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/viper/mw/weapons/w_juliet_rocket.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.Projectile = table.Copy(self.Weapon.Projectile) self.WeaponData = self.Weapon:GetTable() self.m_Propel = true self.m_Fuel = self.Projectile.Fuel self.m_Stability = 0 self.m_Water = false self.m_State = "Ascent" self.LastPos = self:GetOwner():EyePos() self.Target = ents.Create("info_target") self.Target:Spawn() local up = self:GetPos() up.z = up.z + 2000 local tr = util.TraceLine( { start = self:GetPos(), endpos = up, filter = {self,self:GetOwner()} } ) self.CruiseHeight = tr.HitPos.z - 900 if self.WeaponData.TrackedEntity then self.m_Tracking = self.Projectile.Tracking self.TrackedEntity = self.WeaponData.TrackedEntity self.TrackedPosition = self.WeaponData.TrackedEntity:GetPos() else local tr = self.Weapon:GetOwner():GetEyeTrace() self.TrackedPosition = tr.HitPos self.TargetPos = tr.HitPos end end if (CLIENT) then self.m_SpawnPos = self:GetPos() self:EmitSound("^weapons/juliet/weap_juliet_proj_lp_01.wav", SNDLVL_180db, 100, 1, CHAN_WEAPON) end end