add sborka
This commit is contained in:
@@ -0,0 +1,92 @@
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include("shared.lua")
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function ENT:PreDraw()
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local Body = self:GetBody()
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if not IsValid( Body ) then return false end
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Body:DrawModel()
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return false
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end
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function ENT:PreDrawTranslucent()
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return false
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end
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function ENT:DamageFX()
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self.nextDFX = self.nextDFX or 0
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if self.nextDFX < CurTime() then
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self.nextDFX = CurTime() + 0.05
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local HP = self:GetHP()
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local MaxHP = self:GetMaxHP()
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if HP > MaxHP * 0.25 then return end
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local effectdata = EffectData()
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effectdata:SetOrigin( self:LocalToWorld( Vector(-60,0,-10) ) )
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effectdata:SetNormal( self:GetUp() )
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effectdata:SetMagnitude( math.Rand(0.5,1.5) )
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effectdata:SetEntity( self )
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util.Effect( "lvs_exhaust_fire", effectdata )
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end
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end
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function ENT:OnFrame()
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self:AnimRotor()
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self:DamageFX()
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end
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function ENT:AnimRotor()
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local RPM = self:GetThrottle() * 2500
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self.RPM = self.RPM and (self.RPM + RPM * RealFrameTime() * 0.5) or 0
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local Rot = Angle( -self.RPM,0,0)
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Rot:Normalize()
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local Body = self:GetBody()
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if not IsValid( Body ) then return end
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Body:ManipulateBoneAngles( 19, Rot )
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end
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function ENT:PaintCrosshairSquare( Pos2D, Col )
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local X = Pos2D.x + 1
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local Y = Pos2D.y + 1
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local Size = 20
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surface.SetDrawColor( 0, 0, 0, 80 )
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surface.DrawLine( X - Size, Y + Size, X - Size * 0.5, Y + Size )
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surface.DrawLine( X + Size, Y + Size, X + Size * 0.5, Y + Size )
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surface.DrawLine( X - Size, Y + Size, X - Size, Y + Size * 0.5 )
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surface.DrawLine( X - Size, Y - Size, X - Size, Y - Size * 0.5 )
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surface.DrawLine( X + Size, Y + Size, X + Size, Y + Size * 0.5 )
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surface.DrawLine( X + Size, Y - Size, X + Size, Y - Size * 0.5 )
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surface.DrawLine( X - Size, Y - Size, X - Size * 0.5, Y - Size )
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surface.DrawLine( X + Size, Y - Size, X + Size * 0.5, Y - Size )
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if Col then
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surface.SetDrawColor( Col.r, Col.g, Col.b, Col.a )
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else
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surface.SetDrawColor( 255, 255, 255, 255 )
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end
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X = Pos2D.x
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Y = Pos2D.y
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surface.DrawLine( X - Size, Y + Size, X - Size * 0.5, Y + Size )
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surface.DrawLine( X + Size, Y + Size, X + Size * 0.5, Y + Size )
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surface.DrawLine( X - Size, Y + Size, X - Size, Y + Size * 0.5 )
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surface.DrawLine( X - Size, Y - Size, X - Size, Y - Size * 0.5 )
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surface.DrawLine( X + Size, Y + Size, X + Size, Y + Size * 0.5 )
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surface.DrawLine( X + Size, Y - Size, X + Size, Y - Size * 0.5 )
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surface.DrawLine( X - Size, Y - Size, X - Size * 0.5, Y - Size )
