--[[ | 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("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. -----------------------------------------------*/ local combatDistance = 5000 -- When closer then this, it will stop chasing and start firing ENT.Model = {"models/vj_hlr/hl1/apache.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want ENT.VJ_IsHugeMonster = true ENT.StartHealth = 400 -- The starting health of the NPC ENT.HullType = HULL_LARGE ENT.SightAngle = 180 -- The sight angle | Example: 180 would make the it see all around it | Measured in degrees and then converted to radians ENT.TurningSpeed = 2 -- How fast it can turn -- ====== Movement Variables ====== -- ENT.MovementType = VJ_MOVETYPE_AERIAL -- How does the SNPC move? ENT.Aerial_FlyingSpeed_Alerted = 400 -- The speed it should fly with, when it's chasing an enemy, moving away quickly, etc. | Basically running compared to ground SNPCs ENT.Aerial_FlyingSpeed_Calm = ENT.Aerial_FlyingSpeed_Alerted -- The speed it should fly with, when it's wandering, moving slowly, etc. | Basically walking compared to ground SNPCs ENT.Aerial_AnimTbl_Calm = {nil} -- Animations it plays when it's wandering around while idle ENT.Aerial_AnimTbl_Alerted = {nil} -- Animations it plays when it's moving while alerted ENT.AA_GroundLimit = 1200 -- If the NPC's distance from itself to the ground is less than this, it will attempt to move up ENT.AA_MinWanderDist = 1000 -- Minimum distance that the NPC should go to when wandering ENT.AA_MoveAccelerate = 8 -- The NPC will gradually speed up to the max movement speed as it moves towards its destination | Calculation = FrameTime * x ENT.AA_MoveDecelerate = 4 -- The NPC will slow down as it approaches its destination | Calculation = MaxSpeed / x ENT.VJC_Data = { FirstP_Bone = "Bone14", -- If left empty, the base will attempt to calculate a position for first person FirstP_Offset = Vector(-50, 0, -40), -- The offset for the controller when the camera is in first person FirstP_ShrinkBone = false, -- Should the bone shrink? Useful if the bone is obscuring the player's view } --------------------------------------------------------------------------------------------------------------------------------------------- ENT.VJ_NPC_Class = {"CLASS_UNITED_STATES"} -- NPCs with the same class with be allied to each other ENT.FindEnemy_UseSphere = true -- Should the SNPC be able to see all around him? (360) | Objects and walls can still block its sight! ENT.AnimTbl_IdleStand = {ACT_FLY} -- The idle animation table when AI is enabled | DEFAULT: {ACT_IDLE} ENT.PoseParameterLooking_InvertYaw = true -- Inverts the yaw poseparameters (Y) ENT.ConstantlyFaceEnemy = true -- Should it face the enemy constantly? ENT.NoChaseAfterCertainRange = true -- Should the SNPC not be able to chase when it"s between number x and y? ENT.NoChaseAfterCertainRange_FarDistance = combatDistance -- How far until it can chase again? | "UseRangeDistance" = Use the number provided by the range attack instead ENT.NoChaseAfterCertainRange_CloseDistance = 0 -- How near until it can chase again? | "UseRangeDistance" = Use the number provided by the range attack instead ENT.Bleeds = false ENT.Immune_AcidPoisonRadiation = true -- Immune to Acid, Poison and Radiation ENT.Immune_Bullet = true -- Immune to bullet type damages ENT.Immune_Fire = true -- Immune to fire-type damages ENT.ImmuneDamagesTable = {DMG_PHYSGUN} ENT.BringFriendsOnDeath = false -- Should the SNPC's friends come to its position before it dies? ENT.HasMeleeAttack = false -- Should the SNPC have a melee attack? ENT.HasRangeAttack = true -- Should the SNPC have a range attack? ENT.RangeAttackEntityToSpawn = "obj_vj_hlr1_rocket" -- The entity that is spawned when range attacking ENT.RangeDistance = combatDistance -- This is how far away