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|
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
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