mirror of
https://github.com/lifestorm/wnsrc.git
synced 2025-12-16 21:33:46 +03:00
605 lines
14 KiB
Lua
605 lines
14 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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AddCSLuaFile()
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ENT.Type = "anim"
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ENT.Base = "base_gmodentity"
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ENT.PrintName = "Gunship"
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ENT.Category = "Airwatch 2"
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ENT.Spawnable = true
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ENT.AdminOnly = true
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ENT.AutomaticFrameAdvance = true
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ENT.firstPersonOffset = Vector(100, 0, -50)
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ENT.thirdPersonOffset = Vector(-600, 0, 0)
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ENT.baseAttach = 1
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ENT.pitchIndex = 0
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ENT.yawIndex = 1
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ENT.accuracy = 0.01
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ENT.damage = 25
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ENT.delay = 0.05
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util.PrecacheSound("NPC_CombineGunship.RotorSound")
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util.PrecacheSound("NPC_CombineGunship.ExhaustSound")
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util.PrecacheSound("NPC_CombineGunship.RotorBlastSound")
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util.PrecacheSound("NPC_CombineGunship.CannonSound")
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util.PrecacheSound("NPC_CombineGunship.CannonStopSound")
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function ENT:SpawnFunction(ply, tr, className)
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if not tr.Hit then
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return
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end
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local spawnPos = tr.HitPos + tr.HitNormal * 120
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local ent = ents.Create(className)
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ent:Spawn()
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ent:Activate()
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ent:SetPos(spawnPos)
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ent.Owner = ply
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return ent
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end
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function ENT:SetupDataTables()
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self:NetworkVar("Entity", 0, "GunOperator")
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self:NetworkVar("Int", 0, "SpeedMult")
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end
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function ENT:Think()
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local phys = self:GetPhysicsObject()
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if phys:IsValid() then
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phys:Wake()
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end
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if SERVER then
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self:aimGun()
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self:weaponThink()
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local ply = self.driver
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if ply and ply:IsValid() or self.healthStatus == AW2_CRASHING or GetConVar("aw2_alwayson"):GetBool() then
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if not self.isActive then
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self:enableEffects()
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self.isActive = true
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end
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else
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if self.isActive then
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self:disableEffects()
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self.isActive = false
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end
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end
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end
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self:NextThink(CurTime())
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return true
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end
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function ENT:hasLOS()
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local ply = self:GetGunOperator()
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if ply and ply:IsValid() then
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local hitpos = self:getHitpos(ply)
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local barrel = self:GetAttachment(self.baseAttach)
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local dot = barrel.Ang:Forward():Dot((hitpos - barrel.Pos):GetNormalized())
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if dot >= 0.95 then
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return true
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end
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end
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return false
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end
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function ENT:getViewData(ply)
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if not ply:IsValid() then
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return
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end
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local eyeAng = ply:EyeAngles()
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-- Hours wasted on trying to find what the issue was: 4.5
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-- Hours wasted on trying to fix the issue before finding out the fix was the issue: Too many
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if SERVER then
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eyeAng = self:WorldToLocalAngles(eyeAng) -- Note to self: NEVER subtract angles when you can WorldToLocal/LocalToWorld
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end
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local thirdperson = ply:GetVehicle():GetThirdPersonMode()
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local pos, ang
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if thirdperson then
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local trace = util.TraceLine({
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start = self:GetPos(),
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endpos = self:GetPos() + eyeAng:Up() * self.thirdPersonOffset.z + eyeAng:Forward() * self.thirdPersonOffset.x,
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filter = {self},
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mask = MASK_SOLID_BRUSHONLY
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})
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pos = trace.HitPos + trace.HitNormal * 5
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ang = eyeAng
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else
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local entAng = self:GetAngles()
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entAng.p = 0
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entAng.r = 0
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local offset = self.firstPersonOffset
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pos = self:LocalToWorld(offset)
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ang = eyeAng
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end
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return pos, ang
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end
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function ENT:getHitpos(ply)
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local pos, ang = self:getViewData(ply)
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return util.QuickTrace(pos, ang:Forward() * 10000, {self}).HitPos
