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485
lua/entities/aw2_stormtalon.lua
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485
lua/entities/aw2_stormtalon.lua
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@@ -0,0 +1,485 @@
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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 = "Storm Talon"
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ENT.Category = "Airwatch 2"
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ENT.Spawnable = false
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ENT.AdminOnly = false
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ENT.AutomaticFrameAdvance = true
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ENT.firstPersonOffset = Vector(155, 0, 50)
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ENT.thirdPersonOffset = Vector(-600, 0, 100)
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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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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:aimTurrets()
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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 IsValid(ply) then
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local pos, ang = self:GetBonePosition(7)
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ang = ang + Angle(0, self:GetManipulateBoneAngles(4).p, 0) + Angle(self:GetManipulateBoneAngles(7).r, 0, 0)
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local hitpos = self:getHitpos(ply)
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local dot = ang:Forward():Dot((hitpos - 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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function ENT:Initialize()
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self:SetModel("models/Joazzz/Warhammer40k/Spacemarines/Ultramarines/veh_stormtalon.mdl")
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self:SetBodyGroups("001")
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self:ResetSequence("idle")
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if SERVER then
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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:SetMass(500000)
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end
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self:SetUseType(SIMPLE_USE)
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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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self:StartMotionController()
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self.driver = 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.nextShot = 0
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self.passengers = {}
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end
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end
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if SERVER then
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function ENT:Use(ply)
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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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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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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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end
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function ENT:enableEffects()
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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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if IsValid(self.wash) 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:weaponThink()
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local ply = self:GetGunOperator()
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if not IsValid(ply) then
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return
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end
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local fire = ply:KeyDown(IN_ATTACK) and not ply:KeyDown(IN_RELOAD)
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if fire and self:hasLOS() and self.nextShot <= CurTime() then
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self.nextShot = CurTime() + self.delay
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local spread = math.sin(self.accuracy * 0.5 * (math.pi / 180))
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local pos, ang = self:GetBonePosition(7)
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local bullet = {}
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ang = ang + Angle(0, self:GetManipulateBoneAngles(4).p, 0) + Angle(self:GetManipulateBoneAngles(7).r, 0, 0)
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bullet.Num = 1
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bullet.Src = pos
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bullet.Dir = ang:Forward()
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bullet.Spread = Vector(spread, spread, 0)
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bullet.Tracer = 1
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bullet.Force = 20
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bullet.Damage = self.damage
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bullet.Attacker = ply
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self:FireBullets(bullet)
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self:EmitSound("hk/plasma.wav", 140)
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end
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end
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function ENT:keyPress(ply, key)
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end
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function ENT:aimTurrets()
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local ply = self:GetGunOperator()
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local pitch = 0
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local yaw = 0
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if IsValid(ply) then
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local rad2deg = 180 / math.pi
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local turret = self:GetBonePosition(7)
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local pos, _ = WorldToLocal(self:getHitpos(ply), self:GetAngles(), turret, self:GetAngles())
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local len = pos:Length()
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if len < 0.0000001000000 then
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pitch = 0
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else
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pitch = rad2deg * math.asin(pos.z / len)
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end
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yaw = rad2deg * math.atan2(pos.y, pos.x)
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end
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pitch = math.Clamp(pitch, -50, 10)
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self:ManipulateBoneAngles(4, Angle(yaw, 0, 0))
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self:ManipulateBoneAngles(7, Angle(0, 0, -pitch))
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end
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function ENT:ejectPlayer(ply, vehicle)
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ply:SetNoDraw(false)
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ply.aw2Ent = nil
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net.Start("aw2Eject")
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net.Send(ply)
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if self.driver == ply then
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self.driver = nil
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self:SetGunOperator(nil)
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end
