forked from HaodongMo/ArcCW
48 lines
1.4 KiB
Lua
48 lines
1.4 KiB
Lua
AddCSLuaFile()
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ENT.Base = "arccw_ammo"
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ENT.PrintName = "Rifle Grenade Box"
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ENT.Category = "ArcCW - Ammo"
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ENT.Spawnable = true
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ENT.Model = "models/items/arccw/riflegrenade_ammo.mdl"
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ENT.Health = 70
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ENT.AmmoType = "smg1_grenade"
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ENT.AmmoCount = 5
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ENT.DetonationDamage = 100 -- Per-round damage
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ENT.DetonationRadius = 300
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function ENT:DetonateRound(attacker)
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local nade = ents.Create("arccw_gl_ammodet")
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nade:SetPos(self:GetPos())
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local v = self:GetUp():Angle() + AngleRand(-60, 60)
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nade:SetAngles(v)
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nade:Spawn()
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nade:GetPhysicsObject():AddVelocity(self:GetVelocity() + self:GetForward() * math.random(2000, 3000))
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nade:SetOwner(attacker or self.Burner)
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self.AmmoCount = self.AmmoCount - 1
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self:GetPhysicsObject():AddVelocity(VectorRand() * math.random(5, 10) * self:GetPhysicsObject():GetMass())
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self:GetPhysicsObject():AddAngleVelocity(VectorRand() * math.random(60, 300))
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self:EmitSound("weapons/ar2/ar2_altfire.wav", 80, 150)
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end
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function ENT:Detonate(wet, attacker)
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if wet then
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for i = 1, math.random(1, 3) do
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self:DetonateRound(attacker)
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end
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end
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local e = EffectData()
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e:SetOrigin(self:GetPos())
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util.Effect("Explosion", e)
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util.BlastDamage(self, attacker, self:GetPos(), self.DetonationRadius, self.DetonationDamage * (wet and 1 or 2))
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self:Remove()
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end |