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926
lua/entities/aw2_hk.lua
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926
lua/entities/aw2_hk.lua
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@@ -0,0 +1,926 @@
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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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|
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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.Base = "base_gmodentity"
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ENT.PrintName = "Hunter Killer"
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ENT.Category = "Airwatch 2"
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ENT.Spawnable = true
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ENT.AdminOnly = true
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ENT.AutomaticFrameAdvance = true
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ENT.firstPersonOffset = Vector(155, 0, -65)
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ENT.thirdPersonOffset = Vector(-600, 0, 0)
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ENT.pitchMultiplier = 1
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ENT.rollMultiplier = 1.5
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ENT.cannonMuzzle = 4
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ENT.cannonPitch = 5
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ENT.cannonYaw = 4
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ENT.turretMuzzle1 = 5
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ENT.turretMuzzle2 = 6
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ENT.turretPitch = 7
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ENT.turretYaw = 6
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ENT.spotlightAttach1 = 7
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ENT.spotlightAttach2 = 8
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ENT.lightPitch = 9
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ENT.lightYaw = 8
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ENT.pitchIndex = 5
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ENT.yawIndex = 4
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ENT.accuracy = 1
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ENT.damage = 20
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ENT.delay = 0.12
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ENT.cannonDelay = 1.5
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util.PrecacheSound("NPC_AttackHelicopter.Rotors")
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util.PrecacheSound("NPC_AttackHelicopter.BadlyDamagedAlert")
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util.PrecacheSound("NPC_AttackHelicopter.MegabombAlert")
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util.PrecacheSound("NPC_AttackHelicopter.Crash")
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util.PrecacheSound("NPC_Strider.Shoot")
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util.PrecacheSound("hk/plasma.wav")
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function ENT:SpawnFunction(ply, tr, className)
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if not tr.Hit then
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return
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end
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local spawnPos = tr.HitPos + tr.HitNormal * 120
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local ent = ents.Create(className)
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ent:Spawn()
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ent:Activate()
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ent:SetPos(spawnPos)
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ent.Owner = ply
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return ent
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end
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function ENT:SetupDataTables()
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self:NetworkVar("Entity", 0, "GunOperator")
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self:NetworkVar("Int", 0, "SpeedMult")
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end
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function ENT:Think()
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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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if SERVER then
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self:aimCannon()
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self:aimTurrets()
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self:aimLights()
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self:weaponThink()
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local ply = self.driver
