

AddCSLuaFile()



SWEP.PrintName	= "Fists"



SWEP.Author		= "Kilburn, robotboy655, MaxOfS2D & Tenrys"

SWEP.Purpose	= "Well we sure as hell didn't use guns! We would just wrestle Hunters to the ground with our bare hands! I used to kill ten, twenty a day, just using my fists."



SWEP.Spawnable	= true

SWEP.UseHands	= true

SWEP.DrawAmmo	= false



SWEP.ViewModel	= "models/weapons/c_arms_citizen.mdl"

SWEP.WorldModel	= ""



SWEP.ViewModelFOV	= 52

SWEP.Slot			= 0

SWEP.SlotPos		= 5



SWEP.Primary.ClipSize		= -1

SWEP.Primary.DefaultClip	= -1

SWEP.Primary.Automatic		= true

SWEP.Primary.Ammo			= "none"



SWEP.Secondary.ClipSize		= -1

SWEP.Secondary.DefaultClip	= -1

SWEP.Secondary.Automatic	= true

SWEP.Secondary.Ammo			= "none"



local SwingSound = Sound( "weapons/slam/throw.wav" )

local HitSound = Sound( "Flesh.ImpactHard" )



function SWEP:Initialize()



	self:SetHoldType( "fist" )



end



function SWEP:PreDrawViewModel( vm, wep, ply )



	vm:SetMaterial( "engine/occlusionproxy" ) -- Hide that view model with hacky material



end



SWEP.HitDistance = 48



function SWEP:SetupDataTables()

	

	self:NetworkVar( "Float", 0, "NextMeleeAttack" )

	self:NetworkVar( "Float", 1, "NextIdle" )

	self:NetworkVar( "Int", 2, "Combo" )

	

end



function SWEP:UpdateNextIdle()



	local vm = self.Owner:GetViewModel()

	self:SetNextIdle( CurTime() + vm:SequenceDuration() )

	

end



function SWEP:PrimaryAttack( right )



	self.Owner:SetAnimation( PLAYER_ATTACK1 )



	local anim = "fists_left"

	if ( right ) then anim = "fists_right" end

	if ( self:GetCombo() >= 2 ) then

		anim = "fists_uppercut"

	end



	local vm = self.Owner:GetViewModel()

	vm:SendViewModelMatchingSequence( vm:LookupSequence( anim ) )



	self:EmitSound( SwingSound )



	self:UpdateNextIdle()

	self:SetNextMeleeAttack( CurTime() + 0.2 )

	

	self:SetNextPrimaryFire( CurTime() + 0.9 )

	self:SetNextSecondaryFire( CurTime() + 0.9 )



end



function SWEP:SecondaryAttack()

	self:PrimaryAttack( true )

end



function SWEP:DealDamage()



	local anim = self:GetSequenceName(self.Owner:GetViewModel():GetSequence())



	self.Owner:LagCompensation( true )

	

	local tr = util.TraceLine( {

		start = self.Owner:GetShootPos(),

		endpos = self.Owner:GetShootPos() + self.Owner:GetAimVector() * self.HitDistance,

		filter = self.Owner

	} )



	if ( !IsValid( tr.Entity ) ) then 

		tr = util.TraceHull( {

			start = self.Owner:GetShootPos(),

			endpos = self.Owner:GetShootPos() + self.Owner:GetAimVector() * self.HitDistance,

			filter = self.Owner,

			mins = Vector( -10, -10, -8 ),

			maxs = Vector( 10, 10, 8 )

		} )

	end



	-- We need the second part for single player because SWEP:Think is ran shared in SP.

	if ( tr.Hit && !( game.SinglePlayer() && CLIENT ) ) then

		self:EmitSound( HitSound )

	end



	local hit = false



	if ( SERVER && IsValid( tr.Entity ) && ( tr.Entity:IsNPC() || tr.Entity:IsPlayer() || tr.Entity:Health() > 0 ) ) then

		local dmginfo = DamageInfo()

	

		local attacker = self.Owner

		if ( !IsValid( attacker ) ) then attacker = self end

		dmginfo:SetAttacker( attacker )



		dmginfo:SetInflictor( self )

		dmginfo:SetDamage( math.random( 8, 12 ) )



		if ( anim == "fists_left" ) then

			dmginfo:SetDamageForce( self.Owner:GetRight() * 4912 + self.Owner:GetForward() * 9998 ) -- Yes we need those specific numbers

		elseif ( anim == "fists_right" ) then

			dmginfo:SetDamageForce( self.Owner:GetRight() * -4912 + self.Owner:GetForward() * 9989 )

		elseif ( anim == "fists_uppercut" ) then

			dmginfo:SetDamageForce( self.Owner:GetUp() * 5158 + self.Owner:GetForward() * 10012 )

			dmginfo:SetDamage( math.random( 12, 24 ) )

		end



		tr.Entity:TakeDamageInfo( dmginfo )

		hit = true



	end



	if ( SERVER && IsValid( tr.Entity ) ) then

		local phys = tr.Entity:GetPhysicsObject()

		if ( IsValid( phys ) ) then

			phys:ApplyForceOffset( self.Owner:GetAimVector() * 80 * phys:GetMass(), tr.HitPos )

		end

	end



	if ( SERVER ) then

		if ( hit && anim != "fists_uppercut" ) then

			self:SetCombo( self:GetCombo() + 1 )

		else

			self:SetCombo( 0 )

		end

	end



	self.Owner:LagCompensation( false )



end



function SWEP:OnRemove()

	

	if ( IsValid( self.Owner ) && CLIENT && self.Owner:IsPlayer() ) then

		local vm = self.Owner:GetViewModel()

		if ( IsValid( vm ) ) then vm:SetMaterial( "" ) end

	end

	

end



function SWEP:Holster( wep )



	self:OnRemove()



	return true



end



function SWEP:Deploy()



	local vm = self.Owner:GetViewModel()

	vm:SendViewModelMatchingSequence( vm:LookupSequence( "fists_draw" ) )

	

	self:UpdateNextIdle()

	

	if ( SERVER ) then

		self:SetCombo( 0 )

	end

	

	return true



end



function SWEP:Think()

	

	local vm = self.Owner:GetViewModel()

	local curtime = CurTime()

	local idletime = self:GetNextIdle()

	

	if ( idletime > 0 && CurTime() > idletime ) then



		vm:SendViewModelMatchingSequence( vm:LookupSequence( "fists_idle_0" .. math.random( 1, 2 ) ) )

		

		self:UpdateNextIdle()



	end

	

	local meleetime = self:GetNextMeleeAttack()

	

	if ( meleetime > 0 && CurTime() > meleetime ) then



		self:DealDamage()

		

		self:SetNextMeleeAttack( 0 )



	end

	

	if ( SERVER && CurTime() > self:GetNextPrimaryFire() + 0.1 ) then

		

		self:SetCombo( 0 )

		

	end

	

end

