mirror of
https://github.com/lifestorm/wnsrc.git
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301 lines
22 KiB
Lua
301 lines
22 KiB
Lua
--[[
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| This file was obtained through the combined efforts
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| of Madbluntz & Plymouth Antiquarian Society.
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| Credits: lifestorm, Gregory Wayne Rossel JR.,
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| Maloy, DrPepper10 @ RIP, Atle!
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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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if (!file.Exists("autorun/vj_base_autorun.lua","LUA")) then return end
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AddCSLuaFile("shared.lua")
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include("shared.lua")
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/*--------------------------------------------------
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=============== Projectile Base ===============
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*** Copyright (c) 2012-2023 by DrVrej, All rights reserved. ***
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No parts of this code or any of its contents may be reproduced, copied, modified or adapted,
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without the prior written consent of the author, unless otherwise indicated for stand-alone materials.
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--------------------------------------------------*/
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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------ Core Variables ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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ENT.Model = {""} -- The models it should spawn with | Picks a random one from the table
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ENT.PhysicsInitType = SOLID_VPHYSICS
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ENT.MoveType = MOVETYPE_VPHYSICS
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ENT.MoveCollideType = MOVECOLLIDE_FLY_BOUNCE
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ENT.CollisionGroupType = COLLISION_GROUP_PROJECTILE
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ENT.SolidType = SOLID_VPHYSICS
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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------ Collision / Damage Variables ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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ENT.RemoveOnHit = true -- Should it remove itself when it touches something? | It will run the hit sound, place a decal, etc.
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ENT.PaintDecalOnCollide = true -- Should it paint decals when it collides with something? | Use this only when using a projectile that doesn't get removed when it collides with something
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ENT.DecalTbl_OnCollideDecals = {} -- Decals that paint when the projectile collides with something | It picks a random one from this table
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ENT.CollideCodeWithoutRemoving = false -- If RemoveOnHit is set to false, you can still make the projectile deal damage, place a decal, etc.
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ENT.NextCollideWithoutRemove = VJ_Set(1, 1) -- Time until it can run the code again
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-- ====== Radius Damage Variables ====== --
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ENT.DoesRadiusDamage = false -- Should it do a blast damage when it hits something?
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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
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ENT.RadiusDamageUseRealisticRadius = true -- Should the damage decrease the farther away the enemy is from the position that the projectile hit?
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ENT.RadiusDamage = 30 -- 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
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ENT.RadiusDamageType = DMG_BLAST -- Damage type
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ENT.RadiusDamageForce = false -- Put the force amount it should apply | false = Don't apply any force
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ENT.RadiusDamageForce_Up = false -- How much up force should it have? | false = Let the base automatically decide the force using RadiusDamageForce value
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ENT.RadiusDamageDisableVisibilityCheck = false -- Should it disable the visibility check? | true = Disables the visibility check
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-- ====== Direct Damage Variables ====== --
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ENT.DoesDirectDamage = false -- Should it do a direct damage when it hits something?
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ENT.DirectDamage = 30 -- How much damage should it do when it hits something
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ENT.DirectDamageType = DMG_SLASH -- Damage type
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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------ Killed / Remove Variables ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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ENT.PaintDecalOnDeath = true -- Should it paint a decal when it hits something?
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ENT.DecalTbl_DeathDecals = {} -- Decals that paint when the projectile dies | It picks a random one from this table
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ENT.DelayedRemove = 0 -- Change this to a number greater than 0 to delay the removal of the entity
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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------ Sound Variables ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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ENT.HasStartupSounds = true -- Does it make a sound when the projectile is created?
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ENT.HasIdleSounds = true -- Does it have idle sounds?
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ENT.HasOnCollideSounds = true -- Should it play a sound when it collides something?
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ENT.HasOnRemoveSounds = true -- Should it play a sound when it gets removed?
