--[[ | 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/houndeye.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want ENT.StartHealth = 80 ENT.HullType = HULL_WIDE_SHORT ENT.VJC_Data = { FirstP_Bone = "Bip01 Head", -- 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 } --------------------------------------------------------------------------------------------------------------------------------------------- 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.Immune_Sonic = true -- Immune to sonic damage ENT.HasMeleeAttack = true -- Should the SNPC have a melee attack? ENT.AnimTbl_MeleeAttack = {ACT_RANGE_ATTACK1} -- Melee Attack Animations ENT.MeleeAttackDistance = 164 -- How close does it have to be until it attacks? ENT.TimeUntilMeleeAttackDamage = 2.35 -- This counted in seconds | This calculates the time until it hits something ENT.NextMeleeAttackTime = 2 ENT.MeleeAttackDamageType = DMG_SONIC -- Type of Damage ENT.MeleeAttackDSPSoundType = 34 -- What type of DSP effect? | Search online for the types ENT.MeleeAttackDSPSoundUseDamage = false -- Should it only do the DSP effect if gets damaged x or greater amount ENT.DisableDefaultMeleeAttackDamageCode = true -- Disables the default melee attack damage code ENT.HasDeathAnimation = true -- Does it play an animation when it dies? ENT.DisableFootStepSoundTimer = true -- If set to true, it will disable the time system for the footstep sound code, allowing you to use other ways like model events -- ====== Flinching Code ====== -- ENT.CanFlinch = 1 -- 0 = Don't flinch | 1 = Flinch at any damage | 2 = Flinch only from certain damages ENT.AnimTbl_Flinch = {"vjseq_flinch_small"} -- If it uses normal based animation, use this -- ====== Sound File Paths ====== -- -- Leave blank if you don't want any sounds to play ENT.SoundTbl_FootStep = {"vj_hlr/hl1_npc/houndeye/he_hunt1.wav","vj_hlr/hl1_npc/houndeye/he_hunt2.wav","vj_hlr/hl1_npc/houndeye/he_hunt3.wav","vj_hlr/hl1_npc/houndeye/he_hunt4.wav"} ENT.SoundTbl_Idle = {"vj_hlr/hl1_npc/houndeye/he_idle1.wav","vj_hlr/hl1_npc/houndeye/he_idle2.wav","vj_hlr/hl1_npc/houndeye/he_idle3.wav","vj_hlr/hl1_npc/houndeye/he_idle4.wav"} ENT.SoundTbl_Alert = {"vj_hlr/hl1_npc/houndeye/he_alert1.wav","vj_hlr/hl1_npc/houndeye/he_alert2.wav","vj_hlr/hl1_npc/houndeye/he_alert3.wav"} ENT.SoundTbl_BeforeMeleeAttack = {"vj_hlr/hl1_npc/houndeye/he_attack1.wav","vj_hlr/hl1_npc/houndeye/he_attack2.wav","vj_hlr/hl1_npc/houndeye/he_attack3.wav"} ENT.SoundTbl_Pain = {"vj_hlr/hl1_npc/houndeye/he_pain1.wav","vj_hlr/hl1_npc/houndeye/he_pain2.wav","vj_hlr/hl1_npc/houndeye/he_pain3.wav","vj_hlr/hl1_npc/houndeye/he_pain4.wav","vj_hlr/hl1_npc/houndeye/he_pain5.wav"} ENT.SoundTbl_Death = {"vj_hlr/hl1_npc/houndeye/he_die1.wav","vj_hlr/hl1_npc/houndeye/he_die2.wav","vj_hlr/hl1_npc/houndeye/he_die3.wav"} local blastSd = {"vj_hlr/hl1_npc/houndeye/he_blast1.wav","vj_hlr/hl1_npc/houndeye/he_blast2.wav","vj_hlr/hl1_npc/houndeye/he_blast3.wav"} local madSd = {"vj_hlr/hl1_npc/houndeye/he_alert1.wav","vj_hlr/hl1_npc/houndeye/he_hunt4.wav"} ENT.FootStepSoundLevel = 80 ENT.GeneralSoundPitch1 = 100 -- Custom ENT.Houndeye_BlinkingT = 0 ENT.Houndeye_NextSleepT = 0 ENT.Houndeye_Sleeping = false ENT.Houndeye_LimpWalking = false -- Used for optimization ENT.Houndeye_CurIdleAnim = 0 -- 0 = regular | 1 = sleeping | 2 = angry ENT.Houndeye_Type = 0 -- 0 = Original / Default -- 1 = Alpha --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnPreInitialize() if GetConVar("vj_hlr_hd"):GetInt() == 1 && VJ.HLR_HD_INSTALLED && self:GetClass() == "npc_vj_hlr1_houndeye" then self.Model = "models/vj_hlr/hl_hd/houndeye.mdl" end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitialize() self:SetCollisionBounds(Vector(20, 20 , 40), Vector(-20, -20, 0)) self.Houndeye_NextSleepT = CurTime() + math.Rand(0, 15) if self.Houndeye_Type == 1 then self.AnimTbl_Death = {ACT_DIESIMPLE} self.NextMeleeAttackTime = 0.5 else self.AnimTbl_Death = {ACT_DIESIMPLE, ACT_DIEFORWARD, ACT_DIEBACKWARD} end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnAcceptInput(key, activator, caller, data) //print(key) if key == "he_hunt" then -- step self:FootStepSoundCode() elseif key == "woof" then self:StopAllCommonSpeechSounds() self:PlaySoundSystem("GeneralSpeech", "vj_hlr/hl1_npc/houndeye/he_pain3.wav") elseif key == "woooof" then self:StopAllCommonSpeechSounds() self:PlaySoundSystem("GeneralSpeech", "vj_hlr/hl1_npc/houndeye/he_pain1.wav") elseif key == "mad" then self:PlaySoundSystem("GeneralSpeech", madSd) elseif key == "body" then VJ_EmitSound(self, "vj_hlr/fx/bodydrop"..math.random(3, 4)..".wav", 75, 100) end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnThink() -- Idle animations if self.VJ_IsBeingControlled then self.AnimTbl_IdleStand = {ACT_IDLE, ACT_IDLE_PACKAGE} self.DisableWandering = false else if IsValid(self:GetEnemy()) then if self.Houndeye_CurIdleAnim != 2 then self.AnimTbl_IdleStand = {ACT_IDLE_ANGRY} self.Houndeye_CurIdleAnim = 2 self.DisableWandering = true end elseif !self.Houndeye_Sleeping && self.Houndeye_CurIdleAnim != 0 then self.Houndeye_CurIdleAnim = 0 self.AnimTbl_IdleStand = {ACT_IDLE, ACT_IDLE_PACKAGE} self.DisableWandering = false end end -- Limp walking if (self:GetMaxHealth() * 0.35) > self:Health() then if !self.Houndeye_LimpWalking then self.AnimTbl_Walk = {ACT_WALK_HURT} self.Houndeye_LimpWalking = true end elseif self.Houndeye_LimpWalking then self.AnimTbl_Walk = {ACT_WALK} self.Houndeye_LimpWalking = false end -- Blinking if !self.Dead && CurTime() > self.Houndeye_BlinkingT && self.Houndeye_Sleeping == false then self:SetSkin(1) timer.Simple(0.1, function() if IsValid(self) then self:SetSkin(2) end end) timer.Simple(0.2, function() if IsValid(self) then self:SetSkin(1) end end) timer.Simple(0.3, function() if IsValid(self) then self:SetSkin(0) end end) self.Houndeye_BlinkingT = CurTime() + math.Rand(2, 3.5) end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnThink_AIEnabled() if self.VJ_IsBeingControlled then return end -- Sleep system if !self.Alerted && !IsValid(self:GetEnemy()) && !self:IsMoving() && CurTime() > self.Houndeye_NextSleepT && !self.Houndeye_Sleeping && !self:IsBusy() then local sleept = math.Rand(15, 30) -- How long it should sleep self.Houndeye_Sleeping = true self.AnimTbl_IdleStand = {ACT_CROUCHIDLE} self.Houndeye_CurIdleAnim = 1 self:VJ_ACT_PLAYACTIVITY(ACT_CROUCH, true, false, false) self:SetState(VJ_STATE_ONLY_ANIMATION, sleept) timer.Simple(7, function() if IsValid(self) && self.Houndeye_Sleeping == true then self:SetSkin(2) end end) -- Close eyes timer.Simple(sleept, function() -- Reset after sleept seconds if IsValid(self) && self.Houndeye_Sleeping == true then self.Houndeye_Sleeping = false self:VJ_ACT_PLAYACTIVITY(ACT_STAND, true, false, false) self.Houndeye_NextSleepT = CurTime() + math.Rand(15, 45) end end) end end --------------------------------------------------------------------------------------------------------------------------------------------- local alertAnims = {"vjseq_madidle1", "vjseq_madidle2", "vjseq_madidle3"} -- function ENT:CustomOnAlert(ent) if self.Houndeye_Sleeping == true then -- Wake up if sleeping and play a special alert animation if self:GetState() == VJ_STATE_ONLY_ANIMATION then self:SetState() end self.Houndeye_Sleeping = false self:VJ_ACT_PLAYACTIVITY(ACT_HOP, true, false, false) self.Houndeye_NextSleepT = CurTime() + 20 elseif math.random(1,2) == 1 then -- Random alert animation self:VJ_ACT_PLAYACTIVITY(alertAnims, true, false, true) end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnResetEnemy() self.Houndeye_NextSleepT = CurTime() + math.Rand(15, 45) end --------------------------------------------------------------------------------------------------------------------------------------------- local houndeyeClasses = {npc_vj_hlr1_houndeye=true, npc_vj_hlr1a_houndeye=true} -- function