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