add sborka

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2026-03-31 10:27:04 +03:00
commit f5e5f56c84
2345 changed files with 382127 additions and 0 deletions

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@@ -0,0 +1,332 @@
AddCSLuaFile()
ENT.Base = "lvs_wheeldrive_engine"
DEFINE_BASECLASS( "lvs_wheeldrive_engine" )
ENT.Spawnable = false
ENT.AdminSpawnable = false
ENT.DoNotDuplicate = true
ENT._LVS = true
ENT.RenderGroup = RENDERGROUP_BOTH
if SERVER then
function ENT:Think()
return false
end
return
end
ENT._oldEnActive = false
ENT._ActiveSounds = {}
function ENT:StopSounds()
for id, sound in pairs( self._ActiveSounds ) do
if istable( sound ) then
for _, snd in pairs( sound ) do
if snd then
snd:Stop()
end
end
else
sound:Stop()
end
self._ActiveSounds[ id ] = nil
end
end
function ENT:HandleEngineSounds( vehicle )
local ply = LocalPlayer()
local pod = ply:GetVehicle()
local Throttle = (vehicle:GetThrottle() - vehicle:GetThrustStrenght() * vehicle:GetThrottle() * 0.5) + vehicle:GetBrake()
local Doppler = vehicle:CalcDoppler( ply )
local DrivingMe = ply:lvsGetVehicle() == vehicle
local VolumeSetNow = false
local FirstPerson = false
if IsValid( pod ) then
local ThirdPerson = pod:GetThirdPersonMode()
if ThirdPerson ~= self._lvsoldTP then
self._lvsoldTP = ThirdPerson
VolumeSetNow = DrivingMe
end
FirstPerson = DrivingMe and not ThirdPerson
end
if DrivingMe ~= self._lvsoldDrivingMe then
self._lvsoldDrivingMe = DrivingMe
self:StopSounds()
self._oldEnActive = nil
return
end
local FT = RealFrameTime()
self._smTHR = self._smTHR and self._smTHR + (Throttle - self._smTHR) * FT or 0
local HasActiveSoundEmitters = false
if DrivingMe then
HasActiveSoundEmitters = vehicle:HasActiveSoundEmitters()
end
local rpmSet = false
for id, sound in pairs( self._ActiveSounds ) do
if not sound then continue end
local data = self.EngineSounds[ id ]
local Pitch = math.Clamp( data.Pitch + self._smTHR * data.PitchMul, data.PitchMin, data.PitchMax )
local PitchMul = data.UseDoppler and Doppler or 1
local InActive = self._smTHR > data.FadeOut or self._smTHR < data.FadeIn
if data.FadeOut >= 1 and self._smTHR > 1 then
InActive = false
end
local Volume = InActive and 0 or LVS.EngineVolume
if data.VolumeMin and data.VolumeMax and not InActive then
Volume = math.max(self._smTHR - data.VolumeMin,0) / (1 - data.VolumeMin) * data.VolumeMax * LVS.EngineVolume
end
if istable( sound ) then
sound.ext:ChangePitch( math.Clamp( Pitch * PitchMul, 0, 255 ), 0.2 )
if sound.int then sound.int:ChangePitch( math.Clamp( Pitch, 0, 255 ), 0.2 ) end
local fadespeed = VolumeSetNow and 0 or data.FadeSpeed
if FirstPerson then
sound.ext:ChangeVolume( 0, 0 )
if HasActiveSoundEmitters then
Volume = Volume * 0.25
fadespeed = fadespeed * 0.5
end
if sound.int then sound.int:ChangeVolume( Volume, fadespeed ) end
else
if HasActiveSoundEmitters then
Volume = Volume * 0.75
fadespeed = fadespeed * 0.5
end
sound.ext:ChangeVolume( Volume, fadespeed )
if sound.int then sound.int:ChangeVolume( 0, 0 ) end
end
else
if data.FadeInRestart then
if Volume == 0 then
if sound:GetVolume() == 0 and sound:IsPlaying() then
sound:Stop()
else
sound:ChangePitch( math.Clamp( Pitch * PitchMul, 0, 255 ), 0.2 )
sound:ChangeVolume( Volume, data.FadeSpeed )
end
else
if sound:IsPlaying() then
sound:ChangePitch( math.Clamp( Pitch * PitchMul, 0, 255 ), 0.2 )
sound:ChangeVolume( Volume, data.FadeSpeed )
else
sound:PlayEx( Volume, math.Clamp( Pitch * PitchMul, 0, 255 ) )
end
end
else
sound:ChangePitch( math.Clamp( Pitch * PitchMul, 0, 255 ), 0.2 )
sound:ChangeVolume( Volume, data.FadeSpeed )
end
if not rpmSet then
rpmSet = true
self:SetRPM( vehicle.EngineIdleRPM + ((sound:GetPitch() - data.Pitch) / data.PitchMul) * (vehicle.EngineMaxRPM - vehicle.EngineIdleRPM) )
end
end
end
end
function ENT:OnEngineActiveChanged( Active )
if not Active then self:StopSounds() return end
local ply = LocalPlayer()
local ViewPos = ply:GetViewEntity():GetPos()
local veh = ply:lvsGetVehicle()
local Base = self:GetBase()
for id, data in pairs( self.EngineSounds ) do
if not isstring( data.sound ) then continue end
self.EngineSounds[ id ].Pitch = data.Pitch or 80
