248 lines
5.6 KiB
Lua
248 lines
5.6 KiB
Lua
local vector_origin = Vector()
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ENT.Type = "anim"
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ENT.PrintName = "TFBow Arrow"
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ENT.Author = "TheForgottenArchitect"
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ENT.Contact = "Don't"
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ENT.Purpose = "Arrow Entity"
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ENT.Instructions = "Spawn this with a velocity, get rich"
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local function GetBoneCenter(ent, bone)
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local bonechildren = ent:GetChildBones(bone)
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if #bonechildren <= 0 then
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return ent:GetBonePosition(bone)
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else
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local bonepos = ent:GetBonePosition(bone)
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local tmppos = bonepos
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if tmppos then
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for i = 1, #bonechildren do
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local childpos = ent:GetBonePosition(bonechildren[i])
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if childpos then
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tmppos = (tmppos + childpos) / 2
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end
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end
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else
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return ent:GetPos()
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end
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return tmppos
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end
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end
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function ENT:GetClosestBonePos(ent, pos)
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local i, count, dist, ppos, cbone
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i = 1
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count = ent:GetBoneCount()
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cbone = 0
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dist = 99999999
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ppos = ent:GetPos()
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while (i < count) do
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local bonepos = GetBoneCenter(ent, i)
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if bonepos:Distance(pos) < dist then
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dist = bonepos:Distance(pos)
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cbone = i
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ppos = bonepos
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end
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i = i + 1
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end
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return ppos, cbone
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end
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local cv_al = GetConVar("sv_tfa_arrow_lifetime")
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local cv_ht = GetConVar("host_timescale")
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function ENT:Initialize()
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if SERVER then
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if not IsValid(self.myowner) then
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self.myowner = self:GetOwner()
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if not IsValid(self.myowner) then
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self.myowner = self
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end
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end
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timer.Simple(0, function()
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if self.model then
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self:SetModel(self.model)
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end
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end)
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if cv_al:GetInt() ~= -1 then
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timer.Simple( cv_al:GetFloat() + 5, function()
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if IsValid(self) then
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self:Remove()
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end
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end)
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end
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self:PhysicsInit(SOLID_VPHYSICS)
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self:SetMoveType(MOVETYPE_VPHYSICS)
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self:SetSolid(SOLID_VPHYSICS)
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local phys = self:GetPhysicsObject()
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if (phys:IsValid()) then
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phys:Wake()
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if self.velocity then
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phys:SetVelocityInstantaneous(self.velocity)
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end
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phys:EnableCollisions(false)
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self:StartMotionController()
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self:PhysicsUpdate(phys, 0.1 * cv_ht:GetFloat() )
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end
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end
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self:SetNW2Vector("lastpos", self:GetPos())
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if not self.mydamage then
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self.mydamage = 60
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end
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if not self.gun then
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if IsValid(self:GetOwner()) and self:GetOwner():IsPlayer() then
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self:UpdateGun()
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else
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timer.Simple(0, function()
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if IsValid(self) and IsValid(self:GetOwner()) and self:GetOwner():IsPlayer() then
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self:UpdateGun()
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end
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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:UpdateGun()
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local wep = self:GetOwner():GetActiveWeapon()
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if IsValid(wep) then
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self.gun = wep:GetClass()
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end
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end
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local wl,tracedata,tr
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local cv_fm = GetConVar("sv_tfa_force_multiplier")
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function ENT:HitCB(a,b,c)
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c:SetDamageType(bit.bor(DMG_NEVERGIB, DMG_CLUB))
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if IsValid(self) and IsValid(self:GetOwner()) then
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if b.HitWorld then
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local arrowstuck = ents.Create("tfbow_arrow_stuck")
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arrowstuck:SetModel(self:GetModel())
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arrowstuck.gun = self.gun
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arrowstuck:SetPos(tr.HitPos)
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local phys = self:GetPhysicsObject()
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arrowstuck:SetAngles((phys:GetVelocity()):Angle())
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arrowstuck:Spawn()
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else
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if IsValid(b.Entity) then
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if (not b.Entity:IsWorld()) then
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local arrowstuck = ents.Create("tfbow_arrow_stuck_clientside")
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arrowstuck:SetModel(self:GetModel())
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arrowstuck:SetPos(tr.HitPos)
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local ang = self:GetAngles()
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arrowstuck.gun = self.gun
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arrowstuck:SetAngles(ang)
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arrowstuck.targent = tr.Entity
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arrowstuck.targphysbone = tr.PhysicsBone
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arrowstuck:Spawn()
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else
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local arrowstuck = ents.Create("tfbow_arrow_stuck")
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arrowstuck:SetModel(self:GetModel())
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arrowstuck.gun = self.gun
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arrowstuck:SetPos(tr.HitPos)
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arrowstuck:SetAngles(self:GetAngles())
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arrowstuck:Spawn()
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end
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end
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end
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self:Remove()
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elseif IsValid(self) then
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self:Remove()
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end
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end
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function ENT:Think()
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wl = self:WaterLevel()
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if not self.prevwaterlevel then
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self.prevwaterlevel = wl
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end
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if self.prevwaterlevel ~= wl and wl - self.prevwaterlevel >= 1 then
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--print(wl)
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local ef = EffectData()
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ef:SetOrigin(self:GetPos())
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util.Effect("watersplash", ef)
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end
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self.prevwaterlevel = wl
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if wl >= 2 then
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local phys = self:GetPhysicsObject()
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if IsValid(phys) then
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phys:SetVelocity(phys:GetVelocity() * math.sqrt(9 / 10))
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end
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end
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tracedata = {}
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tracedata.start = self:GetNW2Vector("lastpos", self:GetPos())
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tracedata.endpos = self:GetPos()
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tracedata.mask = MASK_SOLID
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tracedata.filter = {self.myowner, self:GetOwner(), self}
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tr = util.TraceLine(tracedata)
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--self:SetAngles((((tracedata.endpos-tracedata.start):GetNormalized()+self:GetAngles():Forward())/2):Angle())
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if (tr.Hit and tr.Fraction < 1 and tr.Fraction > 0) then
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debugoverlay.Line(tracedata.start, tr.HitPos, 10, Color(255, 0, 0, 255), true)
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debugoverlay.Cross(tr.HitPos, 5, 10, Color(255, 0, 0, 255), true)
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if SERVER then
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--[[
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local bul ={}
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bul.Attacker=self:GetOwner() and self:GetOwner() or self:GetOwner()
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bul.Spread=vector_origin
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bul.Src=tracedata.start
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bul.Force=self.mydamage*0.25*GetConVarNumber("sv_tfbow_force_multiplier",1)
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bul.Damage=self.mydamage
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bul.Tracer = 0 -- Show a tracer on every x bullets
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bul.TracerName = "None"
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bul.Dir=((tr.HitPos-bul.Src):GetNormalized())
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bul.Attacker:FireBullets( bul )
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]]
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--
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local bul = {}
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bul.Attacker = self:GetOwner() and self:GetOwner() or self:GetOwner()
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bul.Spread = vector_origin
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bul.Src = tracedata.start
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bul.Force = self.mydamage * 0.25 * cv_fm:GetFloat()
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bul.Damage = self.mydamage
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bul.Tracer = 0 -- Show a tracer on every x bullets
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bul.TracerName = "None"
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bul.Dir = (tr.HitPos - bul.Src):GetNormalized()
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bul.Callback = function(a, b, c)
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self:HitCB(a,b,c)
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end
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bul.Attacker:FireBullets(bul)
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end
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return
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end
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self:SetNW2Vector("lastpos", self:GetPos())
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end
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