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wnsrc/lua/entities/obj_vj_hlr1_hornet.lua
lifestorm 94063e4369 Upload
2024-08-04 22:55:00 +03:00

135 lines
6.4 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/
--]]
/*--------------------------------------------------
*** 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.
--------------------------------------------------*/
AddCSLuaFile()
ENT.Type = "anim"
ENT.Base = "obj_vj_projectile_base"
ENT.PrintName = "Hornet"
ENT.Author = "DrVrej"
ENT.Contact = "http://steamcommunity.com/groups/vrejgaming"
ENT.Information = "Projectiles for my addons"
ENT.Category = "Projectiles"
ENT.VJ_IsDetectableDanger = true
if CLIENT then
local Name = "Hornet"
local LangName = "obj_vj_hlr1_hornet"
language.Add(LangName, Name)
killicon.Add(LangName,"HUD/killicons/default",Color(255,80,0,255))
language.Add("#"..LangName, Name)
killicon.Add("#"..LangName,"HUD/killicons/default",Color(255,80,0,255))
end
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
if !SERVER then return end
ENT.Model = {"models/vj_hlr/hl1/hornet.mdl"} -- The models it should spawn with | Picks a random one from the table
//ENT.MoveType = MOVETYPE_FLY
ENT.MoveCollideType = MOVECOLLIDE_FLY_SLIDE
//ENT.SolidType = SOLID_BBOX
ENT.RemoveOnHit = false -- Should it remove itself when it touches something? | It will run the hit sound, place a decal, etc.
ENT.DoesDirectDamage = true -- Should it do a direct damage when it hits something?
ENT.DirectDamage = 5 -- How much damage should it do when it hits something
ENT.DirectDamageType = DMG_SLASH -- Damage type
ENT.CollideCodeWithoutRemoving = true -- If RemoveOnHit is set to false, you can still make the projectile deal damage, place a decal, etc.
ENT.DecalTbl_DeathDecals = {"VJ_HLR_Blood_Yellow"}
ENT.DecalTbl_OnCollideDecals = {"VJ_HLR_Blood_Yellow"} -- Decals that paint when the projectile collides with something | It picks a random one from this table
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"}
ENT.IdleSoundPitch = VJ_Set(100, 100)
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"}
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"}
local defVec = Vector(0, 0, 0)
local HORNET_TYPE_RED = 0
local HORNET_TYPE_ORANGE = 1
local HORNET_TYPE_ALPHA = 2
-- Custom
ENT.Track_Enemy = NULL
ENT.Track_Position = defVec
ENT.Hornet_Alpha = false
ENT.Hornet_ChaseSpeed = 600
ENT.Hornet_Type = HORNET_TYPE_RED
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomPhysicsObjectOnInitialize(phys)
phys:Wake()
phys:SetMass(1)
phys:SetBuoyancyRatio(0)
phys:EnableDrag(false)
phys:EnableGravity(false)
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnInitializeBeforePhys()
//self:PhysicsInitSphere(1, "metal_bouncy")
//construct.SetPhysProp(self:GetOwner(), self, 0, self:GetPhysicsObject(), {GravityToggle = false, Material = "metal_bouncy"})
end
---------------------------------------------------------------------------------------------------------------------------------------------
local colorRed = Color(179, 39, 14)
local colorOrange = Color(255, 128, 0)
--
function ENT:CustomOnInitialize()
timer.Simple(5, function() if IsValid(self) then self:Remove() end end)
if self.Hornet_Alpha then
self.SoundTbl_OnCollide = sdCollideAlpha
self.Hornet_Type = HORNET_TYPE_ALPHA
self.Hornet_ChaseSpeed = 400
else
self.SoundTbl_Idle = sdIdle
self.Hornet_Type = math.random(1, 5) <= 2 and HORNET_TYPE_RED or HORNET_TYPE_ORANGE
self.Hornet_ChaseSpeed = (self.Hornet_Type == HORNET_TYPE_RED and 600) or 800
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")
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnThink()
local phys = self:GetPhysicsObject()
-- Homing Behavior
if IsValid(self.Track_Enemy) then
local pos = self.Track_Enemy:GetPos() + self.Track_Enemy:OBBCenter()
if self:VisibleVec(pos) or self.Track_Position == defVec then
self.Track_Position = pos
end
if IsValid(phys) then
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))
self:SetAngles(self:GetVelocity():GetNormal():Angle())
end
-- Not tracking, go in straight line
else
if IsValid(phys) then
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))
self:SetAngles(self:GetVelocity():GetNormal():Angle())
end
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnPhysicsCollide(data, phys)
local lastVel = math.max(data.OurOldVelocity:Length(), data.Speed) -- Get the last velocity and speed
local newVel = phys:GetVelocity():GetNormal()
lastVel = math.max(newVel:Length(), lastVel)
phys:SetVelocity(newVel * lastVel * 0.3)
self:SetAngles(self:GetVelocity():GetNormal():Angle())
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnDoDamage(data, phys, hitEnt)
if data.HitEntity:IsNPC() or data.HitEntity:IsPlayer() then
self:SetDeathVariablesTrue(data, phys)
self:Remove()
end
end