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153
lua/entities/obj_vj_hlr1_garg_stomp.lua
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153
lua/entities/obj_vj_hlr1_garg_stomp.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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/*--------------------------------------------------
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*** Copyright (c) 2012-2023 by DrVrej, All rights reserved. ***
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No parts of this code or any of its contents may be reproduced, copied, modified or adapted,
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without the prior written consent of the author, unless otherwise indicated for stand-alone materials.
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--------------------------------------------------*/
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AddCSLuaFile()
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ENT.Type = "anim"
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ENT.Base = "obj_vj_projectile_base"
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ENT.PrintName = "Gargantua Stomp Shockwave"
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ENT.Author = "DrVrej"
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ENT.Contact = "http://steamcommunity.com/groups/vrejgaming"
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ENT.Information = "Projectiles for my addons"
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ENT.Category = "Projectiles"
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ENT.VJ_IsDetectableDanger = true
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if CLIENT then
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local Name = "Gargantua"
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local LangName = "obj_vj_hlr1_garg_stomp"
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language.Add(LangName, Name)
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killicon.Add(LangName,"HUD/killicons/default",Color(255,80,0,255))
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language.Add("#"..LangName, Name)
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killicon.Add("#"..LangName,"HUD/killicons/default",Color(255,80,0,255))
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end
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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if !SERVER then return end
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ENT.Model = {"models/spitball_large.mdl"} -- The models it should spawn with | Picks a random one from the table
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ENT.PhysicsInitType = SOLID_VPHYSICS
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ENT.MoveCollideType = MOVETYPE_NONE
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ENT.DoesDirectDamage = true -- Should it do a direct damage when it hits something?
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ENT.DirectDamage = 100 -- How much damage should it do when it hits something
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ENT.DirectDamageType = DMG_DISSOLVE -- Damage type'
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ENT.DecalTbl_DeathDecals = {"VJ_HLR_Scorch_Small"} -- Decals that paint when the projectile dies | It picks a random one from this table
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ENT.SoundTbl_Startup = {"vj_hlr/hl1_weapon/tripmine/mine_charge.wav"}
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ENT.SoundTbl_OnCollide = {"vj_hlr/hl1_weapon/gauss/electro4.wav","vj_hlr/hl1_weapon/gauss/electro5.wav","vj_hlr/hl1_weapon/gauss/electro6.wav"}
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-- ENT.RemoveOnHit = false
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-- ENT.CollideCodeWithoutRemoving = true
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ENT.StartupSoundPitch = VJ_Set(100, 100)
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-- Custom
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ENT.Stomp_InitialRan = false
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ENT.Stomp_SpeedMultiplier = 0
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomPhysicsObjectOnInitialize(phys)
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//phys:Wake()
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phys:SetMass(1)
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phys:SetBuoyancyRatio(0)
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phys:EnableDrag(false)
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phys:EnableGravity(false)
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnInitialize()
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self:SetNoDraw(true)
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-- self.StartGlow1 = ents.Create("env_sprite")
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-- self.StartGlow1:SetKeyValue("model","vj_hl/sprites/gwave1.vmt")
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-- self.StartGlow1:SetKeyValue("rendercolor","224 224 255")
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-- self.StartGlow1:SetKeyValue("GlowProxySize","5.0")
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-- self.StartGlow1:SetKeyValue("HDRColorScale","1.0")
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-- self.StartGlow1:SetKeyValue("renderfx","14")
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-- self.StartGlow1:SetKeyValue("rendermode","3")
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-- self.StartGlow1:SetKeyValue("renderamt","255")
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-- self.StartGlow1:SetKeyValue("disablereceiveshadows","0")
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-- self.StartGlow1:SetKeyValue("mindxlevel","0")
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-- self.StartGlow1:SetKeyValue("maxdxlevel","0")
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-- self.StartGlow1:SetKeyValue("framerate","40.0")
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-- self.StartGlow1:SetKeyValue("spawnflags","0")
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-- self.StartGlow1:SetKeyValue("scale","1")
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-- self.StartGlow1:SetPos(self:GetPos())
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-- self.StartGlow1:Spawn()
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-- self.StartGlow1:SetParent(self)
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-- self:DeleteOnRemove(self.StartGlow1)
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//util.SpriteTrail(self, 0, Color(255,0,0), true, 20, 1, 2, 1 / (20 + 1) * 0.5, "vj_hl/sprites/xbeam3.vmt")
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ParticleEffectAttach("vj_hlr_garg_stomp", PATTACH_ABSORIGIN_FOLLOW, self, 0)
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-- ParticleEffectAttach("vj_hlr_garg_stomp_2", PATTACH_ABSORIGIN_FOLLOW, self, 0)
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnThink()
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local owner = self:GetOwner()
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if !self.Stomp_InitialRan && IsValid(owner) then
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self.Stomp_InitialRan = true
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self:SetAngles(Angle(owner:GetAngles().p, 0, 0))
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local myPos = self:GetPos()
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local tr = util.TraceLine({
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start = myPos,
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endpos = myPos + self:GetUp()*-1000,
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filter = {self, owner}
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})
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//VJ_CreateTestObject(tr.HitPos, self:GetAngles(), Color(0,255,0), 5)
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self:SetPos(tr.HitPos + Vector(0,0,8))
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local phys = self:GetPhysicsObject()
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if IsValid(phys) then
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local res = self:CalculateProjectile("Line", myPos, owner:GetEnemy():GetPos() + owner:GetEnemy():OBBCenter(), 100)
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res.z = 0
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phys:SetVelocity(res)
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end
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end
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local phys = self:GetPhysicsObject()
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local myVel = self:GetVelocity()
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if IsValid(phys) && myVel:Length() < 400 then
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phys:SetVelocity(myVel*(1 + math.Clamp(self.Stomp_SpeedMultiplier, 0, 0.1)))
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end
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self.Stomp_SpeedMultiplier = self.Stomp_SpeedMultiplier + 0.01
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/*
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//self:SetAngles(Angle(0,0,0))
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//if IsValid(self:GetOwner()) then self:SetAngles(self:GetOwner():GetAngles()) end
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local trfr = util.TraceLine({
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start = self:GetPos(),
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endpos = self:GetPos() + self:GetForward()*10,
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filter = self
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})
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//VJ_CreateTestObject(trfr.HitPos,self:GetAngles(),Color(0,255,255),5)
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//if trfr.HitWorld then self:Remove() return end
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local tr = util.TraceLine({
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start = self:GetPos(),
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endpos = self:GetPos() + self:GetUp()*-100,
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filter = self
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})
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//VJ_CreateTestObject(tr.HitPos,self:GetAngles(),Color(0,255,0),5)
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//self:SetPos(self:GetPos() + Vector(0,0,(tr.HitPos + Vector(0,0,100)).z))
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//self:SetPos(tr.HitPos)
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if self.RanOnce == false then
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self.RanOnce = true
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if IsValid(self:GetOwner()) then self:SetAngles(self:GetOwner():GetAngles()) end
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local phys = self:GetPhysicsObject()
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if IsValid(phys) then
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local res = self:CalculateProjectile("Line", self:GetPos(), self:GetPos() + self:GetForward()*500, 200)
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res.z = 0
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phys:SetVelocity(res)
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end
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end
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*/
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end
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