mirror of
https://github.com/lifestorm/wnsrc.git
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180 lines
12 KiB
Lua
180 lines
12 KiB
Lua
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--[[
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| This file was obtained through the combined efforts
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| of Madbluntz & Plymouth Antiquarian Society.
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| Credits: lifestorm, Gregory Wayne Rossel JR.,
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| Maloy, DrPepper10 @ RIP, Atle!
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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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AddCSLuaFile("shared.lua")
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include('shared.lua')
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/*-----------------------------------------------
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*** Copyright (c) 2012-2023 by DrVrej, All rights reserved. ***
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No parts of this code or any of its contents may be reproduced, copied, modified or adapted,
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without the prior written consent of the author, unless otherwise indicated for stand-alone materials.
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-----------------------------------------------*/
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ENT.Model = {"models/vj_hlr/opfor/gonome.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want
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ENT.StartHealth = 160
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ENT.HullType = HULL_HUMAN
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ENT.VJC_Data = {
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FirstP_Bone = "Bip01 Head", -- If left empty, the base will attempt to calculate a position for first person
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FirstP_Offset = Vector(1, 0, 4), -- The offset for the controller when the camera is in first person
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}
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---------------------------------------------------------------------------------------------------------------------------------------------
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ENT.BloodColor = "Yellow" -- The blood type, this will determine what it should use (decal, particle, etc.)
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ENT.CustomBlood_Particle = {"vj_hlr_blood_yellow"}
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ENT.CustomBlood_Decal = {"VJ_HLR_Blood_Yellow"} -- Decals to spawn when it's damaged
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ENT.HasBloodPool = false -- Does it have a blood pool?
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ENT.VJ_NPC_Class = {"CLASS_ZOMBIE"} -- NPCs with the same class with be allied to each other
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ENT.HasMeleeAttack = true -- Should the SNPC have a melee attack?
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ENT.TimeUntilMeleeAttackDamage = false -- This counted in seconds | This calculates the time until it hits something
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ENT.MeleeAttackDistance = 50 -- How close does it have to be until it attacks?
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ENT.MeleeAttackDamageDistance = 80 -- How far does the damage go?
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ENT.HasRangeAttack = true -- Should the SNPC have a range attack?
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ENT.RangeAttackEntityToSpawn = "obj_vj_hlr1_gonomegut" -- The entity that is spawned when range attacking
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ENT.AnimTbl_RangeAttack = {ACT_RANGE_ATTACK1} -- Range Attack Animations
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ENT.RangeDistance = 784 -- This is how far away it can shoot
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ENT.RangeToMeleeDistance = 200 -- How close does it have to be until it uses melee?
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ENT.TimeUntilRangeAttackProjectileRelease = false -- How much time until the projectile code is ran?
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ENT.NextRangeAttackTime = 6 -- How much time until it can use a range attack?
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ENT.RangeUseAttachmentForPos = true -- Should the projectile spawn on a attachment?
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ENT.RangeUseAttachmentForPosID = "0" -- The attachment used on the range attack if RangeUseAttachmentForPos is set to true
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ENT.HasExtraMeleeAttackSounds = true -- Set to true to use the extra melee attack sounds
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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
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ENT.HasDeathAnimation = true -- Does it play an animation when it dies?
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--ENT.DeathAnimationTime = 2.2 -- Time until the SNPC spawns its corpse and gets removed
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-- ====== Flinching Variables ====== --
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ENT.CanFlinch = 1 -- 0 = Don't flinch | 1 = Flinch at any damage | 2 = Flinch only from certain damages
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ENT.AnimTbl_Flinch = {ACT_SMALL_FLINCH} -- If it uses normal based animation, use this
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-- ====== Sound File Paths ====== --
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-- Leave blank if you don't want any sounds to play
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ENT.SoundTbl_FootStep = {"vj_hlr/pl_step1.wav","vj_hlr/pl_step2.wav","vj_hlr/pl_step3.wav","vj_hlr/pl_step4.wav"}
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ENT.SoundTbl_Idle = {"vj_hlr/hl1_npc/gonome/gonome_idle1.wav","vj_hlr/hl1_npc/gonome/gonome_idle2.wav","vj_hlr/hl1_npc/gonome/gonome_idle3.wav"}
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ENT.SoundTbl_Alert = {"vj_hlr/hl1_npc/zombie/zo_alert10.wav","vj_hlr/hl1_npc/zombie/zo_alert20.wav","vj_hlr/hl1_npc/zombie/zo_alert30.wav"}
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ENT.SoundTbl_MeleeAttackExtra = {"vj_hlr/hl1_npc/zombie/claw_strike1.wav","vj_hlr/hl1_npc/zombie/claw_strike2.wav","vj_hlr/hl1_npc/zombie/claw_strike3.wav"}
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ENT.SoundTbl_BeforeRangeAttack = {"vj_hlr/hl1_npc/gonome/gonome_melee1.wav","vj_hlr/hl1_npc/gonome/gonome_melee2.wav"}
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ENT.SoundTbl_Pain = {"vj_hlr/hl1_npc/gonome/gonome_pain1.wav","vj_hlr/hl1_npc/gonome/gonome_pain2.wav","vj_hlr/hl1_npc/gonome/gonome_pain3.wav","vj_hlr/hl1_npc/gonome/gonome_pain4.wav"}
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ENT.SoundTbl_Death = {"vj_hlr/hl1_npc/gonome/gonome_death2.wav","vj_hlr/hl1_npc/gonome/gonome_death3.wav","vj_hlr/hl1_npc/gonome/gonome_death4.wav"}
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ENT.GeneralSoundPitch1 = 100
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnPreInitialize()
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if GetConVar("vj_hlr_hd"):GetInt() == 1 && VJ.HLR_HD_INSTALLED && self:GetClass() == "npc_vj_hlrof_gonome" then
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self.Model = "models/vj_hlr/opfor_hd/gonome.mdl"
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnInitialize()
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self:SetCollisionBounds(Vector(20, 20, 85), Vector(-20, -20, 0))
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnAcceptInput(key, activator, caller, data)
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//print(key)
