Files
VnUtest/garrysmod/addons/tacrp/lua/entities/tacrp_proj_p2a1_flare.lua
2026-03-31 10:27:04 +03:00

233 lines
6.9 KiB
Lua

AddCSLuaFile()
ENT.Base = "tacrp_proj_base"
ENT.PrintName = "P2A1 Signal Flare"
ENT.Spawnable = false
ENT.Model = "models/weapons/tacint/grenade_40mm.mdl"
ENT.IsRocket = false // projectile has a booster and will not drop.
ENT.InstantFuse = true // projectile is armed immediately after firing.
ENT.RemoteFuse = false // allow this projectile to be triggered by remote detonator.
ENT.ImpactFuse = true // projectile explodes on impact.
ENT.ExplodeOnImpact = true
ENT.ExplodeOnDamage = false // projectile explodes when it takes damage.
ENT.ExplodeUnderwater = true
ENT.Delay = 8
ENT.SafetyFuse = 0
ENT.ImpactDamage = 50
ENT.ImpactDamageType = DMG_BURN + DMG_SLOWBURN
ENT.AudioLoop = false
ENT.Radius = 200
ENT.SmokeTrail = true
ENT.FlareColor = Color(255, 200, 200)
ENT.FlareSizeMin = 16
ENT.FlareSizeMax = 32
ENT.Gravity = Vector(0, 0, 9.81 * 0.333333)
function ENT:Initialize()
if SERVER then
self:SetModel(self.Model)
self:PhysicsInitBox(-Vector(3, 3, 3), Vector(3, 3, 3) )
self:SetMoveType(MOVETYPE_VPHYSICS)
self:SetSolid(SOLID_VPHYSICS)
self:SetCollisionGroup(COLLISION_GROUP_PROJECTILE)
local phys = self:GetPhysicsObject()
if !phys:IsValid() then
self:Remove()
return
end
phys:EnableDrag(false)
phys:SetDragCoefficient(0)
phys:SetMass(1)
phys:SetBuoyancyRatio(0)
phys:Wake()
end
self.SpawnTime = CurTime()
self.NextFlareRedirectTime = 0
self.NPCDamage = IsValid(self:GetOwner()) and self:GetOwner():IsNPC() and !TacRP.ConVars["npc_equality"]:GetBool()
if self.AudioLoop then
self.LoopSound = CreateSound(self, self.AudioLoop)
self.LoopSound:Play()
end
if self.InstantFuse then
self.ArmTime = CurTime()
self.Armed = true
end
end
function ENT:PhysicsUpdate(phys)
if phys:IsGravityEnabled() and self:WaterLevel() <= 2 then
local v = phys:GetVelocity()
phys:SetVelocityInstantaneous(v + self.Gravity)
end
end
function ENT:Detonate(ent)
local attacker = self.Attacker or self:GetOwner() or self
local mult = TacRP.ConVars["mult_damage_explosive"]:GetFloat() * (self.NPCDamage and 0.25 or 1)
local dmg = DamageInfo()
dmg:SetDamagePosition(self:GetPos())
dmg:SetInflictor(self)
dmg:SetAttacker(attacker)
// Apply a small instance of damage to ignite first, before doing the real damage
// This will ensure if the target dies it is on fire first (so it can ignite its ragdolls etc.)
