Files
VnUtest/garrysmod/addons/tfa_antitank/lua/entities/rpg28_rocket/init.lua
2026-03-31 10:27:04 +03:00

147 lines
3.9 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()
local mdl = self:GetModel()
if not mdl or mdl == "" or mdl == "models/error.mdl" then
self:SetModel("models/weapons/rpg28_rocket.mdl")
end
self.burnout = CurTime() + 2
self:PhysicsInit(SOLID_VPHYSICS)
--self:PhysicsInitSphere((self:OBBMaxs() - self:OBBMins()):Length() / 4, "metal")
self:SetMoveType(MOVETYPE_VPHYSICS)
self:SetSolid(SOLID_VPHYSICS)
local phys = self:GetPhysicsObject()
if (phys:IsValid()) then
phys:Wake()
end
self:SetFriction(self.Delay)
self.killtime = CurTime() + self.Delay
self:DrawShadow(true)
self.StartTime = CurTime()
self:EmitSound( "TFA_INS2_RPG7.Loop" )
self:SetUseType(SIMPLE_USE)
self.HasIdle = true
timer.Simple(0.1, function()
if IsValid(self) then
self:SetOwner()
end
end)
self:SetNWFloat("HideTime",CurTime() + self.HideDelay )
self.HP = math.random(30, 60)
end
function ENT:Think()
if self.killtime < CurTime() then
return false
end
local phys = self:GetPhysicsObject()
local force = phys:GetMass() * Vector( 0, 0, -9.80665 ) * 7-- This gives us the force in kg*source_unit/s^2
local dt = engine.TickInterval() -- The time interval over which the force acts on the object (in seconds)
phys:ApplyForceCenter( force * dt ) -- Multiplying the two gives us the impulse in kg*source_unit/s
self:NextThink(CurTime())
return true
end
local effectdata, shake
function ENT:Explode()
if not IsValid(self.Owner) then
self:Remove()
return
end
local effectdata = EffectData()
effectdata:SetOrigin(self:GetPos())
effectdata:SetScale(10)
effectdata:SetMagnitude(5)
util.Effect("lvs_explosion_small", effectdata)
util.Effect("lvs_explosion_small", effectdata)
util.BlastDamage(self, self.Owner, self:GetPos(), 100, 10)
shake = ents.Create("env_shake")
shake:SetOwner(self.Owner)
shake:SetPos(self:GetPos())
shake:SetKeyValue("amplitude", tostring(20)) -- Power of the shake
shake:SetKeyValue("radius", tostring( 768 ) ) -- Radius of the shake
shake:SetKeyValue("duration", tostring( self.Damage / 800 )) -- Time of shake
shake:SetKeyValue("frequency", "255") -- How har should the screenshake be
shake:SetKeyValue("spawnflags", "4") -- Spawnflags(In Air)
shake:Spawn()
shake:Activate()
shake:Fire("StartShake", "", 0)
self:EmitSound("TFA_INS2_RPG7.2")
local heat = {}
heat.Src = self:GetPos()
heat.Dir = self:GetAngles():Right()
heat.Spread = Vector(0,0,0)
heat.Force = 18000
heat.HullSize = 0
heat.Damage = 8000
heat.Velocity = 16000
heat.Attacker = self.Owner
LVS:FireBullet( heat )
self:Remove()
end
function ENT:PhysicsCollide(data, phys)
if data.Speed > 60 and CurTime() > self.StartTime + self.Prime then
timer.Simple(0,function()
if IsValid(self) then
self:Explode()
end
end)
else
self.Prime = math.huge
if self.HasIdle then
self:StopSound("TFA_INS2_RPG7.Loop")
self.HasIdle = false
self:SetNWFloat("HideTime", -1 )
end
end
--[[elseif self:GetOwner() ~= self then
self.Prime = math.huge
self:StopSound("TFA_INS2_RPG7.Loop")
self:SetOwner(self)
end
]]--
end
function ENT:OnRemove()
if self.HasIdle then
self:StopSound("TFA_INS2_RPG7.Loop")
self.HasIdle = false
end
end
function ENT:Use(activator, caller)
if activator:IsPlayer() and self.WeaponClass and activator:GetWeapon(self.WeaponClass) then
activator:GiveAmmo(1, activator:GetWeapon(self.WeaponClass):GetPrimaryAmmoType(), false)
self:Remove()
end
end
function ENT:OnTakeDamage( dmg )
if dmg:GetInflictor() == self or dmg:GetAttacker() == self then return end
if self.Exploded then return end
if self.HP > 0 and self.HP - dmg:GetDamage() <= 0 then
self.Exploded = true
self:Explode()
end
self.HP = self.HP - dmg:GetDamage()
dmg:SetAttacker(self)
dmg:SetInflictor(self)
self:TakePhysicsDamage( dmg )
end