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surface.DrawLine( X + Size, Y - Size, X + Size * 0.5, Y - Size )
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self:PaintCrosshairCenter( Pos2D, Col )
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end
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@@ -0,0 +1,160 @@
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AddCSLuaFile( "shared.lua" )
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AddCSLuaFile( "cl_init.lua" )
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include("shared.lua")
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function ENT:OnSpawn( PObj )
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local DriverSeat = self:AddDriverSeat( Vector(200,0,0), Angle(0,-90,0) )
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DriverSeat:SetCameraDistance( 0.2 )
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DriverSeat.HidePlayer = true
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self:AddEngineSound( Vector(-133,0,55) )
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self:DrawShadow( false )
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local Body = ents.Create( "lvs_gunship_body" )
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Body:SetPos( self:GetPos() )
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Body:SetAngles( self:GetAngles() )
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Body:Spawn()
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Body:Activate()
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Body:SetParent( self )
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Body:SetSkin( 1 )
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self:DeleteOnRemove( Body )
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self:TransferCPPI( Body )
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self:SetBody( Body )
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local Rotor = self:AddRotor( Vector(-133,0,55), Angle(0,0,0), 0, 4000 )
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Rotor:SetRotorEffects( true )
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local ID = Body:LookupAttachment( "muzzle" )
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local Muzzle = Body:GetAttachment( ID )
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self.weaponSND = self:AddSoundEmitter( Body:WorldToLocal( Muzzle.Pos ), "npc/combine_gunship/gunship_weapon_fire_loop6.wav", "npc/combine_gunship/gunship_fire_loop1.wav" )
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self.weaponSND:SetSoundLevel( 110 )
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self.weaponSND:SetParent( Body, ID )
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end
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function ENT:SetRotor( PhysRot )
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local Body = self:GetBody()
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if not IsValid( Body ) then return end
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if self._oldPhysRot ~= PhysRot then
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self._oldPhysTor = PhysRot
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if PhysRot then
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Body:SetSkin( 1 )
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else
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Body:SetSkin( 0 )
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end
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end
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end
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function ENT:OnTick()
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local PhysRot = self:GetThrottle() < 0.85
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if not self:IsEngineDestroyed() then
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self:SetRotor( PhysRot )
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end
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self:AnimBody()
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self:BodySounds()
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end
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function ENT:BodySounds()
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local T = CurTime()
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if (self._nextBodySND or 0) > T then return end
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self._nextBodySND = T + 2
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local HP = self:GetHP()
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if self._oldHPsnd ~= HP then
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if isnumber( self._oldHPsnd ) then
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if self._oldHPsnd > HP and math.abs(self._oldHPsnd - HP) > 100 then
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self:EmitSound("NPC_CombineGunship.Pain")
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end
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end
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self._oldHPsnd = HP
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end
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local trace = self:GetEyeTrace()
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local SeeEnemy = IsValid( trace.Entity ) and trace.Entity ~= self._oldEnemySND and trace.Entity.LVS and self:IsEnemy( trace.Entity )
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if SeeEnemy then
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self._oldEnemySND = trace.Entity
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self:EmitSound("NPC_CombineGunship.SeeEnemy")
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end
