Files
wnsrc/lua/entities/aw2_dropship.lua

611 lines
14 KiB
Lua
Raw Normal View History

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.Type = "anim"
ENT.Base = "base_gmodentity"
ENT.PrintName = "Combine Dropship"
ENT.Category = "Airwatch 2"
ENT.Spawnable = true
ENT.AdminOnly = true
ENT.AutomaticFrameAdvance = true
ENT.useGunner = false
ENT.firstPersonOffset = Vector(110, 50, 40)
ENT.thirdPersonOffset = Vector(-800, 0, 100)
ENT.baseAttach = 1
ENT.barrelAttach = 2
ENT.pitchIndex = 0
ENT.yawIndex = 1
ENT.accuracy = 0.02
ENT.damage = 15
ENT.delay = 0.1
util.PrecacheSound("NPC_CombineDropship.NearRotorLoop")
util.PrecacheSound("NPC_CombineDropship.OnGroundRotorLoop")
util.PrecacheSound("NPC_CombineDropship.DescendingWarningLoop")
util.PrecacheSound("NPC_CombineDropship.FireLoop")
function ENT:SpawnFunction(ply, tr, className)
if not tr.Hit then
return
end
local spawnPos = tr.HitPos + tr.HitNormal * 120
local ent = ents.Create(className)
ent:Spawn()
ent:Activate()
ent:SetPos(spawnPos)
ent.Owner = ply
return ent
end
function ENT:SetupDataTables()
self:NetworkVar("Entity", 0, "GunOperator")
self:NetworkVar("Entity", 1, "Pod")
self:NetworkVar("Int", 0, "SpeedMult")
end
function ENT:Think()
local phys = self:GetPhysicsObject()
if phys:IsValid() then
phys:Wake()
end
if SERVER then
self:aimGun()
self:weaponThink()
local ply = self.driver
if ply and ply:IsValid() or GetConVar("aw2_alwayson"):GetBool() then
if not self.isActive then
self:enableEffects()
self.isActive = true
end
else
if self.isActive then
self:disableEffects()
self.isActive = false
end
end
end
self:NextThink(CurTime())
return true
end
function ENT:hasLOS()
local ply = self:GetGunOperator()
if ply and ply:IsValid() then
local hitpos = self:getHitpos(ply)
local barrel = self:GetPod():GetAttachment(self.barrelAttach)
local dot = barrel.Ang:Forward():Dot((hitpos - barrel.Pos):GetNormalized())
if dot >= 0.95 then
return true
end
end
return false
end
function ENT:getViewData(ply)
if not ply:IsValid() then
return
end
local eyeAng = ply:EyeAngles()
-- Hours wasted on trying to find what the issue was: 4.5
-- Hours wasted on trying to fix the issue before finding out the fix was the issue: Too many
if SERVER then
eyeAng = self:WorldToLocalAngles(eyeAng) -- Note to self: NEVER subtract angles when you can WorldToLocal/LocalToWorld
end
local thirdperson = ply:GetVehicle():GetThirdPersonMode()
local pos, ang
if thirdperson then
local trace = util.TraceLine({
start = self:GetPos(),
endpos = self:GetPos() + eyeAng:Up() * self.thirdPersonOffset.z + eyeAng:Forward() * self.thirdPersonOffset.x,
filter = {self, self:GetPod()},
mask = MASK_SOLID_BRUSHONLY
})
pos = trace.HitPos + trace.HitNormal * 5
ang = eyeAng
else
local entAng = self:GetAngles()
entAng.p = 0
entAng.r = 0
local offset = self.firstPersonOffset
pos = self:LocalToWorld(offset)
ang = eyeAng
end
return pos, ang
end
function ENT:getHitpos(ply)
local pos, ang = self:getViewData(ply)
return util.QuickTrace(pos, ang:Forward() * 10000, {self, self:GetPod()}).HitPos
end
function ENT:CanPhysgun(ply)
if ply and ply:IsValid() then
return ply:IsAdmin()
end
return false
end
if SERVER then
function ENT:Initialize()
self:SetModel("models/Combine_dropship.mdl")
self:ResetSequence("cargo_hover")
