--[[ | 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() ENT.Type = "anim" ENT.Base = "base_gmodentity" ENT.PrintName = "Gunship" ENT.Category = "Airwatch 2" ENT.Spawnable = true ENT.AdminOnly = true ENT.AutomaticFrameAdvance = true ENT.firstPersonOffset = Vector(100, 0, -50) ENT.thirdPersonOffset = Vector(-600, 0, 0) ENT.baseAttach = 1 ENT.pitchIndex = 0 ENT.yawIndex = 1 ENT.accuracy = 0.01 ENT.damage = 25 ENT.delay = 0.05 util.PrecacheSound("NPC_CombineGunship.RotorSound") util.PrecacheSound("NPC_CombineGunship.ExhaustSound") util.PrecacheSound("NPC_CombineGunship.RotorBlastSound") util.PrecacheSound("NPC_CombineGunship.CannonSound") util.PrecacheSound("NPC_CombineGunship.CannonStopSound") function ENT:SpawnFunction(ply, tr, className) if not tr.Hit then return end local spawnPos = tr.HitPos + tr.HitNormal * 120 local ent = ents.Create(className) ent:Spawn() ent:Activate() ent:SetPos(spawnPos) ent.Owner = ply return ent end function ENT:SetupDataTables() self:NetworkVar("Entity", 0, "GunOperator") self:NetworkVar("Int", 0, "SpeedMult") end function ENT:Think() local phys = self:GetPhysicsObject() if phys:IsValid() then phys:Wake() end if SERVER then self:aimGun() self:weaponThink() local ply = self.driver if ply and ply:IsValid() or self.healthStatus == AW2_CRASHING or GetConVar("aw2_alwayson"):GetBool() then if not self.isActive then self:enableEffects() self.isActive = true end else if self.isActive then self:disableEffects() self.isActive = false end end end self:NextThink(CurTime()) return true end function ENT:hasLOS() local ply = self:GetGunOperator() if ply and ply:IsValid() then local hitpos = self:getHitpos(ply) local barrel = self:GetAttachment(self.baseAttach) local dot = barrel.Ang:Forward():Dot((hitpos - barrel.Pos):GetNormalized()) if dot >= 0.95 then return true end end return false end function ENT:getViewData(ply) if not ply:IsValid() then return end local eyeAng = ply:EyeAngles() -- Hours wasted on trying to find what the issue was: 4.5 -- Hours wasted on trying to fix the issue before finding out the fix was the issue: Too many if SERVER then eyeAng = self:WorldToLocalAngles(eyeAng) -- Note to self: NEVER subtract angles when you can WorldToLocal/LocalToWorld end local thirdperson = ply:GetVehicle():GetThirdPersonMode() local pos, ang if thirdperson then local trace = util.TraceLine({ start = self:GetPos(), endpos = self:GetPos() + eyeAng:Up() * self.thirdPersonOffset.z + eyeAng:Forward() * self.thirdPersonOffset.x, filter = {self}, mask = MASK_SOLID_BRUSHONLY }) pos = trace.HitPos + trace.HitNormal * 5 ang = eyeAng else local entAng = self:GetAngles() entAng.p = 0 entAng.r = 0 local offset = self.firstPersonOffset pos = self:LocalToWorld(offset) ang = eyeAng end return pos, ang end function ENT:getHitpos(ply) local pos, ang = self:getViewData(ply) return util.QuickTrace(pos, ang:Forward() * 10000, {self}).HitPos end function ENT:CanPhysgun(ply) if ply and ply:IsValid() then return ply:IsAdmin() end return false end if SERVER then function ENT:Initialize() self:SetModel("models/gunship.mdl") self:ResetSequence("idle") self:PhysicsInit(SOLID_VPHYSICS) self:SetMoveType(MOVETYPE_VPHYSICS) self:SetSolid(SOLID_VPHYSICS) self:SetUseType(SIMPLE_USE) local phys = self:GetPhysicsObject() if phys:IsValid() then phys:SetMass(500000) end self.seatDriver = ents.Create("prop_vehicle_prisoner_pod") self.seatDriver:SetModel("models/props_lab/cactus.mdl") self.seatDriver:SetPos(self:GetPos()) self.seatDriver:SetAngles(self:GetAngles()) self.seatDriver:SetSolid(SOLID_NONE) self.seatDriver:SetKeyValue("limitview", 0, 0) self.seatDriver:SetNoDraw(true) self.seatDriver:Spawn() self.seatDriver:SetParent(self) self.seatDriver:SetNotSolid(true) self:DeleteOnRemove(self.seatDriver) self.seatDriver.aw2Ent = self self:StartMotionController() self:SetPlaybackRate(0) self:SetMaxHealth(GetConVar("aw2_gunship_health"):GetInt()) self:SetHealth(self:GetMaxHealth()) self.healthStatus = AW2_HEALTHY self.lastPercentage = 100 self.driver = nil self.storedPos = Vector(0, 0, 0) self.storedVel = Vector(0, 0, 0) self.storedPitch = 0 self.storedYaw = 0 self.isActive = false self.isFiring = false self.nextShot = 0 self.nextPing = 0 self:SetSpeedMult(GetConVar("aw2_gunship_speedmult"):GetInt()) end function ENT:Use(ply) if not self.driver then ply:EnterVehicle(self.seatDriver) ply:SetNoDraw(true) self.driver = ply self:SetGunOperator(ply) ply.aw2Ent = self net.Start("aw2Enter") net.WriteEntity(self) net.Send(ply) end end function ENT:OnRemove() self:StopSound("NPC_CombineGunship.RotorSound") self:StopSound("NPC_CombineGunship.ExhaustSound") self:StopSound("NPC_CombineGunship.RotorBlastSound") self:StopSound("NPC_CombineGunship.CannonSound") self:StopSound("NPC_CombineGunship.DyingSound") end function ENT:enableEffects() self:SetPlaybackRate(1) self:ResetSequence("prop_turn") self.wash = ents.Create("env_rotorwash_emitter") self.wash:SetPos(self:GetPos()) self.wash:SetAngles(self:GetAngles()) self.wash:SetParent(self) self.wash:Spawn() self:EmitSound("NPC_CombineGunship.RotorSound") self:EmitSound("NPC_CombineGunship.ExhaustSound") self:EmitSound("NPC_CombineGunship.RotorBlastSound") end function ENT:disableEffects() self:SetPlaybackRate(0) self:ResetSequence("idle") if self.wash and self.wash:IsValid() then self.wash:Remove() end self:StopSound("NPC_CombineGunship.RotorSound") self:StopSound("NPC_CombineGunship.ExhaustSound") self:StopSound("NPC_CombineGunship.RotorBlastSound") end function ENT:weaponThink() if self.healthStatus ~= AW2_HEALTHY then return end local ply = self:GetGunOperator() if not ply or not ply:IsValid() then return end local fire = ply:KeyDown(IN_ATTACK) and not ply:KeyDown(IN_RELOAD) and self:hasLOS() if fire then if self.nextShot <= CurTime() then self.nextShot = CurTime() + self.delay local bullet = {} bullet.Num = 1 bullet.Src = self:GetAttachment(self.baseAttach).Pos bullet.Dir = (self:getHitpos(ply) - self:GetAttachment(self.baseAttach).Pos):GetNormalized():Angle():Forward() bullet.Spread = Vector(self.accuracy, self.accuracy, 0) bullet.Tracer = 1 bullet.TracerName = "HelicopterTracer" bullet.Force = 20 bullet.Damage = self.damage bullet.Attacker = ply bullet.Callback = function(attacker, trace, dmginfo) if not trace.HitPos or not trace.HitNormal then return end dmginfo:SetDamageType(DMG_AIRBOAT) local e = EffectData() e:SetOrigin(trace.HitPos) e:SetNormal(trace.HitNormal) util.Effect("AR2Impact", e) end self:FireBullets(bullet) if not self.isFiring then