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|
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
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