it can shoot ENT.RangeToMeleeDistance = 1 -- How close does it have to be until it uses melee? ENT.RangeAttackAngleRadius = 100 -- What is the attack angle radius? | 100 = In front of the SNPC | 180 = All around the SNPC ENT.TimeUntilRangeAttackProjectileRelease = 0 -- How much time until the projectile code is ran? ENT.NextRangeAttackTime = 10 -- How much time until it can use a range attack? ENT.RangeAttackReps = 1 -- How many times does it run the projectile code? ENT.RangeAttackExtraTimers = {0} -- Extra range attack timers, EX: {1, 1.4} | it will run the projectile code after the given amount of seconds ENT.RangeUseAttachmentForPos = true -- Should the projectile spawn on a attachment? ENT.RangeUseAttachmentForPosID = "missile_left" ENT.DisableRangeAttackAnimation = true -- if true, it will disable the animation code ENT.HasDeathRagdoll = false ENT.Medic_CanBeHealed = false -- If set to false, this SNPC can't be healed!\ -- ====== Sound File Paths ====== -- -- Leave blank if you don't want any sounds to play ENT.SoundTbl_Death = {"vj_hlr/hl1_weapon/mortar/mortarhit.wav"} local sdExplosions = {"vj_hlr/hl1_weapon/explosion/explode3.wav", "vj_hlr/hl1_weapon/explosion/explode4.wav", "vj_hlr/hl1_weapon/explosion/explode5.wav"} ENT.GeneralSoundPitch1 = 100 ENT.DeathSoundLevel = 100 /* https://github.com/ValveSoftware/halflife/blob/master/dlls/apache.cpp EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "apache/ap_rotor2.wav", 1.0, 0.3, 0, 110 ); firing: tu_fire1.wav, EMIT_SOUND(ENT(pev), CHAN_WEAPON, "turret/tu_fire1.wav", 1, 0.3); death: EMIT_SOUND(ENT(pev), CHAN_STATIC, "weapons/mortarhit.wav", 1.0, 0.3); - Fires 2 rockets (1 on each side) at the same time, Delay: 10 seconds - Chain gun: Continuos fire as long as front is visible */ -- Custom ENT.Apache_HasLOS = false -- Does the Apache's chain gun have sight on the enemy? ENT.Heli_SmokeStatus = 0 -- 0 = No smoke | 1 = Tail smoke | 2 = Tail & Rotor smoke --------------------------------------------------------------------------------------------------------------------------------------------- local spawnPos = Vector(0, 0, 400) -- function ENT:CustomOnInitialize() self:VJTags_Add(VJ_TAG_VEHICLE, VJ_TAG_AIRCRAFT) self:SetNW2Int("Heli_SmokeLevel", 0) self.ConstantlyFaceEnemyDistance = self:GetMaxLookDistance() self:SetCollisionBounds(Vector(150, 150, 180), Vector(-150, -150, 0)) self:SetPos(self:GetPos() + spawnPos) self.HeliSD_Rotor = VJ_CreateSound(self, "vj_hlr/hl1_npc/apache/ap_rotor2.wav", 120) self.HeliSD_Whine = VJ_CreateSound(self, "vj_hlr/hl1_npc/apache/ap_whine1.wav", 70) self.HeliSD_Distant = VJ_CreateSound(self, "vj_hlr/hl1_npc/apache/ap_rotor1.wav", 160) local tailLight = ents.Create("env_sprite") tailLight:SetKeyValue("model","vj_base/sprites/vj_glow1.vmt") tailLight:SetKeyValue("scale", "0.3") tailLight:SetKeyValue("rendermode","5") tailLight:SetKeyValue("rendercolor","255 191 0") tailLight:SetKeyValue("spawnflags","1") -- If animated tailLight:SetParent(self) tailLight:Fire("SetParentAttachment", "light_1") tailLight:Spawn() tailLight:Activate() self:DeleteOnRemove(tailLight) local sideLight1 = ents.Create("env_sprite") sideLight1:SetKeyValue("model","vj_base/sprites/vj_glow1.vmt") sideLight1:SetKeyValue("scale", "0.5") sideLight1:SetKeyValue("rendermode","5") sideLight1:SetKeyValue("renderfx","9") sideLight1:SetKeyValue("rendercolor","255 0 0") sideLight1:SetKeyValue("spawnflags","1") -- If animated sideLight1:SetParent(self) sideLight1:Fire("SetParentAttachment", "light_2") sideLight1:Spawn() sideLight1:Activate() self:DeleteOnRemove(sideLight1) local sideLight2 = ents.Create("env_sprite") sideLight2:SetKeyValue("model","vj_base/sprites/vj_glow1.vmt") sideLight2:SetKeyValue("scale", "0.5") sideLight2:SetKeyValue("rendermode","5") sideLight2:SetKeyValue("renderfx","9") sideLight2:SetKeyValue("rendercolor","255 