--[[ | 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/ --]] -- Backwards compatibility with addons util.AddNetworkString( "PlayerKilledNPC" ) util.AddNetworkString( "NPCKilledNPC" ) util.AddNetworkString( "PlayerKilled" ) util.AddNetworkString( "PlayerKilledSelf" ) util.AddNetworkString( "PlayerKilledByPlayer" ) -- New way util.AddNetworkString( "DeathNoticeEvent" ) DEATH_NOTICE_FRIENDLY_VICTIM = 1 DEATH_NOTICE_FRIENDLY_ATTACKER = 2 --DEATH_NOTICE_HEADSHOT = 4 --DEATH_NOTICE_PENETRATION = 8 function GM:SendDeathNotice( attacker, inflictor, victim, flags ) net.Start( "DeathNoticeEvent" ) if ( !attacker ) then net.WriteUInt( 0, 2 ) elseif ( isstring( attacker ) ) then net.WriteUInt( 1, 2 ) net.WriteString( attacker ) elseif ( IsValid( attacker ) ) then net.WriteUInt( 2, 2 ) net.WriteEntity( attacker ) end net.WriteString( inflictor ) if ( !victim ) then net.WriteUInt( 0, 2 ) elseif ( isstring( victim ) ) then net.WriteUInt( 1, 2 ) net.WriteString( victim ) elseif ( IsValid( victim ) ) then net.WriteUInt( 2, 2 ) net.WriteEntity( victim ) end net.WriteUInt( flags, 8 ) net.Broadcast() end function GM:GetDeathNoticeEntityName( ent ) -- Some specific HL2 NPCs, just for fun -- TODO: Localization strings? if ( ent:GetClass() == "npc_citizen" ) then if ( ent:GetName() == "griggs" ) then return "Griggs" end if ( ent:GetName() == "sheckley" ) then return "Sheckley" end if ( ent:GetName() == "tobias" ) then return "Laszlo" end if ( ent:GetName() == "stanley" ) then return "Sandy" end end -- Custom vehicle and NPC names from spawnmenu if ( ent:IsVehicle() and ent.VehicleTable and ent.VehicleTable.Name ) then return ent.VehicleTable.Name end if ( ent:IsNPC() and ent.NPCTable and ent.NPCTable.Name ) then return ent.NPCTable.Name end -- Map spawned Odessa or Rebels, etc.. for unique_class, NPC in pairs( list.Get( "NPC" ) ) do if ( unique_class == NPC.Class or ent:GetClass() != NPC.Class ) then continue end local allGood = true if ( NPC.Model and ent:GetModel() != NPC.Model ) then allGood = false end if ( NPC.Skin and ent:GetSkin() != NPC.Skin ) then allGood = false end -- For Rebels, etc. if ( NPC.KeyValues ) then for k, v in pairs( NPC.KeyValues ) do local kL = k:lower() if ( kL != "squadname" and kL != "numgrenades" and ent:GetInternalVariable( k ) != v ) then allGood = false break end end -- They get unset often :( --if ( NPC.SpawnFlags and ent:HasSpawnFlags( NPC.SpawnFlags ) ) then allGood = false end end -- Medics, ew.. if ( unique_class == "Medic" and !ent:HasSpawnFlags( SF_CITIZEN_MEDIC ) ) then allGood = false end if ( unique_class == "Rebel" and ent:HasSpawnFlags( SF_CITIZEN_MEDIC ) ) then allGood = false end if ( allGood ) then return NPC.Name end end -- Unfortunately the code above still doesn't work for Antlion Workers, because they change their classname.. if ( ent:GetClass() == "npc_antlion" and ent:GetModel() == "models/antlion_worker.mdl" ) then return list.Get( "NPC" )[ "npc_antlion_worker" ].Name end -- Fallback to old behavior return "#" .. ent:GetClass() end --[[--------------------------------------------------------- Name: gamemode:OnNPCKilled( entity, attacker, inflictor ) Desc: The NPC has died -----------------------------------------------------------]] function GM:OnNPCKilled( ent, attacker, inflictor ) -- Don't spam the killfeed with scripted stuff if ( ent:GetClass() == "npc_bullseye" or ent:GetClass() == "npc_launcher" ) then return end -- If killed by trigger_hurt, act as if NPC killed itself if ( IsValid( attacker ) and attacker:GetClass() == "trigger_hurt" ) then attacker = ent end -- NPC got run over.. if ( IsValid( attacker ) and attacker:IsVehicle() and IsValid( attacker:GetDriver() ) ) then attacker = attacker:GetDriver() end if ( !IsValid( inflictor ) and IsValid( attacker ) ) then inflictor = attacker end -- Convert the inflictor to the weapon that they're holding if we can. if ( IsValid( inflictor ) and attacker == inflictor and ( inflictor:IsPlayer() or inflictor:IsNPC() ) ) then inflictor = inflictor:GetActiveWeapon() if ( !IsValid( attacker ) ) then inflictor = attacker end end local InflictorClass = "worldspawn" local AttackerClass = game.GetWorld() if ( IsValid( inflictor ) ) then InflictorClass = inflictor:GetClass() end if ( IsValid( attacker ) ) then AttackerClass = attacker -- If there is no valid inflictor, use the attacker (i.e. manhacks) if ( !IsValid( inflictor ) ) then InflictorClass = attacker:GetClass() end if ( attacker:IsPlayer() ) then local flags = 0 if ( ent:IsNPC() and ent:Disposition( attacker ) != D_HT ) then flags = flags + DEATH_NOTICE_FRIENDLY_VICTIM end self:SendDeathNotice( attacker, InflictorClass, self:GetDeathNoticeEntityName( ent ), flags ) return end end -- Floor turret got knocked over if ( ent:GetClass() == "npc_turret_floor" ) then AttackerClass = ent end -- It was NPC suicide.. if ( ent == AttackerClass ) then InflictorClass = "suicide" end local flags = 0 if ( IsValid( Entity( 1 ) ) and ent:IsNPC() and ent:Disposition( Entity( 1 ) ) == D_LI ) then flags = flags + DEATH_NOTICE_FRIENDLY_VICTIM end if ( IsValid( Entity( 1 ) ) and AttackerClass:IsNPC() and AttackerClass:Disposition( Entity( 1 ) ) == D_LI ) then flags = flags + DEATH_NOTICE_FRIENDLY_ATTACKER end self:SendDeathNotice( self:GetDeathNoticeEntityName( AttackerClass ), InflictorClass, self:GetDeathNoticeEntityName( ent ), flags ) end --[[--------------------------------------------------------- Name: gamemode:ScaleNPCDamage( ply, hitgroup, dmginfo ) Desc: Scale the damage based on being shot in a hitbox -----------------------------------------------------------]] function GM:ScaleNPCDamage( npc, hitgroup, dmginfo ) -- More damage if we're shot in the head if ( hitgroup == HITGROUP_HEAD ) then dmginfo:ScaleDamage( 2 ) end -- Less damage if we're shot in the arms or legs if ( hitgroup == HITGROUP_LEFTARM or hitgroup == HITGROUP_RIGHTARM or hitgroup == HITGROUP_LEFTLEG or hitgroup == HITGROUP_RIGHTLEG or hitgroup == HITGROUP_GEAR ) then dmginfo:ScaleDamage( 0.25 ) end end