self.EngineSounds[ id ].PitchMin = data.PitchMin or 0
self.EngineSounds[ id ].PitchMax = data.PitchMax or 255
self.EngineSounds[ id ].PitchMul = data.PitchMul or 100
self.EngineSounds[ id ].UseDoppler = data.UseDoppler ~= false
self.EngineSounds[ id ].FadeIn = data.FadeIn or 0
self.EngineSounds[ id ].FadeOut = data.FadeOut or 1
self.EngineSounds[ id ].FadeSpeed = data.FadeSpeed or 1.5
self.EngineSounds[ id ].SoundLevel = data.SoundLevel or 85
if data.sound_int and data.sound_int ~= data.sound then
local sound = CreateSound( self, data.sound )
sound:SetSoundLevel( data.SoundLevel )
sound:PlayEx(0,100)
if data.sound_int == "" then
self._ActiveSounds[ id ] = {
ext = sound,
int = false,
}
else
local sound_interior = CreateSound( self, data.sound_int )
sound_interior:SetSoundLevel( data.SoundLevel )
sound_interior:PlayEx(0,100)
self._ActiveSounds[ id ] = {
ext = sound,
int = sound_interior,
}
end
else
local sound = CreateSound( self, data.sound )
sound:SetSoundLevel( data.SoundLevel )
sound:PlayEx(0,100)
self._ActiveSounds[ id ] = sound
end
end
end
function ENT:Think()
local vehicle = self:GetBase()
if not IsValid( vehicle ) then return end
self:DamageFX( vehicle )
self:EngineFX( vehicle )
if not self.EngineSounds then
self.EngineSounds = vehicle.EngineSounds
return
end
local EngineActive = vehicle:GetEngineActive()
if self._oldEnActive ~= EngineActive then
self._oldEnActive = EngineActive
self:OnEngineActiveChanged( EngineActive )
end
if EngineActive then
self:HandleEngineSounds( vehicle )
self:ExhaustFX( vehicle )
else
self._smTHR = 0
end
end
function ENT:EngineFX( vehicle )
if not vehicle:GetEngineActive() then return end
local EntTable = vehicle:GetTable()
if not EntTable.EngineSplash then return end
local T = CurTime()
if (EntTable.nextPropFX or 0) > T then return end
local throttle = (self:GetRPM() / EntTable.EngineMaxRPM)
EntTable.nextPropFX = T + math.max(0.2 - throttle,0.05)
local startpos = self:GetPos()
local endpos = self:LocalToWorld( Vector(0,0,-EntTable.EngineSplashDistance) )
local traceWater = util.TraceLine( {
start = startpos,
endpos = endpos,
mask = MASK_WATER,
filter = vehicle:GetCrosshairFilterEnts()
} )
if not traceWater.Hit then return end
local pos = traceWater.HitPos
local emitter = vehicle:GetParticleEmitter( pos )
if not IsValid( emitter ) then return end
local LightColor = render.GetLightColor( pos )
local VecCol = Vector(1,1.2,1.4) * (0.06 + (0.2126 * LightColor.r) + (0.7152 * LightColor.g) + (0.0722 * LightColor.b)) * 1000
VecCol.x = math.min( VecCol.x, 255 )
VecCol.y = math.min( VecCol.y, 255 )
VecCol.z = math.min( VecCol.z, 255 )
local particle = emitter:Add( "effects/splash4", pos )
local dir = self:LocalToWorldAngles( Angle(EntTable.EngineSplashThrowAngle,180 - vehicle:GetSteer() * 30,0) ):Forward()
local vel = (VectorRand() * EntTable.EngineSplashVelocityRandomAdd + dir * EntTable.EngineSplashVelocity) * throttle
particle:SetVelocity( vel )
particle:SetDieTime( 1 )
particle:SetAirResistance( 10 )
particle:SetStartAlpha( 255 )
particle:SetStartSize( EntTable.EngineSplashStartSize * throttle )
particle:SetEndSize( EntTable.EngineSplashEndSize * throttle )
particle:SetRoll( math.Rand(-5,5) )
particle:SetColor(VecCol.r,VecCol.g,VecCol.b)
particle:SetGravity( Vector(0,0,-600) )
particle:SetCollide( false )
particle:SetNextThink( T )
particle:SetThinkFunction( function( p )
p:SetNextThink( CurTime() )
local fxpos = p:GetPos()
if fxpos.z > pos.z then return end
p:SetDieTime( 0 )
local startpos = Vector(fxpos.x,fxpos.y,pos.z + 1)
if not IsValid( vehicle ) then return end
local emitter3D = vehicle:GetParticleEmitter3D( vehicle:GetPos() )
if not IsValid( emitter3D ) then return end
local particle = emitter3D:Add("effects/splashwake1", startpos )
if not particle then return end
local scale = math.Rand(0.5,2)
local size = p:GetEndSize()
local vsize = Vector(size,size,size)
particle:SetStartSize( size * scale * 0.5 )
particle:SetEndSize( size * scale )
particle:SetDieTime( math.Rand(0.5,1) )
particle:SetStartAlpha( 255 )
particle:SetEndAlpha( 0 )
particle:SetPos( startpos )
particle:SetAngles( Angle(-90,math.Rand(-180,180),0) )
particle:SetColor(VecCol.r,VecCol.g,VecCol.b)
end )
end