ENT:CustomOnMeleeAttack_BeforeChecks() local friNum = 0 -- How many allies exist around the Houndeye local color = Color(188, 220, 255) -- The shock wave color local dmg = 15 -- How much damage should the shock wave do? local myPos = self:GetPos() for _, v in ipairs(ents.FindInSphere(myPos, 400)) do if v != self && houndeyeClasses[v:GetClass()] then friNum = friNum + 1 end end -- More allies = more damage and different colors if friNum == 1 then color = Color(101, 133, 221) dmg = 30 elseif friNum == 2 then color = Color(67, 85, 255) dmg = 45 elseif friNum >= 3 then color = Color(62, 33, 211) dmg = 60 end -- flags 0 = No fade! effects.BeamRingPoint(myPos, 0.3, 2, 400, 16, 0, color, {material="vj_hl/sprites/shockwave", framerate=20, flags=0}) effects.BeamRingPoint(myPos, 0.3, 2, 200, 16, 0, color, {material="vj_hl/sprites/shockwave", framerate=20, flags=0}) if self.HasSounds && self.HasMeleeAttackSounds then VJ_EmitSound(self, blastSd, 100, math.random(80, 100)) end util.VJ_SphereDamage(self, self, myPos, 400, dmg, self.MeleeAttackDamageType, true, true, {DisableVisibilityCheck=true, Force=80}) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnFlinch_BeforeFlinch(dmginfo, hitgroup) -- Houndeye shouldn't have its sonic attack interrupted by a flinch animation! return !self.PlayingAttackAnimation end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnTakeDamage_AfterDamage(dmginfo, hitgroup) self.Houndeye_NextSleepT = CurTime() + math.Rand(15, 45) if self.Houndeye_Sleeping == true then -- Wake up if sleeping and play a special alert animation if self:GetState() == VJ_STATE_ONLY_ANIMATION then self:SetState() end self.Houndeye_Sleeping = false self:VJ_ACT_PLAYACTIVITY(ACT_HOP, true, false, false) end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnPriorToKilled(dmginfo, hitgroup) self:SetSkin(math.random(1, 2)) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:SetUpGibesOnDeath(dmginfo, hitgroup) self.HasDeathSounds = false if self.HasGibDeathParticles == true then local effectBlood = EffectData() effectBlood:SetOrigin(self:GetPos() + self:OBBCenter()) effectBlood:SetColor(VJ_Color2Byte(Color(255,221,35))) effectBlood:SetScale(120) util.Effect("VJ_Blood1",effectBlood) local bloodspray = EffectData() bloodspray:SetOrigin(self:GetPos() + self:OBBCenter()) bloodspray:SetScale(8) bloodspray:SetFlags(3) bloodspray:SetColor(1) util.Effect("bloodspray",bloodspray) util.Effect("bloodspray",bloodspray) local effectdata = EffectData() effectdata:SetOrigin(self:GetPos() + self:OBBCenter()) effectdata:SetScale(1) util.Effect("StriderBlood",effectdata) util.Effect("StriderBlood",effectdata) end self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib1.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,40))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib2.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib3.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,30))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib4.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,35))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib5.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,50))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib6.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,55))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib7.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,40))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib8.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,45))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib9.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,25))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib10.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,15))}) return 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 --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnDeath_AfterCorpseSpawned(dmginfo, hitgroup, corpseEnt) VJ_HLR_ApplyCorpseEffects(self, corpseEnt) end