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if ply and ply:IsValid() or self.healthStatus == AW2_CRASHING or (GetConVar("aw2_alwayson"):GetBool() and self.healthStatus ~= AW2_DEAD) then
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if not self.isActive then
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self:enableEffects()
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self.isActive = true
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end
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else
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if self.isActive then
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self:disableEffects()
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self.isActive = false
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end
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end
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end
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self:NextThink(CurTime())
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return true
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end
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function ENT:hasLOS(origin)
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local ply = self:GetGunOperator()
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if ply and ply:IsValid() then
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local barrel
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if not origin then
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barrel = self:GetAttachment(self.turretMuzzle1)
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else
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barrel = self:GetAttachment(origin)
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end
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local hitpos = self:getHitpos(ply)
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local dot = barrel.Ang:Forward():Dot((hitpos - barrel.Pos):GetNormalized())
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if dot >= 0.95 then
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return true
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end
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end
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return false
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end
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function ENT:getViewData(ply)
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if not ply:IsValid() then
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return
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end
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local eyeAng = ply:EyeAngles()
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-- Hours wasted on trying to find what the issue was: 4.5
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-- Hours wasted on trying to fix the issue before finding out the fix was the issue: Too many
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if SERVER then
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eyeAng = self:WorldToLocalAngles(eyeAng) -- Note to self: NEVER subtract angles when you can WorldToLocal/LocalToWorld
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end
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local thirdperson = ply:GetVehicle():GetThirdPersonMode()
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local pos, ang
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if thirdperson then
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local trace = util.TraceLine({
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start = self:GetPos(),
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endpos = self:GetPos() + eyeAng:Up() * self.thirdPersonOffset.z + eyeAng:Forward() * self.thirdPersonOffset.x,
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filter = {self},
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mask = MASK_SOLID_BRUSHONLY
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})
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pos = trace.HitPos + trace.HitNormal * 5
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ang = eyeAng
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else
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local entAng = self:GetAngles()
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entAng.p = 0
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entAng.r = 0
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local offset = self.firstPersonOffset
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if self.useGunner and self:GetGunOperator() == ply then
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offset = self.gunnerOffset
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end
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pos = self:LocalToWorld(offset)
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ang = eyeAng
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end
