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path: root/entities/weapons/rad_axe/shared.lua
blob: c8848e79b4e8082a5c89da630bdd9757d2343793 (plain)
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if SERVER then

	AddCSLuaFile("shared.lua")

end

if CLIENT then

	SWEP.ViewModelFOV		= 80
	SWEP.ViewModelFlip		= false

	SWEP.PrintName = "Axe"
	SWEP.IconLetter = "j"
	SWEP.Slot = 1
	SWEP.Slotpos = 0

end

SWEP.HoldType = "melee2"

SWEP.Base = "rad_base"

SWEP.ViewModel			= "models/weapons/v_axe/v_axe.mdl"
SWEP.WorldModel			= "models/weapons/w_axe.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.Primary.Hit            = Sound( "weapons/crowbar/crowbar_impact2.wav" )
SWEP.Primary.Sound			= Sound( "weapons/iceaxe/iceaxe_swing1.wav" )
SWEP.Primary.Recoil			= 9.5
SWEP.Primary.Damage			= 100
SWEP.Primary.NumShots		= 1
SWEP.Primary.Delay			= 1.300

SWEP.Primary.ClipSize		= 1
SWEP.Primary.Automatic		= true

function SWEP:GetViewModelPosition( pos, ang )

	return self.Weapon:MoveViewModelTo( self.HoldPos, self.HoldAng, pos, ang, 1 )

end

function SWEP:SecondaryAttack()

end

function SWEP:PrimaryAttack()

	if SERVER then

		self.Owner:AddStamina( -4 )

	end

	self.Owner:SetAnimation( PLAYER_ATTACK1 )

	self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
	self.Weapon:MeleeTrace( self.Primary.Damage )

end

function SWEP:Think()

	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: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.AxeHit )
			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

			ent:SetHeadshotter( self.Owner, true )
			ent:TakeDamage( dmg, self.Owner, self.Weapon )

			local snd = table.Random( GAMEMODE.AxeHit )
			ent:EmitSound( snd, 100, math.random(90,110) )

			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:DrawHUD()

end