add sborka
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205
garrysmod/addons/tacrp/lua/entities/tacrp_proj_m202_harpoon.lua
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205
garrysmod/addons/tacrp/lua/entities/tacrp_proj_m202_harpoon.lua
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AddCSLuaFile()
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ENT.Base = "tacrp_proj_base"
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ENT.PrintName = "M202 Harpoon"
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ENT.Spawnable = false
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ENT.Model = "models/props_junk/harpoon002a.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.SmokeTrail = false
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local path = "tacrp/weapons/knife/"
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ENT.Sound_MeleeHit = {
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path .. "/scrape_metal-1.wav",
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path .. "/scrape_metal-2.wav",
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path .. "/scrape_metal-3.wav",
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}
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ENT.Sound_MeleeHitBody = {
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path .. "/flesh_hit-1.wav",
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path .. "/flesh_hit-2.wav",
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path .. "/flesh_hit-3.wav",
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path .. "/flesh_hit-4.wav",
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path .. "/flesh_hit-5.wav",
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}
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function ENT:OnInitialize()
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if SERVER then
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self:GetPhysicsObject():SetMass(25)
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self:GetPhysicsObject():SetDragCoefficient(10)
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self:Ignite(30)
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end
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end
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function ENT:Impact(data, collider)
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local tgt = data.HitEntity
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local attacker = self.Attacker or self:GetOwner() or self
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local d = data.OurOldVelocity:GetNormalized()
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local forward = data.OurOldVelocity:Dot(self:GetAngles():Forward())
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if forward <= 100 then return true end
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if IsValid(tgt) then
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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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if IsValid(data.HitEntity) then
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data.HitEntity:Ignite(math.Rand(5, 10), 128)
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local dmginfo = DamageInfo()
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dmginfo:SetAttacker(attacker)
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dmginfo:SetInflictor(self)
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dmginfo:SetDamageType(DMG_CLUB)
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dmginfo:SetDamage(self.NPCDamage and 25 or math.Clamp(forward / 70, 10, 200))
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dmginfo:SetDamageForce(data.OurOldVelocity)
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dmginfo:SetDamagePosition(data.HitPos)
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data.HitEntity:TakeDamageInfo(dmginfo)
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end
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else
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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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if SERVER then
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self:EmitSound(istable(self.Sound_MeleeHit) and self.Sound_MeleeHit[math.random(1, #self.Sound_MeleeHit)] or self.Sound_MeleeHit, 80, 110, 1)
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end
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-- leave a bullet hole. Also may be able to hit things it can't collide with (like stuck C4)
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self:FireBullets({
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Attacker = attacker,
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Damage = self.Damage,
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Force = 1,
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Distance = 4,
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HullSize = 4,
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Tracer = 0,
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Dir = ang:Forward(),
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Src = data.HitPos - ang:Forward(),
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IgnoreEntity = self,
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Callback = function(atk, tr, dmginfo)
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dmginfo:SetDamageType(DMG_SLASH)
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dmginfo:SetInflictor(attacker)
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end
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})
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end
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if tgt:IsWorld() or (IsValid(tgt) and tgt:GetPhysicsObject():IsValid()) then
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local angles = data.OurOldVelocity:Angle()
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self:GetPhysicsObject():Sleep()
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timer.Simple(0, function()
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if tgt:IsWorld() or (IsValid(tgt) and (!(tgt:IsNPC() or tgt:IsPlayer()) or tgt:Health() > 0)) then
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self:SetSolid(SOLID_NONE)
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self:SetMoveType(MOVETYPE_NONE)
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local f = {self, self:GetOwner()}
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table.Add(f, tgt:GetChildren())
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local tr = util.TraceLine({
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start = data.HitPos - data.OurOldVelocity,
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endpos = data.HitPos + data.OurOldVelocity,
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filter = f,
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mask = MASK_SOLID,
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ignoreworld = true,
