun/shared.lua
new file mode 100644
index 0000000..d754462
--- /dev/null
+++ b/entities/weapons/rad_shotgun/shared.lua
@@ -0,0 +1,320 @@
+if SERVER then
+
+ AddCSLuaFile("shared.lua")
+
+end
+
+if CLIENT then
+
+ SWEP.ViewModelFlip = true
+
+ SWEP.PrintName = "Winchester 1887"
+ SWEP.IconLetter = "k"
+ SWEP.Slot = 3
+ SWEP.Slotpos = 3
+
+end
+
+SWEP.HoldType = "shotgun"
+
+SWEP.Base = "rad_base"
+
+SWEP.ViewModel = "models/weapons/v_shot_m3super91.mdl"
+SWEP.WorldModel = "models/weapons/w_annabelle.mdl"
+
+SWEP.SprintPos = Vector(-0.6026, -2.715, 0.0137)
+SWEP.SprintAng = Vector(-3.4815, -21.9362, 0.0001)
+
+SWEP.IsSniper = false
+SWEP.AmmoType = "Buckshot"
+
+SWEP.Primary.Sound = Sound( "weapons/shotgun/shotgun_fire6.wav" )
+SWEP.Primary.Pump = Sound( "Weapon_M3.Pump" )
+SWEP.Primary.Recoil = 8.5
+SWEP.Primary.Damage = 30
+SWEP.Primary.NumShots = 8
+SWEP.Primary.Cone = 0.085
+SWEP.Primary.Delay = 0.500
+
+SWEP.Primary.ClipSize = 5
+SWEP.Primary.Automatic = false
+
+SWEP.MinShellDelay = 0.5
+SWEP.MaxShellDelay = 0.7
+
+function SWEP:Deploy()
+
+ self.Weapon:SetNWBool( "Reloading", false )
+ self.Weapon:SetVar( "PumpTime", 0 )
+ self.Weapon:SetNextPrimaryFire( CurTime() + 0.3 )
+
+ self.Weapon:SendWeaponAnim( ACT_VM_DRAW )
+
+ return true
+
+end
+
+function SWEP:CanPrimaryAttack()
+
+ if self.HolsterMode or self.LastRunFrame > CurTime() then return false end
+
+ if self.Owner:GetNWInt( "Ammo" .. self.AmmoType, 0 ) < 1 then
+
+ self.Weapon:EmitSound( self.Primary.Empty )
+ return false
+
+ end
+
+ if self.Weapon:GetNWBool( "Reloading", false ) then
+
+ self.Weapon:SetNWBool( "Reloading", false )
+ self.Weapon:SetNextPrimaryFire( CurTime() + 0.5 )
+
+ self.Weapon:SendWeaponAnim( ACT_SHOTGUN_RELOAD_FINISH )
+
+ return false
+
+ end
+
+ if self.Weapon:Clip1() <= 0 then
+
+ self.Weapon:SetNWBool( "Reloading", true )
+ self.Weapon:SetVar( "ReloadTimer", CurTime() + 0.5 )
+ self.Weapon:SendWeaponAnim( ACT_VM_RELOAD )
+ self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
+ //self.Weapon:SetClip1( self.Weapon:Clip1() + 1 )
+
+ return false
+
+ end
+
+ return true
+
+end
+
+function SWEP:ShootEffects()
+
+ if IsFirstTimePredicted() then
+
+ self.Owner:ViewPunch( Angle( math.Rand( -0.2, -0.1 ) * self.Primary.Recoil, math.Rand( -0.05, 0.05 ) * self.Primary.Recoil, 0 ) )
+
+ end
+
+ self.Owner:MuzzleFlash()
+ self.Owner:SetAnimation( PLAYER_ATTACK1 )
+
+ self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK )
+
+ if self.UseShellSounds then
+
+ local pitch = self.Pitches[ self.AmmoType ] + math.random( -3, 3 )
+ local tbl = self.BuckshotShellSounds
+ local pos = self.Owner:GetPos()
+
+ timer.Simple( math.Rand( self.MinShellDelay, self.MaxShellDelay ), function() sound.Play( table.Random( tbl ), pos, 50, pitch ) end )
+
+ end
+
+end
+
+function SWEP:PrimaryAttack()
+
+ if not self.Weapon:CanPrimaryAttack() then
+
+ self.Weapon:SetNextPrimaryFire( CurTime() + 0.5 )
+ return
+
+ end
+
+ self.Weapon:SetVar( "PumpTime", CurTime() + 0.5 )
+
+ self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
+ self.Weapon:EmitSound( self.Primary.Sound, 100, math.random(95,105) )
+ self.Weapon:ShootBullets( self.Primary.Damage, self.Primary.NumShots, self.Primary.Cone, self.Weapon:GetZoomMode() )
+ self.Weapon:TakePrimaryAmmo( 1 )
+ self.Weapon:ShootEffects()
+
+ if SERVER then
+
+ self.Owner:AddAmmo( self.AmmoType, -1 )
+
+ end
+
+end
+
+function SWEP:Reload()
+
+ if self.Weapon:Clip1() == self.Primary.ClipSize or self.Weapon:Clip1() > self.Owner:GetNWInt( "Ammo" .. self.AmmoType, 0 ) or self.HolsterMode or self.ReloadTime then return end
+
+ if self.Weapon:Clip1() < self.Primary.ClipSize then
+
+ self.Weapon:SetNWBool( "Reloading", true )
+ self.Weapon:SetVar( "ReloadTimer", CurTime() + 0.5 )
+ self.Weapon:SendWeaponAnim( ACT_VM_RELOAD )
+ self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
