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wnsrc/lua/entities/arccw_uc_40mm_dp.lua

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2024-08-04 22:55:00 +03:00
--[[
| This file was obtained through the combined efforts
| of Madbluntz & Plymouth Antiquarian Society.
|
| Credits: lifestorm, Gregory Wayne Rossel JR.,
| Maloy, DrPepper10 @ RIP, Atle!
|
| Visit for more: https://plymouth.thetwilightzone.ru/
--]]
AddCSLuaFile()
ENT.Base = "arccw_uc_40mm_he"
ENT.PrintName = "40mm HE Dual Purpose Grenade"
ENT.GrenadeDamage = false
ENT.GrenadeRadius = 300
ENT.ExplosionEffect = false
ENT.Scorch = false
function ENT:DoDetonation()
local dir = self.GrenadeDir or self:GetVelocity():GetNormalized()
local attacker = IsValid(self:GetOwner()) and self:GetOwner() or self
local damage = self.GrenadeDamage or self.Damage or 0
local blastpos = self:GetPos()
local tr = util.TraceLine({
start = self:GetPos(),
endpos = self:GetPos() + dir * 64,
filter = self
})
if IsValid(tr.Entity) then
-- do impact damage
local dmg = DamageInfo()
dmg:SetAttacker(attacker)
dmg:SetInflictor(self)
dmg:SetDamage(damage * 10)
dmg:SetDamageForce(dir * 3000)
dmg:SetDamagePosition(tr.HitPos)
tr.Entity:TakeDamageInfo(dmg)
end
-- attempt to penetrate entity/world and place explosion behind
local tr2 = util.TraceLine({
start = tr.HitPos + dir * 69,
endpos = tr.HitPos,
filter = self,
})
if tr2.Hit and !tr2.StartSolid then
-- Produce a weaker blast on the pre-penetration side
util.BlastDamage(self, attacker, blastpos, self.GrenadeRadius, damage * 0.5)
blastpos = tr2.HitPos + dir * 16
self:EmitSound("physics/concrete/concrete_break2.wav", 100, 110)
local effectdata = EffectData()
effectdata:SetOrigin(self:GetPos())
effectdata:SetMagnitude(2)
effectdata:SetScale(1)
effectdata:SetRadius(2)
effectdata:SetNormal(-dir)
util.Effect("Sparks", effectdata)
effectdata:SetOrigin(blastpos)
effectdata:SetNormal(dir)
util.Effect("Sparks", effectdata)
end
local effectdata = EffectData()
effectdata:SetOrigin(blastpos)
if self:WaterLevel() >= 1 then
util.Effect("WaterSurfaceExplosion", effectdata)
self:EmitSound("weapons/underwater_explode3.wav", 125, 100, 1, CHAN_AUTO)
else
self:EmitSound(self.ExplosionSounds[math.random(1,#self.ExplosionSounds)], 125, 100, 1, CHAN_AUTO)
ParticleEffect("explosion_grenade_fas2", self:GetPos(), tr.HitNormal:Angle())
if tr2.Hit and !tr2.StartSolid then
ParticleEffect("explosion_he_m79_fas2", tr2.StartPos, tr.HitNormal:Angle() * -1)
end
if self.DebrisSounds then
self:EmitSound(self.DebrisSounds[math.random(1,#self.DebrisSounds)], 85, 100, 1, CHAN_AUTO)
end
end
util.ScreenShake(self:GetPos(),25,4,.75,self.GrenadeRadius * 4)
util.BlastDamage(self, attacker, blastpos, self.GrenadeRadius, damage)
end