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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ENT.Type = "anim"
ENT.Base = "base_entity"
ENT.PrintName = "Fire Particle"
ENT.Author = ""
ENT.Information = ""
ENT.Spawnable = false
ENT.AdminSpawnable = false
ENT.Model = "models/Items/AR2_Grenade.mdl"
ENT.FireTime = 8
ENT.Armed = false
ENT.NextDamageTick = 0
ENT.Ticks = 0
AddCSLuaFile()
function ENT:Initialize()
self.SpawnTime = CurTime()
if SERVER then
self:SetModel( self.Model )
self:SetMoveType( MOVETYPE_VPHYSICS )
self:SetSolid( SOLID_VPHYSICS )
local maxs = Vector(1, 1, 1)
local mins = -maxs
self:PhysicsInitBox(mins, maxs)
self:DrawShadow( false )
local phys = self:GetPhysicsObject()
if phys:IsValid() then
phys:Wake()
phys:SetBuoyancyRatio(0)
end
self:Detonate()
-- self.FireTime = self.FireTime * math.Rand(0.8, 1.2)
-- self:SetNWFloat("FireTime", CurTime() + self.FireTime)
self:SetCollisionGroup(COLLISION_GROUP_PROJECTILE)
end
end
function ENT:Think()
if CLIENT then
local d = Lerp((self.SpawnTime + self.FireTime - CurTime()) / 8, 1, 0.000001) ^ 2
if !self.Light and TacRP.ConVars["dynamiclight"]:GetBool() then
self.Light = DynamicLight(self:EntIndex())
if (self.Light) then
self.Light.Pos = self:GetPos()
self.Light.r = 255
self.Light.g = 135
self.Light.b = 0
self.Light.Brightness = 5
self.Light.Size = math.Clamp(TacRP.ConVars["thermite_radius"]:GetFloat(), 128, 512) * 1.5
self.Light.DieTime = CurTime() + self.FireTime
end
elseif self.Light then
self.Light.Pos = self:GetPos()
end
local emitter = ParticleEmitter(self:GetPos())
if !self:IsValid() or self:WaterLevel() > 2 then return end
if !IsValid(emitter) then return end
if self.Ticks % math.ceil(2 + d * 8) == 0 then
local fire = emitter:Add("particles/smokey", self:GetPos() + Vector(math.Rand(-32, 32), math.Rand(-32, 32), 0))
fire:SetVelocity( (VectorRand() * 500) + (self:GetAngles():Up() * 300) )
fire:SetGravity( Vector(0, 0, 1500) )
fire:SetDieTime( math.Rand(0.5, 1) )
fire:SetStartAlpha( 100 )
fire:SetEndAlpha( 0 )
fire:SetStartSize( 10 )
fire:SetEndSize( 150 )
fire:SetRoll( math.Rand(-180, 180) )
fire:SetRollDelta( math.Rand(-0.2,0.2) )
fire:SetColor( 255, 255, 255 )
fire:SetAirResistance( 250 )
fire:SetPos( self:GetPos() )
fire:SetLighting( false )
fire:SetCollide(true)
fire:SetBounce(0.75)
fire:SetNextThink( CurTime() + FrameTime() )
fire:SetThinkFunction( function(pa)
if !pa then return end
local col1 = Color(255, 135, 0)
local col2 = Color(255, 255, 255)
local col3 = col1
local d = pa:GetLifeTime() / pa:GetDieTime()
col3.r = Lerp(d, col1.r, col2.r)
col3.g = Lerp(d, col1.g, col2.g)
col3.b = Lerp(d, col1.b, col2.b)
pa:SetColor(col3.r, col3.g, col3.b)
pa:SetNextThink( CurTime() + FrameTime() )
end )
end
if self.Ticks % math.ceil(1 + d * 6) == 0 then
local fire = emitter:Add("effects/spark", self:GetPos() + Vector(math.Rand(-32, 32), math.Rand(-32, 32), 0))
fire:SetVelocity( VectorRand() * 750 )
fire:SetGravity( Vector(math.Rand(-5, 5), math.Rand(-5, 5), -2000) )
