AddCSLuaFile( "acf/shared/rounds/roundap.lua" ) local DefTable = {} DefTable.type = "Ammo" --Tells the spawn menu what entity to spawn DefTable.name = "Armour Piercing (AP)" --Human readable name DefTable.model = "models/munitions/round_100mm_shot.mdl" --Shell flight model DefTable.desc = "A shell made out of a solid piece of steel, meant to penetrate armour" DefTable.netid = 1 --Unique ammotype ID for network transmission DefTable.create = function( Gun, BulletData ) ACF_APCreate( Gun, BulletData ) end DefTable.convert = function( Crate, Table ) local Result = ACF_APConvert( Crate, Table ) return Result end DefTable.network = function( Crate, BulletData ) ACF_APNetworkData( Crate, BulletData ) end DefTable.cratetxt = function( Crate ) local Result = ACF_APCrateDisplay( Crate ) return Result end DefTable.propimpact = function( Bullet, Index, Target, HitNormal, HitPos , Bone ) local Result = ACF_APPropImpact( Bullet, Index, Target, HitNormal, HitPos , Bone ) return Result end DefTable.worldimpact = function( Bullet, Index, HitPos, HitNormal ) local Result = ACF_APWorldImpact( Bullet, Index, HitPos, HitNormal ) return Result end DefTable.endflight = function( Bullet, Index, HitPos, HitNormal ) ACF_APEndFlight( Bullet, Index, HitPos, HitNormal ) end DefTable.endeffect = function( Effect, Bullet ) ACF_APEndEffect( Effect, Bullet ) end DefTable.pierceeffect = function( Effect, Bullet ) ACF_APPierceEffect( Effect, Bullet ) end DefTable.ricocheteffect = function( Effect, Bullet ) ACF_APRicochetEffect( Effect, Bullet ) end DefTable.guicreate = function( Panel, Table ) ACF_APGUICreate( Panel, Table ) end --References the function to use to draw that round menu DefTable.guiupdate = function( Panel, Table ) ACF_APGUIUpdate( Panel, Table ) end --References the function to use to update that round menu list.Set( "ACFRoundTypes", "AP", DefTable ) --Set the round properties list.Set( "ACFIdRounds", DefTable.netid , "AP" ) --Index must equal the ID entry in the table above, Data must equal the index of the table above ACF.AmmoBlacklist["AP"] = { "MO" } function ACF_APConvert( Crate, PlayerData ) --Function to convert the player's slider data into the complete round data local Data = {} local ServerData = {} local GUIData = {} if not PlayerData["PropLength"] then PlayerData["PropLength"] = 0 end if not PlayerData["ProjLength"] then PlayerData["ProjLength"] = 0 end if not PlayerData["Data10"] then PlayerData["Data10"] = 0 end PlayerData, Data, ServerData, GUIData = ACF_RoundBaseGunpowder( PlayerData, Data, ServerData, GUIData ) Data["ProjMass"] = Data["FrAera"] * (Data["ProjLength"]*7.9/1000) --Volume of the projectile as a cylinder * density of steel Data["ShovePower"] = 0.2 Data["PenAera"] = Data["FrAera"]^ACF.PenAreaMod Data["DragCoef"] = ((Data["FrAera"]/10000)/Data["ProjMass"]) Data["LimitVel"] = 800 --Most efficient penetration speed in m/s Data["KETransfert"] = 0.1 --Kinetic energy transfert to the target for movement purposes Data["Ricochet"] = 75 --Base ricochet angle Data["MuzzleVel"] = ACF_MuzzleVelocity( Data["PropMass"], Data["ProjMass"], Data["Caliber"] ) Data["BoomPower"] = Data["PropMass"] if SERVER then --Only the crates need this part ServerData["Id"] = PlayerData["Id"] ServerData["Type"] = PlayerData["Type"] return table.Merge(Data,ServerData) end if CLIENT then --Only tthe GUI needs this part local Energy = ACF_Kinetic( Data["MuzzleVel"]*39.37 , Data["ProjMass"], Data["LimitVel"] ) GUIData["MaxPen"] = (Energy.Penetration/Data["PenAera"])*ACF.KEtoRHA return table.Merge(Data,GUIData) end end function ACF_APCreate( Gun, BulletData ) ACF_CreateBullet( BulletData ) end function ACF_APPropImpact( Index, Bullet, Target, HitNormal, HitPos , Bone ) --Can be called from other round types if ACF_Check( Target ) then local Speed = Bullet["Flight"]:Length() / ACF.VelScale local Energy = ACF_Kinetic( Speed , Bullet["ProjMass"], Bullet["LimitVel"] ) local HitRes = ACF_RoundImpact( Bullet, Speed, Energy, Target, HitPos, HitNormal , Bone ) if HitRes.Overkill > 0 then table.insert( Bullet["Filter"] , Target ) --"Penetrate" (Ingoring the prop for the retry trace) ACF_Spall( HitPos , Bullet["Flight"] , Bullet["Filter"] , Energy.Kinetic*HitRes.Loss , Bullet["Caliber"] , Target.ACF.Armour , Bullet["Owner"] ) --Do some spalling Bullet["Flight"] = Bullet["Flight"]:GetNormalized() * (Energy.Kinetic*(1-HitRes.Loss)*2000/Bullet["ProjMass"])^0.5 * 39.37 return "Penetrated" elseif HitRes.Ricochet then return "Ricochet" else return false end else table.insert( Bullet["Filter"] , Target ) return "Penetrated" end end function ACF_APWorldImpact( Index, Bullet, HitPos, HitNormal ) local Energy = ACF_Kinetic( Bullet["Flight"]:Length() / ACF.VelScale, Bullet["ProjMass"], Bullet["LimitVel"] ) local Retry = ACF_PenetrateGround( Bullet, Energy, HitPos ) if Retry then return "Penetrated" else return false end end function ACF_APEndFlight( Index, Bullet, HitPos ) ACF_RemoveBullet( Index ) end --Ammocrate stuff function ACF_APNetworkData( Crate, BulletData ) Crate:SetNetworkedString("AmmoType","AP") Crate:SetNetworkedString("AmmoID",BulletData["Id"]) Crate:SetNetworkedInt("Caliber",BulletData["Caliber"]) Crate:SetNetworkedInt("ProjMass",BulletData["ProjMass"]) Crate:SetNetworkedInt("PropMass",BulletData["PropMass"]) Crate:SetNetworkedInt("DragCoef",BulletData["DragCoef"]) Crate:SetNetworkedInt("MuzzleVel",BulletData["MuzzleVel"]) Crate:SetNetworkedInt("Tracer",BulletData["Tracer"]) end function ACF_APCrateDisplay( Crate ) local Tracer = "" if Crate:GetNetworkedInt("Tracer") > 0 then Tracer = "-T" end local ProjMass = math.floor(Crate:GetNetworkedString("ProjMass")*1000) local PropMass = math.floor(Crate:GetNetworkedString("PropMass")*1000) local txt = "Round Mass : "..ProjMass.." g\nPropellant : "..PropMass.." g" return txt end --Clientside effects, called from ACF_Bulleteffect function ACF_APEndEffect( Effect, Bullet ) --Bullet stops here, do what you have to do clientside local Spall = EffectData() Spall:SetEntity( Bullet.Crate ) Spall:SetOrigin( Bullet.SimPos ) Spall:SetNormal( (Bullet.SimFlight):GetNormalized() ) Spall:SetScale( Bullet.SimFlight:Length() ) Spall:SetMagnitude( Bullet.RoundMass ) util.Effect( "ACF_AP_Impact", Spall ) end function ACF_APPierceEffect( Effect, Bullet ) --Bullet penetrated something, do what you have to clientside local Spall = EffectData() Spall:SetEntity( Bullet.Crate ) Spall:SetOrigin( Bullet.SimPos ) Spall:SetNormal( (Bullet.SimFlight):GetNormalized() ) Spall:SetScale( Bullet.SimFlight:Length() ) Spall:SetMagnitude( Bullet.RoundMass ) util.Effect( "ACF_AP_Penetration", Spall ) end function ACF_APRicochetEffect( Effect, Bullet ) --Bullet ricocheted off something, do what you have to clientside local Spall = EffectData() Spall:SetEntity( Bullet.Crate ) Spall:SetOrigin( Bullet.SimPos ) Spall:SetNormal( (Bullet.SimFlight):GetNormalized() ) Spall:SetScale( Bullet.SimFlight:Length() ) Spall:SetMagnitude( Bullet.RoundMass ) util.Effect( "ACF_AP_Ricochet", Spall ) end --GUI stuff after this function ACF_APGUICreate( Panel, Table ) acfmenupanel:AmmoSelect( ACF.AmmoBlacklist["AP"] ) acfmenupanel:CPanelText("Desc", "") --Description (Name, Desc) acfmenupanel:CPanelText("LengthDisplay", "") --Total round length (Name, Desc) acfmenupanel:AmmoSlider("PropLength",0,0,1000,3, "Propellant Length", "") --Propellant Length Slider (Name, Value, Min, Max, Decimals, Title, Desc) acfmenupanel:AmmoSlider("ProjLength",0,0,1000,3, "Projectile Length", "") --Projectile Length Slider (Name, Value, Min, Max, Decimals, Title, Desc) acfmenupanel:AmmoCheckbox("Tracer", "Tracer", "") --Tracer checkbox (Name, Title, Desc) acfmenupanel:CPanelText("VelocityDisplay", "") --Proj muzzle velocity (Name, Desc) acfmenupanel:CPanelText("PenetrationDisplay", "") --Proj muzzle penetration (Name, Desc) ACF_APGUIUpdate( Panel, Table ) end function ACF_APGUIUpdate( Panel, Table ) local PlayerData = {} PlayerData["Id"] = acfmenupanel.AmmoData["Data"]["id"] --AmmoSelect GUI PlayerData["Type"] = "AP" --Hardcoded, match ACFRoundTypes table index PlayerData["PropLength"] = acfmenupanel.AmmoData["PropLength"] --PropLength slider PlayerData["ProjLength"] = acfmenupanel.AmmoData["ProjLength"] --ProjLength slider --PlayerData["Data5"] = acfmenupanel.AmmoData[Name] --Not used --PlayerData["Data6"] = acfmenupanel.AmmoData[Name] --Not used --PlayerData["Data7"] = acfmenupanel.AmmoData[Name] --Not used --PlayerData["Data8"] = acfmenupanel.AmmoData[Name] --Not used --PlayerData["Data9"] = acfmenupanel.AmmoData[Name] --Not used local Tracer = 0 if acfmenupanel.AmmoData["Tracer"] then Tracer = 1 end PlayerData["Data10"] = Tracer --Tracer local Data = ACF_APConvert( Panel, PlayerData ) RunConsoleCommand( "acfmenu_data1", acfmenupanel.AmmoData["Data"]["id"] ) RunConsoleCommand( "acfmenu_data2", PlayerData["Type"] ) RunConsoleCommand( "acfmenu_data3", Data.PropLength ) --For Gun ammo, Data3 should always be Propellant RunConsoleCommand( "acfmenu_data4", Data.ProjLength ) --And Data4 total round mass RunConsoleCommand( "acfmenu_data10", Data.Tracer ) acfmenupanel:AmmoSlider("PropLength",Data.PropLength,Data.MinPropLength,Data["MaxTotalLength"],3, "Propellant Length", "Propellant Mass : "..(math.floor(Data.PropMass*1000)).." g" ) --Propellant Length Slider (Name, Min, Max, Decimals, Title, Desc) acfmenupanel:AmmoSlider("ProjLength",Data.ProjLength,Data.MinProjLength,Data["MaxTotalLength"],3, "Projectile Length", "Projectile Mass : "..(math.floor(Data.ProjMass*1000)).." g") --Projectile Length Slider (Name, Min, Max, Decimals, Title, Desc) acfmenupanel:AmmoCheckbox("Tracer", "Tracer : "..(math.floor(Data.Tracer*10)/10).."cm\n", "" ) --Tracer checkbox (Name, Title, Desc) acfmenupanel:CPanelText("Desc", ACF.RoundTypes[PlayerData["Type"]]["desc"]) --Description (Name, Desc) acfmenupanel:CPanelText("LengthDisplay", "Round Length : "..(math.floor((Data.PropLength+Data.ProjLength+Data.Tracer)*100)/100).."/"..(Data.MaxTotalLength).." cm") --Total round length (Name, Desc) acfmenupanel:CPanelText("VelocityDisplay", "Muzzle Velocity : "..math.floor(Data.MuzzleVel*ACF.VelScale).." m\\s") --Proj muzzle velocity (Name, Desc) acfmenupanel:CPanelText("PenetrationDisplay", "Maximum Penetration : "..math.floor(Data.MaxPen).." mm RHA") --Proj muzzle penetration (Name, Desc) end