71 lines
2.2 KiB
Lua
71 lines
2.2 KiB
Lua
local weapon_type = "handgun"
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local weapon_name = "beretta"
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local weapon_item_name = ranged_weapons.mod_name .. ":" .. weapon_name
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local modpath = minetest.get_modpath(minetest.get_current_modname())
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local weapon = dofile(modpath.."/weapon.lua")
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local handgun = dofile(modpath.."/weapons".."/handgun".."/handgun.lua")
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local beretta_data = {
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name = "Beretta 92",
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capacity = 15,
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ammunition_string = "9mm Ammo",
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texture = {
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icon = weapon.get_texture_name(weapon_type, weapon_name, "icon.png"),
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default = weapon.get_texture_name(weapon_type, weapon_name, "texture.png"),
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reload = weapon.get_texture_name(weapon_type, weapon_name, "reload.png"),
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},
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unloaded = ranged_weapons.mod_name .. ":beretta_r",
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cooling = ranged_weapons.mod_name .. ":beretta_rld",
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fire_sound = ranged_weapons.mod_name .. "_beretta",
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}
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beretta_data["suitable_ammo"] = {{"rangedweapons:9mm",beretta_data["capacity"]}}
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-- Populate any unset values with handgun defaults
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for k,v in pairs(handgun) do
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if beretta_data[k] == nil then
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beretta_data[k] = v
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end
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end
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minetest.register_tool("rangedweapons:beretta_rld", {
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stack_max=1,
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wield_scale = {x=1.1,y=1.1,z=1.05},
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description = "",
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range = 0,
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loaded_gun = weapon_item_name,
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groups = {not_in_creative_inventory = 1},
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inventory_image = beretta_data["texture"]["reload"]
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})
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minetest.register_tool("rangedweapons:beretta_r", {
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stack_max= 1,
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wield_scale = {x=1.1,y=1.1,z=1.05},
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description = "",
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rw_next_reload = weapon_item_name,
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load_sound = handgun["load_sound"],
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range = 0,
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groups = {not_in_creative_inventory = 1},
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inventory_image = beretta_data["texture"]["reload"]
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})
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minetest.register_tool(weapon_item_name, {
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description = weapon.generate_description(beretta_data),
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wield_scale = {x=1.1,y=1.1,z=1.05},
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range = 0,
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inventory_image = beretta_data["texture"]["default"],
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RW_gun_capabilities = beretta_data,
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on_secondary_use = function(itemstack, user, pointed_thing)
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rangedweapons_reload_gun(itemstack, user)
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return itemstack
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end,
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on_use = function(itemstack, user, pointed_thing)
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rangedweapons_shoot_gun(itemstack, user)
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return itemstack
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end,
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})
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