This commit is contained in:
lifestorm
2024-08-04 22:55:00 +03:00
parent 8064ba84d8
commit 73479cff9e
7338 changed files with 1718883 additions and 14 deletions

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--[[
| 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/flower.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want
ENT.SightDistance = 512 -- How far it can see
ENT.SightAngle = 180 -- The sight angle | Example: 180 would make the it see all around it | Measured in degrees and then converted to radians
ENT.StartHealth = 160
ENT.MovementType = VJ_MOVETYPE_STATIONARY -- How does the SNPC move?
ENT.CanTurnWhileStationary = false -- If set to true, the SNPC will be able to turn while it's a stationary SNPC
ENT.HullType = HULL_SMALL_CENTERED
ENT.VJC_Data = {
ThirdP_Offset = Vector(0, 0, -250), -- The offset for the controller when the camera is in third person
FirstP_Bone = "joint2", -- If left empty, the base will attempt to calculate a position for first person
FirstP_Offset = Vector(0, 0, -60), -- The offset for the controller when the camera is in first person
FirstP_ShrinkBone = false, -- Should the bone shrink? Useful if the bone is obscuring the player's view
}
---------------------------------------------------------------------------------------------------------------------------------------------
ENT.VJ_NPC_Class = {"CLASS_XEN"} -- NPCs with the same class with be allied to each other
ENT.HasMeleeAttack = false -- Should the SNPC have a melee attack?
ENT.HasRangeAttack = true -- Should the SNPC have a range attack?
ENT.DisableDefaultRangeAttackCode = true -- When true, it won't spawn the range attack entity, allowing you to make your own
ENT.DisableRangeAttackAnimation = true -- if true, it will disable the animation code
ENT.RangeDistance = 512 -- This is how far away it can shoot
ENT.RangeToMeleeDistance = 1 -- How close does it have to be until it uses melee?
ENT.RangeAttackAngleRadius = 180 -- What is the attack angle radius? | 100 = In front of the SNPC | 180 = All around the SNPC
ENT.TimeUntilRangeAttackProjectileRelease = 0 -- How much time until the projectile code is ran?
ENT.NextRangeAttackTime = 1.5 -- How much time until it can use a range attack?
ENT.DeathCorpseEntityClass = "prop_vj_animatable" -- The entity class it creates | "UseDefaultBehavior" = Let the base automatically detect the type
ENT.DeathCorpseBodyGroup = VJ_Set(0,1) -- #1 = the category of the first bodygroup | #2 = the value of the second bodygroup | Set -1 for #1 to let the base decide the corpse's bodygroup
ENT.GibOnDeathDamagesTable = {"All"} -- Damages that it gibs from | "UseDefault" = Uses default damage types | "All" = Gib from any damage
-- ====== Sound File Paths ====== --
-- Leave blank if you don't want any sounds to play
ENT.SoundTbl_Death = {"vj_hlr/fx/bustflesh1.wav","vj_hlr/fx/bustflesh2.wav"}
local SdTbl_GibImpact = {"vj_hlr/fx/flesh1.wav","vj_hlr/fx/flesh2.wav","vj_hlr/fx/flesh3.wav","vj_hlr/fx/flesh4.wav","vj_hlr/fx/flesh5.wav","vj_hlr/fx/flesh6.wav","vj_hlr/fx/flesh7.wav"}
ENT.GeneralSoundPitch1 = 100
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnInitialize()
self:SetCollisionBounds(Vector(25,25,0), Vector(-25,-25,-162))
self:DrawShadow(false) -- Because the light somehow makes a shadow =/
local spotLight = ents.Create("light_dynamic")
spotLight:SetPos(self:GetAttachment(1).Pos + Vector(0,0,-5))
spotLight:SetKeyValue("_light", "135 24 194 120")
spotLight:SetKeyValue("brightness", "4")
spotLight:SetKeyValue("distance", "180")
spotLight:SetKeyValue("_inner_cone", "30")
spotLight:SetKeyValue("pitch", "90")
spotLight:SetParent(self)
spotLight:Spawn()
spotLight:Activate()
spotLight:Fire("TurnOn", "", 0)
self:DeleteOnRemove(spotLight)
-- Doesn't work in game
/*local spotLight = ents.Create("light_spot")
spotLight:SetPos(self:GetAttachment(1).Pos)
spotLight:SetKeyValue("_light", "135 24 194 120")
spotLight:SetKeyValue("_constant_attn", "0")
spotLight:SetKeyValue("_linear_attn", "0")
spotLight:SetKeyValue("_quadratic_attn", "1")
spotLight:SetKeyValue("_cone", "15")
spotLight:SetKeyValue("_inner_cone", "30")
