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

231 lines
8.2 KiB
Lua

EFFECT.Velocity = {120, 160}
EFFECT.VelocityRand = {-15, 40}
EFFECT.VelocityAngle = Vector(1,1,10)
EFFECT.VelocityRandAngle = Vector(10,10,5)
local modelReplaceLookup = {
["models/hdweapons/rifleshell.mdl"] = "models/tfa/rifleshell.mdl",
["models/hdweapons/rifleshell_hd.mdl"] = "models/tfa/rifleshell.mdl",
["models/weapons/rifleshell_hd.mdl"] = "models/tfa/rifleshell.mdl",
["models/hdweapons/shell.mdl"] = "models/tfa/pistolshell.mdl",
["models/hdweapons/shell_hd.mdl"] = "models/tfa/pistolshell.mdl",
["models/weapons/shell_hd.mdl"] = "models/tfa/pistolshell.mdl",
["models/hdweapons/shotgun_shell.mdl"] = "models/tfa/shotgunshell.mdl",
["models/hdweapons/shotgun_shell_hd.mdl"] = "models/tfa/shotgunshell.mdl",
["models/weapons/shotgun_shell_hd.mdl"] = "models/tfa/shotgunshell.mdl",
}
EFFECT.ShellPresets = {
["sniper"] = {"models/tfa/rifleshell.mdl", math.pow(0.487 / 1.236636, 1 / 3), 90}, --1.236636 is shell diameter, then divide base diameter into that for 7.62x54mm
["rifle"] = {"models/tfa/rifleshell.mdl", math.pow(0.4709 / 1.236636, 1 / 3), 90}, --1.236636 is shell diameter, then divide base diameter into that for standard nato rifle
["pistol"] = {"models/tfa/pistolshell.mdl", math.pow(0.391 / 0.955581, 1 / 3), 90}, --0.955581 is shell diameter, then divide base diameter into that for 9mm luger
["smg"] = {"models/tfa/pistolshell.mdl", math.pow(.476 / 0.955581, 1 / 3), 90}, --.45 acp
["shotgun"] = {"models/tfa/shotgunshell.mdl", 1, 90}
}
EFFECT.SoundFiles = {Sound(")player/pl_shell1.wav"), Sound(")player/pl_shell2.wav"), Sound(")player/pl_shell3.wav")}
EFFECT.SoundFilesSG = {Sound(")weapons/fx/tink/shotgun_shell1.wav"), Sound(")weapons/fx/tink/shotgun_shell2.wav"), Sound(")weapons/fx/tink/shotgun_shell3.wav")}
EFFECT.SoundLevel = {45, 55}
EFFECT.SoundPitch = {80, 120}
EFFECT.SoundVolume = {0.85, 0.95}
EFFECT.LifeTime = 15
EFFECT.FadeTime = 0.5
EFFECT.SmokeTime = {3, 3}
EFFECT.SmokeParticle = "tfa_ins2_weapon_shell_smoke"
local cv_eject
local cv_life
local upVec = Vector(0,0,1)
function EFFECT:ComputeSmokeLighting()
if not self.PCFSmoke then return end
local licht = render.ComputeLighting(self:GetPos() + upVec * 2, upVec)
local lichtFloat = math.Clamp((licht.r + licht.g + licht.b) / 3, 0, TFA.Particles.SmokeLightingClamp) / TFA.Particles.SmokeLightingClamp
local lichtFinal = LerpVector(lichtFloat, TFA.Particles.SmokeLightingMin, TFA.Particles.SmokeLightingMax)
self.PCFSmoke:SetControlPoint(1, lichtFinal)
end
function EFFECT:Init(data)
self.IsTFAShell = true
if not cv_eject then
cv_eject = GetConVar("cl_tfa_fx_ejectionsmoke")
end
if not cv_life then
cv_life = GetConVar("cl_tfa_fx_ejectionlife")
end
if cv_life then
self.LifeTime = cv_life:GetFloat()
end
self.StartTime = CurTime()
self.Emitter = ParticleEmitter(self:GetPos())
self.SmokeDelta = 0
if cv_eject:GetBool() then
self.SmokeDeath = self.StartTime + math.Rand(self.SmokeTime[1], self.SmokeTime[2])
else
self.SmokeDeath = -1
end
self.WeaponEnt = data:GetEntity()
if not IsValid(self.WeaponEnt) then return end
self.WeaponEntOG = self.WeaponEnt
if self.WeaponEntOG.LuaShellEffect and self.WeaponEntOG.LuaShellEffect == "" then return end
self.Attachment = data:GetAttachment()
self.Dir = data:GetNormal()
self.DirAng = data:GetNormal():Angle()
self.OriginalOrigin = data:GetOrigin()
local owent = self.WeaponEnt:GetOwner()
if self.LifeTime <= 0 or not IsValid(owent) then
self.StartTime = -1000
self.SmokeDeath = -1000
return
end
if owent:IsPlayer() and owent == GetViewEntity() and not owent:ShouldDrawLocalPlayer() then
self.WeaponEnt = self.WeaponEnt.OwnerViewModel
if not IsValid(self.WeaponEnt) then return end
end
local model, scale, yaw = self:FindModel(self.WeaponEntOG)
model = self.WeaponEntOG:GetStatL("ShellModel") or self.WeaponEntOG:GetStatL("LuaShellModel") or model
model = modelReplaceLookup[model] or model
scale = self.WeaponEntOG:GetStatL("ShellScale") or self.WeaponEntOG:GetStatL("LuaShellScale") or scale
yaw = self.WeaponEntOG:GetStatL("ShellYaw") or self.WeaponEntOG:GetStatL("LuaShellYaw") or yaw