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end
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function ENT:CanPhysgun(ply)
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if ply and ply:IsValid() then
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return ply:IsAdmin()
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end
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return false
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end
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if SERVER then
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function ENT:Initialize()
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self:SetModel("models/gunship.mdl")
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self:ResetSequence("idle")
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self:PhysicsInit(SOLID_VPHYSICS)
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self:SetMoveType(MOVETYPE_VPHYSICS)
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self:SetSolid(SOLID_VPHYSICS)
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self:SetUseType(SIMPLE_USE)
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local phys = self:GetPhysicsObject()
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if phys:IsValid() then
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phys:SetMass(500000)
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end
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self.seatDriver = ents.Create("prop_vehicle_prisoner_pod")
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self.seatDriver:SetModel("models/props_lab/cactus.mdl")
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self.seatDriver:SetPos(self:GetPos())
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self.seatDriver:SetAngles(self:GetAngles())
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self.seatDriver:SetSolid(SOLID_NONE)
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self.seatDriver:SetKeyValue("limitview", 0, 0)
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self.seatDriver:SetNoDraw(true)
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self.seatDriver:Spawn()
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self.seatDriver:SetParent(self)
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self.seatDriver:SetNotSolid(true)
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self:DeleteOnRemove(self.seatDriver)
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self.seatDriver.aw2Ent = self
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self:StartMotionController()
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self:SetPlaybackRate(0)
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self:SetMaxHealth(GetConVar("aw2_gunship_health"):GetInt())
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self:SetHealth(self:GetMaxHealth())
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self.healthStatus = AW2_HEALTHY
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self.lastPercentage = 100
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self.driver = nil
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self.storedPos = Vector(0, 0, 0)
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self.storedVel = Vector(0, 0, 0)
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self.storedPitch = 0
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self.storedYaw = 0
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self.isActive = false
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self.isFiring = false
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self.nextShot = 0
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self.nextPing = 0
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self:SetSpeedMult(GetConVar("aw2_gunship_speedmult"):GetInt())
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end
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function ENT:Use(ply)
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if not self.driver then
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ply:EnterVehicle(self.seatDriver)
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ply:SetNoDraw(true)
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self.driver = ply
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self:SetGunOperator(ply)
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ply.aw2Ent = self
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net.Start("aw2Enter")
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net.WriteEntity(self)
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net.Send(ply)
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end
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end
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function ENT:OnRemove()
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self:StopSound("NPC_CombineGunship.RotorSound")
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self:StopSound("NPC_CombineGunship.ExhaustSound")
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self:StopSound("NPC_CombineGunship.RotorBlastSound")
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self:StopSound("NPC_CombineGunship.CannonSound")
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self:StopSound("NPC_CombineGunship.DyingSound")
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end
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function ENT:enableEffects()
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self:SetPlaybackRate(1)
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self:ResetSequence("prop_turn")
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self.wash = ents.Create("env_rotorwash_emitter")
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self.wash:SetPos(self:GetPos())
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self.wash:SetAngles(self:GetAngles())
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self.wash:SetParent(self)
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self.wash:Spawn()
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self:EmitSound("NPC_CombineGunship.RotorSound")
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self:EmitSound("NPC_CombineGunship.ExhaustSound")
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self:EmitSound("NPC_CombineGunship.RotorBlastSound")
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end
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function ENT:disableEffects()
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self:SetPlaybackRate(0)
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self:ResetSequence("idle")
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if self.wash and self.wash:IsValid() then
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self.wash:Remove()
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end
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self:StopSound("NPC_CombineGunship.RotorSound")
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self:StopSound("NPC_CombineGunship.ExhaustSound")
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self:StopSound("NPC_CombineGunship.RotorBlastSound")
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end
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function ENT:weaponThink()
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if self.healthStatus ~= AW2_HEALTHY then
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return
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end
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local ply = self:GetGunOperator()
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if not ply or not ply:IsValid() then
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return
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end
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local fire = ply:KeyDown(IN_ATTACK) and not ply:KeyDown(IN_RELOAD) and self:hasLOS()
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if fire then
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if self.nextShot <= CurTime() then
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self.nextShot = CurTime() + self.delay
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local bullet = {}
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bullet.Num = 1
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bullet.Src = self:GetAttachment(self.baseAttach).Pos
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bullet.Dir = (self:getHitpos(ply) - self:GetAttachment(self.baseAttach).Pos):GetNormalized():Angle():Forward()
