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

263 lines
8.3 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/
--]]
AddCSLuaFile()
ENT.Type = "anim"
ENT.Base = "base_entity"
ENT.PrintName = "Fire Particle"
ENT.Author = ""
ENT.Information = ""
ENT.Spawnable = false
ENT.AdminSpawnable = false
ENT.Model = "models/Items/AR2_Grenade.mdl"
ENT.FireTime = 30
ENT.CollisionGroup = COLLISION_GROUP_PROJECTILE
ENT.Armed = false
ENT.NextDamageTick = 0
ENT.NextStickTick = 0
ENT.Ticks = 0
ENT.ArcCW_Killable = false
function ENT:Initialize()
if SERVER then
self:SetModel( self.Model )
self:SetMoveType( MOVETYPE_VPHYSICS )
self:SetSolid( SOLID_VPHYSICS )
local maxs = Vector(1, 1, 1)
local mins = -maxs
self:PhysicsInitBox(mins, maxs)
self:DrawShadow( false )
local phys = self:GetPhysicsObject()
if phys:IsValid() then
phys:Wake()
phys:SetBuoyancyRatio(0)
end
self.SpawnTime = CurTime()
self:Detonate()
self.FireTime = math.Rand(self.FireTime - 1, self.FireTime + 1)
end
end
local fired = {
"sprites/flamelet1",
"sprites/flamelet2",
"sprites/flamelet3",
"sprites/flamelet4",
"sprites/flamelet5",
}
local function GetFireParticle()
return fired[math.random(#fired)]
end
function ENT:Think()
if !self.SpawnTime then self.SpawnTime = CurTime() end
if CLIENT then
local emitter = ParticleEmitter(self:GetPos())
if !self:IsValid() or self:WaterLevel() > 2 then return end
if !IsValid(emitter) then return end
if math.random(1, 100) < 10 then
local fire = emitter:Add(GetFireParticle(), self:GetPos() + (VectorRand() * 16))
fire:SetVelocity( VectorRand() * 500 * VectorRand() )
fire:SetGravity( Vector(0, 0, 100) )
fire:SetDieTime( math.Rand(0.5, 0.75) )
fire:SetStartAlpha( 255 )
fire:SetEndAlpha( 0 )
fire:SetStartSize( 15 )
fire:SetEndSize( 100 )
fire:SetRoll( math.Rand(-180, 180) )
fire:SetRollDelta( math.Rand(-0.2,0.2) )
fire:SetColor( 255, 255, 255 )
fire:SetAirResistance( 150 )
fire:SetPos( self:GetPos() )
fire:SetLighting( false )
fire:SetCollide(true)
fire:SetBounce(0.75)
fire:SetNextThink( CurTime() + FrameTime() )
fire:SetThinkFunction( function(pa)
if !pa then return end
local col1 = Color(255, 255, 175)
local col2 = Color(0, 0, 0)
local col3 = col1
local d = pa:GetLifeTime() / pa:GetDieTime()
col3.r = Lerp(d, col1.r, col2.r)
col3.g = Lerp(d, col1.g, col2.g)
col3.b = Lerp(d, col1.b, col2.b)
pa:SetColor(col3.r, col3.g, col3.b)
pa:SetNextThink( CurTime() + FrameTime() )
end )
end
if math.random(1, 100) < 15 then
local fire = emitter:Add("particles/smokey", self:GetPos())
fire:SetVelocity( VectorRand() * 100 )
fire:SetGravity( Vector(0, 0, 1000) )
fire:SetDieTime( math.Rand(0.5, 2) )
fire:SetStartAlpha( 200 )
fire:SetEndAlpha( 0 )
fire:SetStartSize( 10 )
fire:SetEndSize( 128 )
fire:SetRoll( math.Rand(-180, 180) )
fire:SetRollDelta( math.Rand(-0.2,0.2) )
fire:SetColor( 255, 255, 255 )
fire:SetAirResistance( 150 )
fire:SetPos( self:GetPos() )
fire:SetLighting( false )
fire:SetCollide(true)
fire:SetBounce(0.75)
fire:SetNextThink( CurTime() + FrameTime() )
fire:SetThinkFunction( function(pa)
if !pa then return end
local col1 = Color(150, 75, 0)
local col2 = Color(50, 50, 50)
local col3 = col1
