--[[ | 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/opfor/gonome.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want ENT.StartHealth = 160 ENT.HullType = HULL_HUMAN ENT.VJC_Data = { FirstP_Bone = "Bip01 Head", -- If left empty, the base will attempt to calculate a position for first person FirstP_Offset = Vector(1, 0, 4), -- The offset for the controller when the camera is in first person } --------------------------------------------------------------------------------------------------------------------------------------------- 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.VJ_NPC_Class = {"CLASS_ZOMBIE"} -- NPCs with the same class with be allied to each other 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 = 50 -- How close does it have to be until it attacks? ENT.MeleeAttackDamageDistance = 80 -- How far does the damage go? ENT.HasRangeAttack = true -- Should the SNPC have a range attack? ENT.RangeAttackEntityToSpawn = "obj_vj_hlr1_gonomegut" -- The entity that is spawned when range attacking ENT.AnimTbl_RangeAttack = {ACT_RANGE_ATTACK1} -- Range Attack Animations ENT.RangeDistance = 784 -- This is how far away it can shoot ENT.RangeToMeleeDistance = 200 -- How close does it have to be until it uses melee? ENT.TimeUntilRangeAttackProjectileRelease = false -- How much time until the projectile code is ran? ENT.NextRangeAttackTime = 6 -- How much time until it can use a range attack? ENT.RangeUseAttachmentForPos = true -- Should the projectile spawn on a attachment? ENT.RangeUseAttachmentForPosID = "0" -- The attachment used on the range attack if RangeUseAttachmentForPos is set to true ENT.HasExtraMeleeAttackSounds = true -- Set to true to use the extra melee attack sounds 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 ENT.HasDeathAnimation = true -- Does it play an animation when it dies? --ENT.DeathAnimationTime = 2.2 -- Time until the SNPC spawns its corpse and gets removed -- ====== Flinching Variables ====== -- ENT.CanFlinch = 1 -- 0 = Don't flinch | 1 = Flinch at any damage | 2 = Flinch only from certain damages ENT.AnimTbl_Flinch = {ACT_SMALL_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_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/gonome/gonome_idle1.wav","vj_hlr/hl1_npc/gonome/gonome_idle2.wav","vj_hlr/hl1_npc/gonome/gonome_idle3.wav"} ENT.SoundTbl_Alert = {"vj_hlr/hl1_npc/zombie/zo_alert10.wav","vj_hlr/hl1_npc/zombie/zo_alert20.wav","vj_hlr/hl1_npc/zombie/zo_alert30.wav"} ENT.SoundTbl_MeleeAttackExtra = {"vj_hlr/hl1_npc/zombie/claw_strike1.wav","vj_hlr/hl1_npc/zombie/claw_strike2.wav","vj_hlr/hl1_npc/zombie/claw_strike3.wav"} ENT.SoundTbl_BeforeRangeAttack = {"vj_hlr/hl1_npc/gonome/gonome_melee1.wav","vj_hlr/hl1_npc/gonome/gonome_melee2.wav"} ENT.SoundTbl_Pain = {"vj_hlr/hl1_npc/gonome/gonome_pain1.wav","vj_hlr/hl1_npc/gonome/gonome_pain2.wav","vj_hlr/hl1_npc/gonome/gonome_pain3.wav","vj_hlr/hl1_npc/gonome/gonome_pain4.wav"} ENT.SoundTbl_Death = {"vj_hlr/hl1_npc/gonome/gonome_death2.wav","vj_hlr/hl1_npc/gonome/gonome_death3.wav","vj_hlr/hl1_npc/gonome/gonome_death4.wav"} ENT.GeneralSoundPitch1 = 100 --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnPreInitialize() if GetConVar("vj_hlr_hd"):GetInt() == 1 && VJ.HLR_HD_INSTALLED && self:GetClass() == "npc_vj_hlrof_gonome" then self.Model = "models/vj_hlr/opfor_hd/gonome.mdl" end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitialize() self:SetCollisionBounds(Vector(20, 20, 85), Vector(-20, -20, 0)) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnAcceptInput(key, activator, caller, data) //print(key) if key == "step" then self:FootStepSoundCode() elseif key == "melee" or key == "chest_bite" then self:MeleeAttackCode() elseif key == "acidthrow" then self:RangeAttackCode() elseif key == "acidtake" then local att = self:GetAttachment(2) ParticleEffect("vj_hlr_spit_red_spawn", att.Pos, att.Ang, self) elseif key == "body" then VJ_EmitSound(self, "vj_hlr/fx/bodydrop"..math.random(3, 4)..".wav", 75, 100) end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:RangeAttackCode_GetShootPos(projectile) return self:CalculateProjectile("Curve", self:GetAttachment(self:LookupAttachment(self.RangeUseAttachmentForPosID)).Pos, self:GetEnemy():GetPos() + self:GetEnemy():OBBCenter(), 1500) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:MeleeAttackKnockbackVelocity(hitEnt) return self:GetForward()*math.random(-100, -200) + self:GetUp()*20 end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:MultipleMeleeAttacks() if self.PropAP_IsVisible or math.random(1, 2) == 1 then self.AnimTbl_MeleeAttack = {ACT_MELEE_ATTACK1} self.MeleeAttackDamage = 20 self.HasMeleeAttackKnockBack = false self.SoundTbl_BeforeMeleeAttack = {"vj_hlr/hl1_npc/gonome/gonome_melee1.wav"} self.SoundTbl_MeleeAttackMiss = {"vj_hlr/hl1_npc/zombie/claw_miss1.wav","vj_hlr/hl1_npc/zombie/claw_miss2.wav"} else self.AnimTbl_MeleeAttack = {ACT_MELEE_ATTACK2} self.MeleeAttackDamage = 14 self.HasMeleeAttackKnockBack = true self.SoundTbl_BeforeMeleeAttack = {"vj_hlr/hl1_npc/gonome/gonome_melee2.wav"} self.SoundTbl_MeleeAttackMiss = {} end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnTakeDamage_BeforeDamage(dmginfo, hitgroup) if hitgroup != HITGROUP_HEAD && dmginfo:IsBulletDamage() then -- Only scale damage deal to the host, headcrab takes full damage dmginfo:ScaleDamage(0.15) 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/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:CustomDeathAnimationCode(dmginfo, hitgroup) if hitgroup == HITGROUP_HEAD then self.AnimTbl_Death = {ACT_DIE_HEADSHOT} else self.AnimTbl_Death = {ACT_DIEBACKWARD, ACT_DIEFORWARD, ACT_DIESIMPLE} end end --------------------------------------------------------------------------------------------------------------------------------------------- local gibs = {"models/vj_hlr/gibs/agib1.mdl", "models/vj_hlr/gibs/agib2.mdl", "models/vj_hlr/gibs/agib3.mdl", "models/vj_hlr/gibs/agib4.mdl"} -- function ENT:CustomOnDeath_AfterCorpseSpawned(dmginfo, hitgroup, corpseEnt) VJ_HLR_ApplyCorpseEffects(self, corpseEnt, nil, {ExtraGibs = gibs}) end