+ //self.Weapon:SetClip1( self.Weapon:Clip1() + 1 )
+
+ end
+
+end
+
+function SWEP:PumpIt()
+
+ self.Weapon:SetNWBool( "Reloading", false )
+ self.Weapon:SendWeaponAnim( ACT_SHOTGUN_PUMP )
+ self.Weapon:EmitSound( self.Primary.Pump )
+ self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
+
+end
+
+function SWEP:Think()
+
+ if self.Owner:KeyDown( IN_WALK ) and self.HolsterTime < CurTime() then
+
+ self.HolsterTime = CurTime() + 2
+ self.HolsterMode = !self.HolsterMode
+
+ if self.HolsterMode then
+
+ self.Owner:SetLuaAnimation( self.HoldType )
+
+ else
+
+ self.Owner:StopAllLuaAnimations( 0.5 )
+
+ end
+
+ end
+
+ if self.Weapon:GetVar( "PumpTime", 0 ) != 0 and self.Weapon:GetVar( "PumpTime", 0 ) < CurTime() then
+
+ self.Weapon:SetVar( "PumpTime", 0 )
+ self.Weapon:PumpIt()
+
+ end
+
+ if self.Weapon:GetNWBool( "Reloading", false ) then
+
+ if self.Weapon:GetVar( "ReloadTimer", 0 ) < CurTime() then
+
+ // Finsished reload
+ if self.Weapon:Clip1() >= self.Primary.ClipSize then
+
+ self.Weapon:SetNWBool( "Reloading", false )
+ self.Weapon:SetNextPrimaryFire( CurTime() + 0.5 )
+
+ self.Weapon:SendWeaponAnim( ACT_SHOTGUN_RELOAD_FINISH )
+
+ return
+
+ end
+
+ // Next cycle
+ self.Weapon:SetVar( "ReloadTimer", CurTime() + 0.75 )
+ self.Weapon:SendWeaponAnim( ACT_VM_RELOAD )
+
+ // Add ammo
+ self.Weapon:SetClip1( self.Weapon:Clip1() + 1 )
+
+ end
+
+ end
+
+ if self.Owner:GetVelocity():Length() > 0 then
+
+ if self.Owner:KeyDown( IN_SPEED ) then
+
+ self.LastRunFrame = CurTime() + 0.3
+
+ end
+
+ end
+
+end
+
+function SWEP:ShootBullets( damage, numbullets, aimcone, zoommode )
+
+ if SERVER then
+
+ self.Owner:AddStat( "Bullets", 1 )
+
+ end
+
+ local scale = aimcone
+
+ if self.Owner:KeyDown( IN_FORWARD ) or self.Owner:KeyDown( IN_BACK ) or self.Owner:KeyDown( IN_MOVELEFT ) or self.Owner:KeyDown( IN_MOVERIGHT ) then
+
+ scale = aimcone * 1.75
+
+ elseif self.Owner:KeyDown( IN_DUCK ) or self.Owner:KeyDown( IN_WALK ) then
+
+ scale = math.Clamp( aimcone / 1.25, 0, 10 )
+
+ end
+
+ local bullet = {}
+ bullet.Num = numbullets
+ bullet.Src = self.Owner:GetShootPos()
+ bullet.Dir = self.Owner:GetAimVector()
+ bullet.Spread = Vector( scale, scale, 0 )
+ bullet.Tracer = 0
+ bullet.Force = damage * 2
+ bullet.Damage = damage
+ bullet.AmmoType = "Pistol"
+ bullet.TracerName = tracername
+ bullet.Callback = function ( attacker, tr, dmginfo )
+
+ dmginfo:ScaleDamage( self:GetDamageFalloffScale( tr.HitPos:Distance( self.Owner:GetShootPos() ) ) )
+
+ if tr.Entity.NextBot then
+
+ tr.Entity:OnLimbHit( tr.HitGroup, dmginfo )
+
+ end
+
+ if math.random(1,6) == 1 then
+
+ self.Weapon:BulletPenetration( attacker, tr, dmginfo, 0 )
+
+ end
+
+ end
+
+ self.Owner:FireBullets( bullet )
+
+end
+
+function SWEP:DrawHUD()
+
+ if self.Weapon:ShouldNotDraw() then return end
+
+ local x = ScrW() * 0.5
+ local y = ScrH() * 0.5
+ local scalebywidth = ( ScrW() / 1024 ) * 10
+ local scale = self.Primary.Cone
+
+ if self.Owner:KeyDown( IN_FORWARD ) or self.Owner:KeyDown( IN_BACK ) or self.Owner:KeyDown( IN_MOVELEFT ) or self.Owner:KeyDown( IN_MOVERIGHT ) then
+
+ scale = self.Primary.Cone * 1.75
+
+ elseif self.Owner:KeyDown( IN_DUCK ) or self.Owner:KeyDown( IN_WALK ) then
+
+ scale = math.Clamp( self.Primary.Cone / 1.25, 0, 10 )
+
+ end
+
+ scale = scale * scalebywidth
+
+ local dist = math.abs( self.CrosshairScale - scale )
+ self.CrosshairScale = math.Approach( self.CrosshairScale, scale, FrameTime() * 2 + dist * 0.05 )
+
+ local gap = 40 * self.CrosshairScale
+ local length = gap + self.CrossLength:GetInt()
+
+ surface.SetDrawColor( self.CrossRed:GetInt(), self.CrossGreen:GetInt(), self.CrossBlue:GetInt(), self.CrossAlpha:GetInt() )
+ surface.DrawLine( x - length, y, x - gap, y )
+ surface.DrawLine( x + length, y, x + gap, y )
+ surface.DrawLine( x, y - length, x, y - gap )
+ surface.DrawLine( x, y + length, x, y + gap )
+
+end