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195
lua/entities/npc_vj_hl2_mossman2/init.lua
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195
lua/entities/npc_vj_hl2_mossman2/init.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) 2012-2017 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/mossman2.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 = 30
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ENT.HullType = HULL_HUMAN
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---------------------------------------------------------------------------------------------------------------------------------------------
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ENT.VJ_NPC_Class = {"CLASS_CITIZEN","CLASS_AMERICA_FRIENDLY","CIVILAN"}
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ENT.PlayerFriendly = true
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ENT.MoveOutOfFriendlyPlayersWay = false -- Should the SNPC move out of the way when a friendly player comes close to it?
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ENT.Behavior = VJ_BEHAVIOR_PASSIVE -- Doesn't attack anything
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ENT.WeaponSpread = 0
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ENT.BloodColor = "Red"
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ENT.SightDistance = 7000 -- How far it can see
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ENT.BecomeEnemyToPlayer = true
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ENT.BecomeEnemyToPlayerLevel = 2 -- How many times does the player have to hit the SNPC for it to become enemy?
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ENT.HasMeleeAttack = true
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ENT.HasFootStepSound = true -- Should the SNPC make a footstep sound when it's moving?
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ENT.FootStepSoundLevel = 60
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ENT.ShootDistance = 3000
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ENT.MeleeAttackDamage = 65
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ENT.SquadName = "resistance" -- Squad name, console error will happen if two groups that are enemy and try to squad!
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ENT.FindEnemy_UseSphere = true
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-- This will decrease the time until it starts moving or attack again. Use it to fix animation pauses until it chases the enemy.
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ENT.HasGrenadeAttack = false -- Should the SNPC have a grenade attack?
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ENT.GrenadeAttackEntity = "npc_grenade_frag" -- The entity that the SNPC throws | Half Life 2 Grenade: "npc_grenade_frag"
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ENT.GrenadeAttackModel = "models/weapons/w_grenade.mdl" -- The model for the grenade entity
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-- ====== Animation Variables ====== --
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ENT.AnimTbl_GrenadeAttack = {"grenThrow"} -- Grenade Attack Animations
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ENT.GrenadeAttackAnimationDelay = 0 -- It will wait certain amount of time before playing the animation
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ENT.GrenadeAttackAnimationFaceEnemy = true -- Should it face the enemy while playing the grenade attack animation?
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-- ====== Distance & Chance Variables ====== --
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ENT.NextThrowGrenadeTime1 = 5 -- Time until it runs the throw grenade code again | The first # in math.random
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ENT.NextThrowGrenadeTime2 = 10 -- Time until it runs the throw grenade code again | The second # in math.random
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ENT.ThrowGrenadeChance = 1 -- Chance that it will throw the grenade | Set to 1 to throw all the time
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ENT.GrenadeAttackThrowDistance = 1000 -- How far it can throw grenades
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ENT.GrenadeAttackThrowDistanceClose = 500 -- How close until it stops throwing grenades
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ENT.FootStepTimeRun = 0.4 -- Next foot step sound when it is running
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ENT.FootStepTimeWalk = 0.5 -- Next foot step sound when it is walking
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ENT.HasGrenadeAttack = false -- Should the SNPC have a grenade attack?
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ENT.CallForHelp = true -- Does the SNPC call for help?
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ENT.CallForHelpDistance = 600 -- -- How far away the SNPC's call for help goes | Counted in World Units
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ENT.HasCallForHelpAnimation = true -- if true, it will play the call for help animation
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ENT.AnimTbl_CallForHelp = {ACT_SIGNAL_ADVANCE,ACT_SIGNAL_FORWARD,ACT_SIGNAL_GROUP} -- Call For Help Animations
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ENT.NextCallForHelpTime = 10 -- Time until it calls for help again
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ENT.WaitForEnemyToComeOutTime1 = 2 -- How much time should it wait until it starts chasing the enemy? | First number in math.random
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ENT.WaitForEnemyToComeOutTime2 = 3 -- How much time should it wait until it starts chasing the enemy? | Second number in math.random
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-- ====== Sound File Paths ====== --
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ENT.HasOnPlayerSight = true
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ENT.SoundTbl_FootStep = {"npc/footsteps/hardboot_generic1.wav","npc/footsteps/hardboot_generic2.wav","npc/footsteps/hardboot_generic3.wav","npc/footsteps/hardboot_generic4.wav","npc/footsteps/hardboot_generic5.wav","npc/footsteps/hardboot_generic6.wav",}
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ENT.SoundTbl_Idle = {
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"vo/eli_lab/mo_airlock12.wav",
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"vo/eli_lab/mo_anyway04.wav",
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"vo/eli_lab/mo_badcapacitor01.wav",
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"vo/eli_lab/mo_badcapacitor02.wav",
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"vo/eli_lab/mo_digup01.wav",
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"vo/eli_lab/mo_extrahelp01.wav",
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"vo/eli_lab/mo_extrahelp03.wav",
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"vo/eli_lab/mo_postdoc01.wav",
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"vo/eli_lab/mo_relay01.wav",
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"vo/eli_lab/mo_relay02.wav",
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}
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ENT.SoundTbl_Alert = {
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"vo/eli_lab/mo_airlock01.wav",
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}
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ENT.SoundTbl_CombatIdle = {
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"vo/citadel/mo_necessary.wav",
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}
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ENT.SoundTbl_OnGrenadeSight = {
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}