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end
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function ENT:AnimBody()
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local PhysObj = self:GetPhysicsObject()
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if not IsValid( PhysObj ) then return end
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local Body = self:GetBody()
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if not IsValid( Body ) then return end
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local FT = FrameTime()
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local LocalAngles = self:WorldToLocalAngles( self:GetAimVector():Angle() )
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local VelL = self:WorldToLocal( self:GetPos() + self:GetVelocity() )
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local AngVel = PhysObj:GetAngleVelocity()
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local Steer = self:GetSteer()
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self._smLocalAngles = self._smLocalAngles and self._smLocalAngles + (LocalAngles - self._smLocalAngles) * FT * 4 or LocalAngles
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self._smVelL = self._smVelL and self._smVelL + (VelL - self._smVelL) * FT * 10 or VelL
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self._smAngVel = self._smAngVel and self._smAngVel + (AngVel - self._smAngVel) * FT * 10 or AngVel
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self._smSteer = self._smSteer and self._smSteer + (Steer - self._smSteer) * FT * 0.2 or Steer
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Body:SetPoseParameter("flex_vert", self._smSteer.y * 10 + self._smLocalAngles.p * 0.5 )
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Body:SetPoseParameter("flex_horz", self._smAngVel.z * 0.25 - self._smSteer.x * 10 + self._smLocalAngles.y * 0.5 )
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Body:SetPoseParameter("fin_accel", self._smVelL.x * 0.0015 + self._smSteer.y * 2 + self._smVelL.z * 0.008 )
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Body:SetPoseParameter("fin_sway", -self._smVelL.y * 0.007 - self._smSteer.x * 5 )
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Body:SetPoseParameter("antenna_accel", self._smVelL.x * 0.005 )
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Body:SetPoseParameter("antenna_sway", -self._smVelL.y * 0.005 )
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end
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function ENT:FireBellyCannon()
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local base = self:GetBody()
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if not IsValid( base ) then return end
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local Muzzle = base:GetAttachment( base:LookupAttachment( "bellygun" ) )
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if not Muzzle then return end
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local traceTarget = util.TraceLine( {
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start = Muzzle.Pos,
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endpos = Muzzle.Pos + base:GetAimVector() * 50000,
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filter = self:GetCrosshairFilterEnts()
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} )
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local traceBrush = util.TraceLine( {
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start = Muzzle.Pos,
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endpos = Muzzle.Pos + base:GetAimVector() * 50000,
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mask = MASK_SOLID_BRUSHONLY,
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} )
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local Driver = self:GetDriver()
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local dmginfo = DamageInfo()
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dmginfo:SetAttacker( IsValid( Driver ) and Driver or self )
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dmginfo:SetInflictor( self )
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dmginfo:SetDamage( 500 )
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dmginfo:SetDamageType( DMG_DISSOLVE )
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dmginfo:SetDamagePosition( traceBrush.HitPos )
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util.BlastDamageInfo( dmginfo, traceBrush.HitPos, 500 )
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local HitEnt = traceTarget.Entity
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if not IsValid( HitEnt ) then return end
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dmginfo:SetDamage( 5000 )
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HitEnt:TakeDamageInfo( dmginfo )
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end
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@@ -0,0 +1,247 @@
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ENT.Base = "lvs_base_helicopter"
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ENT.PrintName = "Combine Gunship"
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ENT.Author = "Luna"
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ENT.Information = "Combine Synth Gunship from Half Life 2 + Episodes"
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ENT.Category = "[LVS] - Helicopters"
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ENT.VehicleCategory = "Helicopters"
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ENT.VehicleSubCategory = "Combine"
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ENT.Spawnable = true
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ENT.AdminSpawnable = false
