add sborka
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@@ -0,0 +1,4 @@
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include("shared.lua")
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function ENT:Draw()
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self:DrawModel()
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end
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@@ -0,0 +1,301 @@
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AddCSLuaFile("cl_init.lua")
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AddCSLuaFile("shared.lua")
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include("shared.lua")
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function ENT:SpawnFunction( ply, tr, ClassName )
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if not tr.Hit then return end
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local ent = ents.Create( ClassName )
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ent:SetPos( tr.HitPos + tr.HitNormal )
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ent:SetAngles( Angle(0, ply:EyeAngles().y, 0 ) )
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ent:Spawn()
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ent:Activate()
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ent.Owner = ply
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return ent
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end
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function ENT:Initialize()
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self:SetModel("models/sw/shared/airdrop_large.mdl")
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self:PhysicsInit(SOLID_VPHYSICS)
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self:SetMoveType(SOLID_VPHYSICS)
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self:SetSolid(SOLID_VPHYSICS)
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self:SetUseType(3)
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self:SetVar(1, 22)
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local phys = self:GetPhysicsObject()
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if phys:IsValid() then
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phys:Wake()
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phys:SetMass(5000)
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end
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self:SetBodygroup(1,1)
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self.Broken = false
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self.Smoking = false
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self.SmokeAmount = 100
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end
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function ENT:Think()
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self:NextThink(CurTime()+0.05)
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if self:GetVelocity():Length() >= 500 then
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timer.Simple(1,function()
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if IsValid(self) then
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if self.Broken then return end
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if self:GetOpen() == false and not self:IsPlayerHolding() then
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self:SetOpen(true)
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self:EmitSound("sw/misc/chute_1.wav")
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self:SetBodygroup(1,0)
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self.Chute1 = ents.Create("prop_physics")
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self.Chute1:SetModel("models/sw/shared/chute_2.mdl")
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self.Chute1:SetPos(self:GetPos()+self:GetRight()*250+self:GetUp()*25)
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self.Chute1:SetAngles(self:GetAngles())
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self.Chute1:Spawn()
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self.Chute1:Activate()
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self.Chute1.Owner=self.Owner
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self.Chute1:PhysWake()
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self.Chute1:GetPhysicsObject():EnableDrag(true)
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self.Chute1:GetPhysicsObject():SetMass(100)
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local Wire1 = constraint.Rope(self,self.Chute1,0,0,Vector(0,0,72),Vector(0,0,0),500,0,0,1 )
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self.Chute2 = ents.Create("prop_physics")
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self.Chute2:SetModel("models/sw/shared/chute_2.mdl")
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self.Chute2:SetPos(self:GetPos()-self:GetRight()*250+self:GetUp()*25)
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self.Chute2:SetAngles(self:GetAngles())
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self.Chute2:Spawn()
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self.Chute2:Activate()
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self.Chute2.Owner=self.Owner
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self.Chute2:PhysWake()
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self.Chute2:GetPhysicsObject():EnableDrag(true)
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self.Chute2:GetPhysicsObject():SetMass(100)
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local Wire2 = constraint.Rope(self,self.Chute2,0,0,Vector(0,0,72),Vector(0,0,0),500,0,0,1 )
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self.Chute3 = ents.Create("prop_physics")
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self.Chute3:SetModel("models/sw/shared/chute_2.mdl")
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self.Chute3:SetPos(self:GetPos()+self:GetForward()*250+self:GetUp()*25)
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self.Chute3:SetAngles(self:GetAngles())
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self.Chute3:Spawn()
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self.Chute3:Activate()
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self.Chute3.Owner=self.Owner
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self.Chute3:PhysWake()
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self.Chute3:GetPhysicsObject():EnableDrag(true)
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self.Chute3:GetPhysicsObject():SetMass(100)
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local Wire3 = constraint.Rope(self,self.Chute3,0,0,Vector(0,0,72),Vector(0,0,0),500,0,0,1 )
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if IsValid(self.Chute1) then
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self.Chute1:GetPhysicsObject():SetDragCoefficient(self:GetVelocity():Length()*1)
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end
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if IsValid(self.Chute2) then
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self.Chute2:GetPhysicsObject():SetDragCoefficient(self:GetVelocity():Length()*1)
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end
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if IsValid(self.Chute3) then
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self.Chute3:GetPhysicsObject():SetDragCoefficient(self:GetVelocity():Length()*1)
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end
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end
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end
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end)
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else
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if self:GetVelocity():Length() <= 10 then
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if IsValid(self) then
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if self:GetOpen() == true and not self:IsPlayerHolding() then
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timer.Simple(1,function()
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if IsValid(self) then
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if self:GetOpen() == true and not self:IsPlayerHolding() then
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self:SetBodygroup(1,1)
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if IsValid(self.Chute1) then
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self.Chute1:Remove()
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end
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if IsValid(self.Chute2) then
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self.Chute2:Remove()
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end
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if IsValid(self.Chute3) then
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self.Chute3:Remove()
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end
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self:SetOpen(false)
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self.Smoking = true
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end
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end
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end)
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end
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end
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end
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end
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if self.Smoking then
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if self.Broken then return end
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if self.SmokeAmount >= 1 then
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self.NextSmoke = self.NextSmoke or 0
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if self.NextSmoke < CurTime() then
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self.NextSmoke = CurTime() + 0.01
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self.SmokeAmount = self.SmokeAmount - 1
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local effectdata = EffectData()
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effectdata:SetOrigin( self:GetPos()+self:GetUp() * 10 )
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effectdata:SetColor(255,0,0,255)
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util.Effect( "sw_practice_smoke_v3", effectdata )
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end
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end
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end
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if self:GetHP() <= 0 then
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if !self.Broken then
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self:SetBodygroup(2,math.random(1,9))
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self.Broken = true
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end
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end
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end
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function giveammo(ply)
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local wep = ply:GetActiveWeapon()
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local priAmmo = wep:GetPrimaryAmmoType()
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local secAmmo = wep:GetSecondaryAmmoType()
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local priMag = wep:GetMaxClip1()
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local secMag = wep:GetMaxClip2()
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if priAmmo == -1 and secAmmo == -1 then
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return false
