mirror of
https://github.com/lifestorm/wnsrc.git
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135 lines
6.4 KiB
Lua
135 lines
6.4 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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ENT.Type = "anim"
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ENT.Base = "obj_vj_projectile_base"
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ENT.PrintName = "Hornet"
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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 = "Projectiles"
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ENT.VJ_IsDetectableDanger = true
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if CLIENT then
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local Name = "Hornet"
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local LangName = "obj_vj_hlr1_hornet"
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language.Add(LangName, Name)
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killicon.Add(LangName,"HUD/killicons/default",Color(255,80,0,255))
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language.Add("#"..LangName, Name)
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killicon.Add("#"..LangName,"HUD/killicons/default",Color(255,80,0,255))
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end
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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if !SERVER then return end
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ENT.Model = {"models/vj_hlr/hl1/hornet.mdl"} -- The models it should spawn with | Picks a random one from the table
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//ENT.MoveType = MOVETYPE_FLY
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ENT.MoveCollideType = MOVECOLLIDE_FLY_SLIDE
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//ENT.SolidType = SOLID_BBOX
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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.DoesDirectDamage = true -- Should it do a direct damage when it hits something?
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ENT.DirectDamage = 5 -- How much damage should it do when it hits something
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ENT.DirectDamageType = DMG_SLASH -- Damage type
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ENT.CollideCodeWithoutRemoving = true -- If RemoveOnHit is set to false, you can still make the projectile deal damage, place a decal, etc.
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ENT.DecalTbl_DeathDecals = {"VJ_HLR_Blood_Yellow"}
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ENT.DecalTbl_OnCollideDecals = {"VJ_HLR_Blood_Yellow"} -- Decals that paint when the projectile collides with something | It picks a random one from this table
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ENT.SoundTbl_OnCollide = {"vj_hlr/hl1_npc/hornet/ag_hornethit1.wav","vj_hlr/hl1_npc/hornet/ag_hornethit2.wav","vj_hlr/hl1_npc/hornet/ag_hornethit3.wav"}
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ENT.IdleSoundPitch = VJ_Set(100, 100)
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local sdIdle = {"vj_hlr/hl1_npc/hornet/ag_buzz1.wav","vj_hlr/hl1_npc/hornet/ag_buzz2.wav","vj_hlr/hl1_npc/hornet/ag_buzz3.wav"}
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local sdCollideAlpha = {"vj_hlr/hla_npc/hornet/ag_buzz1.wav","vj_hlr/hla_npc/hornet/ag_buzz2.wav","vj_hlr/hla_npc/hornet/ag_buzz3.wav"}
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local defVec = Vector(0, 0, 0)
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local HORNET_TYPE_RED = 0
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local HORNET_TYPE_ORANGE = 1
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local HORNET_TYPE_ALPHA = 2
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-- Custom
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ENT.Track_Enemy = NULL
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ENT.Track_Position = defVec
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ENT.Hornet_Alpha = false
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ENT.Hornet_ChaseSpeed = 600
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ENT.Hornet_Type = HORNET_TYPE_RED
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomPhysicsObjectOnInitialize(phys)
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phys:Wake()
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phys:SetMass(1)
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phys:SetBuoyancyRatio(0)
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phys:EnableDrag(false)
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phys:EnableGravity(false)
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnInitializeBeforePhys()
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//self:PhysicsInitSphere(1, "metal_bouncy")
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//construct.SetPhysProp(self:GetOwner(), self, 0, self:GetPhysicsObject(), {GravityToggle = false, Material = "metal_bouncy"})
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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local colorRed = Color(179, 39, 14)
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local colorOrange = Color(255, 128, 0)
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--
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function ENT:CustomOnInitialize()
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timer.Simple(5, function() if IsValid(self) then self:Remove() end end)
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if self.Hornet_Alpha then
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self.SoundTbl_OnCollide = sdCollideAlpha
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self.Hornet_Type = HORNET_TYPE_ALPHA
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self.Hornet_ChaseSpeed = 400
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else
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self.SoundTbl_Idle = sdIdle
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self.Hornet_Type = math.random(1, 5) <= 2 and HORNET_TYPE_RED or HORNET_TYPE_ORANGE
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self.Hornet_ChaseSpeed = (self.Hornet_Type == HORNET_TYPE_RED and 600) or 800
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util.SpriteTrail(self, 0, (self.Hornet_Type == HORNET_TYPE_RED and colorRed) or colorOrange, true, 6, 0, 1.5, 1 / (6 * 0.5), "vj_hl/sprites/laserbeam.vmt")
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnThink()
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local phys = self:GetPhysicsObject()
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-- Homing Behavior
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if IsValid(self.Track_Enemy) then
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local pos = self.Track_Enemy:GetPos() + self.Track_Enemy:OBBCenter()
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if self:VisibleVec(pos) or self.Track_Position == defVec then
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self.Track_Position = pos
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end
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if IsValid(phys) then
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phys:SetVelocity(self:CalculateProjectile("Line", self:GetPos(), self.Track_Position + self.Track_Enemy:GetUp()*math.random(-50,50) + self.Track_Enemy:GetRight()*math.random(-50,50), self.Hornet_ChaseSpeed))
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self:SetAngles(self:GetVelocity():GetNormal():Angle())
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end
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-- Not tracking, go in straight line
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else
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if IsValid(phys) then
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phys:SetVelocity(self:CalculateProjectile("Line", self:GetPos(), self:GetPos() + self:GetForward()*math.random(-80, 80)+ self:GetRight()*math.random(-80, 80) + self:GetUp()*math.random(-80, 80), self.Hornet_ChaseSpeed / 2))
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self:SetAngles(self:GetVelocity():GetNormal():Angle())
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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:CustomOnPhysicsCollide(data, phys)
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local lastVel = math.max(data.OurOldVelocity:Length(), data.Speed) -- Get the last velocity and speed
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local newVel = phys:GetVelocity():GetNormal()
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lastVel = math.max(newVel:Length(), lastVel)
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phys:SetVelocity(newVel * lastVel * 0.3)
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self:SetAngles(self:GetVelocity():GetNormal():Angle())
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnDoDamage(data, phys, hitEnt)
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if data.HitEntity:IsNPC() or data.HitEntity:IsPlayer() then
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self:SetDeathVariablesTrue(data, phys)
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self:Remove()
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end
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end |