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return pos, ang
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end
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function ENT:getHitpos(ply)
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local pos, ang = self:getViewData(ply)
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return util.QuickTrace(pos, ang:Forward() * 10000, {self}).HitPos
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end
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function ENT:CanPhysgun(ply)
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if ply and ply:IsValid() then
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return ply:IsAdmin()
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end
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return false
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end
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if SERVER then
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function ENT:Initialize()
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self:SetModel("models/inaki/props_vehicles/terminator_aerialhk.mdl")
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self:SetBodyGroups("1")
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self:ResetSequence("idle")
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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:SetUseType(SIMPLE_USE)
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local phys = self:GetPhysicsObject()
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if phys:IsValid() then
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phys:SetMass(500000)
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end
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self.seatDriver = ents.Create("prop_vehicle_prisoner_pod")
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self.seatDriver:SetModel("models/props_lab/cactus.mdl")
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self.seatDriver:SetPos(self:GetPos())
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self.seatDriver:SetAngles(self:GetAngles())
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self.seatDriver:SetSolid(SOLID_NONE)
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self.seatDriver:SetKeyValue("limitview", 0, 0)
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self.seatDriver:SetNoDraw(true)
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self.seatDriver:Spawn()
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self.seatDriver:SetParent(self)
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self.seatDriver:SetNotSolid(true)
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self:DeleteOnRemove(self.seatDriver)
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self.seatDriver.aw2Ent = self
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if self.useGunner then
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self.seatGunner = ents.Create("prop_vehicle_prisoner_pod")
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self.seatGunner:SetModel("models/props_lab/cactus.mdl")
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self.seatGunner:SetPos(self:GetPos())
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self.seatGunner:SetAngles(self:GetAngles())
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self.seatGunner:SetSolid(SOLID_NONE)
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self.seatGunner:SetKeyValue("limitview", 0, 0)
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self.seatGunner:SetNoDraw(true)
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self.seatGunner:Spawn()
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self.seatGunner:SetParent(self)
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self.seatGunner:SetNotSolid(true)
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self:DeleteOnRemove(self.seatGunner)
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self.seatGunner.aw2Ent = self
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end
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self:initLights()
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self:StartMotionController()
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self:SetSubMaterial(1, "phoenix_storms/glass")
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self:SetPlaybackRate(0)
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self:SetMaxHealth(GetConVar("aw2_hk_health"):GetInt())
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self:SetHealth(self:GetMaxHealth())
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self.healthStatus = AW2_HEALTHY
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self.lastPercentage = 100
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self.driver, self.gunner = nil
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self.storedPos = Vector(0, 0, 0)
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self.storedVel = Vector(0, 0, 0)
