--[[ | 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() ENT.Type = "anim" ENT.Base = "obj_vj_projectile_base" ENT.PrintName = "40mm Grenade" ENT.Author = "DrVrej" ENT.Contact = "http://steamcommunity.com/groups/vrejgaming" ENT.Information = "Projectiles for my addons" ENT.Category = "VJ Base" ENT.VJ_IsDetectableDanger = true if CLIENT then local Name = "40mm Grenade" local LangName = "obj_vj_hlr1_grenade_40mm" 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_hlr/weapons/grenade.mdl"} -- The models it should spawn with | Picks a random one from the table ENT.DoesRadiusDamage = true -- Should it do a blast damage when it hits something? ENT.RadiusDamageRadius = 150 -- 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 = {"VJ_HLR_Scorch"} -- Decals that paint when the projectile dies | It picks a random one from this table ENT.SoundTbl_OnRemove = {"vj_hlr/hl1_weapon/explosion/explode3.wav","vj_hlr/hl1_weapon/explosion/explode4.wav","vj_hlr/hl1_weapon/explosion/explode5.wav"} ENT.OnRemoveSoundLevel = 100 --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnPreInitialize() if GetConVar("vj_hlr_hd"):GetInt() == 1 && VJ.HLR_HD_INSTALLED && self:GetClass() == "obj_vj_hlr1_grenade_40mm" then self.Model = "models/vj_hlr/weapons/grenade_hd.mdl" end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomPhysicsObjectOnInitialize(phys) phys:Wake() phys:SetMass(1) phys:EnableGravity(true) phys:EnableDrag(false) phys:SetBuoyancyRatio(0) phys:AddAngleVelocity(Vector(0,math.random(300,400),0)) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:DeathEffects(data, phys) local spr = ents.Create("env_sprite") spr:SetKeyValue("model","vj_hl/sprites/zerogxplode.vmt") spr:SetKeyValue("GlowProxySize","2.0") spr:SetKeyValue("HDRColorScale","1.0") spr:SetKeyValue("renderfx","14") spr:SetKeyValue("rendermode","5") spr:SetKeyValue("renderamt","255") spr:SetKeyValue("disablereceiveshadows","0") spr:SetKeyValue("mindxlevel","0") spr:SetKeyValue("maxdxlevel","0") spr:SetKeyValue("framerate","15.0") spr:SetKeyValue("spawnflags","0") spr:SetKeyValue("scale","4") spr:SetPos(self:GetPos() + Vector(0,0,90)) spr:Spawn() spr:Fire("Kill","",0.9) //timer.Simple(0.9,function() if IsValid(spr) then spr:Remove() end end) VJ_EmitSound(self, "vj_hlr/hl1_weapon/explosion/debris"..math.random(1,3)..".wav", 80, 100) VJ_EmitSound(self, "vj_hlr/hl1_weapon/explosion/explode"..math.random(3,5).."_dist.wav", 140, 100) light = ents.Create("light_dynamic") light:SetKeyValue("brightness", "4") light:SetKeyValue("distance", "300") light:SetLocalPos(self:GetPos()) light:SetLocalAngles( self:GetAngles() ) light:Fire("Color", "255 150 0") light:SetParent(self) light:Spawn() light:Activate() light:Fire("TurnOn", "", 0) self:DeleteOnRemove(light) util.ScreenShake(self:GetPos(), 100, 200, 1, 2500) end