0 0") sideLight2:SetKeyValue("spawnflags","1") -- If animated sideLight2:SetParent(self) sideLight2:Fire("SetParentAttachment", "light_3") sideLight2:Spawn() sideLight2:Activate() self:DeleteOnRemove(sideLight2) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Controller_IntMsg(ply, controlEnt) ply:ChatPrint("MOUSE1: Fire chain gun") end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOn_PoseParameterLookingCode(pitch, yaw, roll) -- Compare the difference between the current position of the pose parameter and the position it's suppose to go to -- Using 20 for "aim_pitch" to make it a little more forgiving if (math.abs(math.AngleDifference(self:GetPoseParameter("aim_yaw"), math.ApproachAngle(self:GetPoseParameter("aim_yaw"), yaw, self.PoseParameterLooking_TurningSpeed))) >= self.PoseParameterLooking_TurningSpeed) or (math.abs(math.AngleDifference(self:GetPoseParameter("aim_pitch"), math.ApproachAngle(self:GetPoseParameter("aim_pitch"), pitch, 20))) >= 20) then self.Apache_HasLOS = false else self.Apache_HasLOS = true end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnThink() -- Flying tilt (X & Y) local velNorm = self:GetVelocity():GetNormal() local speed = FrameTime()*4 self:SetPoseParameter("tilt_x", Lerp(speed, self:GetPoseParameter("tilt_x"), velNorm.x)) self:SetPoseParameter("tilt_y", Lerp(speed, self:GetPoseParameter("tilt_y"), velNorm.y)) -- If the helicopter healed, then make sure to stop the smoke particles as well! if self.Heli_SmokeStatus > 0 && self:Health() > (self:GetMaxHealth() * 0.25) then self:SetNW2Int("Heli_SmokeLevel", 0) self.Heli_SmokeStatus = 0 //self:StopParticles() end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:RangeAttackCode_GetShootPos(projectile) return self:GetForward()*400 end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomRangeAttackCode_BeforeProjectileSpawn(projectile) projectile.Model = "models/vj_hlr/hl1/hvr.mdl" projectile.Rocket_HelicopterMissile = true end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomRangeAttackCode_AfterProjectileSpawn(ent) self.RangeUseAttachmentForPosID = self.RangeUseAttachmentForPosID == "missile_left" and "missile_right" or "missile_left" VJ_CreateSound(ent, "vj_hlr/hl1_weapon/rpg/rocketfire1.wav", 100) end --------------------------------------------------------------------------------------------------------------------------------------------- local bulletSpread = Vector(0.03490, 0.03490, 0.03490) -- -- Firing Delay: Checked in Half-Life 1 (GoldSrc), there is NO delay as long as the gun is facing the enemy! function ENT:CustomAttack() local ene = self:GetEnemy() if self.Apache_HasLOS && self.NearestPointToEnemyDistance <= combatDistance && self:Visible(ene) && ((!self.VJ_IsBeingControlled) or (self.VJ_IsBeingControlled && self.VJ_TheController:KeyDown(IN_ATTACK))) then local att = self:GetAttachment(1) self:FireBullets({ Num = 1, Src = att.Pos, Dir = (ene:GetPos() + ene:OBBCenter() - att.Pos):Angle():Forward(), Spread = bulletSpread, Tracer = 1, TracerName = "VJ_HLR_Tracer", Force = 3, Damage = self:VJ_GetDifficultyValue(8), AmmoType = "HelicopterGun" }) VJ_EmitSound(self, "vj_hlr/hl1_npc/turret/tu_fire1.wav", 120, 100, 1, CHAN_WEAPON) VJ_EmitSound(self, "vj_hlr/hl1_npc/turret/tu_fire1_distant.wav", 140, 100) local muz = ents.Create("env_sprite") muz:SetKeyValue("model","vj_hl/sprites/muzzleflash2.vmt") muz:SetKeyValue("scale",""..math.Rand(0.3, 0.5)) muz:SetKeyValue("GlowProxySize","2.0") -- Size of the glow to be rendered for visibility testing. muz:SetKeyValue("HDRColorScale","1.0") muz:SetKeyValue("renderfx","14") muz:SetKeyValue("rendermode","3") -- Set the render mode to "3" (Glow) muz:SetKeyValue("renderamt","255") -- Transparency muz:SetKeyValue("disablereceiveshadows","0") -- Disable receiving shadows muz:SetKeyValue("framerate","10.0") -- Rate at which the sprite should animate, if at all. muz:SetKeyValue("spawnflags","0") muz:SetParent(self) muz:Fire("SetParentAttachment","muzzle") muz:SetAngles(Angle(math.random(-100, 100), math.random(-100, 100), math.random(-100, 100))) muz:Spawn() muz:Activate() muz:Fire("Kill","",0.08) local flash = ents.Create("light_dynamic") flash:SetKeyValue("brightness", 8) flash:SetKeyValue("distance", 300) flash:SetLocalPos(att.Pos) flash:SetLocalAngles(self:GetAngles()) flash:Fire("Color","255 60 9 255") flash:Spawn() flash:Activate() flash:Fire("TurnOn", "", 0) flash:Fire("Kill", "", 0.07) self:DeleteOnRemove(flash) end end --------------------------------------------------------------------------------------------------------------------------------------------- local vec = Vector(0, 0, 0) -- function ENT:CustomOnTakeDamage_BeforeImmuneChecks(dmginfo, hitgroup) -- If hit in the engine area, then get damage by bullets! if dmginfo:IsBulletDamage() && hitgroup == 2 then dmginfo:ScaleDamage(0.05) self.Immune_Bullet = false -- To counter the dmginfo:IsBulletDamage() function else self.Immune_Bullet = true end if dmginfo:GetDamagePosition() != vec then local rico = EffectData() rico:SetOrigin(dmginfo:GetDamagePosition()) rico:SetScale(4) -- Size rico:SetMagnitude(math.random(1, 2)) -- Effect type | 1 = Animated | 2 = Basic util.Effect("VJ_HLR_Rico", rico) end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnTakeDamage_AfterDamage(dmginfo, hitgroup) if self.Heli_SmokeStatus == 2 then return end local maxHP = self:GetMaxHealth() local hp = self:Health() if hp <= (maxHP * 0.25) then -- Only set the tail smoke if we haven't set it already if self.Heli_SmokeStatus == 0 then self:SetNW2Int("Heli_SmokeLevel", 1) self.Heli_SmokeStatus = 1 //ParticleEffectAttach("smoke_exhaust_01a", PATTACH_POINT_FOLLOW, self, self:LookupAttachment("rotor_tail")) end -- If even lower, then make the rotor smoke too if hp <= (maxHP * 0.15) then self:SetNW2Int("Heli_SmokeLevel", 2) self.Heli_SmokeStatus = 2 //ParticleEffectAttach("smoke_exhaust_01a", PATTACH_POINT_FOLLOW, self, self:LookupAttachment("rotor")) end end end --------------------------------------------------------------------------------------------------------------------------------------------- local colorHeliExp = Color(255, 255, 192, 128) local sdGibCollide = {"vj_hlr/fx/metal1.wav", "vj_hlr/fx/metal2.wav", "vj_hlr/fx/metal3.wav", "vj_hlr/fx/metal4.wav", "vj_hlr/fx/metal5.wav"} local heliExpGibs_Green = { -- For HECU "models/vj_hlr/gibs/metalgib_p1_g.mdl", "models/vj_hlr/gibs/metalgib_p2_g.mdl", "models/vj_hlr/gibs/metalgib_p3_g.mdl", "models/vj_hlr/gibs/metalgib_p4_g.mdl", "models/vj_hlr/gibs/metalgib_p5_g.mdl", "models/vj_hlr/gibs/metalgib_p6_g.mdl", "models/vj_hlr/gibs/metalgib_p7_g.mdl", "models/vj_hlr/gibs/metalgib_p8_g.mdl", "models/vj_hlr/gibs/metalgib_p9_g.mdl", "models/vj_hlr/gibs/metalgib_p10_g.mdl", "models/vj_hlr/gibs/metalgib_p11_g.mdl", "models/vj_hlr/gibs/rgib_screw.mdl", "models/vj_hlr/gibs/rgib_screw.mdl" } local heliExpGibs_Gray = { -- For Black Ops "models/vj_hlr/gibs/metalgib_p1.mdl", "models/vj_hlr/gibs/metalgib_p2.mdl", "models/vj_hlr/gibs/metalgib_p3.mdl", "models/vj_hlr/gibs/metalgib_p4.mdl", "models/vj_hlr/gibs/metalgib_p5.mdl", "models/vj_hlr/gibs/metalgib_p6.mdl", "models/vj_hlr/gibs/metalgib_p7.mdl", "models/vj_hlr/gibs/metalgib_p8.mdl", "models/vj_hlr/gibs/metalgib_p9.mdl", "models/vj_hlr/gibs/metalgib_p10.mdl", "models/vj_hlr/gibs/metalgib_p11.mdl", "models/vj_hlr/gibs/rgib_screw.mdl", "models/vj_hlr/gibs/rgib_screw.mdl" } -- function ENT:CustomOnInitialKilled(dmginfo, hitgroup) -- Spawn a animated model of the helicopter that explodes constantly and gets destroyed when it collides with something -- Based on source code local deathCorpse = ents.Create("prop_vj_animatable") deathCorpse:SetModel(self:GetModel()) deathCorpse:SetPos(self:GetPos()) deathCorpse:SetAngles(self:GetAngles()) function deathCorpse:Initialize() self:PhysicsInit(SOLID_VPHYSICS) self:SetMoveType(MOVETYPE_VPHYSICS) self:SetMoveCollide(MOVECOLLIDE_FLY_BOUNCE) self:SetCollisionGroup(COLLISION_GROUP_NONE) self:SetSolid(SOLID_CUSTOM) local phys = self:GetPhysicsObject() if IsValid(phys) then phys:Wake() phys:EnableGravity(true) phys:SetBuoyancyRatio(0) phys:SetVelocity(self:GetVelocity()) phys:AddAngleVelocity(Vector(math.Rand(-20, 20), math.Rand(-20, 20), 200)) end end deathCorpse.NextExpT = 0 deathCorpse:Spawn() deathCorpse:Activate() -- Explode as it goes down function deathCorpse:Think() self:ResetSequence("idle_move") if CurTime() > self.NextExpT then self.NextExpT = CurTime() + 0.2 local expPos = self:GetPos() + Vector(math.Rand(-150, 150), math.Rand(-150, 150), math.Rand(-150, -50)) 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","5") spr:SetPos(expPos) spr:Spawn() spr:Fire("Kill", "", 0.9) timer.Simple(0.9, function() if IsValid(spr) then spr:Remove() end end) util.BlastDamage(self, self, expPos, 300, 100) VJ_EmitSound(self, sdExplosions, 100, 100) VJ_EmitSound(self, "vj_hlr/hl1_weapon/explosion/explode"..math.random(3,5).."_dist.wav", 140, 100) end self:NextThink(CurTime()) return true end -- Get destroyed when it collides with something function deathCorpse:PhysicsCollide(data, phys) if self.Dead then return end self.Dead = true -- Create gibs local gibTbl = self:GetModel() == "models/vj_hlr/hl1/apache_blkops.mdl" and heliExpGibs_Gray or heliExpGibs_Green for _ = 1, 50 do local gib = ents.Create("obj_vj_gib") gib:SetModel(VJ_PICK(gibTbl)) gib:SetPos(self:GetPos() + Vector(math.random(-100, 100), math.random(-100, 100), math.random(20, 150))) gib:SetAngles(Angle(math.Rand(-180, 180), math.Rand(-180, 180), math.Rand(-180, 180))) gib.Collide_Decal = "" gib.CollideSound = sdGibCollide gib:Spawn() gib:Activate() local myPhys = gib:GetPhysicsObject() if IsValid(myPhys) then myPhys:AddVelocity(Vector(math.Rand(-300, 300), math.Rand(-300, 300), math.Rand(150, 250))) myPhys:AddAngleVelocity(Vector(math.Rand(-200, 200), math.Rand(-200, 200), math.Rand(-200, 200))) end if GetConVar("vj_npc_fadegibs"):GetInt() == 1 then timer.Simple(GetConVar("vj_npc_fadegibstime"):GetInt(), function() SafeRemoveEntity(gib) end) end end local expPos = self:GetPos() + Vector(0,0,math.Rand(150, 150)) local spr = ents.Create("env_sprite") spr:SetKeyValue("model","vj_hl/sprites/fexplo1.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","15") spr:SetPos(expPos) spr:Spawn() spr:Fire("Kill", "", 1.19) timer.Simple(1.19, function() if IsValid(spr) then spr:Remove() end end) util.BlastDamage(self, self, expPos, 600, 200) VJ_EmitSound(self, "vj_hlr/hl1_weapon/mortar/mortarhit.wav", 100, 100) VJ_EmitSound(self, "vj_hlr/hl1_weapon/mortar/mortarhit_dist.wav", 140, 100) -- flags 0 = No fade! effects.BeamRingPoint(self:GetPos(), 0.4, 0, 1500, 32, 0, colorHeliExp, {material="vj_hl/sprites/shockwave", framerate=0, flags=0}) self:Remove() end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnPriorToKilled(dmginfo, hitgroup) local expPos = self:GetAttachment(self:LookupAttachment("rotor")).Pos 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","5") spr:SetPos(expPos) spr:Spawn() spr:Fire("Kill", "", 0.9) timer.Simple(0.9, function() if IsValid(spr) then spr:Remove() end end) util.BlastDamage(self, self, expPos, 300, 100) VJ_EmitSound(self, sdExplosions, 100, 100) VJ_EmitSound(self, "vj_hlr/hl1_weapon/explosion/explode"..math.random(3,5).."_dist.wav", 100, 100, 100, 1) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnRemove() VJ_STOPSOUND(self.HeliSD_Rotor) VJ_STOPSOUND(self.HeliSD_Whine) VJ_STOPSOUND(self.HeliSD_Distant) end