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- AddCSLuaFile()
- SWEP.PrintName = "Fists"
- SWEP.Author = "Kilburn, robotboy655, MaxOfS2D & Tenrys"
- SWEP.Purpose = "Well we sure as hell didn't use guns! We would just wrestle Hunters to the ground with our bare hands! I used to kill ten, twenty a day, just using my fists."
- SWEP.Slot = 0
- SWEP.SlotPos = 4
- SWEP.Spawnable = true
- SWEP.ViewModel = Model( "models/weapons/c_arms.mdl" )
- SWEP.WorldModel = ""
- SWEP.ViewModelFOV = 54
- SWEP.UseHands = true
- SWEP.Primary.ClipSize = -1
- SWEP.Primary.DefaultClip = -1
- SWEP.Primary.Automatic = true
- SWEP.Primary.Ammo = "none"
- SWEP.Secondary.ClipSize = -1
- SWEP.Secondary.DefaultClip = -1
- SWEP.Secondary.Automatic = true
- SWEP.Secondary.Ammo = "none"
- SWEP.DrawAmmo = false
- SWEP.HitDistance = 48
- local SwingSound = Sound( "WeaponFrag.Throw" )
- local HitSound = Sound( "Flesh.ImpactHard" )
- function SWEP:Initialize()
- self:SetHoldType( "fist" )
- end
- function SWEP:SetupDataTables()
- self:NetworkVar( "Float", 0, "NextMeleeAttack" )
- self:NetworkVar( "Float", 1, "NextIdle" )
- self:NetworkVar( "Int", 2, "Combo" )
- end
- function SWEP:UpdateNextIdle()
- local vm = self.Owner:GetViewModel()
- self:SetNextIdle( CurTime() + vm:SequenceDuration() / vm:GetPlaybackRate() )
- end
- local _list = {};
- function printProp(_e)
- //local _e = LocalPlayer():GetEyeTrace().Entity;
- if !IsValid(_e) then return end
- table.insert(_list, "{ Vector(" .. _e:GetPos().x .. "," .._e:GetPos().y .. "," .. _e:GetPos().z.."), Angle(" .. _e:GetAngles().p .. "," .. _e:GetAngles().y .. "," .. _e:GetAngles().r .. "), " .. _e:GetModel() .. " }");
- end
- function SWEP:PrimaryAttack( right )
- if self.Owner:GetEyeTrace().Entity then
- printProp(self.Owner:GetEyeTrace().Entity )
- end
- self.Owner:ChatPrint("Added prop (#" .. #_list .. ")" )
- self:SetNextPrimaryFire( CurTime() + 0.5)
- end
- local lastList = 0;
- function SWEP:Reload()
- if CurTime() < lastList then return end
- _list = {};
- _count = 1;
- self.Owner:ChatPrint("Reset List")
- lastList = CurTime() + 0.5
- end
- function SWEP:SecondaryAttack()
- self.Owner:ChatPrint("Printing List Check Console")
- for k , v in pairs( _list ) do
- print(v)
- end
- self:SetNextSecondaryFire( CurTime() + 0.5)
- end
- function SWEP:DealDamage()
- local anim = self:GetSequenceName(self.Owner:GetViewModel():GetSequence())
- self.Owner:LagCompensation( true )
- local tr = util.TraceLine( {
- start = self.Owner:GetShootPos(),
- endpos = self.Owner:GetShootPos() + self.Owner:GetAimVector() * self.HitDistance,
- filter = self.Owner,
- mask = MASK_SHOT_HULL
- } )
- if ( !IsValid( tr.Entity ) ) then
- tr = util.TraceHull( {
- start = self.Owner:GetShootPos(),
- endpos = self.Owner:GetShootPos() + self.Owner:GetAimVector() * self.HitDistance,
- filter = self.Owner,
- mins = Vector( -10, -10, -8 ),
- maxs = Vector( 10, 10, 8 ),
- mask = MASK_SHOT_HULL
- } )
- end
- -- We need the second part for single player because SWEP:Think is ran shared in SP
- if ( tr.Hit && !( game.SinglePlayer() && CLIENT ) ) then
- self:EmitSound( HitSound )
- end
- local hit = false
- if ( SERVER && IsValid( tr.Entity ) && ( tr.Entity:IsNPC() || tr.Entity:IsPlayer() || tr.Entity:Health() > 0 ) ) then
- local dmginfo = DamageInfo()
- local attacker = self.Owner
- if ( !IsValid( attacker ) ) then attacker = self end
- dmginfo:SetAttacker( attacker )
- dmginfo:SetInflictor( self )
- dmginfo:SetDamage( math.random( 8, 12 ) )
- if ( anim == "fists_left" ) then
- dmginfo:SetDamageForce( self.Owner:GetRight() * 4912 + self.Owner:GetForward() * 9998 ) -- Yes we need those specific numbers
- elseif ( anim == "fists_right" ) then
- dmginfo:SetDamageForce( self.Owner:GetRight() * -4912 + self.Owner:GetForward() * 9989 )
- elseif ( anim == "fists_uppercut" ) then
- dmginfo:SetDamageForce( self.Owner:GetUp() * 5158 + self.Owner:GetForward() * 10012 )
- dmginfo:SetDamage( math.random( 12, 24 ) )
- end
- tr.Entity:TakeDamageInfo( dmginfo )
- hit = true
- end
- if ( SERVER && IsValid( tr.Entity ) ) then
- local phys = tr.Entity:GetPhysicsObject()
- if ( IsValid( phys ) ) then
- phys:ApplyForceOffset( self.Owner:GetAimVector() * 80 * phys:GetMass(), tr.HitPos )
- end
- end
- if ( SERVER ) then
- if ( hit && anim != "fists_uppercut" ) then
- self:SetCombo( self:GetCombo() + 1 )
- else
- self:SetCombo( 0 )
- end
- end
- self.Owner:LagCompensation( false )
- end
- function SWEP:OnDrop()
- self:Remove() -- You can't drop fists
- end
- function SWEP:Deploy()
- local speed = GetConVarNumber( "sv_defaultdeployspeed" )
- local vm = self.Owner:GetViewModel()
- vm:SendViewModelMatchingSequence( vm:LookupSequence( "fists_draw" ) )
- vm:SetPlaybackRate( speed )
- self:SetNextPrimaryFire( CurTime() + vm:SequenceDuration() / speed )
- self:SetNextSecondaryFire( CurTime() + vm:SequenceDuration() / speed )
- self:UpdateNextIdle()
- if ( SERVER ) then
- self:SetCombo( 0 )
- end
- return true
- end
- function SWEP:Think()
- local vm = self.Owner:GetViewModel()
- local curtime = CurTime()
- local idletime = self:GetNextIdle()
- if ( idletime > 0 && CurTime() > idletime ) then
- vm:SendViewModelMatchingSequence( vm:LookupSequence( "fists_idle_0" .. math.random( 1, 2 ) ) )
- self:UpdateNextIdle()
- end
- local meleetime = self:GetNextMeleeAttack()
- if ( meleetime > 0 && CurTime() > meleetime ) then
- //self:DealDamage()
- self:SetNextMeleeAttack( 0 )
- end
- if ( SERVER && CurTime() > self:GetNextPrimaryFire() + 0.1 ) then
- self:SetCombo( 0 )
- end
- end
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