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278
lua/entities/mg_warhead/init.lua
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278
lua/entities/mg_warhead/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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--[[---------------------------------------------------------
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Name: Think
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Desc: Entity's think function.
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-----------------------------------------------------------]]
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function ENT:Think()
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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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if (e:GetClass() == "npc_strider") then
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e:Fire("Explode")
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end
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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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-- if (self:WaterLevel() > 0) then
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-- self.m_Water = true
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-- end
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-- if (self.m_Water) then
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-- phys:EnableDrag(true)
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-- phys:EnableGravity(true)
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-- return
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-- end
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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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-- end
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-- if (self.m_Propel) then
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-- phys:AddVelocity(phys:GetAngles():Forward() * self.Projectile.Speed)
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-- self.m_gravity = self.m_gravity + (self.Projectile.Gravity)
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-- phys:SetPos(self.LastPos + phys:GetAngles():Forward() * (self.Projectile.Speed * FrameTime()) - (Vector(0, 0, self.m_gravity) * FrameTime()))
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-- end
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-- local vel = phys:GetVelocity()
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-- 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))
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-- phys:SetVelocity(vel)
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-- if (self:WaterLevel() > 0) then
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-- self.m_Propel = false
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-- end
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-- for i, e in pairs(ents.FindInSphere(phys: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(phys:GetPos()) - phys:GetPos()):GetNormalized(),
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-- HitPos = e:NearestPoint(phys:GetPos())
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-- })
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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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-- end
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-- end
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function ENT:PhysicsUpdate(phys)
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self.Target:SetPos(phys:GetPos())
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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.Projectile.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.Projectile.Speed * FrameTime()) - (Vector(0, 0, self.m_gravity) * FrameTime()))
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if (self.m_Tracking && self.TrackedEntity:IsValid()) then
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local dir = self.TrackedEntity:WorldSpaceCenter() - phys:GetPos()
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phys:SetAngles(LerpAngle(self.Projectile.TrackingFraction, phys:GetAngles(), dir:Angle()))
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elseif self.Projectile.Stability != 0 then
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phys:SetAngles(phys:GetAngles() + Angle(0,math.Rand(self.m_Stability / -self.Projectile.Stability, self.m_Stability / self.Projectile.Stability),0))
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end
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else
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local vel = phys:GetVelocity()
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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))
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phys:SetVelocity(vel)
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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:Impact(tr,phys,true)
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self:ImpactDamage(tr.Entity)
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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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else
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self:SetPos(tr.HitPos)
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self:Impact(tr,phys,false)
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self:ImpactDamage(tr.Entity)
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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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if self.WeaponData.Explosive.BlastRadius >= 200 then
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ParticleEffect("Generic_explo_vhigh", phys:GetPos() + trData.HitNormal,Angle(0,0,0))
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else
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ParticleEffect("Generic_explo_high", phys:GetPos() + trData.HitNormal,Angle(0,0,0))
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end
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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.WeaponData.Bullet.Damage[1])
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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(), self.WeaponData.Explosive.BlastRadius)
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util.ScreenShake(phys:GetPos(), 3500, 1111, 1, self.WeaponData.Explosive.BlastRadius * 4)
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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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-- local dmgInfo = DamageInfo()
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-- dmgInfo:SetDamage(self.WeaponData.Bullet.Damage[1] / self.WeaponData.Explosive.ImpactBlastRatio)
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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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-- dmgInfo:SetDamagePosition(self:GetPos())
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-- ent:TakeDamageInfo(dmgInfo)
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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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function ENT:Impact(tr, phys, bHull)
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if (IsValid(self.Weapon)) then
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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 && 2 || 1,
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IgnoreEntity = self,
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Callback = function(attacker, tr, dmgInfo)
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dmgInfo:SetInflictor(self.Weapon)
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dmgInfo:SetDamageType(DMG_DIRECT + self:GetDamageType())
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self.Weapon:BulletCallback(attacker, tr, dmgInfo)
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end
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})
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end
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end
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