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wnsrc/lua/entities/obj_vj_hlrof_grenade_spore.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 = "Grenade"
ENT.Author = "DrVrej"
ENT.Contact = "http://steamcommunity.com/groups/vrejgaming"
ENT.Information = "Projectiles for my addons"
ENT.Category = "VJ Base"
ENT.VJ_IsDetectableGrenade = true
if CLIENT then
local Name = "Spore Grenade"
local LangName = "obj_vj_hlrof_grenade_spore"
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_hlr/weapons/spore.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 = 150 -- 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_RADIATION -- Damage type
ENT.RadiusDamageForce = 90 -- Put the force amount it should apply | false = Don't apply any force
ENT.SoundTbl_OnCollide = {"vj_hlr/hl1_weapon/sporelauncher/spore_hit1.wav","vj_hlr/hl1_weapon/sporelauncher/spore_hit2.wav","vj_hlr/hl1_weapon/sporelauncher/spore_hit3.wav"}
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomPhysicsObjectOnInitialize(phys)
phys:Wake()
phys:EnableGravity(true)
phys:SetBuoyancyRatio(0)
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnInitialize()
self:PhysicsInitSphere(4, "gmod_bouncy")
self:SetModel("models/vj_hlr/weapons/spore.mdl")
ParticleEffectAttach("vj_hlr_spore_idle", PATTACH_ABSORIGIN_FOLLOW, self, 0)
timer.Simple(3, function() if IsValid(self) then self:DeathEffects() end end)
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnTakeDamage(dmginfo)
self:GetPhysicsObject():AddVelocity(dmginfo:GetDamageForce() * 0.1)
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnPhysicsCollide(data, phys)
local getVel = phys:GetVelocity()
local curVelSpeed = getVel:Length()
//if curVelSpeed > 500 then -- Or else it will go flying!
//phys:SetVelocity(getVel + self:GetUp()*1000)
//end
-- If the grenade is going faster than 100, then play the touch sound
if curVelSpeed > 100 then
self:OnCollideSoundCode()
end
local ent = data.HitEntity
if IsValid(ent) && (ent:IsNPC() or ent:IsPlayer()) then
self:DeathEffects()
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
local defAng = Angle(0, 0, 0)
--
function ENT:DeathEffects()
ParticleEffect("vj_hlr_spore", self:GetPos(), defAng, nil)
self:EmitSound("vj_hlr/hl1_weapon/sporelauncher/splauncher_impact.wav", 100, 100)
//ParticleEffect("vj_hl_spore_splash1", self:GetPos(), defAng, nil)
//ParticleEffect("vj_hl_spore_splash2", self:GetPos(), defAng, nil)
self:DoDamageCode()
self:SetDeathVariablesTrue(nil, nil, false)
self:Remove()
end