local SMG = extend(app.logic.weapon) ---------------- -- Meta ---------------- SMG.name = 'SMG' SMG.code = 'smg' SMG.text = 'It is a SMG. It pumps people full of lead.' SMG.type = 'weapon' ---------------- -- Data ---------------- SMG.image = data.media.graphics.smg SMG.scale = 1 SMG.damage = 15 SMG.fireTime = .13 SMG.reloadTime = 1.6 SMG.switchTime = .5 SMG.clip = 12 SMG.ammo = 120 SMG.spread = .07 SMG.recoil = 3 SMG.anchorx = 15 SMG.anchory = 7 SMG.tipx = 14 SMG.tipy = 0 ---------------- -- Crosshair ---------------- function SMG:crosshair() local g, p, x, y = love.graphics, ctx.players:get(ctx.id), ctx.view:frameMouseX(), ctx.view:frameMouseY() local vx, vy, s = ctx.view:worldMouseX(), ctx.view:worldMouseY(), ctx.view.scale local d = math.distance(p.x, p.y, vx, vy) local len = 4 * s local dir = p.angle local dx, dy = p.class.handx * p.class.scale * s, p.class.handy * p.class.scale * s x = x + math.dx(dx, dir) - math.dy(dy, dir) y = y + math.dy(dx, dir) + math.dx(dy, dir) dx, dy = self.tipx * self.scale * s, self.tipy * self.scale * s x = x + math.dx(dx, dir) - math.dy(dy, dir) y = y + math.dy(dx, dir) + math.dx(dy, dir) local d2 = (math.distance(0, 0, p.class.handx, p.class.handy) * p.class.scale) + (math.distance(0, 0, self.tipx, self.tipy) * self.scale) x = x - math.dx(math.min(d2, d) * s, dir) y = y - math.dy(math.min(d2, d) * s, dir) local r = math.abs(math.atan(self.spread)) * math.max(math.distance(p.x, p.y, vx, vy) - d2, 0) * s local alpha = self.timers.switch > 0 and 128 or 255 local factor = (1 - (math.clamp(tick - p.lastDamageDealt, 0, .4 / tickRate) / (.4 / tickRate))) ^ 2 g.setColor(table.interpolate({255, 255, 255, alpha}, {255, 0, 0, alpha}, factor)) g.circle('line', x, y, r ) g.line(x, y - r - len, x, y - r + len) g.line(x - r - len, y, x - r + len, y) g.line(x + r - len, y, x + r + len, y) g.line(x, y + r - len, x, y + r + len) end return SMG