add sborka
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@@ -0,0 +1,246 @@
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AddCSLuaFile()
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ENT.Type = "anim"
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ENT.Spawnable = false
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ENT.AdminSpawnable = false
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ENT.DoNotDuplicate = true
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ENT._LVS = true
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function ENT:SetupDataTables()
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self:NetworkVar( "Entity",0, "Base" )
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end
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if SERVER then
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function ENT:Initialize()
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self:SetMoveType( MOVETYPE_NONE )
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self:SetSolid( SOLID_NONE )
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self:DrawShadow( false )
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debugoverlay.Cross( self:GetPos(), 40, 5, Color( 255, 255, 255 ) )
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end
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function ENT:CheckWater( Base )
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if bit.band( util.PointContents( self:GetPos() ), CONTENTS_WATER ) ~= CONTENTS_WATER then
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if self.CountWater then
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self.CountWater = nil
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end
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return
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end
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if Base.WaterLevelAutoStop > 3 then return end
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self.CountWater = (self.CountWater or 0) + 1
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if self.CountWater < 4 then return end
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Base:StopEngine()
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end
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function ENT:Think()
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local Base = self:GetBase()
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if IsValid( Base ) and Base:GetEngineActive() then
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self:CheckWater( Base )
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end
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self:NextThink( CurTime() + 1 )
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return true
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end
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function ENT:OnTakeDamage( dmginfo )
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end
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function ENT:UpdateTransmitState()
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return TRANSMIT_ALWAYS
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end
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return
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end
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ENT._oldEnActive = false
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ENT._ActiveSounds = {}
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function ENT:Initialize()
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end
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function ENT:StopSounds()
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for id, sound in pairs( self._ActiveSounds ) do
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if istable( sound ) then
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for _, snd in pairs( sound ) do
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if snd then
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snd:Stop()
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end
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end
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else
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sound:Stop()
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end
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self._ActiveSounds[ id ] = nil
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end
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end
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function ENT:HandleEngineSounds( vehicle )
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local ply = LocalPlayer()
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local pod = ply:GetVehicle()
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local Throttle = vehicle:GetThrottle() - vehicle:GetThrustStrenght() * vehicle:GetThrottle() * 0.5
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local Doppler = vehicle:CalcDoppler( ply )
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local DrivingMe = ply:lvsGetVehicle() == vehicle
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local FirstPerson = false
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if IsValid( pod ) then
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local ThirdPerson = pod:GetThirdPersonMode()
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if ThirdPerson ~= self._lvsoldTP then
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self._lvsoldTP = ThirdPerson
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VolumeSetNow = DrivingMe
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end
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FirstPerson = DrivingMe and not ThirdPerson
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end
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if DrivingMe ~= self._lvsoldDrivingMe then
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self._lvsoldDrivingMe = DrivingMe
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self:StopSounds()
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self._oldEnActive = nil
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return
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end
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local FT = RealFrameTime()
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self._smTHR = self._smTHR and self._smTHR + (Throttle - self._smTHR) * FT or 0
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for id, sound in pairs( self._ActiveSounds ) do
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if not sound then continue end
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local data = self.EngineSounds[ id ]
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local Pitch = math.Clamp( data.Pitch + self._smTHR * data.PitchMul, data.PitchMin, data.PitchMax )
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local PitchMul = data.UseDoppler and Doppler or 1
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local InActive = self._smTHR > data.FadeOut or self._smTHR < data.FadeIn
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if data.FadeOut >= 1 and self._smTHR > 1 then
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InActive = false
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end
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local Volume = InActive and 0 or LVS.EngineVolume
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if data.VolumeMin and data.VolumeMax and not InActive then
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Volume = math.max(self._smTHR - data.VolumeMin,0) / (1 - data.VolumeMin) * data.VolumeMax * LVS.EngineVolume
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end
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if istable( sound ) then
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sound.ext:ChangePitch( math.Clamp( Pitch * PitchMul, 0, 255 ), 0.2 )
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if sound.int then sound.int:ChangePitch( math.Clamp( Pitch, 0, 255 ), 0.2 ) end
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local fadespeed = VolumeSetNow and 0 or data.FadeSpeed
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if FirstPerson then
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sound.ext:ChangeVolume( 0, 0 )
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if vehicle:HasActiveSoundEmitters() then
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Volume = Volume * 0.25
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fadespeed = fadespeed * 0.5
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end
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if sound.int then sound.int:ChangeVolume( Volume, fadespeed ) end
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else
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sound.ext:ChangeVolume( Volume, fadespeed )
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if sound.int then sound.int:ChangeVolume( 0, 0 ) end
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end
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else
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sound:ChangePitch( math.Clamp( Pitch * PitchMul, 0, 255 ), 0.2 )
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sound:ChangeVolume( Volume, data.FadeSpeed )
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end
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end
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end
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function ENT:OnEngineActiveChanged( Active )
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if not Active then self:StopSounds() return end
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local ply = LocalPlayer()
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local DrivingMe = ply:lvsGetVehicle() == self:GetBase()
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for id, data in pairs( self.EngineSounds ) do
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if not isstring( data.sound ) then continue end
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self.EngineSounds[ id ].Pitch = data.Pitch or 80
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self.EngineSounds[ id ].PitchMin = data.PitchMin or 0
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self.EngineSounds[ id ].PitchMax = data.PitchMax or 255
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self.EngineSounds[ id ].PitchMul = data.PitchMul or 100
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self.EngineSounds[ id ].UseDoppler = data.UseDoppler ~= false
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self.EngineSounds[ id ].FadeIn = data.FadeIn or 0
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self.EngineSounds[ id ].FadeOut = data.FadeOut or 1
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self.EngineSounds[ id ].FadeSpeed = data.FadeSpeed or 1.5
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self.EngineSounds[ id ].SoundLevel = data.SoundLevel or 85
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if data.sound_int and data.sound_int ~= data.sound and DrivingMe then
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local sound = CreateSound( self, data.sound )
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sound:SetSoundLevel( data.SoundLevel )
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sound:PlayEx(0,100)
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if data.sound_int == "" then
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self._ActiveSounds[ id ] = {
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ext = sound,
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int = false,
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}
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else
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local sound_interior = CreateSound( self, data.sound_int )
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sound_interior:SetSoundLevel( data.SoundLevel )
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sound_interior:PlayEx(0,100)
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self._ActiveSounds[ id ] = {
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ext = sound,
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int = sound_interior,
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}
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end
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else
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local sound = CreateSound( self, data.sound )
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sound:SetSoundLevel( data.SoundLevel )
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sound:PlayEx(0,100)
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self._ActiveSounds[ id ] = sound
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end
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end
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end
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function ENT:Think()
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local vehicle = self:GetBase()
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if not IsValid( vehicle ) then return end
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if not self.EngineSounds then
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self.EngineSounds = vehicle.EngineSounds
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return
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end
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local EngineActive = vehicle:GetEngineActive()
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if self._oldEnActive ~= EngineActive then
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self._oldEnActive = EngineActive
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self:OnEngineActiveChanged( EngineActive )
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end
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if EngineActive then
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self:HandleEngineSounds( vehicle )
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else
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self._smTHR = 0
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end
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end
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function ENT:OnRemove()
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self:StopSounds()
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end
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function ENT:Draw()
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end
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function ENT:DrawTranslucent()
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end
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