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untyped
// created by JustANormalUser#0001 on discord
global function OnWeaponPrimaryAttack_peacekraber;
global function OnWeaponDeactivate_peacekraber
global function OnWeaponActivate_peacekraber
#if SERVER
global function OnWeaponNpcPrimaryAttack_peacekraber
#endif // #if SERVER
const PEACEKRABER_MAX_BOLTS = 11 // this is the code limit for bolts per frame... do not increase.
bool isWeaponActive = false;
entity clientWeapon = null;
struct
{
float[2][PEACEKRABER_MAX_BOLTS] boltOffsets = [
[0.0, 0.0], // center
[0.0, 1.0], // top
[-0.683, 0.327],
[0.683, 0.327],
[-0.636, -0.683],
[0.636, -0.683],
[0.0, 0.5],
[-0.342, 0.174],
[0.342, 0.174],
[-0.318, -0.342],
[0.318, -0.342],
]
int maxAmmo
float ammoRegenTime
} file
// "OnWeaponActivate" "OnWeaponActivate_peacekraber"
// "OnWeaponDeactivate" "OnWeaponDeactivate_peacekraber"
void function OnWeaponActivate_peacekraber (entity weapon) {
#if CLIENT
if (!weapon.GetWeaponOwner().IsPlayer() || weapon.GetWeaponOwner() != GetLocalViewPlayer()) return;
isWeaponActive = true;
clientWeapon = weapon;
thread CrosshairCycle();
#endif
}
void function OnWeaponDeactivate_peacekraber (entity weapon) {
#if CLIENT
if (!weapon.GetWeaponOwner().IsPlayer() || weapon.GetWeaponOwner() != GetLocalViewPlayer()) return;
isWeaponActive = false;
#endif
}
#if CLIENT
void function CrosshairCycle() {
var rui = RuiCreate( $"ui/crosshair_shotgun.rpak", clGlobal.topoCockpitHudPermanent, RUI_DRAW_COCKPIT, 0 )
RuiSetFloat(rui, "adjustedSpread", 0.1)
array<int> spreadFrac = [1, 0.65, 0.45, 0.2]
array<vector> colors = [<1, 1, 1>, <0.666, 1, 1>, <0.333, 1, 1>, <0, 1, 1>]
int chargeLevel;
float chargeFrac;
while (isWeaponActive) {
WaitFrame()
chargeLevel = clientWeapon.GetWeaponChargeLevel();
chargeFrac = clientWeapon.GetWeaponChargeFraction();
RuiSetFloat3(rui, "teamColor", colors[chargeLevel]);
switch (chargeLevel) {
case 0:
if (chargeFrac > 0.266) {
RuiSetFloat(rui, "adjustedSpread", Graph(chargeFrac, 0.266, 0.333, 0.1, 0.065))
}
else RuiSetFloat(rui, "adjustedSpread", 0.1)
break;
case 1:
if (chargeFrac > 0.6) {
RuiSetFloat(rui, "adjustedSpread", Graph(chargeFrac, 0.6, 0.666, 0.065, 0.045))
}
else RuiSetFloat(rui, "adjustedSpread", 0.065)
break;
case 2:
if (chargeFrac > 0.933) {
RuiSetFloat(rui, "adjustedSpread", Graph(chargeFrac, 0.933, 1, 0.045, 0.02))
}
else RuiSetFloat(rui, "adjustedSpread", 0.045)
break;
case 3:
RuiSetFloat(rui, "adjustedSpread", 0.025)
break;
default:
break;
}
}
RuiDestroy(rui);
clientWeapon = null;
}
#endif
var function OnWeaponPrimaryAttack_peacekraber( entity weapon, WeaponPrimaryAttackParams attackParams )
{
#if CLIENT
weapon.EmitWeaponSound( "Weapon_Titan_Sniper_LevelTick_2" )
#endif
return FireWeaponPlayerAndNPC( attackParams, true, weapon )
}
#if SERVER
var function OnWeaponNpcPrimaryAttack_peacekraber( entity weapon, WeaponPrimaryAttackParams attackParams )
{
return FireWeaponPlayerAndNPC( attackParams, false, weapon )
}
#endif // #if SERVER
function FireWeaponPlayerAndNPC( WeaponPrimaryAttackParams attackParams, bool playerFired, entity weapon )
{
entity owner = weapon.GetWeaponOwner()
bool shouldCreateProjectile = false
if ( IsServer() || weapon.ShouldPredictProjectiles() )
shouldCreateProjectile = true
#if CLIENT
if ( !playerFired )
shouldCreateProjectile = false
#endif
vector attackAngles = VectorToAngles( attackParams.dir )
vector baseUpVec = AnglesToUp( attackAngles )
vector baseRightVec = AnglesToRight( attackAngles )
if ( shouldCreateProjectile )
{
weapon.EmitWeaponNpcSound( LOUD_WEAPON_AI_SOUND_RADIUS_MP, 0.2 )
array<int> spreadFrac = [1, 0.65, 0.45, 0.2]
for ( int index = 0; index < PEACEKRABER_MAX_BOLTS; index++ )
{
vector upVec = baseUpVec * file.boltOffsets[index][1] * 0.05 * spreadFrac[weapon.GetWeaponChargeLevel()]
vector rightVec = baseRightVec * file.boltOffsets[index][0] * 0.05 * spreadFrac[weapon.GetWeaponChargeLevel()]
vector attackDir = attackParams.dir + upVec + rightVec
float projectileSpeed = 2800
if ( weapon.GetWeaponClassName() == "mp_weapon_peacekraber" )
{
projectileSpeed = 6400
}
entity bolt = weapon.FireWeaponBolt( attackParams.pos, attackDir, projectileSpeed, damageTypes.largeCaliber | DF_SHOTGUN, damageTypes.largeCaliber | DF_SHOTGUN, playerFired, index )
if ( bolt )
{
bolt.kv.gravity = 0.4 // 0.09
if ( weapon.GetWeaponClassName() == "mp_weapon_peacekraber" )
bolt.SetProjectileLifetime( RandomFloatRange( 1.0, 1.3 ) )
else
bolt.SetProjectileLifetime( RandomFloatRange( 0.50, 0.65 ) )
}
}
}
return 1
}
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