--[[ | 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/ --]] if (!file.Exists("autorun/vj_base_autorun.lua","LUA")) then return end AddCSLuaFile("shared.lua") include('shared.lua') /*----------------------------------------------- *** 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. -----------------------------------------------*/ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------ Core Variables ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ENT.StartHealth = 200 ENT.HullType = HULL_LARGE ENT.VJ_IsHugeMonster = true -- Is this a huge monster? ENT.MovementType = VJ_MOVETYPE_PHYSICS -- How does the SNPC move? ENT.Bleeds = false -- Does the SNPC bleed? (Blood decal, particle, etc.) ENT.Immune_Dissolve = true -- Immune to Dissolving | Example: Combine Ball ENT.Immune_AcidPoisonRadiation = true -- Immune to Acid, Poison and Radiation ENT.Immune_Bullet = true -- Immune to Bullets ENT.Immune_Physics = true -- Immune to Physics ENT.ImmuneDamagesTable = {DMG_PHYSGUN} -- You can set Specific types of damages for the SNPC to be immune to ENT.FindEnemy_UseSphere = true -- Should the SNPC be able to see all around him? (360) | Objects and walls can still block its sight! ENT.GetDamageFromIsHugeMonster = true -- Should it get damaged no matter what by SNPCs that are tagged as VJ_IsHugeMonster? ENT.DeathCorpseCollisionType = COLLISION_GROUP_NONE -- Collision type for the corpse | SNPC Options Menu can only override this value if it's set to COLLISION_GROUP_DEBRIS! ENT.WaitBeforeDeathTime = 2 -- Time until the SNPC spawns its corpse and gets removed ENT.HasMeleeAttack = false -- Should the SNPC have a melee attack? ENT.DisableInitializeCapabilities = true -- If true, it will disable the initialize capabilities, this will allow you to add your own ENT.DisableSelectSchedule = true -- Disables Schedule code, Custom Schedule can still work ENT.DisableWandering = true -- Disables wandering when the SNPC is idle ENT.BringFriendsOnDeath = false -- Should the SNPC's friends come to its position before it dies? ENT.CallForBackUpOnDamage = false -- Should the SNPC call for help when damaged? (Only happens if the SNPC hasn't seen a enemy) ENT.MoveOrHideOnDamageByEnemy = false -- Should the SNPC move or hide when being damaged by an enemy? ENT.MoveOutOfFriendlyPlayersWay = false -- Should the SNPC move out of the way when a friendly player comes close to it? ENT.CallForHelp = false -- Does the SNPC call for help? ENT.HasPainSounds = false -- If set to false, it won't play the pain sounds -- ====== Sound File Paths ====== -- -- Leave blank if you don't want any sounds to play ENT.SoundTbl_Breath = {"vj_vehicles/armored/engine_idle1.wav"} ENT.SoundTbl_Death = {"vj_fire/explosion1.wav"} ENT.AlertSoundLevel = 70 ENT.IdleSoundLevel = 70 ENT.CombatIdleSoundLevel = 70 ENT.BreathSoundLevel = 80 ENT.DeathSoundLevel = 100 ENT.GeneralSoundPitch1 = 90 ENT.GeneralSoundPitch2 = 100 ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------ Tank Base Variables ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ENT.Tank_GunnerENT = "" -- The SNPC that will be the gunner (The head of the tank) ENT.Tank_AngleDiffuseNumber = 180 -- Used if the forward direction of the y-axis isn't correct on the model -- ====== Sight Variables ====== -- ENT.Tank_SeeClose = 1000 -- If the enemy is closer than this number, than move by either running over them or moving away for the gunner to fire ENT.Tank_SeeFar = 6000 -- If the enemy is higher than this number, than move towards the enemy ENT.Tank_DistRanOver = 500 -- If the enemy is within self.Tank_SeeClose & this number & not high up, then run over them! -- ====== Movement Variables ====== -- ENT.Tank_TurningSpeed = 1.5 -- How fast the chassis moves as it's driving ENT.Tank_DrivingSpeed = 100 -- How fast the tank drives -- ====== Collision Variables ====== -- -- Used when