--[[ | This file was obtained through the combined efforts | of Madbluntz & Plymouth Antiquarian Society. | | Credits: lifestorm, Gregory Wayne Rossel JR., | Maloy, DrPepper10 @ RIP, Atle! | | Visit for more: https://plymouth.thetwilightzone.ru/ --]] -- Copyright (c) 2018-2020 TFA Base Devs -- Permission is hereby granted, free of charge, to any person obtaining a copy -- of this software and associated documentation files (the "Software"), to deal -- in the Software without restriction, including without limitation the rights -- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -- copies of the Software, and to permit persons to whom the Software is -- furnished to do so, subject to the following conditions: -- The above copyright notice and this permission notice shall be included in all -- copies or substantial portions of the Software. -- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE -- SOFTWARE. EFFECT.Velocity = {120, 160} EFFECT.VelocityRand = {-15, 40} EFFECT.VelocityAngle = Vector(1,1,10) EFFECT.VelocityRandAngle = Vector(10,10,5) local modelReplaceLookup = { ["models/hdweapons/rifleshell.mdl"] = "models/tfa/rifleshell.mdl", ["models/hdweapons/rifleshell_hd.mdl"] = "models/tfa/rifleshell.mdl", ["models/weapons/rifleshell_hd.mdl"] = "models/tfa/rifleshell.mdl", ["models/hdweapons/shell.mdl"] = "models/tfa/pistolshell.mdl", ["models/hdweapons/shell_hd.mdl"] = "models/tfa/pistolshell.mdl", ["models/weapons/shell_hd.mdl"] = "models/tfa/pistolshell.mdl", ["models/hdweapons/shotgun_shell.mdl"] = "models/tfa/shotgunshell.mdl", ["models/hdweapons/shotgun_shell_hd.mdl"] = "models/tfa/shotgunshell.mdl", ["models/weapons/shotgun_shell_hd.mdl"] = "models/tfa/shotgunshell.mdl", } EFFECT.ShellPresets = { ["sniper"] = {"models/tfa/rifleshell.mdl", math.pow(0.487 / 1.236636, 1 / 3), 90}, --1.236636 is shell diameter, then divide base diameter into that for 7.62x54mm ["rifle"] = {"models/tfa/rifleshell.mdl", math.pow(0.4709 / 1.236636, 1 / 3), 90}, --1.236636 is shell diameter, then divide base diameter into that for standard nato rifle ["pistol"] = {"models/tfa/pistolshell.mdl", math.pow(0.391 / 0.955581, 1 / 3), 90}, --0.955581 is shell diameter, then divide base diameter into that for 9mm luger ["smg"] = {"models/tfa/pistolshell.mdl", math.pow(.476 / 0.955581, 1 / 3), 90}, --.45 acp ["shotgun"] = {"models/tfa/shotgunshell.mdl", 1, 90} } EFFECT.SoundFiles = {Sound(")player/pl_shell1.wav"), Sound(")player/pl_shell2.wav"), Sound(")player/pl_shell3.wav")} EFFECT.SoundFilesSG = {Sound(")weapons/fx/tink/shotgun_shell1.wav"), Sound(")weapons/fx/tink/shotgun_shell2.wav"), Sound(")weapons/fx/tink/shotgun_shell3.wav")} EFFECT.SoundLevel = {45, 55} EFFECT.SoundPitch = {80, 120} EFFECT.SoundVolume = {0.85, 0.95} EFFECT.LifeTime = 15 EFFECT.FadeTime = 0.5 EFFECT.SmokeTime = {3, 3} EFFECT.SmokeParticle = "tfa_ins2_weapon_shell_smoke" local cv_eject local cv_life local upVec = Vector(0,0,1) function EFFECT:ComputeSmokeLighting() if not self.PCFSmoke then return end local licht = render.ComputeLighting(self:GetPos() + upVec * 2, upVec) local lichtFloat = math.Clamp((licht.r + licht.g + licht.b) / 3, 0, TFA.Particles.SmokeLightingClamp) / TFA.Particles.SmokeLightingClamp local lichtFinal = LerpVector(lichtFloat, TFA.Particles.SmokeLightingMin, TFA.Particles.SmokeLightingMax) self.PCFSmoke:SetControlPoint(1, lichtFinal) end function EFFECT:Init(data) self.IsTFAShell = true if not cv_eject then cv_eject = GetConVar("cl_tfa_fx_ejectionsmoke") end if not cv_life then cv_life = GetConVar("cl_tfa_fx_ejectionlife") end if cv_life then self.LifeTime = cv_life:GetFloat() end self.StartTime = CurTime() self.Emitter = ParticleEmitter(self:GetPos()) self.SmokeDelta = 0 if cv_eject:GetBool() then self.SmokeDeath = self.StartTime + math.Rand(self.SmokeTime[1], self.SmokeTime[2]) else self.SmokeDeath = -1 end self.WeaponEnt = data:GetEntity() if not IsValid(self.WeaponEnt) then return end self.WeaponEntOG = self.WeaponEnt if self.WeaponEntOG.LuaShellEffect and self.WeaponEntOG.LuaShellEffect == "" then return end self.Attachment = data:GetAttachment() self.Dir = data:GetNormal() self.DirAng = data:GetNormal():Angle() self.OriginalOrigin = data:GetOrigin() local owent = self.WeaponEnt:GetOwner() if self.LifeTime <= 0 or not IsValid(owent) then self.StartTime = -1000 self.SmokeDeath = -1000 return end if owent:IsPlayer() and owent == GetViewEntity() and not owent:ShouldDrawLocalPlayer() then self.WeaponEnt = owent:GetViewModel() if not IsValid(self.WeaponEnt) then