get rid of LVS duplicates

This commit is contained in:
Luna 2023-12-28 13:33:57 +01:00
parent a15cb72d35
commit 6da5ff5160
12 changed files with 0 additions and 220 deletions

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@ -1,208 +0,0 @@
AddCSLuaFile()
CreateConVar( "sv_simfphys_maxmines", "3", {FCVAR_REPLICATED , FCVAR_ARCHIVE},"max mines" )
SWEP.Category = "simfphys"
SWEP.Spawnable = true
SWEP.AdminSpawnable = false
SWEP.ViewModel = "models/weapons/v_slam.mdl"
SWEP.WorldModel = "models/blu/mine.mdl"
SWEP.UseHands = false
SWEP.ViewModelFlip = false
SWEP.ViewModelFOV = 10
SWEP.Weight = 42
SWEP.AutoSwitchTo = true
SWEP.AutoSwitchFrom = true
SWEP.HoldType = "slam"
SWEP.Primary.ClipSize = -1
SWEP.Primary.DefaultClip = 1
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = "slam"
SWEP.Secondary.ClipSize = -1
SWEP.Secondary.DefaultClip = -1
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = "none"
function SWEP:SetupDataTables()
end
if CLIENT then
SWEP.PrintName = "Mines"
SWEP.Slot = 4
SWEP.SlotPos = 11
SWEP.IconLetter = "k"
--SWEP.WepSelectIcon = surface.GetTextureID( "weapons/s_repair" )
SWEP.DrawWeaponInfoBox = false
SWEP.pViewModel = ClientsideModel("models/blu/mine.mdl", RENDERGROUP_OPAQUE)
SWEP.pViewModel:SetNoDraw( true )
function SWEP:ViewModelDrawn()
if IsValid( self.Owner ) then
local vm = self.Owner:GetViewModel()
local bm = vm:GetBoneMatrix(0)
local pos = bm:GetTranslation()
local ang = bm:GetAngles()
pos = pos + ang:Up() * 220
pos = pos + ang:Right() * 2
pos = pos + ang:Forward() * -12
ang:RotateAroundAxis(ang:Forward(), 45)
ang:RotateAroundAxis(ang:Right(),120)
ang:RotateAroundAxis(ang:Up(), 0)
self.pViewModel:SetPos(pos)
self.pViewModel:SetAngles(ang)
self.pViewModel:DrawModel()
end
end
function SWEP:DrawWorldModel()
if not IsValid( self.Owner ) then self:DrawModel() return end
local id = self.Owner:LookupAttachment("anim_attachment_rh")
local attachment = self.Owner:GetAttachment( id )
if not attachment then return end
local pos = attachment.Pos + attachment.Ang:Forward() * 2
local ang = attachment.Ang
ang:RotateAroundAxis(attachment.Ang:Up(), 20)
ang:RotateAroundAxis(attachment.Ang:Right(), -30)
ang:RotateAroundAxis(attachment.Ang:Forward(), 0)
self:SetRenderOrigin( pos )
self:SetRenderAngles( ang )
self:DrawModel()
end
function SWEP:DrawWeaponSelection( x, y, wide, tall, alpha )
draw.SimpleText( "z", "WeaponIcons", x + wide/2, y + tall*0.2, Color( 255, 210, 0, 255 ), TEXT_ALIGN_CENTER )
end
end
function SWEP:Initialize()
self.Weapon:SetHoldType( self.HoldType )
end
function SWEP:OwnerChanged()
end
function SWEP:Think()
end
function SWEP:TakePrimaryAmmo( num )
if self.Weapon:Clip1() <= 0 then
if self:Ammo1() <= 0 then return end
self.Owner:RemoveAmmo( num, self.Weapon:GetPrimaryAmmoType() )
return
end
self.Weapon:SetClip1( math.max(self.Weapon:Clip1() - num,0) )
end
function SWEP:CanPrimaryAttack()
self.NextFire = self.NextFire or 0
return self.NextFire <= CurTime() and self:Ammo1() > 0
end
function SWEP:SetNextPrimaryFire( time )
self.NextFire = time
end
function SWEP:ThrowMine()
if CLIENT then return end
local ent = ents.Create( "simfphys_antitankmine" )
local ply = self.Owner
ply:EmitSound( "npc/zombie/claw_miss1.wav" )
local Num = 0
local TimeOldest = 99999999999999
local Oldest = NULL
for _,v in ipairs( ents.FindByClass("simfphys_antitankmine" ) ) do
if v.CreatedBy ~= ply then continue end
Num = Num + 1
if TimeOldest > v.CreateTime then
TimeOldest = v.CreateTime
Oldest = v
end
end
if Num >= GetConVar("sv_simfphys_maxmines"):GetInt() then
if IsValid( Oldest ) then
Oldest:Remove()
end
end
if IsValid( ent ) then
local EyeAng = ply:EyeAngles()
ent:SetPos( ply:GetShootPos() - Vector(0,0,10) )
ent:SetAngles( Angle(0,EyeAng.y,0) )
ent.Thrown = true
ent.CreateTime = CurTime()
ent.CreatedBy = ply
ent:Spawn()
ent:Activate()
ent:SetAttacker( ply )
if CPPI then
ent:CPPISetOwner( ply )
end
local PhysObj = ent:GetPhysicsObject()
if IsValid( PhysObj ) then
PhysObj:SetVelocityInstantaneous( EyeAng:Forward() * 200 + Vector(0,0,150) )
PhysObj:AddAngleVelocity( VectorRand() * 20 )
end
end
end
function SWEP:PrimaryAttack()
if not self:CanPrimaryAttack() then return end
self:SendWeaponAnim( ACT_VM_PRIMARYATTACK )
self.Owner:SetAnimation( PLAYER_ATTACK1 )
self:ThrowMine()
self:SetNextPrimaryFire( CurTime() + 1.5 )
self:TakePrimaryAmmo( 1 )
if SERVER then
if self:Ammo1() <= 0 then
self.Owner:StripWeapon( "weapon_simmines" )
end
end
end
function SWEP:SecondaryAttack()
return false
end
function SWEP:Deploy()
self.Weapon:SendWeaponAnim( ACT_VM_DRAW )
return true
end
function SWEP:Holster()
return true
end

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"VertexlitGeneric"
{
"$basetexture" "models/salza/tankmine/mine"
"$bumpmap" "models/salza/tankmine/mine_nm"
"$halflambert" "1"
}

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"VertexlitGeneric"
{
"$basetexture" "models/salza/tankmine/mine_text"
"$bumpmap" "models/salza/tankmine/mine_nm"
"$halflambert" "1"
}

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