AddCSLuaFile( "cl_init.lua" )
AddCSLuaFile( "shared.lua" )
include( 'shared.lua' )
function ENT:Initialize()
// This stuff is used by the base weapon ent
self.Model = "models/weapons/w_rocket_launcher.mdl"
self.MuzzlePos = self:GetPos() + (self:GetForward() * 10)
self.Sound1 = Sound("npc/env_headcrabcanister/launch.wav")
self.Rof = .6
self.ReloadTime = 4.5
self.Clip = 10
self.ReloadSound = Sound("weapons/crossbow/bolt_load1.wav")
util.PrecacheModel(self.Model)
self:SetModel(self.Model)
self.CurClip = self.Clip //this keeps the weapon from needing a reload when it spawns
//Set ammo values clientside
self:GetOwner():SetNetworkedFloat("maxvehicleammo",self.Clip)
self:GetOwner():SetNetworkedFloat("vehicleammo",self.CurClip)
end
function ENT:Setup(offset)
if self:GetOwner() == nil then return end
self.Offset = offset
end
function ENT:GetOffset()
return self.Offset end
function ENT:GetWepAngles()
local ang = self:GetAngles()
//local ang = self:LocalToWorldAngles(self.Offset)
return ang end
function ENT:GetMuzzlePos()
local vec = self:GetPos()
vec = vec + self:GetTrueForward() * 50
vec = vec + self:GetTrueRight() * -2
return vec end
function ENT:GetTrueUp()
return self:GetUp()
end
function ENT:GetTrueForward()
return self:GetForward()
end
function ENT:GetTrueRight()
return self:GetRight()
end
function ENT:Think()
if self:GetOwner() != NULL and self:GetOwner() != nil then
if self:GetOwner():KeyDown(IN_ATTACK) then
if self:IsReloading() then return end
if self:CanFire() then
self:FireRocket( "rocket_dhs", "muzzle_normal", self.Sound1, math.random(120,140) )
//self:DropBomb( "bomb_impactbomb", self.DropDelay, self.Sound1, self.Pitch ) //snd2 optional
end
end
end
end