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path: root/entities/weapons/rad_shotgun/shared.lua
blob: 6b424dda3d7cd2224d3f2244c9f223dce85abc6b (plain)
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if SERVER then

	AddCSLuaFile("shared.lua")

end

if CLIENT then

	SWEP.ViewModelFlip		= true

	SWEP.PrintName = "Winchester 1887"
	SWEP.IconLetter = "k"
	SWEP.Slot = 3
	SWEP.Slotpos = 3

end

SWEP.HoldType = "shotgun"

SWEP.Base = "rad_base"

SWEP.ViewModel = "models/weapons/v_shot_m3super91.mdl"
SWEP.WorldModel = "models/weapons/w_annabelle.mdl"

SWEP.SprintPos = Vector(-0.6026, -2.715, 0.0137)
SWEP.SprintAng = Vector(-3.4815, -21.9362, 0.0001)

SWEP.IsSniper = false
SWEP.AmmoType = "Buckshot"

SWEP.Primary.Sound			= Sound( "weapons/shotgun/shotgun_fire6.wav" )
SWEP.Primary.Pump           = Sound( "Weapon_M3.Pump" )
SWEP.Primary.Recoil			= 8.5
SWEP.Primary.Damage			= 30
SWEP.Primary.NumShots		= 8
SWEP.Primary.Cone			= 0.085
SWEP.Primary.Delay			= 0.500

SWEP.Primary.ClipSize		= 5
SWEP.Primary.Automatic		= false

SWEP.MinShellDelay = 0.5
SWEP.MaxShellDelay = 0.7

function SWEP:Deploy()

	self.Weapon:SetNWBool( "Reloading", false )
	self.Weapon:SetVar( "PumpTime", 0 )
	self.Weapon:SetNextPrimaryFire( CurTime() + 0.3 )

	self.Weapon:SendWeaponAnim( ACT_VM_DRAW )

	return true

end

function SWEP:CanPrimaryAttack()

	if self.HolsterMode or self.LastRunFrame > CurTime() then return false end

	if self.Owner:GetNWInt( "Ammo" .. self.AmmoType, 0 ) < 1 then

		self.Weapon:EmitSound( self.Primary.Empty )
		return false

	end

	if self.Weapon:GetNWBool( "Reloading", false ) then

		self.Weapon:SetNWBool( "Reloading", false )
		self.Weapon:SetNextPrimaryFire( CurTime() + 0.5 )

		self.Weapon:SendWeaponAnim( ACT_SHOTGUN_RELOAD_FINISH )

		return false

	end

	if self.Weapon:Clip1() <= 0 then

		self.Weapon:SetNWBool( "Reloading", true )
		self.Weapon:SetVar( "ReloadTimer", CurTime() + 0.5 )
		self.Weapon:SendWeaponAnim( ACT_VM_RELOAD )
		self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
		//self.Weapon:SetClip1( self.Weapon:Clip1() + 1 )

		return false

	end

	return true

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:MuzzleFlash()
	self.Owner:SetAnimation( PLAYER_ATTACK1 )

	self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK )

	if self.UseShellSounds then

		local pitch = self.Pitches[ self.AmmoType ] + math.random( -3, 3 )
		local tbl = self.BuckshotShellSounds
		local pos = self.Owner:GetPos()

		timer.Simple( math.Rand( self.MinShellDelay, self.MaxShellDelay ), function() sound.Play( table.Random( tbl ), pos, 50, pitch ) end )

	end

end

function SWEP:PrimaryAttack()

	if not self.Weapon:CanPrimaryAttack() then

		self.Weapon:SetNextPrimaryFire( CurTime() + 0.5 )
		return

	end

	self.Weapon:SetVar( "PumpTime", CurTime() + 0.5 )

	self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
	self.Weapon:EmitSound( self.Primary.Sound, 100, math.random(95,105) )
	self.Weapon:ShootBullets( self.Primary.Damage, self.Primary.NumShots, self.Primary.Cone, self.Weapon:GetZoomMode() )
	self.Weapon:TakePrimaryAmmo( 1 )
	self.Weapon:ShootEffects()

	if SERVER then

		self.Owner:AddAmmo( self.AmmoType, -1 )

	end

end

function SWEP:Reload()

	if self.Weapon:Clip1() == self.Primary.ClipSize or self.Weapon:Clip1() > self.Owner:GetNWInt( "Ammo" .. self.AmmoType, 0 ) or self.HolsterMode or self.ReloadTime then return end

	if self.Weapon:Clip1() < self.Primary.ClipSize then

		self.Weapon:SetNWBool( "Reloading", true )
		self.Weapon:SetVar( "ReloadTimer", CurTime() + 0.5 )
		self.Weapon:SendWeaponAnim( ACT_VM_RELOAD )
		self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
		//self.Weapon:SetClip1( self.Weapon:Clip1() + 1 )

	end

end

function SWEP:PumpIt()

