add sborka

This commit is contained in:
2026-03-31 10:27:04 +03:00
commit f5e5f56c84
2345 changed files with 382127 additions and 0 deletions

View File

@@ -0,0 +1,62 @@
local PLUGIN = PLUGIN
-- Клиентская часть HUD
net.Receive("ParachuteState", function()
local state = net.ReadBool()
LocalPlayer().Parachuting = state
if state then
-- Запуск звука полёта
if LoopingSound then
LoopingSound:Stop()
end
LoopingSound = CreateSound(LocalPlayer(), "v92/bf2/vehicles/air/parachute/parachute_ride_loop.wav")
LoopingSound:PlayEx(ix.config.Get("parachuteVolume", 0.7), 100)
else
-- Остановка звука
if LoopingSound then
LoopingSound:Stop()
end
end
end)
function PLUGIN:HUDPaint()
local client = LocalPlayer()
if not client:Alive() or not IsValid(client) then return end
if not IsValid(client:GetActiveWeapon()) then return end
if client:GetActiveWeapon():GetClass() ~= "parachute_swep" then return end
local reload_time = ix.config.Get("parachuteReloadTime", 20)
local width = ScrW() * 0.15
local height = ScrH() * 0.03
local progression = (reload_time - math.abs(math.min(CurTime() - client:GetNW2Int("r_parachute"), 0))) / reload_time
-- Фон прогресс-бара
draw.RoundedBox(1, (ScrW() / 2) - (width / 2), ScrH() / 1.08, width, height, Color(59, 59, 59, 255))
surface.SetDrawColor(89, 89, 89, 128)
surface.DrawOutlinedRect((ScrW() / 2) - (width / 2) + 1, (ScrH() / 1.08) + 2, width - 2, height - 2, 1)
-- Полоса прогресса
draw.RoundedBox(1, (ScrW() / 2) - (width / 2) + 3, ScrH() / 1.08 + 3, progression * (width - 6), height - 6, Color(176, 151, 28, 255))
-- Текст подсказки
if progression >= 1 then
draw.SimpleText("ЛКМ - Раскрыть парашют", "DermaDefault", ScrW() / 2, ScrH() / 1.08 - 20, Color(255, 255, 255, 255), TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER)
else
draw.SimpleText("Перезарядка...", "DermaDefault", ScrW() / 2, ScrH() / 1.08 - 20, Color(255, 100, 100, 255), TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER)
end
-- Если парашют активен
if client.Parachuting then
draw.SimpleText("Ctrl + Shift - Отцепить парашют", "DermaDefault", ScrW() / 2, ScrH() / 1.08 - 40, Color(255, 200, 100, 255), TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER)
draw.SimpleText("E - Замедлить спуск", "DermaDefault", ScrW() / 2, ScrH() / 1.08 - 60, Color(150, 200, 255, 255), TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER)
end
end
-- Остановка звука при выходе
function PLUGIN:ShutDown()
if LoopingSound then
LoopingSound:Stop()
end
end

View File

@@ -0,0 +1,40 @@
AddCSLuaFile( )
ENT.Type = "anim"
ENT.PrintName = "Ditched BF2 ZParachute"
ENT.Author = "Magenta/V92"
ENT.Spawnable = false
ENT.AdminOnly = true
function ENT:Initialize( )
self:SetModel( Model( "models/jessev92/codmw2/parachute_ground_skins.mdl" ) )
self:SetMoveType( MOVETYPE_FLYGRAVITY )
self:SetSolid( SOLID_VPHYSICS )
self:SetSkin( 1 )
self:DrawShadow( true )
self:SetCollisionBounds( Vector( -1 , -1 , -1 ) , Vector( 1 , 1 , 1 ) )
self:SetCollisionGroup( COLLISION_GROUP_WORLD )
self:SetNetworkedString( "Owner" , "World" )
self:EmitSound( "VNT_ParachuteZ_DetachClip" )
self.RemoveMe = CurTime( ) + 10
end
function ENT:Think( )
if not SERVER then return false end
if self.RemoveMe < CurTime( ) then
if SERVER then
SafeRemoveEntity( self )
end
end
end