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ENT.SoundTbl_Pain = {
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"vo/eli_lab/mo_hereseli01.wav",
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}
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ENT.SoundTbl_Death = {
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"vo/citadel/mo_dont.wav",
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}
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ENT.SoundTbl_FollowPlayer = {
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"vo/eli_lab/mo_postdoc02.wav",
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"vo/eli_lab/mo_realhonor02.wav",
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}
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ENT.SoundTbl_UnFollowPlayer = {
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"vo/citadel/mo_sorrygordon.wav",
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}
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ENT.SoundTbl_OnPlayerSight = {
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"vo/eli_lab/mo_airlock06.wav",
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"vo/eli_lab/mo_airlock07.wav",
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"vo/eli_lab/mo_airlock10.wav",
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}
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ENT.DefaultSoundTbl_MeleeAttack = {"physics/body/body_medium_impact_hard1.wav","physics/body/body_medium_impact_hard2.wav","physics/body/body_medium_impact_hard3.wav","physics/body/body_medium_impact_hard4.wav","physics/body/body_medium_impact_hard5.wav","physics/body/body_medium_impact_hard6.wav"}
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ENT.DefaultSoundTbl_MeleeAttackMiss = {"npc/alyx/zombie/claw_miss1.wav","npc/alyx/zombie/claw_miss2.wav"}
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ENT.DefaultSoundTbl_Impact = {"physics/flesh/flesh_impact_bullet1.wav","physics/flesh/flesh_impact_bullet2.wav","physics/flesh/flesh_impact_bullet3.wav","physics/flesh/flesh_impact_bullet4.wav","physics/flesh/flesh_impact_bullet5.wav"}
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ENT.DefaultSoundTbl_MedicAfterHeal = {"items/smallmedkit1.wav"}
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ENT.BreathSoundPitch1 = 100
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ENT.BreathSoundPitch2 = 100
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ENT.IdleSoundPitch1 = 100
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ENT.IdleSoundPitch2 = 100
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ENT.CombatIdleSoundPitch1 = 100
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ENT.CombatIdleSoundPitch2 = 100
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ENT.OnReceiveOrderSoundPitch1 = 100
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ENT.OnReceiveOrderSoundPitch2 = 100
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ENT.MoveOutOfPlayersWaySoundPitch1 = 100
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ENT.MoveOutOfPlayersWaySoundPitch2 = 100
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ENT.BeforeHealSoundPitch1 = 100
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ENT.BeforeHealSoundPitch2 = 100
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ENT.AfterHealSoundPitch1 = 100
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ENT.AfterHealSoundPitch2 = 100
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ENT.MedicReceiveHealSoundPitch1 = 100
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ENT.MedicReceiveHealSoundPitch2 = 100
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ENT.OnPlayerSightSoundPitch1 = 100
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ENT.OnPlayerSightSoundPitch2 = 100
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ENT.AlertSoundPitch1 = 100
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ENT.AlertSoundPitch2 = 100
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ENT.CallForHelpSoundPitch1 = 100
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ENT.CallForHelpSoundPitch2 = 100
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ENT.BecomeEnemyToPlayerPitch1 = 100
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ENT.BecomeEnemyToPlayerPitch2 = 100
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ENT.SuppressingPitch1 = 100
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ENT.SuppressingPitch2 = 100
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ENT.WeaponReloadSoundPitch1 = 100
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ENT.WeaponReloadSoundPitch2 = 100
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ENT.GrenadeAttackSoundPitch1 = 100
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ENT.GrenadeAttackSoundPitch2 = 100
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ENT.OnGrenadeSightSoundPitch1 = 100
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ENT.OnGrenadeSightSoundPitch2 = 100
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ENT.OnKilledEnemySoundPitch1 = 100
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ENT.OnKilledEnemySoundPitch2 = 100
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ENT.PainSoundPitch1 = 100
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ENT.PainSoundPitch2 = 100
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ENT.ImpactSoundPitch1 = 80
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ENT.ImpactSoundPitch2 = 100
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ENT.DamageByPlayerPitch1 = 100
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ENT.DamageByPlayerPitch2 = 100
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ENT.DeathSoundPitch1 = 100
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ENT.DeathSoundPitch2 = 100
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function ENT:CustomOnThink()
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for k, v in pairs( ents.FindInSphere( self:GetPos( ), 30000 ) ) do
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if v:IsValid() && ((v:IsPlayer() && v:Alive() && GetConVarNumber("ai_ignoreplayers") == 0) || (v:IsNPC() && v != self && v:Disposition(self) != D_LI)) && v:Visible(self) then
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if v:IsPlayer() and v.SquadName == "vj_combine" then
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self.PlayerFriendly = false
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end
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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:CustomInitialize()
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self.Weapon_FiringDistanceFar = self.ShootDistance
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for k, v in pairs( ents.FindInSphere( self:GetPos( ), 30000 ) ) do
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if v:IsValid() && ((v:IsPlayer() && v:Alive() && GetConVarNumber("ai_ignoreplayers") == 0) || (v:IsNPC() && v != self && v:Disposition(self) != D_LI)) && v:Visible(self) then
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if v:IsPlayer() and v.SquadName == "vj_combine"then
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self.PlayerFriendly = false
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end
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end
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end
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end
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/*-----------------------------------------------
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*** Copyright (c) 2012-2017 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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