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lua/entities/sent_vj_board.lua
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82
lua/entities/sent_vj_board.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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if (!file.Exists("autorun/vj_base_autorun.lua","LUA")) then return end
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ENT.Base = "base_gmodentity"
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ENT.Type = "anim"
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ENT.PrintName = "Wooden Board"
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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 for defending a certain area from enemies, SNPCs will attack it when close."
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ENT.Instructions = "Don't change anything."
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ENT.Category = "VJ Base"
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ENT.Spawnable = true
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ENT.AdminOnly = false
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ENT.VJ_AddEntityToSNPCAttackList = true
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---------------------------------------------------------------------------------------------------------------------------------------------
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if CLIENT then
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function ENT:Draw()
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self:DrawModel()
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end
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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/props_debris/wood_board05a.mdl"}
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ENT.StartHealth = 50
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:Initialize()
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if self:GetModel() == "models/error.mdl" then
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self:SetModel(Model(VJ_PICK(self.Model))) end
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self:PhysicsInit(SOLID_VPHYSICS)
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self:SetMoveType(MOVETYPE_VPHYSICS)
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self:SetSolid(SOLID_VPHYSICS)
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//self:SetCollisionGroup(COLLISION_GROUP_NONE)
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self:SetUseType(SIMPLE_USE)
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self:SetMaxHealth(self.StartHealth)
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self:SetHealth(self.StartHealth)
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local phys = self:GetPhysicsObject()
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if phys and IsValid(phys) then
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phys:Wake()
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:PhysicsCollide(data, physobj)
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//self:EmitSound("physics/cardboard/cardboard_box_impact_soft"..math.random(1,5)..".wav")
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:Use(activator, caller)
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if IsValid(activator) && activator:IsPlayer() then
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activator:PickupObject(self)
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:OnTakeDamage(dmginfo)
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self:GetPhysicsObject():AddVelocity(dmginfo:GetDamageForce() * 0.05)
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self:SetHealth(self:Health() - dmginfo:GetDamage())
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if self:Health() <= 0 then self:DoDeath() end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:DoDeath()
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local effectData = EffectData()
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effectData:SetOrigin(self:GetPos())
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util.Effect("VJ_Small_Dust1", effectData)
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self:Remove()
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end
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