--[[
| This file was obtained through the combined efforts
| of Madbluntz & Plymouth Antiquarian Society.
|
| Credits: lifestorm, Gregory Wayne Rossel JR.,
| 	Maloy, DrPepper10 @ RIP, Atle!
|
| Visit for more: https://plymouth.thetwilightzone.ru/
--]]

AddCSLuaFile("shared.lua")
include('shared.lua')
/*-----------------------------------------------
	*** Copyright (c) 2012-2023 by DrVrej, All rights reserved. ***
	No parts of this code or any of its contents may be reproduced, copied, modified or adapted,
	without the prior written consent of the author, unless otherwise indicated for stand-alone materials.
-----------------------------------------------*/
ENT.Model = {"models/vj_hlr/hl1/panthereye.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want
ENT.StartHealth = 150
ENT.HullType = HULL_WIDE_SHORT
ENT.VJC_Data = {
    FirstP_Bone = "Bip01 Head", -- If left empty, the base will attempt to calculate a position for first person
    FirstP_Offset = Vector(4, 0, 6), -- The offset for the controller when the camera is in first person
}
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ENT.VJ_NPC_Class = {"CLASS_XEN"} -- NPCs with the same class with be allied to each other
ENT.BloodColor = "Yellow" -- The blood type, this will determine what it should use (decal, particle, etc.)
ENT.CustomBlood_Particle = {"vj_hlr_blood_yellow"}
ENT.CustomBlood_Decal = {"VJ_HLR_Blood_Yellow"} -- Decals to spawn when it's damaged
ENT.HasBloodPool = false -- Does it have a blood pool?

ENT.HasMeleeAttack = true -- Should the SNPC have a melee attack?
ENT.MeleeAttackDamage = 20
ENT.AnimTbl_MeleeAttack = {"vjseq_attack_main_claw","vjseq_attack_primary","vjseq_attack_simple_claw"} -- Melee Attack Animations
ENT.TimeUntilMeleeAttackDamage = false -- This counted in seconds | This calculates the time until it hits something
ENT.MeleeAttackDistance = 30 -- How close does it have to be until it attacks?
ENT.MeleeAttackDamageDistance = 80 -- How far does the damage go?

ENT.HasLeapAttack = true -- Should the SNPC have a leap attack?
ENT.LeapAttackDamage = 35
ENT.AnimTbl_LeapAttack = {"vjseq_crouch_to_jump"} -- Melee Attack Animations
ENT.LeapDistance = 300 -- The distance of the leap, for example if it is set to 500, when the SNPC is 500 Unit away, it will jump
ENT.LeapToMeleeDistance = 100 -- How close does it have to be until it uses melee?
ENT.LeapAttackDamageDistance = 100 -- How far does the damage go?
ENT.TimeUntilLeapAttackDamage = 1.1 -- How much time until it runs the leap damage code?
ENT.TimeUntilLeapAttackVelocity = 0.9 -- How much time until it runs the velocity code?
ENT.NextLeapAttackTime = 3 -- How much time until it can use a leap attack?
ENT.NextLeapAttackTime_DoRand = 4 -- False = Don't use random time | Number = Picks a random number between the regular timer and this timer
ENT.LeapAttackExtraTimers = {1.3} -- Extra leap attack timers | it will run the damage code after the given amount of seconds
ENT.LeapAttackVelocityForward = 800 -- How much forward force should it apply?
ENT.LeapAttackVelocityUp = 200 -- How much upward force should it apply?

