--[[ | 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/ --]] AddCSLuaFile("shared.lua") include("shared.lua") /*----------------------------------------------- *** Copyright (c) 2012-2021 by DrVrej, All rights reserved. *** No parts of this code or any of its contents may be reproduced, copied, modified or adapted, without the prior written consent of the author, unless otherwise indicated for stand-alone materials. -----------------------------------------------*/ ENT.Model = {"models/spitball_small.mdl","models/spitball_medium.mdl","models/spitball_medium.mdl"} -- The models it should spawn with | Picks a random one from the table ENT.DoesRadiusDamage = true -- Should it do a blast damage when it hits something? ENT.RadiusDamageRadius = 70 -- How far the damage go? The farther away it's from its enemy, the less damage it will do | Counted in world units ENT.RadiusDamage = 20 -- 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 ENT.RadiusDamageUseRealisticRadius = true -- Should the damage decrease the farther away the enemy is from the position that the projectile hit? ENT.RadiusDamageType = DMG_ACID-- Damage type ENT.DoesDirectDamage = true -- Should it do a direct damage when it hits something? ENT.DirectDamage = 10 -- How much damage should it do when it hits something ENT.DirectDamageType = DMG_ACID -- Damage type ENT.DecalTbl_DeathDecals = {"VJ_Blood_Red"} ENT.SoundTbl_Idle = {"vj_acid/acid_idle1.wav"} ENT.SoundTbl_OnCollide = {"vj_acid/acid_splat.wav"} ENT.VJ_IsPickupableDanger = true --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnThink() ParticleEffectAttach("blood_impact_red_01", PATTACH_ABSORIGIN_FOLLOW, self, 0) ParticleEffectAttach("blood_impact_red_01", PATTACH_ABSORIGIN_FOLLOW, self, 0) end function ENT:CustomOnInitialize() self:SetKeyValue("rendercolor","172 0 0 255") ParticleEffectAttach("antlion_spit_trail",PATTACH_ABSORIGIN_FOLLOW,self,0) ParticleEffect("antlion_spit",self:GetPos(),Angle(0,0,0),nil) end function ENT:CustomPhysicsObjectOnInitialize(phys) phys:Wake() phys:SetBuoyancyRatio(0) phys:EnableDrag(false) end function ENT:DeathEffects(data,phys) util.VJ_SphereDamage(self,self,self:GetPos(),300,20,DMG_NERVEGAS,true,true) ParticleEffect("antliongib",self:GetPos(),Angle(0,0,0),nil) local bloodeffect = EffectData() bloodeffect:SetOrigin(self:GetPos()+self:OBBCenter()) bloodeffect:SetColor(VJ_Color2Byte(Color(130,19,10))) bloodeffect:SetScale(100) util.Effect("VJ_Blood1",bloodeffect) local bloodspray = EffectData() bloodspray:SetOrigin(self:GetPos()+self:OBBCenter()) bloodspray:SetScale(5) bloodspray:SetFlags(3) bloodspray:SetColor(0) util.Effect("bloodspray",bloodspray) util.Effect("bloodspray",bloodspray) end