--[[ | 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/hgrunt_engineer.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want ENT.VJC_Data = { ThirdP_Offset = Vector(0, 0, -15), -- The offset for the controller when the camera is in third person FirstP_Bone = "Bip01 Head", -- If left empty, the base will attempt to calculate a position for first person FirstP_Offset = Vector(5, 0, 5), -- The offset for the controller when the camera is in first person } -- Custom ENT.HECU_TurretEnt = NULL ENT.HECU_TurretPlacing = false ENT.HECU_NextTurretCheckT = 0 ENT.HECU_GasTankHit = false -- Signals the code to preform an explosion --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Controller_IntMsg(ply, controlEnt) ply:ChatPrint("CTRL: Deploy Sentry Gun") end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnThink_AIEnabled() if ((self.VJ_IsBeingControlled && self.VJ_TheController:KeyDown(IN_DUCK)) or !self.VJ_IsBeingControlled) && IsValid(self:GetEnemy()) && self:Visible(self:GetEnemy()) && self.HECU_NextTurretCheckT < CurTime() && !IsValid(self.HECU_TurretEnt) then -- Make sure not to place it if the front of the NPC is blocked! local tr = util.TraceLine({ start = self:GetPos() + self:OBBCenter(), endpos = self:GetPos() + self:OBBCenter() + self:GetForward()*80, filter = self }) if !tr.Hit then self.HECU_NextTurretCheckT = CurTime() + 30 self:VJ_ACT_PLAYACTIVITY("pull_torch_wgun", true, false, false, 0, {OnFinish=function(interrupted, anim) if interrupted then self:StopParticles() self:SetBodygroup(1, 0) return end -- If interrupted, then put the torch away! timer.Simple(0.5, function() if IsValid(self) && IsValid(self:GetEnemy()) && !IsValid(self.HECU_TurretEnt) then self.HECU_TurretEnt = ents.Create("npc_vj_hlr1_sentry") self.HECU_TurretEnt:SetPos(self:GetPos() + self:GetForward()*50) self.HECU_TurretEnt:SetAngles(self:GetAngles()) self.HECU_TurretEnt:Spawn() self.HECU_TurretEnt:Activate() self.HECU_TurretEnt.VJ_NPC_Class = self.VJ_NPC_Class if IsValid(self:GetCreator()) then -- If it has a creator, then add it to that player's undo list undo.Create(self:GetName().."'s Turret") undo.AddEntity(self.HECU_TurretEnt) undo.SetPlayer(self:GetCreator()) undo.Finish() end end end) self:VJ_ACT_PLAYACTIVITY("open_floor_grate", true, false, false, 0, {OnFinish=function(interrupted2, anim2) self:VJ_ACT_PLAYACTIVITY("store_torch", true, false) end}) end}) end end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnTakeDamage_BeforeDamage(dmginfo, hitgroup) -- Instant kill when hit in the gas tank! if hitgroup == HITGROUP_GEAR then self.HECU_GasTankHit = true -- Signals the code to preform an explosion dmginfo:SetDamage(self:Health()) dmginfo:SetDamageType(DMG_BLAST) end end