if model:lower():find("shotgun") then
self.Shotgun = true
end
self:SetModel(model)
self:SetModelScale(scale, 0)
self:SetPos(data:GetOrigin())
local mdlang = self.DirAng * 1
mdlang:RotateAroundAxis(mdlang:Up(), yaw)
local owang = IsValid(owent) and owent:EyeAngles() or mdlang
self:SetAngles(owang)
self:SetRenderMode(RENDERMODE_TRANSALPHA)
self:SetCollisionGroup(COLLISION_GROUP_DEBRIS)
self:SetCollisionBounds(self:OBBMins(), self:OBBMaxs())
self:PhysicsInitBox(self:OBBMins(), self:OBBMaxs())
local velocity = self.Dir * math.Rand(self.Velocity[1], self.Velocity[2]) + owang:Forward() * math.Rand(self.VelocityRand[1], self.VelocityRand[2])
if IsValid(owent) then
velocity = velocity + owent:GetVelocity()
end
local physObj = self:GetPhysicsObject()
if physObj:IsValid() then
physObj:SetDamping(0.1, 1)
physObj:SetMass(5)
physObj:SetMaterial("gmod_silent")
physObj:SetVelocity(velocity)
local localVel = velocity:Length() * self.WeaponEnt:WorldToLocalAngles(velocity:Angle()):Forward()
physObj:AddAngleVelocity(localVel.y * self.VelocityAngle)
physObj:AddAngleVelocity(VectorRand() * velocity:Length() * self.VelocityRandAngle * 0.5)
end
local ss = self.WeaponEntOG:GetStatL("ShellSound") or self.WeaponEntOG:GetStatL("LuaShellSound")
if ss then
self.ImpactSound = ss
else
self.ImpactSound = self.Shotgun and self.SoundFilesSG[math.random(1, #self.SoundFiles)] or self.SoundFiles[math.random(1, #self.SoundFiles)]
end
self.setup = true
end
function EFFECT:FindModel(wep)
if not IsValid(wep) then return unpack(self.ShellPresets["rifle"]) end
local ammotype = (wep.Primary.Ammo or wep:GetPrimaryAmmoType()):lower()
local guntype = (wep.Type or wep:GetHoldType()):lower()
if guntype:find("sniper") or ammotype:find("sniper") or guntype:find("dmr") then
return unpack(self.ShellPresets["sniper"])
elseif guntype:find("rifle") or ammotype:find("rifle") then
return unpack(self.ShellPresets["rifle"])
elseif ammotype:find("pist") or guntype:find("pist") then
return unpack(self.ShellPresets["pistol"])
elseif ammotype:find("smg") or guntype:find("smg") then
return unpack(self.ShellPresets["smg"])
elseif ammotype:find("buckshot") or ammotype:find("shotgun") or guntype:find("shot") then
return unpack(self.ShellPresets["shotgun"])
end
return unpack(self.ShellPresets["rifle"])
end
function EFFECT:BounceSound()
sound.Play(self.ImpactSound, self:GetPos(), math.Rand(self.SoundLevel[1], self.SoundLevel[2]), math.Rand(self.SoundPitch[1], self.SoundPitch[2]), math.Rand(self.SoundVolume[1], self.SoundVolume[2]))
end
function EFFECT:PhysicsCollide(data)
if self:WaterLevel() > 0 then return end
if TFA.GetEJSmokeEnabled() and not self.PCFSmoke and CurTime() < self.SmokeDeath then
self.PCFSmoke = CreateParticleSystem(self, self.SmokeParticle, self:GetAttachment(1) ~= nil and PATTACH_POINT_FOLLOW or PATTACH_ABSORIGIN_FOLLOW, 1)
if IsValid(self.PCFSmoke) then
self:ComputeSmokeLighting()
self.PCFSmoke:StartEmission()
else
self.PCFSmoke = nil
end
end
if data.Speed > 60 then
self:BounceSound()
local impulse = (data.OurOldVelocity - 2 * data.OurOldVelocity:Dot(data.HitNormal) * data.HitNormal) * 0.33
local phys = self:GetPhysicsObject()
if phys:IsValid() then
phys:ApplyForceCenter(impulse)
end
end
end
function EFFECT:Think()
if CurTime() > self.SmokeDeath and self.PCFSmoke then
self.PCFSmoke:StopEmission()
self.PCFSmoke = nil
else
self:ComputeSmokeLighting()
end
if self:WaterLevel() > 0 and not self.WaterSplashed then
self.WaterSplashed = true
local ef = EffectData()
ef:SetOrigin(self:GetPos())
ef:SetScale(1)
util.Effect("watersplash", ef)
end
if CurTime() > self.StartTime + self.LifeTime then
if self.Emitter then
self.Emitter:Finish()
end
return false
else
return true
end
end
function EFFECT:Render()
if not self.setup then return end
self:SetColor(ColorAlpha(color_white, (1 - math.Clamp(CurTime() - (self.StartTime + self.LifeTime - self.FadeTime), 0, self.FadeTime) / self.FadeTime) * 255))
self:SetupBones()
self:DrawModel()
end
hook.Add("EntityEmitSound", "TFA_BlockShellScrapeSound", function(sndData)
if IsValid(sndData.Entity) and sndData.Entity.IsTFAShell and sndData.SoundName:find("scrape") then
return false
end
end)