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

108 lines
4.6 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.Base = "prop_vj_animatable"
ENT.Type = "anim"
ENT.PrintName = "Xen Plant Light"
ENT.Author = "DrVrej"
ENT.Contact = "http://steamcommunity.com/groups/vrejgaming"
ENT.Purpose = "Used to make simple props and animate them, since prop_dynamic doesn't work properly in Garry's Mod."
ENT.Instructions = "Don't change anything."
ENT.Category = "VJ Base"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
if !SERVER then return end
ENT.XenPlant_Retracted = false
ENT.XenPlant_NextDeployT = 0
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnInitialize()
self:SetModel("models/vj_hlr/hl1/light.mdl")
self:SetCollisionBounds(Vector(8, 8, 22), Vector(-8, -8, 0))
self:SetMoveType(MOVETYPE_NONE)
self:SetSolid(SOLID_BBOX)
self:ResetSequence("Idle1")
self.DynamicLight = ents.Create("light_dynamic")
self.DynamicLight:SetKeyValue("brightness", "6")
self.DynamicLight:SetKeyValue("distance", "150")
self.DynamicLight:SetLocalPos(self:GetPos())
self.DynamicLight:SetLocalAngles(self:GetAngles())
self.DynamicLight:Fire("Color", "255 128 0")
self.DynamicLight:SetParent(self)
self.DynamicLight:Spawn()
self.DynamicLight:Activate()
self.DynamicLight:SetParent(self)
self.DynamicLight:Fire("SetParentAttachment", "0", 0)
self.DynamicLight:Fire("TurnOn", "", 0)
self:DeleteOnRemove(self.DynamicLight)
self.FlareSprite = ents.Create("env_sprite")
self.FlareSprite:SetKeyValue("model","vj_hl/sprites/flare3.vmt")
self.FlareSprite:SetKeyValue("rendercolor","255 128 0")
self.FlareSprite:SetKeyValue("GlowProxySize","5.0")
self.FlareSprite:SetKeyValue("HDRColorScale","1.0")
self.FlareSprite:SetKeyValue("renderfx","14")
self.FlareSprite:SetKeyValue("rendermode","3")
self.FlareSprite:SetKeyValue("renderamt","255")
self.FlareSprite:SetKeyValue("disablereceiveshadows","0")
self.FlareSprite:SetKeyValue("mindxlevel","0")
self.FlareSprite:SetKeyValue("maxdxlevel","0")
self.FlareSprite:SetKeyValue("framerate","10.0")
self.FlareSprite:SetKeyValue("spawnflags","0")
self.FlareSprite:SetKeyValue("scale","0.5")
self.FlareSprite:SetPos(self:GetPos())
self.FlareSprite:Spawn()
self.FlareSprite:SetParent(self)
self.FlareSprite:Fire("SetParentAttachment", "0", 0)
self:DeleteOnRemove(self.FlareSprite)
end
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
function ENT:Think()
for _, v in ipairs(ents.FindInSphere(self:GetPos(), 80)) do
if (v:IsNPC() or v:IsPlayer()) && VJ_IsAlive(v) then
if self.XenPlant_Retracted == false then
self:ResetSequence("Retract")
self.FlareSprite:Fire("HideSprite", "", 0.1)
self.DynamicLight:Fire("TurnOff", "", 0)
self:SetSkin(1)
end
self.XenPlant_Retracted = true
self.XenPlant_NextDeployT = CurTime() + math.Rand(3, 5)
self:NextThink(CurTime())
return true
end
end
if self.XenPlant_Retracted == true && self.XenPlant_NextDeployT < CurTime() then
self.XenPlant_Retracted = false
self:ResetSequence("Delpoy")
timer.Simple(1, function()
if IsValid(self) && self.XenPlant_Retracted == false then
self.FlareSprite:Fire("ShowSprite", "", 0)
self.DynamicLight:Fire("TurnOn", "", 0)
self:SetSkin(0)
end
end)
timer.Simple(1.85, function()
if IsValid(self) && self.XenPlant_Retracted == false then
self:ResetSequence("Idle1")
end
end)
end
self:NextThink(CurTime())
return true
end