View File

@@ -0,0 +1,65 @@
AddCSLuaFile( )
ENT.Type = "anim"
ENT.PrintName = "Active BF2 ZParachute"
ENT.Author = "Magenta/V92"
ENT.Spawnable = false
ENT.AdminOnly = true
function ENT:Initialize( )
self:SetModel( Model( "models/jessev92/bf2/parachute.mdl" ) )
self:SetMoveType( MOVETYPE_NONE )
self:SetSolid( SOLID_BBOX )
self:DrawShadow( true )
self:SetCollisionBounds( Vector( -1 , -1 , -1 ) , Vector( 1 , 1 , 1 ) )
self:SetCollisionGroup( COLLISION_GROUP_WORLD )
self:SetNetworkedString( "Owner" , "World" )
self:EmitSound( "VNT_ParachuteZ_BF2_Deploy" )
end
function ENT:Think( )
local owner = self:GetOwner( )
if owner:IsValid( ) then
if CLIENT then
self:SetRenderOrigin( owner:GetPos( ) + owner:GetUp( ) * 5 + owner:GetForward( ) * -2 )
end
if SERVER then
self:SetAngles( self:GetOwner( ):GetAngles( ) )
self:SetPos( self:GetOwner( ):GetPos( ) + self:GetOwner( ):GetUp( ) * 2 + self:GetOwner( ):GetForward( ) * -4 )
end
end
if owner.Parachuting == false then
if SERVER and IsValid( self ) then
SafeRemoveEntity( self )
end
end
end
function ENT:OnRemove( )
if SERVER and IsValid( self ) then
SafeRemoveEntity( self )
end
end

View File

@@ -0,0 +1,40 @@
AddCSLuaFile( )
ENT.Type = "anim"
ENT.PrintName = "Landed BF2 ZParachute"
ENT.Author = "Magenta/V92"
ENT.Spawnable = false
ENT.AdminOnly = true
function ENT:Initialize( )
self:SetModel( Model( "models/jessev92/codmw2/parachute_ground_skins.mdl" ) )
self:SetMoveType( MOVETYPE_FLYGRAVITY )
self:SetSolid( SOLID_VPHYSICS )
self:SetSkin( 1 )
self:DrawShadow( true )
self:SetCollisionBounds( Vector( -1 , -1 , -1 ) , Vector( 1 , 1 , 1 ) )
self:SetCollisionGroup( COLLISION_GROUP_WORLD )
self:SetNetworkedString( "Owner" , "World" )
self:EmitSound( "VNT_ParachuteZ_DetachClip" )
self.RemoveMe = CurTime( ) + 10
end
function ENT:Think( )
if not SERVER then return false end
if self.RemoveMe < CurTime( ) then
if SERVER then
SafeRemoveEntity( self )
end
end
end

View File

@@ -0,0 +1,52 @@
AddCSLuaFile()
--SWEP.Base = "weapon_rp_base"
if CLIENT then
SWEP.PrintName = "Парашют"
SWEP.DrawAmmo = false
end
SWEP.ViewModel = Model('models/weapons/v_hands.mdl')
SWEP.ViewModelFOV = 62
SWEP.Category = "Other"
SWEP.Spawnable = true
SWEP.AdminSpawnable = false
SWEP.HoldType = "normal"
SWEP.ViewModel = "models/weapons/c_arms.mdl"
SWEP.WorldModel = ""
function SWEP:Initialize()
if not SERVER then return end
self.preventWalkPress = 0
end
function SWEP:PrimaryAttack()
if not IsValid(self.Owner) then return end
local ply = self.Owner
local reloadTime = ix and ix.config.Get("parachuteReloadTime", 20) or 20
local minVel = ix and ix.config.Get("parachuteMinVelocity", -600) or -600
if ply:Alive() and ((ply:GetNW2Int("r_parachute") or 0) <= CurTime()) and ply:IsValid() and not (ply:GetMoveType() == MOVETYPE_NOCLIP or ply:InVehicle() or ply:OnGround() or ply:GetVelocity().z > minVel) then
ply:SetNW2Int("r_parachute", CurTime() + reloadTime)
self.preventWalkPress = CurTime() + reloadTime
end
end
function SWEP:CanSecondaryAttack()
return false
end
function SWEP:SecondaryAttack()
end
function SWEP:Reload()
return false
end

