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

126 lines
5.1 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/
--]]
if (!file.Exists("autorun/vj_base_autorun.lua","LUA")) then return end
AddCSLuaFile("shared.lua")
include("shared.lua")
/*--------------------------------------------------
*** Copyright (c) 2012-2023 by DrVrej, All rights reserved. ***
No parts of this code or any of its contents may be reproduced, copied, modified or adapted,
without the prior written consent of the author, unless otherwise indicated for stand-alone materials.
--------------------------------------------------*/
ENT.BloodType = "Red" -- Uses the same values as a VJ NPC
ENT.Collide_Decal = "Default"
ENT.Collide_DecalChance = 3
ENT.CollideSound = "Default" -- Make it a table to use custom sounds!
ENT.CollideSoundLevel = 60
ENT.CollideSoundPitch = VJ_Set(90, 100)
ENT.IsStinky = false -- Is this a disgusting stinky gib??
ENT.NextStinkyTime = 0
local stinkyMatTypes = {alienflesh=true, antlion=true, armorflesh=true, bloodyflesh=true, flesh=true, zombieflesh=true, player=true}
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:Initialize()
self:PhysicsInit(MOVETYPE_VPHYSICS)
self:SetMoveType(MOVETYPE_VPHYSICS) -- Use MOVETYPE_NONE for testing, makes the entity freeze!
self:SetSolid(MOVETYPE_VPHYSICS)
if GetConVar("vj_npc_gibcollidable"):GetInt() == 0 then self:SetCollisionGroup(1) end
-- Physics Functions
local physObj = self:GetPhysicsObject()
if IsValid(physObj) then
physObj:Wake()
-- Stinky system
if stinkyMatTypes[physObj:GetMaterial()] then
self.IsStinky = true
end
end
local hp = self:OBBMaxs():Distance(self:OBBMins())
self:SetMaxHealth(hp)
self:SetHealth(hp)
-- Setup
self:InitialSetup()
-- Used to correct the blood data (Ex: Eating system uses this!)
local bloodData = self.BloodData
if bloodData then
bloodData.Decal = self.Collide_Decal
else
self.BloodData = {Decal = self.Collide_Decal}
end
if GetConVar("vj_npc_sd_gibbing"):GetInt() == 1 then self.CollideSound = "" end
if GetConVar("vj_npc_novfx_gibdeath"):GetInt() == 1 then self.Collide_Decal = "" end
end
---------------------------------------------------------------------------------------------------------------------------------------------
local defCollideSds = {"physics/flesh/flesh_squishy_impact_hard1.wav","physics/flesh/flesh_squishy_impact_hard2.wav","physics/flesh/flesh_squishy_impact_hard3.wav","physics/flesh/flesh_squishy_impact_hard4.wav"}
--
function ENT:InitialSetup()
if self.CollideSound == "Default" then
self.CollideSound = defCollideSds
end
if self.Collide_Decal == "Default" then
local bloodType = self.BloodType
if bloodType == "Red" then
self.Collide_Decal = "VJ_Blood_Red"
elseif bloodType == "Yellow" then
self.Collide_Decal = "VJ_Blood_Yellow"
elseif bloodType == "Green" then
self.Collide_Decal = "VJ_Blood_Green"
elseif bloodType == "Orange" then
self.Collide_Decal = "VJ_Blood_Orange"
elseif bloodType == "Blue" then
self.Collide_Decal = "VJ_Blood_Blue"
elseif bloodType == "Purple" then
self.Collide_Decal = "VJ_Blood_Purple"
elseif bloodType == "White" then
self.Collide_Decal = "VJ_Blood_White"
elseif bloodType == "Oil" then
self.Collide_Decal = "VJ_Blood_Oil"
end
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:Think()
-- Stinky gib! yuck!
if self.IsStinky && self.NextStinkyTime < CurTime() then
sound.EmitHint(SOUND_CARCASS, self:GetPos(), 400, 0.15, self) // SOUND_MEAT = Do NOT use this because we would need to call "GetLoudestSoundHint" twice for each sound type!
self.NextStinkyTime = CurTime() + 2
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:PhysicsCollide(data, phys)
-- Effects
local velSpeed = phys:GetVelocity():Length()
local randCollideSd = VJ_PICK(self.CollideSound)
if randCollideSd != false && velSpeed > 18 then
self:EmitSound(randCollideSd, self.CollideSoundLevel, math.random(self.CollideSoundPitch.a, self.CollideSoundPitch.b))
end
if self.Collide_Decal != "" && velSpeed > 18 && !data.Entity && math.random(1, self.Collide_DecalChance) == 1 then
self:SetLocalPos(Vector(self:GetPos().x, self:GetPos().y, self:GetPos().z + 4)) -- Because the entity is too close to the ground
local tr = util.TraceLine({
start = self:GetPos(),
endpos = self:GetPos() - (data.HitNormal*-30),
filter = self
})
util.Decal(self.Collide_Decal, tr.HitPos + tr.HitNormal, tr.HitPos - tr.HitNormal)
//util.Decal(self.Collide_Decal,start,endpos)
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:OnTakeDamage(dmginfo)
self:GetPhysicsObject():AddVelocity(dmginfo:GetDamageForce() * 0.1)
end