--[[ | 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 = "Storm Talon" ENT.Category = "Airwatch 2" ENT.Spawnable = false ENT.AdminOnly = false ENT.AutomaticFrameAdvance = true ENT.firstPersonOffset = Vector(155, 0, 50) ENT.thirdPersonOffset = Vector(-600, 0, 100) 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") end function ENT:Think() local phys = self:GetPhysicsObject() if phys:IsValid() then phys:Wake() end if SERVER then self:aimTurrets() 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 IsValid(ply) then local pos, ang = self:GetBonePosition(7) ang = ang + Angle(0, self:GetManipulateBoneAngles(4).p, 0) + Angle(self:GetManipulateBoneAngles(7).r, 0, 0) local hitpos = self:getHitpos(ply) local dot = ang:Forward():Dot((hitpos - 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 function ENT:Initialize() self:SetModel("models/Joazzz/Warhammer40k/Spacemarines/Ultramarines/veh_stormtalon.mdl") self:SetBodyGroups("001") self:ResetSequence("idle") if SERVER then self:PhysicsInit(SOLID_VPHYSICS) self:SetMoveType(MOVETYPE_VPHYSICS) self:SetSolid(SOLID_VPHYSICS) local phys = self:GetPhysicsObject() if phys:IsValid() then phys:SetMass(500000) end self:SetUseType(SIMPLE_USE) 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.driver = 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.nextShot = 0 self.passengers = {} end end if SERVER then 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_AttackHelicopter.Rotors") self:StopSound("NPC_AttackHelicopter.Crash") self:StopSound("NPC_CombineDropship.FireLoop") end function ENT:enableEffects() 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() if IsValid(self.wash) then self.wash:Remove() end self:StopSound("NPC_AttackHelicopter.Rotors") end function ENT:weaponThink() 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 spread = math.sin(self.accuracy * 0.5 * (math.pi / 180)) local pos, ang = self:GetBonePosition(7) local bullet = {} ang = ang + Angle(0, self:GetManipulateBoneAngles(4).p, 0) + Angle(self:GetManipulateBoneAngles(7).r, 0, 0) bullet.Num = 1 bullet.Src = pos bullet.Dir = ang:Forward() bullet.Spread = Vector(spread, spread, 0) bullet.Tracer = 1 bullet.Force = 20 bullet.Damage = self.damage bullet.Attacker = ply self:FireBullets(bullet) self:EmitSound("hk/plasma.wav", 140) end end function ENT:keyPress(ply, key) end function ENT:aimTurrets() local ply = self:GetGunOperator() local pitch = 0 local yaw = 0 if IsValid(ply) then local rad2deg = 180 / math.pi local turret = self:GetBonePosition(7) local pos, _ = WorldToLocal(self:getHitpos(ply), self:GetAngles(), turret, 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 pitch = math.Clamp(pitch, -50, 10) self:ManipulateBoneAngles(4, Angle(yaw, 0, 0)) self:ManipulateBoneAngles(7, Angle(0, 0, -pitch)) 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: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:GetManipulateBoneAngles(2).r local paramR = self:GetManipulateBoneAngles(3).r local vel = math.Remap(lvel.x, -2200, 2200, -180, 0) local rot = math.Clamp(avel:Dot(Vector(0, 0, 1)), -45, 45) * math.Remap(math.abs(lvel.x), 0, 2200, -1, 1) local vert = math.Remap(lvel.z, -1000, 1000, 45, -45) * math.Remap(lvel.x, -2200, 2200, -1, 1) local targetL = vel + rot + vert local targetR = vel - rot + vert paramL = math.Approach(paramL, targetL, (paramL - targetL) * FrameTime() * math.pi) paramR = math.Approach(paramR, targetR, (paramR - targetR) * FrameTime() * math.pi) self:ManipulateBoneAngles(2, Angle(0, 0, paramL)) self:ManipulateBoneAngles(3, Angle(0, 0, paramR)) else self:ManipulateBoneAngles(2, Angle(0, 0, -45)) self:ManipulateBoneAngles(3, Angle(0, 0, -45)) 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 = 1000 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 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 IsValid(ply) or GetConVar("aw2_alwayson"):GetBool() then phys:ComputeShadowControl(move) else self.storedPos = Vector(0, 0, 0) end end end