--[[ | 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/hassassin.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want ENT.StartHealth = 60 ENT.TurningSpeed = 50 -- How fast it can turn ENT.HullType = HULL_HUMAN ENT.MaxJumpLegalDistance = VJ_Set(620, 620) -- The max distance the NPC can jump (Usually from one node to another) ENT.VJC_Data = { //FirstP_Bone = "bip01 head", -- If left empty, the base will attempt to calculate a position for first person //FirstP_Offset = Vector(6, 0, 2.5), -- The offset for the controller when the camera is in first person FirstP_Bone = "bone10", -- If left empty, the base will attempt to calculate a position for first person FirstP_Offset = Vector(-1, 0, -1), -- The offset for the controller when the camera is in first person } --------------------------------------------------------------------------------------------------------------------------------------------- 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? ENT.VJ_NPC_Class = {"CLASS_BLACKOPS"} -- NPCs with the same class with be allied to each other ENT.HasMeleeAttack = true -- Should the SNPC have a melee attack? ENT.AnimTbl_MeleeAttack = {ACT_MELEE_ATTACK1,ACT_MELEE_ATTACK2} -- Melee Attack Animations ENT.MeleeAttackDamage = 15 ENT.TimeUntilMeleeAttackDamage = false -- This counted in seconds | This calculates the time until it hits something ENT.HasGrenadeAttack = true -- Should the SNPC have a grenade attack? ENT.GrenadeAttackEntity = "obj_vj_hlr1_grenade" -- The entity that the SNPC throws | Half Life 2 Grenade: "npc_grenade_frag" ENT.AnimTbl_GrenadeAttack = {ACT_RANGE_ATTACK2} -- Grenade Attack Animations ENT.GrenadeAttackAttachment = "grenadehand" -- The attachment that the grenade will spawn at ENT.TimeUntilGrenadeIsReleased = 0.4 -- Time until the grenade is released ENT.AllowWeaponReloading = false -- If false, the SNPC will no longer reload ENT.Weapon_NoSpawnMenu = true -- If set to true, the NPC weapon setting in the spawnmenu will not be applied for this SNPC ENT.DisableWeaponFiringGesture = true -- If set to true, it will disable the weapon firing gestures ENT.MoveRandomlyWhenShooting = false -- Should it move randomly when shooting? ENT.WeaponSpread = 0.6 -- What's the spread of the weapon? | Closer to 0 = better accuracy, Farther than 1 = worse accuracy ENT.CanCrouchOnWeaponAttack = false -- Can it crouch while shooting? ENT.AnimTbl_TakingCover = {ACT_LAND} -- The animation it plays when hiding in a covered position, leave empty to let the base decide ENT.AnimTbl_AlertFriendsOnDeath = {ACT_IDLE_ANGRY} -- Animations it plays when an ally dies that also has AlertFriendsOnDeath set to true ENT.DropWeaponOnDeathAttachment = "0" -- Which attachment should it use for the weapon's position ENT.WaitForEnemyToComeOutTime = VJ_Set(1,2) -- How much time should it wait until it starts chasing the enemy? ENT.HasLostWeaponSightAnimation = true -- Set to true if you would like the SNPC to play a different animation when it has lost sight of the enemy and can't fire at it 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.AnimTbl_Death = {ACT_DIEBACKWARD,ACT_DIEFORWARD,ACT_DIESIMPLE} -- Death Animations ENT.DeathAnimationTime = false -- Time until the SNPC spawns its corpse and gets removed ENT.CombatFaceEnemy = false -- If enemy is exists and is visible -- ====== File Path Variables ====== -- -- 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.FootStepSoundLevel = 55 -- Custom ENT.BOA_CanCloak = true ENT.BOA_CloakLevel = 1 ENT.BOA_NextJumpT = 0 ENT.BOA_NextRunT = 0 ENT.BOA_ShotsSinceRun = 0 ENT.BOA_OffGround = false ENT.BOA_FlyAnimSet = false --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitialize() self:SetRenderMode(RENDERMODE_TRANSALPHA) if GetConVar("vj_hlr1_assassin_cloaks"):GetInt() == 0 then self.BOA_CanCloak = false end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnAcceptInput(key, activator, caller, data) //print(key) if key == "step" then self:FootStepSoundCode() elseif key == "melee" then self:MeleeAttackCode() elseif key == "shooty" or key == "shoot" then local wep = self:GetActiveWeapon() if IsValid(wep) then wep:NPCShoot_Primary() end elseif key == "land" then VJ_EmitSound(self, "vj_hlr/hl1_npc/player/pl_jumpland2.wav", 70) 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.Dead then return end -- Unlimited ammo + weapon body group change local activeWep = self:GetActiveWeapon() local bGroup = self:GetBodygroup(1) if IsValid(activeWep) then activeWep:SetClip1(999) if bGroup == 1 