mirror of
https://github.com/lifestorm/wnsrc.git
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99 lines
4.8 KiB
Lua
99 lines
4.8 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 = "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 = "VJ Base"
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ENT.VJ_IsDetectableGrenade = true
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if CLIENT then
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local Name = "Spore Grenade"
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local LangName = "obj_vj_hlrof_grenade_spore"
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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/weapons/spore.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 = 150 -- 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_RADIATION -- 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.SoundTbl_OnCollide = {"vj_hlr/hl1_weapon/sporelauncher/spore_hit1.wav","vj_hlr/hl1_weapon/sporelauncher/spore_hit2.wav","vj_hlr/hl1_weapon/sporelauncher/spore_hit3.wav"}
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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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self:PhysicsInitSphere(4, "gmod_bouncy")
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self:SetModel("models/vj_hlr/weapons/spore.mdl")
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ParticleEffectAttach("vj_hlr_spore_idle", PATTACH_ABSORIGIN_FOLLOW, self, 0)
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timer.Simple(3, function() if IsValid(self) then self:DeathEffects() end end)
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnTakeDamage(dmginfo)
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self:GetPhysicsObject():AddVelocity(dmginfo:GetDamageForce() * 0.1)
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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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//if curVelSpeed > 500 then -- Or else it will go flying!
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//phys:SetVelocity(getVel + self:GetUp()*1000)
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//end
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-- If the grenade is going faster than 100, then play the touch sound
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if curVelSpeed > 100 then
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self:OnCollideSoundCode()
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end
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local ent = data.HitEntity
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if IsValid(ent) && (ent:IsNPC() or ent:IsPlayer()) then
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self:DeathEffects()
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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local defAng = Angle(0, 0, 0)
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--
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function ENT:DeathEffects()
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ParticleEffect("vj_hlr_spore", self:GetPos(), defAng, nil)
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self:EmitSound("vj_hlr/hl1_weapon/sporelauncher/splauncher_impact.wav", 100, 100)
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//ParticleEffect("vj_hl_spore_splash1", self:GetPos(), defAng, nil)
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//ParticleEffect("vj_hl_spore_splash2", self:GetPos(), defAng, nil)
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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 |