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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")
--[[---------------------------------------------------------
Name: KeyValue
Desc: Called when a keyvalue is added to us
-----------------------------------------------------------]]
function ENT:KeyValue( key, value )
end
--[[---------------------------------------------------------
Name: OnRestore
Desc: The game has just been reloaded. This is usually the right place
to call the GetNW* functions to restore the script's values.
-----------------------------------------------------------]]
function ENT:OnRestore()
end
--[[---------------------------------------------------------
Name: AcceptInput
Desc: Accepts input, return true to override/accept input
-----------------------------------------------------------]]
function ENT:AcceptInput( name, activator, caller, data )
return false
end
--[[---------------------------------------------------------
Name: UpdateTransmitState
Desc: Set the transmit state
-----------------------------------------------------------]]
function ENT:UpdateTransmitState()
return TRANSMIT_ALWAYS
end
--[[---------------------------------------------------------
Name: Think
Desc: Entity's think function.
-----------------------------------------------------------]]
function ENT:Think()
end
function ENT:PhysicsCollide(colData, collider)
if (self.m_Water && self:GetVelocity():Length() < 250) then
timer.Simple(0, function()
self:Remove()
end)
return
end
local bHasExploded = false
for i, e in pairs(ents.FindInSphere(self:GetPos(), 16)) do
if (e:IsNPC()) then
self:Explode({
HitEntity = e,
HitNormal = (e:NearestPoint(self:GetPos()) - self:GetPos()):GetNormalized(),
HitPos = e:NearestPoint(self:GetPos())
})
if (e:GetClass() == "npc_strider") then
e:Fire("Explode")
end
bHasExploded = true
end
end
if (!bHasExploded) then
self:Explode(colData)
end
end
local function WithinRange(num,min,max)
return num < max && num > min
end
function ENT:PhysicsUpdate(phys)
self.Target:SetPos(phys:GetPos())
debugoverlay.Cross( self.TrackedPosition, 30, 1, Color( 255, 255, 255 ), true )
self.m_Fuel = self.m_Fuel - 100 * FrameTime()
if (self.m_Propel && self.m_Fuel <= 0) then
self.m_Propel = false
phys:EnableDrag(true)
phys:EnableGravity(true)
phys:AddVelocity(phys:GetAngles():Forward() * self.Projectile.Speed)
end
if (self.m_Propel) then
if self.TrackedEntity && self.TrackedEntity:IsValid() then
self.TargetPos = self.TrackedEntity:GetPos()
else
--self.TrackedPosition = self.WeaponData.TrackedPosition
end
phys:SetPos(self.LastPos + phys:GetAngles():Forward() * (self.Projectile.Speed * FrameTime()) - (Vector(0, 0, self.m_gravity) * FrameTime()))
if (self.m_State == "Ascent") then
local angle = phys:GetAngles()
angle.p = math.Clamp(angle.p - 6, -89, 89)
phys:SetAngles(angle)
if self:GetPos().z >= self.CruiseHeight then
self.m_State = "Cruise"
end
elseif (self.m_State == "Cruise") then
local range = 1100
local angle = phys:GetAngles()
angle.p = math.Clamp(angle.p + 2, -90,-0)
phys:SetAngles(angle)
if WithinRange(phys:GetPos().x,self.TrackedPosition.x - range,self.TrackedPosition.x + range) && WithinRange(phys:GetPos().y,self.TrackedPosition.y - range,self.TrackedPosition.y + range) then
self.m_State = "Seek"
end
elseif (self.m_State == "Seek") then
local dir = self.TargetPos - phys:GetPos()
phys:SetAngles(LerpAngle(0.09, phys:GetAngles(), dir:Angle()))
end
else
local vel = phys:GetVelocity()
phys:SetAngles(vel:Angle() + Angle(self.Projectile.Gravity,math.Rand(self.m_Stability / -self.Projectile.Stability, self.m_Stability / self.Projectile.Stability),self.m_gravity))
phys:SetVelocity(vel)
end
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_NONE,
mins = -self:OBBMaxs(),
maxs = self:OBBMins()
}
local tr = util.TraceHull(trData)
if (tr.Hit && (tr.Entity:IsPlayer() || tr.Entity:IsNPC())) then
self:SetPos(tr.HitPos)
self:ImpactDamage(tr.Entity)
self:Explode(tr)
if (tr.Entity:GetClass() == "npc_strider") then
tr.Entity:Fire("Explode")
elseif (tr.Entity:GetClass() == "npc_combinegunship") then
local dmg = DamageInfo()
dmg:SetDamage(1)
dmg:SetAttacker(self:GetOwner())
dmg:SetInflictor(self)
tr.Entity:TakeDamageInfo(dmg)
end
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:SetPos(tr.HitPos)
self:ImpactDamage(tr.Entity)
self:Explode(tr)
return
end
end
self.LastPos = phys:GetPos()
end
function ENT:Explode(trData)
local phys = self:GetPhysicsObject()
if (self:WaterLevel() <= 0) then
ParticleEffect("Generic_explo_vhigh", phys:GetPos() + trData.HitNormal,Angle(0,0,0))
else
local effectdata = EffectData()
effectdata:SetOrigin(phys:GetPos())
util.Effect("WaterSurfaceExplosion", effectdata)
end
local dmgInfo = DamageInfo()
dmgInfo:SetDamage(self.WeaponData.Bullet.Damage[1])
dmgInfo:SetAttacker(IsValid(self:GetOwner()) && self:GetOwner() || self)
dmgInfo:SetInflictor(self)
dmgInfo:SetDamageType(self:GetDamageType())
util.BlastDamageInfo(dmgInfo, phys:GetPos(), self.WeaponData.Explosive.BlastRadius)
util.ScreenShake(phys:GetPos(), 3500, 1111, 1, self.WeaponData.Explosive.BlastRadius * 4)
util.Decal("Scorch", trData.HitPos - trData.HitNormal, trData.HitPos + trData.HitNormal, self)
self:Remove()
end
function ENT:ImpactDamage(ent)
local dmgInfo = DamageInfo()
dmgInfo:SetDamage(self.WeaponData.Bullet.Damage[1] / self.WeaponData.Explosive.ImpactBlastRatio)
dmgInfo:SetAttacker(IsValid(self:GetOwner()) && self:GetOwner() || self)
dmgInfo:SetInflictor(self)
dmgInfo:SetDamageType(self:GetDamageType())
dmgInfo:SetDamagePosition(self:GetPos())
ent:TakeDamageInfo(dmgInfo)
end
function ENT:GetDamageType()
return DMG_BLAST + DMG_AIRBOAT
end