Files
wnsrc/lua/simfphys_weapons/taucannon.lua
lifestorm 9c918c46e5 Upload
2024-08-04 23:12:27 +03:00

178 lines
5.0 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/
--]]
local function GaussFire(ply,vehicle,shootOrigin,Attachment,damage)
vehicle:EmitSound("taucannon_fire")
local bullet = {}
bullet.Num = 1
bullet.Src = shootOrigin
bullet.Dir = Attachment.Ang:Forward()
bullet.Spread = Vector(0.01,0.01,0)
bullet.Tracer = 1
bullet.TracerName = "simfphys_gausstracer"
bullet.Force = damage
bullet.Damage = damage * 1.5
bullet.HullSize = 1
bullet.DisableOverride = true
bullet.Callback = function(att, tr, dmginfo)
local effect = ents.Create("env_spark")
effect:SetKeyValue("targetname", "target")
effect:SetPos( tr.HitPos + tr.HitNormal * 2 )
effect:SetAngles( tr.HitNormal:Angle() )
effect:Spawn()
effect:SetKeyValue("spawnflags","128")
effect:SetKeyValue("Magnitude",5)
effect:SetKeyValue("TrailLength",3)
effect:Fire( "SparkOnce" )
effect:Fire("kill","",0.21)
util.Decal("fadingscorch", tr.HitPos - tr.HitNormal, tr.HitPos + tr.HitNormal)
end
bullet.Attacker = ply
vehicle:FireBullets( bullet )
vehicle:GetPhysicsObject():ApplyForceOffset( -Attachment.Ang:Forward() * damage * 100, shootOrigin )
end
function simfphys.weapon:ValidClasses()
local classes = {
"sim_fphys_jeep_armed",
"sim_fphys_v8elite_armed"
}
return classes
end
function simfphys.weapon:Initialize( vehicle )
vehicle:SetBodygroup(1,1)
local pod = vehicle:GetDriverSeat()
simfphys.RegisterCrosshair( pod )
end
function simfphys.weapon:AimWeapon( ply, vehicle, pod )
local Aimang = ply:EyeAngles()
local AimRate = 250
local Angles = angle_zero
if ply:lvsMouseAim() then
local ang = vehicle:GetAngles()
ang.y = pod:GetAngles().y + 90
local Forward = ang:Right()
local View = pod:WorldToLocalAngles( Aimang )
local Pitch = (vehicle:AngleBetweenNormal( View:Up(), ang:Forward() ) - 90)
local Yaw = (vehicle:AngleBetweenNormal( View:Forward(), ang:Right() ) - 90)
Angles = Angle(-Pitch,Yaw,0)
else
Angles = vehicle:WorldToLocalAngles( Aimang ) - Angle(0,90,0)
Angles:Normalize()
end
vehicle.sm_pp_yaw = vehicle.sm_pp_yaw and math.ApproachAngle( vehicle.sm_pp_yaw, Angles.y, AimRate * FrameTime() ) or 0
vehicle.sm_pp_pitch = vehicle.sm_pp_pitch and math.ApproachAngle( vehicle.sm_pp_pitch, Angles.p, AimRate * FrameTime() ) or 0
local TargetAng = Angle(vehicle.sm_pp_pitch,vehicle.sm_pp_yaw,0)
TargetAng:Normalize()
vehicle:SetPoseParameter("vehicle_weapon_yaw", -TargetAng.y )
vehicle:SetPoseParameter("vehicle_weapon_pitch", -TargetAng.p )
return Aimang
end
function simfphys.weapon:Think( vehicle )
local pod = vehicle:GetDriverSeat()
if not IsValid( pod ) then return end
local ply = pod:GetDriver()
local curtime = CurTime()
local fire = false
local alt_fire = false
if IsValid( ply ) then
self:AimWeapon( ply, vehicle, pod )
fire = ply:KeyDown( IN_ATTACK )
alt_fire = ply:KeyDown( IN_ATTACK2 ) and self:CanPrimaryAttack( vehicle )
else
ply = NULL
end
local ID = vehicle:LookupAttachment( "muzzle" )
local Attachment = vehicle:GetAttachment( ID )
vehicle.wOldPos = vehicle.wOldPos or Vector(0,0,0)
local deltapos = vehicle:GetPos() - vehicle.wOldPos
vehicle.wOldPos = vehicle:GetPos()
local shootOrigin = Attachment.Pos + deltapos * engine.TickInterval()
vehicle.afire_pressed = vehicle.afire_pressed or false
vehicle.gausscharge = vehicle.gausscharge and (vehicle.gausscharge + math.Clamp((alt_fire and 200 or 0) - vehicle.gausscharge,0, FrameTime() * 100)) or 0
if vehicle.wpn_chr then
vehicle.wpn_chr:ChangePitch(100 + vehicle.gausscharge * 0.75)
vehicle.gaus_pp_spin = vehicle.gaus_pp_spin and (vehicle.gaus_pp_spin + vehicle.gausscharge / 4) or 0
vehicle:SetPoseParameter("gun_spin", vehicle.gaus_pp_spin)
end
if fire and not alt_fire then
self:PrimaryAttack( vehicle, ply, shootOrigin, Attachment )
end
if alt_fire ~= vehicle.afire_pressed then
vehicle.afire_pressed = alt_fire
if alt_fire then
vehicle.wpn_chr = CreateSound( vehicle, "weapons/gauss/chargeloop.wav" )
vehicle.wpn_chr:Play()
vehicle:CallOnRemove( "stopmesounds", function( vehicle )
if vehicle.wpn_chr then
vehicle.wpn_chr:Stop()
end
end)
else
vehicle.wpn_chr:Stop()
vehicle.wpn_chr = nil
GaussFire(ply,vehicle,shootOrigin,Attachment,250 + vehicle.gausscharge * 3)
vehicle.gausscharge = 0
self:SetNextPrimaryFire( vehicle, CurTime() + 1 )
end
end
end
function simfphys.weapon:CanPrimaryAttack( vehicle )
vehicle.NextShoot = vehicle.NextShoot or 0
return vehicle.NextShoot < CurTime()
end
function simfphys.weapon:SetNextPrimaryFire( vehicle, time )
vehicle.NextShoot = time
end
function simfphys.weapon:PrimaryAttack( vehicle, ply, shootOrigin, Attachment )
if not self:CanPrimaryAttack( vehicle ) then return end
GaussFire(ply,vehicle,shootOrigin,Attachment,12)
self:SetNextPrimaryFire( vehicle, CurTime() + 0.2 )
end