--[[ | 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/bullsquid.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 Spine1", -- If left empty, the base will attempt to calculate a position for first person FirstP_Offset = Vector(10, 0, 11.5), -- 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.Immune_AcidPoisonRadiation = true -- Makes the SNPC not get damage from Acid, poison, radiation ENT.HasMeleeAttack = true -- Should the SNPC have a melee attack? ENT.TimeUntilMeleeAttackDamage = false -- This counted in seconds | This calculates the time until it hits something ENT.MeleeAttackDistance = 35 -- How close does it have to be until it attacks? ENT.MeleeAttackDamageDistance = 125 -- How far does the damage go? ENT.HasMeleeAttackKnockBack = true -- If true, it will cause a knockback to its enemy ENT.HasRangeAttack = true -- Should the SNPC have a range attack? ENT.AnimTbl_RangeAttack = {ACT_RANGE_ATTACK1} -- Range Attack Animations ENT.RangeAttackEntityToSpawn = "obj_vj_hlr1_toxicspit" -- The entity that is spawned when range attacking ENT.TimeUntilRangeAttackProjectileRelease = false ENT.NextRangeAttackTime = 1.5 -- How much time until it can use a range attack? ENT.RangeDistance = 784 -- This is how far away it can shoot ENT.RangeToMeleeDistance = 256 -- How close does it have to be until it uses melee? ENT.RangeUseAttachmentForPos = false -- Should the projectile spawn on a attachment? ENT.RangeAttackPos_Up = 20 -- Up/Down spawning position for range attack ENT.RangeAttackPos_Forward = 0 -- Forward/ Backward spawning position for range attack ENT.RangeAttackPos_Right = 0 -- Right/Left spawning position for range attack ENT.NoChaseAfterCertainRange = true -- Should the SNPC not be able to chase when it's between number x and y? ENT.NoChaseAfterCertainRange_FarDistance = "UseRangeDistance" -- How far until it can chase again? | "UseRangeDistance" = Use the number provided by the range attack instead ENT.NoChaseAfterCertainRange_CloseDistance = "UseRangeDistance" -- How near until it can chase again? | "UseRangeDistance" = Use the number provided by the range attack instead ENT.NoChaseAfterCertainRange_Type = "OnlyRange" -- "Regular" = Default behavior | "OnlyRange" = Only does it if it's able to range attack ENT.HasDeathAnimation = true -- Does it play an animation when it dies? ENT.AnimTbl_Death = {ACT_DIESIMPLE, ACT_DIEFORWARD} -- Death Animations 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 -- ====== Sound File Paths ====== -- -- Leave blank if you don't want any sounds to play ENT.SoundTbl_FootStep = {"vj_hlr/pl_step1.wav","vj_hlr/pl_step2.wav","vj_hlr/pl_step3.wav","vj_hlr/pl_step4.wav"} ENT.SoundTbl_Idle = {"vj_hlr/hl1_npc/bullchicken/bc_idle1.wav","vj_hlr/hl1_npc/bullchicken/bc_idle2.wav","vj_hlr/hl1_npc/bullchicken/bc_idle2.wav","vj_hlr/hl1_npc/bullchicken/bc_idle3.wav","vj_hlr/hl1_npc/bullchicken/bc_idle4.wav"} ENT.SoundTbl_Alert = {"vj_hlr/hl1_npc/bullchicken/bc_idle1.wav","vj_hlr/hl1_npc/bullchicken/bc_idle2.wav","vj_hlr/hl1_npc/bullchicken/bc_idle2.wav","vj_hlr/hl1_npc/bullchicken/bc_idle3.wav","vj_hlr/hl1_npc/bullchicken/bc_idle4.wav"} ENT.SoundTbl_BeforeMeleeAttack = {"vj_hlr/hl1_npc/bullchicken/bc_attackgrowl.wav","vj_hlr/hl1_npc/bullchicken/bc_attackgrowl2.wav","vj_hlr/hl1_npc/bullchicken/bc_attackgrowl3.wav"} ENT.SoundTbl_MeleeAttack = {"vj_hlr/hl1_npc/bullchicken/bc_bite1.wav","vj_hlr/hl1_npc/bullchicken/bc_bite2.wav","vj_hlr/hl1_npc/bullchicken/bc_bite3.wav"} ENT.SoundTbl_MeleeAttackMiss = {"vj_hlr/hl1_npc/zombie/claw_miss1.wav","vj_hlr/hl1_npc/zombie/claw_miss2.wav"} ENT.SoundTbl_RangeAttack = {"vj_hlr/hl1_npc/bullchicken/bc_attack2.wav","vj_hlr/hl1_npc/bullchicken/bc_attack3.wav"} ENT.SoundTbl_Pain = {"vj_hlr/hl1_npc/bullchicken/bc_pain1.wav","vj_hlr/hl1_npc/bullchicken/bc_pain2.wav","vj_hlr/hl1_npc/bullchicken/bc_pain3.wav","vj_hlr/hl1_npc/bullchicken/bc_pain4.wav"} ENT.SoundTbl_Death = {"vj_hlr/hl1_npc/bullchicken/bc_die1.wav","vj_hlr/hl1_npc/bullchicken/bc_die2.wav","vj_hlr/hl1_npc/bullchicken/bc_die3.wav"} -- Custom ENT.Bullsquid_Type = 0 -- 0 = Retail Half-Life 1 | Alpha Half-Life 1 ENT.Bullsquid_BlinkingT = 0 --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitialize() if self.Bullsquid_Type == 1 then self:SetCollisionBounds(Vector(35, 35 , 60), Vector(-35, -35, 0)) else self:SetCollisionBounds(Vector(30, 30 , 44), Vector(-30, -30, 0)) end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnAcceptInput(key, activator, caller, data) if key == "step" then self:FootStepSoundCode() elseif key == "melee_bite" or key == "melee_whip" then self:MeleeAttackCode() elseif key == "rangeattack" then self:RangeAttackCode() elseif key == "body" then VJ_EmitSound(self, "vj_hlr/fx/bodydrop"..math.random(3, 4)..".wav", 75, 100) end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnThink() if self.Bullsquid_Type == 1 then return end if !self.Dead && CurTime() > self.Bullsquid_BlinkingT then self:SetSkin(1) timer.Simple(0.3, function() if IsValid(self) then self:SetSkin(0) end end) self.Bullsquid_BlinkingT = CurTime() + math.Rand(2, 3.5) end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnAlert(ent) if self.Bullsquid_Type == 1 then return end -- Alpha doesn't have alert animations! if math.random(1, 3) == 1 then if ent.VJTags[VJ_TAG_HEADCRAB] or ent:GetClass() == "npc_headcrab" or ent:GetClass() == "npc_headcrab_black" or ent:GetClass() == "npc_headcrab_fast" then self:VJ_ACT_PLAYACTIVITY("seecrab", true, false, true) else self:VJ_ACT_PLAYACTIVITY(ACT_HOP, true, false, true) end end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:RangeAttackCode_GetShootPos(projectile) local ene = self:GetEnemy() ParticleEffect("vj_hlr_spit_spawn", self:GetPos() + self:OBBCenter() + self:GetForward()*35, self:GetForward():Angle(), projectile) if self.Bullsquid_BullSquidding == true then return self:CalculateProjectile("Line", projectile:GetPos(), ene:GetPos() + ene:OBBCenter(), 250000) else return self:CalculateProjectile("Curve", projectile:GetPos(), ene:GetPos() + ene:OBBCenter(), 1500) end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:MeleeAttackKnockbackVelocity(hitEnt) return self:GetForward()*55 + self:GetUp()*255 end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:MultipleMeleeAttacks() if math.random(1, 2) == 1 then self.AnimTbl_MeleeAttack = {ACT_MELEE_ATTACK1} self.MeleeAttackDamage = 35 else self.AnimTbl_MeleeAttack = {ACT_MELEE_ATTACK2} self.MeleeAttackDamage = 25 end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomDeathAnimationCode(dmginfo, hitgroup) if self.Bullsquid_Type != 0 then return end if dmginfo:GetDamage() > 35 then self.AnimTbl_Death = {ACT_DIEBACKWARD} end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnDeath_AfterCorpseSpawned(dmginfo, hitgroup, corpseEnt) corpseEnt:SetSkin(1) VJ_HLR_ApplyCorpseEffects(self, corpseEnt) 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