--[[ | 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) 2012-2019 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/creatures/headcrabs/headcrab_black.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want ENT.HullType = HULL_TINY ------ AI / Relationship Variables ------ ENT.HasAllies = true -- Put to false if you want it not to have any allies ENT.VJ_NPC_Class = {"CLASS_ZOMBIE"} -- NPCs with the same class with be allied to each other ENT.EntitiesToNoCollide = {"npc_vj_hla_ocrab","npc_vj_hla_hcrab","npc_vj_hla_ahcrab","npc_vj_hla_fcrab","npc_vj_hla_bcrab","npc_vj_hla_rcrab","npc_vj_hla_fhcrab","npc_drg_headcrabv2_mdcversion","npc_drg_poisonheadcrabv2_mdcversion","npc_drg_fastheadcrabv2_mdcversion","npc_vj_hla_zombieclassic","npc_vj_hla_zombiearmored","npc_vj_hla_zombiereviver","npc_vj_hla_zombiegunner","npc_vj_hla_zombieclassic_hl2","npc_vj_hla_bcrab_hl2"} -- Entities to not collide with when HasEntitiesToNoCollide is set to true ------ Damaged / Injured Variables ------ ENT.Bleeds = true -- Does the SNPC bleed? (Blood decal, particle, etc.) ENT.BloodColor = "Yellow" -- The blood type, this will determine what it should use (decal, particle, etc.) -- ====== Miscellaneous Variables ====== -- ENT.PushProps = true -- Should it push props when trying to move? //ENT.AnimTbl_IdleStand = {"ACT_IDLE","ACT_IDLE2"} ------ Killed & Corpse Variables ------ -- ====== Corpse Variables ====== -- ENT.HasDeathRagdoll = true -- If set to false, it will not spawn the regular ragdoll of the SNPC ENT.UsesBoneAngle = true -- This can be used to stop the corpse glitching or flying on death -- ====== Flinching Variables ====== -- ENT.CanFlinch = 1 -- 0 = Don't flinch | 1 = Flinch at any damage | 2 = Flinch only from certain damages ENT.FlinchChance = 3 -- Chance of it flinching from 1 to x | 1 will make it always flinch ENT.AnimTbl_Flinch = {ACT_FLINCH_PHYSICS} -- If it uses normal based animation, use this ------ Melee Attack Variables ------ ENT.HasMeleeAttack = false -- Should the SNPC have a melee attack? ------ Leap Attack Variables ------ ENT.HasLeapAttack = true -- Should the SNPC have a leap attack? ENT.LeapAttackDamage = GetConVarNumber("vj_hla_hcrab_d") ENT.LeapAttackDamageType = DMG_POISON -- Type of Damage -- ====== Animation Variables ====== -- ENT.AnimTbl_LeapAttack = {} -- Melee Attack Animations ENT.LeapAttackAnimationFaceEnemy = false -- true = Face the enemy the entire time! | 2 = Face the enemy UNTIL it jumps! | false = Don't face the enemy AT ALL! //ENT.AnimTbl_LeapAttack = {"ACT_RANGE_ATTACK1","ACT_RANGE_ATTACK4"} -- Melee Attack Animations //ENT.TimeUntilLeapAttackDamage = 1.7 -- How much time until it runs the leap damage code? //ENT.TimeUntilLeapAttackVelocity = 1.2 -- How much time until it runs the velocity code? //ENT.TimeUntilLeapAttackDamage = 2.1 -- How much time until it runs the leap damage code? //ENT.TimeUntilLeapAttackVelocity = 1.6 -- How much time until it runs the velocity code? //ENT.TimeUntilLeapAttackDamage = 1.9 -- How much time until it runs the leap damage code? //ENT.TimeUntilLeapAttackVelocity = 1.4 -- How much time until it runs the velocity code? ENT.NextLeapAttackTime = 1.5 -- How much time until it can use a leap attack? -- ====== Distance Variables ====== -- ENT.LeapDistance = 200 -- The distance of the leap, for example if it is set to 500, when the SNPC is 500 Unit away, it will jump ENT.LeapToMeleeDistance = 0 -- How close does it have to be until it uses melee? ENT.LeapAttackDamageDistance = 50 -- How far does the damage go? ENT.LeapAttackAngleRadius = 10 -- What is the attack angle radius? | 100 = In front of the SNPC | 180 = All around the SNPC -- ====== Velocity Variables ====== -- ENT.LeapAttackVelocityForward = 100 -- How much forward force should it apply? ENT.LeapAttackVelocityUp = 250 -- How much upward force should it apply? ------ Sound Variables ------ ENT.HasSounds = true -- Put to false to disable ALL sounds! ENT.FootStepTimeRun = .1 -- Next foot step sound when it is running ENT.FootStepTimeWalk = .5 -- Next foot step sound when it is walking -- ====== File Path Variables ====== -- ENT.SoundTbl_Idle = {"creatures/headcrab_black/idle_01.wav","creatures/headcrab_black/idle_02.wav","creatures/headcrab_black/idle_03.wav","creatures/headcrab_black/idle_04.wav","creatures/headcrab_black/idle_05.wav","creatures/headcrab_black/idle_06.wav","creatures/headcrab_black/idle_07.wav","creatures/headcrab_black/idle_08.wav","creatures/headcrab_black/idle_09.wav","creatures/headcrab_black/idle_10.wav","creatures/headcrab_black/idle_clicks_01.wav","creatures/headcrab_black/idle_clicks_02.wav","creatures/headcrab_black/idle_clicks_03.wav","creatures/headcrab_black/idle_clicks_04.wav","creatures/headcrab_black/idle_clicks_05.wav"} ENT.SoundTbl_LeapAttackJump = {"creatures/headcrab_black/attack_grunt_01.wav","creatures/headcrab_black/attack_grunt_02.wav","creatures/headcrab_black/attack_grunt_03.wav","creatures/headcrab_black/attack_grunt_04.wav"} ENT.SoundTbl_LeapAttackDamage = {"creatures/headcrab_black/bite_01.wav","creatures/headcrab_black/bite_02.wav","creatures/headcrab_black/bite_03.wav","creatures/headcrab_black/bite_04.wav"} ENT.SoundTbl_Pain = {"creatures/headcrab_black/pain_01.wav","creatures/headcrab_black/pain_02.wav","creatures/headcrab_black/pain_03.wav","creatures/headcrab_black/pain_04.wav","creatures/headcrab_black/pain_05.wav","creatures/headcrab_black/pain_06.wav"} ENT.SoundTbl_Death = {"creatures/headcrab_black/die_01.wav","creatures/headcrab_black/die_02.wav","creatures/headcrab_black/die_03.wav"} ENT.SoundTbl_Impact = {"physics/bullet_impacts/flesh_npc_01.wav", "physics/bullet_impacts/flesh_npc_02.wav", "physics/bullet_impacts/flesh_npc_03.wav", "physics/bullet_impacts/flesh_npc_04.wav", "physics/bullet_impacts/flesh_npc_05.wav", "physics/bullet_impacts/flesh_npc_06.wav", "physics/bullet_impacts/flesh_npc_07.wav", "physics/bullet_impacts/flesh_npc_08.wav"} ENT.SoundTbl_FootStep = {"creatures/headcrab_black/step_01.wav","creatures/headcrab_black/step_02.wav","creatures/headcrab_black/step_03.wav","creatures/headcrab_black/step_04.wav","creatures/headcrab_black/step_05.wav","creatures/headcrab_black/step_06.wav","creatures/headcrab_black/step_07.wav","creatures/headcrab_black/step_08.wav","creatures/headcrab_black/step_09.wav","creatures/headcrab_black/step_10.wav"} -- Custom -- ENT.Alert = {"creatures/headcrab_black/attack_growl_01.wav","creatures/headcrab_black/attack_growl_02.wav","creatures/headcrab_black/attack_growl_03.wav"} ENT.AlertLayer = {"creatures/headcrab_black/attack_growl_layer_01.wav","creatures/headcrab_black/attack_growl_layer_02.wav","creatures/headcrab_black/attack_growl_layer_03.wav","creatures/headcrab_black/attack_growl_layer_04.wav","creatures/headcrab_black/attack_growl_layer_05.wav"} ENT.JumpWhoosh = {"creatures/headcrab_black/movement/jump_attack_whoosh_01.wav","creatures/headcrab_black/movement/jump_attack_whoosh_02.wav","creatures/headcrab_black/movement/jump_attack_whoosh_03.wav","creatures/headcrab_black/movement/jump_attack_whoosh_04.wav","creatures/headcrab_black/movement/jump_attack_whoosh_05.wav","creatures/headcrab_black/movement/jump_attack_whoosh_06.wav"} ENT.Threat = {"creatures/headcrab_black/vox/threaten_01.wav","creatures/headcrab_black/vox/threaten_02.wav","creatures/headcrab_black/vox/threaten_03.wav"} ENT.Warning = {"creatures/headcrab_black/vox/attack_tell_01.wav","creatures/headcrab_black/vox/attack_tell_02.wav","creatures/headcrab_black/vox/attack_tell_03.wav","creatures/headcrab_black/vox/attack_tell_04.wav","creatures/headcrab_black/vox/attack_tell_05.wav"} ENT.AttackScreech = {"creatures/headcrab_black/vox/attack_screech_01.wav","creatures/headcrab_black/vox/attack_screech_02.wav","creatures/headcrab_black/vox/attack_screech_03.wav","creatures/headcrab_black/vox/attack_screech_04.wav","creatures/headcrab_black/vox/attack_screech_05.wav","creatures/headcrab_black/vox/attack_screech_06.wav","creatures/headcrab_black/vox/attack_screech_07.wav","creatures/headcrab_black/vox/attack_screech_08.wav"} ENT.AttackGruntLayer = {"creatures/headcrab_black/vox/attack_grunt_layer_01.wav", "creatures/headcrab_black/vox/attack_grunt_layer_02.wav", "creatures/headcrab_black/vox/attack_grunt_layer_03.wav", "creatures/headcrab_black/vox/attack_grunt_layer_04.wav", "creatures/headcrab_black/vox/attack_grunt_layer_05.wav", "creatures/headcrab_black/vox/attack_grunt_layer_06.wav", "creatures/headcrab_black/vox/attack_grunt_layer_07.wav", "creatures/headcrab_black/vox/attack_grunt_layer_08.wav", "creatures/headcrab_black/vox/attack_grunt_layer_09.wav", "creatures/headcrab_black/vox/attack_grunt_layer_10.wav", "creatures/headcrab_black/vox/attack_grunt_layer_11.wav", "creatures/headcrab_black/vox/attack_grunt_layer_12.wav" } ENT.IdleClicks = {"creatures/headcrab_black/vox/idle_clicks_01.wav", "creatures/headcrab_black/vox/idle_clicks_02.wav", "creatures/headcrab_black/vox/idle_clicks_03.wav", "creatures/headcrab_black/vox/idle_clicks_04.wav", "creatures/headcrab_black/vox/idle_clicks_05.wav", "creatures/headcrab_black/vox/idle_clicks_06.wav" } ENT.GruntShort = {"creatures/headcrab_black/vox/grunt_short_01.wav", "creatures/headcrab_black/vox/grunt_short_02.wav", "creatures/headcrab_black/vox/grunt_short_03.wav", "creatures/headcrab_black/vox/grunt_short_04.wav", "creatures/headcrab_black/vox/grunt_short_05.wav", "creatures/headcrab_black/vox/grunt_short_06.wav", "creatures/headcrab_black/vox/grunt_short_07.wav", "creatures/headcrab_black/vox/grunt_short_08.wav", "creatures/headcrab_black/vox/grunt_short_09.wav", "creatures/headcrab_black/vox/grunt_short_10.wav", "creatures/headcrab_black/vox/grunt_short_11.wav" } ENT.GruntSoft = {"creatures/headcrab_black/vox/grunt_soft_01.wav", "creatures/headcrab_black/vox/grunt_soft_02.wav", "creatures/headcrab_black/vox/grunt_soft_03.wav", "creatures/headcrab_black/vox/grunt_soft_04.wav", "creatures/headcrab_black/vox/grunt_soft_05.wav" } ENT.FleshImpactLayer = {"physics/bullet_impacts/flesh_layer_01.wav", "physics/bullet_impacts/flesh_layer_02.wav"} ENT.RattleWarningLayer = {"creatures/headcrab_black/rattle_warning_layer_01.wav","creatures/headcrab_black/rattle_warning_layer_02.wav","creatures/headcrab_black/rattle_warning_layer_03.wav","creatures/headcrab_black/rattle_warning_layer_04.wav","creatures/headcrab_black/rattle_warning_layer_05.wav","creatures/headcrab_black/rattle_warning_layer_06.wav"} ENT.BodyImpact = {"creatures/headcrab_black/movement/body_impact_02.wav","creatures/headcrab_black/movement/body_impact_01.wav","creatures/headcrab_black/movement/body_impact_03.wav","creatures/headcrab_black/movement/body_impact_04.wav","creatures/headcrab_black/movement/body_impact_05.wav","creatures/headcrab_black/movement/body_impact_06.wav"} ENT.RattleDeathLayer = {"creatures/headcrab_black/rattle_death_layer_01.wav","creatures/headcrab_black/rattle_death_layer_02.wav","creatures/headcrab_black/rattle_death_layer_03.wav","creatures/headcrab_black/rattle_death_layer_04.wav"} ENT.StepLayer = {"creatures/headcrab_black/step_layer_01.wav", "creatures/headcrab_black/step_layer_02.wav", "creatures/headcrab_black/step_layer_03.wav", "creatures/headcrab_black/step_layer_04.wav", "creatures/headcrab_black/step_layer_05.wav", "creatures/headcrab_black/step_layer_06.wav", "creatures/headcrab_black/step_layer_07.wav", "creatures/headcrab_black/step_layer_08.wav", "creatures/headcrab_black/step_layer_09.wav", "creatures/headcrab_black/step_layer_10.wav"} ENT.Jump1 = false ENT.Idle2 = false ENT.Idle3 = false ENT.Drowning = false ENT.Running = false ENT.sibuyas = false ENT.olevels = false ENT.BRUH = false ----------------------------------------------------------------------------- function ENT:CustomOnFootStepSound() VJ_EmitSound(self,self.StepLayer,65,100) end function ENT:CustomOnPreInitialize() if GetConVarNumber("vj_hla_enable_hard_difficulty") == 1 then self.StartHealth = 65 self.LeapAttackDamage = 20 else self.StartHealth = 50 self.LeapAttackDamage = 10 end end function ENT:CustomOnInitialize() self:SetCollisionBounds(Vector(2.5, 2.5, 10), Vector(-2.5, -2.5, 0)) if self:WaterLevel() == 3 then self.AnimTbl_IdleStand = {ACT_DIEVIOLENT} -- The idle animation when AI is enabled self.AnimTbl_Walk = {ACT_DIEVIOLENT} self.AnimTbl_Run = {ACT_DIEVIOLENT} self.DisableWandering = true -- Disables wandering when the SNPC is idle self.DisableChasingEnemy = true -- Disables the SNPC chasing the enemy else self.AnimTbl_IdleStand = {ACT_IDLE} -- The idle animation when AI is enabled self.AnimTbl_Walk = {ACT_WALK} self.AnimTbl_Run = {ACT_RUN} self.DisableWandering = false -- Disables