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self.storedLocalVel = Vector(0, 0, 0)
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self.storedPitch = 0
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self.storedYaw = 0
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self.isActive = false
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self.bulletSide = false
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self.spotlightActive = false
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self.nextShot = 0
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self.nextCannon = 0
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self.passengers = {}
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self:SetSpeedMult(GetConVar("aw2_hk_speedmult"):GetInt())
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end
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function ENT:Use(ply)
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if self.healthStatus ~= AW2_HEALTHY then
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return
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end
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if not self.driver then
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ply:EnterVehicle(self.seatDriver)
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ply:SetNoDraw(true)
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self.driver = ply
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if not self.useGunner then
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self:SetGunOperator(ply)
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end
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ply.aw2Ent = self
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net.Start("aw2Enter")
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net.WriteEntity(self)
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net.Send(ply)
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elseif self.useGunner and not self.gunner then
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ply:EnterVehicle(self.seatGunner)
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ply:SetNoDraw(true)
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self.gunner = ply
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self:SetGunOperator(ply)
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ply.aw2Ent = self
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net.Start("aw2Enter")
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net.WriteEntity(self)
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net.Send(ply)
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else
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local seat = ents.Create("prop_vehicle_prisoner_pod")
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seat:SetModel("models/props_lab/cactus.mdl")
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seat:SetPos(self:GetPos())
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seat:SetAngles(self:GetAngles())
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seat:SetSolid(SOLID_NONE)
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seat:SetKeyValue("limitview", 0, 0)
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seat:SetNoDraw(true)
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seat:Spawn()
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seat:SetParent(self)
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seat:SetNotSolid(true)
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self:DeleteOnRemove(seat)
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seat.aw2Ent = self
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table.insert(self.passengers, seat)
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ply:EnterVehicle(seat)
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ply:SetNoDraw(true)
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ply.aw2Ent = self
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net.Start("aw2Enter")
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net.WriteEntity(self)
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net.Send(ply)
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end
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end
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function ENT:OnRemove()
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self:StopSound("NPC_AttackHelicopter.Rotors")
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self:StopSound("NPC_AttackHelicopter.Crash")
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self:StopSound("NPC_CombineDropship.FireLoop")
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self.spotlight1:SetParent()
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self.spotlight1:Fire("lightoff")
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self.spotlight1:Fire("kill",self.spotlight1, 0.5)
