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85
lua/entities/tfbow_arrow_stuck/shared.lua
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85
lua/entities/tfbow_arrow_stuck/shared.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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|
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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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-- Copyright (c) 2018-2020 TFA Base Devs
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-- Permission is hereby granted, free of charge, to any person obtaining a copy
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-- of this software and associated documentation files (the "Software"), to deal
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-- in the Software without restriction, including without limitation the rights
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-- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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-- copies of the Software, and to permit persons to whom the Software is
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-- furnished to do so, subject to the following conditions:
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-- The above copyright notice and this permission notice shall be included in all
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-- copies or substantial portions of the Software.
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-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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-- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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-- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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-- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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-- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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-- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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-- SOFTWARE.
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ENT.Type = "anim"
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ENT.PrintName = "TFBow Arrow Stuck"
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ENT.Author = "TheForgottenArchitect"
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ENT.Contact = "Don't"
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ENT.Purpose = "Arrow Entity"
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ENT.Instructions = "Arrow that's stuck in ground"
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local cv_al = GetConVar("sv_tfa_arrow_lifetime")
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function ENT:Initialize()
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if SERVER then
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if cv_al:GetInt() ~= -1 then
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timer.Simple( cv_al:GetFloat(), function()
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if IsValid(self) then
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self:Remove()
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end
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end)
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end
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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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phys:SetMass(2)
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end
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if IsValid(self) and self.SetUseType then
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self:SetUseType(SIMPLE_USE)
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end
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end
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if (self:GetModel() and self:GetModel() == "") then
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self:SetModel("models/weapons/w_tfa_arrow.mdl")
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end
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self:SetOwner(nil)
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self.PhysicsCollide = function() end
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self:SetCollisionGroup(COLLISION_GROUP_WEAPON)
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local phys = self:GetPhysicsObject()
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if (phys:IsValid()) then
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phys:Sleep()
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end
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end
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function ENT:Use(activator, caller)
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if activator:IsPlayer() and activator:GetWeapon(self.gun) then
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activator:GiveAmmo(1, activator:GetWeapon(self.gun):GetPrimaryAmmoType(), false)
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self:Remove()
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end
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end
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