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wnsrc/lua/entities/obj_vj_hlr2_rocket.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()
ENT.Type = "anim"
ENT.Base = "obj_vj_projectile_base"
ENT.PrintName = "Rocket"
ENT.Author = "DrVrej"
ENT.Contact = "http://steamcommunity.com/groups/vrejgaming"
ENT.Information = "Projectiles for my addons"
ENT.Category = "Projectiles"
ENT.VJ_IsDetectableDanger = true
---------------------------------------------------------------------------------------------------------------------------------------------
if CLIENT then
local Name = "Rocket"
local LangName = "obj_vj_hlr2_rocket"
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/weapons/w_missile_launch.mdl"} -- The models it should spawn with | Picks a random one from the table
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 = 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
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_Idle = {"weapons/rpg/rocket1.wav"}
ENT.SoundTbl_OnCollide = {"ambient/explosions/explode_8.wav"}
-- Custom
ENT.Rocket_Follow = true
ENT.Speed = 1200
ENT.TurnSpeed = 40
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnInitialize()
ParticleEffectAttach("vj_rpg1_fulltrail", PATTACH_ABSORIGIN_FOLLOW, self, 0)
ParticleEffectAttach("vj_rpg2_fulltrail", PATTACH_ABSORIGIN_FOLLOW, self, 0)
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnThink()
local owner = self:GetOwner()
local phys = self:GetPhysicsObject()
local ent = self.Target or owner:IsNPC() && owner:GetEnemy()
local pos;
local turnSpeed = self.TurnSpeed
if owner:IsNPC() && IsValid(ent) && (owner.VJ_ForceRocketFollow or IsValid(owner:GetActiveWeapon())) then
pos = (ent:GetPos() + ent:OBBCenter()) + ent:GetVelocity() * 0.25
else
if owner:IsPlayer() && self.Rocket_Follow then
local shootPos = owner:GetShootPos()
local tr = util.TraceLine({
start = shootPos,
endpos = shootPos + owner:GetAimVector() * 32768,
filter = {owner, self}
})
pos = tr.HitPos
else
pos = self:GetPos() + (self:GetForward() * self.Speed + VectorRand(-10, 10))
-- turnSpeed = 20
end
end
if IsValid(phys) then
local dir = (pos - self:GetPos()):GetNormalized()
local ang = dir:Angle()
self.TargetAngle = LerpAngle(FrameTime() * turnSpeed, self.TargetAngle or ang, ang)
phys:ApplyForceCenter(self:GetForward() * self.Speed)
phys:SetAngles(self.TargetAngle)
end
sound.EmitHint(SOUND_DANGER, self:GetPos() + self:GetAbsVelocity() * 2, 100, 0.2, self)
-- Source: CSoundEnt::InsertSound( SOUND_DANGER, tr.endpos, 100, 0.2, this, SOUNDENT_CHANNEL_REPEATED_DANGER );
self:NextThink(CurTime())
return true
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:DeathEffects(data, phys)
util.ScreenShake(data.HitPos, 16, 200, 1, 3000)
ParticleEffect("vj_explosion2", self:GetPos(), Angle(), nil)
local effectdata = EffectData()
effectdata:SetOrigin(data.HitPos)
util.Effect("HelicopterMegaBomb", effectdata)
util.Effect("Explosion", effectdata)
local lightdyn = ents.Create("light_dynamic")
lightdyn:SetKeyValue("brightness", "4")
lightdyn:SetKeyValue("distance", "300")
lightdyn:SetLocalPos(data.HitPos)
lightdyn:SetLocalAngles(self:GetAngles())
lightdyn:Fire("Color", "255 150 0")
lightdyn:SetParent(self)
lightdyn:Spawn()
lightdyn:Activate()
lightdyn:Fire("TurnOn", "", 0)
self:DeleteOnRemove(lightdyn)
end