the NPC is spawned ENT.Tank_CollisionBoundSize = 90 ENT.Tank_CollisionBoundUp = 100 ENT.Tank_CollisionBoundDown = -10 -- ====== Death Variables ====== -- ENT.Tank_DeathSoldierModels = {} -- The corpses it will spawn on death (Example: A soldier) | false = Don't spawn anything ENT.Tank_DeathSoldierChance = 3 -- The chance that the soldier spawns | 1 = always ENT.Tank_DeathDecal = {"Scorch"} -- The decal that it places on the ground when it dies -- ====== Sound Variables ====== -- ENT.Tank_SoundTbl_DrivingEngine = {} ENT.Tank_SoundTbl_Track = {} ENT.Tank_SoundTbl_RunOver = {} ENT.Tank_DefaultSoundTbl_DrivingEngine = {"vj_vehicles/armored/engine_drive1.wav"} ENT.Tank_DefaultSoundTbl_Track = {"vj_vehicles/armored/tracks1.wav"} ENT.Tank_DefaultSoundTbl_RunOver = {"vj_gib/bones_snapping1.wav","vj_gib/bones_snapping2.wav","vj_gib/bones_snapping3.wav"} //util.AddNetworkString("vj_tank_base_spawneffects") //util.AddNetworkString("vj_tank_base_moveeffects") ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------ Customization Functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- Use the functions below to customize certain parts of the base or to add new custom systems --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomInitialize_CustomTank() end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Tank_GunnerSpawnPosition() return self:GetPos() end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Tank_CustomOnThink() return true end -- Return false to disable the default base code --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Tank_CustomOnRunOver(ent) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:GetNearDeathSparkPositions() local randPos = math.random(1, 2) if randPos == 1 then self.Spark1:SetLocalPos(self:GetPos() + self:GetForward()*100 + self:GetUp()*60) elseif randPos == 2 then self.Spark1:SetLocalPos(self:GetPos() + self:GetForward()*-100 + self:GetUp()*60) end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Tank_CustomOnPriorToKilled(dmginfo, hitgroup) return true end -- Return false to disable the default base code --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Tank_CustomOnDeath_AfterCorpseSpawned(dmginfo, hitgroup, corpseEnt) return true end -- Return false to disable the default base code --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Tank_CustomOnDeath_AfterDeathSoldierSpawned(dmginfo, hitgroup, soldierCorpse) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Tank_CustomOnDeath_AfterCorpseSpawned_Effects(dmginfo, hitgroup, corpseEnt) return true end -- Return false to disable the default base code --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:StartSpawnEffects() /* Example: net.Start("vj_tank_base_spawneffects") net.WriteEntity(self) net.Broadcast() */ end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:StartMoveEffects() /* Example: net.Start("vj_tank_base_moveeffects") net.WriteEntity(self) net.Broadcast() */ end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------ ///// WARNING: Don't touch anything below this line! \\\\\ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ENT.Tank_IsMoving = false ENT.Tank_Status = 1 ENT.Tank_NextLowHealthSparkT = 0 ENT.Tank_NextRunOverSoundT = 0 local runoverException = {npc_antlionguard=true,npc_turret_ceiling=true,monster_gargantua=true,monster_bigmomma=true,monster_nihilanth=true,npc_strider=true,npc_combine_camera=true,npc_helicopter=true,npc_combinegunship=true,npc_combinedropship=true,npc_rollermine=true} local defAng = Angle(0, 0, 0) --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitialize() self.DeathAnimationCodeRan = true -- So corpse doesn't fly away on death (Take this out if not using death explosion sequence) self:VJTags_Add(VJ_TAG_VEHICLE) self:CustomInitialize_CustomTank() self:PhysicsInit(SOLID_BBOX) // SOLID_VPHYSICS