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self.spotlight2:SetParent()
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self.spotlight2:Fire("lightoff")
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self.spotlight2:Fire("kill",self.spotlight2, 0.5)
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end
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function ENT:enableEffects()
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self:SetPlaybackRate(1)
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self.wash = ents.Create("env_rotorwash_emitter")
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self.wash:SetPos(self:GetPos())
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self.wash:SetAngles(self:GetAngles())
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self.wash:SetParent(self)
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self.wash:Spawn()
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self:EmitSound("NPC_AttackHelicopter.Rotors")
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end
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function ENT:disableEffects()
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self:SetPlaybackRate(0)
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if self.wash and self.wash:IsValid() then
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self.wash:Remove()
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end
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self:StopSound("NPC_AttackHelicopter.Rotors")
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end
|
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function ENT:initLights()
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local spotlight1 = ents.Create("point_spotlight")
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spotlight1:SetPos(self:GetAttachment(self.spotlightAttach1).Pos)
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spotlight1:SetKeyValue("spotlightlength", "500")
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spotlight1:SetKeyValue("spotlightwidth", "45")
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spotlight1:SetKeyValue("spawnflags", 3)
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spotlight1:SetParent(self)
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spotlight1:Spawn()
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spotlight1:Activate()
|
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|
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self.spotlight1 = spotlight1
|
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|
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local spotlight2 = ents.Create("point_spotlight")
|
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spotlight2:SetPos(self:GetAttachment(self.spotlightAttach2).Pos)
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spotlight2:SetKeyValue("spotlightlength", "500")
|
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spotlight2:SetKeyValue("spotlightwidth", "45")
|
||||
spotlight2:SetKeyValue("spawnflags", 3)
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spotlight2:SetParent(self)
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spotlight2:Spawn()
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spotlight2:Activate()
|
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|
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self.spotlight2 = spotlight2
|
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|
||||
spotlight1:Fire("lightoff")
|
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spotlight2:Fire("lightoff")
|
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end
|
||||
|
||||
function ENT:createBomb(vel)
|
||||
local bomb = ents.Create("grenade_helicopter")
|
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bomb:SetPos(self:GetAttachment(self.bombAttach).Pos)
|
||||
bomb:SetOwner(self)
|
||||
bomb:Spawn()
|
||||
|
||||
bomb:GetPhysicsObject():SetVelocity(vel)
|
||||
bomb:GetPhysicsObject():SetBuoyancyRatio(1)
|
||||
|
||||
return bomb
|
||||
end
|
||||
|
||||
function ENT:weaponThink()
|
||||
if self.healthStatus ~= AW2_HEALTHY then
|
||||
return
|
||||
end
|
||||
|
||||
local ply = self:GetGunOperator()
|
||||
|
||||
if not IsValid(ply) then
|
||||
return
|
||||
end
|
||||
|
||||
local fire = ply:KeyDown(IN_ATTACK) and not ply:KeyDown(IN_RELOAD)
|
||||
|
||||
if fire and self:hasLOS() and self.nextShot <= CurTime() then
|
||||
self.nextShot = CurTime() + self.delay
|
||||
|
||||
local attach = self.bulletSide and self.turretMuzzle1 or self.turretMuzzle2
|
||||
|
||||
self.bulletSide = not self.bulletSide
|
||||
|
||||
local spread = math.sin(self.accuracy * 0.5 * (math.pi / 180))
|
||||
local pos = self:GetAttachment(attach).Pos
|
||||
local bullet = {}
|
||||
|
||||
bullet.Num = 1
|
||||
bullet.Src = pos
|
||||
bullet.Dir = (self:getHitpos(ply) - pos):Angle():Forward()
|
||||
bullet.Spread = Vector(spread, spread, 0)
|
||||
bullet.Tracer = 0
|
||||
