if SERVER then AddCSLuaFile("shared.lua") end if CLIENT then SWEP.ViewModelFOV = 80 SWEP.ViewModelFlip = false SWEP.PrintName = "Hammer" SWEP.IconLetter = "j" SWEP.Slot = 1 SWEP.Slotpos = 0 end SWEP.HoldType = "melee" SWEP.Base = "rad_base" SWEP.ViewModel = "models/weapons/v_hammer/v_hammer.mdl" SWEP.WorldModel = "models/weapons/w_hammer.mdl" SWEP.Barricade = Model( "models/props_debris/wood_board04a.mdl" ) SWEP.HoldPos = Vector (1.1747, -16.6759, -5.7913) SWEP.HoldAng = Vector (23.7548, -8.0105, -5.154) SWEP.IsSniper = false SWEP.AmmoType = "Knife" SWEP.Click = Sound( "Buttons.snd14" ) SWEP.Deny = Sound( "HL1/fvox/buzz.wav" ) SWEP.Primary.Hit = Sound( "weapons/crowbar/crowbar_impact1.wav" ) SWEP.Primary.Sound = Sound( "weapons/iceaxe/iceaxe_swing1.wav" ) SWEP.Primary.Recoil = 6.5 SWEP.Primary.Damage = 50 SWEP.Primary.NumShots = 1 SWEP.Primary.Delay = 1.100 SWEP.Primary.ClipSize = 1 SWEP.Primary.Automatic = true SWEP.Position = 35 SWEP.BuildAng = 0 function SWEP:GetViewModelPosition( pos, ang ) return self.Weapon:MoveViewModelTo( self.HoldPos, self.HoldAng, pos, ang, 1 ) end function SWEP:ReleaseGhost() if IsValid( self.GhostEntity ) then self.GhostEntity:Remove() self.GhostEntity = nil end end function SWEP:MakeGhost( model, pos, angle ) self.GhostEntity = ents.CreateClientProp( model ) //self.GhostEntity:SetModel( model ) self.GhostEntity:SetPos( pos ) self.GhostEntity:SetAngles( angle ) self.GhostEntity:Spawn() self.GhostEntity:SetSolid( SOLID_VPHYSICS ) self.GhostEntity:SetMoveType( MOVETYPE_NONE ) self.GhostEntity:SetNotSolid( true ) self.GhostEntity:SetRenderMode( RENDERMODE_TRANSALPHA ) self.GhostEntity:SetColor( Color( 255, 255, 255, 200 ) ) end function SWEP:UpdateGhost() if not IsValid( self.GhostEntity ) then return end local tr = util.GetPlayerTrace( self.Owner ) local trace = util.TraceLine( tr ) if not trace.Hit then return end local ang = ( trace.HitNormal * -1 ):Angle() + Angle( 0, 0, math.NormalizeAngle( 90 + self.Weapon:GetNWInt( "BuildAng", 0 ) ) ) local pos = trace.HitPos local trlength = self.Weapon:GetOwner():GetPos() - trace.HitPos trlength = trlength:Length() if trlength < 150 and ( trace.HitWorld or trace.Entity:GetClass() == "prop_door_rotating" ) then self.GhostEntity:SetColor( Color( 50, 255, 50, 200 ) ) else self.GhostEntity:SetColor( Color( 255, 50, 50, 200 ) ) end if not trace.HitWorld and not trace.Entity:GetClass() == "prop_door_rotating" then self.GhostEntity:SetColor( Color( 255, 50, 50, 200 ) ) self.GhostEntity:SetModel( self.Barricade ) self.GhostEntity:SetPos( pos + ( self.GhostEntity:GetUp() * self.Position ) ) self.GhostEntity:SetAngles( ang ) elseif string.find( trace.Entity:GetClass(), "prop_door" ) then self.GhostEntity:SetModel( "models/props_c17/tools_wrench01a.mdl" ) self.GhostEntity:SetPos( trace.HitPos + trace.HitNormal * 5 ) self.GhostEntity:SetAngles( ( trace.HitNormal * -1 ):Angle() + Angle(0,90,90) ) else self.GhostEntity:SetModel( self.Barricade ) self.GhostEntity:SetPos( pos + ( self.GhostEntity:GetUp() * self.Position ) ) self.GhostEntity:SetAngles( ang ) end end function SWEP:SetPlacePosition( ent ) local