self:PhysicsInit(SOLID_VPHYSICS)
self:SetMoveType(MOVETYPE_VPHYSICS)
self:SetSolid(SOLID_VPHYSICS)
self:SetUseType(SIMPLE_USE)
local phys = self:GetPhysicsObject()
if phys:IsValid() then
phys:SetMass(500000)
end
local pod = ents.Create("prop_dynamic")
pod:SetModel("models/combine_dropship_container.mdl")
pod:SetPos(self:GetPos())
pod:SetAngles(self:GetAngles())
pod:SetParent(self)
pod:Spawn()
pod:Activate()
self:DeleteOnRemove(pod)
self:SetPod(pod)
self.seatDriver = ents.Create("prop_vehicle_prisoner_pod")
self.seatDriver:SetModel("models/props_lab/cactus.mdl")
self.seatDriver:SetPos(self:GetPos())
self.seatDriver:SetAngles(self:GetAngles())
self.seatDriver:SetSolid(SOLID_NONE)
self.seatDriver:SetKeyValue("limitview", 0, 0)
self.seatDriver:SetNoDraw(true)
self.seatDriver:Spawn()
self.seatDriver:SetParent(self)
self.seatDriver:SetNotSolid(true)
self:DeleteOnRemove(self.seatDriver)
self.seatDriver.aw2Ent = self
if self.useGunner then
self.seatGunner = ents.Create("prop_vehicle_prisoner_pod")
self.seatGunner:SetModel("models/props_lab/cactus.mdl")
self.seatGunner:SetPos(self:GetPos())
self.seatGunner:SetAngles(self:GetAngles())
self.seatGunner:SetSolid(SOLID_NONE)
self.seatGunner:SetKeyValue("limitview", 0, 0)
self.seatGunner:SetNoDraw(true)
self.seatGunner:Spawn()
self.seatGunner:SetParent(self)
self.seatGunner:SetNotSolid(true)
self:DeleteOnRemove(self.seatGunner)
self.seatGunner.aw2Ent = self
end
self:StartMotionController()
self:SetPlaybackRate(0)
self:SetBodygroup(1, 1)
self.driver, self.gunner = nil
self.storedPos = Vector(0, 0, 0)
self.storedVel = Vector(0, 0, 0)
self.storedPitch = 0
self.storedYaw = 0
self.isActive = false
self.isFiring = false
self.nextShot = 0
self.passengers = {}
self:SetSpeedMult(GetConVar("aw2_dropship_speedmult"):GetInt())
end
function ENT:Use(ply)
local sequence = self:GetPod():GetSequenceName(self:GetPod():GetSequence())
if not self.driver then
ply:EnterVehicle(self.seatDriver)
ply:SetNoDraw(true)
self.driver = ply
if not self.useGunner then
self:SetGunOperator(ply)
end
ply.aw2Ent = self
net.Start("aw2Enter")
net.WriteEntity(self)
net.Send(ply)
elseif self.useGunner and not self.gunner then
ply:EnterVehicle(self.seatGunner)
ply:SetNoDraw(true)
self.gunner = ply
self:SetGunOperator(ply)
ply.aw2Ent = self
net.Start("aw2Enter")
net.WriteEntity(self)
net.Send(ply)
elseif sequence == "open_idle" then
local seat = ents.Create("prop_vehicle_prisoner_pod")
seat:SetModel("models/props_lab/cactus.mdl")
seat:SetPos(self:GetPos())
seat:SetAngles(self:GetAngles())
seat:SetSolid(SOLID_NONE)
seat:SetKeyValue("limitview", 0, 0)
seat:SetNoDraw(true)
seat:Spawn()
seat:SetParent(self)
seat:SetNotSolid(true)
self:DeleteOnRemove(seat)
seat.aw2Ent = self
table.insert(self.passengers, seat)
ply:EnterVehicle(seat)
ply:SetNoDraw(true)
ply.aw2Ent = self
net.Start("aw2Enter")
net.WriteEntity(self)
net.Send(ply)
end
end
function ENT:OnRemove()
self:StopSound("NPC_CombineDropship.NearRotorLoop")
self:StopSound("NPC_CombineDropship.OnGroundRotorLoop")
self:StopSound("NPC_CombineDropship.DescendingWarningLoop")
self:StopSound("NPC_CombineDropship.FireLoop")
end
function ENT:enableEffects()
self.wash = ents.Create("env_rotorwash_emitter")
self.wash:SetPos(self:GetPos())