self:EmitSound("NPC_CombineGunship.CannonSound") self.isFiring = true end end elseif self.isFiring then self:StopSound("NPC_CombineGunship.CannonSound") self:EmitSound("NPC_CombineGunship.CannonStopSound") self.isFiring = false end end function ENT:keyPress(ply, key) if key == IN_ATTACK2 and self.nextPing <= CurTime() then self:EmitSound("NPC_CombineGunship.SeeEnemy") self.nextPing = CurTime() + 4 end end function ENT:aimGun() local ply = self:GetGunOperator() local pitch = 0 local yaw = 0 if ply and ply:IsValid() then -- Thanks wiremod local rad2deg = 180 / math.pi local pos, _ = WorldToLocal(self:getHitpos(ply), self:GetAngles(), self:GetAttachment(self.baseAttach).Pos, self:GetAngles()) local len = pos:Length() if len < 0.0000001000000 then pitch = 0 else pitch = rad2deg * math.asin(pos.z / len) end yaw = rad2deg * math.atan2(pos.y, pos.x) end local pitchMin, pitchMax = self:GetPoseParameterRange(self.pitchIndex) local yawMin, yawMax = self:GetPoseParameterRange(self.yawIndex) pitch = math.Clamp(pitch, pitchMin, pitchMax) yaw = math.Clamp(yaw, yawMin, yawMax) self:SetPoseParameter("flex_vert", -pitch) self:SetPoseParameter("flex_horz", yaw) end function ENT:ejectPlayer(ply, vehicle) ply:SetNoDraw(false) ply.aw2Ent = nil net.Start("aw2Eject") net.Send(ply) if self.driver == ply then self.driver = nil self:SetGunOperator(nil) end ply:SetVelocity(self:GetVelocity()) end function ENT:OnTakeDamage(dmgInfo) local ply = self.driver if not ply or not ply:IsValid() then return end if self.healthStatus ~= AW2_HEALTHY then return end if GetConVar("aw2_gunship_rocketonly"):GetBool() and not dmgInfo:IsDamageType(DMG_BLAST) and not dmgInfo:IsDamageType(DMG_AIRBOAT) then return end local health = self:Health() if health <= 0 then return end self:SetHealth(health - dmgInfo:GetDamage()) health = self:Health() local percentage = (health / self:GetMaxHealth()) * 100 local doSound = "" if percentage <= 75 and self.lastPercentage > 75 then doSound = "NPC_CombineGunship.Pain" elseif percentage <= 50 and self.lastPercentage > 50 then doSound = "NPC_CombineGunship.Pain" elseif percentage <= 25 and self.lastPercentage > 25 then doSound = "NPC_CombineGunship.Pain" elseif percentage <= 15 and self.lastPercentage > 15 then doSound = "NPC_CombineGunship.Pain" end if health <= 0 then self.healthStatus = AW2_CRASHING self.crashAng = self:GetAngles() self:StopSound("NPC_CombineGunship.RotorSound") self:StopSound("NPC_CombineGunship.ExhaustSound") self:StopSound("NPC_CombineGunship.RotorBlastSound") self:EmitSound("NPC_CombineGunship.DyingSound") end if #doSound > 0 then local attachment = math.random(2, 5) local explosion = ents.Create("env_explosion") explosion:SetPos(self:GetAttachment(attachment).Pos) explosion:SetKeyValue("iMagnitude", 100) explosion:SetKeyValue("iRadiusOverride", 128) explosion:SetKeyValue("spawnflags", 1) explosion:SetParent(self) explosion:Spawn() explosion:Activate() explosion:Fire("explode") self:EmitSound(doSound) end self.lastPercentage = percentage end function ENT:PhysicsCollide(colData, phys) if self.healthStatus == AW2_CRASHING then self:StopSound("NPC_CombineGunship.DyingSound") self:EmitSound("NPC_CombineGunship.Explode") local effect = ents.Create("env_ar2explosion") effect:SetPos(colData.HitPos) effect:Spawn() effect:Activate() effect:Fire("explode") local