then self:GetActiveWeapon():Remove() end elseif bGroup == 0 then self:DoChangeWeapon("weapon_vj_hlr1_glock17_sup") end -- Cloaking system if self.BOA_CanCloak then local cloakLvl = math.Clamp(self.BOA_CloakLevel * 255, 40, 255) self:SetColor(Color(255, 255, 255, cloakLvl)) self.BOA_CloakLevel = math.Clamp(self.BOA_CloakLevel + 0.05, 0, 1) if cloakLvl <= 220 then -- NPCs can't seem me! self:AddFlags(FL_NOTARGET) self:DrawShadow(false) else -- NPCs can see me! =( self:DrawShadow(true) self:RemoveFlags(FL_NOTARGET) end end -- Change the firing animation depending if it's on ground or flying if self:IsOnGround() then if self.BOA_FlyAnimSet then self.AnimTbl_WeaponAttack = {ACT_RANGE_ATTACK1} self.BOA_FlyAnimSet = false end elseif !self.BOA_FlyAnimSet then self.AnimTbl_WeaponAttack = {VJ_SequenceToActivity(self, "fly_attack")} self.BOA_FlyAnimSet = true end -- Handle landing animation after jumping if self.BOA_OffGround == true && self:GetVelocity().z == 0 then self.BOA_OffGround = false self:VJ_ACT_PLAYACTIVITY(ACT_LAND, true, false, false) //VJ_EmitSound(self,"vj_hlr/hl1_npc/player/pl_jumpland2.wav",80) -- Done through event end -- Jump while attacking if IsValid(self:GetEnemy()) && CurTime() > self.BOA_NextJumpT && self.DoingWeaponAttack_Standing == true && !self:IsMoving() && self.LatestEnemyDistance < 1400 && self.VJ_IsBeingControlled == false then self:StopMoving() self:SetGroundEntity(NULL) self:SetLocalVelocity(((self:GetPos() + self:GetRight()*(math.random(1, 2) == 1 and 100 or -100)) - (self:GetPos() + self:OBBCenter())):GetNormal()*200 +self:GetUp()*600) self:VJ_ACT_PLAYACTIVITY(ACT_JUMP, true, false, true, 0, {}, function(vsched) self.BOA_OffGround = true //vsched.RunCode_OnFinish = function() //self:VJ_ACT_PLAYACTIVITY("fly_attack",true,false,false) //end end) self.BOA_NextRunT = CurTime() + 3 self.BOA_NextJumpT = CurTime() + 8 end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:OnFireBullet(ent, data) self.BOA_CloakLevel = 0 if self.VJ_IsBeingControlled then return end self.BOA_ShotsSinceRun = self.BOA_ShotsSinceRun + 1 if CurTime() > self.BOA_NextRunT && self.BOA_ShotsSinceRun >= 4 then -- Yete amenan keche chors ankam zenke zargadz e, ere vor vaz e! self.BOA_ShotsSinceRun = 0 //timer.Simple(0.8,function() //if IsValid(self) && !self:IsMoving() && !self.Dead then self:VJ_TASK_COVER_FROM_ENEMY("TASK_RUN_PATH") //end //end) self.BOA_NextJumpT = CurTime() + 4 self.BOA_NextRunT = CurTime() + 4 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/flesh1.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,0,40))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh2.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,0,40))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh3.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,0,40))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh4.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,0,40))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hgib_b_bone.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,0,50))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hgib_b_gib.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,0,40))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hgib_guts.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,0,40))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hgib_hmeat.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,0,45))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hgib_lung.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,0,45))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hgib_skull.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,0,60))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hgib_legbone.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,0,15))}) return true 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) self:DropWeaponOnDeathCode(dmginfo, hitgroup) self:CustomOnDeath_BeforeCorpseSpawned(dmginfo, hitgroup) if IsValid(self:GetActiveWeapon()) then self:GetActiveWeapon():Remove() end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnDeath_BeforeCorpseSpawned(dmginfo, hitgroup) self:SetBodygroup(1, 1) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnDeath_AfterCorpseSpawned(dmginfo, hitgroup, corpseEnt) VJ_HLR_ApplyCorpseEffects(self, corpseEnt) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnDropWeapon_AfterWeaponSpawned(dmginfo, hitgroup, wepEnt) wepEnt.WorldModel_Invisible = false wepEnt:SetNW2Bool("VJ_WorldModel_Invisible", false) end