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end
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if priMag ~= -1 then
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ply:GiveAmmo( (priMag*3), priAmmo )
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if secAmmo ~= -1 then
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ply:GiveAmmo( 1, secAmmo )
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end
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return true
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elseif priMag == -1 then
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ply:GiveAmmo( 1, priAmmo )
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return true
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end
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if priAmmo == -1 and secMag ~= -1 then
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ply:GiveAmmo( 1, secAmmo )
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return true
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end
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return false
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end
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function ENT:Use( ply )
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if self.Broken then return end
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self.Smoking = false
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local tab = self:GetTable()
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if tab[1] == 22 then
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if giveammo(ply) == true then
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tab[1] = tab[1] - 1
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end
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elseif tab[1] == 21 then
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if giveammo(ply) == true then
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tab[1] = tab[1] - 1
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self:SetBodygroup(2,1)
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end
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elseif tab[1] == 20 then
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if giveammo(ply) == true then
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tab[1] = tab[1] - 1
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end
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elseif tab[1] == 19 then
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if giveammo(ply) == true then
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tab[1] = tab[1] - 1
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self:SetBodygroup(2,2)
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end
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elseif tab[1] == 18 then
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if giveammo(ply) == true then
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tab[1] = tab[1] - 1
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end
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elseif tab[1] == 17 then
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if giveammo(ply) == true then
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tab[1] = tab[1] - 1
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self:SetBodygroup(2,3)
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end
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elseif tab[1] == 16 then
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if giveammo(ply) == true then
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tab[1] = tab[1] - 1
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end
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elseif tab[1] == 15 then
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if giveammo(ply) == true then
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tab[1] = tab[1] - 1
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self:SetBodygroup(2,4)
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end
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elseif tab[1] == 14 then
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if giveammo(ply) == true then
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tab[1] = tab[1] - 1
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end
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elseif tab[1] == 13 then
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if giveammo(ply) == true then
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tab[1] = tab[1] - 1
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self:SetBodygroup(2,5)
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end
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elseif tab[1] == 12 then
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if giveammo(ply) == true then
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tab[1] = tab[1] - 1
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end
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elseif tab[1] == 11 then
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if giveammo(ply) == true then
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tab[1] = tab[1] - 1
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self:SetBodygroup(2,6)
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end
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elseif tab[1] == 10 then
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if giveammo(ply) == true then
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tab[1] = tab[1] - 1
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end
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elseif tab[1] == 9 then
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if giveammo(ply) == true then
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tab[1] = tab[1] - 1
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self:SetBodygroup(2,7)
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end
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elseif tab[1] == 8 then
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if giveammo(ply) == true then
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tab[1] = tab[1] - 1
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end
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elseif tab[1] == 7 then
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if giveammo(ply) == true then
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tab[1] = tab[1] - 1
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self:SetBodygroup(2,8)
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end
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elseif tab[1] == 6 then
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if giveammo(ply) == true then
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tab[1] = tab[1] - 1
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end
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elseif tab[1] == 5 then
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if giveammo(ply) == true then
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tab[1] = tab[1] - 1
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self:SetBodygroup(2,9)
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end
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elseif tab[1] == 4 then
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if giveammo(ply) == true then
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tab[1] = tab[1] - 1
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end
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elseif tab[1] == 3 then
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if giveammo(ply) == true then
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tab[1] = tab[1] - 1
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self:SetBodygroup(2,10)
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end
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elseif tab[1] == 2 then
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if giveammo(ply) == true then
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tab[1] = tab[1] - 1
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end
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elseif tab[1] == 1 then
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if giveammo(ply) == true then
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self:SetBodygroup(2,11)
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self.Broken = true
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end
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end
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end
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--Damage
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function ENT:PhysicsCollide( data )
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if data.Speed > 5 and data.DeltaTime > 0.1 then
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local VelDif = data.OurOldVelocity:Length() - data.OurNewVelocity:Length()
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if VelDif > 20 then
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self:SetHP( self:GetHP() - VelDif*2 )
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end
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end
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end
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function ENT:OnTakeDamage( dmginfo )
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self:TakePhysicsDamage( dmginfo )
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local Damage = dmginfo:GetDamage()
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local CurHealth = self:GetHP()
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local NewHealth = CurHealth - Damage
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local ShieldCanBlock = dmginfo:IsBulletDamage() or dmginfo:IsDamageType( DMG_AIRBOAT )
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self:SetHP( NewHealth )
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end
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function ENT:OnRemove()
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if IsValid(self.Chute1) then
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self.Chute1:Remove()
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end
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if IsValid(self.Chute2) then
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self.Chute2:Remove()
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end
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if IsValid(self.Chute3) then
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self.Chute3:Remove()
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end
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end
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@@ -0,0 +1,15 @@
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ENT.Type = "anim"
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ENT.Base = "base_gmodentity"
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ENT.Category = "SW Bombs V3"
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ENT.ClassName = "sw_airdrop_large_v3"
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ENT.PrintName = "Airdrop"
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ENT.Spawnable = true
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function ENT:SetupDataTables()
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self:NetworkVar( "Bool", 0, "Open" )
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self:NetworkVar( "Float", 1, "HP")
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self:SetHP(500)
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end
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