mirror of
https://github.com/lifestorm/wnsrc.git
synced 2025-12-16 21:33:46 +03:00
118 lines
5.2 KiB
Lua
118 lines
5.2 KiB
Lua
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--[[
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| This file was obtained through the combined efforts
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| of Madbluntz & Plymouth Antiquarian Society.
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| Credits: lifestorm, Gregory Wayne Rossel JR.,
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| Maloy, DrPepper10 @ RIP, Atle!
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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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/*--------------------------------------------------
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*** Copyright (c) 2012-2023 by DrVrej, All rights reserved. ***
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No parts of this code or any of its contents may be reproduced, copied, modified or adapted,
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without the prior written consent of the author, unless otherwise indicated for stand-alone materials.
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--------------------------------------------------*/
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AddCSLuaFile()
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ENT.Type = "anim"
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ENT.Base = "obj_vj_projectile_base"
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ENT.PrintName = "Rocket"
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ENT.Author = "DrVrej"
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ENT.Contact = "http://steamcommunity.com/groups/vrejgaming"
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ENT.Information = "Projectiles for my addons"
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ENT.Category = "Projectiles"
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ENT.VJ_IsDetectableDanger = true
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---------------------------------------------------------------------------------------------------------------------------------------------
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if CLIENT then
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local Name = "Rocket"
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local LangName = "obj_vj_hlr2_rocket"
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language.Add(LangName, Name)
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killicon.Add(LangName,"HUD/killicons/default",Color(255,80,0,255))
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language.Add("#"..LangName, Name)
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killicon.Add("#"..LangName,"HUD/killicons/default",Color(255,80,0,255))
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end
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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if !SERVER then return end
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ENT.Model = {"models/weapons/w_missile_launch.mdl"} -- The models it should spawn with | Picks a random one from the table
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ENT.DoesRadiusDamage = true -- Should it do a blast damage when it hits something?
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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
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ENT.RadiusDamage = 150 -- 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
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ENT.RadiusDamageUseRealisticRadius = true -- Should the damage decrease the farther away the enemy is from the position that the projectile hit?
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ENT.RadiusDamageType = DMG_BLAST -- Damage type
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ENT.RadiusDamageForce = 90 -- Put the force amount it should apply | false = Don't apply any force
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ENT.DecalTbl_DeathDecals = {"Scorch"}
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ENT.SoundTbl_Idle = {"weapons/rpg/rocket1.wav"}
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ENT.SoundTbl_OnCollide = {"ambient/explosions/explode_8.wav"}
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-- Custom
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ENT.Rocket_Follow = true
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ENT.Speed = 1200
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ENT.TurnSpeed = 40
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnInitialize()
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ParticleEffectAttach("vj_rpg1_fulltrail", PATTACH_ABSORIGIN_FOLLOW, self, 0)
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ParticleEffectAttach("vj_rpg2_fulltrail", PATTACH_ABSORIGIN_FOLLOW, self, 0)
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnThink()
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local owner = self:GetOwner()
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local phys = self:GetPhysicsObject()
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local ent = self.Target or owner:IsNPC() && owner:GetEnemy()
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local pos;
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local turnSpeed = self.TurnSpeed
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if owner:IsNPC() && IsValid(ent) && (owner.VJ_ForceRocketFollow or IsValid(owner:GetActiveWeapon())) then
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pos = (ent:GetPos() + ent:OBBCenter()) + ent:GetVelocity() * 0.25
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else
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if owner:IsPlayer() && self.Rocket_Follow then
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local shootPos = owner:GetShootPos()
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local tr = util.TraceLine({
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start = shootPos,
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endpos = shootPos + owner:GetAimVector() * 32768,
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filter = {owner, self}
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})
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pos = tr.HitPos
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else
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pos = self:GetPos() + (self:GetForward() * self.Speed + VectorRand(-10, 10))
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-- turnSpeed = 20
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end
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end
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if IsValid(phys) then
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local dir = (pos - self:GetPos()):GetNormalized()
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local ang = dir:Angle()
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self.TargetAngle = LerpAngle(FrameTime() * turnSpeed, self.TargetAngle or ang, ang)
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phys:ApplyForceCenter(self:GetForward() * self.Speed)
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phys:SetAngles(self.TargetAngle)
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end
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sound.EmitHint(SOUND_DANGER, self:GetPos() + self:GetAbsVelocity() * 2, 100, 0.2, self)
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-- Source: CSoundEnt::InsertSound( SOUND_DANGER, tr.endpos, 100, 0.2, this, SOUNDENT_CHANNEL_REPEATED_DANGER );
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self:NextThink(CurTime())
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return true
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:DeathEffects(data, phys)
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util.ScreenShake(data.HitPos, 16, 200, 1, 3000)
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ParticleEffect("vj_explosion2", self:GetPos(), Angle(), nil)
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local effectdata = EffectData()
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effectdata:SetOrigin(data.HitPos)
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util.Effect("HelicopterMegaBomb", effectdata)
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util.Effect("Explosion", effectdata)
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local lightdyn = ents.Create("light_dynamic")
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lightdyn:SetKeyValue("brightness", "4")
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lightdyn:SetKeyValue("distance", "300")
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lightdyn:SetLocalPos(data.HitPos)
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lightdyn:SetLocalAngles(self:GetAngles())
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lightdyn:Fire("Color", "255 150 0")
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lightdyn:SetParent(self)
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lightdyn:Spawn()
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lightdyn:Activate()
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lightdyn:Fire("TurnOn", "", 0)
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self:DeleteOnRemove(lightdyn)
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end
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