--[[ | 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) 2012-2018 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. -----------------------------------------------*/ ENT.Model = {"models/Items/AR2_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 = 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 = 1 -- Put the force amount it should apply | false = Don't apply any force ENT.ShakeWorldOnDeath = true -- Should the world shake when the projectile hits something? ENT.ShakeWorldOnDeathAmplitude = 16 -- How much the screen will shake | From 1 to 16, 1 = really low 16 = really high ENT.ShakeWorldOnDeathRadius = 300 -- How far the screen shake goes, in world units ENT.ShakeWorldOnDeathtDuration = 1 -- How long the screen shake will last, in seconds ENT.ShakeWorldOnDeathFrequency = 100 -- The frequency ENT.DecalTbl_DeathDecals = {"Scorch"} ENT.SoundTbl_Idle = {} ENT.SoundTbl_OnCollide = {"weapons/hegrenade/he_bounce-1.wav"} --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomPhysicsObjectOnInitialize(phys) phys:Wake() phys:EnableGravity(true) phys:SetMass(30) phys:SetBuoyancyRatio(0) end function ENT:CustomOnThink() end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnTakeDamage(dmginfo) self:GetPhysicsObject():AddVelocity(dmginfo:GetDamageForce() * 0.1) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnPhysicsCollide(data,phys) getvelocity = phys:GetVelocity() velocityspeed = getvelocity:Length() //print(velocityspeed) if velocityspeed > 300 then -- Or else it will go flying! phys:SetVelocity(getvelocity * 0.9) end if velocityspeed > 50 then -- If the grenade is going faster than 100, then play the touch sound self:OnCollideSoundCode() end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:DeathEffects() 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 ) self.ExplosionLight1 = ents.Create("light_dynamic") self.ExplosionLight1:SetKeyValue("brightness", "4") self.ExplosionLight1:SetKeyValue("distance", "300") self.ExplosionLight1:SetLocalPos(self:GetPos()) self.ExplosionLight1:SetLocalAngles( self:GetAngles() ) self.ExplosionLight1:Fire("Color", "255 150 0") self.ExplosionLight1:SetParent(self) self.ExplosionLight1:Spawn() self.ExplosionLight1:Activate() self.ExplosionLight1:Fire("TurnOn", "", 0) self:DeleteOnRemove(self.ExplosionLight1) util.ScreenShake(self:GetPos(), 100, 200, 1, 2500) self:SetLocalPos(Vector(self:GetPos().x,self:GetPos().y,self:GetPos().z +4)) -- Because the entity is too close to the ground local tr = util.TraceLine({ start = self:GetPos(), endpos = self:GetPos() - Vector(0, 0, 100), filter = self }) util.Decal(VJ_PICKRANDOMTABLE(self.DecalTbl_DeathDecals),tr.HitPos+tr.HitNormal,tr.HitPos-tr.HitNormal) self:DoDamageCode() self:SetDeathVariablesTrue(nil,nil,false) self:Remove() end /*----------------------------------------------- *** Copyright (c) 2012-2018 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. -----------------------------------------------*/