moved common gun crap into ent/tpl_gun.lua
This commit is contained in:
parent
8ec8bce16c
commit
3ee920d521
@ -182,6 +182,7 @@ WPN_LEERIFLE = 2
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weapon_models = {}
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tpl_gun = loadfile(DIR_PKG_ROOT.."/ent/tpl_gun.lua")()
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weapons = {
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[WPN_RIFLE] = loadfile(DIR_PKG_ROOT.."/ent/gun_rifle.lua")(),
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[WPN_LEERIFLE] = loadfile(DIR_PKG_ROOT.."/ent/gun_leerifle.lua")(),
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@ -20,9 +20,7 @@ if client then
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end
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return function (plr)
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local this = {} this.this = this
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this.cfg = {
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local this = tpl_gun(plr, {
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dmg = {
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head = 100,
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body = 100,
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@ -36,199 +34,31 @@ return function (plr)
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recoil_x = 0.001,
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recoil_y = -0.2,
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model = weapon_models[WPN_LEERIFLE],
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name = "Lee-Enfield Rifle"
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}
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function this.restock()
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this.ammo_clip = this.cfg.ammo_clip
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this.ammo_reserve = this.cfg.ammo_reserve
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end
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function this.reset()
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this.t_fire = nil
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this.t_reload = nil
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this.reloading = false
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this.restock()
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end
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name = "Lee-Enfield Rifle",
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})
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this.reset()
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local function prv_fire(sec_current)
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local xlen, ylen, zlen
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xlen, ylen, zlen = common.map_get_dims()
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if client then
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tracer_add(plr.x,plr.y,plr.z,
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plr.angy,plr.angx)
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client.wav_play_global(wav_rifle_shot, plr.x, plr.y, plr.z)
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particles_add(new_particle{
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x = plr.x,
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y = plr.y,
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z = plr.z,
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vx = math.sin(plr.angy - math.pi / 4) / 2 + math.random() * 0.25,
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vy = 0.1 + math.random() * 0.25,
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vz = math.cos(plr.angy - math.pi / 4) / 2 + math.random() * 0.25,
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r = 250,
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g = 215,
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b = 0,
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size = 8,
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lifetime = 5
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})
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end
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local sya = math.sin(plr.angy)
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local cya = math.cos(plr.angy)
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local sxa = math.sin(plr.angx)
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local cxa = math.cos(plr.angx)
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local fwx,fwy,fwz
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fwx,fwy,fwz = sya*cxa, sxa, cya*cxa
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-- perform a trace
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local d,cx1,cy1,cz1,cx2,cy2,cz2
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d,cx1,cy1,cz1,cx2,cy2,cz2
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= trace_map_ray_dist(plr.x+sya*0.4,plr.y,plr.z+cya*0.4, fwx,fwy,fwz, 127.5)
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d = d or 127.5
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-- see if there's anyone we can kill
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local hurt_idx = nil
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local hurt_part = nil
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local hurt_part_idx = 0
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local hurt_dist = d*d
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local i,j
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for i=1,players.max do
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local p = players[i]
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if p and p ~= plr and p.alive then
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local dx = p.x-plr.x
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local dy = p.y-plr.y+0.1
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local dz = p.z-plr.z
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for j=1,3 do
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local dot, dd = isect_line_sphere_delta(dx,dy,dz,fwx,fwy,fwz)
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if dot and dot < 0.55 and dd < hurt_dist then
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hurt_idx = i
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hurt_dist = dd
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hurt_part_idx = j
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hurt_part = ({"head","body","legs"})[j]
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break
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end
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dy = dy + 1.0
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end
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end
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end
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if hurt_idx then
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if server then
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players[hurt_idx].gun_damage(
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hurt_part, this.cfg.dmg[hurt_part], plr)
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else
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net_send(nil, common.net_pack("BBB"
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, PKT_PLR_GUN_HIT, hurt_idx, hurt_part_idx))
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plr.show_hit()
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end
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else
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if client then
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net_send(nil, common.net_pack("BBB"
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, PKT_PLR_GUN_HIT, 0, 0))
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end
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if cx2 and cy2 <= ylen-3 and cx2 >= 0 and cx2 < xlen and cz2 >= 0 and cz2 < zlen then
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net_send(nil, common.net_pack("BHHHH", PKT_BLK_DAMAGE, cx2, cy2, cz2, MODE_BLOCK_DAMAGE_RIFLE * 10))
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end
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end
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-- apply recoil
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-- attempting to emulate classic behaviour provided i have it right
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plr.recoil(sec_current, this.cfg.recoil_y, this.cfg.recoil_x)
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local s_prv_fire = this.prv_fire
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function this.prv_fire(...)
