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108
lua/entities/sent_vj_xen_plant_light.lua
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108
lua/entities/sent_vj_xen_plant_light.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.Base = "prop_vj_animatable"
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ENT.Type = "anim"
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ENT.PrintName = "Xen Plant Light"
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ENT.Author = "DrVrej"
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ENT.Contact = "http://steamcommunity.com/groups/vrejgaming"
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ENT.Purpose = "Used to make simple props and animate them, since prop_dynamic doesn't work properly in Garry's Mod."
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ENT.Instructions = "Don't change anything."
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ENT.Category = "VJ Base"
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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if !SERVER then return end
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ENT.XenPlant_Retracted = false
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ENT.XenPlant_NextDeployT = 0
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnInitialize()
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self:SetModel("models/vj_hlr/hl1/light.mdl")
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self:SetCollisionBounds(Vector(8, 8, 22), Vector(-8, -8, 0))
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self:SetMoveType(MOVETYPE_NONE)
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self:SetSolid(SOLID_BBOX)
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self:ResetSequence("Idle1")
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self.DynamicLight = ents.Create("light_dynamic")
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self.DynamicLight:SetKeyValue("brightness", "6")
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self.DynamicLight:SetKeyValue("distance", "150")
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self.DynamicLight:SetLocalPos(self:GetPos())
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self.DynamicLight:SetLocalAngles(self:GetAngles())
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self.DynamicLight:Fire("Color", "255 128 0")
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self.DynamicLight:SetParent(self)
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self.DynamicLight:Spawn()
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self.DynamicLight:Activate()
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self.DynamicLight:SetParent(self)
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self.DynamicLight:Fire("SetParentAttachment", "0", 0)
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self.DynamicLight:Fire("TurnOn", "", 0)
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self:DeleteOnRemove(self.DynamicLight)
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self.FlareSprite = ents.Create("env_sprite")
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self.FlareSprite:SetKeyValue("model","vj_hl/sprites/flare3.vmt")
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self.FlareSprite:SetKeyValue("rendercolor","255 128 0")
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self.FlareSprite:SetKeyValue("GlowProxySize","5.0")
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self.FlareSprite:SetKeyValue("HDRColorScale","1.0")
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self.FlareSprite:SetKeyValue("renderfx","14")
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self.FlareSprite:SetKeyValue("rendermode","3")
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self.FlareSprite:SetKeyValue("renderamt","255")
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self.FlareSprite:SetKeyValue("disablereceiveshadows","0")
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self.FlareSprite:SetKeyValue("mindxlevel","0")
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self.FlareSprite:SetKeyValue("maxdxlevel","0")
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self.FlareSprite:SetKeyValue("framerate","10.0")
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self.FlareSprite:SetKeyValue("spawnflags","0")
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self.FlareSprite:SetKeyValue("scale","0.5")
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self.FlareSprite:SetPos(self:GetPos())
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self.FlareSprite:Spawn()
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self.FlareSprite:SetParent(self)
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self.FlareSprite:Fire("SetParentAttachment", "0", 0)
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self:DeleteOnRemove(self.FlareSprite)
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end
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:Think()
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for _, v in ipairs(ents.FindInSphere(self:GetPos(), 80)) do
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if (v:IsNPC() or v:IsPlayer()) && VJ_IsAlive(v) then
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if self.XenPlant_Retracted == false then
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self:ResetSequence("Retract")
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self.FlareSprite:Fire("HideSprite", "", 0.1)
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self.DynamicLight:Fire("TurnOff", "", 0)
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self:SetSkin(1)
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end
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self.XenPlant_Retracted = true
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self.XenPlant_NextDeployT = CurTime() + math.Rand(3, 5)
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self:NextThink(CurTime())
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return true
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end
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end
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if self.XenPlant_Retracted == true && self.XenPlant_NextDeployT < CurTime() then
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self.XenPlant_Retracted = false
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self:ResetSequence("Delpoy")
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timer.Simple(1, function()
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if IsValid(self) && self.XenPlant_Retracted == false then
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self.FlareSprite:Fire("ShowSprite", "", 0)
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self.DynamicLight:Fire("TurnOn", "", 0)
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self:SetSkin(0)
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end
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end)
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timer.Simple(1.85, function()
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if IsValid(self) && self.XenPlant_Retracted == false then
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self:ResetSequence("Idle1")
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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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