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lua/entities/obj_vj_hlrof_voltigore_energy.lua
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120
lua/entities/obj_vj_hlrof_voltigore_energy.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 = "Voltigore Electrical Energy"
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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 = "Voltigore Electrical Energy"
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local LangName = "obj_vj_hlrof_voltigore_energy"
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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.DoesDirectDamage = true -- Should it do a direct damage when it hits something?
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ENT.DirectDamage = 25 -- How much damage should it do when it hits something
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ENT.DirectDamageType = DMG_SHOCK -- Damage type
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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.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.DelayedRemove = 1 -- Change this to a number greater than 0 to delay the removal of the entity
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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.Glow1 = ents.Create("env_sprite")
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self.Glow1:SetKeyValue("model","vj_hl/sprites/flare3.vmt")
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self.Glow1:SetKeyValue("GlowProxySize","2.0") -- Size of the glow to be rendered for visibility testing.
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self.Glow1:SetKeyValue("renderfx","14")
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self.Glow1:SetKeyValue("rendermode","3") -- Set the render mode to "3" (Glow)
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self.Glow1:SetKeyValue("renderamt","255") -- Transparency
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self.Glow1:SetKeyValue("disablereceiveshadows","0") -- Disable receiving shadows
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self.Glow1:SetKeyValue("framerate","10.0") -- Rate at which the sprite should animate, if at all.
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self.Glow1:SetKeyValue("spawnflags","0")
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self.Glow1:SetPos(self:GetPos())
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self.Glow1:SetParent(self)
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self.Glow1:Spawn()
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self.Glow1:Activate()
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self:DeleteOnRemove(self.Glow1)
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:Vort_DoElecEffect(sp, hp, hn, a, t)
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local elec = EffectData()
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elec:SetStart(sp)
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elec:SetOrigin(hp)
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elec:SetEntity(self)
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elec:SetNormal(hn)
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elec:SetAttachment(a)
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elec:SetScale(0.15)
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util.Effect("VJ_HLR_Electric_Purple", elec)
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:Think() -- Override think because we need it to run while doing delayed remove!
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local myPos = self:GetPos()
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-- Tsakh --------------------------
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local tsakhSpawn = myPos + self:GetUp()*45 + self:GetRight()*20
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for _ = 1, 4 do
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local randt = math.Rand(0, 0.6)
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timer.Simple(randt, function()
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if IsValid(self) then
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local tr = util.TraceLine({
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start = tsakhSpawn,
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endpos = myPos + VectorRand(-150, 150),
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filter = self
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})
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//if tr.Hit == true then
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self:Vort_DoElecEffect(tr.StartPos, tr.HitPos, tr.HitNormal, 1, randt)
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//end
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end
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end)
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end
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-- Ach --------------------------
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local achSpawn = myPos + self:GetUp()*45 + self:GetRight()*-20
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for _ = 1, 4 do
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local randt = math.Rand(0, 0.6)
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timer.Simple(randt, function()
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if IsValid(self) then
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local tr = util.TraceLine({
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start = achSpawn,
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endpos = myPos + VectorRand(-150, 150),
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filter = self
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})
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//if tr.Hit == true then
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self:Vort_DoElecEffect(tr.StartPos, tr.HitPos, tr.HitNormal, 1, randt)
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//end
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end
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end)
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end
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end
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