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bullet.Spread = Vector(self.accuracy, self.accuracy, 0)
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bullet.Tracer = 1
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bullet.TracerName = "HelicopterTracer"
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bullet.Force = 20
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bullet.Damage = self.damage
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bullet.Attacker = ply
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bullet.Callback = function(attacker, trace, dmginfo)
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if not trace.HitPos or not trace.HitNormal then
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return
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end
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dmginfo:SetDamageType(DMG_AIRBOAT)
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local e = EffectData()
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e:SetOrigin(trace.HitPos)
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e:SetNormal(trace.HitNormal)
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util.Effect("AR2Impact", e)
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end
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self:FireBullets(bullet)
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if not self.isFiring then
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self:EmitSound("NPC_CombineGunship.CannonSound")
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self.isFiring = true
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end
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end
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elseif self.isFiring then
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self:StopSound("NPC_CombineGunship.CannonSound")
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self:EmitSound("NPC_CombineGunship.CannonStopSound")
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self.isFiring = false
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end
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end
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function ENT:keyPress(ply, key)
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if key == IN_ATTACK2 and self.nextPing <= CurTime() then
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self:EmitSound("NPC_CombineGunship.SeeEnemy")
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self.nextPing = CurTime() + 4
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end
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end
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function ENT:aimGun()
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local ply = self:GetGunOperator()
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local pitch = 0
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local yaw = 0
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if ply and ply:IsValid() then
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-- Thanks wiremod
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local rad2deg = 180 / math.pi
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local pos, _ = WorldToLocal(self:getHitpos(ply), self:GetAngles(), self:GetAttachment(self.baseAttach).Pos, self:GetAngles())
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local len = pos:Length()
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if len < 0.0000001000000 then
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pitch = 0
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else
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pitch = rad2deg * math.asin(pos.z / len)
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end
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yaw = rad2deg * math.atan2(pos.y, pos.x)
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end
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local pitchMin, pitchMax = self:GetPoseParameterRange(self.pitchIndex)
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local yawMin, yawMax = self:GetPoseParameterRange(self.yawIndex)
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pitch = math.Clamp(pitch, pitchMin, pitchMax)
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yaw = math.Clamp(yaw, yawMin, yawMax)
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self:SetPoseParameter("flex_vert", -pitch)
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self:SetPoseParameter("flex_horz", yaw)
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end
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function ENT:ejectPlayer(ply, vehicle)
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ply:SetNoDraw(false)
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ply.aw2Ent = nil
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net.Start("aw2Eject")
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net.Send(ply)
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if self.driver == ply then
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self.driver = nil
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self:SetGunOperator(nil)
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end
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ply:SetVelocity(self:GetVelocity())
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end
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function ENT:OnTakeDamage(dmgInfo)
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local ply = self.driver
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if not ply or not ply:IsValid() then
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return
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end
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if self.healthStatus ~= AW2_HEALTHY then
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return
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end
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if GetConVar("aw2_gunship_rocketonly"):GetBool() and not dmgInfo:IsDamageType(DMG_BLAST) and not dmgInfo:IsDamageType(DMG_AIRBOAT) then
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return
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end
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local health = self:Health()
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if health <= 0 then
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return
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end
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self:SetHealth(health - dmgInfo:GetDamage())
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health = self:Health()
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local percentage = (health / self:GetMaxHealth()) * 100
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local doSound = ""
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if percentage <= 75 and self.lastPercentage > 75 then
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doSound = "NPC_CombineGunship.Pain"
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elseif percentage <= 50 and self.lastPercentage > 50 then
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doSound = "NPC_CombineGunship.Pain"
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elseif percentage <= 25 and self.lastPercentage > 25 then
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doSound = "NPC_CombineGunship.Pain"
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elseif percentage <= 15 and self.lastPercentage > 15 then
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doSound = "NPC_CombineGunship.Pain"
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end
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if health <= 0 then
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self.healthStatus = AW2_CRASHING
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self.crashAng = self:GetAngles()
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self:StopSound("NPC_CombineGunship.RotorSound")
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self:StopSound("NPC_CombineGunship.ExhaustSound")
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self:StopSound("NPC_CombineGunship.RotorBlastSound")
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self:EmitSound("NPC_CombineGunship.DyingSound")
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end
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if #doSound > 0 then
