mirror of
https://github.com/HaodongMo/ARC-9.git
synced 2025-03-04 03:02:58 -05:00
173 lines
4.5 KiB
Lua
173 lines
4.5 KiB
Lua
AddCSLuaFile()
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ENT.Type = "anim"
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ENT.Base = "base_entity"
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ENT.RenderGroup = RENDERGROUP_TRANSLUCENT
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ENT.PrintName = "Ammo Pickup"
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ENT.Category = "ARC9 - Ammo"
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ENT.Spawnable = true
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ENT.Model = "models/items/arc9/ammo_pistol_box.mdl"
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ENT.ModelOptions = nil
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ENT.InfiniteUse = false
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ENT.OpeningAnim = false
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ENT.NextUse = 0
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ENT.Open = false
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ENT.Supply = 1
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function ENT:Initialize()
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local model = self.Model
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if self.ModelOptions then
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model = table.Random(self.ModelOptions)
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end
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self:SetModel(model)
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if SERVER then
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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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self:SetCollisionGroup(COLLISION_GROUP_WEAPON)
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self:SetUseType(CONTINUOUS_USE)
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self:PhysWake()
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self:SetTrigger(true) -- Enables Touch() to be called even when not colliding
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self:UseTriggerBounds(true, 24)
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end
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end
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local function ClampedGiveAmmo(ply, ammo, amt, clamp)
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local count = ply:GetAmmoCount(ammo)
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if count >= clamp then
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return false
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elseif count + amt > clamp then
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amt = math.max(clamp - count, 0)
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end
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ply:GiveAmmo(amt, ammo)
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return true
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end
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function ENT:ApplyAmmo(ply)
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if self.NextUse > CurTime() then return end
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local wpn = ply:GetActiveWeapon()
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local ammotype = wpn:GetPrimaryAmmoType()
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local clipsize = wpn:GetMaxClip1()
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local supplyamount = clipsize * self.Supply
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local max = clipsize * 6
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local t2
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if wpn.ARC9 then
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ammotype = wpn:GetProcessedValue("Ammo")
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clipsize = wpn:GetProcessedValue("ClipSize")
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max = wpn:GetProcessedValue("SupplyLimit") * clipsize
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if max <= 0 then
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max = 1
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end
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if wpn:GetProcessedValue("UBGL") then
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local ammotype2 = wpn:GetProcessedValue("UBGLAmmo")
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local clipsize2 = wpn:GetProcessedValue("UBGLClipSize")
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local supplyamount2 = clipsize2 * 1
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local max2 = clipsize2 * wpn:GetProcessedValue("SecondarySupplyLimit")
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t2 = ClampedGiveAmmo(ply, ammotype2, supplyamount2, max2)
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end
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end
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local t = ClampedGiveAmmo(ply, ammotype, supplyamount, max)
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if t or t2 then
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if self.OpeningAnim and !self.Open then
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local seq = self:LookupSequence("open")
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self:ResetSequence(seq)
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self:EmitSound("items/ammocrate_open.wav")
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self.Open = true
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end
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self.NextUse = CurTime() + 1
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if !self.InfiniteUse 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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ENT.CollisionSoundsHard = {
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"physics/cardboard/cardboard_box_impact_hard1.wav",
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"physics/cardboard/cardboard_box_impact_hard2.wav",
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"physics/cardboard/cardboard_box_impact_hard3.wav",
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"physics/cardboard/cardboard_box_impact_hard4.wav",
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"physics/cardboard/cardboard_box_impact_hard5.wav",
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"physics/cardboard/cardboard_box_impact_hard6.wav",
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"physics/cardboard/cardboard_box_impact_hard7.wav",
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}
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ENT.CollisionSoundsSoft = {
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"physics/cardboard/cardboard_box_impact_soft1.wav",
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"physics/cardboard/cardboard_box_impact_soft2.wav",
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"physics/cardboard/cardboard_box_impact_soft3.wav",
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"physics/cardboard/cardboard_box_impact_soft4.wav",
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"physics/cardboard/cardboard_box_impact_soft5.wav",
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"physics/cardboard/cardboard_box_impact_soft6.wav",
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"physics/cardboard/cardboard_box_impact_soft7.wav",
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}
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function ENT:PhysicsCollide(data)
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if data.DeltaTime < 0.1 then return end
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if data.Speed > 25 then
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self:EmitSound(self.CollisionSoundsHard[math.random(#self.CollisionSoundsHard)])
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else
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self:EmitSound(self.CollisionSoundsSoft[math.random(#self.CollisionSoundsSoft)])
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end
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end
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if SERVER then
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function ENT:Use(ply)
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if !ply:IsPlayer() then return end
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self:ApplyAmmo(ply)
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end
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function ENT:Think()
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if self.Open and (self.NextUse + 0.1) < CurTime() then
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local seq = self:LookupSequence("close")
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self:ResetSequence(seq)
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self:EmitSound("items/ammocrate_close.wav")
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self.Open = false
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end
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self:NextThink(CurTime())
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return true
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end
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function ENT:Touch(ply)
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if !ply:IsPlayer() then return end
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self:ApplyAmmo(ply)
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end
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elseif CLIENT then
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function ENT:DrawTranslucent()
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self:Draw()
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end
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function ENT:Draw()
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self:DrawModel()
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end
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end |