self.wash:SetAngles(self:GetAngles())
self.wash:SetParent(self)
self.wash:Spawn()
self:EmitSound("NPC_CombineDropship.OnGroundRotorLoop")
self:EmitSound("NPC_CombineDropship.NearRotorLoop")
self:ResetSequence("cargo_idle")
self:SetPlaybackRate(1)
self:SetBodygroup(1, 0)
end
function ENT:disableEffects()
if self.wash and self.wash:IsValid() then
self.wash:Remove()
end
self:GetPod():ResetSequence("idle")
self:StopSound("NPC_CombineDropship.DescendingWarningLoop")
self:StopSound("NPC_CombineDropship.OnGroundRotorLoop")
self:StopSound("NPC_CombineDropship.NearRotorLoop")
self:ResetSequence("cargo_hover")
self:SetPlaybackRate(0)
self:SetBodygroup(1, 1)
end
function ENT:weaponThink()
local ply = self:GetGunOperator()
if not ply or not ply:IsValid() then
return
end
local fire = ply:KeyDown(IN_ATTACK) and not ply:KeyDown(IN_RELOAD) and self:hasLOS()
if fire then
if self.nextShot <= CurTime() then
self.nextShot = CurTime() + self.delay
local bullet = {}
bullet.Num = 1
bullet.Src = self:GetPod():GetAttachment(self.barrelAttach).Pos
bullet.Dir = (self:getHitpos(ply) - self:GetPod():GetAttachment(self.barrelAttach).Pos):GetNormalized():Angle():Forward()
bullet.Spread = Vector(self.accuracy, self.accuracy, 0)
bullet.Tracer = 1
bullet.TracerName = "HelicopterTracer"
bullet.Force = 20
bullet.Damage = self.damage
bullet.Attacker = ply
bullet.Callback = function(attacker, trace, dmginfo)
if not trace.HitPos or not trace.HitNormal then
return
end
dmginfo:SetDamageType(DMG_AIRBOAT)
local e = EffectData()
e:SetOrigin(trace.HitPos)
e:SetNormal(trace.HitNormal)
util.Effect("AR2Impact", e)
end
self:GetPod():FireBullets(bullet)
local effectData = EffectData()
effectData:SetOrigin(self:GetPod():GetAttachment(self.barrelAttach).Pos)
effectData:SetAngles(self:GetPod():GetAttachment(self.barrelAttach).Ang)
effectData:SetEntity(self:GetPod())
util.Effect("ChopperMuzzleFlash", effectData)
if not self.isFiring then
self:EmitSound("NPC_CombineDropship.FireLoop")
self.isFiring = true
end
end
elseif self.isFiring then
self:StopSound("NPC_CombineDropship.FireLoop")
self.isFiring = false
end
end
function ENT:keyPress(ply, key)
if ply == self.driver and key == IN_RELOAD then
local pod = self:GetPod()
local sequence = pod:GetSequenceName(pod:GetSequence())
if sequence == "idle" then
pod:ResetSequence("open_idle")
self:EmitSound("NPC_CombineDropship.DescendingWarningLoop")
else
pod:ResetSequence("idle")
self:StopSound("NPC_CombineDropship.DescendingWarningLoop")
end
end
end
function ENT:aimGun()
local ply = self:GetGunOperator()
local pod = self:GetPod()
local pitch = 0
local yaw = 0
if ply and ply:IsValid() then
-- Thanks wiremod
local rad2deg = 180 / math.pi
local pos, _ = WorldToLocal(self:getHitpos(ply), self:GetAngles(), pod:GetAttachment(self.baseAttach).Pos, self:GetAngles())
local len = pos:Length()
if len < 0.0000001000000 then
pitch = 0
else
pitch = rad2deg * math.asin(pos.z / len)
end
yaw = rad2deg * math.atan2(pos.y, pos.x)
end
local pitchMin, pitchMax = pod:GetPoseParameterRange(self.pitchIndex)
local yawMin, yawMax = pod:GetPoseParameterRange(self.yawIndex)
pitch = math.Clamp(pitch, pitchMin, pitchMax)
yaw = math.Clamp(yaw, yawMin, yawMax)
pod:SetPoseParameter("weapon_pitch", pitch)
pod:SetPoseParameter("weapon_yaw", yaw)
