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if SERVER then
AddCSLuaFile("shared.lua")
end
if CLIENT then
SWEP.ViewModelFOV = 75
SWEP.ViewModelFlip = false
SWEP.PrintName = "Crowbar"
SWEP.IconLetter = "j"
SWEP.Slot = 1
SWEP.Slotpos = 0
end
SWEP.HoldType = "melee2"
SWEP.Base = "rad_base"
SWEP.UseHands = true
SWEP.ViewModel = "models/weapons/c_crowbar.mdl"
SWEP.WorldModel = "models/weapons/w_crowbar.mdl"
SWEP.HoldPos = Vector(8.72, 0, 3.319)
SWEP.HoldAng = Vector(0, 0, 0)
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 = 90
SWEP.Primary.NumShots = 1
SWEP.Primary.Delay = 0.950
SWEP.Primary.ClipSize = 1
SWEP.Primary.Automatic = true
function SWEP:GetViewModelPosition( pos, ang )
return pos, ang //self.Weapon:MoveViewModelTo( self.HoldPos, self.HoldAng, pos, ang, 1 )
end
function SWEP:SecondaryAttack()
end
function SWEP:PrimaryAttack()
if SERVER then
self.Owner:AddStamina( -3 )
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.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
if math.random(1,3) == 1 then
ent:SetHeadshotter( self.Owner, true )
end
ent:TakeDamage( dmg, self.Owner, self.Weapon )
local snd = table.Random( GAMEMODE.BluntHit )
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
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