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local ret = s_prv_fire(...)
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plr.zooming = false
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return ret
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end
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function this.reload()
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if this.ammo_clip ~= this.cfg.ammo_clip then
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if this.ammo_reserve ~= 0 then
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if not this.reloading then
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this.reloading = true
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client.wav_play_global(wav_rifle_reload, plr.x, plr.y, plr.z)
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net_send(nil, common.net_pack("BB", PKT_PLR_GUN_RELOAD, 0))
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plr.zooming = false
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this.t_reload = nil
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end end end
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end
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function this.click(button, state)
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if button == 1 then
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-- LMB
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if this.ammo_clip > 0 then
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this.firing = state
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else
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this.firing = false
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client.wav_play_global(wav_pin, plr.x, plr.y, plr.z)
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plr.reload_msg.visible = true
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plr.reload_msg.static_alarm{name='reloadviz',
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time=0.5, on_trigger=function() plr.reload_msg.visible = false end}
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end
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elseif button == 3 then
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-- RMB
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if hold_to_zoom then
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plr.zooming = state
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else
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if state and not this.reloading then
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plr.zooming = not plr.zooming
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end
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end
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end
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end
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function this.get_model()
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return weapon_models[WPN_LEERIFLE]
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end
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function this.render(px, py, pz, ya, xa, ya2)
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client.model_render_bone_global(this.get_model(), 0,
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px, py, pz, ya, xa, ya2, 3)
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end
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function this.tick(sec_current, sec_delta)
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if this.reloading then
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if not this.t_reload then
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this.t_reload = sec_current + this.cfg.time_reload
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end
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if sec_current >= this.t_reload then
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local adelta = this.cfg.ammo_clip - this.ammo_clip
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if adelta > this.ammo_reserve then
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adelta = this.ammo_reserve
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end
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this.ammo_reserve = this.ammo_reserve - adelta
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this.ammo_clip = this.ammo_clip + adelta
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this.t_reload = nil
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this.reloading = false
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plr.arm_rest_right = 0
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end
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elseif this.firing and this.ammo_clip == 0 then
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this.firing = false
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elseif this.firing and ((not this.t_fire) or sec_current >= this.t_fire) then
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prv_fire(sec_current)
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this.t_fire = this.t_fire or sec_current
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this.t_fire = this.t_fire + this.cfg.time_fire
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if this.t_fire < sec_current then
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this.t_fire = sec_current
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end
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this.ammo_clip = this.ammo_clip - 1
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-- TODO: poll: do we want to require a new click per shot?
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-- nope - rakiru
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end
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if this.t_fire and this.t_fire < sec_current then
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this.t_fire = nil
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local s_tick = this.tick
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function this.tick(sec_current, sec_delta, ...)
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local ret = s_tick(sec_current, sec_delta, ...)