bullet.Force = 20
|
||||
bullet.Damage = self.damage
|
||||
bullet.Attacker = ply
|
||||
bullet.Callback = function(attacker, trace, dmginfo)
|
||||
if not trace.HitPos or not trace.HitNormal then
|
||||
return
|
||||
end
|
||||
|
||||
dmginfo:SetDamageType(DMG_AIRBOAT)
|
||||
|
||||
local e = EffectData()
|
||||
e:SetOrigin(trace.HitPos)
|
||||
e:SetEntity(self)
|
||||
e:SetAttachment(attach)
|
||||
e:SetNormal(trace.HitNormal)
|
||||
e:SetScale(32)
|
||||
util.Effect("hk_laser", e)
|
||||
end
|
||||
|
||||
self:FireBullets(bullet)
|
||||
|
||||
self:EmitSound("hk/plasma.wav", 140)
|
||||
end
|
||||
|
||||
local altFire = ply:KeyDown(IN_ATTACK2) and not ply:KeyDown(IN_RELOAD)
|
||||
|
||||
if altFire and self.nextCannon <= CurTime() and self:hasLOS(self.cannonMuzzle) then
|
||||
self.nextCannon = CurTime() + self.cannonDelay
|
||||
|
||||
local pos = self:GetAttachment(self.cannonMuzzle).Pos
|
||||
|
||||
local bullet = {}
|
||||
bullet.Num = 1
|
||||
bullet.Src = pos
|
||||
bullet.Dir = (self:getHitpos(ply) - pos):GetNormalized():Angle():Forward()
|
||||
bullet.Spread = Vector(0, 0, 0)
|
||||
bullet.Tracer = 0
|
||||
bullet.Force = 20
|
||||
bullet.Damage = 1000
|
||||
bullet.Attacker = ply
|
||||
bullet.Callback = function(attacker, trace, dmginfo)
|
||||
if not trace.HitPos or not trace.HitNormal then
|
||||
return
|
||||
end
|
||||
|
||||
util.ParticleTracerEx("Weapon_Combine_Ion_Cannon", pos, trace.HitPos, true, self:EntIndex(), self.cannonMuzzle)
|
||||
|
||||
local explosion = ents.Create("env_explosion")
|
||||
explosion:SetPos(trace.HitPos)
|
||||
explosion:SetKeyValue("iMagnitude", 120)
|
||||
explosion:Spawn()
|
||||
explosion:Activate()
|
||||
explosion:Fire("explode")
|
||||
end
|
||||
|
||||
self:FireBullets(bullet)
|
||||
|
||||
self:EmitSound("NPC_Strider.Shoot")
|
||||
end
|
||||
end
|
||||
|
||||
function ENT:keyPress(ply, key)
|
||||
if ply:KeyDown(IN_RELOAD) and key == IN_ATTACK then
|
||||
if ply == self:GetGunOperator() then
|
||||
if self.spotlightActive then
|
||||
self.spotlight1:Fire("lightoff")
|
||||
self.spotlight2:Fire("lightoff")
|
||||
self.spotlightActive = false
|
||||
else
|
||||
self.spotlight1:Fire("lighton")
|
||||
self.spotlight2:Fire("lighton")
|
||||
self.spotlightActive = true
|
||||
end
|
||||
end
|
||||
|
||||
ply:EmitSound("buttons/lightswitch2.wav")
|
||||
end
|
||||
end
|
||||
|
||||
function ENT:aimTurrets()
|
||||
local ply = self:GetGunOperator()
|
||||
|
||||
local pitch = 0
|
||||
local yaw = 0
|
||||
|
||||
if IsValid(ply) and self.healthStatus == AW2_HEALTHY then
|
||||
local rad2deg = 180 / math.pi
|
||||
|
||||
local turretMiddle = self:LocalToWorld(self:WorldToLocal(self:GetAttachment(self.turretMuzzle1).Pos) - self:WorldToLocal(self:GetAttachment(self.turretMuzzle2).Pos))
|
||||
|
||||
local pos, _ = WorldToLocal(self:getHitpos(ply), self:GetAngles(), turretMiddle, self:GetAngles())
|
||||
local len = pos:Length()
|
||||
|
||||
if len < 0.0000001000000 then
|
||||
pitch = 0
|
||||
else
|
||||
pitch = rad2deg * math.asin(pos.z / len)
|
||||
end
|
||||
|
||||
yaw = rad2deg * math.atan2(pos.y, pos.x)
|
||||
end
|
||||
|
||||
local pitchMin, pitchMax = self:GetPoseParameterRange(self.turretPitch)
|
||||
local yawMin, yawMax = self:GetPoseParameterRange(self.turretYaw)
|
||||
|
||||
pitch = math.Clamp(pitch, pitchMin, pitchMax)
|
||||
yaw = math.Clamp(yaw, yawMin, yawMax)
|
||||
|
||||
self:SetPoseParameter(self:GetPoseParameterName(self.turretPitch), -pitch)
|
||||
self:SetPoseParameter(self:GetPoseParameterName(self.turretYaw), -yaw)
|
||||
end
|
||||
|
||||
function ENT:aimCannon()
|
||||
local ply = self:GetGunOperator()
|
||||
|
||||
local pitch = 0
|
||||
local yaw = 0
|
||||
|
||||
if IsValid(ply) and self.healthStatus == AW2_HEALTHY then
|
||||
local rad2deg = 180 / math.pi
|
||||
|
||||
local pos, _ = WorldToLocal(self:getHitpos(ply), self:GetAngles(), self:GetAttachment(self.cannonMuzzle).Pos, self:GetAngles())
|
||||
local len = pos:Length()
|
||||
|
||||
if len < 0.0000001000000 then
|
||||
pitch = 0
|
||||
else
|
||||
pitch = rad2deg * math.asin(pos.z / len)
|
||||
end
|
||||
|
||||
yaw = rad2deg * math.atan2(pos.y, pos.x)
|
||||
end
|
||||
|
||||
local pitchMin, pitchMax = self:GetPoseParameterRange(self.cannonPitch)
|
||||
local yawMin, yawMax = self:GetPoseParameterRange(self.cannonYaw)
|
||||
|
||||
pitch = math.Clamp(pitch, pitchMin, pitchMax)
|
||||
yaw = math.Clamp(yaw, yawMin, yawMax)
|
||||
|
||||
self:SetPoseParameter(self:GetPoseParameterName(self.cannonPitch), pitch)
|
||||
self:SetPoseParameter(self:GetPoseParameterName(self.cannonYaw), -yaw)
|
||||
end
|
||||
|
||||
function ENT:aimLights()
|
||||
local ply = self:GetGunOperator()
|
||||
|
||||
local pitch = 0
|
||||
local yaw = 0
|
||||
|
||||
if IsValid(ply) and self.healthStatus == AW2_HEALTHY then
|
||||
local rad2deg = 180 / math.pi
|
||||
|
||||
local lightMiddle = self:LocalToWorld(self:WorldToLocal(self:GetAttachment(self.spotlightAttach1).Pos) - self:WorldToLocal(self:GetAttachment(self.spotlightAttach2).Pos))