ragdoll = ents.Create("prop_ragdoll") ragdoll:SetModel(self:GetModel()) ragdoll:SetPos(self:GetPos()) ragdoll:SetAngles(self:GetAngles()) ragdoll:Spawn() ragdoll:Activate() ragdoll:GetPhysicsObject():SetVelocity(colData.OurOldVelocity) ragdoll:SetCollisionGroup(COLLISION_GROUP_WEAPON) self:Remove() end end function ENT:PhysicsSimulate(phys, delta) local vel = phys:GetVelocity() local desiredPitch = -(self.storedVel:Dot(self:GetForward()) - vel:Dot(self:GetForward())) * 3 local desiredRoll = -(self.storedVel:Dot(self:GetRight()) - vel:Dot(self:GetRight())) * 3 if self.isActive then local accel = self:GetPoseParameter("fin_accel") accel = math.Approach(accel, math.Remap(desiredPitch, -60, 60, -1, 1), delta) self:SetPoseParameter("fin_accel", accel) self:SetPoseParameter("antenna_accel", accel) local sway = self:GetPoseParameter("fin_sway") sway = math.Approach(sway, math.Remap(desiredRoll, -60, 60, -1, 1), delta) self:SetPoseParameter("fin_sway", sway) self:SetPoseParameter("antenna_sway", sway) else self:SetPoseParameter("fin_accel", -1) self:SetPoseParameter("fin_sway", 0) self:SetPoseParameter("antenna_accel", 1) self:SetPoseParameter("antenna_sway", 0) end local pLerp = 1 - math.sin(delta * math.pi * 0.5) desiredPitch = Lerp(pLerp * delta + delta, self.storedPitch, desiredPitch) self.storedPitch = desiredPitch self.storedVel = vel local desiredPos = self:GetPos() local desiredYaw = self:GetAngles().y local ply = self.driver if ply and ply:IsValid() then local addPos = Vector(0, 0, 0) if ply:KeyDown(IN_FORWARD) then addPos.x = 0.7 elseif ply:KeyDown(IN_BACK) then addPos.x = -0.7 end if ply:KeyDown(IN_MOVELEFT) then addPos.y = 0.7 elseif ply:KeyDown(IN_MOVERIGHT) then addPos.y = -0.7 end if ply:KeyDown(IN_JUMP) then addPos.z = 0.3 elseif ply:KeyDown(IN_SPEED) then addPos.z = -0.3 end local ang = self:GetAngles() ang.r = 0 ang.p = 0 desiredYaw = self:WorldToLocalAngles(ply:EyeAngles()).y if ply:KeyDown(IN_WALK) then addPos:Rotate(Angle(0, self.storedYaw, 0)) else addPos:Rotate(Angle(0, desiredYaw, 0)) self.storedYaw = desiredYaw end local mult = self:GetSpeedMult() addPos:Mul(mult) local dist = math.Clamp(self.storedPos:Distance(addPos), 0, mult) local time = math.Remap(dist, 0, mult, 0, 1) local lerp = 1 - math.sin(time * math.pi * 0.5) addPos = LerpVector(lerp * delta + (delta * 0.4), self.storedPos, addPos) self.storedPos = addPos desiredPos = desiredPos + addPos end local randPos = Vector(math.sin(math.cos(CurTime())) * 10, math.sin(math.sin(CurTime())) * 10, 0) randPos:Rotate(self:GetAngles()) desiredPos = desiredPos + randPos if self.healthStatus == AW2_CRASHING then local vec = Vector(300, 0, 0) vec:Rotate(self.crashAng) vec.z = -400 desiredPos = desiredPos + vec end local move = {} move.secondstoarrive = 0.5 move.pos = desiredPos move.angle = Angle(desiredPitch, desiredYaw, desiredRoll) move.maxangular = 12000 move.maxangulardamp = 10000 move.maxspeed = 12000 move.maxspeeddamp = 10000 move.dampfactor = 0.8 move.teleportdistance = 0 move.deltatime = delta if ply and ply:IsValid() or self.healthStatus == AW2_CRASHING or GetConVar("aw2_alwayson"):GetBool() then phys:ComputeShadowControl(move) else self.storedPos = Vector(0, 0, 0) end end end