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wnsrc/gamemodes/base/gamemode/npc.lua

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2024-08-04 22:55:00 +03:00
--[[
| 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/
--]]
-- Backwards compatibility with addons
util.AddNetworkString( "PlayerKilledNPC" )
util.AddNetworkString( "NPCKilledNPC" )
util.AddNetworkString( "PlayerKilled" )
util.AddNetworkString( "PlayerKilledSelf" )
util.AddNetworkString( "PlayerKilledByPlayer" )
-- New way
util.AddNetworkString( "DeathNoticeEvent" )
DEATH_NOTICE_FRIENDLY_VICTIM = 1
DEATH_NOTICE_FRIENDLY_ATTACKER = 2
--DEATH_NOTICE_HEADSHOT = 4
--DEATH_NOTICE_PENETRATION = 8
function GM:SendDeathNotice( attacker, inflictor, victim, flags )
net.Start( "DeathNoticeEvent" )
if ( !attacker ) then
net.WriteUInt( 0, 2 )
elseif ( isstring( attacker ) ) then
net.WriteUInt( 1, 2 )
net.WriteString( attacker )
elseif ( IsValid( attacker ) ) then
net.WriteUInt( 2, 2 )
net.WriteEntity( attacker )
end
net.WriteString( inflictor )
if ( !victim ) then
net.WriteUInt( 0, 2 )
elseif ( isstring( victim ) ) then
net.WriteUInt( 1, 2 )
net.WriteString( victim )
elseif ( IsValid( victim ) ) then
net.WriteUInt( 2, 2 )
net.WriteEntity( victim )
end
net.WriteUInt( flags, 8 )
net.Broadcast()
end
function GM:GetDeathNoticeEntityName( ent )
-- Some specific HL2 NPCs, just for fun
-- TODO: Localization strings?
if ( ent:GetClass() == "npc_citizen" ) then
if ( ent:GetName() == "griggs" ) then return "Griggs" end
if ( ent:GetName() == "sheckley" ) then return "Sheckley" end
if ( ent:GetName() == "tobias" ) then return "Laszlo" end
if ( ent:GetName() == "stanley" ) then return "Sandy" end
end
-- Custom vehicle and NPC names from spawnmenu
if ( ent:IsVehicle() and ent.VehicleTable and ent.VehicleTable.Name ) then
return ent.VehicleTable.Name
end
if ( ent:IsNPC() and ent.NPCTable and ent.NPCTable.Name ) then
return ent.NPCTable.Name
end
-- Map spawned Odessa or Rebels, etc..
for unique_class, NPC in pairs( list.Get( "NPC" ) ) do
if ( unique_class == NPC.Class or ent:GetClass() != NPC.Class ) then continue end
local allGood = true
if ( NPC.Model and ent:GetModel() != NPC.Model ) then
allGood = false
end
if ( NPC.Skin and ent:GetSkin() != NPC.Skin ) then
allGood = false
end
-- For Rebels, etc.
if ( NPC.KeyValues ) then
for k, v in pairs( NPC.KeyValues ) do
local kL = k:lower()
if ( kL != "squadname" and kL != "numgrenades" and ent:GetInternalVariable( k ) != v ) then
allGood = false
break
end
end
-- They get unset often :(
--if ( NPC.SpawnFlags and ent:HasSpawnFlags( NPC.SpawnFlags ) ) then allGood = false end
end
-- Medics, ew..
if ( unique_class == "Medic" and !ent:HasSpawnFlags( SF_CITIZEN_MEDIC ) ) then allGood = false end
if ( unique_class == "Rebel" and ent:HasSpawnFlags( SF_CITIZEN_MEDIC ) ) then allGood = false end
if ( allGood ) then return NPC.Name end
end
-- Unfortunately the code above still doesn't work for Antlion Workers, because they change their classname..