View File

@@ -0,0 +1,205 @@
PLUGIN.name = "Parachute System"
PLUGIN.author = "V92 (Портирован для Helix)"
PLUGIN.description = "Система парашютов в стиле Battlefield 2 для безопасного приземления"
-- Конфигурация
ix.config.Add("parachuteMode", 0, "Режим доступа к парашюту: -1=Отключен, 0=Все, 1=Админы, 2=Супер-админы", nil, {
data = {min = -1, max = 2},
category = "Parachute System"
})
ix.config.Add("parachuteVolume", 0.7, "Громкость звука полёта на парашюте", nil, {
data = {min = 0.2, max = 1.0, decimals = 1},
category = "Parachute System"
})
ix.config.Add("parachuteSpeedBack", 300, "Скорость при движении назад", nil, {
data = {min = 200, max = 500},
category = "Parachute System"
})
ix.config.Add("parachuteSpeedNormal", 375, "Скорость без управления", nil, {
data = {min = 250, max = 600},
category = "Parachute System"
})
ix.config.Add("parachuteSpeedForward", 450, "Скорость при движении вперёд", nil, {
data = {min = 300, max = 700},
category = "Parachute System"
})
ix.config.Add("parachuteReloadTime", 20, "Время перезарядки парашюта (секунды)", nil, {
data = {min = 5, max = 60},
category = "Parachute System"
})
ix.config.Add("parachuteMinVelocity", -600, "Минимальная скорость падения для активации", nil, {
data = {min = -1000, max = -100},
category = "Parachute System"
})
-- Регистрация звуков
sound.Add({
["name"] = "VNT_ParachuteZ_DetachClip",
["channel"] = CHAN_BODY,
["volume"] = 1.0,
["level"] = 50,
["pitch"] = {90, 110},
["sound"] = {"npc/combine_soldier/zipline_clip1.wav", "npc/combine_soldier/zipline_clip2.wav"}
})
sound.Add({
["name"] = "VNT_ParachuteZ_BF2_Deploy",
["channel"] = CHAN_BODY,
["volume"] = 1.0,
["level"] = 75,
["pitch"] = {105, 110},
["sound"] = {"v92/bf2/vehicles/air/parachute/parachute_deploy.wav"}
})
sound.Add({
["name"] = "VNT_ParachuteZ_BF2_Idle",
["channel"] = CHAN_STATIC,
["volume"] = 1.0,
["level"] = 75,
["pitch"] = {100},
["sound"] = {"v92/bf2/vehicles/air/parachute/parachute_ride_loop.wav"}
})
if SERVER then
-- Загрузка workshop контента
--resource.AddWorkshop("105699464")
-- Координаты смещения для сущностей парашюта
local ActiveParachute = {10, 0, 100}
local LandedParachute = {-100, 50, 10}
local DitchedParachute = {10, 0, 0}
function PLUGIN:KeyPress(ply, key)
if not ply:Alive() or not IsValid(ply) then return end
if not IsValid(ply:GetActiveWeapon()) then return end
if ply:GetActiveWeapon():GetClass() ~= "parachute_swep" then return end
local reloadTime = ix.config.Get("parachuteReloadTime", 20)
local minVel = ix.config.Get("parachuteMinVelocity", -600)
if ((ply:GetNW2Int("r_parachute") or 0) <= CurTime()) and
(key == IN_ATTACK and ply:IsValid()) and
not (ply:GetMoveType() == MOVETYPE_NOCLIP or ply:InVehicle() or ply:OnGround() or ply.Parachuting == true or ply:GetVelocity().z > minVel) then
ply.EndParaTime = nil
ply.Parachuting = true
net.Start("ParachuteState")
net.WriteBool(ply.Parachuting)
net.Send(ply)
ply.FlarePara = 1
ply:ViewPunch(Angle(35, 0, 0))
local Para = ents.Create("v92_zchute_bf2_active")
