150 lines
4.7 KiB
Lua
150 lines
4.7 KiB
Lua
AddCSLuaFile()
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ENT.Base = "tacrp_proj_base"
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ENT.PrintName = "C4"
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ENT.Spawnable = false
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ENT.Model = "models/weapons/tacint/door_charge-1.mdl"
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ENT.Sticky = true
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ENT.IsRocket = false // projectile has a booster and will not drop.
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ENT.InstantFuse = false // projectile is armed immediately after firing.
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ENT.RemoteFuse = false // allow this projectile to be triggered by remote detonator.
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ENT.ImpactFuse = false // projectile explodes on impact.
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ENT.StickyFuse = true
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ENT.ExplodeOnDamage = false // projectile explodes when it takes damage.
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ENT.ExplodeUnderwater = false
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ENT.Defusable = false
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ENT.DefuseOnDamage = true
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ENT.ImpactDamage = 0
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ENT.Delay = 2
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ENT.PickupAmmo = "ti_charge"
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ENT.ExplodeSounds = {
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"TacRP/weapons/breaching_charge-1.wav"
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}
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function ENT:SetupDataTables()
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self:NetworkVar("Entity", 0, "Weapon")
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self:NetworkVar("Bool", 0, "Remote")
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self:NetworkVar("Float", 0, "ArmTime")
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end
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DEFINE_BASECLASS(ENT.Base)
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function ENT:Initialize()
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if IsValid(self:GetOwner()) and self:GetOwner():IsPlayer() and IsValid(self:GetOwner():GetActiveWeapon()) and self:GetOwner():GetActiveWeapon():GetClass() == "tacrp_c4_detonator" then
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self.StickyFuse = false
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self.RemoteFuse = true
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self.Delay = 0.5
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self.Defusable = true
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self:SetRemote(true)
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end
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BaseClass.Initialize(self)
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end
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function ENT:Detonate()
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local attacker = IsValid(self.Attacker) and self.Attacker or self:GetOwner()
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util.BlastDamage(self, attacker, self:GetPos(), TacRP.ConVars["charge_radius"]:GetFloat(), TacRP.ConVars["charge_damage"]:GetFloat())
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local fx = EffectData()
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fx:SetOrigin(self:GetPos())
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fx:SetNormal(self:GetForward())
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if self:WaterLevel() > 0 then
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util.Effect("WaterSurfaceExplosion", fx)
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else
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util.Effect("HelicopterMegaBomb", fx)
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end
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self:EmitSound(table.Random(self.ExplodeSounds), 110)
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local door = self:GetParent()
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self:SetParent(NULL)
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if IsValid(door) and string.find(door:GetClass(), "door") then
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local vel = self:GetForward() * -50000
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for _, otherDoor in pairs(ents.FindInSphere(door:GetPos(), 72)) do
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if door != otherDoor and otherDoor:GetClass() == door:GetClass() then
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TacRP.DoorBust(otherDoor, vel, attacker)
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break
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end
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end
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TacRP.DoorBust(door, vel, attacker)
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end
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self:Remove()
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end
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function ENT:Stuck()
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sound.EmitHint(SOUND_DANGER, self:GetPos(), 256, 2, self)
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self:SetArmTime(CurTime())
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if !self:GetRemote() then
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local ttt = TacRP.GetBalanceMode() == TacRP.BALANCE_TTT
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self:EmitSound("weapons/c4/c4_beep1.wav", ttt and 60 or 80, 110)
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timer.Create("breachbeep_" .. self:EntIndex(), 0.25, 7, function()
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if !IsValid(self) then return end
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self:EmitSound("weapons/c4/c4_beep1.wav", ttt and 60 or 80, 110)
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end)
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end
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// you are already dead
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if IsValid(self:GetParent()) and self:GetParent():IsPlayer() and !IsValid(self:GetParent().nadescream) then
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self:GetParent().nadescream = self
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if self:GetRemote() then
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self:GetParent():EmitSound("vo/npc/male01/ohno.wav")
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else
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self:GetParent():EmitSound("vo/npc/male01/no0" .. math.random(1, 2) .. ".wav")
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end
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end
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if VJ then
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self.Zombies = {}
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for _, x in ipairs(ents.FindInSphere(self:GetPos(), 512)) do
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if x:IsNPC() and string.find(x:GetClass(),"npc_vj_l4d_com_") and x.Zombie_CanHearPipe == true and x.Zombie_NextPipBombT < CurTime() then
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x.Zombie_NextPipBombT = CurTime() + 3
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table.insert(x.VJ_AddCertainEntityAsEnemy,self)
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x:AddEntityRelationship(self, D_HT, 99)
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x.MyEnemy = self
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x:SetEnemy(self)
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table.insert(self.Zombies, x)
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end
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end
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end
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end
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function ENT:OnThink()
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if VJ and self.Zombies then
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for _, v in ipairs(self.Zombies) do
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if IsValid(v) then
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v:SetLastPosition(self:GetPos())
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v:VJ_TASK_GOTO_LASTPOS()
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end
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end
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end
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end
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local clr_timed = Color(255, 0, 0)
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local clr_remote = Color(0, 255, 0)
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local mat = Material("sprites/light_glow02_add")
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function ENT:Draw()
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self:DrawModel()
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if (self:GetRemote() or self:GetArmTime() > 0) and math.ceil((CurTime() - self:GetArmTime()) * (self:GetRemote() and 2 or 8)) % 2 == 1 then
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render.SetMaterial(mat)
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render.DrawSprite(self:GetPos() + self:GetAngles():Up() * 7.5 + self:GetAngles():Right() * -4.5 + self:GetAngles():Forward() * 2, 8, 8, self:GetRemote() and clr_remote or clr_timed)
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end
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end
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