add sborka
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@@ -0,0 +1,148 @@
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AddCSLuaFile()
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ENT.Base = "tacrp_proj_p2a1_flare"
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ENT.PrintName = "P2A1 Incendiary Flare"
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ENT.Spawnable = false
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ENT.Radius = 328
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ENT.SafetyFuse = 0.3
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ENT.SmokeTrail = true
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ENT.FlareColor = Color(255, 200, 100)
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ENT.FlareSizeMin = 16
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ENT.FlareSizeMax = 32
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ENT.Gravity = Vector(0, 0, 9.81 * 0.3)
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function ENT:Detonate(ent)
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local attacker = self.Attacker or self:GetOwner() or self
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local mult = TacRP.ConVars["mult_damage_explosive"]:GetFloat() * (self.NPCDamage and 0.25 or 1)
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local dmg = DamageInfo()
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dmg:SetDamagePosition(self:GetPos())
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dmg:SetInflictor(self)
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dmg:SetAttacker(attacker)
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// Apply a small instance of damage to ignite first, before doing the real damage
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// This will ensure if the target dies it is on fire first (so it can ignite its ragdolls etc.)
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dmg:SetDamageType(DMG_SLOWBURN)
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dmg:SetDamage(5)
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util.BlastDamageInfo(dmg, self:GetPos(), self.Radius)
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dmg:SetDamageType(DMG_BURN)
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dmg:SetDamage(60 * mult)
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util.BlastDamageInfo(dmg, self:GetPos(), self.Radius)
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// TacRP.Flashbang(self, self:GetPos(), 512, 0.5, 0.1, 0)
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local fx = EffectData()
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fx:SetOrigin(self:GetPos())
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if self:WaterLevel() > 0 then
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util.Effect("WaterSurfaceExplosion", fx)
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else
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util.Effect("tacrp_m202_explode", fx)
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self:EmitSound("^ambient/fire/ignite.wav", 80, 108)
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self:EmitSound("^weapons/explode5.wav", 80, 115, 0.8)
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end
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self:Remove()
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end
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local mat = Material("effects/ar2_altfire1b")
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function ENT:Draw()
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if !self.Light and TacRP.ConVars["dynamiclight"]:GetBool() then
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self.Light = DynamicLight(self:EntIndex() + 1)
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if (self.Light) then
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self.Light.Pos = self:GetPos()
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self.Light.r = 255
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self.Light.g = 128
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self.Light.b = 50
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self.Light.Brightness = 1
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self.Light.Size = 328
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self.Light.DieTime = CurTime() + 30
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end
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elseif self.Light then
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self.Light.Pos = self:GetPos()
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end
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render.SetMaterial(mat)
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render.DrawSprite(self:GetPos(), math.Rand(self.FlareSizeMin, self.FlareSizeMax), math.Rand(self.FlareSizeMin, self.FlareSizeMax), self.FlareColor)
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end
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function ENT:OnRemove()
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if self.Light then
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self.Light.Size = 728
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self.Light.Brightness = 1
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self.Light.DieTime = CurTime() + 4
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self.Light.Decay = 250
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end
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if !self.FireSound then return end
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self.FireSound:Stop()
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end
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function ENT:DoSmokeTrail()
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if CLIENT and self.SmokeTrail and !(self:GetOwner() == LocalPlayer() and (self.SpawnTime + 0.1) > CurTime()) then
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local emitter = ParticleEmitter(self:GetPos())
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local smoke = emitter:Add("particles/smokey", self:GetPos())
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smoke:SetStartAlpha(50)
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smoke:SetEndAlpha(0)
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smoke:SetStartSize(4)
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smoke:SetEndSize(math.Rand(25, 35))
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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:SetPos(self:GetPos())
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smoke:SetVelocity(VectorRand() * 32)
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smoke:SetColor(255, 200, 25)
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smoke:SetLighting(false)
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smoke:SetDieTime(math.Rand(0.3, 0.5))
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smoke:SetGravity(Vector(0, 0, 0))
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smoke:SetNextThink( CurTime() + FrameTime() )
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smoke:SetThinkFunction( function(pa)
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if !pa then return end
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local col1 = Color(255, 128, 50)
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local col2 = Color(220, 200, 180)
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local col3 = col1
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local d = pa:GetLifeTime() / pa:GetDieTime()
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col3.r = Lerp(d, col1.r, col2.r)
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col3.g = Lerp(d, col1.g, col2.g)
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col3.b = Lerp(d, col1.b, col2.b)
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pa:SetColor(col3.r, col3.g, col3.b)
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pa:SetNextThink( CurTime() + FrameTime() )
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end )
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emitter:Finish()
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end
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end
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function ENT:SafetyImpact(data, collider)
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local attacker = self.Attacker or self:GetOwner()
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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("StunstickImpact", fx)
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if IsValid(data.HitEntity) then
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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(self.ImpactDamageType)
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dmginfo:SetDamage(self.ImpactDamage * (self.NPCDamage and 0.25 or 1))
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dmginfo:SetDamageForce(data.OurOldVelocity * 20)
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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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self:EmitSound("physics/plastic/plastic_barrel_impact_hard2.wav", 70, 110)
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end
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