if (SERVER) then
AddCSLuaFile("shared.lua")
SWEP.Weight = 5
SWEP.AutoSwitchTo = True
SWEP.AutoSwitchFrom = True
end
if (CLIENT) then
SWEP.PrintName = "FusionNuke"
SWEP.DrawAmmo = True
SWEP.DrawCrosshair = True
SWEP.ViewModelFOV = False
SWEP.ViewModelFlip = False
end
SWEP.Author = "[JEM]TheReignOfTheDesserted"
SWEP.Contact = "[email protected]"
SWEP.Purpose = "I will the world may cry!"
SWEP.Instructions = ""
SWEP.Spawnable = True
SWEP.AdminSpawnable = True
SWEP.Slot = 5
SWEP.SlotPos = 3
SWEP.ViewModel = "models/weapons/v_rpg.mdl"
SWEP.WorldModel = "models/weapons/w_rocket_launcher.mdl"
util.PrecacheModel(SWEP.ViewModel)
util.PrecacheModel(SWEP.WorldModel)
SWEP.Primary.ReloadSound = "sounds/weapons/reload1.wav"
SWEP.Primary.ReloadTime = 1.1
SWEP.Primary.ClipSize = 10
SWEP.Primary.DefaultClip = 10000
SWEP.Primary.Automatic = True
SWEP.Primary.Ammo = "smg1"
SWEP.Primary.Recoil = 0.1
SWEP.Primary.Damage = 999999999999
SWEP.Primary.NumShots = 5
SWEP.Primary.Cone = 0
SWEP.Primary.Delay = 2
SWEP.Primary.Sound = "sounds/weapons/fire2.wav"
SWEP.Secondary.ClipSize = 10
SWEP.Secondary.DefaultClip = 10000
SWEP.Secondary.Automatic = True
SWEP.Secondary.Ammo = "smg1"
SWEP.Secondary.Recoil = 0.1
SWEP.Secondary.Damage = -1
SWEP.Secondary.NumShots = 1
SWEP.Secondary.Cone = 0
SWEP.Secondary.Delay = 2
SWEP.Secondary.Sound = "sounds/weapons/exp2.wav"
SWEP.Secondary.ReloadSound = "sounds/weapons/reload1.wav"
SWEP.Secondary.ReloadTime = 1.1
function SWEP:Initialize()
if ( SERVER ) then
self:SetWeaponHoldType( self.HoldType )
end
function SWEP:Reload()
self.Weapon:SetNetworkedBool( "Scoped", false )
if (SERVER) then self.Owner:SetFOV(90,.3) end
self.Weapon:DefaultReload(ACT_VM_RELOAD)
self.Weapon:EmitSound(self.Primary.ReloadSound)
self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.ReloadTime )
function SWEP:Think()
if self.Owner:KeyPressed( IN_USE ) then
if (self.Use + 1.1 > CurTime()) then return end
self.Use = CurTime()
if self.Mode = 1 then
self.Mode = 0
self.Weapon:SendWeaponAnim( ACT_VM_RELOAD) // View model animation
self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.ReloadTime )
self.Owner:PrintMessage(HUD_PRINTCENTER, "CombineBall")
else
self.Mode = 1
self.Weapon:SendWeaponAnim( ACT_VM_RELOAD) // View model animation
self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.ReloadTime )
self.Owner:PrintMessage(HUD_PRINTCENTER, "Laser")
end
function SWEP:PrimaryAttack()
end
function SWEP:SecondaryAttack()
if self.Weapon:Clip1() < 1 then
return end
self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
self.Weapon:SendWeaponAnim(ACT_VM_PRIMARYATTACK)
self:TakeSecondaryAmmo(1)
local PlayerPos = self.Owner:GetShootPos()
local PlayerAng = self.Owner:GetAimVector()
local trace = {}
trace.start = PlayerPos + PlayerAng*16
trace.endpos = PlayerPos + PlayerAng*65536
trace.filter = {self.Owner}
local hitpos = util.TraceLine(trace).HitPos
trace.start = hitpos + Vector(0,0,2048)
trace.endpos = trace.start + Vector(0,0,6144)
local traceRes = util.TraceLine(trace)
local spawnpos
if traceRes.Hit then
spawnpos = traceRes.HitPos - Vector(0,0,64)
else
spawnpos = hitpos + Vector(0,0,8192)
end
self.Rocket = ents.Create("sent_nuke_missile")
self.Rocket:SetVar("owner",self.Owner)
self.Rocket:SetPos(spawnpos)
self.Rocket:SetAngles(Vector(90,0,0))
self.Rocket:Spawn()
self.Rocket:Activate()
self.RocketPhysObj = self.Rocket:GetPhysicsObject()
self.Rocket:EmitSound(sndMissileFire)
end
function SWEP:Holster()
end
function SWEP:Deploy()
end
function SWEP:DrawHUD()
end
end