Files
mmkrp_2026/gamemodes/darkrp/entities/weapons/door_ram/shared.lua
2026-03-15 14:54:49 +03:00

320 lines
9.4 KiB
Lua

AddCSLuaFile()
if CLIENT then
SWEP.Slot = 5
SWEP.SlotPos = 1
SWEP.DrawAmmo = false
SWEP.DrawCrosshair = false
end
-- Variables that are used on both client and server
DEFINE_BASECLASS("weapon_cs_base2")
SWEP.PrintName = "Battering Ram"
SWEP.Author = "DarkRP Developers"
SWEP.Instructions = "Left click to break open doors/unfreeze props or get people out of their vehicles\nRight click to raise"
SWEP.Contact = ""
SWEP.Purpose = ""
SWEP.IsDarkRPDoorRam = true
SWEP.IconLetter = ""
SWEP.ViewModelFOV = 62
SWEP.ViewModelFlip = false
SWEP.ViewModel = Model("models/weapons/c_rpg.mdl")
SWEP.WorldModel = Model("models/weapons/w_rocket_launcher.mdl")
SWEP.AnimPrefix = "rpg"
SWEP.UseHands = true
SWEP.Spawnable = true
SWEP.AdminOnly = true
SWEP.Category = "DarkRP (Utility)"
SWEP.Sound = Sound("physics/wood/wood_box_impact_hard3.wav")
SWEP.Primary.ClipSize = -1 -- Size of a clip
SWEP.Primary.DefaultClip = 0 -- Default number of bullets in a clip
SWEP.Primary.Automatic = false -- Automatic/Semi Auto
SWEP.Primary.Ammo = ""
SWEP.Secondary.ClipSize = -1 -- Size of a clip
SWEP.Secondary.DefaultClip = 0 -- Default number of bullets in a clip
SWEP.Secondary.Automatic = false -- Automatic/Semi Auto
SWEP.Secondary.Ammo = ""
--[[---------------------------------------------------------
Name: SWEP:Initialize()
Desc: Called when the weapon is first loaded
---------------------------------------------------------]]
function SWEP:Initialize()
if CLIENT then self.LastIron = CurTime() end
self:SetHoldType("normal")
end
function SWEP:Holster()
self:SetIronsights(false)
return true
end
-- Check whether an object of this player can be rammed
local function canRam(ply)
return IsValid(ply) and (ply.warranted == true or ply:isWanted() or ply:isArrested())
end
-- Ram action when ramming a door
local function ramDoor(ply, trace, ent)
if ply:EyePos():DistToSqr(trace.HitPos) > 2025 or (not GAMEMODE.Config.canforcedooropen and ent:getKeysNonOwnable()) then return false end
local allowed = false
-- if we need a warrant to get in
if GAMEMODE.Config.doorwarrants and ent:isKeysOwned() and not ent:isKeysOwnedBy(ply) then
-- if anyone who owns this door has a warrant for their arrest
-- allow the police to smash the door in
for _, v in ipairs(player.GetAll()) do
if ent:isKeysOwnedBy(v) and canRam(v) then
allowed = true
break
end
end
else
-- door warrants not needed, allow warrantless entry
allowed = true
end
-- Be able to open the door if any member of the door group is warranted
local keysDoorGroup = ent:getKeysDoorGroup()
if GAMEMODE.Config.doorwarrants and keysDoorGroup then
local teamDoors = RPExtraTeamDoors[keysDoorGroup]
if teamDoors then
allowed = false
for _, v in ipairs(player.GetAll()) do
if table.HasValue(teamDoors, v:Team()) and canRam(v) then
allowed = true
break
end
end
end
end
if CLIENT then return allowed end
-- Do we have a warrant for this player?