wandering when the SNPC is idle self.DisableChasingEnemy = false -- Disables the SNPC chasing the enemy end end function ENT:CustomAttackCheck_LeapAttack() if self:GetPos():Distance(self:GetEnemy():GetPos()) >= 150 and self:GetPos():Distance(self:GetEnemy():GetPos()) < 200 or self:GetPos():Distance(self:GetEnemy():GetPos()) >= 150 and self.Running == true and self:GetPos():Distance(self:GetEnemy():GetPos()) < 200 or self:GetPos():Distance(self:GetEnemy():GetPos()) < 150 and self.Running == true and !(self:IsMoving()) and self.BRUH == true then self.Running = false if self.BRUH == true then self.BRUH = false end self:SetLastPosition(self:GetPos()) return true elseif self:GetPos():Distance(self:GetEnemy():GetPos()) >= 150 and self:GetPos():Distance(self:GetEnemy():GetPos()) >= 200 and self:IsMoving() and self.Running == false then self.Running = true self:VJ_TASK_GOTO_LASTPOS("TASK_RUN_PATH") return false elseif self:GetPos():Distance(self:GetEnemy():GetPos()) < 150 and self.olevels == true and self.sibuyas == false and self.Running == false and self.BRUH == false then self.Running = true self:VJ_TASK_COVER_FROM_ENEMY("TASK_RUN_PATH") timer.Simple(1,function() if self:IsValid() then self.BRUH = true end end) return false end end -- Not returning true will not let the leap attack code run! function ENT:CustomOnLeapAttack_BeforeStartTimer() VJ_EmitSound(self,self.Warning,75,100) timer.Simple(.6,function() if self:IsValid() then VJ_EmitSound(self,self.Alert,75,100) VJ_EmitSound(self,self.AlertLayer,75,100) VJ_EmitSound(self,self.RattleWarningLayer,75,100) end end) end function ENT:CustomOnAlert(ent) if self:WaterLevel() ~= 3 and self.olevels == false then if math.random(1,2) == 1 then self:VJ_ACT_PLAYACTIVITY("ACT_IDLE2",true,2.76667,false) timer.Simple(2.76667,function() if self:IsValid() then self.olevels = true end end) else self:VJ_ACT_PLAYACTIVITY("ACT_ARM",true,1.5,false) timer.Simple(.5,function() if self:IsValid() then VJ_EmitSound(self,self.Threat,80,100) end end) timer.Simple(1.5,function() if self:IsValid() then self.olevels = true end end) end end end function ENT:CustomOnLeapAttackVelocityCode() VJ_EmitSound(self,self.JumpWhoosh,75,100) VJ_EmitSound(self,self.AttackScreech,75,100) VJ_EmitSound(self,self.AttackGruntLayer,75,100) if self:GetEnemy():OBBMaxs().z > 75 or self:GetEnemy():OBBMaxs().z < 10 or self:GetPos():Distance(self:GetEnemy():GetPos()) > 300 then self:SetLocalVelocity((self:GetPos()+self:GetForward() - self:LocalToWorld(Vector(0, 0, 0)))*400 + self:GetForward()*self.LeapAttackVelocityForward + self:GetUp()*self.LeapAttackVelocityUp + self:GetRight()*self.LeapAttackVelocityRight) -- return false elseif self:GetEnemy():OBBMaxs().z <= 36 then self:SetLocalVelocity(self:GetForward()*(self:GetPos():Distance(self:GetEnemy():GetPos()))*2 + self:GetUp()*(self:GetEnemy():OBBMaxs()+self:GetEnemy():OBBCenter())*4) else self:SetLocalVelocity(self:GetForward()*(self:GetPos():Distance(self:GetEnemy():GetPos()))*2 + self:GetUp()*(self:GetEnemy():OBBMaxs())*4) end return true end -- Return true here to override the default velocity code function ENT:CustomOnThink() if