Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- ENT.Type = "anim"
- ENT.Base = "base_anim"
- ENT.PrintName = "AmmoBase"
- ENT.Category = "TFA Ammunition"
- ENT.Spawnable = false
- ENT.AdminSpawnable = false
- ENT.Class = ""
- ENT.MyModel = "models/props_junk/popcan01a.mdl"
- ENT.ImpactSound = "Default.ImpactSoft"
- ENT.AmmoCount = 100
- ENT.AmmoType = "357"
- ENT.TextPosition = Vector(-2.5, -3.3, 4)
- ENT.TextAngles = Vector(48, -90, 0)
- ENT.TextColor = Color(240, 35, 35, 255)
- ENT.DrawText = false
- ENT.ShouldDrawShadow = true
- ENT.ImpactSound = "Default.ImpactSoft"
- ENT.DamageThreshold = 80
- ENT.ExplosionOffset = Vector(0, 0, 10)
- ENT.Damage = 30
- ENT.TextOffX = 30
- ENT.TextOffY = -20
- ENT.TextScale = 1
- if SERVER then
- AddCSLuaFile()
- function ENT:SpawnFunction(ply, tr, classname)
- if (not tr.Hit) then return end
- local pos = tr.HitPos + tr.HitNormal * 4
- local ent = ents.Create(classname)
- ent:SetPos(pos)
- ent:Spawn()
- ent:Activate()
- ent.Class = classname
- ent.Spawner = ply
- return ent
- end
- function ENT:Initialize()
- local model = self.MyModel
- self.Class = self:GetClass()
- self:SetModel(model)
- self:PhysicsInit(SOLID_VPHYSICS)
- self:SetMoveType(MOVETYPE_VPHYSICS)
- self:SetSolid(SOLID_VPHYSICS)
- self:DrawShadow(self.ShouldDrawShadow)
- self:SetCollisionGroup(COLLISION_GROUP_WEAPON)
- self:SetUseType(SIMPLE_USE)
- self:SetHealth(self.DamageThreshold)
- self:SetNW2Bool("ShouldRemove", false)
- local phys = self:GetPhysicsObject()
- if (phys:IsValid()) then
- phys:Wake()
- end
- end
- function ENT:PhysicsCollide(data, physobj)
- if (data.Speed > 60 and data.DeltaTime > 0.2) then
- self:EmitSound(self.ImpactSound)
- end
- end
- function ENT:Use(activator, caller)
- if IsValid(activator) and activator:IsPlayer() then
- activator:GiveAmmo(self.AmmoCount, self.AmmoType)
- self:SetNW2Bool("ShouldRemove", true)
- end
- end
- local bul = {}
- local randvec = Vector(0, 0, 0)
- bul.Tracer = 3
- bul.Num = 1
- bul.TracerName = "Tracer"
- bul.Spread = Vector(0, 0, 0)
- local cv_dc = GetConVar("sv_tfa_ammo_detonation_chain")
- local cv_dm = GetConVar("sv_tfa_ammo_detonation_mode")
- function ENT:OnTakeDamage(dmginfo)
- if not IsValid(self) then return end
- local at = dmginfo:GetInflictor()
- local shouldtakedamage = true
- if IsValid(at) then
- local base = at.Base
- if (base and string.find(base, "tfa_ammo_base")) or string.find(at:GetClass(), "tfa_ammo_") and not cv_dc:GetBool() then
- shouldtakedamage = false
- end
- end
- if dmginfo:GetDamage() < 1 then
- shouldtakedamage = false
- end
- self.Attacker = at
- if shouldtakedamage then
- self:SetHealth(self:Health() - dmginfo:GetDamage())
- end
- self:EmitSound(self.ImpactSound)
- local phy = self:GetPhysicsObject()
- if IsValid(phy) then
- local f = dmginfo:GetDamageForce()
- local p = dmginfo:GetDamagePosition()
- if f and p then
- phy:ApplyForceOffset(f / 4, p)
- end
- end
- end
- function ENT:Think()
- if self:GetNW2Bool("ShouldRemove", false) then
- self:Remove()
- return false
- end
- if not cv_dc:GetBool() then return true end
- if self:Health() <= 0 then
- self:EmitSound(self.ImpactSound)
- local adm = cv_dm:GetInt()
- bul.AmmoType = self.AmmoType
- bul.Damage = self.Damage
- bul.Force = math.Max(self.Damage / 25, 0.1)
- bul.Attacker = self
- if IsValid(self.Attacker) then
- bul.Attacker = self.Attacker
- end
- local upang = self:GetAngles():Up()
- bul.Dir = upang + randvec * 0.75
- local numbuls = math.random(math.Round(self.AmmoCount * 0.25), math.Round(self.AmmoCount * 0.75))
- local i = 1
- if adm == 2 then
- bul.Damage = bul.Damage / 2
- end
- bul.Dir = (upang + randvec * 0.75):GetNormalized()
- bul.Src = self:GetPos()
- self:FireBullets(bul)
- if adm ~= 1 then
- while i <= math.Clamp(numbuls, 1, 35) do
- randvec.x = math.Rand(-1, 1)
- randvec.y = math.Rand(-1, 1)
- randvec.z = math.Rand(-1, 1)
- bul.Dir = (upang + randvec * 0.75):GetNormalized()
- bul.Src = self:GetPos()
- self:FireBullets(bul)
- i = i + 1
- end
- end
- local effectdata = EffectData()
- effectdata:SetOrigin(self:GetPos())
- effectdata:SetMagnitude(0.1)
- effectdata:SetScale(0.5)
- if adm == 1 then
- bul.Damage = bul.Damage * 3 / 4
- end
- if adm > 0 then
- util.BlastDamage(bul.Attacker, bul.Attacker, bul.Src, (bul.Damage * 6 + 128) / 2, bul.Damage * 2)
- util.Effect("Explosion", effectdata)
- end
- if adm ~= 1 then
- util.Effect("cball_explode", effectdata)
- end
- self:SetNW2Bool("ShouldRemove", true)
- end
- end
- end
- if CLIENT then
- function ENT:Initialize()
- self.Class = self:GetClass()
- end
- function ENT:Draw()
- self:DrawModel()
- if self.TextPosition and self.TextAngles and self.DrawText then
- local pos = self:GetPos() + (self:GetUp() * self.TextPosition.z) + (self:GetRight() * self.TextPosition.x) + (self:GetForward() * self.TextPosition.y)
- local ang = self:GetAngles()
- ang:RotateAroundAxis(ang:Right(), self.TextAngles.x)
- ang:RotateAroundAxis(ang:Up(), self.TextAngles.y)
- ang:RotateAroundAxis(ang:Forward(), self.TextAngles.z)
- if not self.Text then
- self.Text = string.upper(self.AmmoType)
- end
- cam.Start3D2D(pos, ang, .07 * self.TextScale)
- draw.SimpleText(self.Text, "DermaLarge", self.TextOffX, self.TextOffY, self.TextColor, TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER)
- cam.End3D2D()
- end
- end
- end
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement