Files
wnsrc/lua/entities/obj_vj_combineball.lua
lifestorm 9c918c46e5 Upload
2024-08-04 23:12:27 +03:00

199 lines
8.4 KiB
Lua

--[[
| 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 = "Combine Ball"
ENT.Author = "DrVrej"
ENT.Contact = "http://steamcommunity.com/groups/vrejgaming"
ENT.Information = "Projectiles for my addons"
ENT.Category = "Projectiles"
ENT.VJ_IsDetectableDanger = true
if CLIENT then
local Name = "Combine Ball"
local LangName = "obj_vj_combineball"
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))
function ENT:Draw()
self:DrawModel()
self:SetAngles((LocalPlayer():EyePos() - self:GetPos()):Angle())
end
end
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
if !SERVER then return end
ENT.Model = {"models/effects/combineball.mdl"} -- The models it should spawn with | Picks a random one from the table
ENT.MoveCollideType = MOVECOLLIDE_FLY_BOUNCE
ENT.RemoveOnHit = false -- Should it remove itself when it touches something? | It will run the hit sound, place a decal, etc.
ENT.DoesDirectDamage = false -- Should it do a direct damage when it hits something?
ENT.DirectDamage = 200 -- How much damage should it do when it hits something
ENT.DirectDamageType = bit.bor(DMG_DISSOLVE, DMG_BLAST, DMG_SHOCK) -- Damage type
ENT.CollideCodeWithoutRemoving = true -- If RemoveOnHit is set to false, you can still make the projectile deal damage, place a decal, etc.
ENT.DecalTbl_DeathDecals = {"Scorch"}
ENT.SoundTbl_Idle = {"weapons/physcannon/energy_sing_loop4.wav"}
ENT.SoundTbl_OnCollide = {"weapons/physcannon/energy_bounce1.wav","weapons/physcannon/energy_bounce2.wav"}
ENT.IdleSoundPitch = VJ_Set(100, 100)
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomPhysicsObjectOnInitialize(phys)
phys:Wake()
phys:SetMass(1)
phys:SetBuoyancyRatio(0)
phys:EnableDrag(false)
phys:EnableGravity(false)
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnInitializeBeforePhys()
self:PhysicsInitSphere(1, "metal_bouncy")
construct.SetPhysProp(self:GetOwner(), self, 0, self:GetPhysicsObject(), {GravityToggle = false, Material = "metal_bouncy"})
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:SetCoreType(capture)
if capture then
self:SetSubMaterial(0, "models/effects/comball_glow1")
else
self:SetSubMaterial(0, "vj_base/effects/comball_glow2")
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
local colorWhite = Color(255, 255, 255, 255)
--
function ENT:CustomOnInitialize()
timer.Simple(5, function() if IsValid(self) then self:DeathEffects() end end)
self:DrawShadow(false)
self:ResetSequence("idle")
self:SetCoreType(false)
util.SpriteTrail(self, 0, colorWhite, true, 15, 0, 0.1, 1 / 6 * 0.5, "sprites/combineball_trail_black_1.vmt")
hook.Add("GravGunOnPickedUp", self, function(self, ply, ent)
self:SetCoreType(true)
end)
hook.Add("GravGunOnDropped", self, function(ply, ent)
self:SetCoreType(false)
end)
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:OnBounce(data, phys)
local myPos = self:GetPos()
local owner = self:GetOwner()
local newVel = phys:GetVelocity():GetNormal()
local lastVel = math.max(newVel:Length(), math.max(data.OurOldVelocity:Length(), data.Speed)) -- Get the last velocity and speed
-- phys:SetVelocity(newVel * lastVel * 0.985) -- Sometimes this could get the combine ball stuck in certain brushes, disabling it just because it looks better without it tbh
if !IsValid(owner) then return end