tr = util.GetPlayerTrace( self:GetOwner() ) local trace = util.TraceLine( tr ) if not trace.Hit then return end local ang = ( trace.HitNormal * -1 ):Angle() + Angle( 0, 0, math.NormalizeAngle( 90 + self.Weapon:GetNWInt( "BuildAng", 0 ) ) ) ent:SetAngles( ang ) local pos = trace.HitPos ent:SetPos( pos + ( ent:GetUp() * self.Position ) ) local phys = ent:GetPhysicsObject() if IsValid( phys ) then phys:EnableMotion( false ) end end function SWEP:Deploy() if SERVER then self.Owner:DrawViewModel( true ) self.Owner:NoticeOnce( "Toggle build mode with your reload key", GAMEMODE.Colors.Blue, 5, 2 ) else self.Weapon:ReleaseGhost() end self.InIron = false self.Weapon:SendWeaponAnim( ACT_VM_DRAW ) return true end function SWEP:Holster() if CLIENT then self.Weapon:ReleaseGhost() end return true end function SWEP:Reload() if CLIENT then return end if ( self.ReloadTime or 0 ) < CurTime() then self.ReloadTime = CurTime() + 0.75 self.Weapon:SetNWBool( "BuildMode", !self.Weapon:GetNWBool( "BuildMode", false ) ) self.Owner:EmitSound( self.Click, 50, 120 ) self.Owner:NoticeOnce( "Rotate your barricade by right clicking", GAMEMODE.Colors.Blue, 5, 2 ) end end function SWEP:SecondaryAttack() if CLIENT then return end if ( self.SecondDelay or 0 ) < CurTime() and self.Weapon:GetNWBool( "BuildMode", false ) then self.SecondDelay = CurTime() + 0.25 self.BuildAng = self.BuildAng + 45 if self.BuildAng == 360 then self.BuildAng = 0 end self.Weapon:SetNWInt( "BuildAng", self.BuildAng ) self.Owner:EmitSound( self.Click ) end end function SWEP:PrimaryAttack() if not self.Weapon:GetNWBool( "BuildMode", false ) then if SERVER then self.Owner:AddStamina( -2 ) end self.Owner:SetAnimation( PLAYER_ATTACK1 ) self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay ) self.Weapon:MeleeTrace( self.Primary.Damage ) else self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay ) self.Weapon:BarricadeTrace() end end function SWEP:BarricadeTrace() if CLIENT then return end local trace = util.GetPlayerTrace( self.Owner ) local tr = util.TraceLine( trace ) local trlength = self.Weapon:GetOwner():GetPos() - tr.HitPos trlength = trlength:Length() local has, id = self.Owner:GetWood() if not has then self.Owner:Notice( "You don't have enough wood", GAMEMODE.Colors.Red ) self.Owner:EmitSound( self.Deny, 50, 100 ) return end if tr.HitWorld and trlength < 150 then self.Owner:Notice( "Built a barricade using 1 piece of wood", GAMEMODE.Colors.Green ) self.Owner:NoticeOnce( "You can also repair doors", GAMEMODE.Colors.Blue, 5, 2 ) local prop = ents.Create( "prop_physics" ) prop:SetModel( self.Barricade ) prop:Spawn() prop:SetHealth( 350 ) prop:SetCustomCollisionCheck() prop.IsWood = true self.Weapon:SetPlacePosition( prop ) elseif string.find( tr.Entity:GetClass(), "prop_door" ) and trlength < 150 then self.Owner:Notice( "Fortified a door using 1 piece of wood", GAMEMODE.Colors.Green ) tr.Entity.MaxHits = 30 tr.Entity.Hits = 0 else self.Owner:Notice( "You can't build a barricade here", GAMEMODE.Colors.Red ) self.Owner:EmitSound( self.Deny, 50, 100 ) return end self.Owner:AddStamina( -15 ) self.Owner:RemoveFromInventory( id ) self.Owner:AddStat( "Wood" ) self.Owner:AddCash( 1 ) self.Owner:EmitSound( table.Random( GAMEMODE.Drill ), 100, math.random(90,110) ) self.Owner:EmitSound( table.Random( GAMEMODE.WoodHammer ), 100, math.random(90,110) ) end function SWEP:MeleeTrace( dmg ) self.Weapon:SendWeaponAnim( ACT_VM_MISSCENTER ) if CLIENT then return end local pos = self.Owner:GetShootPos() local aim = self.Owner:GetAimVector() * 64 local line = {} line.start = pos line.endpos = pos + aim line.filter = self.Owner local linetr = util.TraceLine( line ) local tr = {} tr.start = pos + self.Owner:GetAimVector() * -5 tr.endpos = pos + aim tr.filter = self.Owner tr.mask = MASK_SHOT_HULL tr.mins = Vector(-20,-20,-20) tr.maxs = Vector(20,20,20) local trace = util.TraceHull( tr ) local ent = trace.Entity local ent2 = linetr.Entity if not IsValid( ent ) and IsValid( ent2 ) then ent = ent2 end if not IsValid( ent ) then self.Owner:EmitSound( self.Primary.Sound, 100, math.random(60,80) ) return elseif not ent:IsWorld() then self.Weapon:SendWeaponAnim( ACT_VM_HITCENTER ) if ent:IsPlayer() then local snd = table.Random( GAMEMODE.BluntHit ) ent:EmitSound( snd, 100, math.random(90,110) ) if ent:Team() != self.Owner:Team() then ent:TakeDamage( dmg, self.Owner, self.Weapon ) self.Owner:DrawBlood() local ed = EffectData() ed:SetOrigin( trace.HitPos ) util.Effect( "BloodImpact", ed, true, true ) end elseif string.find( ent:GetClass(), "npc" ) then local snd = table.Random( GAMEMODE.BluntHit ) ent:EmitSound( snd, 100, math.random(90,110) ) if math.random(1,3) == 1 then ent:SetHeadshotter( self.Owner, true ) end ent:TakeDamage( dmg, self.Owner, self.Weapon ) self.Owner:DrawBlood() local ed = EffectData() ed:SetOrigin( trace.HitPos ) util.Effect( "BloodImpact", ed, true, true ) elseif !ent:IsPlayer() then if string.find( ent:GetClass(), "breakable" ) then ent:TakeDamage( 50, self.Owner, self.Weapon ) if ent:GetClass() == "func_breakable_surf" then ent:Fire( "shatter", "1 1 1", 0 ) end end ent:EmitSound( self.Primary.Hit, 100, math.random(90,110) ) local phys = ent:GetPhysicsObject() if IsValid( phys ) then if ent.IsWooden or (ent:GetMaterialType() == MAT_WOOD) then ent:Fire( "break", 0, 0 ) else ent:SetPhysicsAttacker( self.Owner ) ent:TakeDamage( 10, self.Owner, self.Weapon ) phys:Wake() phys:ApplyForceCenter( self.Owner:GetAimVector() * phys:GetMass() * 200 ) end end end end end function SWEP:Think() if CLIENT then if self.Weapon:GetNWBool( "BuildMode", false ) then if not self.GhostEntity then self.Weapon:MakeGhost( self.Barricade, self.Owner:GetPos() + Vector(0,0,100), Angle(0,0,0)) else self.Weapon:UpdateGhost() end elseif IsValid( self.GhostEntity ) then self.Weapon:ReleaseGhost() end end if self.Owner:GetVelocity():Length() > 0 then if self.Owner:KeyDown( IN_SPEED ) then self.LastRunFrame = CurTime() + 0.3 end if self.Weapon:GetZoomMode() != 1 then self.Weapon:UnZoom() end end if self.MoveTime and self.MoveTime < CurTime() and SERVER then self.MoveTime = nil self.Weapon:SetZoomMode( self.Weapon:GetZoomMode() + 1 ) self.Owner:DrawViewModel( false ) end end function SWEP:DrawHUD() end