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134
lua/entities/mg_40mm/init.lua
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134
lua/entities/mg_40mm/init.lua
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AddCSLuaFile("cl_init.lua")
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AddCSLuaFile("shared.lua")
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include("shared.lua")
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ENT.bCollided = false
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ENT.Projectile = {
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Class = "mg_bullet",
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Speed = 4000,
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Gravity = 1
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}
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ENT.Maxs = Vector(1, 1, 1)
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ENT.Model = Model("models/items/ar2_grenade.mdl")
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ENT.AoeEntity = nil
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function ENT:Initialize()
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self:SetModel(self.Model)
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self:PhysicsInitBox(Vector(-10, -1, -1), Vector(10, 1, 1))
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self:GetPhysicsObject():Wake()
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self:GetPhysicsObject():SetMaterial("default_silent")
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self:GetPhysicsObject():AddGameFlag(FVPHYSICS_NO_PLAYER_PICKUP)
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self:GetPhysicsObject():AddGameFlag(FVPHYSICS_NO_IMPACT_DMG)
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self:GetPhysicsObject():AddGameFlag(FVPHYSICS_HEAVY_OBJECT)
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self:GetPhysicsObject():EnableMotion(true)
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self:GetPhysicsObject():EnableDrag(false)
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self:GetPhysicsObject():SetMass(1000)
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self:SetSolid(SOLID_VPHYSICS)
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self:SetCollisionGroup(COLLISION_GROUP_IN_VEHICLE) --doesn't collide with anything, no traces
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self:AddEFlags(EFL_NO_DAMAGE_FORCES)
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self:AddEFlags(EFL_DONTWALKON)
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self:AddEFlags(EFL_DONTBLOCKLOS)
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self:AddEFlags(EFL_NO_PHYSCANNON_INTERACTION)
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self.Projectile = table.Copy(self.Weapon.Projectile)
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self:GetPhysicsObject():SetVelocityInstantaneous(self:GetAngles():Forward() * self.Projectile.Speed)
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self.LastPos = self:GetOwner():EyePos()
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self.Bullet = self.Weapon.Bullet
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self.ImpactDamage = self.Weapon.Explosive.ImpactBlastRatio
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self.BlastRadius = self.Weapon.Explosive.BlastRadius
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end
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ENT.m_gravity = 0
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function ENT:PhysicsUpdate(phys)
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if (!phys:IsMotionEnabled()) then
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return
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end
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self.m_gravity = math.Clamp(self.m_gravity + (self.Projectile.Gravity), -90, 90)
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phys:SetAngles(phys:GetAngles() + Angle(self.m_gravity, 0, 0) * FrameTime())
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phys:SetPos(self.LastPos + phys:GetAngles():Forward() * (self.Projectile.Speed * FrameTime()))
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--Aim assist
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if (GetConVar("mgbase_debug_projectiles"):GetInt() > 0) then
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debugoverlay.Box(phys:GetPos(), -self.Maxs, self.Maxs, 0, Color(0, 200, 50, 10))
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end
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local trData = {
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start = self.LastPos,
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endpos = phys:GetPos(),
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filter = {self:GetOwner(), self},
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mask = MASK_SHOT_PORTAL,
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collisiongroup = COLLISION_GROUP_NONE,
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mins = -self.Maxs,
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maxs = self.Maxs
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}
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local tr = util.TraceHull(trData)
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if (tr.Hit && (tr.Entity:IsPlayer() || tr.Entity:IsNPC())) then
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self:Impact(tr, phys, true)
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return
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end
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--Normal hitscan
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if (GetConVar("mgbase_debug_projectiles"):GetInt() > 0) then
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debugoverlay.Line(self.LastPos, phys:GetPos(), 1, Color(255, 0, 0, 1))
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end
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tr = util.TraceLine(trData)
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if (tr.Hit) then
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self:Impact(tr, phys, false)
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return
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end
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self.LastPos = phys:GetPos()
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end
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function ENT:Impact(tr1, phys, bHull)
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phys:EnableMotion(false)
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self:SetPos(tr1.HitPos)
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self:FireBullets({
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Attacker = self:GetOwner(),
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Num = 1,
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Tracer = 0,
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Src = self.LastPos,
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Dir = (phys:GetPos() - self.LastPos):GetNormalized(),
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HullSize = bHull && self.Maxs:Length() * 2 || 1,
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IgnoreEntity = self,
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Callback = function(attacker, tr, dmgInfo)
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dmgInfo:SetInflictor(IsValid(self.Weapon) && self.Weapon || self)
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dmgInfo:SetDamageType(dmgInfo:GetDamageType() + DMG_DIRECT + self:GetDamageType())
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if (IsValid(self.Weapon)) then
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self.Weapon:BulletCallback(attacker, tr, dmgInfo)
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end
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end
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})
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local dmg = DamageInfo()
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dmg:SetAttacker(self:GetOwner())
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dmg:SetInflictor(self)
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dmg:SetDamage(self.Bullet.Damage[1])
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dmg:SetDamageType(DMG_BLAST + DMG_AIRBOAT)
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dmg:SetReportedPosition(self:GetPos())
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util.BlastDamageInfo(dmg, self:GetPos(), self.BlastRadius)
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util.ScreenShake(self:GetPos(), 3500, 1111, 1, 124 * 4)
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ParticleEffect("Generic_explo_high", self:GetPos(), self:GetAngles())
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self:EmitSound("^viper/shared/frag_expl.ogg", 0, 100, 1, CHAN_WEAPON)
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util.Decal("Scorch", self:GetPos(), self:GetPos() + self:GetUp() * -100, {self})
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self:Remove()
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end
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function ENT:GetDamageType()
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return DMG_BLAST + DMG_DIRECT
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end
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