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AddCSLuaFile( "cl_init.lua" )
AddCSLuaFile( "shared.lua" )
include( 'shared.lua' )
ENT.HitSound = Sound( "Metal_Barrel.ImpactSoft" )
ENT.DieSound = Sound( "Breakable.Metal" )
ENT.Model = Model( "models/props/de_train/barrel.mdl" )
ENT.Damage = 60
ENT.Radius = 300
ENT.Skins = {2,4,5,6}
function ENT:Initialize()
local skin = table.Random( self.Skins )
self.Entity:SetModel( self.Model )
self.Entity:SetSkin( skin )
self.Entity:PhysicsInit( SOLID_VPHYSICS )
self.Entity:SetMoveType( MOVETYPE_VPHYSICS )
self.Entity:SetSolid( SOLID_VPHYSICS )
//self.Entity:SetCollisionGroup( COLLISION_GROUP_WEAPON )
local phys = self.Entity:GetPhysicsObject()
if IsValid( phys ) then
phys:Wake()
end
end
function ENT:SetSpeed( num )
self.Speed = num
end
function ENT:Think()
end
function ENT:Explode()
if self.Exploded then return end
self.Exploded = true
local ed = EffectData()
ed:SetOrigin( self.Entity:GetPos() )
util.Effect( "Explosion", ed, true, true )
local trace = {}
trace.start = self.Entity:GetPos() + Vector(0,0,20)
trace.endpos = trace.start + Vector( 0, 0, -200 )
trace.filter = self.Entity
local tr = util.TraceLine( trace )
if tr.HitWorld then
local ed = EffectData()
ed:SetOrigin( tr.HitPos )
ed:SetMagnitude( 0.8 )
util.Effect( "smoke_crater", ed, true, true )
util.Decal( "Scorch", tr.HitPos + tr.HitNormal, tr.HitPos - tr.HitNormal )
end
if IsValid( self.Entity:GetOwner() ) then
util.BlastDamage( self.Entity, self.Entity:GetOwner(), self.Entity:GetPos(), self.Radius, self.Damage )
end
for k,v in pairs( team.GetPlayers( TEAM_ARMY ) ) do
if v:GetPos():Distance( self.Entity:GetPos() ) < 200 and not v:IsInfected() and v:Alive() then
v:SetInfected( true )
end
end
for i=1, math.random( 2, 4 ) do
local ed = EffectData()
ed:SetOrigin( self.Entity:GetPos() )
util.Effect( "barrel_gib", ed, true, true )
end
local ed = EffectData()
ed:SetOrigin( self.Entity:GetPos() )
util.Effect( "biohazard", ed, true, true )
self.Entity:EmitSound( self.DieSound, 100, math.random(90,110) )
self.Entity:Remove()
end
function ENT:Use( ply, caller )
ply:AddToInventory( self.Entity )
end
function ENT:OnRemove()
end
function ENT:OnTakeDamage( dmginfo )
if dmginfo:IsBulletDamage() and IsValid( dmginfo:GetAttacker() ) and dmginfo:GetAttacker():IsPlayer() then
self.Entity:SetOwner( dmginfo:GetAttacker() )
self.Entity:Explode()
end
end
function ENT:PhysicsCollide( data, phys )
if data.Speed > 50 and data.DeltaTime > 0.15 then
self.Entity:EmitSound( self.HitSound )
end
end
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