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wnsrc/lua/entities/tfbow_arrow_stuck_clientside/shared.lua
lifestorm 6a58f406b1 Upload
2024-08-04 23:54:45 +03:00

228 lines
6.2 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) 2018-2020 TFA Base Devs
-- Permission is hereby granted, free of charge, to any person obtaining a copy
-- of this software and associated documentation files (the "Software"), to deal
-- in the Software without restriction, including without limitation the rights
-- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-- copies of the Software, and to permit persons to whom the Software is
-- furnished to do so, subject to the following conditions:
-- The above copyright notice and this permission notice shall be included in all
-- copies or substantial portions of the Software.
-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-- SOFTWARE.
ENT.Type = "anim"
ENT.PrintName = "Sawblade"
ENT.Author = ""
ENT.Contact = ""
ENT.Purpose = ""
ENT.Instructions = ""
ENT.DoNotDuplicate = true
ENT.DisableDuplicator = true
ENT.glitchthreshold = 24 --threshold distance from bone to reset pos
ENT.glitchthresholds = {}
ENT.glitchthresholds["ValveBiped.Bip01_Head1"] = 8
ENT.glitchthresholds["ValveBiped.Bip01_Head"] = 8
ENT.glitchthresholds["ValveBiped.Bip01_R_Hand"] = 1
ENT.glitchthresholds["ValveBiped.Bip01_L_Hand"] = 1
ENT.glitchthresholds["ValveBiped.Bip01_Spine2"] = 40
ENT.Hull = 1.5 --Expand hull to make it easier to grab
ENT.PredictCL = false
ENT.UseMod = false --Experimentally modify the parent's Use func
local cv_al = GetConVar("sv_tfa_arrow_lifetime")
local nzombies
local function GetBoneCenter(ent, bone)
local bonechildren = ent:GetChildBones(bone)
if #bonechildren <= 0 then
return ent:GetBonePosition(bone)
else
local bonepos = ent:GetBonePosition(bone)
local tmppos = bonepos
if tmppos then
for i = 1, #bonechildren do
local childpos = ent:GetBonePosition(bonechildren[i])
if childpos then
tmppos = (tmppos + childpos) / 2
end
end
else
return ent:GetPos()
end
return tmppos
end
end
function ENT:Initialize()
if nzombies == nil then
nzombies = nZombies or NZ or NZombies or engine.ActiveGamemode() == "nzombies"
end
local mdl = self:GetModel()
if not mdl or mdl == "" or mdl == "models/error.mdl" then
self:SetModel("models/weapons/w_tfa_arrow.mdl")
end
if SERVER then
local mins = (self:OBBMins() and self:OBBMins() or Vector(0, 0, 0)) - Vector(1, 1, 1)
local maxs = (self:OBBMaxs() and self:OBBMaxs() or Vector(0, 0, 0)) + Vector(1, 1, 1)
self:PhysicsInitBox(mins * self.Hull, maxs * self.Hull)
--self:PhysicsInit( SOLID_VPHYSICS )
--self:SetSolid( SOLID_VPHYSICS )
self:SetMoveType( MOVETYPE_VPHYSICS )
local phys = self:GetPhysicsObject()
if (phys:IsValid()) then
phys:Wake()
phys:SetMass(2)
phys:EnableGravity(false)
phys:EnableCollisions(false)
end
if self.SetUseType then
self:SetUseType(SIMPLE_USE)
end
if cv_al:GetInt() ~= -1 then
timer.Simple( cv_al:GetFloat(), function()
if IsValid(self) then
self:Remove()
end
end)
end
self:SetUseType( SIMPLE_USE )
end
if SERVER then
self:TargetEnt( true )
end
if CLIENT then
self:SetPredictable(false)
end
if (self:GetModel() and self:GetModel() == "") then
self:SetModel("models/weapons/w_tfa_arrow.mdl")
end
self:SetCollisionGroup(COLLISION_GROUP_WEAPON)
self:DrawShadow(true)
end
function ENT:TargetEnt( init )
if self.targent and IsValid(self.targent) then
if init then
local ent, bone, bonepos, bonerot
ent = self.targent
bone = self.targent:TranslatePhysBoneToBone(self.targphysbone)
self.targbone = bone
if not ent:GetBoneCount() or ent:GetBoneCount() <= 1 or string.find(ent:GetModel(), "door") then
bonepos = ent:GetPos()
bonerot = ent:GetAngles()
self.enthasbones = false
else
if ent.SetupBones then
ent:SetupBones()
end
bonepos, bonerot = ent:GetBonePosition(bone)
self.enthasbones = true
end
if self.enthasbones == true then
local gpos = self:GetPos()
local bonepos2 = GetBoneCenter(ent, bone)
local tmpgts = self.glitchthresholds[ent:LookupBone(bone)] or self.glitchthreshold
while gpos:Distance(bonepos2) > tmpgts do
self:SetPos((gpos + bonepos2) / 2)
gpos = (gpos + bonepos2) / 2
end
end
if not bonepos then
bonepos = ent:GetPos()
bonerot = ent:GetAngles()
end
self.posoff, self.angoff = WorldToLocal(self:GetPos(), self:GetAngles(), bonepos, bonerot)
end
self:FollowBone( self.targent, self.targbone or -1 )
self:SetOwner( self.targent )
self:SetLocalPos( self.posoff )
self:SetLocalAngles( self.angoff )
self.HTE = true
if SERVER and self.PredictCL then
timer.Simple(0.05,function()
if IsValid(self) then
net.Start("tfaArrowFollow")
net.WriteEntity( self )
net.WriteEntity( self.targent )
net.WriteInt( self.targbone, 8 )
net.WriteVector( self.posoff )
net.WriteAngle( self.angoff )
net.Broadcast()
end
end)
end
end
end
function ENT:Think()
if CLIENT and not self.PredictCL then return end
if IsValid(self.targent) and self.targent.Health and self.targent:Health() <= 0 and self.targent.GetRagdollEntity then
local rag = self.targent:GetRagdollEntity()
if IsValid(rag) then
self.targent = rag
self:TargetEnt( false )
end
end
local par = self:GetParent()
if IsValid(par) and self.UseMod and not par.HasUseMod then
par.HasUseMod = true
par.ArrowUseOld = par.ArrowUseOld or par.Use
par.Use = function( parent, ... )
for _,v in pairs( par:GetChildren() ) do
if v.Use then v:Use(...) end
end
parent:Use( ... )
end
par:SetUseType( SIMPLE_USE )
end
if SERVER and not self.HTE then
self:TargetEnt( true )
end
self:NextThink(CurTime())
return true
end