end
function ENT:ejectPlayer(ply, vehicle)
ply:SetNoDraw(false)
ply.aw2Ent = nil
net.Start("aw2Eject")
net.Send(ply)
if self.driver == ply then
self.driver = nil
if not self.useGunner then
self:SetGunOperator(nil)
end
elseif self.gunner == ply then
self.gunner = nil
self:SetGunOperator(nil)
else
for k, v in pairs(self.passengers) do
if v == vehicle then
table.remove(self.passengers, k)
vehicle:Remove()
break
end
end
end
local ang = Angle(0, self:GetAngles().y, 0)
ply:SetEyeAngles(ang)
ply:SetPos(self:LocalToWorld(Vector(170, 0, -50)))
ply:SetVelocity(self:GetVelocity())
end
function ENT:PhysicsSimulate(phys, delta)
local vel = phys:GetVelocity()
local localVel = WorldToLocal(phys:GetVelocity(), Angle(), Vector(), phys:GetAngles())
if self.isActive then
local accel = self:GetPoseParameter("cargo_body_accel")
accel = math.Approach(accel, math.Remap(localVel.x, 0, 1600, -0.7, 1), 0.04)
self:SetPoseParameter("cargo_body_accel", accel)
local sway = math.Remap(localVel.y, -800, 800, -1, 1)
self:SetPoseParameter("cargo_body_sway", -sway)
else
self:SetPoseParameter("cargo_body_accel", 0)
self:SetPoseParameter("cargo_body_sway", 0)
end
local desiredPitch = -(self.storedVel:Dot(self:GetForward()) - vel:Dot(self:GetForward())) * 3
local desiredRoll = -(self.storedVel:Dot(self:GetRight()) - vel:Dot(self:GetRight())) * 3
local pLerp = 1 - math.sin(delta * math.pi * 0.5)
desiredPitch = Lerp(pLerp * delta + delta, self.storedPitch, desiredPitch)
self.storedPitch = desiredPitch
self.storedVel = vel
local desiredPos = self:GetPos()
local desiredYaw = self:GetAngles().y
local ply = self.driver
if ply and ply:IsValid() then
local addPos = Vector(0, 0, 0)
if ply:KeyDown(IN_FORWARD) then
addPos.x = 0.7
elseif ply:KeyDown(IN_BACK) then
addPos.x = -0.2
end
if ply:KeyDown(IN_MOVELEFT) then
addPos.y = 0.2
elseif ply:KeyDown(IN_MOVERIGHT) then
addPos.y = -0.2
end
if ply:KeyDown(IN_JUMP) then
addPos.z = 0.3
elseif ply:KeyDown(IN_SPEED) then
addPos.z = -0.3
end
local ang = self:GetAngles()
ang.r = 0
ang.p = 0
if ply:KeyDown(IN_WALK) then
desiredYaw = self.storedYaw
else
desiredYaw = self:WorldToLocalAngles(ply:EyeAngles()).y
end
if ply:KeyDown(IN_WALK) then
addPos:Rotate(Angle(0, self.storedYaw, 0))
else
addPos:Rotate(Angle(0, desiredYaw, 0))
self.storedYaw = desiredYaw
end
local mult = self:GetSpeedMult()
addPos:Mul(mult)
local dist = math.Clamp(self.storedPos:Distance(addPos), 0, mult)
local time = math.Remap(dist, 0, mult, 0, 1)
local lerp = 1 - math.sin(time * math.pi * 0.5)
addPos = LerpVector(lerp * delta + (delta * 0.4), self.storedPos, addPos)
self.storedPos = addPos
desiredPos = desiredPos + addPos
end
local randPos = Vector(math.sin(math.cos(CurTime())) * 10, math.sin(math.sin(CurTime())) * 10, 0)
randPos:Rotate(self:GetAngles())
desiredPos = desiredPos + randPos
local move = {}
move.secondstoarrive = 0.5
move.pos = desiredPos
move.angle = Angle(desiredPitch, desiredYaw, desiredRoll)
move.maxangular = 12000
move.maxangulardamp = 10000
move.maxspeed = 12000
move.maxspeeddamp = 10000
move.dampfactor = 0.8
move.teleportdistance = 0
move.deltatime = delta
if ply and ply:IsValid() or GetConVar("aw2_alwayson"):GetBool() then
phys:ComputeShadowControl(move)
else
self.storedPos = Vector(0, 0, 0)
end
end
end