if SERVER then AddCSLuaFile( "shared.lua" ) SWEP.Weight = 1 SWEP.AutoSwitchTo = false SWEP.AutoSwitchFrom = false end if CLIENT then SWEP.DrawAmmo = true SWEP.DrawCrosshair = false SWEP.CSMuzzleFlashes = true SWEP.ViewModelFOV = 75 SWEP.ViewModelFlip = true SWEP.PrintName = "BASE WEAPON" SWEP.IconLetter = "c" SWEP.Slot = 0 SWEP.Slotpos = 0 SWEP.IconFont = "CSSelectIcons" function SWEP:DrawWeaponSelection( x, y, wide, tall, alpha ) //draw.SimpleText( self.IconLetter, self.IconFont, x + wide/2, y + tall/2.5, Color( 15, 20, 200, 255 ), TEXT_ALIGN_CENTER ) end end SWEP.HoldType = "pistol" SWEP.ViewModel = "models/weapons/v_pistol.mdl" SWEP.WorldModel = "models/weapons/w_pistol.mdl" SWEP.SprintPos = Vector(0,0,0) SWEP.SprintAng = Vector(0,0,0) SWEP.ZoomModes = { 0, 50, 10 } SWEP.ZoomSpeeds = { 5, 5, 5 } SWEP.IsSniper = false SWEP.AmmoType = "SMG" SWEP.Primary.Empty = Sound( "weapons/clipempty_rifle.wav" ) SWEP.Primary.Sound = Sound( "Weapon_USP.Single" ) SWEP.Primary.Recoil = 3.5 SWEP.Primary.Damage = 10 SWEP.Primary.NumShots = 1 SWEP.Primary.Cone = 0.025 SWEP.Primary.SniperCone = 0.025 SWEP.Primary.Delay = 0.150 SWEP.Primary.Ammo = "Pistol" SWEP.Primary.ClipSize = 50 SWEP.Primary.DefaultClip = 200 SWEP.Primary.Automatic = false SWEP.Secondary.Sound = Sound( "weapons/zoom.wav" ) SWEP.Secondary.Laser = Sound( "weapons/ar2/ar2_empty.wav" ) SWEP.Secondary.Delay = 0.5 SWEP.Secondary.Ammo = "none" SWEP.Secondary.ClipSize = -1 SWEP.Secondary.DefaultClip = -1 SWEP.Secondary.Automatic = false SWEP.LaserOffset = Vector(0,0,0) SWEP.HolsterMode = false SWEP.HolsterTime = 0 SWEP.LastRunFrame = 0 SWEP.MinShellDelay = 0.3 SWEP.MaxShellDelay = 0.6 SWEP.FalloffDistances = {} SWEP.FalloffDistances[ "Sniper" ] = { Range = 3500, Falloff = 8000 } SWEP.FalloffDistances[ "Rifle" ] = { Range = 2000, Falloff = 2000 } SWEP.FalloffDistances[ "SMG" ] = { Range = 1500, Falloff = 1500 } SWEP.FalloffDistances[ "Pistol" ] = { Range = 1000, Falloff = 500 } SWEP.FalloffDistances[ "Buckshot" ] = { Range = 300, Falloff = 500 } SWEP.UseShellSounds = true SWEP.ShellSounds = { "player/pl_shell1.wav", "player/pl_shell2.wav", "player/pl_shell3.wav" } SWEP.BuckshotShellSounds = { "weapons/fx/tink/shotgun_shell1.wav", "weapons/fx/tink/shotgun_shell2.wav", "weapons/fx/tink/shotgun_shell3.wav" } SWEP.Pitches = {} SWEP.Pitches[ "Pistol" ] = 100 SWEP.Pitches[ "SMG" ] = 90 SWEP.Pitches[ "Rifle" ] = 80 SWEP.Pitches[ "Sniper" ] = 70 SWEP.Pitches[ "Buckshot" ] = 100 function SWEP:GetViewModelPosition( pos, ang ) local newpos = nil local newang = nil local movetime = 0.25 local duration = 0//self.Weapon:GetNWInt( "ViewTime", 0 ) local pang = self.Owner:EyeAngles() local vel = self.Owner:GetVelocity() //if not newpos or not newang then // newpos = pos // newang = ang //end local mul = 0 self.SwayScale = 1.0 self.BobScale = 1.0 if ( self.Owner:KeyDown( IN_SPEED ) and self.Owner:GetVelocity():Length() > 0 ) or GAMEMODE:ElementsVisible() or self.HolsterMode then self.SwayScale = 1.25 self.BobScale = 1.25 if not self.SprintStart then self.SprintStart = CurTime() end mul = math.Clamp( ( CurTime() - self.SprintStart ) / movetime, 0, 1 ) mul = -( mul - 1 ) ^ 2 + 1 newang = self.SprintAng newpos = self.SprintPos else if self.SprintStart then self.SprintEnd = CurTime() self.SprintStart = nil end if self.SprintEnd then mul = math.Clamp( ( CurTime() - self.SprintEnd ) / movetime, 0, 1 ) mul = ( mul - 1 ) ^ 2 newang = self.SprintAng