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wnsrc/lua/entities/obj_vj_grenade.lua

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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/
--]]
/*--------------------------------------------------
*** Copyright (c) 2012-2023 by DrVrej, All rights reserved. ***
No parts of this code or any of its contents may be reproduced, copied, modified or adapted,
without the prior written consent of the author, unless otherwise indicated for stand-alone materials.
--------------------------------------------------*/
AddCSLuaFile()
if (!file.Exists("autorun/vj_base_autorun.lua","LUA")) then return end
ENT.Type = "anim"
ENT.Base = "obj_vj_projectile_base"
ENT.PrintName = "Grenade"
ENT.Author = "DrVrej"
ENT.Contact = "http://steamcommunity.com/groups/vrejgaming"
ENT.Information = "Projectiles for my addons"
ENT.Category = "VJ Base"
ENT.Spawnable = true
ENT.AdminOnly = false
ENT.VJ_IsDetectableGrenade = true
ENT.VJ_IsPickupableDanger = true
if CLIENT then
local Name = "Grenade"
local LangName = "obj_vj_grenade"
language.Add(LangName, Name)
killicon.Add(LangName,"HUD/killicons/default",Color(255,80,0,255))
language.Add("#"..LangName, Name)
killicon.Add("#"..LangName,"HUD/killicons/default",Color(255,80,0,255))
end
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
if !SERVER then return end
ENT.Model = {"models/vj_weapons/w_grenade.mdl"} -- The models it should spawn with | Picks a random one from the table
ENT.MoveCollideType = nil
ENT.CollisionGroupType = nil
ENT.SolidType = SOLID_VPHYSICS
ENT.RemoveOnHit = false -- Should it remove itself when it touches something? | It will run the hit sound, place a decal, etc.
ENT.DoesRadiusDamage = true -- Should it do a blast damage when it hits something?
ENT.RadiusDamageRadius = 250 -- How far the damage go? The farther away it's from its enemy, the less damage it will do | Counted in world units
ENT.RadiusDamage = 80 -- How much damage should it deal? Remember this is a radius damage, therefore it will do less damage the farther away the entity is from its enemy
ENT.RadiusDamageUseRealisticRadius = true -- Should the damage decrease the farther away the enemy is from the position that the projectile hit?
ENT.RadiusDamageType = DMG_BLAST -- Damage type
ENT.RadiusDamageForce = 90 -- Put the force amount it should apply | false = Don't apply any force
ENT.DecalTbl_DeathDecals = {"Scorch"}
ENT.SoundTbl_OnCollide = {"weapons/hegrenade/he_bounce-1.wav"}
-- Custom
ENT.FussTime = 3
ENT.TimeSinceSpawn = 0
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomPhysicsObjectOnInitialize(phys)
phys:Wake()
phys:EnableGravity(true)
phys:SetBuoyancyRatio(0)
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnInitialize()
//if self:GetOwner():IsValid() && (self:GetOwner().GrenadeAttackFussTime) then
//timer.Simple(self:GetOwner().GrenadeAttackFussTime,function() if IsValid(self) then self:DeathEffects() end end) else
timer.Simple(self.FussTime,function() if IsValid(self) then self:DeathEffects() end end)
//end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnThink()
self.TimeSinceSpawn = self.TimeSinceSpawn + 0.2
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnTakeDamage(dmginfo)
if IsValid(self:GetPhysicsObject()) then
self:GetPhysicsObject():AddVelocity(dmginfo:GetDamageForce() * 0.1)
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnPhysicsCollide(data, phys)
local getVel = phys:GetVelocity()
local curVelSpeed = getVel:Length()
//print(curVelSpeed)
if curVelSpeed > 500 then -- Or else it will go flying!
phys:SetVelocity(getVel * 0.9)
end
if curVelSpeed > 100 then -- If the grenade is going faster than 100, then play the touch sound
self:OnCollideSoundCode()
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
local defAngle = Angle(0, 0, 0)
local vecZ4 = Vector(0, 0, 4)
local vezZ100 = Vector(0, 0, 100)
--
function ENT:DeathEffects()
local selfPos = self:GetPos()
ParticleEffect("vj_explosion1", self:GetPos(), defAngle, nil)
local effectData = EffectData()
effectData:SetOrigin(self:GetPos())
//effectData:SetScale(500)
//util.Effect("HelicopterMegaBomb", effectData)
//util.Effect("ThumperDust", effectData)
util.Effect("Explosion", effectData)
//util.Effect("VJ_Small_Explosion1", effectData)
local expLight = ents.Create("light_dynamic")
expLight:SetKeyValue("brightness", "4")
expLight:SetKeyValue("distance", "300")
expLight:SetLocalPos(selfPos)
expLight:SetLocalAngles(self:GetAngles())
expLight:Fire("Color", "255 150 0")
expLight:SetParent(self)
expLight:Spawn()
expLight:Activate()
expLight:Fire("TurnOn", "", 0)
self:DeleteOnRemove(expLight)
util.ScreenShake(self:GetPos(), 100, 200, 1, 2500)
self:SetLocalPos(selfPos + vecZ4) -- Because the entity is too close to the ground
local tr = util.TraceLine({
start = self:GetPos(),
endpos = self:GetPos() - vezZ100,
filter = self
})
util.Decal(VJ_PICK(self.DecalTbl_DeathDecals), tr.HitPos + tr.HitNormal, tr.HitPos - tr.HitNormal)
self:DoDamageCode()
self:SetDeathVariablesTrue(nil, nil, false)
self:Remove()
end