fire:SetDieTime( math.Rand(0.5, 1) )
fire:SetStartAlpha( 255 )
fire:SetEndAlpha( 0 )
fire:SetStartSize( 5 )
fire:SetEndSize( 0 )
fire:SetRoll( math.Rand(-180, 180) )
fire:SetRollDelta( math.Rand(-0.2,0.2) )
fire:SetColor( 255, 255, 255 )
fire:SetAirResistance( 50 )
fire:SetPos( self:GetPos() )
fire:SetLighting( false )
fire:SetCollide(true)
fire:SetBounce(0.8)
fire.Ticks = 0
end
self.NextFlareTime = self.NextFlareTime or CurTime()
if self.NextFlareTime <= CurTime() then
self.NextFlareTime = CurTime() + math.Rand(0.1, 0.5)
local fire = emitter:Add("sprites/orangeflare1", self:GetPos())
fire:SetVelocity( VectorRand() * 750 )
fire:SetGravity( Vector(math.Rand(-5, 5), math.Rand(-5, 5), -2000) )
fire:SetDieTime( math.Rand(1, 2) )
fire:SetStartAlpha( 255 )
fire:SetEndAlpha( 0 )
fire:SetStartSize( 50 )
fire:SetEndSize( 0 )
fire:SetRoll( math.Rand(-180, 180) )
fire:SetRollDelta( math.Rand(-0.2,0.2) )
fire:SetColor( 255, 255, 255 )
fire:SetAirResistance( 50 )
fire:SetPos( self:GetPos() )
fire:SetLighting( false )
fire:SetCollide(true)
fire:SetBounce(0.8)
fire.Ticks = 0
fire:SetNextThink( CurTime() + FrameTime() )
fire:SetThinkFunction( function(pa)
if !pa then return end
local aemitter = ParticleEmitter(pa:GetPos())
local d = pa:GetLifeTime() / pa:GetDieTime()
if !IsValid(aemitter) then return end
if pa.Ticks % 5 == 0 then
local afire = aemitter:Add("particles/smokey", pa:GetPos())
afire:SetVelocity( VectorRand() * 5 )
afire:SetGravity( Vector(0, 0, 1500) )
afire:SetDieTime( math.Rand(0.25, 0.5) * d )
afire:SetStartAlpha( 255 )
afire:SetEndAlpha( 0 )
afire:SetStartSize( 5 * d )
afire:SetEndSize( 20 )
afire:SetRoll( math.Rand(-180, 180) )
afire:SetRollDelta( math.Rand(-0.2,0.2) )
afire:SetColor( 255, 255, 255 )
afire:SetAirResistance( 150 )
afire:SetPos( pa:GetPos() )
afire:SetLighting( false )
afire:SetCollide(true)
afire:SetBounce(0.9)
afire:SetNextThink( CurTime() + FrameTime() )
afire:SetThinkFunction( function(apa)
if !apa then return end
local col1 = Color(255, 135, 0)
local col2 = Color(255, 255, 255)
local col3 = col1
local d2 = apa:GetLifeTime() / apa:GetDieTime()
col3.r = Lerp(d2, col1.r, col2.r)
col3.g = Lerp(d2, col1.g, col2.g)
col3.b = Lerp(d2, col1.b, col2.b)
apa:SetColor(col3.r, col3.g, col3.b)
apa:SetNextThink( CurTime() + FrameTime() )
end )
end
aemitter:Finish()
pa.Ticks = pa.Ticks + 1
pa:SetNextThink( CurTime() + FrameTime() )
end )
end
emitter:Finish()
self.Ticks = self.Ticks + 1
else
if !self:GetOwner():IsValid() then self:Remove() return end
if self:GetVelocity():LengthSqr() <= 32 then
self:SetMoveType( MOVETYPE_NONE )
end
if self.NextDamageTick > CurTime() then return end
if self:WaterLevel() > 2 then self:Remove() return end
local dmg = DamageInfo()
dmg:SetDamageType(DMG_BURN)
dmg:SetDamage(Lerp((self.SpawnTime + self.FireTime - CurTime()) / self.FireTime, TacRP.ConVars["thermite_damage_max"]:GetFloat(), TacRP.ConVars["thermite_damage_min"]:GetFloat()))
dmg:SetInflictor(self)
dmg:SetAttacker(self:GetOwner())
