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 = "Flare Particle"
ENT.Author = ""
ENT.Information = ""
ENT.Spawnable = false
ENT.AdminSpawnable = false
ENT.Model = "models/Items/AR2_Grenade.mdl"
ENT.FireTime = 60 -- Duration once landed
ENT.Armed = false
ENT.NextDamageTick = 0
ENT.Ticks = 0
ENT.FlareLength = 2
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(2, 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)
phys:SetDragCoefficient(5)
end
self:Detonate()
-- self.FireTime = self.FireTime * math.Rand(0.8, 1.2)
-- self:SetNWFloat("FireTime", CurTime() + self.FireTime)
else
local tr = util.TraceHull({
start = self:GetPos() + Vector(0, 0, 12),
endpos = self:GetPos() + Vector(0, 0, 1024),
mask = MASK_SOLID_BRUSHONLY,
mins = Vector(-4, -4, -4),
maxs = Vector(4, 4, 4),
})
self.FlareLength = math.Clamp(tr.Fraction ^ 2, 0.2, 1)
end
end
function ENT:Think()
if CLIENT then
local d = Lerp((self.SpawnTime + self.FireTime - CurTime()) / 12, 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 = 75
self.Light.b = 60
self.Light.Brightness = 1.5
self.Light.Size = 512
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(-4, 4), math.Rand(-4, 4), 8))
local wind = Vector(math.sin(CurTime() / 60), math.cos(CurTime() / 60), 0) * math.Rand(1000, 1400)
fire:SetVelocity( VectorRand() * 75 + self:GetVelocity() )
fire:SetGravity( wind + Vector(0, 0, 2500) )
fire:SetDieTime( self.FlareLength * math.Rand(8, 12) ) -- Flare Height
fire:SetStartAlpha( 100 )
fire:SetEndAlpha( 0 )
fire:SetStartSize( 10 )
fire:SetEndSize( Lerp(self.FlareLength, 96, 256) ) -- Particle Size
fire:SetRoll( math.Rand(-180, 180) )
fire:SetRollDelta( math.Rand(-0.2,0.2) )
fire:SetColor( 255, 255, 255 )
fire:SetAirResistance( 300 )
fire:SetPos( self:GetPos() )
fire:SetLighting( false )
fire:SetCollide(true)
fire:SetBounce(1)
fire:SetNextThink( CurTime() + FrameTime() )
fire:SetThinkFunction( function(pa)
if !pa then return end
local col1 = Color(255, 50, 25)
local col2 = Color(255, 155, 155)
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(6 + d * 10) == 0 then
local fire = emitter:Add("effects/spark", self:GetPos() + Vector(math.Rand(-4, 4), math.Rand(-4, 4), 0))
fire:SetVelocity( VectorRand() * 300 + Vector(0, 0, 300) )
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
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(15)
dmg:SetInflictor(self)
dmg:SetAttacker(self:GetOwner())
util.BlastDamageInfo(dmg, IsValid(self:GetParent()) and self:GetParent():GetPos() or self:GetPos(), 96)
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, "weapons/flaregun/burn.wav")
self.FireSound:SetSoundLevel(70)
self.FireSound:Play()
self.FireSound:ChangePitch(105)
self.FireSound:ChangePitch(95, 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
ENT.FlareColor = Color(255, 200, 200)
ENT.FlareSizeMin = 96
ENT.FlareSizeMax = 128
local mat = Material("effects/ar2_altfire1b")
function ENT:Draw()
render.SetMaterial(mat)
render.DrawSprite(self:GetPos() + Vector(0, 0, 4), math.Rand(self.FlareSizeMin, self.FlareSizeMax), math.Rand(self.FlareSizeMin, self.FlareSizeMax), self.FlareColor)
end
function ENT:UpdateTransmitState()
if TacRP.ConVars["dynamiclight"]:GetBool() then
return TRANSMIT_ALWAYS
end
return TRANSMIT_PVS
end