mirror of
https://github.com/lifestorm/wnsrc.git
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110 lines
5.1 KiB
Lua
110 lines
5.1 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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/*--------------------------------------------------
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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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AddCSLuaFile()
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if (!file.Exists("autorun/vj_base_autorun.lua","LUA")) then return end
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ENT.Type = "anim"
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ENT.Base = "obj_vj_projectile_base"
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ENT.PrintName = "Xen Grenade"
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ENT.Author = "DrVrej"
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ENT.Contact = "http://steamcommunity.com/groups/vrejgaming"
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ENT.Information = "Projectiles for my addons"
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ENT.Category = "Half-Life: Alyx"
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ENT.Spawnable = true
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ENT.AdminOnly = false
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ENT.VJ_IsDetectableGrenade = true
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ENT.VJ_IsPickupableDanger = true
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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if !SERVER then return end
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ENT.Model = {"models/weapons/w_vr_xen_grenade.mdl"} -- The models it should spawn with | Picks a random one from the table
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ENT.MoveCollideType = nil
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ENT.CollisionGroupType = nil
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ENT.SolidType = SOLID_VPHYSICS
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ENT.RemoveOnHit = false -- Should it remove itself when it touches something? | It will run the hit sound, place a decal, etc.
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ENT.DoesRadiusDamage = true -- 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.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
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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.RadiusDamageType = DMG_BLAST -- Damage type
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ENT.RadiusDamageForce = 90 -- Put the force amount it should apply | false = Don't apply any force
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ENT.DecalTbl_DeathDecals = {"Scorch"}
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ENT.SoundTbl_Startup = {"world/infestation/xen_grenade_blip.wav"}
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ENT.SoundTbl_OnRemove = {"world/infestation/xen_grenade_explode_01.mp3"}
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-- Custom
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ENT.FussTime = 3.4
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ENT.TimeSinceSpawn = 0
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomPhysicsObjectOnInitialize(phys)
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phys:Wake()
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phys:EnableGravity(true)
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phys:SetBuoyancyRatio(0)
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnInitialize()
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//if self:GetOwner():IsValid() && (self:GetOwner().GrenadeAttackFussTime) then
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//timer.Simple(self:GetOwner().GrenadeAttackFussTime,function() if IsValid(self) then self:DeathEffects() end end) else
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timer.Simple(self.FussTime,function() if IsValid(self) then self:DeathEffects() end end)
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//end
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self:SetSkin(1)
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ParticleEffectAttach("grenade_xen_b",PATTACH_POINT_FOLLOW,self,1)
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util.SpriteTrail(self,0,Color(0,255,191,255),false,15,10,0.5,1 / ( 20 + 20 ) * 0.5,"particle/beam_hotwhite.vmt")
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnThink()
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self.TimeSinceSpawn = self.TimeSinceSpawn + 0.2
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnTakeDamage(dmginfo)
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if IsValid(self:GetPhysicsObject()) then
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self:GetPhysicsObject():AddVelocity(dmginfo:GetDamageForce() * 0.1)
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnPhysicsCollide(data, phys)
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local getVel = phys:GetVelocity()
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local curVelSpeed = getVel:Length()
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//print(curVelSpeed)
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if curVelSpeed > 500 then -- Or else it will go flying!
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phys:SetVelocity(getVel * 0.25)
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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local defAngle = Angle(0, 0, 0)
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local vecZ4 = Vector(0, 0, 4)
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local vezZ100 = Vector(0, 0, 100)
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--
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function ENT:DeathEffects()
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local selfPos = self:GetPos()
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ParticleEffect("explosion_xen_grenade_1", selfPos, self:GetAngles()) -- +Vector(0,0,25)
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self:SetLocalPos(selfPos + vecZ4) -- Because the entity is too close to the ground
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local tr = util.TraceLine({
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start = self:GetPos(),
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endpos = self:GetPos() - vezZ100,
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filter = self
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})
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util.Decal(VJ_PICK(self.DecalTbl_DeathDecals), tr.HitPos + tr.HitNormal, tr.HitPos - tr.HitNormal)
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self:DoDamageCode()
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self:SetDeathVariablesTrue(nil, nil, false)
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self:Remove()
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end |