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if key == "step" then
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self:FootStepSoundCode()
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elseif key == "melee" or key == "chest_bite" then
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self:MeleeAttackCode()
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elseif key == "acidthrow" then
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self:RangeAttackCode()
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elseif key == "acidtake" then
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local att = self:GetAttachment(2)
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ParticleEffect("vj_hlr_spit_red_spawn", att.Pos, att.Ang, self)
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elseif key == "body" then
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VJ_EmitSound(self, "vj_hlr/fx/bodydrop"..math.random(3, 4)..".wav", 75, 100)
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:RangeAttackCode_GetShootPos(projectile)
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return self:CalculateProjectile("Curve", self:GetAttachment(self:LookupAttachment(self.RangeUseAttachmentForPosID)).Pos, self:GetEnemy():GetPos() + self:GetEnemy():OBBCenter(), 1500)
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:MeleeAttackKnockbackVelocity(hitEnt)
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return self:GetForward()*math.random(-100, -200) + self:GetUp()*20
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:MultipleMeleeAttacks()
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if self.PropAP_IsVisible or math.random(1, 2) == 1 then
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self.AnimTbl_MeleeAttack = {ACT_MELEE_ATTACK1}
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self.MeleeAttackDamage = 20
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self.HasMeleeAttackKnockBack = false
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self.SoundTbl_BeforeMeleeAttack = {"vj_hlr/hl1_npc/gonome/gonome_melee1.wav"}
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self.SoundTbl_MeleeAttackMiss = {"vj_hlr/hl1_npc/zombie/claw_miss1.wav","vj_hlr/hl1_npc/zombie/claw_miss2.wav"}
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else
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self.AnimTbl_MeleeAttack = {ACT_MELEE_ATTACK2}
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self.MeleeAttackDamage = 14
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self.HasMeleeAttackKnockBack = true
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self.SoundTbl_BeforeMeleeAttack = {"vj_hlr/hl1_npc/gonome/gonome_melee2.wav"}
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self.SoundTbl_MeleeAttackMiss = {}
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnTakeDamage_BeforeDamage(dmginfo, hitgroup)
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if hitgroup != HITGROUP_HEAD && dmginfo:IsBulletDamage() then -- Only scale damage deal to the host, headcrab takes full damage
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dmginfo:ScaleDamage(0.15)
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:SetUpGibesOnDeath(dmginfo, hitgroup)
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self.HasDeathSounds = false
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if self.HasGibDeathParticles == true then
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local effectBlood = EffectData()
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effectBlood:SetOrigin(self:GetPos() + self:OBBCenter())
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effectBlood:SetColor(VJ_Color2Byte(Color(255,221,35)))
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effectBlood:SetScale(120)
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util.Effect("VJ_Blood1",effectBlood)
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local bloodspray = EffectData()
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bloodspray:SetOrigin(self:GetPos() + self:OBBCenter())
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bloodspray:SetScale(8)
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bloodspray:SetFlags(3)
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bloodspray:SetColor(1)
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util.Effect("bloodspray",bloodspray)
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util.Effect("bloodspray",bloodspray)
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local effectdata = EffectData()
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effectdata:SetOrigin(self:GetPos() + self:OBBCenter())
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effectdata:SetScale(1)
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util.Effect("StriderBlood",effectdata)
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util.Effect("StriderBlood",effectdata)
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end
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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))})
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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))})
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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))})
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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))})
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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))})
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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))})
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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))})
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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))})
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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))})
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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))})
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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))})
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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))})
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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))})
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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))})
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return true -- Return to true if it gibbed!
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomGibOnDeathSounds(dmginfo, hitgroup)
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VJ_EmitSound(self, "vj_gib/default_gib_splat.wav", 90, 100)
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return false
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomDeathAnimationCode(dmginfo, hitgroup)
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if hitgroup == HITGROUP_HEAD then
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self.AnimTbl_Death = {ACT_DIE_HEADSHOT}
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else
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self.AnimTbl_Death = {ACT_DIEBACKWARD, ACT_DIEFORWARD, ACT_DIESIMPLE}
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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local gibs = {"models/vj_hlr/gibs/agib1.mdl", "models/vj_hlr/gibs/agib2.mdl", "models/vj_hlr/gibs/agib3.mdl", "models/vj_hlr/gibs/agib4.mdl"}
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--
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function ENT:CustomOnDeath_AfterCorpseSpawned(dmginfo, hitgroup, corpseEnt)
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VJ_HLR_ApplyCorpseEffects(self, corpseEnt, nil, {ExtraGibs = gibs})
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end
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