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local attachment = math.random(2, 5)
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local explosion = ents.Create("env_explosion")
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explosion:SetPos(self:GetAttachment(attachment).Pos)
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explosion:SetKeyValue("iMagnitude", 100)
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explosion:SetKeyValue("iRadiusOverride", 128)
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explosion:SetKeyValue("spawnflags", 1)
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explosion:SetParent(self)
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explosion:Spawn()
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explosion:Activate()
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explosion:Fire("explode")
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self:EmitSound(doSound)
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end
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self.lastPercentage = percentage
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end
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function ENT:PhysicsCollide(colData, phys)
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if self.healthStatus == AW2_CRASHING then
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self:StopSound("NPC_CombineGunship.DyingSound")
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self:EmitSound("NPC_CombineGunship.Explode")
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local effect = ents.Create("env_ar2explosion")
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effect:SetPos(colData.HitPos)
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effect:Spawn()
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effect:Activate()
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effect:Fire("explode")
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local ragdoll = ents.Create("prop_ragdoll")
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ragdoll:SetModel(self:GetModel())
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ragdoll:SetPos(self:GetPos())
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ragdoll:SetAngles(self:GetAngles())
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ragdoll:Spawn()
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ragdoll:Activate()
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ragdoll:GetPhysicsObject():SetVelocity(colData.OurOldVelocity)
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ragdoll:SetCollisionGroup(COLLISION_GROUP_WEAPON)
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self:Remove()
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end
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end
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function ENT:PhysicsSimulate(phys, delta)
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local vel = phys:GetVelocity()
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local desiredPitch = -(self.storedVel:Dot(self:GetForward()) - vel:Dot(self:GetForward())) * 3
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local desiredRoll = -(self.storedVel:Dot(self:GetRight()) - vel:Dot(self:GetRight())) * 3
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if self.isActive then
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local accel = self:GetPoseParameter("fin_accel")
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accel = math.Approach(accel, math.Remap(desiredPitch, -60, 60, -1, 1), delta)
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self:SetPoseParameter("fin_accel", accel)
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self:SetPoseParameter("antenna_accel", accel)
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local sway = self:GetPoseParameter("fin_sway")
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sway = math.Approach(sway, math.Remap(desiredRoll, -60, 60, -1, 1), delta)
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self:SetPoseParameter("fin_sway", sway)
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self:SetPoseParameter("antenna_sway", sway)
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else
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self:SetPoseParameter("fin_accel", -1)
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self:SetPoseParameter("fin_sway", 0)
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self:SetPoseParameter("antenna_accel", 1)
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self:SetPoseParameter("antenna_sway", 0)
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end
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local pLerp = 1 - math.sin(delta * math.pi * 0.5)
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desiredPitch = Lerp(pLerp * delta + delta, self.storedPitch, desiredPitch)
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self.storedPitch = desiredPitch
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self.storedVel = vel
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local desiredPos = self:GetPos()
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local desiredYaw = self:GetAngles().y
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local ply = self.driver
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if ply and ply:IsValid() then
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local addPos = Vector(0, 0, 0)
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if ply:KeyDown(IN_FORWARD) then
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addPos.x = 0.7
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elseif ply:KeyDown(IN_BACK) then
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addPos.x = -0.7
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end
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if ply:KeyDown(IN_MOVELEFT) then
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addPos.y = 0.7
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elseif ply:KeyDown(IN_MOVERIGHT) then
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addPos.y = -0.7
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end
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if ply:KeyDown(IN_JUMP) then
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addPos.z = 0.3
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elseif ply:KeyDown(IN_SPEED) then
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addPos.z = -0.3
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end
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local ang = self:GetAngles()
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ang.r = 0
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ang.p = 0
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desiredYaw = self:WorldToLocalAngles(ply:EyeAngles()).y
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if ply:KeyDown(IN_WALK) then
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addPos:Rotate(Angle(0, self.storedYaw, 0))
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else
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addPos:Rotate(Angle(0, desiredYaw, 0))
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self.storedYaw = desiredYaw
|
|
end
|
|
|
|
local mult = self:GetSpeedMult()
|
|
|
|
addPos:Mul(mult)
|
|
|
|
local dist = math.Clamp(self.storedPos:Distance(addPos), 0, mult)
|
|
local time = math.Remap(dist, 0, mult, 0, 1)
|
|
|
|
local lerp = 1 - math.sin(time * math.pi * 0.5)
|
|
|
|
addPos = LerpVector(lerp * delta + (delta * 0.4), self.storedPos, addPos)
|
|
|
|
self.storedPos = addPos
|
|
|
|
desiredPos = desiredPos + addPos
|
|
end
|
|
|
|
local randPos = Vector(math.sin(math.cos(CurTime())) * 10, math.sin(math.sin(CurTime())) * 10, 0)
|
|
randPos:Rotate(self:GetAngles())
|
|
|
|
desiredPos = desiredPos + randPos
|
|
|
|
if self.healthStatus == AW2_CRASHING then
|
|
local vec = Vector(300, 0, 0)
|
|
vec:Rotate(self.crashAng)
|
|
vec.z = -400
|
|
|
|
desiredPos = desiredPos + vec
|
|
end
|
|
|
|
local move = {}
|
|
move.secondstoarrive = 0.5
|
|
move.pos = desiredPos
|
|
move.angle = Angle(desiredPitch, desiredYaw, desiredRoll)
|
|
move.maxangular = 12000
|
|
move.maxangulardamp = 10000
|
|
move.maxspeed = 12000
|
|
move.maxspeeddamp = 10000
|
|
move.dampfactor = 0.8
|
|
move.teleportdistance = 0
|
|
move.deltatime = delta
|
|
|
|
if ply and ply:IsValid() or self.healthStatus == AW2_CRASHING or GetConVar("aw2_alwayson"):GetBool() then
|
|
phys:ComputeShadowControl(move)
|
|
else
|
|
self.storedPos = Vector(0, 0, 0)
|
|
end
|
|
end
|
|
end |