newpos = self.SprintPos if mul == 0 then self.SprintEnd = nil end else mul = self:GetMoveScale( movetime, duration, mul ) end end return self:MoveViewModelTo( newpos, newang, pos, ang, mul ) end function SWEP:GetMoveScale( movetime, duration, mul ) mul = 1 if CurTime() - movetime < duration then mul = math.Clamp( ( CurTime() - duration ) / movetime, 0, 1 ) end if self.Weapon:GetNWBool( "ReverseAnim", false ) then return -( mul - 1 ) ^ 3 end return ( mul - 1 ) ^ 3 + 1 end function SWEP:AngApproach( newang, ang, mul ) if not newang then return ang end ang:RotateAroundAxis( ang:Right(), newang.x * mul ) ang:RotateAroundAxis( ang:Up(), newang.y * mul ) ang:RotateAroundAxis( ang:Forward(), newang.z * mul ) return ang end function SWEP:PosApproach( newpos, pos, ang, mul ) local right = ang:Right() local up = ang:Up() local forward = ang:Forward() if not newpos then return pos end pos = pos + newpos.x * right * mul pos = pos + newpos.y * forward * mul pos = pos + newpos.z * up * mul return pos end function SWEP:MoveViewModelTo( newpos, newang, pos, ang, mul ) ang = self:AngApproach( newang, ang, mul ) pos = self:PosApproach( newpos, pos, ang, mul ) return pos, ang end function SWEP:Initialize() self.Weapon:SetWeaponHoldType( self.HoldType ) end function SWEP:Deploy() if SERVER then self.Weapon:SetZoomMode( 1 ) self.Owner:DrawViewModel( true ) end self.Weapon:SendWeaponAnim( ACT_VM_DRAW ) return true end function SWEP:Holster() return true end function SWEP:Think() self.Weapon:ReloadThink() if self.Owner:GetVelocity():Length() > 0 and self.Owner:KeyDown( IN_SPEED ) then self.LastRunFrame = CurTime() + 0.3 self.Weapon:UnZoom() end end function SWEP:SetZoomMode( num ) if num > #self.ZoomModes then num = 1 self.Weapon:UnZoom() end self.Weapon:SetNWInt( "Mode", num ) if self.Owner:GetFOV() != self.ZoomModes[num] then self.Owner:SetFOV( self.ZoomModes[num], self.ZoomSpeeds[num] ) end end function SWEP:GetZoomMode() return self.Weapon:GetNWInt( "Mode", 1 ) end function SWEP:UnZoom() if CLIENT then return end self.Weapon:SetZoomMode( 1 ) self.Weapon:SetNWBool( "ReverseAnim", true ) self.Owner:DrawViewModel( true ) 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.Owner:GetNWInt( "Ammo" .. self.AmmoType, 0 ) < 1 then self.Weapon:SetClip1( self.Primary.ClipSize ) return end if self.Weapon:GetZoomMode() != 1 then self.Weapon:UnZoom() end self.Weapon:DoReload() end function SWEP:StartWeaponAnim( anim ) if IsValid( self.Owner ) then local vm = self.Owner:GetViewModel() local idealSequence = self:SelectWeightedSequence( anim ) local nextSequence = self:FindTransitionSequence( self.Weapon:GetSequence(), idealSequence ) //vm:RemoveEffects( EF_NODRAW ) //vm:SetPlaybackRate( pbr ) if nextSequence > 0 then vm:SendViewModelMatchingSequence( nextSequence ) else vm:SendViewModelMatchingSequence( idealSequence ) end return vm:SequenceDuration( vm:GetSequence() ) end end function SWEP:DoReload() local time = self.Weapon:StartWeaponAnim( ACT_VM_RELOAD ) self.Weapon:SetNextPrimaryFire( CurTime() + time + 0.080 ) self.ReloadTime = CurTime() + time end function SWEP:ReloadThink() if self.ReloadTime and self.ReloadTime <= CurTime() then self.ReloadTime = nil self.Weapon:SetClip1( self.Primary.ClipSize ) end end function SWEP:CanSecondaryAttack() if self.HolsterMode or self.Owner:KeyDown( IN_SPEED ) or self.LastRunFrame > CurTime() then return false end if self.Weapon:Clip1() <= 0 and self.IsSniper