if ( ent:GetClass() == "npc_antlion" and ent:GetModel() == "models/antlion_worker.mdl" ) then
return list.Get( "NPC" )[ "npc_antlion_worker" ].Name
end
-- Fallback to old behavior
return "#" .. ent:GetClass()
end
--[[---------------------------------------------------------
Name: gamemode:OnNPCKilled( entity, attacker, inflictor )
Desc: The NPC has died
-----------------------------------------------------------]]
function GM:OnNPCKilled( ent, attacker, inflictor )
-- Don't spam the killfeed with scripted stuff
if ( ent:GetClass() == "npc_bullseye" or ent:GetClass() == "npc_launcher" ) then return end
-- If killed by trigger_hurt, act as if NPC killed itself
if ( IsValid( attacker ) and attacker:GetClass() == "trigger_hurt" ) then attacker = ent end
-- NPC got run over..
if ( IsValid( attacker ) and attacker:IsVehicle() and IsValid( attacker:GetDriver() ) ) then
attacker = attacker:GetDriver()
end
if ( !IsValid( inflictor ) and IsValid( attacker ) ) then
inflictor = attacker
end
-- Convert the inflictor to the weapon that they're holding if we can.
if ( IsValid( inflictor ) and attacker == inflictor and ( inflictor:IsPlayer() or inflictor:IsNPC() ) ) then
inflictor = inflictor:GetActiveWeapon()
if ( !IsValid( attacker ) ) then inflictor = attacker end
end
local InflictorClass = "worldspawn"
local AttackerClass = game.GetWorld()
if ( IsValid( inflictor ) ) then InflictorClass = inflictor:GetClass() end
if ( IsValid( attacker ) ) then
AttackerClass = attacker
-- If there is no valid inflictor, use the attacker (i.e. manhacks)
if ( !IsValid( inflictor ) ) then InflictorClass = attacker:GetClass() end
if ( attacker:IsPlayer() ) then
local flags = 0
if ( ent:IsNPC() and ent:Disposition( attacker ) != D_HT ) then flags = flags + DEATH_NOTICE_FRIENDLY_VICTIM end
self:SendDeathNotice( attacker, InflictorClass, self:GetDeathNoticeEntityName( ent ), flags )
return
end
end
-- Floor turret got knocked over
if ( ent:GetClass() == "npc_turret_floor" ) then AttackerClass = ent end
-- It was NPC suicide..
if ( ent == AttackerClass ) then InflictorClass = "suicide" end
local flags = 0
if ( IsValid( Entity( 1 ) ) and ent:IsNPC() and ent:Disposition( Entity( 1 ) ) == D_LI ) then flags = flags + DEATH_NOTICE_FRIENDLY_VICTIM end
if ( IsValid( Entity( 1 ) ) and AttackerClass:IsNPC() and AttackerClass:Disposition( Entity( 1 ) ) == D_LI ) then flags = flags + DEATH_NOTICE_FRIENDLY_ATTACKER end
self:SendDeathNotice( self:GetDeathNoticeEntityName( AttackerClass ), InflictorClass, self:GetDeathNoticeEntityName( ent ), flags )
end
--[[---------------------------------------------------------
Name: gamemode:ScaleNPCDamage( ply, hitgroup, dmginfo )
Desc: Scale the damage based on being shot in a hitbox
-----------------------------------------------------------]]
function GM:ScaleNPCDamage( npc, hitgroup, dmginfo )
-- More damage if we're shot in the head
if ( hitgroup == HITGROUP_HEAD ) then
dmginfo:ScaleDamage( 2 )
end
-- Less damage if we're shot in the arms or legs
if ( hitgroup == HITGROUP_LEFTARM or
hitgroup == HITGROUP_RIGHTARM or
hitgroup == HITGROUP_LEFTLEG or
hitgroup == HITGROUP_RIGHTLEG or
hitgroup == HITGROUP_GEAR ) then
dmginfo:ScaleDamage( 0.25 )
end
end