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if plr.tool == TOOL_GUN then
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local swayamt = 0.0002
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if plr.crouching then swayamt = swayamt * 0.5 end
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plr.angx = plr.angx + math.sin(sec_current * 2) * swayamt
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plr.angy = plr.angy + math.sin(sec_current * 2.5) * swayamt
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end
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return ret
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end
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return this
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@ -20,9 +20,7 @@ if client then
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end
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return function (plr)
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local this = {} this.this = this
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this.cfg = {
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local this = tpl_gun(plr, {
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dmg = {
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head = 100,
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body = 49,
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@ -36,206 +34,11 @@ return function (plr)
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recoil_x = 0.0001,
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recoil_y = -0.05,
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model = weapon_models[WPN_RIFLE],
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name = "Rifle"
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}
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function this.restock()
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this.ammo_clip = this.cfg.ammo_clip
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this.ammo_reserve = this.cfg.ammo_reserve
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end
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function this.reset()
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this.t_fire = nil
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this.t_reload = nil
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this.reloading = false
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this.restock()
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end
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this.reset()
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local function prv_fire(sec_current)
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local xlen, ylen, zlen
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xlen, ylen, zlen = common.map_get_dims()
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if client then
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tracer_add(plr.x,plr.y,plr.z,
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plr.angy,plr.angx)
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client.wav_play_global(wav_rifle_shot, plr.x, plr.y, plr.z)
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particles_add(new_particle{
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x = plr.x,
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y = plr.y,
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z = plr.z,
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vx = math.sin(plr.angy - math.pi / 4) / 2 + math.random() * 0.25,
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vy = 0.1 + math.random() * 0.25,
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vz = math.cos(plr.angy - math.pi / 4) / 2 + math.random() * 0.25,
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r = 250,
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g = 215,
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b = 0,
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size = 8,
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lifetime = 5
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})
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end
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local sya = math.sin(plr.angy)
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local cya = math.cos(plr.angy)
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local sxa = math.sin(plr.angx)
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local cxa = math.cos(plr.angx)
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local fwx,fwy,fwz
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fwx,fwy,fwz = sya*cxa, sxa, cya*cxa
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-- perform a trace
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local d,cx1,cy1,cz1,cx2,cy2,cz2
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d,cx1,cy1,cz1,cx2,cy2,cz2
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= trace_map_ray_dist(plr.x+sya*0.4,plr.y,plr.z+cya*0.4, fwx,fwy,fwz, 127.5)
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d = d or 127.5
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-- see if there's anyone we can kill
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local hurt_idx = nil
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local hurt_part = nil
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local hurt_part_idx = 0
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local hurt_dist = d*d
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local i,j
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for i=1,players.max do
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local p = players[i]
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if p and p ~= plr and p.alive then
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local dx = p.x-plr.x
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local dy = p.y-plr.y+0.1
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local dz = p.z-plr.z
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for j=1,3 do
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local dot, dd = isect_line_sphere_delta(dx,dy,dz,fwx,fwy,fwz)
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if dot and dot < 0.55 and dd < hurt_dist then
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hurt_idx = i
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hurt_dist = dd
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hurt_part_idx = j
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hurt_part = ({"head","body","legs"})[j]
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break
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end
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dy = dy + 1.0
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end
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end
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end
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if hurt_idx then
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if server then
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players[hurt_idx].gun_damage(
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hurt_part, this.cfg.dmg[hurt_part], plr)
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else
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net_send(nil, common.net_pack("BBB"
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, PKT_PLR_GUN_HIT, hurt_idx, hurt_part_idx))
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plr.show_hit()
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end
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else
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if client then
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net_send(nil, common.net_pack("BBB"
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, PKT_PLR_GUN_HIT, 0, 0))
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end
