--[[ | 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 = "Hunter Killer" ENT.Category = "Airwatch 2" ENT.Spawnable = true ENT.AdminOnly = true ENT.AutomaticFrameAdvance = true ENT.firstPersonOffset = Vector(155, 0, -65) ENT.thirdPersonOffset = Vector(-600, 0, 0) ENT.pitchMultiplier = 1 ENT.rollMultiplier = 1.5 ENT.cannonMuzzle = 4 ENT.cannonPitch = 5 ENT.cannonYaw = 4 ENT.turretMuzzle1 = 5 ENT.turretMuzzle2 = 6 ENT.turretPitch = 7 ENT.turretYaw = 6 ENT.spotlightAttach1 = 7 ENT.spotlightAttach2 = 8 ENT.lightPitch = 9 ENT.lightYaw = 8 ENT.pitchIndex = 5 ENT.yawIndex = 4 ENT.accuracy = 1 ENT.damage = 20 ENT.delay = 0.12 ENT.cannonDelay = 1.5 util.PrecacheSound("NPC_AttackHelicopter.Rotors") util.PrecacheSound("NPC_AttackHelicopter.BadlyDamagedAlert") util.PrecacheSound("NPC_AttackHelicopter.MegabombAlert") util.PrecacheSound("NPC_AttackHelicopter.Crash") util.PrecacheSound("NPC_Strider.Shoot") util.PrecacheSound("hk/plasma.wav") 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:aimCannon() self:aimTurrets() self:aimLights() self:weaponThink() local ply = self.driver if ply and ply:IsValid() or self.healthStatus == AW2_CRASHING or (GetConVar("aw2_alwayson"):GetBool() and self.healthStatus ~= AW2_DEAD) 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(origin) local ply = self:GetGunOperator() if ply and ply:IsValid() then local barrel if not origin then barrel = self:GetAttachment(self.turretMuzzle1) else barrel = self:GetAttachment(origin) end local hitpos = self:getHitpos(ply) 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 if self.useGunner and self:GetGunOperator() == ply then offset = self.gunnerOffset end 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/inaki/props_vehicles/terminator_aerialhk.mdl") self:SetBodyGroups("1") 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 if self.useGunner then self.seatGunner = ents.Create("prop_vehicle_prisoner_pod") self.seatGunner:SetModel("models/props_lab/cactus.mdl") self.seatGunner:SetPos(self:GetPos()) self.seatGunner:SetAngles(self:GetAngles()) self.seatGunner:SetSolid(SOLID_NONE) self.seatGunner:SetKeyValue("limitview", 0, 0) self.seatGunner:SetNoDraw(true) self.seatGunner:Spawn() self.seatGunner:SetParent(self) self.seatGunner:SetNotSolid(true) self:DeleteOnRemove(self.seatGunner) self.seatGunner.aw2Ent = self end self:initLights() self:StartMotionController() self:SetSubMaterial(1, "phoenix_storms/glass") self:SetPlaybackRate(0) self:SetMaxHealth(GetConVar("aw2_hk_health"):GetInt()) self:SetHealth(self:GetMaxHealth()) self.healthStatus = AW2_HEALTHY self.lastPercentage = 100 self.driver, self.gunner = nil self.storedPos = Vector(0, 0, 0) self.storedVel = Vector(0, 0, 0) self.storedLocalVel = Vector(0, 0, 0) self.storedPitch = 0 self.storedYaw = 0 self.isActive = false self.bulletSide = false self.spotlightActive = false self.nextShot = 0 self.nextCannon = 0 self.passengers = {} self:SetSpeedMult(GetConVar("aw2_hk_speedmult"):GetInt()) end function ENT:Use(ply) if self.healthStatus ~= AW2_HEALTHY then return end if not self.driver then ply:EnterVehicle(self.seatDriver) ply:SetNoDraw(true) self.driver = ply if not self.useGunner then self:SetGunOperator(ply) end ply.aw2Ent = self net.Start("aw2Enter") net.WriteEntity(self) net.Send(ply) elseif self.useGunner and not self.gunner then ply:EnterVehicle(self.seatGunner) ply:SetNoDraw(true) self.gunner = ply self:SetGunOperator(ply) ply.aw2Ent = self net.Start("aw2Enter") net.WriteEntity(self) net.Send(ply) else local seat = ents.Create("prop_vehicle_prisoner_pod") seat:SetModel("models/props_lab/cactus.mdl") seat:SetPos(self:GetPos()) seat:SetAngles(self:GetAngles()) seat:SetSolid(SOLID_NONE) seat:SetKeyValue("limitview", 0, 0) seat:SetNoDraw(true) seat:Spawn() seat:SetParent(self) seat:SetNotSolid(true) self:DeleteOnRemove(seat) seat.aw2Ent = self table.insert(self.passengers, seat) ply:EnterVehicle(seat) ply:SetNoDraw(true) ply.aw2Ent = self net.Start("aw2Enter") net.WriteEntity(self) net.Send(ply) end end function ENT:OnRemove() self:StopSound("NPC_AttackHelicopter.Rotors") self:StopSound("NPC_AttackHelicopter.Crash") self:StopSound("NPC_CombineDropship.FireLoop") self.spotlight1:SetParent() self.spotlight1:Fire("lightoff") self.spotlight1:Fire("kill",self.spotlight1, 0.5) self.spotlight2:SetParent() self.spotlight2:Fire("lightoff") self.spotlight2:Fire("kill",self.spotlight2, 0.5) end function ENT:enableEffects() self:SetPlaybackRate(1) 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_AttackHelicopter.Rotors") end function ENT:disableEffects() self:SetPlaybackRate(0) if self.wash and self.wash:IsValid() then self.wash:Remove() end self:StopSound("NPC_AttackHelicopter.Rotors") end function ENT:initLights() local spotlight1 = ents.Create("point_spotlight") spotlight1:SetPos(self:GetAttachment(self.spotlightAttach1).Pos) spotlight1:SetKeyValue("spotlightlength", "500") spotlight1:SetKeyValue("spotlightwidth", "45") spotlight1:SetKeyValue("spawnflags", 3) spotlight1:SetParent(self) spotlight1:Spawn() spotlight1:Activate() self.spotlight1 = spotlight1 local spotlight2 = ents.Create("point_spotlight") spotlight2:SetPos(self:GetAttachment(self.spotlightAttach2).Pos) spotlight2:SetKeyValue("spotlightlength", "500") spotlight2:SetKeyValue("spotlightwidth", "45") spotlight2:SetKeyValue("spawnflags", 3) spotlight2:SetParent(self) spotlight2:Spawn() spotlight2:Activate() self.spotlight2 = spotlight2 spotlight1:Fire("lightoff") spotlight2:Fire("lightoff") end function ENT:createBomb(vel) local bomb = ents.Create("grenade_helicopter") bomb:SetPos(self:GetAttachment(self.bombAttach).Pos) bomb:SetOwner(self) bomb:Spawn() bomb:GetPhysicsObject():SetVelocity(vel) bomb:GetPhysicsObject():SetBuoyancyRatio(1) return bomb end function ENT:weaponThink() if self.healthStatus ~= AW2_HEALTHY then return end local ply = self:GetGunOperator() if not IsValid(ply) then return end local fire = ply:KeyDown(IN_ATTACK) and not ply:KeyDown(IN_RELOAD) if fire and self:hasLOS() and self.nextShot <= CurTime() then self.nextShot = CurTime() + self.delay local attach = self.bulletSide and self.turretMuzzle1 or self.turretMuzzle2 self.bulletSide = not self.bulletSide local spread = math.sin(self.accuracy * 0.5 * (math.pi / 180)) local pos = self:GetAttachment(attach).Pos local bullet = {} bullet.Num = 1 bullet.Src = pos bullet.Dir = (self:getHitpos(ply) - pos):Angle():Forward() bullet.Spread = Vector(spread, spread, 0) bullet.Tracer = 0 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:SetEntity(self) e:SetAttachment(attach) e:SetNormal(trace.HitNormal) e:SetScale(32) util.Effect("hk_laser", e) end self:FireBullets(bullet) self:EmitSound("hk/plasma.wav", 140) end local altFire = ply:KeyDown(IN_ATTACK2) and not ply:KeyDown(IN_RELOAD) if altFire and self.nextCannon <= CurTime() and self:hasLOS(self.cannonMuzzle) then self.nextCannon = CurTime() + self.cannonDelay local pos = self:GetAttachment(self.cannonMuzzle).Pos local bullet = {} bullet.Num = 1 bullet.Src = pos bullet.Dir = (self:getHitpos(ply) - pos):GetNormalized():Angle():Forward() bullet.Spread = Vector(0, 0, 0) bullet.Tracer = 0 bullet.Force = 20 bullet.Damage = 1000 bullet.Attacker = ply bullet.Callback = function(attacker, trace, dmginfo) if not trace.HitPos or not trace.HitNormal then return end util.ParticleTracerEx("Weapon_Combine_Ion_Cannon", pos, trace.HitPos, true, self:EntIndex(), self.cannonMuzzle) local explosion = ents.Create("env_explosion") explosion:SetPos(trace.HitPos) explosion:SetKeyValue("iMagnitude", 120) explosion:Spawn() explosion:Activate() explosion:Fire("explode") end self:FireBullets(bullet) self:EmitSound("NPC_Strider.Shoot") end end function ENT:keyPress(ply, key) if ply:KeyDown(IN_RELOAD) and key == IN_ATTACK then if ply == self:GetGunOperator() then if self.spotlightActive then