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ENT.DisableBallistics = true
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ENT.MDL = "models/blu/combine_gunship.mdl"
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ENT.GibModels = {
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"models/gibs/gunship_gibs_engine.mdl",
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"models/gibs/gunship_gibs_eye.mdl",
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"models/gibs/gunship_gibs_headsection.mdl",
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"models/gibs/gunship_gibs_midsection.mdl",
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"models/gibs/gunship_gibs_nosegun.mdl",
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"models/gibs/gunship_gibs_sensorarray.mdl",
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"models/gibs/gunship_gibs_tailsection.mdl",
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"models/gibs/gunship_gibs_wing.mdl",
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}
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ENT.AITEAM = 1
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ENT.MaxHealth = 1600
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ENT.MaxVelocity = 2150
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ENT.ThrustUp = 1
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ENT.ThrustDown = 0.8
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ENT.ThrustRate = 1
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ENT.ThrottleRateUp = 0.2
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ENT.ThrottleRateDown = 0.2
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ENT.TurnRatePitch = 1
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ENT.TurnRateYaw = 1
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ENT.TurnRateRoll = 1
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ENT.GravityTurnRateYaw = 2
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ENT.ForceLinearDampingMultiplier = 1.5
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ENT.ForceAngleMultiplier = 1
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ENT.ForceAngleDampingMultiplier = 1
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ENT.EngineSounds = {
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{
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sound = "^npc/combine_gunship/engine_whine_loop1.wav",
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--sound_int = "lvs/vehicles/helicopter/loop_interior.wav",
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Pitch = 0,
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PitchMin = 0,
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PitchMax = 255,
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PitchMul = 100,
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Volume = 1,
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VolumeMin = 0,
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VolumeMax = 1,
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SoundLevel = 125,
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UseDoppler = true,
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},
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{
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sound = "npc/combine_gunship/engine_rotor_loop1.wav",
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Pitch = 0,
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PitchMin = 0,
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PitchMax = 255,
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PitchMul = 100,
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Volume = 1,
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VolumeMin = 0,
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VolumeMax = 1,
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SoundLevel = 125,
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UseDoppler = true,
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},
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}
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function ENT:OnSetupDataTables()
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self:AddDT( "Entity", "Body" )
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end
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function ENT:GetAimAngles()
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local Muzzle = self:GetAttachment( self:LookupAttachment( "muzzle" ) )
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if not Muzzle then return end
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local trace = self:GetEyeTrace()
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local AimAngles = self:WorldToLocalAngles( (trace.HitPos - Muzzle.Pos):GetNormalized():Angle() )
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return AimAngles
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end
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function ENT:WeaponsInRange()
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return self:AngleBetweenNormal( self:GetForward(), self:GetAimVector() ) < 75
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end
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function ENT:BellyInRange()
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return self:AngleBetweenNormal( -self:GetUp(), self:GetAimVector() ) < 45
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end
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function ENT:InitWeapons()
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local weapon = {}
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weapon.Icon = Material("lvs/weapons/mg.png")