self:SetSolid(SOLID_VPHYSICS) self:SetAngles(self:GetAngles() + Angle(0, -self.Tank_AngleDiffuseNumber, 0)) //self:SetPos(self:GetPos()+Vector(0,0,90)) self:SetCollisionBounds(Vector(self.Tank_CollisionBoundSize, self.Tank_CollisionBoundSize, self.Tank_CollisionBoundUp), Vector(-self.Tank_CollisionBoundSize, -self.Tank_CollisionBoundSize, self.Tank_CollisionBoundDown)) local phys = self:GetPhysicsObject() if IsValid(phys) then phys:Wake() phys:SetMass(30000) end -- Create the gunner NPC self.Gunner = ents.Create(self.Tank_GunnerENT) if IsValid(self.Gunner) then self.Gunner:SetPos(self:Tank_GunnerSpawnPosition()) self.Gunner:SetAngles(self:GetAngles()) self.Gunner:Spawn() self.Gunner:SetParent(self) end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnTouch(ent) if GetConVar("ai_disabled"):GetInt() == 1 then return end if self.Tank_Status == 0 then self:Tank_RunOver(ent) end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Tank_RunOver(ent) if (!IsValid(ent)) or (GetConVar("vj_npc_nomelee"):GetInt() == 1 /*or self.HasMeleeAttack == false*/) or (self.VJ_IsBeingControlled && self.VJ_TheControllerBullseye == ent) then return end if self:Disposition(ent) == 1 && ent:Health() > 0 && self.Tank_IsMoving == true && (ent:IsNPC() && ent.VJ_IsHugeMonster != true && !runoverException[ent:GetClass()]) or (ent:IsPlayer() && self.PlayerFriendly == false && !VJ_CVAR_IGNOREPLAYERS) then self:Tank_CustomOnRunOver(ent) self:Tank_Sound_RunOver() ent:TakeDamage(self:VJ_GetDifficultyValue(8), self, self) VJ_DestroyCombineTurret(self,ent) ent:SetVelocity(ent:GetForward()*-200) end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:AngleDiffuse(ang1, ang2) local outcome = ang1 - ang2 if outcome < -180 then outcome = outcome + 360 end if outcome > 180 then outcome = outcome - 360 end return outcome end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnThink() if self:Tank_CustomOnThink() == true then if GetConVar("vj_npc_noidleparticle"):GetInt() == 1 then return end timer.Simple(0.1, function() if IsValid(self) && !self.Dead then self:StartSpawnEffects() end end) if self:Health() < (self.StartHealth*0.30) && CurTime() > self.Tank_NextLowHealthSparkT then //ParticleEffectAttach("vj_rpg2_smoke2", PATTACH_ABSORIGIN_FOLLOW, self, 0) self.Spark1 = ents.Create("env_spark") self.Spark1:SetKeyValue("MaxDelay",0.01) self.Spark1:SetKeyValue("Magnitude","8") self.Spark1:SetKeyValue("Spark Trail Length","3") self:GetNearDeathSparkPositions() self.Spark1:SetAngles(self:GetAngles()) //self.Spark1:Fire("LightColor", "255 255 255") self.Spark1:SetParent(self) self.Spark1:Spawn() self.Spark1:Activate() self.Spark1:Fire("StartSpark", "", 0) self.Spark1:Fire("kill", "", 0.1) self:DeleteOnRemove(self.Spark1) /*local effectData = EffectData() effectData:SetOrigin(self:GetPos() +self:GetUp()*60 +self:GetForward()*100) effectData:SetNormal(Vector(0, 0, 0)) effectData:SetMagnitude(5) effectData:SetScale(0.1) effectData:SetRadius(10) util.Effect("Sparks",effectData)*/ self.Tank_NextLowHealthSparkT = CurTime() + math.random(4, 6) end /*if self:Health() <= 150 then self.FireEffect = ents.Create("env_fire_trail") self.FireEffect:SetPos(self:GetPos()+self:GetUp()*100) self.FireEffect:Spawn() self.FireEffect:SetParent(self) end*/ end end --------------------------------------------------------------------------------------------------------------------------------------------- local vec80z = Vector(0, 0, 80) -- function ENT:CustomOnThink_AIEnabled() if self.Dead then return end //timer.Simple(0.1, function() if !self.Dead then ParticleEffect("smoke_exhaust_01",self:LocalToWorld(Vector(150,30,30)),defAng,self) end end) //timer.Simple(0.2, function() if !self.Dead then self:StopParticles() end end) for _, v in ipairs(ents.FindInSphere(self:GetPos(), 100)) do self:Tank_RunOver(v) end local tr = util.TraceEntity({start = self:GetPos(), endpos = self:GetPos() + self:GetUp()*-5, filter = self}, self) if (tr.Hit) then // HitWorld local phys = self:GetPhysicsObject() if IsValid(phys) && phys:GetVelocity():Length() > 10 && self.Tank_Status == 0 then -- Moving self.Tank_IsMoving = true self:Tank_Sound_Moving() self:StartMoveEffects() else -- Not moving VJ_STOPSOUND(self.CurrentTankMovingSound) VJ_STOPSOUND(self.CurrentTankTrackSound) self.Tank_IsMoving = false end end if (!tr.Hit) then -- Not moving VJ_STOPSOUND(self.CurrentTankMovingSound) VJ_STOPSOUND(self.CurrentTankTrackSound) self.Tank_IsMoving = false end self:CustomOnSchedule() if self.Tank_Status == 0 && tr.Hit then local ene = self:GetEnemy() if IsValid(ene) then local phys = self:GetPhysicsObject() if IsValid(phys) then local angEne = (ene:GetPos() - self:GetPos() + vec80z):Angle() local angDiffuse = self:AngleDiffuse(angEne.y, self:GetAngles().y + self.Tank_AngleDiffuseNumber) local heightRatio = (ene:GetPos().z - self:GetPos().z) / self:GetPos():Distance(Vector(ene:GetPos().x, ene:GetPos().y, self:GetPos().z)) -- If the enemy's height isn't very high AND the enemy is ( within run over distance OR far away), then move towards the enemy! -- OR -- If the enemy is very high up, then move away from it to help the gunner fire! if (heightRatio < 0.15 && ((self.LatestEnemyDistance < self.Tank_DistRanOver) or (self.LatestEnemyDistance > self.Tank_SeeFar))) or (heightRatio > 0.15) then if angDiffuse > 15 then self:SetLocalAngles(self:GetLocalAngles() + Angle(0, self.Tank_TurningSpeed, 0)) phys:SetAngles(self:GetAngles()) elseif angDiffuse < -15 then self:SetLocalAngles(self:GetLocalAngles() + Angle(0, -self.Tank_TurningSpeed, 0)) phys:SetAngles(self:GetAngles()) end local moveVel = self:GetForward() moveVel:Rotate(Angle(0, self.Tank_AngleDiffuseNumber, 0)) if heightRatio > 0.15 then -- Move away! phys:SetVelocity(moveVel:GetNormal()*-self.Tank_DrivingSpeed) else -- Move towards! phys:SetVelocity(moveVel:GetNormal()*self.Tank_DrivingSpeed) end end end else self.Tank_Status = 1 end end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnSchedule() if self:Health() <= 0 or self.Dead then return end self:IdleSoundCode() self:DoIdleAnimation() if IsValid(self:GetEnemy()) then if self.VJ_IsBeingControlled then if self.VJ_TheController:KeyDown(IN_FORWARD) then self.Tank_Status = 0 else self.Tank_Status = 1 end else if self.LatestEnemyDistance < self.Tank_SeeFar && self.LatestEnemyDistance > self.Tank_SeeClose then -- If between this two numbers, stay still self.Tank_Status = 1 else self.Tank_Status = 0 end end end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnTakeDamage_BeforeDamage(dmginfo, hitgroup) if dmginfo:IsDamageType(DMG_SLASH) or dmginfo:IsDamageType(DMG_GENERIC) or dmginfo:IsDamageType(DMG_CLUB) then if dmginfo:GetDamage() >= 30 && !dmginfo:GetAttacker().VJ_IsHugeMonster then dmginfo:SetDamage(dmginfo:GetDamage() / 2) else dmginfo:SetDamage(0) end end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnPriorToKilled(dmginfo, hitgroup) if IsValid(self.Gunner) then self.Gunner.Dead = true if self:IsOnFire() then self.Gunner:Ignite(math.Rand(8, 10), 0) end end if self:Tank_CustomOnPriorToKilled(dmginfo, hitgroup) == true then for i=0, 1, 0.5 do timer.Simple(i, function() if IsValid(self) then local myPos = self:GetPos() VJ_EmitSound(self, "vj_fire/explosion2.wav", 100, 100) util.BlastDamage(self, self, myPos, 200, 40) util.ScreenShake(myPos, 100, 200, 1, 2500) if self.HasGibDeathParticles == true then ParticleEffect("vj_explosion2", myPos, defAng) end end end) end timer.Simple(1.5, function() if IsValid(self) then local myPos = self:GetPos() VJ_EmitSound(self,"vj_fire/explosion2.wav", 100, 100) VJ_EmitSound(self,"vj_fire/explosion3.wav", 100, 100) util.BlastDamage(self, self, myPos, 200, 40) util.ScreenShake(myPos, 100, 200, 1, 2500) if self.HasGibDeathParticles == true then