--[[ | 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/barnacle.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want ENT.SightDistance = 1024 -- How far it can see ENT.SightAngle = 180 -- The sight angle | Example: 180 would make the it see all around it | Measured in degrees and then converted to radians ENT.StartHealth = 30 ENT.MovementType = VJ_MOVETYPE_STATIONARY -- How does the SNPC move? ENT.CanTurnWhileStationary = false -- If set to true, the SNPC will be able to turn while it's a stationary SNPC ENT.HullType = HULL_SMALL_CENTERED ENT.VJC_Data = { FirstP_Bone = "bone01", -- If left empty, the base will attempt to calculate a position for first person FirstP_Offset = Vector(0, 0, -44), -- 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 = "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.HasMeleeAttack = true -- Should the SNPC have a melee attack? ENT.MeleeAttackDamage = 80 ENT.MeleeAttackDamageType = DMG_ALWAYSGIB -- Type of Damage ENT.AnimTbl_MeleeAttack = {ACT_MELEE_ATTACK1} -- Melee Attack Animations ENT.TimeUntilMeleeAttackDamage = false -- This counted in seconds | This calculates the time until it hits something ENT.NextAnyAttackTime_Melee = 10 -- How much time until it can use any attack again? | Counted in Seconds ENT.MeleeAttackDistance = 30 -- How close does it have to be until it attacks? ENT.MeleeAttackDamageDistance = 80 -- How far does the damage go? ENT.MeleeAttackAngleRadius = 180 -- What is the attack angle radius? | 100 = In front of the SNPC | 180 = All around the SNPC ENT.MeleeAttackDamageAngleRadius = 180 -- What is the damage angle radius? | 100 = In front of the SNPC | 180 = All around the SNPC ENT.CallForHelp = false -- Does the SNPC call for help? 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 ENT.HasDeathAnimation = true -- Does it play an animation when it dies? ENT.AnimTbl_Death = {ACT_DIESIMPLE} -- Death Animations ENT.DeathCorpseEntityClass = "prop_vj_animatable" -- The entity class it creates | "UseDefaultBehavior" = Let the base automatically detect the type -- ====== Sound File Paths ====== -- -- Leave blank if you don't want any sounds to play ENT.SoundTbl_Idle = {"vj_hlr/hl1_npc/barnacle/bcl_tongue1.wav"} ENT.SoundTbl_MeleeAttack = {"vj_hlr/hl1_npc/barnacle/bcl_chew1.wav","vj_hlr/hl1_npc/barnacle/bcl_chew2.wav","vj_hlr/hl1_npc/barnacle/bcl_chew3.wav"} ENT.SoundTbl_Death = {"vj_hlr/hl1_npc/barnacle/bcl_die1.wav","vj_hlr/hl1_npc/barnacle/bcl_die3.wav"} ENT.GeneralSoundPitch1 = 100 -- Custom ENT.Barnacle_LastHeight = 180 ENT.Barnacle_CurEnt = NULL ENT.Barnacle_CurEntMoveType = MOVETYPE_WALK ENT.Barnacle_Status = 0 ENT.Barnacle_NextPullSoundT = 0 --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitialize() self:SetCollisionBounds(Vector(18,18,0),Vector(-18,-18,-50)) //self:GetPoseParameters(true) -- tongue_height 0 / 1024 end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnAcceptInput(key, activator, caller, data) //print(key) if key == "melee_attack" then self:MeleeAttackCode() end if key == "death_gibs" then self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh1.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(1,0,-30))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh2.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,2,-30))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh3.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(3,0,-30))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh4.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,4,-30))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hgib_b_bone.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(5,0,-30))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hgib_b_gib.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,6,-30))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hgib_guts.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(-1,0,-30))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hgib_hmeat.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,-2,-30))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hgib_lung.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(-3,0,-30))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hgib_skull.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,-4,-30))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hgib_legbone.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(-5,0,-30))}) end end --------------------------------------------------------------------------------------------------------------------------------------------- /*hook.Add("SetupMove", "VJ_Barnacle_SetupMove", function(ply, mv) -- Make the player not be able to walk if ply.Barnacle_Grabbed == true then mv:SetMaxClientSpeed(0) end end)*/ --------------------------------------------------------------------------------------------------------------------------------------------- local velInitial = Vector(0, 0, 2) -- function ENT:Barnacle_CalculateTongue() //print(self.Barnacle_LastHeight) local tr = util.TraceLine({ start = self:GetPos(), endpos = self:GetPos() + self:GetUp()*-self.Barnacle_LastHeight, filter = self }) local trent = tr.Entity local trpos = tr.HitPos