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205
lua/entities/arccw_uc_fire.lua
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205
lua/entities/arccw_uc_fire.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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| 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_entity"
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ENT.PrintName = "Fire Particle"
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ENT.Author = ""
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ENT.Information = ""
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ENT.Spawnable = false
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ENT.AdminSpawnable = false
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ENT.Model = "models/Items/AR2_Grenade.mdl"
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ENT.FireTime = 20
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ENT.Armed = false
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ENT.NextDamageTick = 0
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ENT.Ticks = 0
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ENT.ArcCW_Killable = false
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function ENT:Initialize()
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if SERVER then
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self:SetModel( self.Model )
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self:SetMoveType( MOVETYPE_VPHYSICS )
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self:SetSolid( SOLID_VPHYSICS )
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local maxs = Vector(1, 1, 1)
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local mins = -maxs
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self:PhysicsInitBox(mins, maxs)
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self:DrawShadow( false )
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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:SetBuoyancyRatio(0)
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end
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self.SpawnTime = CurTime()
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self:Detonate()
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self.FireTime = math.Rand(self.FireTime - 1, self.FireTime + 1)
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end
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end
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local fired = {
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"sprites/flamelet1",
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"sprites/flamelet2",
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"sprites/flamelet3",
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"sprites/flamelet4",
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"sprites/flamelet5",
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}
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local function GetFireParticle()
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return fired[math.random(#fired)]
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end
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function ENT:Think()
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if !self.SpawnTime then self.SpawnTime = CurTime() end
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if CLIENT then
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local emitter = ParticleEmitter(self:GetPos())
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if !self:IsValid() or self:WaterLevel() > 2 then return end
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if !IsValid(emitter) then return end
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if math.random(1, 100) < 10 then
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local fire = emitter:Add(GetFireParticle(), self:GetPos() + (VectorRand() * 16))
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fire:SetVelocity( VectorRand() * 500 * VectorRand() )
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fire:SetGravity( Vector(0, 0, 100) )
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fire:SetDieTime( math.Rand(0.5, 0.75) )
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fire:SetStartAlpha( 255 )
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fire:SetEndAlpha( 0 )
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fire:SetStartSize( 25 )
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fire:SetEndSize( 100 )
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fire:SetRoll( math.Rand(-180, 180) )
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fire:SetRollDelta( math.Rand(-0.2,0.2) )
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fire:SetColor( 255, 255, 255 )
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fire:SetAirResistance( 150 )
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fire:SetPos( self:GetPos() )
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fire:SetLighting( false )
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fire:SetCollide(true)
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fire:SetBounce(0.75)
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fire:SetNextThink( CurTime() + FrameTime() )
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fire:SetThinkFunction( function(pa)
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if !pa then return end
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local col1 = Color(255, 255, 255)
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local col2 = Color(0, 0, 0)
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local col3 = col1
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local d = pa:GetLifeTime() / pa:GetDieTime()
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col3.r = Lerp(d, col1.r, col2.r)
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col3.g = Lerp(d, col1.g, col2.g)
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col3.b = Lerp(d, col1.b, col2.b)
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pa:SetColor(col3.r, col3.g, col3.b)
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pa:SetNextThink( CurTime() + FrameTime() )
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end )
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end
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if math.random(1, 100) < 5 then
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local fire = emitter:Add("particles/smokey", self:GetPos())
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fire:SetVelocity( VectorRand() * 25 )
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fire:SetGravity( Vector(0, 0, 1500) )
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fire:SetDieTime( math.Rand(0.25, 1) )
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fire:SetStartAlpha( 255 )
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fire:SetEndAlpha( 0 )
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fire:SetStartSize( 10 )
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fire:SetEndSize( 150 )
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fire:SetRoll( math.Rand(-180, 180) )
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fire:SetRollDelta( math.Rand(-0.2,0.2) )
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fire:SetColor( 255, 255, 255 )
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fire:SetAirResistance( 150 )
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fire:SetPos( self:GetPos() )
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fire:SetLighting( false )
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fire:SetCollide(true)
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fire:SetBounce(0.75)
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fire:SetNextThink( CurTime() + FrameTime() )
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fire:SetThinkFunction( function(pa)
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if !pa then return end
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local col1 = Color(255, 135, 0)
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local col2 = Color(150, 150, 150)
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local col3 = col1
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local d = pa:GetLifeTime() / pa:GetDieTime()
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col3.r = Lerp(d, col1.r, col2.r)
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col3.g = Lerp(d, col1.g, col2.g)
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col3.b = Lerp(d, col1.b, col2.b)
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pa:SetColor(col3.r, col3.g, col3.b)
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pa:SetNextThink( CurTime() + FrameTime() )
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end )
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end
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emitter:Finish()
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self.Ticks = self.Ticks + 1
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else
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if self:GetVelocity():LengthSqr() <= 32 then
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self:SetMoveType( MOVETYPE_NONE )
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end
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if self.NextDamageTick > CurTime() then return end
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if self:WaterLevel() > 2 then self:Remove() return end
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local dmg = DamageInfo()
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dmg:SetDamageType(DMG_BURN)
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dmg:SetDamage(math.Round(math.random() * 2 + 3))
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dmg:SetInflictor(self)
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dmg:SetAttacker(self:GetOwner())
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util.BlastDamageInfo(dmg, self:GetPos(), 200)
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self.NextDamageTick = CurTime() + 0.15
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if self.SpawnTime + self.FireTime <= CurTime() then self:Remove() return end
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end
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end
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function ENT:OnRemove()
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if !self.FireSound then return end
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self.FireSound:Stop()
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end
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function ENT:Detonate()
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if !self:IsValid() then return end
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self.Armed = true
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if self.Order and self.Order != 1 then return end
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self.FireSound = CreateSound(self, "arccw_go/molotov/fire_loop_1.wav")
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self.FireSound:Play()
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self.FireSound:ChangePitch(80, self.FireTime)
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timer.Simple(self.FireTime - 1, function()
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if !IsValid(self) then return end
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self.FireSound:ChangeVolume(0, 1)
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end)
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timer.Simple(self.FireTime, function()
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if !IsValid(self) then return end
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self:Remove()
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end)
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end
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function ENT:Draw()
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-- cam.Start3D() -- Start the 3D function so we can draw onto the screen.
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-- render.SetMaterial( GetFireParticle() ) -- Tell render what material we want, in this case the flash from the gravgun
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-- render.DrawSprite( self:GetPos(), math.random(200, 250), math.random(200, 250), Color(255, 255, 255) ) -- Draw the sprite in the middle of the map, at 16x16 in it's original colour with full alpha.
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-- cam.End3D()
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end
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