dmg:SetDamageType(DMG_SLOWBURN)
dmg:SetDamage(5)
util.BlastDamageInfo(dmg, self:GetPos(), self.Radius)
dmg:SetDamageType(DMG_BURN)
dmg:SetDamage(60 * mult)
util.BlastDamageInfo(dmg, self:GetPos(), self.Radius)
// TacRP.Flashbang(self, self:GetPos(), 512, 0.5, 0.1, 0)
local fx = EffectData()
fx:SetOrigin(self:GetPos())
if self:WaterLevel() > 0 then
util.Effect("WaterSurfaceExplosion", fx)
else
util.Effect("tacrp_flare_explode", fx)
self:EmitSound("^ambient/fire/ignite.wav", 80, 112)
end
local cloud = ents.Create("tacrp_flare_cloud")
if !IsValid(cloud) then return end
cloud:SetPos(self:GetPos())
cloud:SetAngles(self:GetAngles())
cloud:SetOwner(attacker)
timer.Simple(0, function()
cloud:Spawn()
if IsValid(self:GetParent()) then
cloud:SetParent(self:GetParent())
elseif self:GetMoveType() == MOVETYPE_NONE then
cloud:SetMoveType(MOVETYPE_NONE)
else
cloud:GetPhysicsObject():SetVelocityInstantaneous(self:GetVelocity() * 0.5)
end
self:Remove()
end)
end
local mat = Material("effects/ar2_altfire1b")
function ENT:Draw()
if !self.Light and TacRP.ConVars["dynamiclight"]:GetBool() then
self.Light = DynamicLight(self:EntIndex() + 1)
if (self.Light) then
self.Light.Pos = self:GetPos()
self.Light.r = 255
self.Light.g = 75
self.Light.b = 60
self.Light.Brightness = 1
self.Light.Size = 1024
self.Light.DieTime = CurTime() + 8
end
elseif self.Light then
self.Light.Pos = self:GetPos()
end
render.SetMaterial(mat)
render.DrawSprite(self:GetPos(), math.Rand(self.FlareSizeMin, self.FlareSizeMax), math.Rand(self.FlareSizeMin, self.FlareSizeMax), self.FlareColor)
end
function ENT:OnRemove()
if self.Light then
self.Light.Size = 1200
self.Light.Brightness = 1.5
self.Light.DieTime = CurTime() + 1
self.Light.Decay = 2000
end
if !self.FireSound then return end
self.FireSound:Stop()
end
function ENT:DoSmokeTrail()
if CLIENT and self.SmokeTrail and !(self:GetOwner() == LocalPlayer() and (self.SpawnTime + 0.1) > CurTime()) then
local emitter = ParticleEmitter(self:GetPos())
local smoke = emitter:Add("particles/smokey", self:GetPos())
smoke:SetStartAlpha(30)
smoke:SetEndAlpha(0)
smoke:SetStartSize(4)
smoke:SetEndSize(math.Rand(30, 40))
smoke:SetRoll(math.Rand(-180, 180))
smoke:SetRollDelta(math.Rand(-1, 1))
smoke:SetPos(self:GetPos())
smoke:SetVelocity(VectorRand() * 4)
smoke:SetColor(255, 50, 25)
smoke:SetLighting(false)
smoke:SetDieTime(math.Rand(3.5, 4.5))
smoke:SetGravity(Vector(0, 0, -7))
smoke:SetNextThink( CurTime() + FrameTime() )
smoke:SetThinkFunction( function(pa)
if !pa then return end
local col1 = Color(255, 50, 25)
local col2 = Color(255, 155, 155)
local col3 = col1
local d = pa:GetLifeTime() / pa:GetDieTime()
col3.r = Lerp(d, col1.r, col2.r)
col3.g = Lerp(d, col1.g, col2.g)
col3.b = Lerp(d, col1.b, col2.b)
pa:SetColor(col3.r, col3.g, col3.b)
pa:SetNextThink( CurTime() + FrameTime() )
end )
emitter:Finish()
end
end
function ENT:SafetyImpact(data, collider)
local attacker = self.Attacker or self:GetOwner()
local ang = data.OurOldVelocity:Angle()
local fx = EffectData()
fx:SetOrigin(data.HitPos)
fx:SetNormal(-ang:Forward())
fx:SetAngles(-ang)
util.Effect("StunstickImpact", fx)
if IsValid(data.HitEntity) then
local dmginfo = DamageInfo()
dmginfo:SetAttacker(attacker)
dmginfo:SetInflictor(self)
dmginfo:SetDamageType(DMG_CRUSH + DMG_SLOWBURN)
dmginfo:SetDamage(self.ImpactDamage * (self.NPCDamage and 0.25 or 1))
dmginfo:SetDamageForce(data.OurOldVelocity * 20)
dmginfo:SetDamagePosition(data.HitPos)
data.HitEntity:TakeDamageInfo(dmginfo)
end
self:EmitSound("physics/plastic/plastic_barrel_impact_hard2.wav", 70, 110)
end
function ENT:UpdateTransmitState()
if TacRP.ConVars["dynamiclight"]:GetBool() then
return TRANSMIT_ALWAYS
end
return TRANSMIT_PVS
end