local height = self:GetPos():Distance(trpos) -- Increase the height by 10 every tick | minimum = 0, maximum = 1024 self.Barnacle_LastHeight = math.Clamp(height + 10, 0, 1024) if IsValid(trent) && (trent:IsNPC() or trent:IsPlayer()) && self:CheckRelationship(trent) == D_HT && trent.VJ_IsHugeMonster != true then -- If the grabbed enemy is a new enemy then reset the enemy values if self.Barnacle_CurEnt != trent then self:Barnacle_ResetEnt() self.Barnacle_CurEntMoveType = trent:GetMoveType() end self.Barnacle_CurEnt = trent trent:AddEFlags(EFL_IS_BEING_LIFTED_BY_BARNACLE) if trent:IsNPC() then trent:StopMoving() trent:SetVelocity(velInitial) trent:SetMoveType(MOVETYPE_FLY) elseif trent:IsPlayer() then trent:SetMoveType(MOVETYPE_NONE) //trent:AddFlags(FL_ATCONTROLS) end trent:SetGroundEntity(NULL) if height >= 50 then local setpos = trent:GetPos() + trent:GetUp()*10 setpos.x = trpos.x setpos.y = trpos.y trent:SetPos(setpos) -- Set the position for the enemy -- Play the pulling sound if CurTime() > self.Barnacle_NextPullSoundT then VJ_EmitSound(self, "vj_hlr/hl1_npc/barnacle/bcl_alert2.wav") self.Barnacle_NextPullSoundT = CurTime() + SoundDuration("vj_hlr/hl1_npc/barnacle/bcl_alert2.wav") end end self:SetPoseParameter("tongue_height", self:GetPos():Distance(trpos + self:GetUp()*125)) return true else self:Barnacle_ResetEnt() end self:SetPoseParameter("tongue_height", self:GetPos():Distance(trpos + self:GetUp()*193)) return false end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Barnacle_ResetEnt() if !IsValid(self.Barnacle_CurEnt) then return end self.Barnacle_CurEnt:RemoveEFlags(EFL_IS_BEING_LIFTED_BY_BARNACLE) //self.Barnacle_CurEnt:RemoveFlags(FL_ATCONTROLS) self.Barnacle_CurEnt:SetMoveType(self.Barnacle_CurEntMoveType) -- Reset the enemy's move type self.Barnacle_CurEnt = NULL end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnThink_AIEnabled() if self.Dead then return end local calc = self:Barnacle_CalculateTongue() if calc == true && self.Barnacle_Status != 1 then self.Barnacle_Status = 1 self.NextIdleStandTime = 0 self.AnimTbl_IdleStand = {ACT_BARNACLE_PULL} elseif calc == false && self.Barnacle_Status != 0 then self.Barnacle_Status = 0 self.NextIdleStandTime = 0 self.AnimTbl_IdleStand = {ACT_IDLE} end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:GetDynamicOrigin() return self:GetPos() + self:GetUp()*-100 -- Override this to use a different position end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:GetMeleeAttackDamageOrigin() return self:GetPos() + self:GetUp()*-100 -- Override this to use a different position end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnMeleeAttack_AfterChecks(hitEnt, isProp) if hitEnt.IsVJBaseSNPC_Human then self.MeleeAttackDamage = hitEnt:Health() + 10 else self.MeleeAttackDamage = 80 end return false end --------------------------------------------------------------------------------------------------------------------------------------------- /*function ENT:CustomAttackCheck_MeleeAttack() return IsValid(self.Barnacle_CurEnt) end*/ --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnDoKilledEnemy(ent, attacker, inflictor) VJ_EmitSound(self, "vj_hlr/hl1_npc/barnacle/bcl_bite3.wav") end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitialKilled(dmginfo, hitgroup) self:Barnacle_ResetEnt() end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnDeath_BeforeCorpseSpawned(dmginfo, hitgroup) self:SetPos(self:GetPos() + self:GetUp()*-4) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnDeath_AfterCorpseSpawned(dmginfo, hitgroup, corpseEnt) corpseEnt:DrawShadow(false) corpseEnt:ResetSequence("Death") corpseEnt:SetCycle(1) corpseEnt:SetPoseParameter("tongue_height", 1) 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(0,1,-20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh2.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,2,-20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh3.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,3,-20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh4.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,4,-20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh1.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,5,-20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh2.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,6,-20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh3.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,-1,-20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh4.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,-2,-20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh1.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,-3,-20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh2.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,-4,-20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh3.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,-5,-20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh4.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,-6,-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 --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnRemove() self:Barnacle_ResetEnt() end