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84
lua/entities/mg_submunition/cl_init.lua
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84
lua/entities/mg_submunition/cl_init.lua
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include("shared.lua")
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ENT.AutomaticFrameAdvance = true
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local flair = Material("shadowdark/flairs/grenade_flair.vmt")
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ENT.OuterFlairColor = Color(236,153,17,255)
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ENT.InnerFlairColor = Color(255,255,255,255)
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ENT.OuterFlairScale = 1
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ENT.InnerFlairScale = 0.3
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function ENT:Draw(flags)
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self:DrawModel(flags)
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if (self.m_SpawnPos != nil && self:GetPos():Distance(self.m_SpawnPos) > 64) then
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ParticleEffectAttach("rockettrail", PATTACH_ABSORIGIN_FOLLOW, self, 0)
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self.m_SpawnPos = nil
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end
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local ang = LocalPlayer():EyeAngles()
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local angle = Angle( 0, LocalPlayer():EyeAngles()[2], 0 )
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angle = Angle(LocalPlayer():EyeAngles()[1], angle.y, 0 )
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angle:RotateAroundAxis( angle:Up(), -90 )
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angle:RotateAroundAxis( angle:Forward(), 90 )
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cam.Start3D2D( self:GetPos() - self:GetForward() * -5, angle, 0.2 )
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local OuterScale = 512 * self.OuterFlairScale
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local InnerScale = 512 * self.InnerFlairScale
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surface.SetMaterial(flair)
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surface.SetDrawColor(self.OuterFlairColor)
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surface.DrawTexturedRect(-OuterScale/2, -OuterScale/2, OuterScale, OuterScale)
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surface.SetDrawColor(self.InnerFlairColor)
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surface.DrawTexturedRect(-InnerScale/2, -InnerScale/2, InnerScale, InnerScale)
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cam.End3D2D()
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end
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function ENT:DrawTranslucent(flags)
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self:Draw(flags)
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end
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function ENT:OnRemove()
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if (self:WaterLevel() <= 0) then
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self:EmitSound("^viper/shared/rocket_expl_body_01.wav", 150, 100, 1, CHAN_WEAPON) --snd scripts dont work lol!
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local dlight = DynamicLight(self:EntIndex())
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if (dlight) then
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dlight.pos = self:GetPos()
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dlight.r = 255
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dlight.g = 75
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dlight.b = 0
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dlight.brightness = 5
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dlight.Decay = 2000
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dlight.Size = 1024
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dlight.DieTime = CurTime() + 5
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end
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end
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self:StopParticles()
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end
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--[[---------------------------------------------------------
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Name: Think
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Desc: Client Think - called every frame
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-----------------------------------------------------------]]
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function ENT:Think()
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if (self:WaterLevel() > 0) then
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self:EmitSound("viper/shared/melee/melee_world_fist_soft_plr_01.ogg", 75, 100, 0.001, CHAN_WEAPON)
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self:StopParticles()
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end
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end
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--[[---------------------------------------------------------
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Name: OnRestore
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Desc: Called immediately after a "load"
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-----------------------------------------------------------]]
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function ENT:OnRestore()
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end
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175
lua/entities/mg_submunition/init.lua
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175
lua/entities/mg_submunition/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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--[[---------------------------------------------------------
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Name: KeyValue
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Desc: Called when a keyvalue is added to us
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-----------------------------------------------------------]]
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function ENT:KeyValue( key, value )
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end
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--[[---------------------------------------------------------
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Name: OnRestore
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Desc: The game has just been reloaded. This is usually the right place
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to call the GetNW* functions to restore the script's values.
