Files
2026-03-31 10:27:04 +03:00

230 lines
5.5 KiB
Lua

AddCSLuaFile("cl_init.lua")
AddCSLuaFile("shared.lua")
include("shared.lua")
local LVS = LVS
ENT.Damage = 0
ENT.Prime = 0.03
ENT.Delay = 30
ENT.HideDelay = 0.0
function ENT:Initialize()
if not self:GetModel() or self:GetModel() == "" or self:GetModel() == "models/error.mdl" then
self:SetModel("models/weapons/fas2/world/explosives/rpg26/rocket.mdl")
end
if not self.Owner:IsPlayer() then
self.Owner = NULL
end
self.burnout = CurTime() + 2
self:PhysicsInit(SOLID_VPHYSICS)
self:SetMoveType(MOVETYPE_VPHYSICS)
self:SetSolid(SOLID_VPHYSICS)
local phys = self:GetPhysicsObject()
if IsValid(phys) then
phys:Wake()
end
self:SetFriction(self.Delay)
self.killtime = CurTime() + self.Delay
self.StartTime = CurTime()
self:EmitSound("TFA_INS2_RPG7.Loop")
self:SetUseType(SIMPLE_USE)
self.HasIdle = true
self.HP = math.random(30, 60)
timer.Simple(0.1, function()
if IsValid(self) then
self:SetOwner(self:GetOwner() or NULL)
end
end)
self:SetNWFloat("HideTime", CurTime() + self.HideDelay)
end
function ENT:Think()
local ct = CurTime()
if self.killtime < ct then return false end
local phys = self:GetPhysicsObject()
if not IsValid(phys) then return end
if phys:IsValid() then
phys:ApplyForceCenter(Vector(0, 0, -9.80665 * 7) * phys:GetMass() * engine.TickInterval())
end
self:NextThink(ct)
return true
end
function ENT:Explode()
if self._Exploding then return end
self._Exploding = true
if not IsValid(self.Owner) then
self:Remove()
return
end
local tr = util.TraceLine({
start = pos,
endpos = pos + self:GetAngles():Forward() * 200,
filter = self
})
local hit = tr.Entity
if IsValid(hit) and hit.LVS then
local dmg = DamageInfo()
dmg:SetDamage(250)
dmg:SetDamageType(DMG_BLAST)
dmg:SetAttacker(self.Owner or self)
dmg:SetInflictor(self)
hit:TakeDamageInfo(dmg)
if hit.GetSubSystem then
local subsys = hit:GetSubSystem(tr.HitPos)
if subsys then
subsys:TakeDamage(300)
end
end
end
local pos = self:GetPos()
local effectdata = EffectData()
effectdata:SetOrigin(pos)
effectdata:SetScale(5)
effectdata:SetMagnitude(5)
util.Effect("HelicopterMegaBomb", effectdata)
util.Effect("Explosion", effectdata)
util.BlastDamage(self, self.Owner, pos, 100, 10)
local shake = ents.Create("env_shake")
shake:SetOwner(self.Owner)
shake:SetPos(pos)
shake:SetKeyValue("amplitude", "20")
shake:SetKeyValue("radius", "768")
shake:SetKeyValue("duration", tostring(self.Damage / 800))
shake:SetKeyValue("frequency", "255")
shake:SetKeyValue("spawnflags", "4")
shake:Spawn()
shake:Activate()
shake:Fire("StartShake", "", 0)
self:EmitSound("TFA_INS2_RPG7.2")
LVS:FireBullet({
Src = pos,
Dir = self:GetAngles():Forward(),
Spread = vector_origin,
Force = 42000,
HullSize = 0,
Damage = 12000,
Velocity = 16000,
Attacker = self.Owner
})
local tr = util.TraceHull({
start = pos,
endpos = pos,
mins = Vector(-80, -80, -80),
maxs = Vector(80, 80, 80),
filter = self
})
local hit = tr.Entity
if IsValid(hit) and hit.LVS then
local dmg = DamageInfo()
dmg:SetDamage(200)
dmg:SetDamageType(DMG_BLAST)
dmg:SetAttacker(self.Owner or self)
dmg:SetInflictor(self)
hit:TakeDamageInfo(dmg)
if hit.GetSubSystem then
local subsys = hit:GetSubSystem(pos)
if subsys then
local name = subsys.Name:lower()
if name:find("engine") then
subsys:SetHP(0)
elseif name:find("ammo") then
subsys:SetHP(0)
elseif name:find("fuel") then
subsys:SetHP(0)
else
subsys:TakeDamage(250)
end
end
end
end
self:Remove()
end
function ENT:PhysicsCollide(data, phys)
if self._LastCollide and self._LastCollide > CurTime() - 0.05 then return end
self._LastCollide = CurTime()
local ct = CurTime()
if data.Speed > 60 and ct > self.StartTime + self.Prime then
timer.Simple(0, function()
if IsValid(self) then self:Explode() end
end)
return
end
self.Prime = math.huge
if self.HasIdle then
self:StopSound("TFA_INS2_RPG7.Loop")
self.HasIdle = false
self:SetNWFloat("HideTime", -1)
end
end
function ENT:OnRemove()
if self.HasIdle then
self:StopSound("TFA_INS2_RPG7.Loop")
self.HasIdle = false
end
end
function ENT:Use(activator)
if activator:IsPlayer() and self.WeaponClass then
local wep = activator:GetWeapon(self.WeaponClass)
if IsValid(wep) then
activator:GiveAmmo(1, wep:GetPrimaryAmmoType(), false)
self:Remove()
end
end
end
function ENT:OnTakeDamage(dmg)
if dmg:GetInflictor() == self or dmg:GetAttacker() == self then return end
if self.Exploded then return end
local damage = dmg:GetDamage()
self.HP = self.HP - damage
if self.HP <= 0 then
self.Exploded = true
self:Explode()
return
end
self:TakePhysicsDamage(dmg)
end