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weapon.Ammo = 2000
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weapon.Delay = 0.1
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weapon.HeatRateUp = 0.2
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weapon.HeatRateDown = 0.25
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weapon.StartAttack = function( ent )
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if not IsValid( ent.weaponSND ) then return end
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ent.weaponSND:EmitSound("NPC_CombineGunship.CannonStartSound")
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self.ShouldPlaySND = true
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end
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weapon.FinishAttack = function( ent )
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if not IsValid( ent.weaponSND ) then return end
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self.ShouldPlaySND = false
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ent.weaponSND:Stop()
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ent.weaponSND:EmitSound("NPC_CombineGunship.CannonStopSound")
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end
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weapon.Attack = function( ent )
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if not ent:WeaponsInRange() then
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|
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ent.ShouldPlaySND = false
|
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|
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return true
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end
|
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|
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ent.ShouldPlaySND = true
|
||||
|
||||
local Body = ent:GetBody()
|
||||
|
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if not IsValid( Body ) then return end
|
||||
|
||||
local Muzzle = Body:GetAttachment( Body:LookupAttachment( "muzzle" ) )
|
||||
|
||||
if not Muzzle then return end
|
||||
|
||||
local trace = ent:GetEyeTrace()
|
||||
|
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local bullet = {}
|
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bullet.Src = Muzzle.Pos
|
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bullet.Dir = (trace.HitPos - Muzzle.Pos):GetNormalized()
|
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bullet.Spread = Vector(0.02,0.02,0.02)
|
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bullet.TracerName = "lvs_pulserifle_tracer_large"
|
||||
bullet.Force = 2000
|
||||
bullet.HullSize = 6
|
||||
bullet.Damage = 18
|
||||
bullet.Velocity = 12000
|
||||
bullet.Attacker = self:GetDriver()
|
||||
bullet.Callback = function(att, tr, dmginfo)
|
||||
local effectdata = EffectData()
|
||||
effectdata:SetOrigin( tr.HitPos + tr.HitNormal )
|
||||
effectdata:SetNormal( tr.HitNormal * 2 )
|
||||
effectdata:SetRadius( 10 )
|
||||
util.Effect( "cball_bounce", effectdata, true, true )
|
||||
end
|
||||
self:LVSFireBullet( bullet )
|
||||
|
||||
local effectdata = EffectData()
|
||||
effectdata:SetOrigin( Muzzle.Pos )
|
||||
effectdata:SetNormal( Muzzle.Ang:Forward() )
|
||||
effectdata:SetEntity( ent )
|
||||
util.Effect( "lvs_pulserifle_muzzle", effectdata )
|
||||
|
||||
ent:TakeAmmo()
|
||||
end
|
||||
weapon.OnThink = function( ent, active )
|
||||
if not IsValid( ent.weaponSND ) then return end
|
||||
|
||||
local ShouldPlay = ent.ShouldPlaySND and active
|
||||
|
||||
if ent._oldShouldPlaySND ~= ShouldPlay then
|
||||
ent._oldShouldPlaySND = ShouldPlay
|
||||
if ShouldPlay then
|
||||
ent.weaponSND:Play()
|
||||
else
|
||||
ent.weaponSND:Stop()
|
||||
end
|
||||
end
|
||||
end
|
||||
weapon.OnSelect = function( ent ) ent:EmitSound("physics/metal/weapon_impact_soft3.wav") end
|
||||
self:AddWeapon( weapon )
|
||||
|
||||
local color_red = Color(255,0,0,255)
|
||||
|
||||
local weapon = {}
|
||||
weapon.Icon = Material("lvs/weapons/warplaser.png")
|
||||
weapon.Ammo = -1
|
||||
weapon.Delay = 4
|
||||
weapon.HeatRateUp = 0
|
||||
weapon.HeatRateDown = 0.05
|
||||
weapon.Attack = function( ent )
|
||||
if ent:GetAI() and not ent:BellyInRange() then return true end
|
||||
|
||||
ent:SetHeat( 100 )
|
||||
ent:SetOverheated( true )
|
||||
|
||||
local effectdata = EffectData()
|
||||
effectdata:SetOrigin( ent:GetPos() )
|
||||
effectdata:SetEntity( ent:GetBody() )
|
||||
util.Effect( "lvs_warpcannon_charge", effectdata )
|
||||
|
||||
timer.Simple( 2, function()
|
||||
if not IsValid( ent ) then return end
|
||||
|
||||
local effectdata = EffectData()
|
||||
effectdata:SetOrigin( ent:GetPos() )
|
||||
effectdata:SetEntity( ent:GetBody() )
|
||||
util.Effect( "lvs_warpcannon_fire", effectdata )
|
||||
|
||||
timer.Simple( 0.2, function()
|
||||
if not IsValid( ent ) then return end
|
||||
|
||||
ent:FireBellyCannon()
|
||||
end )
|
||||
end )
|
||||
end
|
||||
weapon.OnSelect = function( ent ) ent:EmitSound("physics/metal/weapon_impact_soft3.wav") end
|
||||
weapon.HudPaint = function( ent, X, Y, ply )
|
||||
local base = ent:GetBody()
|
||||
|
||||
if not IsValid( base ) then return end
|
||||
|
||||
local Muzzle = base:GetAttachment( base:LookupAttachment( "bellygun" ) )
|
||||
|
||||
if not Muzzle then return end
|
||||
|
||||
local trace = util.TraceLine( {
|
||||
start = Muzzle.Pos,
|
||||
endpos = Muzzle.Pos + base:GetAimVector() * 50000,
|
||||
mask = MASK_SOLID_BRUSHONLY
|
||||
} )
|
||||
|
||||
local Pos2D = trace.HitPos:ToScreen()
|
||||
|
||||
ent:PaintCrosshairSquare( Pos2D, ent:BellyInRange() and color_white or color_red )
|
||||
ent:LVSPaintHitMarker( Pos2D )
|
||||
end
|
||||
self:AddWeapon( weapon )
|
||||
end
|
||||
Reference in New Issue
Block a user