|
||||
|
||||
local pos, _ = WorldToLocal(self:getHitpos(ply), self:GetAngles(), lightMiddle, self:GetAngles())
|
||||
local len = pos:Length()
|
||||
|
||||
if len < 0.0000001000000 then
|
||||
pitch = 0
|
||||
else
|
||||
pitch = rad2deg * math.asin(pos.z / len)
|
||||
end
|
||||
|
||||
yaw = rad2deg * math.atan2(pos.y, pos.x)
|
||||
end
|
||||
|
||||
local pitchMin, pitchMax = self:GetPoseParameterRange(self.lightPitch)
|
||||
local yawMin, yawMax = self:GetPoseParameterRange(self.lightYaw)
|
||||
|
||||
pitch = math.Clamp(pitch + 90, pitchMin, pitchMax + 35)
|
||||
|
||||
yaw = math.Clamp(yaw, yawMin, yawMax)
|
||||
|
||||
self:SetPoseParameter(self:GetPoseParameterName(self.lightPitch), -pitch)
|
||||
self:SetPoseParameter(self:GetPoseParameterName(self.lightYaw), -yaw)
|
||||
|
||||
self.spotlight1:SetAngles(self:GetAngles() + Angle(-pitch + 90, yaw, 0))
|
||||
self.spotlight2:SetAngles(self:GetAngles() + Angle(-pitch + 90, yaw, 0))
|
||||
end
|
||||
|
||||
function ENT:ejectPlayer(ply, vehicle)
|
||||
ply:SetNoDraw(false)
|
||||
|
||||
ply.aw2Ent = nil
|
||||
|
||||
net.Start("aw2Eject")
|
||||
net.Send(ply)
|
||||
|
||||
if self.driver == ply then
|
||||
self.driver = nil
|
||||
|
||||
if not self.useGunner then
|
||||
self:SetGunOperator(nil)
|
||||
end
|
||||
elseif self.gunner == ply then
|
||||
self.gunner = nil
|
||||
|
||||
self:SetGunOperator(nil)
|
||||
else
|
||||
for k, v in pairs(self.passengers) do
|
||||
if v == vehicle then
|
||||
table.remove(self.passengers, k)
|
||||
vehicle:Remove()
|
||||
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
ply:SetVelocity(self:GetVelocity())
|
||||
end
|
||||
|
||||
function ENT:OnTakeDamage(dmgInfo)
|
||||
local ply = self.driver
|
||||
|
||||
if not ply or not ply:IsValid() then
|
||||
return
|
||||
end
|
||||
|
||||
if self.healthStatus ~= AW2_HEALTHY then
|
||||
return
|
||||
end
|
||||
|
||||
if GetConVar("aw2_hk_rocketonly"):GetBool() and not dmgInfo:IsDamageType(DMG_BLAST) and not dmgInfo:IsDamageType(DMG_AIRBOAT) then
|
||||
return
|
||||
end
|
||||
|
||||
local health = self:Health()
|
||||
|
||||
if health <= 0 then
|
||||
return
|
||||
end
|
||||
|
||||
self:SetHealth(health - dmgInfo:GetDamage())
|
||||
|
||||
health = self:Health()
|
||||
|
||||
local percentage = (health / self:GetMaxHealth()) * 100
|
||||
local addSmoke = false
|
||||
local attachPoint = 0
|
||||
local doSound = ""
|
||||
|
||||
if percentage <= 75 and self.lastPercentage > 75 then
|
||||
addSmoke = true
|
||||
attachPoint = 11
|
||||
doSound = "NPC_AttackHelicopter.BadlyDamagedAlert"
|
||||
elseif percentage <= 50 and self.lastPercentage > 50 then
|
||||
addSmoke = true
|
||||
attachPoint = 12
|
||||
doSound = "NPC_AttackHelicopter.BadlyDamagedAlert"
|
||||
elseif percentage <= 25 and self.lastPercentage > 25 then
|
||||
addSmoke = true
|
||||
attachPoint = 13
|
||||
doSound = "NPC_AttackHelicopter.BadlyDamagedAlert"
|
||||
elseif percentage <= 15 and self.lastPercentage > 15 then
|
||||
addSmoke = true
|
||||
attachPoint = 14
|
||||
doSound = "NPC_AttackHelicopter.MegabombAlert"
|
||||
end
|
||||
|
||||
if health <= 0 then
|
||||
addSmoke = true
|
||||
attachPoint = 15
|
||||
|
||||
self.healthStatus = AW2_CRASHING
|
||||
self:EmitSound("NPC_AttackHelicopter.CrashingAlarm1")
|
||||
self:StopSound("NPC_CombineDropship.FireLoop")
|
||||
end
|
||||
|
||||
if addSmoke then
|
||||
local explosion = ents.Create("env_explosion")
|
||||
explosion:SetPos(self:GetAttachment(attachPoint).Pos)
|
||||
explosion:SetKeyValue("iMagnitude", 100)
|
||||
explosion:SetKeyValue("iRadiusOverride", 128)
|
||||
explosion:SetKeyValue("spawnflags", 1)
|
||||
explosion:SetParent(self)
|
||||
explosion:Spawn()
|
||||
explosion:Activate()
|
||||
explosion:Fire("explode")
|
||||
|
||||
local smoke = ents.Create("env_smoketrail")
|
||||
smoke:SetPos(self:GetAttachment(attachPoint).Pos)
|
||||
smoke:SetKeyValue("opacity", 0.2)
|
||||
smoke:SetKeyValue("spawnrate", 48)
|
||||
smoke:SetKeyValue("lifetime", 0.5)
|
||||
smoke:SetKeyValue("minspeed", 16)
|
||||
smoke:SetKeyValue("maxspeed", 64)
|
||||
smoke:SetKeyValue("startcolor", "0.15 0.15 0.15")
|
||||
smoke:SetKeyValue("endcolor", "0 0 0")
|
||||
smoke:SetKeyValue("startsize", 16)
|
||||
smoke:SetKeyValue("endsize", 64)
|
||||
smoke:SetKeyValue("spawnradius", 8)
|
||||
smoke:SetParent(self)
|
||||
smoke:Spawn()
|
||||
smoke:Activate()
|
||||
|
||||
local fire = ents.Create("env_fire_trail")
|
||||
fire:SetPos(self:GetAttachment(attachPoint).Pos)
|
||||
fire:SetParent(self)
|
||||
fire:Spawn()
|
||||
fire:Activate()
|
||||
|
||||
self:EmitSound(doSound)
|
||||
end
|
||||
|
||||
self.lastPercentage = percentage
|
||||
end
|
||||
|
||||
function ENT:PhysicsCollide(colData, phys)
|
||||
if self.healthStatus == AW2_CRASHING then
|
||||
self.healthStatus = AW2_DEAD
|
||||
|
||||
self:disableEffects()
|
||||
|
||||
self:StopMotionController()
|
||||
|
||||
self:PhysicsInit(SOLID_VPHYSICS)
|
||||
self:SetMoveType(MOVETYPE_PUSH)
|
||||
