--[[ | 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) 2012-2018 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/gibs/humans/sgib_01.mdl","models/gibs/humans/sgib_02.mdl","models/gibs/humans/sgib_03.mdl"} -- The models it should spawn with | Picks a random one from the table ENT.DecalTbl_DeathDecals = {"Blood"} ENT.SoundTbl_Idle = {"physics/flesh/flesh_bloody_impact_hard1.wav"} ENT.SoundTbl_OnCollide = {"physics/flesh/flesh_squishy_impact_hard3.wav","physics/flesh/flesh_squishy_impact_hard1.wav","physics/flesh/flesh_squishy_impact_hard2.wav","physics/flesh/flesh_squishy_impact_hard4.wav"} ENT.RadiusDamageRadius = 180 -- 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 = 15 -- 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 = 30 -- How much damage should it do when it hits something ENT.DirectDamageType = DMG_ACID -- Damage type --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomPhysicsObjectOnInitialize(phys) phys:Wake() //phys:SetMass(1) phys:SetBuoyancyRatio(0) phys:EnableDrag(false) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitialize() ParticleEffectAttach("vj_impact1_red", PATTACH_ABSORIGIN_FOLLOW, self, 0) ParticleEffectAttach("vj_impact1_red", PATTACH_ABSORIGIN_FOLLOW, self, 1) //self:SetColor(Color(255,0,0,255)) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnThink() ParticleEffectAttach("vj_impact1_red", PATTACH_ABSORIGIN_FOLLOW, self, 0) ParticleEffectAttach("vj_impact1_red", PATTACH_ABSORIGIN_FOLLOW, self, 1) end --------------------------------------------------------------------------------------------------------------------------------------------- /*----------------------------------------------- *** Copyright (c) 2012-2018 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. -----------------------------------------------*/