self:GetSequenceName(self:GetSequence()) == "idle_sniff" and self.Idle2 == false then self.Idle2 = true VJ_EmitSound(self,"creatures/headcrab_black/vox/idle_sniff.wav",75,100) timer.Simple(5,function() if self:IsValid() then self.Idle2 = false end end) end if self:GetSequenceName(self:GetSequence()) == "idle_sumo" and self.Idle3 == false then self.Idle3 = true VJ_EmitSound(self,self.IdleClicks,75,100) timer.Simple(.4,function() if self:IsValid() then VJ_EmitSound(self,self.GruntShort,75,100) end end) timer.Simple(1.3,function() if self:IsValid() then VJ_EmitSound(self,self.GruntShort,75,100) end end) timer.Simple(2.1,function() if self:IsValid() then VJ_EmitSound(self,self.GruntSoft,75,100) end end) timer.Simple(2.76667,function() if self:IsValid() then self.Idle3 = false end end) end if self:GetEnemy() and self:GetEnemy():IsValid() then self.AnimTbl_Walk = {ACT_RUN} else self.AnimTbl_Walk = {ACT_WALK} end if self:WaterLevel() == 3 then self.HasLeapAttack = false if self.Drowning == false then self.Drowning = true self.AnimTbl_IdleStand = {ACT_DIEVIOLENT} -- The idle animation when AI is enabled self.AnimTbl_Walk = {ACT_DIEVIOLENT} self.AnimTbl_Run = {ACT_DIEVIOLENT} self.DisableWandering = true -- Disables wandering when the SNPC is idle self.DisableChasingEnemy = true -- Disables the SNPC chasing the enemy self:VJ_ACT_PLAYACTIVITY("ACT_DIEVIOLENT",true,5.4,false) timer.Simple(5.4,function() if self:IsValid() and self.Drowning == true then self.Drowning = false if self:WaterLevel() == 3 then self:TakeDamage(self:GetMaxHealth(),self,self) end end end) end else self.HasLeapAttack = true self.Drowning = false self.AnimTbl_IdleStand = {ACT_IDLE} -- The idle animation when AI is enabled self.AnimTbl_Walk = {ACT_WALK} self.AnimTbl_Run = {ACT_RUN} self.DisableWandering = false -- Disables wandering when the SNPC is idle self.DisableChasingEnemy = false -- Disables the SNPC chasing the enemy end end function ENT:MultipleLeapAttacks() if math.random(1,2) == 1 then self.AnimTbl_LeapAttack = {"ACT_RANGE_ATTACK1"} self.TimeUntilLeapAttackDamage = 1.7 -- How much time until it runs the leap damage code? self.TimeUntilLeapAttackVelocity = 1.2 -- How much time until it runs the velocity code? else self.AnimTbl_LeapAttack = {"ACT_RANGE_ATTACK4"} self.TimeUntilLeapAttackDamage = 2.0 -- How much time until it runs the leap damage code? self.TimeUntilLeapAttackVelocity = 1.5 -- How much time until it runs the velocity code? end end function ENT:CustomOnLeapAttack_AfterStartTimer(seed) if GetConVarNumber("vj_hla_enable_headcrab_ragdolling") == 1 or self:IsEFlagSet(EFL_IS_BEING_LIFTED_BY_BARNACLE) == false then timer.Simple(1,function() if self:IsValid() then if self:GetSequenceActivityName(self:GetSequence()) == "ACT_RANGE_ATTACK1" then timer.Simple((self.TimeUntilLeapAttackDamage/2),function() //.8 //.75 if self:IsValid() then self:SetNoDraw(true) self.HasLeapAttack = false self.sibuyas = true local ragd = ents.Create("prop_ragdoll") ragd:SetModel(self:GetModel()) ragd:SetSkin(1) ragd:SetPos(self:GetPos()) ragd:SetAngles(self:GetAngles()) ragd:SetCollisionGroup(COLLISION_GROUP_DEBRIS) ragd:Spawn() for i = 0, ragd:GetPhysicsObjectCount() - 1 