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-- ====== File Path Variables ====== --
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-- Leave blank if you don't want any sounds to play
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ENT.SoundTbl_Startup = {}
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ENT.SoundTbl_Idle = {}
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ENT.SoundTbl_OnCollide = {}
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ENT.SoundTbl_OnRemove = {}
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-- ====== Sound Chance Variables ====== --
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-- Higher number = less chance of playing | 1 = Always play
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ENT.StartupSoundChance = 1
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ENT.IdleSoundChance = 1
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ENT.OnCollideSoundChance = 1
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ENT.OnRemoveSoundChance = 1
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-- ====== Timer Variables ====== --
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ENT.NextSoundTime_Idle = VJ_Set(0.2, 0.5)
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-- ====== Sound Level Variables ====== --
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-- The proper number are usually range from 0 to 180, though it can go as high as 511
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-- More Information: https://developer.valvesoftware.com/wiki/Soundscripts#SoundLevel_Flags
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ENT.StartupSoundLevel = 80
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ENT.IdleSoundLevel = 80
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ENT.OnCollideSoundLevel = 80
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ENT.OnRemoveSoundLevel = 90
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-- ====== Sound Pitch Variables ====== --
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ENT.StartupSoundPitch = VJ_Set(90, 100)
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ENT.IdleSoundPitch = VJ_Set(90, 100)
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ENT.OnCollideSoundPitch = VJ_Set(90, 100)
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ENT.OnRemoveSoundPitch = VJ_Set(90, 100)
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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------ Customization Functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Use the functions below to customize certain parts of the base or to add new custom systems
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnPreInitialize() end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnInitializeBeforePhys() /* Example: self:PhysicsInitSphere(1, "metal_bouncy") */ end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomPhysicsObjectOnInitialize(phys)
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phys:Wake()
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phys:EnableGravity(false)
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phys:EnableDrag(false)
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phys:SetBuoyancyRatio(0)
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnInitialize() end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnThink() end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnTakeDamage(dmginfo) end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnPhysicsCollide(data, phys) end -- Return false to disable the base functions from running
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnCollideWithoutRemove(data, phys) end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnDoDamage(data, phys, hitEnt) end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnDoDamage_Direct(data, phys, hitEnt) end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:DeathEffects(data, phys) end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnRemove() end
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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------ ///// WARNING: Don't touch anything below this line! \\\\\ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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ENT.AlreadyPaintedDeathDecal = false
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ENT.Dead = false
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ENT.NextIdleSoundT = 0
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ENT.NextCollideWithoutRemoveT = 0
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local defVec = Vector(0, 0, 0)
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:Initialize()
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self:CustomOnPreInitialize()
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if self:GetModel() == "models/error.mdl" then self:SetModel(VJ_PICK(self.Model)) end
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self:PhysicsInit(self.PhysicsInitType)
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self:SetMoveType(self.MoveType)
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self:SetMoveCollide(self.MoveCollideType)
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self:SetCollisionGroup(self.CollisionGroupType)
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self:SetSolid(self.SolidType)
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//self:SetTrigger(true)
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self:SetUseType(SIMPLE_USE)
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self:CustomOnInitializeBeforePhys()
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local phys = self:GetPhysicsObject()
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if IsValid(phys) then
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self:CustomPhysicsObjectOnInitialize(phys)
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end
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self:StartupSoundCode()
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if self.IdleSoundPitch1 then self.IdleSoundPitch = VJ_Set(self.IdleSoundPitch1, self.IdleSoundPitch2) end -- !!!!!!!!!!!!!! DO NOT USE THIS VARIABLE !!!!!!!!!!!!!! [Backwards Compatibility!]
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self:CustomOnInitialize()
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:Think()
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if self.Dead then VJ_STOPSOUND(self.CurrentIdleSound) return end
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//self:SetAngles(self:GetVelocity():GetNormal():Angle())
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self:CustomOnThink()
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self:IdleSoundCode()
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:OnTakeDamage(dmginfo)
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self:CustomOnTakeDamage(dmginfo)
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:DoDamageCode(data, phys)
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local owner = self:GetOwner()
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local hitEnt = NULL
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local dmgPos = (data != nil and data.HitPos) or self:GetPos()
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if self.DoesDirectDamage == true then
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hitEnt = data.HitEntity
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//if hitEnt:IsNPC() or hitEnt:IsPlayer() then
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if IsValid(owner) then
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if (VJ_IsProp(hitEnt)) or (hitEnt:IsNPC() && (hitEnt:Disposition(owner) == D_HT or hitEnt:Disposition(owner) == D_FR) && hitEnt:Health() > 0 && (hitEnt != owner) && (hitEnt:GetClass() != owner:GetClass())) or (hitEnt:IsPlayer() && !VJ_CVAR_IGNOREPLAYERS && hitEnt:Alive() && hitEnt:Health() > 0) then
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self:CustomOnDoDamage_Direct(data, phys, hitEnt)
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local damagecode = DamageInfo()
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damagecode:SetDamage(self.DirectDamage)
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damagecode:SetDamageType(self.DirectDamageType)
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damagecode:SetAttacker(owner)
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damagecode:SetInflictor(self)
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damagecode:SetDamagePosition(dmgPos)
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hitEnt:TakeDamageInfo(damagecode, self)
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VJ_DestroyCombineTurret(owner, hitEnt)
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end
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else
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self:CustomOnDoDamage_Direct(data, phys, hitEnt)
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local damagecode = DamageInfo()
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damagecode:SetDamage(self.DirectDamage)