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if cx2 and cy2 <= ylen-3 and cx2 >= 0 and cx2 < xlen and cz2 >= 0 and cz2 < zlen then
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net_send(nil, common.net_pack("BHHHH", PKT_BLK_DAMAGE, cx2, cy2, cz2, MODE_BLOCK_DAMAGE_RIFLE))
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end
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end
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-- apply recoil
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-- attempting to emulate classic behaviour provided i have it right
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plr.recoil(sec_current, this.cfg.recoil_y, this.cfg.recoil_x)
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end
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function this.reload()
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if this.ammo_clip ~= this.cfg.ammo_clip then
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if this.ammo_reserve ~= 0 then
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if not this.reloading then
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this.reloading = true
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client.wav_play_global(wav_rifle_reload, plr.x, plr.y, plr.z)
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net_send(nil, common.net_pack("BB", PKT_PLR_GUN_RELOAD, 0))
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plr.zooming = false
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this.t_reload = nil
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end end end
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end
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function this.click(button, state)
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if button == 1 then
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-- LMB
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if this.ammo_clip > 0 then
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this.firing = state
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else
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this.firing = false
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client.wav_play_global(wav_pin, plr.x, plr.y, plr.z)
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plr.reload_msg.visible = true
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plr.reload_msg.static_alarm{name='reloadviz',
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time=0.5, on_trigger=function() plr.reload_msg.visible = false end}
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end
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elseif button == 3 then
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-- RMB
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if hold_to_zoom then
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plr.zooming = state and not this.reloading
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else
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if state and not this.reloading then
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plr.zooming = not plr.zooming
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end
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end
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end
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end
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function this.get_model()
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return weapon_models[WPN_RIFLE]
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end
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function this.render(px, py, pz, ya, xa, ya2)
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client.model_render_bone_global(this.get_model(), 0,
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px, py, pz, ya, xa, ya2, 3)
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end
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function this.tick(sec_current, sec_delta)
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if this.reloading then
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if not this.t_reload then
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this.t_reload = sec_current + this.cfg.time_reload
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end
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if sec_current >= this.t_reload then
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local adelta = this.cfg.ammo_clip - this.ammo_clip
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if adelta > this.ammo_reserve then
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adelta = this.ammo_reserve
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end
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this.ammo_reserve = this.ammo_reserve - adelta
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this.ammo_clip = this.ammo_clip + adelta
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this.t_reload = nil
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this.reloading = false
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plr.arm_rest_right = 0
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else
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local tremain = this.t_reload - sec_current
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local telapsed = this.cfg.time_reload - tremain
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local roffs = math.min(tremain,telapsed)
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roffs = math.min(roffs,0.3)/0.3
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plr.arm_rest_right = roffs
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end
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elseif this.firing and this.ammo_clip == 0 then
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this.firing = false
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elseif this.firing and ((not this.t_fire) or sec_current >= this.t_fire) then
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prv_fire(sec_current)
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this.t_fire = this.t_fire or sec_current
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this.t_fire = this.t_fire + this.cfg.time_fire
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if this.t_fire < sec_current then
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this.t_fire = sec_current
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end
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this.ammo_clip = this.ammo_clip - 1
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-- TODO: poll: do we want to require a new click per shot?
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-- nope - rakiru
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end
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if this.t_fire and this.t_fire < sec_current then
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this.t_fire = nil
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end
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end
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name = "Rifle",
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})
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return this
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end
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222
pkg/base/ent/tpl_gun.lua
Normal file
222
pkg/base/ent/tpl_gun.lua
Normal file
@ -0,0 +1,222 @@
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--[[
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This file is part of Ice Lua Components.
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Ice Lua Components is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
Ice Lua Components is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Lesser General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Lesser General Public License
|
||||
along with Ice Lua Components. If not, see <http://www.gnu.org/licenses/>.
