--[[ | 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("cl_init.lua") AddCSLuaFile("shared.lua") include("shared.lua") ENT.Damage = 100 ENT.Prime = 0.03 ENT.Delay = 30 ENT.HideDelay = 0.0 function ENT:Initialize() local mdl = self:GetModel() if not mdl or mdl == "" or mdl == "models/error.mdl" then self:SetModel("models/weapons/tfa_mmod/w_missile_launch.mdl") end self:PhysicsInit(SOLID_VPHYSICS) --self:PhysicsInitSphere((self:OBBMaxs() - self:OBBMins()):Length() / 4, "metal") self:SetMoveType(MOVETYPE_VPHYSICS) self:SetSolid(SOLID_VPHYSICS) local phys = self:GetPhysicsObject() if (phys:IsValid()) then phys:Wake() end self:SetFriction(self.Delay) self.killtime = CurTime() + self.Delay self:DrawShadow(true) self.StartTime = CurTime() self:EmitSound( "TFA_MMOD.RPG.Loop" ) self:SetUseType(SIMPLE_USE) self.HasIdle = true timer.Simple(0.1, function() if IsValid(self) then self:SetOwner() end end) self:SetNWFloat("HideTime",CurTime() + self.HideDelay ) self.HP = math.random(30, 60) end function ENT:Think() if self.killtime < CurTime() then return false end self:NextThink(CurTime()) return true end local effectdata, shake function ENT:Explode() if not IsValid(self.Owner) then self:Remove() return end effectdata = EffectData() effectdata:SetOrigin(self:GetPos()) effectdata:SetScale(5) effectdata:SetMagnitude(5) util.Effect("HelicopterMegaBomb", effectdata) util.Effect("Explosion", effectdata) self.Damage = self.mydamage or self.Damage util.BlastDamage(self, self.Owner, self:GetPos(), 512, self.Damage ) shake = ents.Create("env_shake") shake:SetOwner(self.Owner) shake:SetPos(self:GetPos()) shake:SetKeyValue("amplitude", tostring(self.Damage * 20)) -- Power of the shake shake:SetKeyValue("radius", tostring( 768 ) ) -- Radius of the shake shake:SetKeyValue("duration", tostring( self.Damage / 200 )) -- Time of shake shake:SetKeyValue("frequency", "255") -- How har should the screenshake be shake:SetKeyValue("spawnflags", "4") -- Spawnflags(In Air) shake:Spawn() shake:Activate() shake:Fire("StartShake", "", 0) self:EmitSound("TFA_INS2_RPG7.2") self:Remove() end function ENT:PhysicsCollide(data, phys) if data.Speed > 60 and CurTime() > self.StartTime + self.Prime then timer.Simple(0,function() if IsValid(self) then self:Explode() end end) else self.Prime = math.huge if self.HasIdle then self:StopSound("TFA_MMOD.RPG.Loop") self.HasIdle = false self:SetNWFloat("HideTime", -1 ) end end --[[elseif self:GetOwner() ~= self then self.Prime = math.huge self:StopSound("TFA_INS2_RPG7.Loop") self:SetOwner(self) end ]]-- end function ENT:OnRemove() if self.HasIdle then self:StopSound("TFA_MMOD.RPG.Loop") self.HasIdle = false end end function ENT:Use(activator, caller) if activator:IsPlayer() and self.WeaponClass and activator:GetWeapon(self.WeaponClass) then activator:GiveAmmo(1, activator:GetWeapon(self.WeaponClass):GetPrimaryAmmoType(), false) self:Remove() end end function ENT:OnTakeDamage( dmg ) if dmg:GetInflictor() == self or dmg:GetAttacker() == self then return end if self.Exploded then return end if self.HP > 0 and self.HP - dmg:GetDamage() <= 0 then self.Exploded = true self:Explode() end self.HP = self.HP - dmg:GetDamage() dmg:SetAttacker(self) dmg:SetInflictor(self) self:TakePhysicsDamage( dmg ) end