add sborka
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AddCSLuaFile()
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ENT.Base = "tacrp_proj_base"
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ENT.PrintName = "40mm Beanbag"
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ENT.Spawnable = false
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ENT.Model = "models/weapons/tacint/grenade_40mm.mdl"
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ENT.IsRocket = false // projectile has a booster and will not drop.
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ENT.InstantFuse = false // projectile is armed immediately after firing.
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ENT.RemoteFuse = false // allow this projectile to be triggered by remote detonator.
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ENT.ImpactFuse = true // projectile explodes on impact.
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ENT.ExplodeOnDamage = false // projectile explodes when it takes damage.
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ENT.ExplodeUnderwater = true
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ENT.Delay = 0
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ENT.SmokeTrail = false
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ENT.BounceSounds = {
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"TacRP/weapons/grenade/flashbang_bounce-1.wav",
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"TacRP/weapons/grenade/flashbang_bounce-2.wav",
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"TacRP/weapons/grenade/flashbang_bounce-3.wav",
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}
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function ENT:Impact(data, collider)
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self:EmitSound("weapons/rpg/shotdown.wav", 90, 115)
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if IsValid(data.HitEntity) then
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local attacker = self.Attacker or self:GetOwner() or self
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local dmg = DamageInfo()
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dmg:SetAttacker(attacker)
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dmg:SetInflictor(self)
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dmg:SetDamage(Lerp((data.OurOldVelocity:Length() - 1000) / 4000, 0, 100))
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dmg:SetDamageType(DMG_CRUSH)
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dmg:SetDamageForce(data.OurOldVelocity:GetNormalized() * 5000)
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dmg:SetDamagePosition(data.HitPos)
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data.HitEntity:TakeDamageInfo(dmg)
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end
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local ang = data.OurOldVelocity:Angle()
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local fx = EffectData()
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fx:SetOrigin(data.HitPos)
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fx:SetNormal(-ang:Forward())
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fx:SetAngles(-ang)
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util.Effect("ManhackSparks", fx)
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SafeRemoveEntityDelayed(self, 3)
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return true
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end
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