--[[ | 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/ --]] /*-------------------------------------------------- *** Copyright (c) 2012-2023 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. --------------------------------------------------*/ AddCSLuaFile() if (!file.Exists("autorun/vj_base_autorun.lua","LUA")) then return end ENT.Type = "anim" ENT.Base = "obj_vj_projectile_base" ENT.PrintName = "Grenade" ENT.Author = "DrVrej" ENT.Contact = "http://steamcommunity.com/groups/vrejgaming" ENT.Information = "Projectiles for my addons" ENT.Category = "VJ Base" ENT.Spawnable = true ENT.AdminOnly = false ENT.VJ_IsDetectableGrenade = true ENT.VJ_IsPickupableDanger = true if CLIENT then local Name = "Grenade" local LangName = "obj_vj_grenade" language.Add(LangName, Name) killicon.Add(LangName,"HUD/killicons/default",Color(255,80,0,255)) language.Add("#"..LangName, Name) killicon.Add("#"..LangName,"HUD/killicons/default",Color(255,80,0,255)) end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ if !SERVER then return end ENT.Model = {"models/vj_weapons/w_grenade.mdl"} -- The models it should spawn with | Picks a random one from the table ENT.MoveCollideType = nil ENT.CollisionGroupType = nil ENT.SolidType = SOLID_VPHYSICS ENT.RemoveOnHit = false -- Should it remove itself when it touches something? | It will run the hit sound, place a decal, etc. ENT.DoesRadiusDamage = true -- Should it do a blast damage when it hits something? ENT.RadiusDamageRadius = 250 -- 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 = 80 -- 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_BLAST -- Damage type ENT.RadiusDamageForce = 90 -- Put the force amount it should apply | false = Don't apply any force ENT.DecalTbl_DeathDecals = {"Scorch"} ENT.SoundTbl_OnCollide = {"weapons/hegrenade/he_bounce-1.wav"} -- Custom ENT.FussTime = 3 ENT.TimeSinceSpawn = 0 --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomPhysicsObjectOnInitialize(phys) phys:Wake() phys:EnableGravity(true) phys:SetBuoyancyRatio(0) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitialize() //if self:GetOwner():IsValid() && (self:GetOwner().GrenadeAttackFussTime) then //timer.Simple(self:GetOwner().GrenadeAttackFussTime,function() if IsValid(self) then self:DeathEffects() end end) else timer.Simple(self.FussTime,function() if IsValid(self) then self:DeathEffects() end end) //end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnThink() self.TimeSinceSpawn = self.TimeSinceSpawn + 0.2 end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnTakeDamage(dmginfo) if IsValid(self:GetPhysicsObject()) then self:GetPhysicsObject():AddVelocity(dmginfo:GetDamageForce() * 0.1) end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnPhysicsCollide(data, phys) local getVel = phys:GetVelocity() local curVelSpeed = getVel:Length() //print(curVelSpeed) if curVelSpeed > 500 then -- Or else it will go flying! phys:SetVelocity(getVel * 0.9) end if curVelSpeed > 100 then -- If the grenade is going faster than 100, then play the touch sound self:OnCollideSoundCode() end end --------------------------------------------------------------------------------------------------------------------------------------------- local defAngle = Angle(0, 0, 0) local vecZ4 = Vector(0, 0, 4) local vezZ100 = Vector(0, 0, 100) -- function ENT:DeathEffects() local selfPos = self:GetPos() ParticleEffect("vj_explosion1", self:GetPos(), defAngle, nil) local effectData = EffectData() effectData:SetOrigin(self:GetPos()) //effectData:SetScale(500) //util.Effect("HelicopterMegaBomb", effectData) //util.Effect("ThumperDust", effectData) util.Effect("Explosion", effectData) //util.Effect("VJ_Small_Explosion1", effectData) local expLight = ents.Create("light_dynamic") expLight:SetKeyValue("brightness", "4") expLight:SetKeyValue("distance", "300") expLight:SetLocalPos(selfPos) expLight:SetLocalAngles(self:GetAngles()) expLight:Fire("Color", "255 150 0") expLight:SetParent(self) expLight:Spawn() expLight:Activate() expLight:Fire("TurnOn", "", 0) self:DeleteOnRemove(expLight) util.ScreenShake(self:GetPos(), 100, 200, 1, 2500) self:SetLocalPos(selfPos + vecZ4) -- Because the entity is too close to the ground local tr = util.TraceLine({ start = self:GetPos(), endpos = self:GetPos() - vezZ100, filter = self }) util.Decal(VJ_PICK(self.DecalTbl_DeathDecals), tr.HitPos + tr.HitNormal, tr.HitPos - tr.HitNormal) self:DoDamageCode() self:SetDeathVariablesTrue(nil, nil, false) self:Remove() end