--[[ | 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/bigrat.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want ENT.StartHealth = 10 ENT.HullType = HULL_TINY 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.CanOpenDoors = false -- Can it open doors? ENT.Behavior = VJ_BEHAVIOR_PASSIVE_NATURE -- Doesn't attack anything ENT.BloodColor = "Red" -- The blood type, this will determine what it should use (decal, particle, etc.) ENT.CustomBlood_Particle = {"vj_hlr_blood_red"} ENT.CustomBlood_Decal = {"VJ_HLR_Blood_Red"} -- Decals to spawn when it's damaged ENT.HasBloodPool = false -- Does it have a blood pool? -- Does it ever actually attack? Who knows! ENT.HasMeleeAttack = true -- Should the SNPC have a melee attack? ENT.MeleeAttackDamage = 3 ENT.TimeUntilMeleeAttackDamage = false -- This counted in seconds | This calculates the time until it hits something ENT.CanFlinch = 1 -- 0 = Don't flinch | 1 = Flinch at any damage | 2 = Flinch only from certain damages ENT.AnimTbl_Flinch = {ACT_BIG_FLINCH} -- If it uses normal based animation, use this -- ====== Sound File Paths ====== -- -- Leave blank if you don't want any sounds to play ENT.SoundTbl_Idle = {"vj_hlr/hl1_npc/rat/rat_idle1.wav","vj_hlr/hl1_npc/rat/rat_idle2.wav","vj_hlr/hl1_npc/rat/rat_idle3.wav","vj_hlr/hl1_npc/rat/rat_idle4.wav"} ENT.SoundTbl_Alert = {"vj_hlr/hl1_npc/rat/rat_fear.wav"} ENT.SoundTbl_Pain = {"vj_hlr/hl1_npc/rat/rat_fear.wav"} ENT.SoundTbl_Death = {"vj_hlr/hl1_npc/rat/rat_die1.wav","vj_hlr/hl1_npc/rat/rat_die2.wav","vj_hlr/hl1_npc/rat/rat_die3.wav"} --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitialize() self:SetCollisionBounds(Vector(10, 10, 10), Vector(-10, -10, 0)) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnAcceptInput(key, activator, caller, data) if key == "attack" then self:MeleeAttackCode() 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(130,19,10))) effectBlood:SetScale(120) util.Effect("VJ_Blood1",effectBlood) local bloodspray = EffectData() bloodspray:SetOrigin(self:GetPos()) bloodspray:SetScale(8) bloodspray:SetFlags(3) bloodspray:SetColor(0) util.Effect("bloodspray",bloodspray) util.Effect("bloodspray",bloodspray) end self:CreateGibEntity("obj_vj_gib", "models/vj_hlr/gibs/flesh3.mdl", {BloodType="Red", BloodDecal="VJ_HLR_Blood_Red"}) return true -- Return to true if it gibbed! end --------------------------------------------------------------------------------------------------------------------------------------------- local gibs = {"models/vj_hlr/gibs/flesh3.mdl"} -- 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, gibs) end