do local crabdoll = ragd:GetPhysicsObjectNum(i) local bone_pos,bone_angle = self:GetBonePosition(ragd:TranslatePhysBoneToBone(i)) crabdoll:SetPos(bone_pos) crabdoll:SetAngles(bone_angle) end local phys = ragd:GetPhysicsObject() if phys:IsValid() then phys:ApplyForceOffset(self:GetAbsVelocity()*33,self:GetBonePosition(1)) -- end if self:IsValid() then self:SetMoveType(MOVETYPE_NONE) self:SetOwner(ragd) self:SetParent(ragd) self:SetPos(ragd:GetPos()) end timer.Simple(math.random(1.5,2),function() if self:IsValid() then self:SetOwner(nil) self:SetParent(nil) timer.Simple(.01,function() if ragd:IsValid() then ragd:Remove() end if self:IsValid() then self:SetNoDraw(false) self.HasLeapAttack = true self:VJ_ACT_PLAYACTIVITY("ACT_RANGE_ATTACK2",true,2.33333,true) VJ_EmitSound(self,self.BodyImpact,60,100) self:SetMoveType(MOVETYPE_STEP) self:SetLocalVelocity(self:GetBaseVelocity()*0) timer.Simple(2.33333,function() if self:IsValid() then self.sibuyas = false end end) end end) else if ragd:IsValid() then ragd:Remove() end if self:IsValid() then self:SetNoDraw(false) end end end) end end) elseif self:GetSequenceActivityName(self:GetSequence()) == "ACT_RANGE_ATTACK4" then timer.Simple((self.TimeUntilLeapAttackDamage/2),function() //1.2 //1.0 if self:IsValid() then self:SetNoDraw(true) self.HasLeapAttack = false self.sibuyas = true local ragd = ents.Create("prop_ragdoll") ragd:SetModel(self:GetModel()) ragd:SetSkin(1) ragd:SetPos(self:GetPos()) ragd:SetAngles(self:GetAngles()) ragd:SetCollisionGroup(COLLISION_GROUP_DEBRIS) ragd:Spawn() for i = 0, ragd:GetPhysicsObjectCount() - 1 do local crabdoll = ragd:GetPhysicsObjectNum(i) local bone_pos,bone_angle = self:GetBonePosition(ragd:TranslatePhysBoneToBone(i)) crabdoll:SetPos(bone_pos) crabdoll:SetAngles(bone_angle) end local phys = ragd:GetPhysicsObject() if phys:IsValid() then phys:ApplyForceOffset(self:GetAbsVelocity()*33,self:GetBonePosition(1)) end if self:IsValid() then self:SetMoveType(MOVETYPE_NONE) self:SetOwner(ragd) self:SetParent(ragd) self:SetPos(ragd:GetPos()) end timer.Simple(math.random(1.5,2),function() if self:IsValid() then self:SetOwner(nil) self:SetParent(nil) timer.Simple(.01,function() if ragd:IsValid() then ragd:Remove() end if self:IsValid() then self:SetNoDraw(false) self.HasLeapAttack = true self:VJ_ACT_PLAYACTIVITY("ACT_RANGE_ATTACK2",true,2.33333,true) VJ_EmitSound(self,self.BodyImpact,60,100) self:SetMoveType(MOVETYPE_STEP) self:SetLocalVelocity(self:GetBaseVelocity()*0) timer.Simple(2.33333,function() if self:IsValid() then self.sibuyas = false end end) end end) else if ragd:IsValid() then ragd:Remove() end if self:IsValid() then self:SetNoDraw(false) end end end) end end) end end end) else self:VJ_ACT_PLAYACTIVITY("ACT_RANGE_ATTACK2",true,2.33333,true,2.45) end end function ENT:CustomOnTakeDamage_OnBleed(dmginfo, hitgroup) VJ_EmitSound(self,self.FleshImpactLayer,60,100) end function ENT:CustomOnKilled() VJ_EmitSound(self,self.RattleDeathLayer,80,100) end /*----------------------------------------------- *** Copyright (c) 2012-2019 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. -----------------------------------------------*/