then if self.Weapon:GetZoomMode() != 1 then self.Weapon:UnZoom() end return false end return true end function SWEP:CanPrimaryAttack() if self.HolsterMode or self.ReloadTime 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:Clip1() <= 0 then self.Weapon:SetNextPrimaryFire( CurTime() + 0.5 ) self.Weapon:DoReload() if self.Weapon:GetZoomMode() != 1 then self.Weapon:UnZoom() end 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 CLIENT then return end if self.UseShellSounds then local pitch = self.Pitches[ self.AmmoType ] + math.random( -3, 3 ) local tbl = self.ShellSounds local pos = self.Owner:GetPos() if self.AmmoType == "Buckshot" then tbl = self.BuckshotShellSounds end 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() + 0.25 ) return end self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay ) self.Weapon:EmitSound( self.Primary.Sound, 100, math.random(95,105) ) self.Weapon:SetClip1( self.Weapon:Clip1() - self.Primary.NumShots ) self.Weapon:ShootEffects() if self.IsSniper and self.Weapon:GetZoomMode() == 1 then self.Weapon:ShootBullets( self.Primary.Damage, self.Primary.NumShots, self.Primary.SniperCone, 1 ) else self.Weapon:ShootBullets( self.Primary.Damage, self.Primary.NumShots, self.Primary.Cone, self.Weapon:GetZoomMode() ) end if self.Weapon:GetZoomMode() > 1 then self.Weapon:UnZoom() end if SERVER then self.Owner:AddAmmo( self.AmmoType, self.Primary.NumShots * -1 ) end end function SWEP:SecondaryAttack() if not self.Weapon:CanSecondaryAttack() then return end self.Weapon:SetNextSecondaryFire( CurTime() + 0.25 ) if not self.IsSniper then self.Weapon:ToggleLaser() return end if SERVER then if self.Weapon:GetZoomMode() == 1 then self.Owner:DrawViewModel( false ) end self.Weapon:SetZoomMode( self.Weapon:GetZoomMode() + 1 ) end self.Weapon:EmitSound( self.Secondary.Sound ) end function SWEP:ToggleLaser() self.Weapon:EmitSound( self.Secondary.Laser ) self.Weapon:SetNWBool( "Laser", !self.Weapon:GetNWBool( "Laser", false ) ) end function SWEP:AdjustMouseSensitivity() local num = self.Weapon:GetNWInt( "Mode", 1 ) local scale = ( self.ZoomModes[ num ] or 0 ) / 100 if scale == 0 then return nil end return scale end function SWEP:GetDamageFalloffScale( distance ) local scale = 1 if distance > self.FalloffDistances[ self.AmmoType ].Range then scale = ( 1 - ( ( distance - self.FalloffDistances[ self.AmmoType ].Range ) / self.FalloffDistances[ self.AmmoType ].Falloff ) ) end return math.Clamp( scale, 0.1, 1.0 ) end function SWEP:ShootBullets( damage, numbullets, aimcone, zoommode ) if SERVER then self.Owner:AddStat( "Bullets", numbullets ) 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 / 1.75, 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" //if self.IsSniper and self.AmmoType == "Sniper" then //bullet.TracerName = "sniper_tracer" //end 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 ( IsValid( tr.Entity ) and tr.Entity:IsPlayer() ) or math.random(1,5) != 1 then return end self.Weapon:BulletPenetration( attacker, tr, dmginfo, 0 ) end self.Owner:LagCompensation( true ) self.Owner:FireBullets( bullet ) self.Owner:LagCompensation( false ) end function SWEP:GetPenetrationDistance( mat_type ) if ( mat_type == MAT_PLASTIC || mat_type == MAT_WOOD || mat_type == MAT_ALIENFLESH || mat_type == MAT_FLESH || mat_type == MAT_GLASS ) then return 64 end return 32 end function SWEP:GetPenetrationDamageLoss( mat_type, distance, damage ) if ( mat_type == MAT_GLASS || mat_type == MAT_ALIENFLESH || mat_type == MAT_FLESH ) then return damage elseif ( mat_type == MAT_PLASTIC || mat_type == MAT_WOOD ) then return damage - distance elseif( mat_type == MAT_TILE || mat_type == MAT_SAND || mat_type == MAT_DIRT ) then return damage - ( distance * 1.2 ) end return damage - ( distance * 1.8 ) end --[[function SWEP:BulletPenetration( attacker, tr, dmginfo, bounce ) if ( !self or !IsValid( self.Weapon ) ) then return end if IsValid( tr.Entity ) and string.find( tr.Entity:GetClass(), "npc" ) then local effectdata = EffectData() effectdata:SetOrigin( tr.HitPos ) util.Effect( "BloodImpact", effectdata ) end // Don't go through more than 3 times if ( bounce > 3 ) then return false end // Direction (and length) that we are gonna penetrate local PeneDir = tr.Normal * self:GetPenetrationDistance( tr.MatType ) local PeneTrace = {} PeneTrace.endpos = tr.HitPos PeneTrace.start = tr.HitPos + PeneDir PeneTrace.mask = MASK_SHOT PeneTrace.filter = { self.Owner } local PeneTrace = util.TraceLine( PeneTrace ) // Bullet didn't penetrate. if ( PeneTrace.StartSolid or PeneTrace.Fraction >= 1.0 or tr.Fraction <= 0.0 ) then return false end local distance = ( PeneTrace.HitPos - tr.HitPos ):Length() local new_damage = self:GetPenetrationDamageLoss( tr.MatType, distance, dmginfo:GetDamage() ) if new_damage > 0 then local bullet = { Num = 1, Src = PeneTrace.HitPos, Dir = tr.Normal, Spread = Vector( 0, 0, 0 ), Tracer = 0, Force = 5, Damage = new_damage, AmmoType = "Pistol", } bullet.Callback = function ( attacker, tr, dmginfo ) if IsValid( self ) and IsValid( self.Weapon ) then self.Weapon:BulletPenetration( attacker, tr, dmginfo, bounce + 1 ) end end local effectdata = EffectData() effectdata:SetOrigin( PeneTrace.HitPos ) effectdata:SetNormal( PeneTrace.Normal ) util.Effect( "Impact", effectdata ) local func = function( attacker, bullet ) if IsValid( attacker ) then attacker.FireBullets( attacker, bullet, true ) end end timer.Simple( 0.05, function() func( attacker, bullet ) end ) if SERVER and tr.MatType != MAT_FLESH then sound.Play( table.Random( GAMEMODE.Ricochet ), tr.HitPos, 100, math.random(90,120) ) end end end]] function SWEP:BulletPenetration( attacker, tr, dmginfo, bounce ) if ( !self or not IsValid( self.Weapon ) ) then return end if IsValid( tr.Entity ) and string.find( tr.Entity:GetClass(), "npc" ) then local effectdata = EffectData() effectdata:SetOrigin( tr.HitPos ) util.Effect( "BloodImpact", effectdata ) end if ( bounce > 3 ) then return false end local PeneDir = tr.Normal * self:GetPenetrationDistance( tr.MatType ) local PeneTrace = {} PeneTrace.endpos = tr.HitPos PeneTrace.start = tr.HitPos + PeneDir PeneTrace.mask = MASK_SHOT PeneTrace.filter = { self.Owner } local PeneTrace = util.TraceLine( PeneTrace ) if ( PeneTrace.StartSolid || PeneTrace.Fraction >= 1.0 || tr.Fraction <= 0.0 ) then return false end local distance = ( PeneTrace.HitPos - tr.HitPos ):Length() local new_damage = self:GetPenetrationDamageLoss( tr.MatType, distance, dmginfo:GetDamage() ) if new_damage > 0 then local bullet = { Num = 1, Src = PeneTrace.HitPos, Dir = tr.Normal, Spread = Vector( 0, 0, 0 ), Tracer = 0, Force = 5, Damage = new_damage, AmmoType = "Pistol", } bullet.Callback = function( a, b, c ) if IsValid( self ) and IsValid( self.Weapon ) then self.Weapon:BulletPenetration( attacker, tr, dmginfo, bounce + 1 ) end end local effectdata = EffectData() effectdata:SetOrigin( PeneTrace.HitPos ); effectdata:SetNormal( PeneTrace.Normal ); util.Effect( "Impact", effectdata ) timer.Simple( 0.01, function() attacker:FireBullets( bullet, true ) end ) if SERVER and tr.MatType != MAT_FLESH and bounce == 0 then sound.Play( table.Random( GAMEMODE.Ricochet ), tr.HitPos, 100, math.random(90,120) ) end end end function SWEP:ShouldNotDraw() return self.Weapon:GetNWBool( "Laser", false ) end if CLIENT then SWEP.CrossRed = CreateClientConVar( "cl_redead_crosshair_r", 255, true, false ) SWEP.CrossGreen = CreateClientConVar( "cl_redead_crosshair_g", 255, true, false ) SWEP.CrossBlue = CreateClientConVar( "cl_redead_crosshair_b", 255, true, false ) SWEP.CrossAlpha = CreateClientConVar( "cl_redead_crosshair_a", 255, true, false ) SWEP.CrossLength = CreateClientConVar( "cl_redead_crosshair_length", 10, true, false ) SWEP.DotMat = Material( "Sprites/light_glow02_add_noz" ) SWEP.LasMat = Material( "sprites/bluelaser1" ) end SWEP.CrosshairScale = 1 function SWEP:LaserDraw() local vm = self.Owner:GetViewModel() if IsValid( vm ) then local idx = vm:LookupAttachment( "1" ) if idx == 0 then idx = vm:LookupAttachment( "muzzle" ) end local trace = util.GetPlayerTrace( ply ) local tr = util.TraceLine( trace ) local tbl = vm:GetAttachment( idx ) local pos = tr.HitPos if vm:GetSequence() != ACT_VM_IDLE then self.AngDiff = ( tbl.Ang - self.LastGoodAng ):Forward() trace = {} trace.start = tbl.Pos or Vector(0,0,0) trace.endpos = trace.start + ( ( EyeAngles() + self.AngDiff ):Forward() * 99999 ) trace.filter = { self.Owner, self.Weapon } local tr2 = util.TraceLine( trace ) pos = tr2.HitPos else self.LastGoodAng = tbl.Ang end cam.Start3D( EyePos(), EyeAngles() ) local dir = ( tbl.Ang ):Forward() local start = tbl.Pos render.SetMaterial( self.LasMat ) for i=0,254 do render.DrawBeam( start, start + dir * 5, 2, 0, 12, Color( 255, 0, 0, 255 - i ) ) start = start + dir * 5 end local dist = tr.HitPos:Distance( EyePos() ) local size = math.Rand( 6, 7 ) local dotsize = dist / size ^ 2 render.SetMaterial( self.DotMat ) render.DrawQuadEasy( pos, ( EyePos() - tr.HitPos ):GetNormal(), dotsize, dotsize, Color( 255, 0, 0, 255 ), 0 ) cam.End3D() end end function SWEP:DrawHUD() if self.Weapon:ShouldNotDraw() then return end if self.Weapon:GetNWBool( "Laser", false ) then return end local mode = self.Weapon:GetZoomMode() if not self.IsSniper or mode == 1 then local cone = self.Primary.Cone local scale = cone if self.IsSniper then cone = self.Primary.SniperCone scale = cone end local x = ScrW() * 0.5 local y = ScrH() * 0.5 local scalebywidth = ( ScrW() / 1024 ) * 10 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 = cone * 1.75 elseif self.Owner:KeyDown( IN_DUCK ) or self.Owner:KeyDown( IN_WALK ) then scale = math.Clamp( cone / 1.75, 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() //20 * self.CrosshairScale 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 ) return end if mode != 1 then local w = ScrW() local h = ScrH() local wr = ( h / 3 ) * 4 surface.SetTexture( surface.GetTextureID( "gmod/scope" ) ) surface.SetDrawColor( 0, 0, 0, 255 ) surface.DrawTexturedRect( ( w / 2 ) - wr / 2, 0, wr, h ) surface.SetDrawColor( 0, 0, 0, 255 ) surface.DrawRect( 0, 0, ( w / 2 ) - wr / 2, h ) surface.DrawRect( ( w / 2 ) + wr / 2, 0, w - ( ( w / 2 ) + wr / 2 ), h ) surface.DrawLine( 0, h * 0.50, w, h * 0.50 ) surface.DrawLine( w * 0.50, 0, w * 0.50, h ) end end