mirror of
https://github.com/lifestorm/wnsrc.git
synced 2025-12-17 05:43:46 +03:00
234 lines
15 KiB
Lua
234 lines
15 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/hl1/agrunt.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 = 120
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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(12, 0, 5), -- The offset for the controller when the camera is in first person
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FirstP_ShrinkBone = false, -- Should the bone shrink? Useful if the bone is obscuring the player's view
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}
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---------------------------------------------------------------------------------------------------------------------------------------------
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ENT.VJ_NPC_Class = {"CLASS_XEN"} -- NPCs with the same class with be allied to each other
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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.MeleeAttackDamage = 20
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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 = 40 -- How close does it have to be until it attacks?
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ENT.MeleeAttackDamageDistance = 70 -- 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_hornet" -- 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 = 1100 -- 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 = 0 -- 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 = "hornet" -- The attachment used on the range attack if RangeUseAttachmentForPos is set to true
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ENT.NoChaseAfterCertainRange = true -- Should the SNPC not be able to chase when it's between number x and y?
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ENT.NoChaseAfterCertainRange_FarDistance = "UseRangeDistance" -- How far until it can chase again? | "UseRangeDistance" = Use the number provided by the range attack instead
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ENT.NoChaseAfterCertainRange_CloseDistance = "UseRangeDistance" -- How near until it can chase again? | "UseRangeDistance" = Use the number provided by the range attack instead
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ENT.NoChaseAfterCertainRange_Type = "Regular" -- "Regular" = Default behavior | "OnlyRange" = Only does it if it's able to range attack
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ENT.HasDeathAnimation = true -- Does it play an animation when it dies?
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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.HasExtraMeleeAttackSounds = true -- Set to true to use the extra melee attack sounds
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-- ====== Flinching Code ====== --
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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/hl1_npc/player/pl_ladder1.wav","vj_hlr/hl1_npc/player/pl_ladder2.wav","vj_hlr/hl1_npc/player/pl_ladder3.wav","vj_hlr/hl1_npc/player/pl_ladder4.wav"}
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ENT.SoundTbl_Idle = {"vj_hlr/hl1_npc/agrunt/ag_idle1.wav","vj_hlr/hl1_npc/agrunt/ag_idle2.wav","vj_hlr/hl1_npc/agrunt/ag_idle3.wav","vj_hlr/hl1_npc/agrunt/ag_idle4.wav","vj_hlr/hl1_npc/agrunt/ag_idle5.wav"}
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ENT.SoundTbl_Alert = {"vj_hlr/hl1_npc/agrunt/ag_alert1.wav","vj_hlr/hl1_npc/agrunt/ag_alert2.wav","vj_hlr/hl1_npc/agrunt/ag_alert3.wav","vj_hlr/hl1_npc/agrunt/ag_alert4.wav","vj_hlr/hl1_npc/agrunt/ag_alert5.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_MeleeAttackMiss = {"vj_hlr/hl1_npc/zombie/claw_miss1.wav","vj_hlr/hl1_npc/zombie/claw_miss2.wav"}
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ENT.SoundTbl_BeforeMeleeAttack = {"vj_hlr/hl1_npc/agrunt/ag_attack1.wav","vj_hlr/hl1_npc/agrunt/ag_attack2.wav","vj_hlr/hl1_npc/agrunt/ag_attack3.wav"}
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ENT.SoundTbl_BeforeRangeAttack = {"vj_hlr/hl1_npc/agrunt/ag_attack1.wav","vj_hlr/hl1_npc/agrunt/ag_attack2.wav","vj_hlr/hl1_npc/agrunt/ag_attack3.wav"}
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//ENT.SoundTbl_RangeAttack = {"vj_hlr/hl1_npc/agrunt/ag_fire1.wav","vj_hlr/hl1_npc/agrunt/ag_fire2.wav","vj_hlr/hl1_npc/agrunt/ag_fire3.wav"} -- Done by events instead because we need it as EmitSound since it plays too many of them at the same time!