spotLight:SetKeyValue("pitch", "90")
spotLight:SetKeyValue("_exponent", "1")
spotLight:SetParent(self)
spotLight:Spawn()
spotLight:Activate()
spotLight:Fire("TurnOn", "", 0)
self:DeleteOnRemove(spotLight)*/
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomRangeAttackCode()
local startpos = self:GetAttachment(1).Pos
local tr = util.TraceLine({
start = startpos,
endpos = self:GetEnemy():GetPos() + self:GetEnemy():OBBCenter(),
filter = self
})
local hitpos = tr.HitPos
local elec = EffectData()
elec:SetStart(startpos)
elec:SetOrigin(hitpos)
elec:SetNormal(tr.HitNormal)
elec:SetEntity(self)
elec:SetAttachment(1)
elec:SetScale(0.5)
util.Effect("VJ_HLR_Electric_Xen_Turretc", elec)
util.VJ_SphereDamage(self, self, hitpos, 10, 30, DMG_SHOCK, true, false, {Force=90})
VJ_EmitSound(self, "vj_hlr/hl1_npc/xenceiling_turret/beamstart10.wav", 90, 100)
//sound.Play("vj_hlr/hl1_npc/pitworm/pit_worm_attack_eyeblast_impact.wav", hitpos, 60)
local spr = ents.Create("env_sprite")
spr:SetKeyValue("model","vj_hl/sprites/xflare1.vmt")
//spr:SetKeyValue("rendercolor","0 0 255")
spr:SetKeyValue("GlowProxySize","5.0")
spr:SetKeyValue("HDRColorScale","1.0")
spr:SetKeyValue("renderfx","14")
spr:SetKeyValue("rendermode","3")
spr:SetKeyValue("renderamt","255")
spr:SetKeyValue("disablereceiveshadows","0")
spr:SetKeyValue("mindxlevel","0")
spr:SetKeyValue("maxdxlevel","0")
spr:SetKeyValue("framerate","60.0")
spr:SetKeyValue("spawnflags","0")
spr:SetKeyValue("scale","0.8")
spr:SetPos(self:GetPos())
spr:Spawn()
spr:SetParent(self)
spr:Fire("SetParentAttachment", "0")
self:DeleteOnRemove(spr)
timer.Simple(0.2, function() SafeRemoveEntity(spr) end)
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnTakeDamage_BeforeDamage(dmginfo, hitgroup)
-- Take damage only if the bottom part is hit or it's a blast damage!
if hitgroup == 3 && !dmginfo:IsDamageType(DMG_BLAST) then
dmginfo:SetDamage(0)
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:SetUpGibesOnDeath(dmginfo, hitgroup)
if self.HasGibDeathParticles == true then
local spr = ents.Create("env_sprite")
spr:SetKeyValue("model","vj_hl/sprites/zerogxplode.vmt")
spr:SetKeyValue("rendercolor","115, 30, 164")
spr:SetKeyValue("GlowProxySize","5.0")
spr:SetKeyValue("HDRColorScale","1.0")
spr:SetKeyValue("renderfx","14")
spr:SetKeyValue("rendermode","3")
spr:SetKeyValue("renderamt","200")
spr:SetKeyValue("disablereceiveshadows","0")
spr:SetKeyValue("mindxlevel","0")
spr:SetKeyValue("maxdxlevel","0")
spr:SetKeyValue("framerate","10.0")
spr:SetKeyValue("spawnflags","0")
spr:SetKeyValue("scale","1")
spr:SetPos(self:GetAttachment(1).Pos + Vector(0,0,20))
spr:Spawn()
//spr:SetParent(self)
//spr:Fire("SetParentAttachment", "0")
//self:DeleteOnRemove(spr)
timer.Simple(1.4, function() SafeRemoveEntity(spr) end)
end
local pos = self:GetAttachment(1).Pos + Vector(0,0,12)
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh1.mdl",{BloodDecal="", Pos=pos + Vector(1,0,0), CollideSound=SdTbl_GibImpact})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh2.mdl",{BloodDecal="", Pos=pos + Vector(2,0,0), CollideSound=SdTbl_GibImpact})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh3.mdl",{BloodDecal="", Pos=pos + Vector(3,0,0), CollideSound=SdTbl_GibImpact})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh4.mdl",{BloodDecal="", Pos=pos + Vector(4,0,0), CollideSound=SdTbl_GibImpact})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh1.mdl",{BloodDecal="", Pos=pos + Vector(5,0,0), CollideSound=SdTbl_GibImpact})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh2.mdl",{BloodDecal="", Pos=pos + Vector(6,0,0), CollideSound=SdTbl_GibImpact})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh3.mdl",{BloodDecal="", Pos=pos + Vector(0,1,0), CollideSound=SdTbl_GibImpact})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh4.mdl",{BloodDecal="", Pos=pos + Vector(0,2,0), CollideSound=SdTbl_GibImpact})
return true, {AllowCorpse=true} -- Return to true if it gibbed!
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomGibOnDeathSounds(dmginfo, hitgroup)
//VJ_EmitSound(self, "vj_gib/default_gib_splat.wav", 90, 100)
return false
end