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99
lua/entities/obj_vj_hlr1_grenade_40mm.lua
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99
lua/entities/obj_vj_hlr1_grenade_40mm.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 = "40mm Grenade"
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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 = "VJ Base"
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ENT.VJ_IsDetectableDanger = true
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if CLIENT then
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local Name = "40mm Grenade"
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local LangName = "obj_vj_hlr1_grenade_40mm"
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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/weapons/grenade.mdl"} -- The models it should spawn with | Picks a random one from the table
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ENT.DoesRadiusDamage = true -- Should it do a blast damage when it hits something?
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ENT.RadiusDamageRadius = 150 -- How far the damage go? The farther away it's from its enemy, the less damage it will do | Counted in world units
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ENT.RadiusDamage = 80 -- How much damage should it deal? Remember this is a radius damage, therefore it will do less damage the farther away the entity is from its enemy
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ENT.RadiusDamageUseRealisticRadius = true -- Should the damage decrease the farther away the enemy is from the position that the projectile hit?
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ENT.RadiusDamageType = DMG_BLAST -- Damage type
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ENT.RadiusDamageForce = 90 -- Put the force amount it should apply | false = Don't apply any force
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ENT.DecalTbl_DeathDecals = {"VJ_HLR_Scorch"} -- Decals that paint when the projectile dies | It picks a random one from this table
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ENT.SoundTbl_OnRemove = {"vj_hlr/hl1_weapon/explosion/explode3.wav","vj_hlr/hl1_weapon/explosion/explode4.wav","vj_hlr/hl1_weapon/explosion/explode5.wav"}
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ENT.OnRemoveSoundLevel = 100
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnPreInitialize()
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if GetConVar("vj_hlr_hd"):GetInt() == 1 && VJ.HLR_HD_INSTALLED && self:GetClass() == "obj_vj_hlr1_grenade_40mm" then
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self.Model = "models/vj_hlr/weapons/grenade_hd.mdl"
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end
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end
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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:EnableGravity(true)
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phys:EnableDrag(false)
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phys:SetBuoyancyRatio(0)
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phys:AddAngleVelocity(Vector(0,math.random(300,400),0))
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:DeathEffects(data, phys)
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local spr = ents.Create("env_sprite")
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spr:SetKeyValue("model","vj_hl/sprites/zerogxplode.vmt")
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spr:SetKeyValue("GlowProxySize","2.0")
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spr:SetKeyValue("HDRColorScale","1.0")
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spr:SetKeyValue("renderfx","14")
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spr:SetKeyValue("rendermode","5")
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spr:SetKeyValue("renderamt","255")
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spr:SetKeyValue("disablereceiveshadows","0")
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spr:SetKeyValue("mindxlevel","0")
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spr:SetKeyValue("maxdxlevel","0")
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spr:SetKeyValue("framerate","15.0")
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spr:SetKeyValue("spawnflags","0")
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spr:SetKeyValue("scale","4")
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spr:SetPos(self:GetPos() + Vector(0,0,90))
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spr:Spawn()
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spr:Fire("Kill","",0.9)
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//timer.Simple(0.9,function() if IsValid(spr) then spr:Remove() end end)
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VJ_EmitSound(self, "vj_hlr/hl1_weapon/explosion/debris"..math.random(1,3)..".wav", 80, 100)
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VJ_EmitSound(self, "vj_hlr/hl1_weapon/explosion/explode"..math.random(3,5).."_dist.wav", 140, 100)
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light = ents.Create("light_dynamic")
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light:SetKeyValue("brightness", "4")
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light:SetKeyValue("distance", "300")
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light:SetLocalPos(self:GetPos())
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light:SetLocalAngles( self:GetAngles() )
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light:Fire("Color", "255 150 0")
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light:SetParent(self)
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light:Spawn()
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light:Activate()
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light:Fire("TurnOn", "", 0)
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self:DeleteOnRemove(light)
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util.ScreenShake(self:GetPos(), 100, 200, 1, 2500)
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end
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