ParticleEffect("vj_explosion2", myPos, defAng) end end end) end end --------------------------------------------------------------------------------------------------------------------------------------------- local vec500z = Vector(0, 0, 500) local colorGray = Color(90, 90, 90) -- function ENT:CustomOnDeath_AfterCorpseSpawned(dmginfo, hitgroup, corpseEnt) -- Spawn the gunner corpse if IsValid(self.Gunner) then self.Gunner.SavedDmgInfo = self.SavedDmgInfo local gunCorpse = self.Gunner:CreateDeathCorpse(dmginfo, hitgroup) if IsValid(gunCorpse) then corpseEnt.ExtraCorpsesToRemove[#corpseEnt.ExtraCorpsesToRemove+1] = gunCorpse end end if self:Tank_CustomOnDeath_AfterCorpseSpawned(dmginfo, hitgroup, corpseEnt) == true then local myPos = self:GetPos() util.BlastDamage(self, self, myPos, 400, 40) util.ScreenShake(myPos, 100, 200, 1, 2500) -- Spawn the death soldier corpse if math.random(1, self.Tank_DeathSoldierChance) == 1 then local soldierMDL = VJ_PICK(self.Tank_DeathSoldierModels) if soldierMDL != false then self:CreateExtraDeathCorpse("prop_ragdoll", soldierMDL, {Pos=myPos + self:GetUp()*90 + self:GetRight()*-30, Vel=Vector(math.Rand(-600, 600), math.Rand(-600, 600), 500)}, function(extraent) extraent:Ignite(math.Rand(8, 10), 0) extraent:SetColor(colorGray) self:Tank_CustomOnDeath_AfterDeathSoldierSpawned(dmginfo, hitgroup, extraent) end) end end self:SetPos(Vector(myPos.x, myPos.y, myPos.z + 4)) -- Because the NPC is too close to the ground myPos = self:GetPos() local tr = util.TraceLine({ start = myPos, endpos = myPos - vec500z, filter = self }) util.Decal(VJ_PICK(self.Tank_DeathDecal), tr.HitPos + tr.HitNormal, tr.HitPos - tr.HitNormal) if self.HasGibDeathParticles == true && self:Tank_CustomOnDeath_AfterCorpseSpawned_Effects(dmginfo, hitgroup, corpseEnt) == true then //self.FireEffect = ents.Create( "env_fire_trail" ) //self.FireEffect:SetPos(myPos+self:GetUp()*70) //self.FireEffect:Spawn() //self.FireEffect:SetParent(corpseEnt) //ParticleEffectAttach("smoke_large_01b",PATTACH_ABSORIGIN_FOLLOW,corpseEnt,0) ParticleEffect("vj_explosion3", myPos, defAng) ParticleEffect("vj_explosion2", myPos + self:GetForward()*-130, defAng) ParticleEffect("vj_explosion2", myPos + self:GetForward()*130, defAng) ParticleEffectAttach("smoke_burning_engine_01", PATTACH_ABSORIGIN_FOLLOW, corpseEnt, 0) local effectExp = EffectData() effectExp:SetOrigin(myPos) util.Effect("VJ_Medium_Explosion1", effectExp) util.Effect("Explosion", effectExp) local effectDust = EffectData() effectDust:SetOrigin(myPos) effectDust:SetScale(800) util.Effect("ThumperDust", effectDust) end end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnRemove() VJ_STOPSOUND(self.CurrentTankMovingSound) VJ_STOPSOUND(self.CurrentTankTrackSound) if IsValid(self.Gunner) then self.Gunner:Remove() end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Tank_Sound_Moving() if self.HasSounds == false or self.HasFootStepSound == false then return end local sdtbl1 = VJ_PICK(self.Tank_SoundTbl_DrivingEngine) if sdtbl1 == false then sdtbl1 = VJ_PICK(self.Tank_DefaultSoundTbl_DrivingEngine) end -- Default table self.CurrentTankMovingSound = VJ_CreateSound(self, sdtbl1, 80, 100) //self.Tank_NextRunOverSoundT = CurTime() + 0.2 local sdtbl2 = VJ_PICK(self.Tank_SoundTbl_Track) if sdtbl2 == false then sdtbl2 = VJ_PICK(self.Tank_DefaultSoundTbl_Track) end -- Default table self.CurrentTankTrackSound = VJ_CreateSound(self, sdtbl2, 70, 100) //self.Tank_NextRunOverSoundT = CurTime() + 0.2 end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Tank_Sound_RunOver() if self.HasSounds == false or CurTime() < self.Tank_NextRunOverSoundT then return end local sdtbl = VJ_PICK(self.Tank_SoundTbl_RunOver) if sdtbl == false then sdtbl = VJ_PICK(self.Tank_DefaultSoundTbl_RunOver) end -- Default table self:EmitSound(sdtbl, 80, math.random(80, 100)) self.Tank_NextRunOverSoundT = CurTime() + 0.2 end