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ENT.SoundTbl_Pain = {"vj_hlr/hl1_npc/agrunt/ag_pain1.wav","vj_hlr/hl1_npc/agrunt/ag_pain2.wav","vj_hlr/hl1_npc/agrunt/ag_pain3.wav","vj_hlr/hl1_npc/agrunt/ag_pain4.wav","vj_hlr/hl1_npc/agrunt/ag_pain5.wav"}
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ENT.SoundTbl_Death = {"vj_hlr/hl1_npc/agrunt/ag_die1.wav","vj_hlr/hl1_npc/agrunt/ag_die2.wav","vj_hlr/hl1_npc/agrunt/ag_die3.wav","vj_hlr/hl1_npc/agrunt/ag_die4.wav","vj_hlr/hl1_npc/agrunt/ag_die5.wav"}
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ENT.GeneralSoundPitch1 = 100
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ENT.FootStepPitch = VJ_Set(70, 70)
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-- Custom
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ENT.AGrunt_Type = 0
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-- 0 = Original / Default
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-- 1 = Alpha
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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_hlr1_aliengrunt" then
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self.Model = "models/vj_hlr/hl_hd/agrunt.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(25, 25, 85), Vector(-25, -25, 0))
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if self.AGrunt_Type == 1 then --Alpha
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self.AnimTbl_Death = {ACT_DIESIMPLE}
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else -- Default
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self.AnimTbl_Death = {ACT_DIEBACKWARD, ACT_DIEFORWARD, ACT_DIESIMPLE}
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self.HitGroupFlinching_Values = {{HitGroup = {HITGROUP_LEFTARM}, Animation = {ACT_FLINCH_LEFTARM}}, {HitGroup = {HITGROUP_RIGHTARM}, Animation = {ACT_FLINCH_RIGHTARM}}, {HitGroup = {HITGROUP_LEFTLEG}, Animation = {ACT_FLINCH_LEFTLEG}}, {HitGroup = {HITGROUP_RIGHTLEG}, Animation = {ACT_FLINCH_RIGHTLEG}}}
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end
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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 == "event_emit Step" then
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self:FootStepSoundCode()
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elseif key == "event_mattack" then
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self:MeleeAttackCode()
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elseif key == "event_rattack" then
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self:RangeAttackCode()
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self:PlaySoundSystem("RangeAttack", "vj_hlr/".. (self.AGrunt_Type == 1 and "hla_npc" or "hl1_npc") .."/agrunt/ag_fire"..math.random(1, 3)..".wav", VJ_EmitSound)
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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:CustomRangeAttackCode_AfterProjectileSpawn(projectile)
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-- Only default Alien Grunt has a muzzle flash!
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if self.AGrunt_Type == 0 then
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-- ParticleEffect("vj_hl_muz7",self:GetAttachment(self:LookupAttachment("hornet")).Pos, self:GetForward():Angle(), self) -- Unimplemented sprite function, needs fixed
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local att = self:GetAttachment(self:LookupAttachment("hornet"))
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local muzzleFlash = ents.Create("env_sprite")
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muzzleFlash:SetKeyValue("model", "vj_hl/sprites/muz4.vmt")
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muzzleFlash:SetKeyValue("scale", tostring(math.Rand(0.5, 0.65)))
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muzzleFlash:SetKeyValue("rendermode", "3")
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muzzleFlash:SetKeyValue("renderfx", "14")
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muzzleFlash:SetKeyValue("renderamt", "255")
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muzzleFlash:SetKeyValue("rendercolor", "255 255 255")
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muzzleFlash:SetKeyValue("spawnflags", "0")
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muzzleFlash:SetParent(self)
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muzzleFlash:SetOwner(self)
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muzzleFlash:SetPos(att.Pos + att.Ang:Forward() * 15)
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muzzleFlash:SetAngles(Angle(math.random(-100, 100), math.random(-100, 100), math.random(-100, 100)))
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muzzleFlash:Spawn()
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muzzleFlash:Fire("Kill","",0.08)
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self:DeleteOnRemove(muzzleFlash)
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end
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local ene = self:GetEnemy()
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if IsValid(ene) then
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projectile.Track_Enemy = ene
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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local vec = Vector(0, 0, 0)
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--
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function ENT:CustomOnTakeDamage_BeforeDamage(dmginfo, hitgroup)
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if hitgroup == HITGROUP_GEAR then
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dmginfo:SetDamage(0)
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if dmginfo:GetDamagePosition() != vec then
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local rico = EffectData()
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rico:SetOrigin(dmginfo:GetDamagePosition())
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rico:SetScale(4) -- Size
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rico:SetMagnitude(2) -- Effect type | 1 = Animated | 2 = Basic
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util.Effect("VJ_HLR_Rico", rico)
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end
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnFlinch_BeforeFlinch(dmginfo, hitgroup)
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if dmginfo:GetDamage() > 30 then
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self.AnimTbl_Flinch = {ACT_BIG_FLINCH}
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else
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self.AnimTbl_Flinch = {ACT_SMALL_FLINCH}
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnDeath_BeforeCorpseSpawned(dmginfo, hitgroup)
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-- Chance of dropping an actual hornet gun that the play can pick up
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if math.random(1, 50) == 1 then
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self:SetBodygroup(1, 1)
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local gun = ents.Create("weapon_hornetgun")
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gun:SetPos(self:GetAttachment(self:LookupAttachment("hornet")).Pos)
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gun:SetAngles(self:GetAngles())
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gun:Spawn()
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gun:Activate()
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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(0,0,10))})
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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(0,0,50))})
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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(0,0,15))})
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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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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agrunt_gib.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,65))})
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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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elseif hitgroup == HITGROUP_STOMACH then
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self.AnimTbl_Death = {ACT_DIE_GUTSHOT}
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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local extraGibs = {"models/vj_hlr/gibs/agrunt_gib.mdl","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 = extraGibs})
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end
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