self:SetSolid(SOLID_VPHYSICS)
|
||||
|
||||
self:SetPos(colData.HitPos - (colData.HitPos - self:GetPos()) * 0.25)
|
||||
|
||||
self:StopSound("NPC_AttackHelicopter.CrashingAlarm1")
|
||||
|
||||
self:EmitSound("NPC_AttackHelicopter.Crash")
|
||||
|
||||
local effect = ents.Create("env_ar2explosion")
|
||||
effect:SetPos(colData.HitPos)
|
||||
effect:Spawn()
|
||||
effect:Activate()
|
||||
effect:Fire("explode")
|
||||
|
||||
self.spotlight1:Fire("lightoff")
|
||||
self.spotlight2:Fire("lightoff")
|
||||
end
|
||||
end
|
||||
|
||||
function ENT:PhysicsSimulate(phys, delta)
|
||||
local avel = phys:GetAngleVelocity()
|
||||
local lvel = WorldToLocal(phys:GetVelocity(), Angle(), Vector(), phys:GetAngles())
|
||||
local gvel = phys:GetVelocity()
|
||||
|
||||
local desiredPitch = -(self.storedVel:Dot(self:GetForward()) - gvel:Dot(self:GetForward())) * self.pitchMultiplier
|
||||
local desiredRoll = -(self.storedVel:Dot(self:GetRight()) - gvel:Dot(self:GetRight())) * self.rollMultiplier
|
||||
|
||||
local pLerp = 1 - math.sin(delta * math.pi * 0.5)
|
||||
|
||||
desiredPitch = Lerp(pLerp * delta + delta, self.storedPitch, desiredPitch)
|
||||
|
||||
self.storedPitch = desiredPitch
|
||||
self.storedVel = gvel
|
||||
|
||||
if self.isActive then
|
||||
local paramL = self:GetPoseParameter("rotor_left")
|
||||
local paramR = self:GetPoseParameter("rotor_right")
|
||||
|
||||
local accel = math.Remap(lvel.x - self.storedLocalVel.x, -15, 15, 90, -90)
|
||||
local vel = math.Remap(lvel.x, -2200, 2200, 90, -90)
|
||||
|
||||
local rot = math.Clamp(avel:Dot(Vector(0, 0, 1)), -90, 90)
|
||||
|
||||
local targetL = accel + vel + rot
|
||||
local targetR = accel + vel - rot
|
||||
|
||||
paramL = math.Approach(paramL, targetL, (paramL - targetL) * FrameTime() * math.pi)
|
||||
paramR = math.Approach(paramR, targetR, (paramR - targetR) * FrameTime() * math.pi)
|
||||
|
||||
self:SetPoseParameter("rotor_left", paramL)
|
||||
self:SetPoseParameter("rotor_right", paramR)
|
||||
|
||||
local sway = math.Remap(lvel.y, -1600, 1600, -45, 45)
|
||||
|
||||
self:SetPoseParameter("move_yaw", -sway)
|
||||
else
|
||||
self:SetPoseParameter("rotor_left", 0)
|
||||
self:SetPoseParameter("rotor_right", 0)
|
||||
|
||||
self:SetPoseParameter("move_yaw", 0)
|
||||
end
|
||||
|
||||
self.storedLocalVel = lvel
|
||||
|
||||
local desiredPos = self:GetPos()
|
||||
local desiredYaw = self:GetAngles().y
|
||||
|
||||
local ply = self.driver
|
||||
|
||||
if ply and ply:IsValid() then
|
||||
local addPos = Vector(0, 0, 0)
|
||||
|
||||
if ply:KeyDown(IN_FORWARD) then
|
||||
addPos.x = 0.7
|
||||
elseif ply:KeyDown(IN_BACK) then
|
||||
addPos.x = -0.7
|
||||
end
|
||||
|
||||
if ply:KeyDown(IN_MOVELEFT) then
|
||||
addPos.y = 0.5
|
||||
elseif ply:KeyDown(IN_MOVERIGHT) then
|
||||
addPos.y = -0.5
|
||||
end
|
||||
|
||||
if ply:KeyDown(IN_JUMP) then
|
||||
addPos.z = 0.3
|
||||
elseif ply:KeyDown(IN_SPEED) then
|
||||
addPos.z = -0.3
|
||||
end
|
||||
|
||||
local ang = self:GetAngles()
|
||||
ang.r = 0
|
||||
ang.p = 0
|
||||
|
||||
if ply:KeyDown(IN_WALK) then
|
||||
desiredYaw = self.storedYaw
|
||||
else
|
||||
desiredYaw = self:WorldToLocalAngles(ply:EyeAngles()).y
|
||||
end
|
||||
|
||||
if ply:KeyDown(IN_WALK) then
|
||||
addPos:Rotate(Angle(0, self.storedYaw, 0))
|
||||
else
|
||||
addPos:Rotate(Angle(0, desiredYaw, 0))
|
||||
self.storedYaw = desiredYaw
|
||||
end
|
||||
|
||||
local mult = self:GetSpeedMult()
|
||||
|
||||
addPos:Mul(mult)
|
||||
|
||||
local dist = math.Clamp(self.storedPos:Distance(addPos), 0, mult)
|
||||
local time = math.Remap(dist, 0, mult, 0, 1)
|
||||
|
||||
local lerp = 1 - math.sin(time * math.pi * 0.5)
|
||||
|
||||
addPos = LerpVector(lerp * delta + (delta * 0.4), self.storedPos, addPos)
|
||||
|
||||
self.storedPos = addPos
|
||||
|
||||
desiredPos = desiredPos + addPos
|
||||
end
|
||||
|
||||
local randPos = Vector(math.sin(math.cos(CurTime())) * 10, math.sin(math.sin(CurTime())) * 10, 0)
|
||||
randPos:Rotate(self:GetAngles())
|
||||
|
||||
desiredPos = desiredPos + randPos
|
||||
|
||||
if self.healthStatus == AW2_CRASHING then
|
||||
desiredYaw = self:GetAngles().y + 90
|
||||
|
||||
local vec = Vector(100, 0, 0)
|
||||
vec:Rotate(self:GetAngles())
|
||||
vec.z = -300
|
||||
|
||||
desiredPos = desiredPos + vec
|
||||
end
|
||||
|
||||
local move = {}
|
||||
move.secondstoarrive = 0.5
|
||||
move.pos = desiredPos
|
||||
move.angle = Angle(desiredPitch, desiredYaw, desiredRoll)
|
||||
move.maxangular = 12000
|
||||
move.maxangulardamp = 10000
|
||||
move.maxspeed = 12000
|
||||
move.maxspeeddamp = 10000
|
||||
move.dampfactor = 0.6
|
||||
move.teleportdistance = 0
|
||||
move.deltatime = delta
|
||||
|
||||
if ply and ply:IsValid() or self.healthStatus == AW2_CRASHING or (GetConVar("aw2_alwayson"):GetBool() and self.healthStatus ~= AW2_DEAD) then
|
||||
phys:ComputeShadowControl(move)
|
||||
else
|
||||
self.storedPos = Vector(0, 0, 0)
|
||||
end
|
||||
end
|
||||
end
|
||||
Reference in New Issue
Block a user