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Refosel
2026-03-30 10:39:52 +03:00
commit 2b57c019cb
2010 changed files with 185745 additions and 0 deletions

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AddCSLuaFile("cl_init.lua")
AddCSLuaFile("shared.lua")
include("shared.lua")
ENT.bCollided = false
ENT.Projectile = {
Class = "mg_bullet",
Speed = 4000,
Gravity = 1
}
ENT.Maxs = Vector(6, 6, 6)
function ENT:Initialize()
self:SetModel("models/weapons/ar2_grenade.mdl")
self:PhysicsInitBox(Vector(-1, -1, -1), Vector(1, 1, 1))
self:GetPhysicsObject():Wake()
self:GetPhysicsObject():SetMaterial("default_silent")
self:GetPhysicsObject():AddGameFlag(FVPHYSICS_NO_PLAYER_PICKUP)
self:GetPhysicsObject():AddGameFlag(FVPHYSICS_NO_IMPACT_DMG)
self:GetPhysicsObject():AddGameFlag(FVPHYSICS_HEAVY_OBJECT)
self:GetPhysicsObject():EnableMotion(true)
self:GetPhysicsObject():EnableDrag(false)
self:GetPhysicsObject():SetMass(1000)
self:SetSolid(SOLID_VPHYSICS)
self:SetCollisionGroup(COLLISION_GROUP_IN_VEHICLE) --doesn't collide with anything, no traces
self:AddEFlags(EFL_NO_DAMAGE_FORCES)
self:AddEFlags(EFL_DONTWALKON)
self:AddEFlags(EFL_DONTBLOCKLOS)
self:AddEFlags(EFL_NO_PHYSCANNON_INTERACTION)
self.Projectile = table.Copy(self.Weapon.Projectile)
self:GetPhysicsObject():SetVelocityInstantaneous(self:GetAngles():Forward() * self.Projectile.Speed)
self.LastPos = self:GetOwner():EyePos()
end
function ENT:Think()
if (self.bCollided && IsValid(self)) then
self:Remove()
end
end
function ENT:PhysicsUpdate(phys)
phys:AddVelocity(Vector(0, 0, self.Projectile.Gravity))
if (!self.bCollided) then
--Aim assist
if (GetConVar("mgbase_debug_projectiles"):GetInt() > 0) then
debugoverlay.Box(phys:GetPos(), -self.Maxs, self.Maxs, 0, Color(0, 200, 50, 10))
end
local trData = {
start = self.LastPos,
endpos = phys:GetPos(),
filter = {self:GetOwner(), self},
mask = MASK_SHOT_PORTAL,
collisiongroup = COLLISION_GROUP_PROJECTILE,
mins = -self.Maxs,
maxs = self.Maxs
}
local tr = util.TraceHull(trData)
if (tr.Hit && (tr.Entity:IsPlayer() || tr.Entity:IsNPC())) then
self:Impact(tr, phys, true)
return
end
--Normal hitscan
if (GetConVar("mgbase_debug_projectiles"):GetInt() > 0) then
debugoverlay.Line(self.LastPos, phys:GetPos(), 1, Color(255, 0, 0, 1))
end
tr = util.TraceLine(trData)
if (tr.Hit) then
self:Impact(tr, phys, false)
return
end
end
self.LastPos = phys:GetPos()
end
function ENT:Impact(tr, phys, bHull)
if (IsValid(self.Weapon)) then
self:FireBullets({
Attacker = self:GetOwner(),
Num = 1,
Tracer = 0,
Src = self.LastPos,
Dir = (phys:GetPos() - self.LastPos):GetNormalized(),
HullSize = bHull && self.Maxs:Length() * 2 || 1,
IgnoreEntity = self,
Callback = function(attacker, tr, dmgInfo)
dmgInfo:SetInflictor(self.Weapon)
dmgInfo:SetDamageType(DMG_DIRECT + self:GetDamageType())
self.Weapon:BulletCallback(attacker, tr, dmgInfo)
end
})
end
self:Kill()
end
function ENT:Kill()
self.bCollided = true
self:SetNoDraw(true)
self:GetPhysicsObject():EnableMotion(false)
end
function ENT:GetDamageType()
return DMG_BULLET
end