ENT.HasDeathAnimation = true -- Does it play an animation when it dies?
ENT.AnimTbl_Death = {ACT_DIESIMPLE} -- Death Animations
ENT.DisableFootStepSoundTimer = true -- If set to true, it will disable the time system for the footstep sound code, allowing you to use other ways like model events
	-- ====== Flinching Code ====== --
ENT.CanFlinch = 1 -- 0 = Don't flinch | 1 = Flinch at any damage | 2 = Flinch only from certain damages
ENT.AnimTbl_Flinch = {ACT_SMALL_FLINCH, ACT_FLINCH_PHYSICS} -- If it uses normal based animation, use this
	-- ====== Sound File Paths ====== --
-- Leave blank if you don't want any sounds to play
ENT.SoundTbl_FootStep = {"vj_hlr/hl1_npc/aslave/vort_foot1.wav","vj_hlr/hl1_npc/aslave/vort_foot2.wav","vj_hlr/hl1_npc/aslave/vort_foot3.wav","vj_hlr/hl1_npc/aslave/vort_foot4.wav"}
ENT.SoundTbl_Idle = {"vj_hlr/hl1_npc/panther/p_idle1.wav","vj_hlr/hl1_npc/panther/p_idle2.wav","vj_hlr/hl1_npc/panther/p_idle3.wav"}
ENT.SoundTbl_Alert = {"vj_hlr/hl1_npc/panther/p_alert1.wav","vj_hlr/hl1_npc/panther/p_alert2.wav","vj_hlr/hl1_npc/panther/p_alert3.wav"}
ENT.SoundTbl_MeleeAttack = {"vj_hlr/hl1_npc/panther/pclaw_strike1.wav","vj_hlr/hl1_npc/panther/pclaw_strike2.wav","vj_hlr/hl1_npc/panther/pclaw_strike3.wav"}
ENT.SoundTbl_MeleeAttackMiss = {"vj_hlr/hl1_npc/panther/pclaw_miss1.wav","vj_hlr/hl1_npc/panther/pclaw_miss2.wav"}
ENT.SoundTbl_LeapAttackDamage = {"vj_hlr/hl1_npc/panther/pclaw_strike1.wav","vj_hlr/hl1_npc/panther/pclaw_strike2.wav","vj_hlr/hl1_npc/panther/pclaw_strike3.wav"}
ENT.SoundTbl_LeapAttackDamageMiss = {"vj_hlr/hl1_npc/panther/pclaw_miss1.wav","vj_hlr/hl1_npc/panther/pclaw_miss2.wav"}
ENT.SoundTbl_Pain = {"vj_hlr/hl1_npc/panther/p_pain1.wav","vj_hlr/hl1_npc/panther/p_pain2.wav"}
ENT.SoundTbl_Death = {"vj_hlr/hl1_npc/panther/p_die1.wav","vj_hlr/hl1_npc/panther/p_die2.wav"}

ENT.GeneralSoundPitch1 = 100
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function ENT:CustomOnInitialize()
	self:SetCollisionBounds(Vector(25, 25, 55), Vector(-25, -25, 0))
	
	self:SetSkin(math.random(0, 1))
end
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function ENT:CustomOnAcceptInput(key, activator, caller, data)
	//print(key)
	if key == "step" then
		self:FootStepSoundCode()
	elseif key == "attack" then
		self:MeleeAttackCode()
	elseif key == "body" then
		VJ_EmitSound(self, "vj_hlr/fx/bodydrop"..math.random(3, 4)..".wav", 75, 100)
	end
end
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function ENT:CustomOnTakeDamage_BeforeDamage(dmginfo, hitgroup)
	if dmginfo:GetDamage() > 30 then
		self.FlinchChance = 8
		self.AnimTbl_Flinch = {ACT_BIG_FLINCH}
	else
		self.FlinchChance = 16
		self.AnimTbl_Flinch = {ACT_SMALL_FLINCH, ACT_FLINCH_PHYSICS}
	end
end
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function ENT:CustomDeathAnimationCode(dmginfo, hitgroup)
	if dmginfo:GetDamage() > 30 then
		self.AnimTbl_Death = {ACT_DIEVIOLENT}
	end
end
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function ENT:SetUpGibesOnDeath(dmginfo, hitgroup)
	self.HasDeathSounds = false
	if self.HasGibDeathParticles == true then
		local effectBlood = EffectData()
		effectBlood:SetOrigin(self:GetPos() + self:OBBCenter())
		effectBlood:SetColor(VJ_Color2Byte(Color(255,221,35)))
		effectBlood:SetScale(120)
		util.Effect("VJ_Blood1",effectBlood)
		
		local bloodspray = EffectData()
		bloodspray:SetOrigin(self:GetPos() + self:OBBCenter())
		bloodspray:SetScale(8)
		bloodspray:SetFlags(3)
		bloodspray:SetColor(1)
		util.Effect("bloodspray",bloodspray)
		util.Effect("bloodspray",bloodspray)
		
		local effectdata = EffectData()
		effectdata:SetOrigin(self:GetPos() + self:OBBCenter())
		effectdata:SetScale(1)
		util.Effect("StriderBlood",effectdata)
		util.Effect("StriderBlood",effectdata)
	end
	
	self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib1.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,40))})
	self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib2.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,20))})
	self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib3.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,30))})
	self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib4.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,35))})
	self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib5.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,50))})
	self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib6.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,55))})
	self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib7.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,40))})
	self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib8.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,45))})
	self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib9.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,25))})
	self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib10.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,15))})
	return true -- Return to true if it gibbed!
end
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function ENT:CustomGibOnDeathSounds(dmginfo, hitgroup)
	VJ_EmitSound(self, "vj_gib/default_gib_splat.wav", 90, 100)
	return false
end
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function ENT:CustomOnDeath_AfterCorpseSpawned(dmginfo, hitgroup, corpseEnt)
	VJ_HLR_ApplyCorpseEffects(self, corpseEnt)
end