dobrograd-13-06-2022/garrysmod/addons/feature-wire/lua/entities/gmod_wire_turret.lua
Jonny_Bro (Nikita) e4d5311906 first commit
2023-11-16 15:01:19 +05:00

125 lines
2.9 KiB
Lua

AddCSLuaFile()
DEFINE_BASECLASS( "base_wire_entity" )
ENT.PrintName = "Wire Turret"
ENT.WireDebugName = "Turret"
if CLIENT then return end -- No more client
function ENT:Initialize()
self:PhysicsInit( SOLID_VPHYSICS )
self:SetMoveType( MOVETYPE_VPHYSICS )
self:SetSolid( SOLID_VPHYSICS )
self:DrawShadow( false )
self:SetCollisionGroup( COLLISION_GROUP_WEAPON )
local phys = self:GetPhysicsObject()
if (phys:IsValid()) then
phys:Wake()
end
self.Firing = false
self.NextShot = 0
self.Inputs = Wire_CreateInputs(self, { "Fire" })
end
function ENT:FireShot()
if ( self.NextShot > CurTime() ) then return end
self.NextShot = CurTime() + self.delay
-- Make a sound if you want to.
if self.sound then
self:EmitSound(self.sound)
end
-- Get the muzzle attachment (this is pretty much always 1)
local Attachment = self:GetAttachment( 1 )
-- Get the shot angles and stuff.
local shootOrigin = Attachment.Pos + self:GetVelocity() * engine.TickInterval()
local shootAngles = self:GetAngles()
-- Shoot a bullet
local bullet = {}
bullet.Num = self.numbullets
bullet.Src = shootOrigin
bullet.Dir = shootAngles:Forward()
bullet.Spread = self.spreadvector
bullet.Tracer = self.tracernum
bullet.TracerName = self.tracer
bullet.Force = self.force
bullet.Damage = self.damage
bullet.Attacker = self:GetPlayer()
self:FireBullets( bullet )
-- Make a muzzle flash
local effectdata = EffectData()
effectdata:SetOrigin( shootOrigin )
effectdata:SetAngles( shootAngles )
effectdata:SetScale( 1 )
util.Effect( "MuzzleEffect", effectdata )
end
function ENT:OnTakeDamage( dmginfo )
self:TakePhysicsDamage( dmginfo )
end
function ENT:Think()
BaseClass.Think(self)
if( self.Firing ) then
self:FireShot()
end
self:NextThink(CurTime())
return true
end
function ENT:TriggerInput(iname, value)
if (iname == "Fire") then
self.Firing = value > 0
end
end
local ValidTracers = {
["Tracer"]=true,
["AR2Tracer"]=true,
["AirboatGunHeavyTracer"]=true,
["LaserTracer"]=true,
[""]=true,
}
function ENT:Setup(delay, damage, force, sound, numbullets, spread, tracer, tracernum)
if not game.SinglePlayer() then
self.delay = math.max(delay,0.05) -- clamp delay if it's not single player
else
self.delay = delay
end
self.damage = damage
self.force = force
-- Preventing client crashes
if string.find(sound, '["?]') then
self.sound = ""
else
self.sound = sound
end
if not game.SinglePlayer() then
self.numbullets = math.Clamp( numbullets, 1, 10 ) -- clamp num bullets if it's not single player
else
self.numbullets = numbullets
end
self.spread = spread -- for duplication
self.spreadvector = Vector(spread,spread,0)
self.tracer = ValidTracers[string.Trim(tracer)] and string.Trim(tracer) or ""
self.tracernum = tracernum or 1
end
duplicator.RegisterEntityClass( "gmod_wire_turret", WireLib.MakeWireEnt, "Data", "delay", "damage", "force", "sound", "numbullets", "spread", "tracer", "tracernum" )