--[[ | 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 = "Voltigore Electrical Energy" ENT.Author = "DrVrej" ENT.Contact = "http://steamcommunity.com/groups/vrejgaming" ENT.Information = "Projectiles for my addons" ENT.Category = "Projectiles" if CLIENT then local Name = "Voltigore Electrical Energy" local LangName = "obj_vj_hlrof_voltigore_energy" 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/spitball_large.mdl"} -- The models it should spawn with | Picks a random one from the table ENT.DoesDirectDamage = true -- Should it do a direct damage when it hits something? ENT.DirectDamage = 25 -- How much damage should it do when it hits something ENT.DirectDamageType = DMG_SHOCK -- Damage type ENT.SoundTbl_OnCollide = {"vj_hlr/hl1_weapon/gauss/electro4.wav","vj_hlr/hl1_weapon/gauss/electro5.wav","vj_hlr/hl1_weapon/gauss/electro6.wav"} ENT.DecalTbl_DeathDecals = {"VJ_HLR_Scorch"} -- Decals that paint when the projectile dies | It picks a random one from this table ENT.DelayedRemove = 1 -- Change this to a number greater than 0 to delay the removal of the entity --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomPhysicsObjectOnInitialize(phys) phys:Wake() phys:SetMass(1) phys:SetBuoyancyRatio(0) phys:EnableDrag(false) phys:EnableGravity(false) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitialize() self:SetNoDraw(true) self.Glow1 = ents.Create("env_sprite") self.Glow1:SetKeyValue("model","vj_hl/sprites/flare3.vmt") self.Glow1:SetKeyValue("GlowProxySize","2.0") -- Size of the glow to be rendered for visibility testing. self.Glow1:SetKeyValue("renderfx","14") self.Glow1:SetKeyValue("rendermode","3") -- Set the render mode to "3" (Glow) self.Glow1:SetKeyValue("renderamt","255") -- Transparency self.Glow1:SetKeyValue("disablereceiveshadows","0") -- Disable receiving shadows self.Glow1:SetKeyValue("framerate","10.0") -- Rate at which the sprite should animate, if at all. self.Glow1:SetKeyValue("spawnflags","0") self.Glow1:SetPos(self:GetPos()) self.Glow1:SetParent(self) self.Glow1:Spawn() self.Glow1:Activate() self:DeleteOnRemove(self.Glow1) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Vort_DoElecEffect(sp, hp, hn, a, t) local elec = EffectData() elec:SetStart(sp) elec:SetOrigin(hp) elec:SetEntity(self) elec:SetNormal(hn) elec:SetAttachment(a) elec:SetScale(0.15) util.Effect("VJ_HLR_Electric_Purple", elec) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Think() -- Override think because we need it to run while doing delayed remove! local myPos = self:GetPos() -- Tsakh -------------------------- local tsakhSpawn = myPos + self:GetUp()*45 + self:GetRight()*20 for _ = 1, 4 do local randt = math.Rand(0, 0.6) timer.Simple(randt, function() if IsValid(self) then local tr = util.TraceLine({ start = tsakhSpawn, endpos = myPos + VectorRand(-150, 150), filter = self }) //if tr.Hit == true then self:Vort_DoElecEffect(tr.StartPos, tr.HitPos, tr.HitNormal, 1, randt) //end end end) end -- Ach -------------------------- local achSpawn = myPos + self:GetUp()*45 + self:GetRight()*-20 for _ = 1, 4 do local randt = math.Rand(0, 0.6) timer.Simple(randt, function() if IsValid(self) then local tr = util.TraceLine({ start = achSpawn, endpos = myPos + VectorRand(-150, 150), filter = self }) //if tr.Hit == true then self:Vort_DoElecEffect(tr.StartPos, tr.HitPos, tr.HitNormal, 1, randt) //end end end) end end