Para:SetOwner(ply)
Para:SetPos(ply:GetPos() + ply:GetForward() * ActiveParachute[1] + ply:GetRight() * ActiveParachute[2] + ply:GetUp() * ActiveParachute[3])
Para:SetAngles(ply:GetAngles())
Para:Spawn()
Para:Activate()
end
end
function PLUGIN:Think()
local mode = ix.config.Get("parachuteMode", 0)
-- Если отключено
if mode == -1 then return end
local speedBack = ix.config.Get("parachuteSpeedBack", 300)
local speedNormal = ix.config.Get("parachuteSpeedNormal", 375)
local speedForward = ix.config.Get("parachuteSpeedForward", 450)
for k, v in pairs(player.GetAll()) do
-- Проверка прав доступа
if (mode == 1 and not v:IsAdmin()) or (mode == 2 and not v:IsSuperAdmin()) then
if v.Parachuting then
v.Parachuting = false
end
return
end
if v.Parachuting == true then
-- Приземление
if (v.EndParaTime and CurTime() >= v.EndParaTime and v:OnGround() == true) or
v:WaterLevel() > 0 or
v:GetMoveType() == MOVETYPE_LADDER then
v.EndParaTime = nil
v.Parachuting = false
net.Start("ParachuteState")
net.WriteBool(v.Parachuting)
net.Send(v)
v.FlarePara = 1
v:ViewPunch(Angle(-16, 0, 0))
local ParaLand = ents.Create("v92_zchute_bf2_land")
ParaLand:SetOwner(v)
ParaLand:SetPos(v:GetPos() + v:GetForward() * LandedParachute[1] + v:GetRight() * LandedParachute[2] + v:GetUp() * LandedParachute[3])
ParaLand:SetAngles(v:GetAngles() + Angle(0, 270, 0))
ParaLand:Spawn()
ParaLand:Activate()
end
-- Управление скоростью спуска
if v:KeyDown(IN_USE) and v.FlarePara > 0.4 then
v.FlarePara = v.FlarePara - 0.005
if v.FlarePara < 0.4 then
v.FlarePara = 0.4
end
end
-- Управление направлением
if v:KeyDown(IN_FORWARD) then
v:SetLocalVelocity(v:GetForward() * speedForward * v.FlarePara * 1.1 - v:GetUp() * 320 * v.FlarePara)
elseif v:KeyDown(IN_BACK) then
v:SetLocalVelocity(v:GetForward() * speedBack * v.FlarePara * 1.1 - v:GetUp() * 320 * v.FlarePara)
else
v:SetLocalVelocity(v:GetForward() * speedNormal * v.FlarePara * 1.1 - v:GetUp() * 320 * v.FlarePara)
end
-- Отцепление парашюта (Ctrl + Shift)
if (v:KeyDown(IN_DUCK) and v:KeyDown(IN_WALK) and v.Parachuting == true) or not (v:Alive() or IsValid(v)) then
v.Parachuting = false
net.Start("ParachuteState")
net.WriteBool(v.Parachuting)
net.Send(v)
v.FlarePara = 1
v:ViewPunch(Angle(-15, 0, 0))
local ParaDitch = ents.Create("v92_zchute_bf2_abandon")
ParaDitch:SetOwner(v)
ParaDitch:SetPos(v:GetPos() + v:GetForward() * DitchedParachute[1] + v:GetRight() * DitchedParachute[2] + v:GetUp() * DitchedParachute[3])
ParaDitch:SetAngles(v:GetAngles())
ParaDitch:Spawn()
ParaDitch:Activate()
end
-- Касание земли
if v:OnGround() and v.Parachuting == true and not v.EndParaTime then
v.EndParaTime = CurTime() + 0.25
net.Start("ParachuteState")
net.WriteBool(false)
net.Send(v)
v:ViewPunch(Angle(7, 0, 0))
end
end
end
end
util.AddNetworkString("ParachuteState")
end
function PLUGIN:Initialize()
print("[Parachute System] Система парашютов загружена!")
print("[Parachute System] Используйте ЛКМ для раскрытия, Ctrl+Shift для отцепления")
end
ix.util.Include("cl_plugin.lua")