|
||||
]]
|
||||
|
||||
return function (plr, cfg)
|
||||
local this = {} this.this = this
|
||||
|
||||
this.cfg = cfg
|
||||
|
||||
function this.restock()
|
||||
this.ammo_clip = this.cfg.ammo_clip
|
||||
this.ammo_reserve = this.cfg.ammo_reserve
|
||||
end
|
||||
|
||||
function this.reset()
|
||||
this.t_fire = nil
|
||||
this.t_reload = nil
|
||||
this.reloading = false
|
||||
this.restock()
|
||||
end
|
||||
|
||||
this.reset()
|
||||
|
||||
function this.prv_fire(sec_current)
|
||||
local xlen, ylen, zlen
|
||||
xlen, ylen, zlen = common.map_get_dims()
|
||||
|
||||
if client then
|
||||
tracer_add(plr.x,plr.y,plr.z,
|
||||
plr.angy,plr.angx)
|
||||
|
||||
client.wav_play_global(wav_rifle_shot, plr.x, plr.y, plr.z)
|
||||
|
||||
particles_add(new_particle{
|
||||
x = plr.x,
|
||||
y = plr.y,
|
||||
z = plr.z,
|
||||
vx = math.sin(plr.angy - math.pi / 4) / 2 + math.random() * 0.25,
|
||||
vy = 0.1 + math.random() * 0.25,
|
||||
vz = math.cos(plr.angy - math.pi / 4) / 2 + math.random() * 0.25,
|
||||
r = 250,
|
||||
g = 215,
|
||||
b = 0,
|
||||
size = 8,
|
||||
lifetime = 5
|
||||
})
|
||||
end
|
||||
|
||||
local sya = math.sin(plr.angy)
|
||||
local cya = math.cos(plr.angy)
|
||||
local sxa = math.sin(plr.angx)
|
||||
local cxa = math.cos(plr.angx)
|
||||
local fwx,fwy,fwz
|
||||
fwx,fwy,fwz = sya*cxa, sxa, cya*cxa
|
||||
|
||||
-- perform a trace
|
||||
local d,cx1,cy1,cz1,cx2,cy2,cz2
|
||||
d,cx1,cy1,cz1,cx2,cy2,cz2
|
||||
= trace_map_ray_dist(plr.x+sya*0.4,plr.y,plr.z+cya*0.4, fwx,fwy,fwz, 127.5)
|
||||
d = d or 127.5
|
||||
|
||||
-- see if there's anyone we can kill
|
||||
local hurt_idx = nil
|
||||
local hurt_part = nil
|
||||
local hurt_part_idx = 0
|
||||
local hurt_dist = d*d
|
||||
local i,j
|
||||
|
||||
for i=1,players.max do
|
||||
local p = players[i]
|
||||
if p and p ~= plr and p.alive then
|
||||
local dx = p.x-plr.x
|
||||
local dy = p.y-plr.y+0.1
|
||||
local dz = p.z-plr.z
|
||||
|
||||
for j=1,3 do
|
||||
local dot, dd = isect_line_sphere_delta(dx,dy,dz,fwx,fwy,fwz)
|
||||
if dot and dot < 0.55 and dd < hurt_dist then
|
||||
hurt_idx = i
|
||||
hurt_dist = dd
|
||||
hurt_part_idx = j
|
||||
hurt_part = ({"head","body","legs"})[j]
|
||||
|
||||
break
|
||||
end
|
||||
dy = dy + 1.0
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if hurt_idx then
|
||||
if server then
|
||||
players[hurt_idx].gun_damage(
|
||||
hurt_part, this.cfg.dmg[hurt_part], plr)
|
||||
else
|
||||
net_send(nil, common.net_pack("BBB"
|
||||
, PKT_PLR_GUN_HIT, hurt_idx, hurt_part_idx))
|
||||
plr.show_hit()
|
||||
end
|
||||
else
|
||||
if client then
|
||||
net_send(nil, common.net_pack("BBB"
|
||||
, PKT_PLR_GUN_HIT, 0, 0))
|
||||
end
|
||||
|
||||
if cx2 and cy2 <= ylen-3 and cx2 >= 0 and cx2 < xlen and cz2 >= 0 and cz2 < zlen then
|
||||
net_send(nil, common.net_pack("BHHHH", PKT_BLK_DAMAGE, cx2, cy2, cz2, MODE_BLOCK_DAMAGE_RIFLE))
|
||||
end
|
||||
end
|
||||
|
||||
-- apply recoil
|
||||
-- attempting to emulate classic behaviour provided i have it right
|
||||
plr.recoil(sec_current, this.cfg.recoil_y, this.cfg.recoil_x)
|
||||
end
|
||||
|
||||
function this.reload()
|
||||
if this.ammo_clip ~= this.cfg.ammo_clip then
|
||||
if this.ammo_reserve ~= 0 then
|
||||
if not this.reloading then
|
||||
this.reloading = true
|
||||
