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170
addons/pillpack/lua/entities/pill_dropship_strider.lua
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170
addons/pillpack/lua/entities/pill_dropship_strider.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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|
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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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AddCSLuaFile()
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ENT.Type = "anim"
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ENT.PrintName = "Dropship Strider"
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ENT.Category = "Pill Pack Entities"
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ENT.Spawnable = true
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ENT.AdminSpawnable = true
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--ENT.AutomaticFrameAdvance = true
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function ENT:Initialize()
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if SERVER then
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--Physics
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--self:SetModel("models/Combine_Strider.mdl")
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self:SetModel("models/Combine_Dropship_Container.mdl")
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self:PhysicsInit(SOLID_VPHYSICS)
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self:SetMoveType(MOVETYPE_VPHYSICS)
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self:SetSolid(SOLID_VPHYSICS)
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local phys = self:GetPhysicsObject()
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if (phys:IsValid()) then
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phys:Wake()
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end
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self:SetRenderMode(RENDERMODE_NONE)
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self:DrawShadow(false)
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--self:SetSequence(self:LookupSequence("carried"))
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self.strider = ents.Create("prop_dynamic")
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self.strider:SetModel("models/Combine_Strider.mdl")
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self.strider:SetParent(self)
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self.strider:SetLocalPos(Vector(0, 0, -140))
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self.strider:SetLocalAngles(Angle(0, 0, 0))
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self.strider:Spawn()
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self.strider:SetSequence(self.strider:LookupSequence("carried"))
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end
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--self:SetPlaybackRate(1)
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end
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function ENT:Think()
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if self.droppedfrom then
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local angs = self:GetAngles()
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angs.p = 0
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angs.r = 0
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self.strider:SetAngles(angs)
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local trace = util.QuickTrace(self:GetPos(), Vector(0, 0, -600), {self, self.droppedfrom})
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if trace.Hit then
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self:Remove()
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local stridernpc = ents.Create("npc_strider")
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stridernpc:SetPos(self:GetPos())
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stridernpc:SetAngles(angs)
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stridernpc:Spawn()
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end
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end
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end
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function ENT:Deploy()
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self.strider:ResetSequence(self.strider:LookupSequence("deploy"))
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timer.Simple(2, function()
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if not IsValid(self) then return end
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self:EmitSound("npc/strider/striderx_alert2.wav")
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end)
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timer.Simple(3, function()
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if not IsValid(self) then return end
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local dropship = self:GetParent()
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if not IsValid(dropship) then return end
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dropship.container = nil
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self.droppedfrom = dropship
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self:SetParent()
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self:PhysicsInit(SOLID_VPHYSICS)
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self:SetMoveType(MOVETYPE_VPHYSICS)
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self:SetSolid(SOLID_VPHYSICS)
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--self:SetPos(dropship:GetPos())
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--self:SetAngles(dropship:GetAngles())
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self:GetPhysicsObject():Wake()
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self.strider:SetLocalPos(Vector(0, 0, 0))
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end)
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--[[local dropship = self:GetParent()
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if !self.full then dropship:PillSound("alert_empty") return end
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self.full=false
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self:SetSequence(self:LookupSequence("open"))
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dropship:PillLoopSound("deploy")
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local doClose = function()
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if !IsValid(self) then return end
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self:SetSequence(self:LookupSequence("close"))
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if IsValid(dropship)&&self:GetParent()==dropship then
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dropship:PillLoopStop("deploy")
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end
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end
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if self.mode!=6 then
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local mode = self.mode
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timer.Simple(12,doClose)
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local doDeploy=function()
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if !IsValid(self) then return end
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local m = mode==5&&math.random(1,4)||mode
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local startAngPos = self:GetAttachment(self:LookupAttachment("deploy_landpoint"))
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local combine = ents.Create("pill_jumper_combine")
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combine:SetPos(startAngPos.Pos)
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combine:SetAngles(self:GetAngles())
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combine.myNpc= m==4&&"npc_metropolice"||"npc_combine_s"
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combine.myWeapon= m==2&&"weapon_shotgun"||m==4&&"weapon_smg1"||"weapon_ar2"
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if m==1 or m==2 then
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combine:SetModel("models/combine_soldier.mdl")
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elseif m==3 then
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combine:SetModel("models/Combine_Super_Soldier.mdl")
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elseif m==4 then
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combine:SetModel("models/police.mdl")
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end
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if m==2 then
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combine:SetSkin(1)
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end
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combine:SetParent(self)
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combine:Spawn()
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end
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for i=1,5 do
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timer.Simple(i*2,doDeploy)
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end
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else
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timer.Simple(5.5,doClose)
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local doDeploy=function()
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if !IsValid(self) then return end
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local mine = ents.Create("npc_rollermine")
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mine:SetPos(self:LocalToWorld(Vector(100,0,0)))
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mine:Spawn()
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mine:GetPhysicsObject():SetVelocity(self:GetAngles():Forward()*500)
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end
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for i=1,10 do
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timer.Simple(i/2,doDeploy)
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end
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end
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return true]]
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end
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function ENT:SpawnFunction(ply, tr, ClassName)
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if (not tr.Hit) then return end
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local SpawnPos = tr.HitPos + tr.HitNormal * 100
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local ent = ents.Create(ClassName)
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ent:SetPos(SpawnPos)
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ent:Spawn()
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ent:Activate()
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return ent
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end
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