Files
VnUtest/garrysmod/addons/swbombs/lua/entities/sw_airdrop_v3/init.lua
2026-03-31 10:27:04 +03:00

176 lines
5.2 KiB
Lua

AddCSLuaFile("cl_init.lua")
AddCSLuaFile("shared.lua")
include("shared.lua")
function ENT:SpawnFunction( ply, tr, ClassName )
if not tr.Hit then return end
local ent = ents.Create( ClassName )
ent:SetPos( tr.HitPos + tr.HitNormal )
ent:SetAngles( Angle(0, ply:EyeAngles().y, 0 ) )
ent:Spawn()
ent:Activate()
ent.Owner = ply
return ent
end
function ENT:Initialize()
self:SetModel("models/sw/shared/airdrop.mdl")
self:PhysicsInit(SOLID_VPHYSICS)
self:SetMoveType(SOLID_VPHYSICS)
self:SetSolid(SOLID_VPHYSICS)
self:SetUseType(3)
self:SetVar(1, 10)
local phys = self:GetPhysicsObject()
if phys:IsValid() then
phys:Wake()
end
self.Broken = false
end
function ENT:Think()
self:NextThink(CurTime()+0.05)
if self:GetVelocity():Length() >= 500 then
timer.Simple(1,function()
if IsValid(self) then
if self.Broken then return end
if self:GetOpen() == false and not self:IsPlayerHolding() then
self:SetOpen(true)
self:EmitSound("sw/misc/chute_1.wav")
self.Chute = ents.Create("prop_physics")
self.Chute:SetModel("models/sw/shared/chute_2.mdl")
self.Chute:SetPos(self:GetPos()+self:GetUp()*25)
self.Chute:SetAngles(self:GetAngles())
self.Chute:Spawn()
self.Chute:Activate()
self.Chute.Owner=self.Owner
self.Chute:PhysWake()
self.Chute:GetPhysicsObject():EnableDrag(true)
self.Chute:GetPhysicsObject():SetMass(100)
local Wire = constraint.Rope(self,self.Chute,0,0,Vector(30,0,20),Vector(0,0,0),150,0,0,1 )
if IsValid(self.Chute) then
self.Chute:GetPhysicsObject():SetDragCoefficient(self:GetVelocity():Length()*1)
end
end
end
end)
else
if self:GetVelocity():Length() <= 10 then
if IsValid(self) then
if self:GetOpen() == true and not self:IsPlayerHolding() then
timer.Simple(1,function()
if IsValid(self) then
if self:GetOpen() == true and not self:IsPlayerHolding() then
if IsValid(self.Chute) then
self.Chute:Remove()
end
self:SetOpen(false)
end
end
end)
end
end
end
end
if self:GetHP() <= 0 then
if !self.Broken then
self.Broken = true
end
end
end
function giveammo(ply)
local wep = ply:GetActiveWeapon()
local priAmmo = wep:GetPrimaryAmmoType()
local secAmmo = wep:GetSecondaryAmmoType()
local priMag = wep:GetMaxClip1()
local secMag = wep:GetMaxClip2()
if priAmmo == -1 and secAmmo == -1 then
return false
end
if priMag ~= -1 then
ply:GiveAmmo( (priMag*2), priAmmo )
if secAmmo ~= -1 then
ply:GiveAmmo( 1, secAmmo )
end
return true
elseif priMag == -1 then
ply:GiveAmmo( 1, priAmmo )
return true
end
if priAmmo == -1 and secMag ~= -1 then
ply:GiveAmmo( 1, secAmmo )
return true
end
return false
end
function ENT:Use( ply )
if self.Broken then return end
local tab = self:GetTable()
if tab[1] == 10 then
if giveammo(ply) == true then
tab[1] = tab[1] - 1
end
elseif tab[1] == 9 then
if giveammo(ply) == true then
tab[1] = tab[1] - 1
end
elseif tab[1] == 8 then
if giveammo(ply) == true then
tab[1] = tab[1] - 1
end
elseif tab[1] == 7 then
if giveammo(ply) == true then
tab[1] = tab[1] - 1
end
elseif tab[1] == 6 then
if giveammo(ply) == true then
tab[1] = tab[1] - 1
end
elseif tab[1] == 5 then
if giveammo(ply) == true then
tab[1] = tab[1] - 1
end
elseif tab[1] == 4 then
if giveammo(ply) == true then
tab[1] = tab[1] - 1
end
elseif tab[1] == 3 then
if giveammo(ply) == true then
tab[1] = tab[1] - 1
end
elseif tab[1] == 2 then
if giveammo(ply) == true then
tab[1] = tab[1] - 1
end
elseif tab[1] == 1 then
if giveammo(ply) == true then
self:Remove()
end
end
end
--Damage
function ENT:PhysicsCollide( data )
if data.Speed > 5 and data.DeltaTime > 0.1 then
local VelDif = data.OurOldVelocity:Length() - data.OurNewVelocity:Length()
if VelDif > 50 then
self:SetHP( self:GetHP() - VelDif*2 )
end
end
end
function ENT:OnTakeDamage( dmginfo )
self:TakePhysicsDamage( dmginfo )
local Damage = dmginfo:GetDamage()
local CurHealth = self:GetHP()
local NewHealth = CurHealth - Damage
local ShieldCanBlock = dmginfo:IsBulletDamage() or dmginfo:IsDamageType( DMG_AIRBOAT )
self:SetHP( NewHealth )
end
function ENT:OnRemove()
if IsValid(self.Chute) then
self.Chute:Remove()
end
end