256 lines
5.8 KiB
Lua
256 lines
5.8 KiB
Lua
AddCSLuaFile()
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ENT.Type = "anim"
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ENT.Spawnable = false
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ENT.AdminSpawnable = false
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ENT.DoNotDuplicate = true
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ENT._LVS = true
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function ENT:SetupDataTables()
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self:NetworkVar( "Entity",0, "Base" )
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end
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if SERVER then
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function ENT:Initialize()
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self:SetMoveType( MOVETYPE_NONE )
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self:SetSolid( SOLID_NONE )
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self:DrawShadow( false )
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debugoverlay.Cross( self:GetPos(), 50, 5, Color( 0, 255, 255 ) )
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end
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function ENT:CheckWater( Base )
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if bit.band( util.PointContents( self:GetPos() ), CONTENTS_WATER ) ~= CONTENTS_WATER then
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if self.CountWater then
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self.CountWater = nil
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end
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return
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end
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if Base.WaterLevelAutoStop > 3 then return end
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self.CountWater = (self.CountWater or 0) + 1
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if self.CountWater < 4 then return end
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Base:StopEngine()
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end
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function ENT:Think()
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local Base = self:GetBase()
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if IsValid( Base ) and Base:GetEngineActive() then
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self:CheckWater( Base )
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end
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self:NextThink( CurTime() + 1 )
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return true
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end
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function ENT:OnTakeDamage( dmginfo )
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end
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function ENT:UpdateTransmitState()
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return TRANSMIT_ALWAYS
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end
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return
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end
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ENT._oldEnActive = false
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ENT._ActiveSounds = {}
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function ENT:Initialize()
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end
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function ENT:StopSounds()
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for id, sound in pairs( self._ActiveSounds ) do
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if istable( sound ) then
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for _, snd in pairs( sound ) do
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if snd then
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snd:Stop()
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end
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end
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else
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sound:Stop()
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end
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self._ActiveSounds[ id ] = nil
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end
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end
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function ENT:HandleEngineSounds( vehicle )
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local ply = LocalPlayer()
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local pod = ply:GetVehicle()
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local Throttle = vehicle:GetThrottle()
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local Volume = (0.6 + math.max( vehicle:GetThrustStrenght(), 0 ) * 0.4) * Throttle
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local Doppler = vehicle:CalcDoppler( ply )
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local DrivingMe = ply:lvsGetVehicle() == vehicle
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local VolumeSetNow = false
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local FirstPerson = false
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if IsValid( pod ) then
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local ThirdPerson = pod:GetThirdPersonMode()
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if ThirdPerson ~= self._lvsoldTP then
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self._lvsoldTP = ThirdPerson
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VolumeSetNow = DrivingMe
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end
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FirstPerson = DrivingMe and not ThirdPerson
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end
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if DrivingMe ~= self._lvsoldDrivingMe then
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self._lvsoldDrivingMe = DrivingMe
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self:StopSounds()
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self._oldEnActive = nil
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return
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end
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local FT = RealFrameTime()
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local THR = (0.8 + (math.max( vehicle:GetVelocity():Length() / vehicle.MaxVelocity, 1 ) - vehicle:GetThrustStrenght()) * 0.2) * Throttle
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for id, sound in pairs( self._ActiveSounds ) do
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if not sound then continue end
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local data = self.EngineSounds[ id ]
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local Pitch = math.Clamp( data.Pitch + THR * data.PitchMul, data.PitchMin, data.PitchMax )
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local PitchMul = data.UseDoppler and Doppler or 1
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local Volume = InActive and 0 or math.min( Volume * LVS.EngineVolume * 1.25, 1 )
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if istable( sound ) then
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sound.ext:ChangePitch( math.Clamp( Pitch * PitchMul, 0, 255 ), 0.2 )
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if sound.int then sound.int:ChangePitch( math.Clamp( Pitch, 0, 255 ), 0.2 ) end
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local fadespeed = VolumeSetNow and 0 or 0.1
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if FirstPerson then
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sound.ext:ChangeVolume( 0, 0 )
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if vehicle:HasActiveSoundEmitters() then
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Volume = Volume * 0.25
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fadespeed = fadespeed * 0.5
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end
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if sound.int then sound.int:ChangeVolume( Volume, fadespeed ) end
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else
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sound.ext:ChangeVolume( Volume, fadespeed )
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if sound.int then sound.int:ChangeVolume( 0, 0 ) end
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end
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else
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sound:ChangePitch( math.Clamp( Pitch * PitchMul, 0, 255 ), 0.1 )
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sound:ChangeVolume( Volume, data.FadeSpeed )
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end
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end
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end
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function ENT:OnEngineActiveChanged( Active )
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if not Active then self:StopSounds() return end
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local ply = LocalPlayer()
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local DrivingMe = ply:lvsGetVehicle() == self:GetBase()
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for id, data in pairs( self.EngineSounds ) do
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if not isstring( data.sound ) then continue end
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self.EngineSounds[ id ].Pitch = data.Pitch or 0
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self.EngineSounds[ id ].PitchMin = data.PitchMin or 0
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self.EngineSounds[ id ].PitchMax = data.PitchMax or 255
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self.EngineSounds[ id ].PitchMul = data.PitchMul or 100
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self.EngineSounds[ id ].Volume = data.Volume or 1
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self.EngineSounds[ id ].VolumeMin = data.VolumeMin or 0
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self.EngineSounds[ id ].VolumeMax = data.VolumeMax or 1
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self.EngineSounds[ id ].SoundLevel = data.SoundLevel or 100
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self.EngineSounds[ id ].UseDoppler = data.UseDoppler ~= false
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if data.sound_int and data.sound_int ~= data.sound and DrivingMe then
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local sound = CreateSound( self, data.sound )
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sound:SetSoundLevel( data.SoundLevel )
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sound:PlayEx(0,100)
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if data.sound_int == "" then
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self._ActiveSounds[ id ] = {
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ext = sound,
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int = false,
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}
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else
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local sound_interior = CreateSound( self, data.sound_int )
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sound_interior:SetSoundLevel( data.SoundLevel )
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sound_interior:PlayEx(0,100)
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self._ActiveSounds[ id ] = {
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ext = sound,
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int = sound_interior,
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}
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end
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else
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local sound = CreateSound( self, data.sound )
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sound:SetSoundLevel( data.SoundLevel )
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sound:PlayEx(0,100)
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self._ActiveSounds[ id ] = sound
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end
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end
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end
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function ENT:Think()
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local vehicle = self:GetBase()
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if not IsValid( vehicle ) then return end
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self:DamageFX( vehicle )
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if not self.EngineSounds then
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self.EngineSounds = vehicle.EngineSounds
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return
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end
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local EngineActive = vehicle:GetEngineActive()
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if self._oldEnActive ~= EngineActive then
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self._oldEnActive = EngineActive
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self:OnEngineActiveChanged( EngineActive )
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end
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if EngineActive then
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self:HandleEngineSounds( vehicle )
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end
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end
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function ENT:OnRemove()
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self:StopSounds()
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end
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function ENT:Draw()
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end
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function ENT:DrawTranslucent()
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end
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function ENT:DamageFX( vehicle )
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local T = CurTime()
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local HP = vehicle:GetHP()
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local MaxHP = vehicle:GetMaxHP()
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if HP <= 0 or HP > MaxHP * 0.5 or (self.nextDFX or 0) > T then return end
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self.nextDFX = T + 0.05
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local effectdata = EffectData()
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effectdata:SetOrigin( self:GetPos() )
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effectdata:SetEntity( vehicle )
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util.Effect( "lvs_engine_blacksmoke", effectdata )
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end
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