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ITEM.Name = "Fireball"
ITEM.Class = "weapon"
ITEM.Desc = "Warning: Warm"
ITEM.Model = "models/props_debris/wood_board02a.mdl"
ITEM.Icon = Material("wintersurvival2/hud/ws1_icons/icon_bow")
ITEM.HoldType = "magic"
ITEM.Recipe = {
Resources = {
["Plank"] = 2,
["Rope"] = 1,
["Sap"] = 1,
},
Tools = {},
}
ITEM.CD = 1
function ITEM:DoFireball(pl)
print("Fully successfull fireball callback:")
print(pl)
local aim = pl:GetAimVector()
local fireball = {}
fireball["model"] = "models/hunter/blocks/cube025x025x025.mdl"
fireball["speed"] = 700
fireball["drop"] = 50
fireball["init"] = function(fb) fb:Ignite(10) end
local D = ents.Create("ws_projectile")
if(fireball.speed) then D.speed = fireball.speed end
if(fireball.model) then D.model = fireball.model end
if(fireball.drop) then D.drop = fireball.drop end
if(fireball.init) then D.init = fireball.init end
print("D's speed:" .. D.speed)
D:SetPos(pl:GetShootPos()+aim*50)
D:SetOwner(pl)
D:SetAngles(aim:Angle())
D:Spawn()
pl:EmitSound(Sound("physics/flesh/flesh_impact_hard.wav"),100,math.random(90,110))
end
function ITEM:DoFireballFail()
end
function ITEM:OnPrimary(pl,tr)
ParticleEffect("particletest.pcf",pl:GetPos(),pl:GetAngles(),pl)
if (CLIENT) then return end
pl:Cast("Fireball",self.DoFireball)
end
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