--[[ | 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/chumtoad.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want ENT.StartHealth = 15 ENT.HullType = HULL_TINY ENT.SightDistance = 250 -- How far it can see ENT.MovementType = VJ_MOVETYPE_GROUND -- How does the SNPC move? ENT.Aquatic_SwimmingSpeed_Calm = 80 -- The speed it should swim with, when it's wandering, moving slowly, etc. | Basically walking compared to ground SNPCs ENT.Aquatic_SwimmingSpeed_Alerted = 80 -- The speed it should swim with, when it's chasing an enemy, moving away quickly, etc. | Basically running compared to ground SNPCs ENT.Aquatic_AnimTbl_Calm = {ACT_SWIM} -- Animations it plays when it's wandering around while idle ENT.Aquatic_AnimTbl_Alerted = {ACT_SWIM} -- Animations it plays when it's moving while alerted ENT.VJC_Data = { ThirdP_Offset = Vector(15, 0, 10), -- The offset for the controller when the camera is in third person FirstP_Bone = "Bip01 neck", -- If left empty, the base will attempt to calculate a position for first person FirstP_Offset = Vector(2, 0, 2), -- The offset for the controller when the camera is in first person } --------------------------------------------------------------------------------------------------------------------------------------------- ENT.CanOpenDoors = false -- Can it open doors? ENT.Behavior = VJ_BEHAVIOR_PASSIVE -- The behavior of the SNPC 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 = false -- Should the SNPC have a melee attack? ENT.HasDeathAnimation = true -- Does it play an animation when it dies? ENT.AnimTbl_Death = {ACT_DIESIMPLE} -- Death Animations -- ====== 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_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/chumtoad/toad_hunt1.wav","vj_hlr/hl1_npc/chumtoad/toad_hunt2.wav","vj_hlr/hl1_npc/chumtoad/toad_hunt3.wav","vj_hlr/hl1_npc/chumtoad/toad_deploy1.wav"} ENT.SoundTbl_Alert = {"vj_hlr/hl1_npc/chumtoad/toad_idle1.wav"} ENT.SoundTbl_Death = {"vj_hlr/hl1_npc/chumtoad/toad_die1.wav"} ENT.GeneralSoundPitch1 = 100 -- Custom ENT.CT_BlinkingT = 0 ENT.CT_MoveTypeSwim = false --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitialize() self:SetCollisionBounds(Vector(9, 9, 15), Vector(-9, -9, 0)) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnThink() if self:WaterLevel() < 2 then if self.CT_MoveTypeSwim then self:DoChangeMovementType(VJ_MOVETYPE_GROUND) self.AnimTbl_IdleStand = {ACT_IDLE} self.CT_MoveTypeSwim = false end elseif !self.CT_MoveTypeSwim then self:DoChangeMovementType(VJ_MOVETYPE_AQUATIC) self.AnimTbl_IdleStand = {ACT_SWIM} self.CT_MoveTypeSwim = true end if !self.Dead && CurTime() > self.CT_BlinkingT then self:SetSkin(1) timer.Simple(0.15,function() if IsValid(self) then self:SetSkin(2) end end) timer.Simple(0.25,function() if IsValid(self) then self:SetSkin(1) end end) timer.Simple(0.4,function() if IsValid(self) then self:SetSkin(0) end end) self.CT_BlinkingT = CurTime() + math.Rand(2,3.5) 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/agib3.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,5))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib5.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,5))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib7.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,5))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib8.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,5))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib9.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,5))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib10.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,5))}) return true -- Return to true if it gibbed! end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomGibOnDeathSounds(dmginfo, hitgroup) VJ_EmitSound(self,"vj_hlr/hl1_npc/chumtoad/toad_blast1.wav", 90, 100) return false end --------------------------------------------------------------------------------------------------------------------------------------------- local gibs = {"models/vj_hlr/gibs/agib3.mdl", "models/vj_hlr/gibs/agib5.mdl", "models/vj_hlr/gibs/agib7.mdl", "models/vj_hlr/gibs/agib8.mdl", "models/vj_hlr/gibs/agib9.mdl", "models/vj_hlr/gibs/agib10.mdl"} -- function ENT:CustomOnDeath_AfterCorpseSpawned(dmginfo, hitgroup, corpseEnt) corpseEnt:SetSkin(2) VJ_HLR_ApplyCorpseEffects(self, corpseEnt, gibs) end