local closestDist = 1024
local target = NULL
for _, v in ipairs(ents.FindInSphere(myPos, 1024)) do
if v == owner then continue end
if (!v:IsNPC() && !v:IsPlayer()) then continue end
if owner:IsNPC() && owner:CheckRelationship(v) == D_LI then continue end
local dist = v:GetPos():Distance(myPos)
if dist < closestDist && dist > 20 then
closestDist = dist
target = v
end
end
if IsValid(target) then
local targetPos = target:GetPos() + target:OBBCenter()
local norm = (targetPos - myPos):GetNormalized()
if self:GetForward():DotProduct(norm) < 0.75 then -- Lowered the visual range from 0.95, too accurate
phys:SetVelocity(norm * lastVel)
end
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnPhysicsCollide(data, phys)
local owner = self:GetOwner()
local hitEnt = data.HitEntity
if IsValid(owner) then
if (VJ_IsProp(hitEnt)) or (owner:IsNPC() && owner:CheckRelationship(hitEnt) == D_HT && (hitEnt != owner) or true) then
self:CustomOnDoDamage_Direct(data, phys, hitEnt)
local dmgInfo = DamageInfo()
dmgInfo:SetDamage(self.DirectDamage)
dmgInfo:SetDamageType(self.DirectDamageType)
dmgInfo:SetAttacker(owner)
dmgInfo:SetInflictor(self)
dmgInfo:SetDamagePosition(data.HitPos)
hitEnt:TakeDamageInfo(dmgInfo, self)
VJ_DestroyCombineTurret(owner, hitEnt)
end
else
self:CustomOnDoDamage_Direct(data, phys, hitEnt)
local dmgInfo = DamageInfo()
dmgInfo:SetDamage(self.DirectDamage)
dmgInfo:SetDamageType(self.DirectDamageType)
dmgInfo:SetAttacker(self)
dmgInfo:SetInflictor(self)
dmgInfo:SetDamagePosition(data.HitPos)
hitEnt:TakeDamageInfo(dmgInfo, self)
VJ_DestroyCombineTurret(self, hitEnt)
end
if (hitEnt:IsNPC() or hitEnt:IsPlayer()) then return end
self:OnBounce(data,phys)
local dataF = EffectData()
dataF:SetOrigin(data.HitPos)
util.Effect("cball_bounce", dataF)
dataF = EffectData()
dataF:SetOrigin(data.HitPos)
dataF:SetNormal(data.HitNormal)
dataF:SetScale(50)
util.Effect("AR2Impact", dataF)
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:GravGunPunt(ply)
self:SetCoreType(false)
self:GetPhysicsObject():EnableMotion(true)
return true
end
---------------------------------------------------------------------------------------------------------------------------------------------
local sdHit = {"weapons/physcannon/energy_disintegrate4.wav", "weapons/physcannon/energy_disintegrate5.wav"}
--
function ENT:CustomOnDoDamage_Direct(data, phys, hitEnt)
VJ_CreateSound(hitEnt, VJ_PICK(sdHit), 80)
end
---------------------------------------------------------------------------------------------------------------------------------------------
local color1 = Color(255, 255, 225, 32)
local color2 = Color(255, 255, 225, 64)
--
function ENT:DeathEffects(data, phys)
local myPos = self:GetPos()
effects.BeamRingPoint(myPos, 0.2, 12, 1024, 64, 0, color1, {material="sprites/lgtning.vmt", framerate=2, flags=0, speed=0, delay=0, spread=0})
effects.BeamRingPoint(myPos, 0.5, 12, 1024, 64, 0, color2, {material="sprites/lgtning.vmt", framerate=2, flags=0, speed=0, delay=0, spread=0})
local effectData = EffectData()
effectData:SetOrigin(myPos)
util.Effect("cball_explode", effectData)
VJ_EmitSound(self, "weapons/physcannon/energy_sing_explosion2.wav", 150)
util.ScreenShake(myPos, 20, 150, 1, 1250)
util.VJ_SphereDamage(self, self, myPos, 400, 25, bit.bor(DMG_SONIC, DMG_BLAST), true, true, {DisableVisibilityCheck=true, Force=80})
self:Remove()
end