Files
VnUtest/garrysmod/addons/swbombs/lua/entities/sw_base_shell_v3.lua
2026-03-31 10:27:04 +03:00

109 lines
2.4 KiB
Lua

AddCSLuaFile()
ENT.Type = "anim"
ENT.PrintName = "Shell basescript V3"
ENT.Author = "Shermann Wolf"
ENT.Category = "SW Bombs V3"
ENT.Spawnable = false
ENT.AdminOnly = false
if SERVER then
function ENT:SetDamage( num ) self._dmg = num end
function ENT:SetRadius( num ) self._radius = num end
function ENT:SetAttacker( ent ) self._attacker = ent end
function ENT:GetAttacker() return self._attacker or NULL end
function ENT:GetDamage() return (self._dmg or 250) end
function ENT:GetRadius() return (self._radius or 250) end
function ENT:SpawnFunction( ply, tr, ClassName )
if not tr.Hit then return end
local ent = ents.Create( ClassName )
ent:SetPos( tr.HitPos + tr.HitNormal * 5 )
ent:Spawn()
ent:Activate()
return ent
end
function ENT:Initialize()
self:SetModel( "models/Items/grenadeAmmo.mdl" )
self:PhysicsInit( SOLID_VPHYSICS )
self:SetMoveType( MOVETYPE_VPHYSICS )
self:SetSolid( SOLID_VPHYSICS )
self:SetRenderMode( RENDERMODE_TRANSALPHA )
self:SetCollisionGroup( COLLISION_GROUP_DEBRIS )
self.TrailEntity = util.SpriteTrail( self, 0, Color(120,120,120,120), false, 5, 40, 0.2, 1 / ( 15 + 1 ) * 0.5, "trails/smoke" )
end
function ENT:Think()
self:NextThink( CurTime() )
if self.Active then
self:Detonate()
end
return true
end
function ENT:Detonate()
if self.IsExploded then return end
self.IsExploded = true
local Pos = self:GetPos()
local effectdata = EffectData()
effectdata:SetOrigin( Pos )
if self:WaterLevel() >= 2 then
util.Effect( "WaterSurfaceExplosion", effectdata, true, true )
else
util.Effect( "lvs_defence_explosion", effectdata )
end
local dmginfo = DamageInfo()
dmginfo:SetDamage( self:GetDamage() )
dmginfo:SetAttacker( IsValid( self:GetAttacker() ) and self:GetAttacker() or self )
dmginfo:SetDamageType( DMG_BULLET )
dmginfo:SetInflictor( self )
dmginfo:SetDamagePosition( Pos )
util.BlastDamageInfo( dmginfo, Pos, self:GetRadius() )
self:Remove()
end
function ENT:PhysicsCollide( data, physobj )
self.Active = true
if data.Speed > 60 and data.DeltaTime > 0.2 then
local VelDif = data.OurOldVelocity:Length() - data.OurNewVelocity:Length()
if VelDif > 200 then
self:EmitSound( "Grenade.ImpactHard" )
else
self:EmitSound( "Grenade.ImpactSoft" )
end
physobj:SetVelocity( data.OurOldVelocity * 0.5 )
end
end
else
function ENT:Draw()
self:DrawModel()
end
function ENT:Think()
return false
end
function ENT:OnRemove()
end
end