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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AddCSLuaFile()
ENT.Base = "tacrp_proj_base"
ENT.PrintName = "M202 Harpoon"
ENT.Spawnable = false
ENT.Model = "models/props_junk/harpoon002a.mdl"
ENT.IsRocket = false // projectile has a booster and will not drop.
ENT.InstantFuse = false // projectile is armed immediately after firing.
ENT.RemoteFuse = false // allow this projectile to be triggered by remote detonator.
ENT.ImpactFuse = true // projectile explodes on impact.
ENT.SmokeTrail = false
local path = "tacrp/weapons/knife/"
ENT.Sound_MeleeHit = {
path .. "/scrape_metal-1.wav",
path .. "/scrape_metal-2.wav",
path .. "/scrape_metal-3.wav",
}
ENT.Sound_MeleeHitBody = {
path .. "/flesh_hit-1.wav",
path .. "/flesh_hit-2.wav",
path .. "/flesh_hit-3.wav",
path .. "/flesh_hit-4.wav",
path .. "/flesh_hit-5.wav",
}
function ENT:OnInitialize()
if SERVER then
self:GetPhysicsObject():SetMass(25)
self:GetPhysicsObject():SetDragCoefficient(10)
self:Ignite(30)
end
end
function ENT:Impact(data, collider)
local tgt = data.HitEntity
local attacker = self.Attacker or self:GetOwner() or self
local d = data.OurOldVelocity:GetNormalized()
local forward = data.OurOldVelocity:Dot(self:GetAngles():Forward())
if forward <= 100 then return true end
if IsValid(tgt) then
local ang = data.OurOldVelocity:Angle()
local fx = EffectData()
fx:SetOrigin(data.HitPos)
fx:SetNormal(-ang:Forward())
fx:SetAngles(-ang)
util.Effect("ManhackSparks", fx)
if IsValid(data.HitEntity) then
data.HitEntity:Ignite(math.Rand(5, 10), 128)
local dmginfo = DamageInfo()
dmginfo:SetAttacker(attacker)
dmginfo:SetInflictor(self)
dmginfo:SetDamageType(DMG_CLUB)
dmginfo:SetDamage(self.NPCDamage and 25 or math.Clamp(forward / 70, 10, 200))
dmginfo:SetDamageForce(data.OurOldVelocity)
dmginfo:SetDamagePosition(data.HitPos)
data.HitEntity:TakeDamageInfo(dmginfo)
end
else
local ang = data.OurOldVelocity:Angle()
local fx = EffectData()
fx:SetOrigin(data.HitPos)
fx:SetNormal(-ang:Forward())
fx:SetAngles(-ang)
util.Effect("ManhackSparks", fx)
if SERVER then
self:EmitSound(istable(self.Sound_MeleeHit) and self.Sound_MeleeHit[math.random(1, #self.Sound_MeleeHit)] or self.Sound_MeleeHit, 80, 110, 1)
end
-- leave a bullet hole. Also may be able to hit things it can't collide with (like stuck C4)
self:FireBullets({
Attacker = attacker,
Damage = self.Damage,
Force = 1,
Distance = 4,
HullSize = 4,
Tracer = 0,
Dir = ang:Forward(),
Src = data.HitPos - ang:Forward(),
IgnoreEntity = self,
Callback = function(atk, tr, dmginfo)
dmginfo:SetDamageType(DMG_SLASH)
dmginfo:SetInflictor(attacker)
end
})
end
if tgt:IsWorld() or (IsValid(tgt) and tgt:GetPhysicsObject():IsValid()) then
local angles = data.OurOldVelocity:Angle()
self:GetPhysicsObject():Sleep()
timer.Simple(0, function()
if tgt:IsWorld() or (IsValid(tgt) and (!(tgt:IsNPC() or tgt:IsPlayer()) or tgt:Health() > 0)) then
self:SetSolid(SOLID_NONE)
self:SetMoveType(MOVETYPE_NONE)
local f = {self, self:GetOwner()}
table.Add(f, tgt:GetChildren())
local tr = util.TraceLine({
start = data.HitPos - data.OurOldVelocity,
endpos = data.HitPos + data.OurOldVelocity,
filter = f,