local d = pa:GetLifeTime() / pa:GetDieTime()
col3.r = Lerp(d, col1.r, col2.r)
col3.g = Lerp(d, col1.g, col2.g)
col3.b = Lerp(d, col1.b, col2.b)
pa:SetColor(col3.r, col3.g, col3.b)
pa:SetNextThink( CurTime() + FrameTime() )
end )
end
emitter:Finish()
self.Ticks = self.Ticks + 1
else
if self.NextDamageTick > CurTime() then return end
if self.Stuck and (!IsValid(self:GetParent()) or (self:GetParent():IsPlayer() and !self:GetParent():Alive())) then
self:SetParent(NULL)
self:SetMoveType( MOVETYPE_VPHYSICS )
self:SetSolid( SOLID_VPHYSICS )
self.Stuck = false
local maxs = Vector(1, 1, 1)
local mins = -maxs
self:PhysicsInitBox(mins, maxs)
local phys = self:GetPhysicsObject()
if phys:IsValid() then
phys:Wake()
end
return
end
local dmg = DamageInfo()
dmg:SetDamageType(DMG_BURN)
dmg:SetDamage(math.random() * 2 + 1)
dmg:SetInflictor(self)
dmg:SetAttacker(self:GetOwner())
if self:WaterLevel() > 2 then
if math.random() <= 0.075 then self:Remove() return end
dmg:SetDamage(1)
end
util.BlastDamageInfo(dmg, self:GetPos(), 150)
self.NextDamageTick = CurTime() + 0.15
if !self.Stuck and self.NextStickTick < CurTime() then
self.NextStickTick = CurTime() + 0.5
if math.random() <= 0.25 then
for _, e in pairs(ents.FindInSphere(self:GetPos(), 96)) do
if e:IsNPC() or e:IsNextBot() or e:IsVehicle() or (e:IsPlayer() and e:Alive()) or (simfphys and simfphys.IsCar(e)) then
self.Stuck = true
timer.Simple(0, function()
-- we commit a mild amount of war crimes
self:SetSolid(SOLID_NONE)
self:SetMoveType(MOVETYPE_NONE)
self:SetParent(e)
local min, max = e:WorldSpaceAABB()
self:SetPos(min + (max - min) * math.random())
end)
break
end
end
end
end
if self.SpawnTime + self.FireTime <= CurTime() then self:Remove() return end
end
end
function ENT:OnRemove()
if !self.FireSound then return end
self.FireSound:Stop()
end
function ENT:Detonate()
if !self:IsValid() then return end
self.Armed = true
if self.Order and self.Order != 1 then return end
self.FireSound = CreateSound(self, "arccw_go/molotov/fire_loop_1.wav")
self.FireSound:Play()
self.FireSound:ChangePitch(80, self.FireTime)
timer.Simple(self.FireTime - 1, function()
if !IsValid(self) then return end
self.FireSound:ChangeVolume(0, 1)
end)
timer.Simple(self.FireTime, function()
if !IsValid(self) then return end
self:Remove()
end)
end
function ENT:PhysicsCollide(data, physobj)
if self.Stuck then return end
local tgt = data.HitEntity
if !tgt:IsWorld() then
timer.Simple(0, function()
-- we commit a mild amount of war crimes
self:SetSolid(SOLID_NONE)
self:SetMoveType(MOVETYPE_NONE)
self:SetParent(tgt)
end)
self.Stuck = true
else
timer.Simple(0, function()
-- we commit a mild amount of war crimes
self:SetSolid(SOLID_NONE)
self:SetMoveType(MOVETYPE_NONE)
end)
end
end
function ENT:Draw()
-- cam.Start3D() -- Start the 3D function so we can draw onto the screen.
-- render.SetMaterial( GetFireParticle() ) -- Tell render what material we want, in this case the flash from the gravgun
-- render.DrawSprite( self:GetPos(), math.random(200, 250), math.random(200, 250), Color(255, 255, 255) ) -- Draw the sprite in the middle of the map, at 16x16 in it's original colour with full alpha.
-- cam.End3D()
end