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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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include("shared.lua")
ENT.AutomaticFrameAdvance = true
local flair = Material("shadowdark/flairs/grenade_flair.vmt")
ENT.OuterFlairColor = Color(236,153,17,255)
ENT.InnerFlairColor = Color(255,255,255,255)
ENT.OuterFlairScale = 1
ENT.InnerFlairScale = 0.3
function ENT:Draw(flags)
self:DrawModel(flags)
if (self.m_SpawnPos != nil && self:GetPos():Distance(self.m_SpawnPos) > 64) then
ParticleEffectAttach("rockettrail", PATTACH_ABSORIGIN_FOLLOW, self, 0)
self.m_SpawnPos = nil
end
local ang = LocalPlayer():EyeAngles()
local angle = Angle( 0, LocalPlayer():EyeAngles()[2], 0 )
angle = Angle(LocalPlayer():EyeAngles()[1], angle.y, 0 )
angle:RotateAroundAxis( angle:Up(), -90 )
angle:RotateAroundAxis( angle:Forward(), 90 )
cam.Start3D2D( self:GetPos() - self:GetForward() * -5, angle, 0.2 )
local OuterScale = 512 * self.OuterFlairScale
local InnerScale = 512 * self.InnerFlairScale
surface.SetMaterial(flair)
surface.SetDrawColor(self.OuterFlairColor)
surface.DrawTexturedRect(-OuterScale/2, -OuterScale/2, OuterScale, OuterScale)
surface.SetDrawColor(self.InnerFlairColor)
surface.DrawTexturedRect(-InnerScale/2, -InnerScale/2, InnerScale, InnerScale)
cam.End3D2D()
end
function ENT:DrawTranslucent(flags)
self:Draw(flags)
end
function ENT:OnRemove()
if (self:WaterLevel() <= 0) then
self:EmitSound("^viper/shared/rocket_expl_body_01.wav", 150, 100, 1, CHAN_WEAPON) --snd scripts dont work lol!
local dlight = DynamicLight(self:EntIndex())
if (dlight) then
dlight.pos = self:GetPos()
dlight.r = 255
dlight.g = 75
dlight.b = 0
dlight.brightness = 5
dlight.Decay = 2000
dlight.Size = 1024
dlight.DieTime = CurTime() + 5
end
end
self:StopParticles()
end
--[[---------------------------------------------------------
Name: Think
Desc: Client Think - called every frame
-----------------------------------------------------------]]
function ENT:Think()
if (self:WaterLevel() > 0) then
self:EmitSound("viper/shared/melee/melee_world_fist_soft_plr_01.ogg", 75, 100, 0.001, CHAN_WEAPON)
self:StopParticles()
end
end
--[[---------------------------------------------------------
Name: OnRestore
Desc: Called immediately after a "load"
-----------------------------------------------------------]]
function ENT:OnRestore()
end

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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
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())
})
bHasExploded = true
end
end
if (!bHasExploded) then
self:Explode(colData)
end
end
function ENT:PhysicsUpdate(phys)
self.m_Fuel = self.m_Fuel - 100 * FrameTime()
self.m_Stability = self.m_Stability + 700 * 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.Speed)
end
if (self.m_Propel) then
phys:SetPos(self.LastPos + phys:GetAngles():Forward() * (self.Speed * FrameTime()))
if self.TrackedEntity && self.TrackedEntity:IsValid() then
local dir = self.TrackedEntity:WorldSpaceCenter() - phys:GetPos()
phys:SetAngles(LerpAngle(0.1, phys:GetAngles(), dir:Angle()))
else
self.m_Fuel = 0
end
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:Explode(tr)
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
if tr.Entity:GetClass() == "func_breakable_surf" then
--shatter glass windows and other weak surfaces
util.BlastDamage(self, self, tr.HitPos, 1, 1)
elseif tr.Entity:GetClass() != self:GetClass() && tr.Entity:GetClass() != "mg_javelin_airstrike_warhead" then
self:SetPos(tr.HitPos)
self:Explode(tr)
return
end
end
end
self.LastPos = phys:GetPos()
end
function ENT:Explode(trData)
local phys = self:GetPhysicsObject()
if (self:WaterLevel() <= 0) then
ParticleEffect("Generic_explo_mid", 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.Damage)
dmgInfo:SetAttacker(IsValid(self:GetOwner()) && self:GetOwner() || self)
dmgInfo:SetInflictor(self)
dmgInfo:SetDamageType(self:GetDamageType())
util.BlastDamageInfo(dmgInfo, phys:GetPos(), 190)
util.ScreenShake(phys:GetPos(), 3500, 1111, 1, 300)
util.Decal("Scorch", trData.HitPos - trData.HitNormal, trData.HitPos + trData.HitNormal, self)
for i, e in pairs(ents.FindInSphere(self:GetPos(), 32)) do
if (e:GetClass() == "npc_strider") then
e:Fire("Explode")
end
end
self:Remove()
end
function ENT:ImpactDamage(ent)
end
function ENT:GetDamageType()
return DMG_BLAST + DMG_AIRBOAT
end

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ENT.Base = "base_entity"
ENT.Type = "anim"
ENT.Spawnable = false
ENT.AdminOnly = false
ENT.ExplosionRadius = 430
ENT.ExplosionDamage = 700
game.AddParticles("particles/explosion_fx_ins.pcf")
game.AddParticles("particles/ins_rockettrail.pcf")
PrecacheParticleSystem("ins_C4_explosion")
PrecacheParticleSystem("ins_grenade_explosion")
PrecacheParticleSystem("ins_m203_explosion")
PrecacheParticleSystem("ins_rpg_explosion")
PrecacheParticleSystem("rockettrail")
function ENT:SetupDataTables()
end
--[[---------------------------------------------------------
Name: Initialize
Desc: First function called. Use to set up your entity
-----------------------------------------------------------]]
function ENT:Initialize()
self:SetModel("models/items/ar2_grenade.mdl")
self:AddEFlags(EFL_FORCE_CHECK_TRANSMIT)
self:SetCustomCollisionCheck(true)
if (SERVER) then
self:PhysicsInit(SOLID_VPHYSICS)
self:GetPhysicsObject():SetMaterial("metal")
self:GetPhysicsObject():AddGameFlag(FVPHYSICS_NO_PLAYER_PICKUP)
self:GetPhysicsObject():EnableDrag(false)
self:GetPhysicsObject():EnableGravity(false)
self:GetPhysicsObject():Wake()
self.m_Propel = true
self.m_Fuel = 300
self.m_Stability = 0
self.m_Water = false
self.Target = ents.Create("info_target")
self.Target:Spawn()
self.m_Tracking = true
self.Speed = math.random(1000, 1700)
end
if (CLIENT) then
self.m_SpawnPos = self:GetPos()
self:EmitSound("^viper/shared/move_rpapa7_proj_flame_cls.wav", SNDLVL_180db, 100, 1, CHAN_WEAPON)
end
end