util.BlastDamageInfo(dmg, IsValid(self:GetParent()) and self:GetParent():GetPos() or self:GetPos(), TacRP.ConVars["thermite_radius"]:GetFloat())
if self.SpawnTime + self.FireTime <= CurTime() then self:Remove() return end
self.NextDamageTick = CurTime() + 0.2
self:NextThink(self.NextDamageTick)
return true
end
end
function ENT:OnRemove()
if self.Light then
self.Light.dietime = CurTime() + 0.5
self.Light.decay = 2000
end
if !self.FireSound then return end
self.FireSound:Stop()
end
function ENT:Detonate()
if !self:IsValid() then return end
self.Armed = true
if self.Order and self.Order != 1 then return end
-- self.FireSound = CreateSound(self, "tacrp_extras/grenades/fire_loop_1.wav")
self.FireSound = CreateSound(self, "ambient/gas/steam2.wav")
self.FireSound:Play()
self.FireSound:ChangePitch(120)
self.FireSound:ChangePitch(100, self.FireTime)
timer.Simple(self.FireTime - 1, function()
if !IsValid(self) then return end
self.FireSound:ChangeVolume(0, 1)
end)
timer.Simple(self.FireTime, function()
if !IsValid(self) then return end
self:Remove()
end)
end
function ENT:Draw()
-- cam.Start3D() -- Start the 3D function so we can draw onto the screen.
-- render.SetMaterial( GetFireParticle() ) -- Tell render what material we want, in this case the flash from the gravgun
-- render.DrawSprite( self:GetPos(), math.random(200, 250), math.random(200, 250), Color(255, 255, 255) ) -- Draw the sprite in the middle of the map, at 16x16 in it's original colour with full alpha.
-- cam.End3D()
end
local directfiredamage = {
["npc_zombie"] = true,
["npc_zombie_torso"] = true,
["npc_fastzombie"] = true,
["npc_fastzombie_torso"] = true,
["npc_poisonzombie"] = true,
["npc_zombine"] = true,
["npc_headcrab"] = true,
["npc_headcrab_fast"] = true,
["npc_headcrab_black"] = true,
["npc_headcrab_poison"] = true,
}
hook.Add("EntityTakeDamage", "tacrp_fire_cloud", function(ent, dmginfo)
if IsValid(dmginfo:GetInflictor()) and dmginfo:GetInflictor():GetClass() == "tacrp_fire_cloud" and dmginfo:GetDamageType() == DMG_BURN then
if ent:IsNPC() then
if directfiredamage[ent:GetClass()] then
dmginfo:SetDamageType(DMG_SLOWBURN) -- DMG_BURN does not hurt HL2 zombies and instead turns them black.
elseif ent.Immune_Fire then
dmginfo:SetDamageType(DMG_DIRECT) -- Bitch
end
elseif !ent:IsNextBot() and !ent:IsPlayer() then
if ent:GetClass() == "prop_physics" then
dmginfo:SetDamageType(DMG_DIRECT) -- some props like to burn slowly against DMG_BURN or DMG_SLOWBURN. don't.
elseif ent:GetClass() == "tacrp_proj_nade_thermite" then
return true -- don't burn other thermite grenades
end
dmginfo:ScaleDamage(2) -- tremendous damage to props
end
dmginfo:SetDamageForce(Vector()) -- fire does not push things around. still applies to players, but that can't be helped.
end
end)
hook.Add("PostEntityTakeDamage", "tacrp_fire_cloud", function(ent, dmginfo, took)
if took and IsValid(dmginfo:GetInflictor()) and dmginfo:GetInflictor():GetClass() == "tacrp_fire_cloud" and !ent:IsPlayer() then
ent:Ignite(math.Rand(3, 5))
end
end)