return end end local model, scale, yaw = self:FindModel(self.WeaponEntOG) model = self.WeaponEntOG:GetStatL("ShellModel") or self.WeaponEntOG:GetStatL("LuaShellModel") or model model = modelReplaceLookup[model] or model scale = self.WeaponEntOG:GetStatL("ShellScale") or self.WeaponEntOG:GetStatL("LuaShellScale") or scale yaw = self.WeaponEntOG:GetStatL("ShellYaw") or self.WeaponEntOG:GetStatL("LuaShellYaw") or yaw if model:lower():find("shotgun") then self.Shotgun = true end self:SetModel(model) self:SetModelScale(scale, 0) self:SetPos(data:GetOrigin()) local mdlang = self.DirAng * 1 mdlang:RotateAroundAxis(mdlang:Up(), yaw) local owang = IsValid(owent) and owent:EyeAngles() or mdlang self:SetAngles(owang) self:SetRenderMode(RENDERMODE_TRANSALPHA) self:SetCollisionGroup(COLLISION_GROUP_DEBRIS) self:SetCollisionBounds(self:OBBMins(), self:OBBMaxs()) self:PhysicsInitBox(self:OBBMins(), self:OBBMaxs()) local velocity = self.Dir * math.Rand(self.Velocity[1], self.Velocity[2]) + owang:Forward() * math.Rand(self.VelocityRand[1], self.VelocityRand[2]) if IsValid(owent) then velocity = velocity + owent:GetVelocity() end local physObj = self:GetPhysicsObject() if physObj:IsValid() then physObj:SetDamping(0.1, 1) physObj:SetMass(5) physObj:SetMaterial("gmod_silent") physObj:SetVelocity(velocity) local localVel = velocity:Length() * self.WeaponEnt:WorldToLocalAngles(velocity:Angle()):Forward() physObj:AddAngleVelocity(localVel.y * self.VelocityAngle) physObj:AddAngleVelocity(VectorRand() * velocity:Length() * self.VelocityRandAngle * 0.5) end local ss = self.WeaponEntOG:GetStatL("ShellSound") or self.WeaponEntOG:GetStatL("LuaShellSound") if ss then self.ImpactSound = ss else self.ImpactSound = self.Shotgun and self.SoundFilesSG[math.random(1, #self.SoundFiles)] or self.SoundFiles[math.random(1, #self.SoundFiles)] end self.setup = true end function EFFECT:FindModel(wep) if not IsValid(wep) then return unpack(self.ShellPresets["rifle"]) end local ammotype = (wep.Primary.Ammo or wep:GetPrimaryAmmoType()):lower() local guntype = (wep.Type or wep:GetHoldType()):lower() if guntype:find("sniper") or ammotype:find("sniper") or guntype:find("dmr") then return unpack(self.ShellPresets["sniper"]) elseif guntype:find("rifle") or ammotype:find("rifle") then return unpack(self.ShellPresets["rifle"]) elseif ammotype:find("pist") or guntype:find("pist") then return unpack(self.ShellPresets["pistol"]) elseif ammotype:find("smg") or guntype:find("smg") then return unpack(self.ShellPresets["smg"]) elseif ammotype:find("buckshot") or ammotype:find("shotgun") or guntype:find("shot") then return unpack(self.ShellPresets["shotgun"]) end return unpack(self.ShellPresets["rifle"]) end function EFFECT:BounceSound() sound.Play(self.ImpactSound, self:GetPos(), math.Rand(self.SoundLevel[1], self.SoundLevel[2]), math.Rand(self.SoundPitch[1], self.SoundPitch[2]), math.Rand(self.SoundVolume[1], self.SoundVolume[2])) end function EFFECT:PhysicsCollide(data) if self:WaterLevel() > 0 then return end if TFA.GetEJSmokeEnabled() and not self.PCFSmoke and CurTime() < self.SmokeDeath then self.PCFSmoke = CreateParticleSystem(self, self.SmokeParticle, PATTACH_POINT_FOLLOW, 1) if IsValid(self.PCFSmoke) then self:ComputeSmokeLighting() self.PCFSmoke:StartEmission() else self.PCFSmoke = nil end end if data.Speed > 60 then self:BounceSound() local impulse = (data.OurOldVelocity - 2 * data.OurOldVelocity:Dot(data.HitNormal) * data.HitNormal) * 0.33 local phys = self:GetPhysicsObject() if phys:IsValid() then phys:ApplyForceCenter(impulse) end end end function EFFECT:Think() if CurTime() > self.SmokeDeath and self.PCFSmoke then self.PCFSmoke:StopEmission() self.PCFSmoke = nil else self:ComputeSmokeLighting() end if self:WaterLevel() > 0 and not self.WaterSplashed then self.WaterSplashed = true local ef = EffectData() ef:SetOrigin(self:GetPos()) ef:SetScale(1) util.Effect("watersplash", ef) end if CurTime() > self.StartTime + self.LifeTime then if self.Emitter then self.Emitter:Finish() end return false else return true end end function EFFECT:Render() if not self.setup then return end self:SetColor(ColorAlpha(color_white, (1 - math.Clamp(CurTime() - (self.StartTime + self.LifeTime - self.FadeTime), 0, self.FadeTime) / self.FadeTime) * 255)) self:SetupBones() self:DrawModel() end hook.Add("EntityEmitSound", "TFA_BlockShellScrapeSound", function(sndData) if IsValid(sndData.Entity) and sndData.Entity.IsTFAShell and sndData.SoundName:find("scrape") then return false end end)