if not allowed then
DarkRP.notify(ply, 1, 5, DarkRP.getPhrase("warrant_required"))
return false
end
ent:keysUnLock()
ent:Fire("open", "", .6)
ent:Fire("setanimation", "open", .6)
return true
end
-- Ram action when ramming a vehicle
local function ramVehicle(ply, trace, ent)
if ply:EyePos():DistToSqr(trace.HitPos) > 10000 then return false end
if CLIENT then return false end -- Ideally this would return true after ent:GetDriver() check
local driver = ent:GetDriver()
if not IsValid(driver) or not driver.ExitVehicle then return false end
driver:ExitVehicle()
ent:keysLock()
return true
end
-- Ram action when ramming a fading door
local function ramFadingDoor(ply, trace, ent)
if ply:EyePos():DistToSqr(trace.HitPos) > 10000 then return false end
local Owner = ent:CPPIGetOwner()
if CLIENT then return canRam(Owner) end
if not canRam(Owner) then
DarkRP.notify(ply, 1, 5, DarkRP.getPhrase("warrant_required"))
return false
end
if not ent.fadeActive then
ent:fadeActivate()
timer.Simple(5, function() if IsValid(ent) and ent.fadeActive then ent:fadeDeactivate() end end)
end
return true
end
-- Ram action when ramming a frozen prop
local function ramProp(ply, trace, ent)
if ply:EyePos():DistToSqr(trace.HitPos) > 10000 then return false end
if ent:GetClass() ~= "prop_physics" then return false end
local Owner = ent:CPPIGetOwner()
if CLIENT then return canRam(Owner) end
if not canRam(Owner) then
DarkRP.notify(ply, 1, 5, DarkRP.getPhrase(GAMEMODE.Config.copscanunweld and "warrant_required_unweld" or "warrant_required_unfreeze"))
return false
end
if GAMEMODE.Config.copscanunweld then
constraint.RemoveConstraints(ent, "Weld")
end
if GAMEMODE.Config.copscanunfreeze then
ent:GetPhysicsObject():EnableMotion(true)
end
return true
end
-- Decides the behaviour of the ram function for the given entity
local function getRamFunction(ply, trace)
local ent = trace.Entity
if not IsValid(ent) then return fp{fn.Id, false} end
local override = hook.Call("canDoorRam", nil, ply, trace, ent)
return
override ~= nil and fp{fn.Id, override} or
ent:isDoor() and fp{ramDoor, ply, trace, ent} or
ent:IsVehicle() and fp{ramVehicle, ply, trace, ent} or
ent.fadeActivate and fp{ramFadingDoor, ply, trace, ent} or
ent:GetPhysicsObject():IsValid() and not ent:GetPhysicsObject():IsMoveable()
and fp{ramProp, ply, trace, ent} or
fp{fn.Id, false} -- no ramming was performed
end
--[[---------------------------------------------------------
Name: SWEP:PrimaryAttack()
Desc: +attack1 has been pressed
---------------------------------------------------------]]
function SWEP:PrimaryAttack()
if not self:GetIronsights() then return end
local Owner = self:GetOwner()
if not IsValid(Owner) then return end
self:SetNextPrimaryFire(CurTime() + 0.1)
Owner:LagCompensation(true)
local trace = Owner:GetEyeTrace()
Owner:LagCompensation(false)
local hasRammed = getRamFunction(Owner, trace)()
if SERVER then
hook.Call("onDoorRamUsed", GAMEMODE, hasRammed, Owner, trace)
end
if not hasRammed then return end
self:SetNextPrimaryFire(CurTime() + 2.5)
self:SetTotalUsedMagCount(self:GetTotalUsedMagCount() + 1)
Owner:SetAnimation(PLAYER_ATTACK1)
Owner:EmitSound(self.Sound)
Owner:ViewPunch(Angle(-10, math.Round(util.SharedRandom("DarkRP_DoorRam" .. self:EntIndex() .. "_" .. self:GetTotalUsedMagCount(), -5, 5)), 0))
end
function SWEP:SecondaryAttack()
if CLIENT then self.LastIron = CurTime() end
self:SetNextSecondaryFire(CurTime() + 0.30)
self:SetIronsights(not self:GetIronsights())
if self:GetIronsights() then
self:SetHoldType("rpg")
else
self:SetHoldType("normal")
end
end
function SWEP:GetViewModelPosition(pos, ang)
local Mul = 1
if self.LastIron > CurTime() - 0.25 then
Mul = math.Clamp((CurTime() - self.LastIron) / 0.25, 0, 1)
end
if self:GetIronsights() then
Mul = 1-Mul
end
ang:RotateAroundAxis(ang:Right(), - 15 * Mul)
return pos,ang
end
DarkRP.hookStub{
name = "canDoorRam",
description = "Called when a player attempts to ram something. Use this to override ram behaviour or to disallow ramming.",
parameters = {
{
name = "ply",
description = "The player using the door ram.",
type = "Player"
},
{
name = "trace",
description = "The trace containing information about the hit position and ram entity.",
type = "table"
},
{
name = "ent",
description = "Short for the entity that is about to be hit by the door ram.",
type = "Entity"
}
},
returns = {
{
name = "override",
description = "Return true to override behaviour, false to disallow ramming and nil (or no value) to defer the decision.",
type = "boolean"
}
},
realm = "Shared"
}
if SERVER then
DarkRP.hookStub{
name = "onDoorRamUsed",
description = "Called when the door ram has been used.",
parameters = {
{
name = "success",
description = "Whether the door ram has been successful in ramming.",
type = "boolean"
},
{
name = "ply",
description = "The player that used the door ram.",
type = "Player"
},
{
name = "trace",
description = "The trace containing information about the hit position and ram entity.",
type = "table"
}
},
returns = {
}
}
end
hook.Add("SetupMove", "DarkRP_DoorRamJump", function(ply, mv)
local wep = ply:GetActiveWeapon()
if not wep:IsValid() or wep:GetClass() ~= "door_ram" or not wep.GetIronsights or not wep:GetIronsights() then return end
mv:SetButtons(bit.band(mv:GetButtons(), bit.bnot(IN_JUMP)))
end)