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-----------------------------------------------------------]]
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function ENT:OnRestore()
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end
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--[[---------------------------------------------------------
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Name: AcceptInput
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Desc: Accepts input, return true to override/accept input
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-----------------------------------------------------------]]
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function ENT:AcceptInput( name, activator, caller, data )
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return false
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end
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--[[---------------------------------------------------------
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Name: UpdateTransmitState
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Desc: Set the transmit state
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-----------------------------------------------------------]]
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function ENT:UpdateTransmitState()
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return TRANSMIT_ALWAYS
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end
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function ENT:PhysicsCollide(colData, collider)
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if (self.m_Water && self:GetVelocity():Length() < 250) then
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timer.Simple(0, function()
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self:Remove()
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end)
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return
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end
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local bHasExploded = false
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for i, e in pairs(ents.FindInSphere(self:GetPos(), 16)) do
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if (e:IsNPC()) then
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self:Explode({
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HitEntity = e,
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HitNormal = (e:NearestPoint(self:GetPos()) - self:GetPos()):GetNormalized(),
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HitPos = e:NearestPoint(self:GetPos())
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})
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bHasExploded = true
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end
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end
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if (!bHasExploded) then
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self:Explode(colData)
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end
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end
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function ENT:PhysicsUpdate(phys)
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self.m_Fuel = self.m_Fuel - 100 * FrameTime()
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self.m_Stability = self.m_Stability + 700 * FrameTime()
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if (self.m_Propel && self.m_Fuel <= 0) then
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self.m_Propel = false
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phys:EnableDrag(true)
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phys:EnableGravity(true)
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phys:AddVelocity(phys:GetAngles():Forward() * self.Speed)
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end
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if (self.m_Propel) then
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phys:SetPos(self.LastPos + phys:GetAngles():Forward() * (self.Speed * FrameTime()))
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if self.TrackedEntity && self.TrackedEntity:IsValid() then
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local dir = self.TrackedEntity:WorldSpaceCenter() - phys:GetPos()
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phys:SetAngles(LerpAngle(0.1, phys:GetAngles(), dir:Angle()))
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else
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self.m_Fuel = 0
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end
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end
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if (!self.bCollided) then
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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:OBBMaxs(),
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maxs = self:OBBMins()
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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:SetPos(tr.HitPos)
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self:Explode(tr)
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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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if tr.Entity:GetClass() == "func_breakable_surf" then
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--shatter glass windows and other weak surfaces
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util.BlastDamage(self, self, tr.HitPos, 1, 1)
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elseif tr.Entity:GetClass() != self:GetClass() && tr.Entity:GetClass() != "mg_javelin_airstrike_warhead" then
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self:SetPos(tr.HitPos)
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self:Explode(tr)
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return
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end
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end
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end
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self.LastPos = phys:GetPos()
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end
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function ENT:Explode(trData)
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local phys = self:GetPhysicsObject()
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if (self:WaterLevel() <= 0) then
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ParticleEffect("Generic_explo_mid", phys:GetPos() + trData.HitNormal,Angle(0,0,0))
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else
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local effectdata = EffectData()
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effectdata:SetOrigin(phys:GetPos())
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util.Effect("WaterSurfaceExplosion", effectdata)
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end
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local dmgInfo = DamageInfo()
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dmgInfo:SetDamage(self.Damage)
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dmgInfo:SetAttacker(IsValid(self:GetOwner()) && self:GetOwner() || self)
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dmgInfo:SetInflictor(self)
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dmgInfo:SetDamageType(self:GetDamageType())
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util.BlastDamageInfo(dmgInfo, phys:GetPos(), 190)
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util.ScreenShake(phys:GetPos(), 3500, 1111, 1, 300)
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util.Decal("Scorch", trData.HitPos - trData.HitNormal, trData.HitPos + trData.HitNormal, self)
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for i, e in pairs(ents.FindInSphere(self:GetPos(), 32)) do
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if (e:GetClass() == "npc_strider") then
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e:Fire("Explode")
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end
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end
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self:Remove()
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end
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function ENT:ImpactDamage(ent)
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end
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function ENT:GetDamageType()
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return DMG_BLAST + DMG_AIRBOAT
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end
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56
lua/entities/mg_submunition/shared.lua
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56
lua/entities/mg_submunition/shared.lua
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@@ -0,0 +1,56 @@
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ENT.Base = "base_entity"
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ENT.Type = "anim"
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ENT.Spawnable = false
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ENT.AdminOnly = false
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ENT.ExplosionRadius = 430
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ENT.ExplosionDamage = 700
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game.AddParticles("particles/explosion_fx_ins.pcf")
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game.AddParticles("particles/ins_rockettrail.pcf")
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PrecacheParticleSystem("ins_C4_explosion")
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PrecacheParticleSystem("ins_grenade_explosion")
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PrecacheParticleSystem("ins_m203_explosion")
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PrecacheParticleSystem("ins_rpg_explosion")
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PrecacheParticleSystem("rockettrail")
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function ENT:SetupDataTables()
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end
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--[[---------------------------------------------------------
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Name: Initialize
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Desc: First function called. Use to set up your entity
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-----------------------------------------------------------]]
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function ENT:Initialize()
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self:SetModel("models/items/ar2_grenade.mdl")
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self:AddEFlags(EFL_FORCE_CHECK_TRANSMIT)
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self:SetCustomCollisionCheck(true)
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if (SERVER) then
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self:PhysicsInit(SOLID_VPHYSICS)
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self:GetPhysicsObject():SetMaterial("metal")
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self:GetPhysicsObject():AddGameFlag(FVPHYSICS_NO_PLAYER_PICKUP)
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self:GetPhysicsObject():EnableDrag(false)
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self:GetPhysicsObject():EnableGravity(false)
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self:GetPhysicsObject():Wake()
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self.m_Propel = true
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self.m_Fuel = 300
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self.m_Stability = 0
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self.m_Water = false
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self.Target = ents.Create("info_target")
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self.Target:Spawn()
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self.m_Tracking = true
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self.Speed = math.random(1000, 1700)
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end
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if (CLIENT) then
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self.m_SpawnPos = self:GetPos()
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self:EmitSound("^viper/shared/move_rpapa7_proj_flame_cls.wav", SNDLVL_180db, 100, 1, CHAN_WEAPON)
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end
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end
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