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98
lua/entities/obj_vj_hlr1_probed_needle.lua
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98
lua/entities/obj_vj_hlr1_probed_needle.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 = "Probe Droid Needle"
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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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if CLIENT then
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local Name = "Probe Droid Needle"
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local LangName = "obj_vj_hlr1_probed_needle"
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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/vj_hlr/hla/pb_dart.mdl"} -- The models it should spawn with | Picks a random one from the table
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ENT.DoesDirectDamage = true -- Should it do a direct damage when it hits something?
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ENT.DirectDamage = 15 -- How much damage should it do when it hits something
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ENT.DirectDamageType = DMG_POISON -- Damage type
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ENT.DecalTbl_DeathDecals = {"Impact.Concrete"}
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ENT.OnCollideSoundPitch = VJ_Set(100, 100)
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local defAng = Angle(0 ,0, 0)
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-- Custom
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ENT.Needle_Heal = false -- Is this a healing needle?
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomPhysicsObjectOnInitialize(phys)
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phys:SetMass(1)
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phys:EnableGravity(false)
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phys:EnableDrag(false)
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phys:SetBuoyancyRatio(0)
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnInitialize()
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if self.Needle_Heal == true then
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self.DoesDirectDamage = false
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else
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ParticleEffect("vj_hlr_spit_drone_spawn_old", self:GetPos(), defAng, nil)
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ParticleEffectAttach("vj_hlr_spit_drone", PATTACH_ABSORIGIN_FOLLOW, self, 0)
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnPhysicsCollide(data, phys)
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local hitEnt = data.HitEntity
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if IsValid(hitEnt) then
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self.SoundTbl_OnCollide = {"vj_hlr/hl1_weapon/crossbow/xbow_hitbod1.wav", "vj_hlr/hl1_weapon/crossbow/xbow_hitbod2.wav"}
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-- Only for healing
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if self.Needle_Heal == false or !IsValid(self:GetOwner()) then return end
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if self:GetOwner():Disposition(hitEnt) then
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self.SoundTbl_OnCollide = {"items/smallmedkit1.wav"}
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hitEnt:RemoveAllDecals()
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local friHP = hitEnt:Health()
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hitEnt:SetHealth(math.Clamp(friHP + 40, friHP, hitEnt:GetMaxHealth()))
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end
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else
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self.SoundTbl_OnCollide = {"vj_hlr/hl1_weapon/crossbow/xbow_hit1.wav"}
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local spike = ents.Create("prop_dynamic")
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spike:SetModel("models/vj_hlr/hla/pb_dart.mdl")
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spike:SetPos(data.HitPos + data.HitNormal + self:GetForward()*-5)
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spike:SetAngles(self:GetAngles())
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spike:Activate()
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spike:Spawn()
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timer.Simple(6, function() if IsValid(spike) then spike:Remove() end end)
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnDoDamage(data, phys, hitEnt)
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-- Only for attacks
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if self.Needle_Heal == true then return end
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VJ_ApplySpeedEffect(hitEnt, 0.2, 5)
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:DeathEffects(data, phys)
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if self.Needle_Heal == true then return end
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ParticleEffect("vj_hlr_spit_drone_impact", self:GetPos(), defAng, nil)
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end
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