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if SERVER then
AddCSLuaFile("shared.lua")
end
if CLIENT then
SWEP.ViewModelFlip = true
SWEP.PrintName = "HE Grenade"
SWEP.IconLetter = "h"
SWEP.Slot = 3
SWEP.Slotpos = 3
end
SWEP.HoldType = "grenade"
SWEP.Base = "rad_base"
SWEP.ViewModel = "models/weapons/v_eq_fraggrenade.mdl"
SWEP.WorldModel = "models/weapons/w_eq_fraggrenade.mdl"
SWEP.SprintPos = Vector (10.9603, -1.1484, -0.4996)
SWEP.SprintAng = Vector (13.9974, 21.7915, 59.3288)
SWEP.IsSniper = false
SWEP.AmmoType = "Knife"
SWEP.ThrowPower = 350
SWEP.Primary.Sound = Sound( "WeaponFrag.Throw" )
SWEP.Primary.Recoil = 6.5
SWEP.Primary.Damage = 1
SWEP.Primary.NumShots = 1
SWEP.Primary.Cone = 0.100
SWEP.Primary.Delay = 2.300
SWEP.Primary.ClipSize = 1
SWEP.Primary.Automatic = false
function SWEP:Think()
if self.Owner:GetVelocity():Length() > 0 then
if self.Owner:KeyDown( IN_SPEED ) and self.Owner:GetVelocity():Length() > 0 and self.Owner:GetNWFloat( "Weight", 0 ) < 50 then
self.LastRunFrame = CurTime() + 0.3
end
end
if self.ThrowTime then
if self.ThrowTime - 0.3 < CurTime() and not self.ThrowAnim then
self.ThrowAnim = true
if self.ThrowPower > 1000 then
self.Weapon:SendWeaponAnim( ACT_VM_THROW )
end
end
if self.ThrowTime < CurTime() then
self.ThrowTime = nil
self.ReloadTime = CurTime() + 0.75
if CLIENT then return end
local tbl = item.GetByModel( "models/weapons/w_eq_fraggrenade_thrown.mdl" )
if self.Owner:HasItem( tbl.ID ) then
self.Owner:RemoveFromInventory( tbl.ID )
end
local ent = ents.Create( "sent_grenade" )
ent:SetPos( self.Owner:GetShootPos() + self.Owner:GetRight() * 5 + self.Owner:GetUp() * -5 )
ent:SetOwner( self.Owner )
ent:SetAngles( self.Owner:GetAimVector():Angle() )
ent:SetSpeed( self.ThrowPower )
ent:Spawn()
if not self.Owner:HasItem( tbl.ID ) then
self.Owner:StripWeapon( "rad_grenade" )
end
end
end
if self.ReloadTime and self.ReloadTime < CurTime() then
self.ReloadTime = nil
self.Weapon:SendWeaponAnim( ACT_VM_DRAW )
end
end
function SWEP:SecondaryAttack()
self.Weapon:SendWeaponAnim( ACT_VM_PULLBACK_LOW )
self.Weapon:SetNextSecondaryFire( CurTime() + self.Primary.Delay )
self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
self.Weapon:ShootEffects()
self.ThrowTime = CurTime() + 1.25
self.ThrowAnim = false
self.ThrowPower = 800
end
function SWEP:PrimaryAttack()
self.Weapon:SendWeaponAnim( ACT_VM_PULLBACK_LOW )
self.Weapon:SetNextSecondaryFire( CurTime() + self.Primary.Delay )
self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
self.Weapon:ShootEffects()
self.ThrowTime = CurTime() + 1.25
self.ThrowAnim = false
self.ThrowPower = 3000
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:SetAnimation( PLAYER_ATTACK1 )
end
function SWEP:DrawHUD()
end
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