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damagecode:SetDamageType(self.DirectDamageType)
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damagecode:SetAttacker(self)
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damagecode:SetInflictor(self)
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damagecode:SetDamagePosition(dmgPos)
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hitEnt:TakeDamageInfo(damagecode, self)
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VJ_DestroyCombineTurret(self, hitEnt)
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end
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end
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if self.DoesRadiusDamage == true then
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local DoEntCheck = false
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local attackEnt = owner
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if IsValid(owner) then
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DoEntCheck = !owner:IsPlayer()
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else
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attackEnt = self
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end
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if self.VJ_IsPickedUpDanger == true && IsValid(self:GetParent()) && self:GetParent():IsNPC() then dmgPos = self:GetParent():GetPos() end -- If the projectile is picked up (Such as a grenade picked up by human SNPC), then the damage position is the parent's position
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hitEnt = util.VJ_SphereDamage(attackEnt, attackEnt, dmgPos, self.RadiusDamageRadius, self.RadiusDamage, self.RadiusDamageType, DoEntCheck, self.RadiusDamageUseRealisticRadius, {DisableVisibilityCheck=self.RadiusDamageDisableVisibilityCheck, Force=self.RadiusDamageForce, UpForce=self.RadiusDamageForce_Up, DamageAttacker=owner:IsPlayer()})
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end
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self:CustomOnDoDamage(data, phys, hitEnt)
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:PhysicsCollide(data, phys)
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if self.Dead then return end
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//self.Dead = true
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if self:CustomOnPhysicsCollide(data, phys) != false then
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if self.RemoveOnHit == true then
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self.Dead = true
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self:DoDamageCode(data, phys)
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self:OnCollideSoundCode()
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if self.PaintDecalOnDeath == true && VJ_PICK(self.DecalTbl_DeathDecals) != false && self.AlreadyPaintedDeathDecal == false then
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self.AlreadyPaintedDeathDecal = true
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util.Decal(VJ_PICK(self.DecalTbl_DeathDecals), data.HitPos + data.HitNormal, data.HitPos - data.HitNormal)
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end
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if self.ShakeWorldOnDeath == true then util.ScreenShake(data.HitPos, self.ShakeWorldOnDeathAmplitude or 16, self.ShakeWorldOnDeathFrequency or 200, self.ShakeWorldOnDeathDuration or 1, self.ShakeWorldOnDeathRadius or 3000) end -- !!!!!!!!!!!!!! DO NOT USE THIS VARIABLE !!!!!!!!!!!!!! [Backwards Compatibility!]
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self:SetDeathVariablesTrue(data, phys, true)
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if self.DelayedRemove > 0 then
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self:SetNoDraw(true)
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self:SetMoveType(MOVETYPE_NONE)
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self:AddSolidFlags(FSOLID_NOT_SOLID)
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self:SetLocalVelocity(defVec)
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SafeRemoveEntityDelayed(self, self.DelayedRemove)
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self:OnRemove()
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else
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self:Remove()
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end
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end
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if self.CollideCodeWithoutRemoving == true && CurTime() > self.NextCollideWithoutRemoveT then
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self:DoDamageCode(data, phys)
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self:OnCollideSoundCode()
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if self.PaintDecalOnCollide == true && VJ_PICK(self.DecalTbl_OnCollideDecals) != false && self.AlreadyPaintedDeathDecal == false then
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util.Decal(VJ_PICK(self.DecalTbl_OnCollideDecals), data.HitPos + data.HitNormal, data.HitPos - data.HitNormal)
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end
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self:CustomOnCollideWithoutRemove(data, phys)
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self.NextCollideWithoutRemoveT = CurTime() + math.Rand(self.NextCollideWithoutRemove.a, self.NextCollideWithoutRemove.b)
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end
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:OnRemove()
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self.Dead = true
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VJ_STOPSOUND(self.CurrentIdleSound)
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self:OnRemoveSoundCode()
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self:CustomOnRemove()
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:SetDeathVariablesTrue(data, phys, runDeathEffects)
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self.Dead = true
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self:StopParticles()
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VJ_STOPSOUND(self.CurrentIdleSound)
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if runDeathEffects == true then self:DeathEffects(data, phys or self:GetPhysicsObject()) end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:StartupSoundCode()
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if self.HasStartupSounds == false then return end
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if CurTime() > self.NextIdleSoundT && math.random(1, self.StartupSoundChance) == 1 then
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self.CurrentStartupSound = VJ_CreateSound(self, self.SoundTbl_Startup, self.StartupSoundLevel, math.random(self.StartupSoundPitch.a, self.StartupSoundPitch.b))
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:IdleSoundCode()
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if self.HasIdleSounds == false then return end
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if CurTime() > self.NextIdleSoundT then
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if math.random(1, self.IdleSoundChance) == 1 then
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self.CurrentIdleSound = VJ_CreateSound(self, self.SoundTbl_Idle, self.IdleSoundLevel, math.random(self.IdleSoundPitch.a, self.IdleSoundPitch.b))
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end
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self.NextIdleSoundT = CurTime() + math.Rand(self.NextSoundTime_Idle.a ,self.NextSoundTime_Idle.b)
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end
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end
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--------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:OnCollideSoundCode()
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if self.HasOnCollideSounds == false then return end
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if math.random(1, self.OnCollideSoundChance) == 1 then
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self.CurrentDeathSound = VJ_CreateSound(self, self.SoundTbl_OnCollide, self.OnCollideSoundLevel, math.random(self.OnCollideSoundPitch.a, self.OnCollideSoundPitch.b))
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end
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end
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--------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:OnRemoveSoundCode()
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if self.HasOnRemoveSounds == false then return end
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if math.random(1, self.OnRemoveSoundChance) == 1 then
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self.CurrentDeathSound = VJ_CreateSound(self, self.SoundTbl_OnRemove, self.OnRemoveSoundLevel, math.random(self.OnRemoveSoundPitch.a, self.OnRemoveSoundPitch.b))
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end
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end |