mask = MASK_SOLID,
ignoreworld = true,
})
local bone = (tr.Entity == tgt) and tr.PhysicsBone == 0
and tr.Entity:GetHitBoxBone(tr.HitBox, tr.Entity:GetHitboxSet())
or tr.PhysicsBone or -1
local matrix = tgt:GetBoneMatrix(bone)
if tr.Entity == tgt and matrix then
local bpos = matrix:GetTranslation()
local bang = matrix:GetAngles()
self:SetPos(data.HitPos)
self:FollowBone(tgt, bone)
local n_pos, n_ang = WorldToLocal(tr.HitPos + tr.HitNormal * self:GetModelRadius() * 0.5, angles, bpos, bang)
self:SetLocalPos(n_pos)
self:SetLocalAngles(n_ang)
debugoverlay.Cross(pos, 8, 5, Color(255, 0, 255), true)
else
self:SetAngles(angles)
self:SetPos(data.HitPos - data.OurOldVelocity:GetNormalized() * self:GetModelRadius() * 0.5)
if !tgt:IsWorld() then
self:SetParent(tgt)
end
end
else
self:GetPhysicsObject():SetVelocity(data.OurOldVelocity * 0.75)
self:GetPhysicsObject():SetAngleVelocity(data.OurOldAngularVelocity)
self.Armed = false
end
end)
end
timer.Simple(5, function()
if IsValid(self) then
self:SetRenderMode(RENDERMODE_TRANSALPHA)
self:SetRenderFX(kRenderFxFadeFast)
end
end)
SafeRemoveEntityDelayed(self, 7)
return true
end
local g = Vector(0, 0, -9.81)
function ENT:PhysicsUpdate(phys)
if !self.Armed and phys:IsGravityEnabled() and self:WaterLevel() <= 2 then
local v = phys:GetVelocity()
self:SetAngles(v:Angle())
phys:SetVelocityInstantaneous(v * 0.985 + g)
end
-- local v = phys:GetVelocity()
-- self:SetAngles(v:Angle() + Angle(2, 0, 0))
-- phys:SetVelocityInstantaneous(self:GetForward() * v:Length())
end
ENT.SmokeTrail = true
local smokeimages = {"particle/smokesprites_0001", "particle/smokesprites_0002", "particle/smokesprites_0003", "particle/smokesprites_0004", "particle/smokesprites_0005", "particle/smokesprites_0006", "particle/smokesprites_0007", "particle/smokesprites_0008", "particle/smokesprites_0009", "particle/smokesprites_0010", "particle/smokesprites_0011", "particle/smokesprites_0012", "particle/smokesprites_0013", "particle/smokesprites_0014", "particle/smokesprites_0015", "particle/smokesprites_0016"}
local function GetSmokeImage()
return smokeimages[math.random(#smokeimages)]
end
function ENT:DoSmokeTrail()
if CLIENT and self.SmokeTrail and self:GetVelocity():Length() >= 100 then
local pos = self:GetPos() + self:GetUp() * 4
local emitter = ParticleEmitter(pos)
local smoke = emitter:Add(GetSmokeImage(), pos)
smoke:SetStartAlpha(100)
smoke:SetEndAlpha(0)
smoke:SetStartSize(2)
smoke:SetEndSize(math.Rand(16, 24))
smoke:SetRoll(math.Rand(-180, 180))
smoke:SetRollDelta(math.Rand(-1, 1))
smoke:SetVelocity(VectorRand() * 8 + self:GetUp() * 16)
smoke:SetColor(200, 200, 200)
smoke:SetLighting(true)
smoke:SetDieTime(math.Rand(0.5, 0.75))
smoke:SetGravity(Vector(0, 0, 15))
local fire = emitter:Add("effects/fire_cloud" .. math.random(1, 2), pos)
fire:SetStartAlpha(150)
fire:SetEndAlpha(0)
fire:SetStartSize(math.Rand(2, 4))
fire:SetEndSize(math.Rand(8, 16))
fire:SetRoll(math.Rand(-180, 180))
fire:SetRollDelta(math.Rand(-1, 1))
fire:SetVelocity(VectorRand() * 16 + self:GetUp() * 16)
fire:SetLighting(false)
fire:SetDieTime(math.Rand(0.1, 0.3))
fire:SetGravity(Vector(0, 0, 50))
emitter:Finish()
end
end