--[[ | 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/icky.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want ENT.StartHealth = 200 ENT.HullType = HULL_LARGE ENT.TurningUseAllAxis = true -- If set to true, angles will not be restricted to y-axis, it will change all axes (plural axis) ENT.MovementType = VJ_MOVETYPE_AQUATIC -- 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 = 500 -- 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_WALK} -- Animations it plays when it's wandering around while idle ENT.Aquatic_AnimTbl_Alerted = {ACT_RUN} -- Animations it plays when it's moving while alerted ENT.VJC_Data = { ThirdP_Offset = Vector(-25, 0, 0), -- 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(12, 0, 5), -- The offset for the controller when the camera is in first person FirstP_ShrinkBone = false, -- Should the bone shrink? Useful if the bone is obscuring the player's view } --------------------------------------------------------------------------------------------------------------------------------------------- ENT.VJ_NPC_Class = {"CLASS_XEN"} -- NPCs with the same class with be allied to each other 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 = true -- Should the SNPC have a melee attack? ENT.MeleeAttackDamage = 35 ENT.MeleeAttackDamageType = DMG_ALWAYSGIB -- Type of Damage ENT.AnimTbl_MeleeAttack = {ACT_MELEE_ATTACK1, ACT_MELEE_ATTACK2} -- Melee Attack Animations 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 = 120 -- How far does the damage go? ENT.HasDeathAnimation = true -- Does it play an animation when it dies? ENT.AnimTbl_Death = {ACT_HOVER, ACT_DIEVIOLENT, 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_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/ichy/ichy_idle1.wav","vj_hlr/hl1_npc/ichy/ichy_idle2.wav","vj_hlr/hl1_npc/ichy/ichy_idle3.wav","vj_hlr/hl1_npc/ichy/ichy_idle4.wav"} ENT.SoundTbl_Alert = {"vj_hlr/hl1_npc/ichy/ichy_alert1.wav","vj_hlr/hl1_npc/ichy/ichy_alert2.wav","vj_hlr/hl1_npc/ichy/ichy_alert3.wav"} ENT.SoundTbl_CombatIdle = {"vj_hlr/hl1_npc/ichy/ichy_alert1.wav","vj_hlr/hl1_npc/ichy/ichy_alert2.wav","vj_hlr/hl1_npc/ichy/ichy_alert3.wav"} ENT.SoundTbl_BeforeMeleeAttack = {"vj_hlr/hl1_npc/ichy/ichy_attack1.wav","vj_hlr/hl1_npc/ichy/ichy_attack2.wav"} ENT.SoundTbl_MeleeAttack = {"vj_hlr/hl1_npc/ichy/ichy_bite1.wav","vj_hlr/hl1_npc/ichy/ichy_bite2.wav"} ENT.SoundTbl_Pain = {"vj_hlr/hl1_npc/ichy/ichy_pain1.wav","vj_hlr/hl1_npc/ichy/ichy_pain2.wav","vj_hlr/hl1_npc/ichy/ichy_pain3.wav","vj_hlr/hl1_npc/ichy/ichy_pain5.wav"} ENT.SoundTbl_Death = {"vj_hlr/hl1_npc/ichy/ichy_die1.wav","vj_hlr/hl1_npc/ichy/ichy_die2.wav","vj_hlr/hl1_npc/ichy/ichy_die3.wav","vj_hlr/hl1_npc/ichy/ichy_die4.wav"} ENT.GeneralSoundPitch1 = 100 -- Custom ENT.Icky_BlinkingT = 0 --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitialize() self:SetCollisionBounds(Vector(40, 40 , 60), Vector(-40, -40, 0)) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnAcceptInput(key, activator, caller, data) //print(key) if key == "mm_tasty" then self:MeleeAttackCode() end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnThink() -- Blinking system if !self.Dead && CurTime() > self.Icky_BlinkingT then self:SetSkin(4) timer.Simple(0.2, function() if IsValid(self) then self:SetSkin(3) end end) timer.Simple(0.3, function() if IsValid(self) then self:SetSkin(2) end end) timer.Simple(0.4, function() if IsValid(self) then self:SetSkin(3) end end) timer.Simple(0.5, function() if IsValid(self) then if IsValid(self:GetEnemy()) then self:SetSkin(0) else self:SetSkin(1) end end end) self.Icky_BlinkingT = CurTime() + math.Rand(2, 3.5) end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnMeleeAttack_AfterChecks(hitEnt) -- Increase its health when it deals damage (Up to 2x its max health) -- If the enemy is less health than its melee attack, then use the enemy's health as the addition self:SetHealth(math.Clamp(self:Health() + ((self.MeleeAttackDamage > hitEnt:Health() and hitEnt:Health()) or self.MeleeAttackDamage), self:Health(), self:GetMaxHealth()*2)) 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(1,0,20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib2.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(2,0,20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib3.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(3,0,20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib4.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(4,0,20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib1.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,1,20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib2.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,2,20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib3.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,3,20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib4.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,4,20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib1.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,5,20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib2.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(1,1,20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib3.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(1,2,20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib4.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(2,1,20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib5.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(2,2,20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib6.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(3,2,20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib7.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(2,3,20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib8.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(1,3,20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib9.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(3,1,20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib10.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,20))}) 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 --------------------------------------------------------------------------------------------------------------------------------------------- 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", "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) corpseEnt:SetSkin(2) VJ_HLR_ApplyCorpseEffects(self, corpseEnt, nil, {ExtraGibs = gibs}) end