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117
lua/entities/obj_vj_bullseye.lua
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117
lua/entities/obj_vj_bullseye.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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|
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| Credits: lifestorm, Gregory Wayne Rossel JR.,
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| Maloy, DrPepper10 @ RIP, Atle!
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|
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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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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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AddCSLuaFile()
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if (!file.Exists("autorun/vj_base_autorun.lua","LUA")) then return end
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ENT.Base = "base_entity"
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ENT.Type = "ai"
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ENT.PrintName = "Bullseye"
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ENT.Author = "DrVrej"
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ENT.Contact = "http://steamcommunity.com/groups/vrejgaming"
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ENT.Purpose = "To make my a target for NPCs"
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ENT.Instructions = "Don't change anything."
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ENT.Category = "VJ Base"
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ENT.Spawnable = false
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ENT.AdminSpawnable = false
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---------------------------------------------------------------------------------------------------------------------------------------------
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if CLIENT then
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function ENT:Draw()
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self:DrawModel()
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end
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end
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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if !SERVER then return end
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//ENT.VJBULLSEYE_TheAttacker = nil
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//ENT.Alreadydoneit = false
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ENT.SolidMovementType = "Dynamic"
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ENT.UseActivationSystem = false -- Mostly used for the Bullseye tool, allows you to activate/deactivate the bullseye
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ENT.Activated = true
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ENT.UserStatusColors = true
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ENT.VJ_AlwaysEnemyToEnt = false
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local sdActivated = Sound("hl1/fvox/activated.wav")
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local sdDeactivated = Sound("hl1/fvox/deactivated.wav")
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:Initialize()
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//self:SetModel("models/hunter/plates/plate.mdl")
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//self:SetMoveType(MOVETYPE_NONE)
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//self:SetSolid(SOLID_NONE)
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if self.SolidMovementType == "Dynamic" then
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self:PhysicsInit(SOLID_VPHYSICS)
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self:SetMoveType(MOVETYPE_NONE)
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self:SetSolid(SOLID_VPHYSICS)
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elseif self.SolidMovementType == "Static" then
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self:PhysicsInit(SOLID_NONE)
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self:SetMoveType(MOVETYPE_NONE)
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self:SetSolid(SOLID_NONE)
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elseif self.SolidMovementType == "Physics" then
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self:PhysicsInit(SOLID_VPHYSICS)
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self:SetMoveType(MOVETYPE_VPHYSICS)
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self:SetSolid(SOLID_VPHYSICS)
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end
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self:SetUseType(SIMPLE_USE)
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self:SetMaxHealth(999999)
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self:SetHealth(999999) -- So SNPCs won't think it's dead
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//self:SetColor(Color(255,0,0))
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:AcceptInput(key, activator, caller, data)
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if !activator:IsPlayer() then return end
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if self.Activated == false then
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self.Activated = true
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activator:PrintMessage(HUD_PRINTTALK, "#vjbase.print.bullseye.activated")
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self:EmitSound(sdActivated, 70, 100)
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elseif self.Activated == true then
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self.Activated = false
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activator:PrintMessage(HUD_PRINTTALK, "#vjbase.print.bullseye.deactivated")
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self:EmitSound(sdDeactivated, 70, 100)
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:Think()
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if self.VJ_AlwaysEnemyToEnt != false then
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//self:AddFlags(FL_NOTARGET) -- If NPC state is set, Source engine will automatically set m_hEnemy to NULL, so avoid putting this here!
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if IsValid(self.VJ_AlwaysEnemyToEnt) && self.VJ_AlwaysEnemyToEnt:IsNPC() then
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self.VJ_AlwaysEnemyToEnt:AddEntityRelationship(self, D_HT, 99)
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self:AddEntityRelationship(self.VJ_AlwaysEnemyToEnt, D_HT, 99)
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if self.VJ_AlwaysEnemyToEnt.IsVJBaseSNPC then
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self.VJ_AlwaysEnemyToEnt:VJ_DoSetEnemy(self, false, false)
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end
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self.VJ_AlwaysEnemyToEnt:SetEnemy(self)
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end
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elseif self.UseActivationSystem == true then
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if self.Activated == false then
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self:AddFlags(FL_NOTARGET)
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if self.UserStatusColors == true then self:SetColor(Color(255,0,0)) end
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elseif self.Activated == true then
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self:RemoveFlags(FL_NOTARGET)
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if self.UserStatusColors == true then self:SetColor(Color(0,255,0)) end
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end
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end
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/*if IsValid(self.VJBULLSEYE_TheAttacker) && self.Alreadydoneit == false then
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table.insert(self.VJBULLSEYE_TheAttacker.CurrentPossibleEnemies,self)
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//print(self.VJBULLSEYE_TheAttacker)
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//self.Alreadydoneit = true
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self:AddEntityRelationship(self.VJBULLSEYE_TheAttacker,D_HT,99)
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self.VJBULLSEYE_TheAttacker:VJ_DoSetEnemy(self)
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end*/
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:OnTakeDamage(dmginfo)
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return 0 -- Take no damage
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end
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