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path: root/entities/weapons/rad_incendiarygrenade/shared.lua
blob: 42e27238c837303ade8285615ba881a06b491a92 (plain)
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if SERVER then

	AddCSLuaFile("shared.lua")

end

if CLIENT then

	SWEP.ViewModelFlip      = true

	SWEP.PrintName = "Incendiary Grenade"
	SWEP.IconLetter = "h"
	SWEP.Slot = 3
	SWEP.Slotpos = 3

end

SWEP.HoldType = "grenade"

SWEP.Base = "rad_base"

SWEP.ViewModel			= "models/weapons/v_eq_flashbang.mdl"
SWEP.WorldModel			= "models/weapons/w_eq_flashbang.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 = 300

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_flashbang.mdl" )

			if self.Owner:HasItem( tbl.ID ) then

				self.Owner:RemoveFromInventory( tbl.ID )

			end

			local ent = ents.Create( "sent_grenade_incendiary" )
			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_incendiarygrenade" )

			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 SERVER then

		self.Owner:ViewBounce( self.Primary.Recoil )

	end

	self.Owner:SetAnimation( PLAYER_ATTACK1 )

end

function SWEP:DrawHUD()

end