--[[ | 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/leech.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want ENT.StartHealth = 15 ENT.HullType = HULL_TINY ENT.TurningUseAllAxis = true -- If set to true, angles will not be restricted to y-axis, it will change all axes (plural axis) ENT.MovementType = VJ_MOVETYPE_AQUATIC -- How does the SNPC move? ENT.Aquatic_SwimmingSpeed_Calm = 80 -- The speed it should swim with, when it's wandering, moving slowly, etc. | Basically walking compared to ground SNPCs ENT.Aquatic_SwimmingSpeed_Alerted = 200 -- The speed it should swim with, when it's chasing an enemy, moving away quickly, etc. | Basically running compared to ground SNPCs ENT.Aquatic_AnimTbl_Calm = {"swim"} -- Animations it plays when it's wandering around while idle ENT.Aquatic_AnimTbl_Alerted = {"swim2"} -- Animations it plays when it's moving while alerted ENT.IdleAlwaysWander = true -- If set to true, it will make the SNPC always wander when idling ENT.VJC_Data = { ThirdP_Offset = Vector(29, 0, 10), -- The offset for the controller when the camera is in third person FirstP_Bone = "Bone01", -- If left empty, the base will attempt to calculate a position for first person FirstP_Offset = Vector(0, 0, 0), -- 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.BloodColor = "Yellow" -- The blood type, this will determine what it should use (decal, particle, etc.) ENT.CustomBlood_Particle = {"vj_hlr_blood_yellow"} ENT.CustomBlood_Decal = {"VJ_HLR_Blood_Yellow"} -- Decals to spawn when it's damaged ENT.HasBloodPool = false -- Does it have a blood pool? ENT.HasMeleeAttack = true -- Should the SNPC have a melee attack? ENT.MeleeAttackDamage = 1 ENT.AnimTbl_MeleeAttack = {ACT_MELEE_ATTACK1} -- Melee Attack Animations ENT.TimeUntilMeleeAttackDamage = 0.1 -- This counted in seconds | This calculates the time until it hits something ENT.MeleeAttackDistance = 40 -- How close does it have to be until it attacks? ENT.MeleeAttackDamageDistance = 20 -- How far does the damage go? ENT.HasDeathAnimation = true -- Does it play an animation when it dies? ENT.AnimTbl_Death = {ACT_DIEFORWARD, ACT_DIESIMPLE} -- Death Animations ENT.PushProps = false -- Should it push props when trying to move? ENT.AttackProps = false -- Should it attack props when trying to move? -- ====== Sound File Paths ====== -- -- Leave blank if you don't want any sounds to play ENT.SoundTbl_Idle = {"vj_hlr/hl1_npc/leech/leech_alert1.wav","vj_hlr/hl1_npc/leech/leech_alert2.wav"} //ENT.SoundTbl_Alert = {"vj_hlr/hl1_npc/leech/leech_alert1.wav","vj_hlr/hl1_npc/leech/leech_alert2.wav"} ENT.SoundTbl_MeleeAttack = {"vj_hlr/hl1_npc/leech/leech_bite1.wav","vj_hlr/hl1_npc/leech/leech_bite2.wav","vj_hlr/hl1_npc/leech/leech_bite3.wav"} -- Custom ENT.Leech_Idle = 0 -- Used for optimizations --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitialize() self:SetCollisionBounds(Vector(4, 4, 3), Vector(-4, -4, -2)) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnThink() -- Change variables depending if the leech is in/out of water if self.Leech_Idle == 0 && self:WaterLevel() == 0 then self.Leech_Idle = 1 self.HasMeleeAttack = false self.HasDeathAnimation = false self.NextIdleStandTime = 0 self.AnimTbl_IdleStand = {ACT_HOP} elseif self.Leech_Idle == 1 && self:WaterLevel() > 0 then self.Leech_Idle = 0 self.HasMeleeAttack = true self.HasDeathAnimation = true self.NextIdleStandTime = 0 self.AnimTbl_IdleStand = {"swim"} end end