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})
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local bone = (tr.Entity == tgt) and tr.PhysicsBone == 0
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and tr.Entity:GetHitBoxBone(tr.HitBox, tr.Entity:GetHitboxSet())
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or tr.PhysicsBone or -1
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local matrix = tgt:GetBoneMatrix(bone)
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if tr.Entity == tgt and matrix then
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local bpos = matrix:GetTranslation()
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local bang = matrix:GetAngles()
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self:SetPos(data.HitPos)
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self:FollowBone(tgt, bone)
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local n_pos, n_ang = WorldToLocal(tr.HitPos + tr.HitNormal * self:GetModelRadius() * 0.5, angles, bpos, bang)
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self:SetLocalPos(n_pos)
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self:SetLocalAngles(n_ang)
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debugoverlay.Cross(pos, 8, 5, Color(255, 0, 255), true)
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else
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self:SetAngles(angles)
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self:SetPos(data.HitPos - data.OurOldVelocity:GetNormalized() * self:GetModelRadius() * 0.5)
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if !tgt:IsWorld() then
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self:SetParent(tgt)
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end
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end
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else
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self:GetPhysicsObject():SetVelocity(data.OurOldVelocity * 0.75)
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self:GetPhysicsObject():SetAngleVelocity(data.OurOldAngularVelocity)
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self.Armed = false
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end
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end)
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end
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timer.Simple(5, function()
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if IsValid(self) then
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self:SetRenderMode(RENDERMODE_TRANSALPHA)
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self:SetRenderFX(kRenderFxFadeFast)
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end
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end)
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SafeRemoveEntityDelayed(self, 7)
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return true
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end
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local g = Vector(0, 0, -9.81)
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function ENT:PhysicsUpdate(phys)
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if !self.Armed and phys:IsGravityEnabled() and self:WaterLevel() <= 2 then
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local v = phys:GetVelocity()
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self:SetAngles(v:Angle())
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phys:SetVelocityInstantaneous(v * 0.985 + g)
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end
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-- local v = phys:GetVelocity()
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-- self:SetAngles(v:Angle() + Angle(2, 0, 0))
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-- phys:SetVelocityInstantaneous(self:GetForward() * v:Length())
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end
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ENT.SmokeTrail = true
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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"}
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local function GetSmokeImage()
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return smokeimages[math.random(#smokeimages)]
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end
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function ENT:DoSmokeTrail()
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if CLIENT and self.SmokeTrail and self:GetVelocity():Length() >= 100 then
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local pos = self:GetPos() + self:GetUp() * 4
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local emitter = ParticleEmitter(pos)
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local smoke = emitter:Add(GetSmokeImage(), pos)
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smoke:SetStartAlpha(100)
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smoke:SetEndAlpha(0)
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smoke:SetStartSize(2)
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smoke:SetEndSize(math.Rand(16, 24))
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smoke:SetRoll(math.Rand(-180, 180))
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smoke:SetRollDelta(math.Rand(-1, 1))
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smoke:SetVelocity(VectorRand() * 8 + self:GetUp() * 16)
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smoke:SetColor(200, 200, 200)
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smoke:SetLighting(true)
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smoke:SetDieTime(math.Rand(0.5, 0.75))
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smoke:SetGravity(Vector(0, 0, 15))
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local fire = emitter:Add("effects/fire_cloud" .. math.random(1, 2), pos)
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fire:SetStartAlpha(150)
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fire:SetEndAlpha(0)
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fire:SetStartSize(math.Rand(2, 4))
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fire:SetEndSize(math.Rand(8, 16))
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fire:SetRoll(math.Rand(-180, 180))
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fire:SetRollDelta(math.Rand(-1, 1))
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fire:SetVelocity(VectorRand() * 16 + self:GetUp() * 16)
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fire:SetLighting(false)
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fire:SetDieTime(math.Rand(0.1, 0.3))
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fire:SetGravity(Vector(0, 0, 50))
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emitter:Finish()
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end
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end
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