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if SERVER then
AddCSLuaFile( "shared.lua" )
end
if CLIENT then
SWEP.ViewModelFOV = 70
SWEP.ViewModelFlip = false
SWEP.PrintName = "Claws"
SWEP.IconLetter = "C"
SWEP.Slot = 0
SWEP.Slotpos = 0
killicon.AddFont( "rad_z_common", "CSKillIcons", SWEP.IconLetter, Color( 255, 80, 0, 255 ) );
end
SWEP.HoldType = "slam"
SWEP.Base = "rad_base"
SWEP.ViewModel = "models/zed/weapons/v_undead.mdl"
SWEP.IsSniper = false
SWEP.AmmoType = "Knife"
SWEP.ThinkTime = 0
SWEP.Primary.Door = Sound( "Wood_Plank.Break" )
SWEP.Primary.Hit = Sound( "npc/zombie/claw_strike1.wav" )
SWEP.Primary.HitFlesh = Sound( "npc/zombie/claw_strike2.wav" )
SWEP.Primary.Sound = Sound( "npc/fast_zombie/idle1.wav" )
SWEP.Primary.Miss = Sound( "npc/zombie/claw_miss1.wav" )
SWEP.Primary.Recoil = 3.5
SWEP.Primary.Damage = 35
SWEP.Primary.NumShots = 1
SWEP.Primary.Delay = 1.500
SWEP.Primary.ClipSize = 1
SWEP.Primary.Automatic = true
function SWEP:GetViewModelPosition( pos, ang )
return pos, ang
end
function SWEP:NoobHelp()
self.Owner:NoticeOnce( "Hit people to infect them", GAMEMODE.Colors.Blue, 5, 10 )
end
function SWEP:Deploy()
self.Owner:DrawWorldModel( false )
if SERVER then
self.Weapon:NoobHelp()
end
return true
end
function SWEP:Holster()
if SERVER then
self.Owner:EmitSound( table.Random( self.Die ), 100, math.random(90,110) )
end
return true
end
function SWEP:SecondaryAttack()
self.Weapon:SetNextSecondaryFire( CurTime() + 2.5 )
if SERVER then
self.Owner:VoiceSound( table.Random( self.Taunt ), 100, math.random( 90, 100 ) )
end
end
function SWEP:PrimaryAttack()
self.Weapon:EmitSound( self.Primary.Sound, 100, math.random(90,110) )
self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
self.ThinkTime = CurTime() + ( self.Primary.Delay * 0.3 )
end
function SWEP:Think()
if self.ThinkTime != 0 and self.ThinkTime < CurTime() then
self.Weapon:MeleeTrace( self.Primary.Damage )
self.ThinkTime = 0
end
end
function SWEP:OnHitHuman( ent, dmg )
if not ent:IsInfected() then
ent:SetInfected( true )
self.Owner:Notice( "You infected a human", GAMEMODE.Colors.Green )
self.Owner:AddZedDamage( 15 )
end
self.Owner:AddZedDamage( dmg )
self.Owner:DrawBlood( 3 )
end
function SWEP:MeleeTrace( dmg )
self.Owner:SetAnimation( PLAYER_ATTACK1 )
self.Weapon:SendWeaponAnim( ACT_VM_MISSCENTER )
if CLIENT then return end
self.Weapon:SetNWString( "CurrentAnim", "zattack" .. math.random(1,3) )
self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK )
local pos = self.Owner:GetShootPos()
local aim = self.Owner:GetAimVector() * 80
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.Miss, 100, math.random(90,110) )
return
elseif not ent:IsWorld() then
if ent:IsPlayer() and ent:Team() == TEAM_ARMY then
ent:TakeDamage( dmg, self.Owner, self.Weapon )
ent:EmitSound( self.Primary.HitFlesh, 100, math.random(90,110) )
self.Weapon:OnHitHuman( ent, dmg )
local ed = EffectData()
ed:SetOrigin( trace.HitPos )
util.Effect( "BloodImpact", ed, true, true )
elseif string.find( ent:GetClass(), "npc" ) then
ent:TakeDamage( 20, self.Owner, self.Weapon )
ent:EmitSound( self.Primary.HitFlesh, 100, math.random(90,110) )
elseif !ent:IsPlayer() then
if ent:GetClass() == "prop_door_rotating" then
if not ent.Hits then
ent.Hits = 1
ent.MaxHits = math.random(5,10)
ent:EmitSound( Sound( "Wood_Plank.Break" ) )
else
ent.Hits = ent.Hits + 1
if ent.Hits > ent.MaxHits then
local prop = ents.Create( "prop_physics" )
prop:SetPos( ent:GetPos() )
prop:SetAngles( ent:GetAngles() + Angle(10,0,2) )
prop:SetModel( ent:GetModel() )
prop:SetSkin( ent:GetSkin() )
prop:SetCollisionGroup( COLLISION_GROUP_WEAPON )
prop:Spawn()
local dir = ent:GetPos() - self.Owner:GetShootPos()
dir:Normalize()
local phys = prop:GetPhysicsObject()
if IsValid( phys ) then
phys:ApplyForceCenter( dir * phys:GetMass() * 800 )
end
ent:EmitSound( Sound( "Wood_Crate.Break" ) )
ent:Remove()
return
else
ent:EmitSound( Sound( "Wood_Plank.Break" ) )
end
end
elseif string.find( ent:GetClass(), "breakable" ) then
ent:TakeDamage( 50, self.Owner, self.Weapon )
ent:EmitSound( self.Primary.Hit, 100, math.random(90,110) )
if ent:GetClass() == "func_breakable_surf" then
ent:Fire( "shatter", "1 1 1", 0 )
return
end
end
local phys = ent:GetPhysicsObject()
if IsValid( phys ) then
ent:SetPhysicsAttacker( self.Owner )
ent:EmitSound( self.Primary.Hit, 100, math.random(90,110) )
if ent.IsWood then
ent:TakeDamage( 75, self.Owner, self.Weapon )
ent:EmitSound( self.Primary.Door )
else
ent:TakeDamage( 25, self.Owner, self.Weapon )
end
phys:Wake()
phys:ApplyForceCenter( self.Owner:GetAimVector() * phys:GetMass() * 400 )
end
end
end
end
function SWEP:DrawHUD()
end
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