--[[ | 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/panthereye.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want ENT.StartHealth = 150 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(4, 0, 6), -- 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.HasMeleeAttack = true -- Should the SNPC have a melee attack? ENT.MeleeAttackDamage = 20 ENT.AnimTbl_MeleeAttack = {"vjseq_attack_main_claw","vjseq_attack_primary","vjseq_attack_simple_claw"} -- Melee Attack Animations ENT.TimeUntilMeleeAttackDamage = false -- This counted in seconds | This calculates the time until it hits something ENT.MeleeAttackDistance = 30 -- How close does it have to be until it attacks? ENT.MeleeAttackDamageDistance = 80 -- How far does the damage go? ENT.HasLeapAttack = true -- Should the SNPC have a leap attack? ENT.LeapAttackDamage = 35 ENT.AnimTbl_LeapAttack = {"vjseq_crouch_to_jump"} -- Melee Attack Animations ENT.LeapDistance = 300 -- 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 = 100 -- How close does it have to be until it uses melee? ENT.LeapAttackDamageDistance = 100 -- How far does the damage go? ENT.TimeUntilLeapAttackDamage = 1.1 -- How much time until it runs the leap damage code? ENT.TimeUntilLeapAttackVelocity = 0.9 -- How much time until it runs the velocity code? ENT.NextLeapAttackTime = 3 -- How much time until it can use a leap attack? ENT.NextLeapAttackTime_DoRand = 4 -- False = Don't use random time | Number = Picks a random number between the regular timer and this timer ENT.LeapAttackExtraTimers = {1.3} -- Extra leap attack timers | it will run the damage code after the given amount of seconds ENT.LeapAttackVelocityForward = 800 -- How much forward force should it apply? ENT.LeapAttackVelocityUp = 200 -- How much upward force should it apply? ENT.HasDeathAnimation = true -- Does it play an animation when it dies? ENT.AnimTbl_Death = {ACT_DIESIMPLE} -- 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 -- ====== Flinching Code ====== -- ENT.CanFlinch = 1 -- 0 = Don't flinch | 1 = Flinch at any damage | 2 = Flinch only from certain damages ENT.AnimTbl_Flinch = {ACT_SMALL_FLINCH, ACT_FLINCH_PHYSICS} -- 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/aslave/vort_foot1.wav","vj_hlr/hl1_npc/aslave/vort_foot2.wav","vj_hlr/hl1_npc/aslave/vort_foot3.wav","vj_hlr/hl1_npc/aslave/vort_foot4.wav"} ENT.SoundTbl_Idle = {"vj_hlr/hl1_npc/panther/p_idle1.wav","vj_hlr/hl1_npc/panther/p_idle2.wav","vj_hlr/hl1_npc/panther/p_idle3.wav"} ENT.SoundTbl_Alert = {"vj_hlr/hl1_npc/panther/p_alert1.wav","vj_hlr/hl1_npc/panther/p_alert2.wav","vj_hlr/hl1_npc/panther/p_alert3.wav"} ENT.SoundTbl_MeleeAttack = {"vj_hlr/hl1_npc/panther/pclaw_strike1.wav","vj_hlr/hl1_npc/panther/pclaw_strike2.wav","vj_hlr/hl1_npc/panther/pclaw_strike3.wav"} ENT.SoundTbl_MeleeAttackMiss = {"vj_hlr/hl1_npc/panther/pclaw_miss1.wav","vj_hlr/hl1_npc/panther/pclaw_miss2.wav"} ENT.SoundTbl_LeapAttackDamage = {"vj_hlr/hl1_npc/panther/pclaw_strike1.wav","vj_hlr/hl1_npc/panther/pclaw_strike2.wav","vj_hlr/hl1_npc/panther/pclaw_strike3.wav"} ENT.SoundTbl_LeapAttackDamageMiss = {"vj_hlr/hl1_npc/panther/pclaw_miss1.wav","vj_hlr/hl1_npc/panther/pclaw_miss2.wav"} ENT.SoundTbl_Pain = {"vj_hlr/hl1_npc/panther/p_pain1.wav","vj_hlr/hl1_npc/panther/p_pain2.wav"} ENT.SoundTbl_Death = {"vj_hlr/hl1_npc/panther/p_die1.wav","vj_hlr/hl1_npc/panther/p_die2.wav"} ENT.GeneralSoundPitch1 = 100 --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitialize() self:SetCollisionBounds(Vector(25, 25, 55), Vector(-25, -25, 0)) self:SetSkin(math.random(0, 1)) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnAcceptInput(key, activator, caller, data) //print(key) if key == "step" then self:FootStepSoundCode() elseif key == "attack" then self:MeleeAttackCode() elseif key == "body" then VJ_EmitSound(self, "vj_hlr/fx/bodydrop"..math.random(3, 4)..".wav", 75, 100) end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnTakeDamage_BeforeDamage(dmginfo, hitgroup) if dmginfo:GetDamage() > 30 then self.FlinchChance = 8 self.AnimTbl_Flinch = {ACT_BIG_FLINCH} else self.FlinchChance = 16 self.AnimTbl_Flinch = {ACT_SMALL_FLINCH, ACT_FLINCH_PHYSICS} end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomDeathAnimationCode(dmginfo, hitgroup) if dmginfo:GetDamage() > 30 then self.AnimTbl_Death = {ACT_DIEVIOLENT} end 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