add sborka
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175
garrysmod/addons/swbombs/lua/entities/sw_airdrop_v3/init.lua
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175
garrysmod/addons/swbombs/lua/entities/sw_airdrop_v3/init.lua
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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.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, 10)
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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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end
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self.Broken = false
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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.Chute = ents.Create("prop_physics")
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self.Chute:SetModel("models/sw/shared/chute_2.mdl")
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self.Chute:SetPos(self:GetPos()+self:GetUp()*25)
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self.Chute:SetAngles(self:GetAngles())
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self.Chute:Spawn()
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self.Chute:Activate()
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self.Chute.Owner=self.Owner
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self.Chute:PhysWake()
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self.Chute:GetPhysicsObject():EnableDrag(true)
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self.Chute:GetPhysicsObject():SetMass(100)
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local Wire = constraint.Rope(self,self.Chute,0,0,Vector(30,0,20),Vector(0,0,0),150,0,0,1 )
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if IsValid(self.Chute) then
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self.Chute: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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if IsValid(self.Chute) then
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self.Chute:Remove()
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end
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self:SetOpen(false)
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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:GetHP() <= 0 then
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if !self.Broken then
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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*2), 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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local tab = self:GetTable()
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if 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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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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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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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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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:Remove()
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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 > 50 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.Chute) then
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self.Chute:Remove()
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end
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end
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