self.spotlight1:Fire("lightoff") self.spotlight2:Fire("lightoff") self.spotlightActive = false else self.spotlight1:Fire("lighton") self.spotlight2:Fire("lighton") self.spotlightActive = true end end ply:EmitSound("buttons/lightswitch2.wav") end end function ENT:aimTurrets() local ply = self:GetGunOperator() local pitch = 0 local yaw = 0 if IsValid(ply) and self.healthStatus == AW2_HEALTHY then local rad2deg = 180 / math.pi local turretMiddle = self:LocalToWorld(self:WorldToLocal(self:GetAttachment(self.turretMuzzle1).Pos) - self:WorldToLocal(self:GetAttachment(self.turretMuzzle2).Pos)) local pos, _ = WorldToLocal(self:getHitpos(ply), self:GetAngles(), turretMiddle, 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.turretPitch) local yawMin, yawMax = self:GetPoseParameterRange(self.turretYaw) pitch = math.Clamp(pitch, pitchMin, pitchMax) yaw = math.Clamp(yaw, yawMin, yawMax) self:SetPoseParameter(self:GetPoseParameterName(self.turretPitch), -pitch) self:SetPoseParameter(self:GetPoseParameterName(self.turretYaw), -yaw) end function ENT:aimCannon() local ply = self:GetGunOperator() local pitch = 0 local yaw = 0 if IsValid(ply) and self.healthStatus == AW2_HEALTHY then local rad2deg = 180 / math.pi local pos, _ = WorldToLocal(self:getHitpos(ply), self:GetAngles(), self:GetAttachment(self.cannonMuzzle).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.cannonPitch) local yawMin, yawMax = self:GetPoseParameterRange(self.cannonYaw) pitch = math.Clamp(pitch, pitchMin, pitchMax) yaw = math.Clamp(yaw, yawMin, yawMax) self:SetPoseParameter(self:GetPoseParameterName(self.cannonPitch), pitch) self:SetPoseParameter(self:GetPoseParameterName(self.cannonYaw), -yaw) end function ENT:aimLights() local ply = self:GetGunOperator() local pitch = 0 local yaw = 0 if IsValid(ply) and self.healthStatus == AW2_HEALTHY then local rad2deg = 180 / math.pi local lightMiddle = self:LocalToWorld(self:WorldToLocal(self:GetAttachment(self.spotlightAttach1).Pos) - self:WorldToLocal(self:GetAttachment(self.spotlightAttach2).Pos)) local pos, _ = WorldToLocal(self:getHitpos(ply), self:GetAngles(), lightMiddle, 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.lightPitch) local yawMin, yawMax = self:GetPoseParameterRange(self.lightYaw) pitch = math.Clamp(pitch + 90, pitchMin, pitchMax + 35) yaw = math.Clamp(yaw, yawMin, yawMax) self:SetPoseParameter(self:GetPoseParameterName(self.lightPitch), -pitch) self:SetPoseParameter(self:GetPoseParameterName(self.lightYaw), -yaw) self.spotlight1:SetAngles(self:GetAngles() + Angle(-pitch + 90, yaw, 0)) self.spotlight2:SetAngles(self:GetAngles() + Angle(-pitch + 90, yaw, 0)) 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 if not self.useGunner then self:SetGunOperator(nil) end elseif self.gunner == ply then self.gunner = nil self:SetGunOperator(nil) else for k, v in pairs(self.passengers) do if v == vehicle then table.remove(self.passengers, k) vehicle:Remove() break end end 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_hk_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 addSmoke = false local attachPoint = 0 local doSound = "" if percentage <= 75 and self.lastPercentage > 75 then addSmoke = true attachPoint = 11 doSound = "NPC_AttackHelicopter.BadlyDamagedAlert" elseif percentage <= 50 and self.lastPercentage > 50 then addSmoke = true attachPoint = 12 doSound = "NPC_AttackHelicopter.BadlyDamagedAlert" elseif percentage <= 25 and self.lastPercentage > 25 then addSmoke = true attachPoint = 13 doSound = "NPC_AttackHelicopter.BadlyDamagedAlert" elseif percentage <= 15 and self.lastPercentage > 15 then addSmoke = true attachPoint = 14 doSound = "NPC_AttackHelicopter.MegabombAlert" end if health <= 0 then addSmoke = true attachPoint = 15 self.healthStatus = AW2_CRASHING self:EmitSound("NPC_AttackHelicopter.CrashingAlarm1") self:StopSound("NPC_CombineDropship.FireLoop") end if addSmoke then local explosion = ents.Create("env_explosion") explosion:SetPos(self:GetAttachment(attachPoint).Pos) explosion:SetKeyValue("iMagnitude", 100) explosion:SetKeyValue("iRadiusOverride", 128) explosion:SetKeyValue("spawnflags", 1) explosion:SetParent(self) explosion:Spawn() explosion:Activate() explosion:Fire("explode") local smoke = ents.Create("env_smoketrail") smoke:SetPos(self:GetAttachment(attachPoint).Pos) smoke:SetKeyValue("opacity", 0.2) smoke:SetKeyValue("spawnrate", 48) smoke:SetKeyValue("lifetime", 0.5) smoke:SetKeyValue("minspeed", 16) smoke:SetKeyValue("maxspeed", 64) smoke:SetKeyValue("startcolor", "0.15 0.15 0.15") smoke:SetKeyValue("endcolor", "0 0 0") smoke:SetKeyValue("startsize", 16) smoke:SetKeyValue("endsize", 64) smoke:SetKeyValue("spawnradius", 8) smoke:SetParent(self) smoke:Spawn() smoke:Activate() local fire = ents.Create("env_fire_trail") fire:SetPos(self:GetAttachment(attachPoint).Pos) fire:SetParent(self) fire:Spawn() fire:Activate() self:EmitSound(doSound) end self.lastPercentage = percentage end function ENT:PhysicsCollide(colData, phys) if self.healthStatus == AW2_CRASHING then self.healthStatus = AW2_DEAD self:disableEffects() self:StopMotionController() self:PhysicsInit(SOLID_VPHYSICS) self:SetMoveType(MOVETYPE_PUSH) self:SetSolid(SOLID_VPHYSICS) self:SetPos(colData.HitPos - (colData.HitPos - self:GetPos()) * 0.25) self:StopSound("NPC_AttackHelicopter.CrashingAlarm1") self:EmitSound("NPC_AttackHelicopter.Crash") local effect = ents.Create("env_ar2explosion") effect:SetPos(colData.HitPos) effect:Spawn() effect:Activate() effect:Fire("explode") self.spotlight1:Fire("lightoff") self.spotlight2:Fire("lightoff") end end function ENT:PhysicsSimulate(phys, delta) local avel = phys:GetAngleVelocity() local lvel = WorldToLocal(phys:GetVelocity(), Angle(), Vector(), phys:GetAngles()) local gvel = phys:GetVelocity() local desiredPitch = -(self.storedVel:Dot(self:GetForward()) - gvel:Dot(self:GetForward())) * self.pitchMultiplier local desiredRoll = -(self.storedVel:Dot(self:GetRight()) - gvel:Dot(self:GetRight())) * self.rollMultiplier local pLerp = 1 - math.sin(delta * math.pi * 0.5) desiredPitch = Lerp(pLerp * delta + delta, self.storedPitch, desiredPitch) self.storedPitch = desiredPitch self.storedVel = gvel if self.isActive then local paramL = self:GetPoseParameter("rotor_left") local paramR = self:GetPoseParameter("rotor_right") local accel = math.Remap(lvel.x - self.storedLocalVel.x, -15, 15, 90, -90) local vel = math.Remap(lvel.x, -2200, 2200, 90, -90) local rot = math.Clamp(avel:Dot(Vector(0, 0, 1)), -90, 90) local targetL = accel + vel + rot local targetR = accel + vel - rot paramL = math.Approach(paramL, targetL, (paramL - targetL) * FrameTime() * math.pi) paramR = math.Approach(paramR, targetR, (paramR - targetR) * FrameTime() * math.pi) self:SetPoseParameter("rotor_left", paramL) self:SetPoseParameter("rotor_right", paramR) local sway = math.Remap(lvel.y, -1600, 1600, -45, 45) self:SetPoseParameter("move_yaw", -sway) else self:SetPoseParameter("rotor_left", 0) self:SetPoseParameter("rotor_right", 0) self:SetPoseParameter("move_yaw", 0) end self.storedLocalVel = lvel 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 = 0.5 elseif ply:KeyDown(IN_MOVERIGHT) then addPos.y = -0.5 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 if ply:KeyDown(IN_WALK) then desiredYaw = self.storedYaw else desiredYaw = self:WorldToLocalAngles(ply:EyeAngles()).y end 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 desiredYaw = self:GetAngles().y + 90 local vec = Vector(100, 0, 0) vec:Rotate(self:GetAngles()) vec.z = -300 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 = 0.6 move.teleportdistance = 0 move.deltatime = delta if ply and ply:IsValid() or self.healthStatus == AW2_CRASHING or (GetConVar("aw2_alwayson"):GetBool() and self.healthStatus ~= AW2_DEAD) then phys:ComputeShadowControl(move) else self.storedPos = Vector(0, 0, 0) end end end