	self.Weapon:SetNWBool( "Reloading", false )
	self.Weapon:SendWeaponAnim( ACT_SHOTGUN_PUMP )
	self.Weapon:EmitSound( self.Primary.Pump )
	self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay )

end

function SWEP:Think()

	if self.Owner:KeyDown( IN_WALK ) and self.HolsterTime < CurTime() then

		self.HolsterTime = CurTime() + 2
		self.HolsterMode = !self.HolsterMode

		if self.HolsterMode then

			self.Owner:SetLuaAnimation( self.HoldType )

		else

			self.Owner:StopAllLuaAnimations( 0.5 )

		end

	end

	if self.Weapon:GetVar( "PumpTime", 0 ) != 0 and self.Weapon:GetVar( "PumpTime", 0 ) < CurTime() then

		self.Weapon:SetVar( "PumpTime", 0 )
		self.Weapon:PumpIt()

	end

	if self.Weapon:GetNWBool( "Reloading", false ) then

		if self.Weapon:GetVar( "ReloadTimer", 0 ) < CurTime() then

			// Finsished reload
			if self.Weapon:Clip1() >= self.Primary.ClipSize then

				self.Weapon:SetNWBool( "Reloading", false )
				self.Weapon:SetNextPrimaryFire( CurTime() + 0.5 )

				self.Weapon:SendWeaponAnim( ACT_SHOTGUN_RELOAD_FINISH )

				return

			end

			// Next cycle
			self.Weapon:SetVar( "ReloadTimer", CurTime() + 0.75 )
			self.Weapon:SendWeaponAnim( ACT_VM_RELOAD )

			// Add ammo
			self.Weapon:SetClip1( self.Weapon:Clip1() + 1 )

		end

	end

	if self.Owner:GetVelocity():Length() > 0 then

		if self.Owner:KeyDown( IN_SPEED ) then

			self.LastRunFrame = CurTime() + 0.3

		end

	end

end

function SWEP:ShootBullets( damage, numbullets, aimcone, zoommode )

	if SERVER then

		self.Owner:AddStat( "Bullets", 1 )

	end

	local scale = aimcone

	if self.Owner:KeyDown( IN_FORWARD ) or self.Owner:KeyDown( IN_BACK ) or self.Owner:KeyDown( IN_MOVELEFT ) or self.Owner:KeyDown( IN_MOVERIGHT ) then

		scale = aimcone * 1.75

	elseif self.Owner:KeyDown( IN_DUCK ) or self.Owner:KeyDown( IN_WALK ) then

		scale = math.Clamp( aimcone / 1.25, 0, 10 )

	end

	local bullet = {}
	bullet.Num 		= numbullets
	bullet.Src 		= self.Owner:GetShootPos()
	bullet.Dir 		= self.Owner:GetAimVector()
	bullet.Spread 	= Vector( scale, scale, 0 )
	bullet.Tracer	= 0
	bullet.Force	= damage * 2
	bullet.Damage	= damage
	bullet.AmmoType = "Pistol"
	bullet.TracerName 	= tracername
	bullet.Callback = function ( attacker, tr, dmginfo )

		dmginfo:ScaleDamage( self:GetDamageFalloffScale( tr.HitPos:Distance( self.Owner:GetShootPos() ) ) )

		if tr.Entity.NextBot then

			tr.Entity:OnLimbHit( tr.HitGroup, dmginfo )

		end

		if math.random(1,6) == 1 then

			self.Weapon:BulletPenetration( attacker, tr, dmginfo, 0 )

		end

	end

	self.Owner:FireBullets( bullet )

end

function SWEP:DrawHUD()

	if self.Weapon:ShouldNotDraw() then return end

	local x = ScrW() * 0.5
	local y = ScrH() * 0.5
	local scalebywidth = ( ScrW() / 1024 ) * 10
	local scale = self.Primary.Cone

	if self.Owner:KeyDown( IN_FORWARD ) or self.Owner:KeyDown( IN_BACK ) or self.Owner:KeyDown( IN_MOVELEFT ) or self.Owner:KeyDown( IN_MOVERIGHT ) then

		scale = self.Primary.Cone * 1.75

	elseif self.Owner:KeyDown( IN_DUCK ) or self.Owner:KeyDown( IN_WALK ) then

		scale = math.Clamp( self.Primary.Cone / 1.25, 0, 10 )

	end

	scale = scale * scalebywidth

	local dist = math.abs( self.CrosshairScale - scale )
	self.CrosshairScale = math.Approach( self.CrosshairScale, scale, FrameTime() * 2 + dist * 0.05 )

	local gap = 40 * self.CrosshairScale
	local length = gap + self.CrossLength:GetInt()

	surface.SetDrawColor( self.CrossRed:GetInt(), self.CrossGreen:GetInt(), self.CrossBlue:GetInt(), self.CrossAlpha:GetInt() )
	surface.DrawLine( x - length, y, x - gap, y )
	surface.DrawLine( x + length, y, x + gap, y )
	surface.DrawLine( x, y - length, x, y - gap )
	surface.DrawLine( x, y + length, x, y + gap )

end