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ply:SetVelocity(self:GetVelocity())
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end
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function ENT:PhysicsSimulate(phys, delta)
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local avel = phys:GetAngleVelocity()
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local lvel = WorldToLocal(phys:GetVelocity(), Angle(), Vector(), phys:GetAngles())
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local gvel = phys:GetVelocity()
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local desiredPitch = -(self.storedVel:Dot(self:GetForward()) - gvel:Dot(self:GetForward())) * self.pitchMultiplier
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local desiredRoll = -(self.storedVel:Dot(self:GetRight()) - gvel:Dot(self:GetRight())) * self.rollMultiplier
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local pLerp = 1 - math.sin(delta * math.pi * 0.5)
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desiredPitch = Lerp(pLerp * delta + delta, self.storedPitch, desiredPitch)
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self.storedPitch = desiredPitch
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self.storedVel = gvel
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if self.isActive then
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local paramL = self:GetManipulateBoneAngles(2).r
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local paramR = self:GetManipulateBoneAngles(3).r
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local vel = math.Remap(lvel.x, -2200, 2200, -180, 0)
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local rot = math.Clamp(avel:Dot(Vector(0, 0, 1)), -45, 45) * math.Remap(math.abs(lvel.x), 0, 2200, -1, 1)
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local vert = math.Remap(lvel.z, -1000, 1000, 45, -45) * math.Remap(lvel.x, -2200, 2200, -1, 1)
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local targetL = vel + rot + vert
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local targetR = vel - rot + vert
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paramL = math.Approach(paramL, targetL, (paramL - targetL) * FrameTime() * math.pi)
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paramR = math.Approach(paramR, targetR, (paramR - targetR) * FrameTime() * math.pi)
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self:ManipulateBoneAngles(2, Angle(0, 0, paramL))
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self:ManipulateBoneAngles(3, Angle(0, 0, paramR))
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else
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self:ManipulateBoneAngles(2, Angle(0, 0, -45))
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self:ManipulateBoneAngles(3, Angle(0, 0, -45))
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end
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self.storedLocalVel = lvel
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local desiredPos = self:GetPos()
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local desiredYaw = self:GetAngles().y
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local ply = self.driver
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if ply and ply:IsValid() then
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local addPos = Vector(0, 0, 0)
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if ply:KeyDown(IN_FORWARD) then
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addPos.x = 0.7
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elseif ply:KeyDown(IN_BACK) then
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addPos.x = -0.7
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end
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if ply:KeyDown(IN_MOVELEFT) then
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addPos.y = 0.5
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elseif ply:KeyDown(IN_MOVERIGHT) then
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addPos.y = -0.5
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end
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if ply:KeyDown(IN_JUMP) then
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addPos.z = 0.3
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elseif ply:KeyDown(IN_SPEED) then
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addPos.z = -0.3
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end
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local ang = self:GetAngles()
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ang.r = 0
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ang.p = 0
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if ply:KeyDown(IN_WALK) then
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desiredYaw = self.storedYaw
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else
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desiredYaw = self:WorldToLocalAngles(ply:EyeAngles()).y
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end
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if ply:KeyDown(IN_WALK) then
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addPos:Rotate(Angle(0, self.storedYaw, 0))
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else
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addPos:Rotate(Angle(0, desiredYaw, 0))
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self.storedYaw = desiredYaw
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end
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local mult = 1000
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addPos:Mul(mult)
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local dist = math.Clamp(self.storedPos:Distance(addPos), 0, mult)
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local time = math.Remap(dist, 0, mult, 0, 1)
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local lerp = 1 - math.sin(time * math.pi * 0.5)
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addPos = LerpVector(lerp * delta + (delta * 0.4), self.storedPos, addPos)
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self.storedPos = addPos
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desiredPos = desiredPos + addPos
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end
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local randPos = Vector(math.sin(math.cos(CurTime())) * 10, math.sin(math.sin(CurTime())) * 10, 0)
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randPos:Rotate(self:GetAngles())
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desiredPos = desiredPos + randPos
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local move = {}
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move.secondstoarrive = 0.5
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move.pos = desiredPos
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move.angle = Angle(desiredPitch, desiredYaw, desiredRoll)
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move.maxangular = 12000
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move.maxangulardamp = 10000
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move.maxspeed = 12000
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move.maxspeeddamp = 10000
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move.dampfactor = 0.6
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move.teleportdistance = 0
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move.deltatime = delta
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if IsValid(ply) or GetConVar("aw2_alwayson"):GetBool() then
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phys:ComputeShadowControl(move)
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else
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self.storedPos = Vector(0, 0, 0)
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end
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end
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end
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