client.wav_play_global(wav_rifle_reload, plr.x, plr.y, plr.z)
|
||||
net_send(nil, common.net_pack("BB", PKT_PLR_GUN_RELOAD, 0))
|
||||
plr.zooming = false
|
||||
this.t_reload = nil
|
||||
end end end
|
||||
end
|
||||
|
||||
function this.click(button, state)
|
||||
if button == 1 then
|
||||
-- LMB
|
||||
if this.ammo_clip > 0 then
|
||||
this.firing = state
|
||||
else
|
||||
this.firing = false
|
||||
client.wav_play_global(wav_pin, plr.x, plr.y, plr.z)
|
||||
plr.reload_msg.visible = true
|
||||
plr.reload_msg.static_alarm{name='reloadviz',
|
||||
time=0.5, on_trigger=function() plr.reload_msg.visible = false end}
|
||||
end
|
||||
elseif button == 3 then
|
||||
-- RMB
|
||||
if hold_to_zoom then
|
||||
plr.zooming = state and not this.reloading
|
||||
else
|
||||
if state and not this.reloading then
|
||||
plr.zooming = not plr.zooming
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function this.get_model()
|
||||
return this.cfg.model
|
||||
end
|
||||
|
||||
function this.render(px, py, pz, ya, xa, ya2)
|
||||
client.model_render_bone_global(this.get_model(), 0,
|
||||
px, py, pz, ya, xa, ya2, 3)
|
||||
end
|
||||
|
||||
function this.tick(sec_current, sec_delta)
|
||||
if this.reloading then
|
||||
if not this.t_reload then
|
||||
this.t_reload = sec_current + this.cfg.time_reload
|
||||
end
|
||||
|
||||
if sec_current >= this.t_reload then
|
||||
local adelta = this.cfg.ammo_clip - this.ammo_clip
|
||||
if adelta > this.ammo_reserve then
|
||||
adelta = this.ammo_reserve
|
||||
end
|
||||
this.ammo_reserve = this.ammo_reserve - adelta
|
||||
this.ammo_clip = this.ammo_clip + adelta
|
||||
this.t_reload = nil
|
||||
this.reloading = false
|
||||
plr.arm_rest_right = 0
|
||||
else
|
||||
local tremain = this.t_reload - sec_current
|
||||
local telapsed = this.cfg.time_reload - tremain
|
||||
local roffs = math.min(tremain,telapsed)
|
||||
roffs = math.min(roffs,0.3)/0.3
|
||||
|
||||
plr.arm_rest_right = roffs
|
||||
end
|
||||
elseif this.firing and this.ammo_clip == 0 then
|
||||
this.firing = false
|
||||
elseif this.firing and ((not this.t_fire) or sec_current >= this.t_fire) then
|
||||
this.prv_fire(sec_current)
|
||||
|
||||
this.t_fire = this.t_fire or sec_current
|
||||
this.t_fire = this.t_fire + this.cfg.time_fire
|
||||
if this.t_fire < sec_current then
|
||||
this.t_fire = sec_current
|
||||
end
|
||||
|
||||
this.ammo_clip = this.ammo_clip - 1
|
||||
|
||||
-- TODO: poll: do we want to require a new click per shot?
|
||||
-- nope - rakiru
|
||||
end
|
||||
|
||||
if this.t_fire and this.t_fire < sec_current then
|
||||
this.t_fire = nil
|
||||
end
|
||||
end
|
||||
|
||||
return this
|
||||
end
|
||||
|
@ -688,15 +688,6 @@ function new_player(settings)
|
||||
if this.wpn.reloading then
|
||||
this.reload_msg.visible = false
|
||||
end
|
||||
if this.zooming and this.weapon == WPN_LEERIFLE then
|
||||
if this.crouching then
|
||||
this.angx = this.angx + math.sin(sec_current * 2) * 0.0001
|
||||
this.angy = this.angy + math.sin(sec_current * 2.5) * 0.0001
|
||||
else
|
||||
this.angx = this.angx + math.sin(sec_current * 2) * 0.0002
|
||||
this.angy = this.angy + math.sin(sec_current * 2.5) * 0.0002
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- calc X delta angle
|
||||
|
Loading…
x
Reference in New Issue
Block a user