Files
call-of-duty-tdm/lua/entities/mg_40mm/init.lua
2026-03-30 10:39:52 +03:00

134 lines
3.8 KiB
Lua

AddCSLuaFile("cl_init.lua")
AddCSLuaFile("shared.lua")
include("shared.lua")
ENT.bCollided = false
ENT.Projectile = {
Class = "mg_bullet",
Speed = 4000,
Gravity = 1
}
ENT.Maxs = Vector(1, 1, 1)
ENT.Model = Model("models/items/ar2_grenade.mdl")
ENT.AoeEntity = nil
function ENT:Initialize()
self:SetModel(self.Model)
self:PhysicsInitBox(Vector(-10, -1, -1), Vector(10, 1, 1))
self:GetPhysicsObject():Wake()
self:GetPhysicsObject():SetMaterial("default_silent")
self:GetPhysicsObject():AddGameFlag(FVPHYSICS_NO_PLAYER_PICKUP)
self:GetPhysicsObject():AddGameFlag(FVPHYSICS_NO_IMPACT_DMG)
self:GetPhysicsObject():AddGameFlag(FVPHYSICS_HEAVY_OBJECT)
self:GetPhysicsObject():EnableMotion(true)
self:GetPhysicsObject():EnableDrag(false)
self:GetPhysicsObject():SetMass(1000)
self:SetSolid(SOLID_VPHYSICS)
self:SetCollisionGroup(COLLISION_GROUP_IN_VEHICLE) --doesn't collide with anything, no traces
self:AddEFlags(EFL_NO_DAMAGE_FORCES)
self:AddEFlags(EFL_DONTWALKON)
self:AddEFlags(EFL_DONTBLOCKLOS)
self:AddEFlags(EFL_NO_PHYSCANNON_INTERACTION)
self.Projectile = table.Copy(self.Weapon.Projectile)
self:GetPhysicsObject():SetVelocityInstantaneous(self:GetAngles():Forward() * self.Projectile.Speed)
self.LastPos = self:GetOwner():EyePos()
self.Bullet = self.Weapon.Bullet
self.ImpactDamage = self.Weapon.Explosive.ImpactBlastRatio
self.BlastRadius = self.Weapon.Explosive.BlastRadius
end
ENT.m_gravity = 0
function ENT:PhysicsUpdate(phys)
if (!phys:IsMotionEnabled()) then
return
end
self.m_gravity = math.Clamp(self.m_gravity + (self.Projectile.Gravity), -90, 90)
phys:SetAngles(phys:GetAngles() + Angle(self.m_gravity, 0, 0) * FrameTime())
phys:SetPos(self.LastPos + phys:GetAngles():Forward() * (self.Projectile.Speed * FrameTime()))
--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.Maxs,
maxs = self.Maxs
}
local tr = util.TraceHull(trData)
if (tr.Hit && (tr.Entity:IsPlayer() || tr.Entity:IsNPC())) then
self:Impact(tr, phys, true)
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:Impact(tr, phys, false)
return
end
self.LastPos = phys:GetPos()
end
function ENT:Impact(tr1, phys, bHull)
phys:EnableMotion(false)
self:SetPos(tr1.HitPos)
self:FireBullets({
Attacker = self:GetOwner(),
Num = 1,
Tracer = 0,
Src = self.LastPos,
Dir = (phys:GetPos() - self.LastPos):GetNormalized(),
HullSize = bHull && self.Maxs:Length() * 2 || 1,
IgnoreEntity = self,
Callback = function(attacker, tr, dmgInfo)
dmgInfo:SetInflictor(IsValid(self.Weapon) && self.Weapon || self)
dmgInfo:SetDamageType(dmgInfo:GetDamageType() + DMG_DIRECT + self:GetDamageType())
if (IsValid(self.Weapon)) then
self.Weapon:BulletCallback(attacker, tr, dmgInfo)
end
end
})
local dmg = DamageInfo()
dmg:SetAttacker(self:GetOwner())
dmg:SetInflictor(self)
dmg:SetDamage(self.Bullet.Damage[1])
dmg:SetDamageType(DMG_BLAST + DMG_AIRBOAT)
dmg:SetReportedPosition(self:GetPos())
util.BlastDamageInfo(dmg, self:GetPos(), self.BlastRadius)
util.ScreenShake(self:GetPos(), 3500, 1111, 1, 124 * 4)
ParticleEffect("Generic_explo_high", self:GetPos(), self:GetAngles())
self:EmitSound("^viper/shared/frag_expl.ogg", 0, 100, 1, CHAN_WEAPON)
util.Decal("Scorch", self:GetPos(), self:GetPos() + self:GetUp() * -100, {self})
self:Remove()
end
function ENT:GetDamageType()
return DMG_BLAST + DMG_DIRECT
end