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if SERVER then
AddCSLuaFile( "shared.lua" )
end
if CLIENT then
SWEP.ViewModelFlip = false
SWEP.PrintName = "Knife"
SWEP.IconLetter = "j"
SWEP.Slot = 1
SWEP.Slotpos = 0
end
SWEP.HoldType = "knife"
SWEP.Base = "rad_base"
SWEP.ViewModel = "models/weapons/v_knife_t.mdl"
SWEP.WorldModel = "models/weapons/w_knife_t.mdl"
SWEP.IsSniper = false
SWEP.AmmoType = "Knife"
SWEP.Primary.Hit = Sound( "Weapon_Knife.HitWall" )
SWEP.Primary.HitFlesh = Sound( "Weapon_Knife.Hit" )
SWEP.Primary.Sound = Sound( "Weapon_Knife.Slash" )
SWEP.Primary.Deploy = Sound( "Weapon_Knife.Deploy" )
SWEP.Primary.Recoil = 3.5
SWEP.Primary.Damage = 35
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
end
function SWEP:SecondaryAttack()
end
function SWEP:PrimaryAttack()
self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
self.Weapon:MeleeTrace( self.Primary.Damage )
if SERVER then
self.Owner:AddStamina( -1 )
end
end
function SWEP:Think()
end
function SWEP:MeleeTrace( dmg )
self.Owner:SetAnimation( PLAYER_ATTACK1 )
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(90,110) )
return
elseif not ent:IsWorld() then
self.Weapon:SendWeaponAnim( ACT_VM_HITCENTER )
self.Owner:AddStamina( -2 )
if ent:IsPlayer() then
ent:EmitSound( self.Primary.HitFlesh, 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
ent:TakeDamage( dmg, self.Owner, self.Weapon )
ent:EmitSound( self.Primary.HitFlesh, 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
function SWEP:Deploy()
if SERVER then
self.Owner:DrawViewModel( true )
self.Owner:EmitSound( self.Primary.Deploy, 100, math.random(90,110) )
end
self.Weapon:SendWeaponAnim( ACT_VM_DRAW )
return true
end
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