--[[ | 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/tentacle.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want ENT.SightDistance = 800 -- How far it can see ENT.VJ_IsHugeMonster = true -- Is this a huge monster? 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 = 1000 ENT.MovementType = VJ_MOVETYPE_STATIONARY -- How does the SNPC move? ENT.HullType = HULL_LARGE ENT.VJC_Data = { ThirdP_Offset = Vector(0, 0, -15), -- The offset for the controller when the camera is in third person FirstP_Bone = "Dummy04", -- If left empty, the base will attempt to calculate a position for first person FirstP_Offset = Vector(23, 0, 30), -- The offset for the controller when the camera is in first person } --------------------------------------------------------------------------------------------------------------------------------------------- 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_large"} 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 = 80 ENT.MeleeAttackDamageType = DMG_ALWAYSGIB -- Type of Damage ENT.TimeUntilMeleeAttackDamage = false -- This counted in seconds | This calculates the time until it hits something ENT.MeleeAttackDistance = 300 -- How close does it have to be until it attacks? ENT.MeleeAttackDamageDistance = 380 -- How far does the damage go? ENT.MeleeAttackDamageAngleRadius = 10 -- What is the damage angle radius? | 100 = In front of the SNPC | 180 = All around the SNPC ENT.HasDeathAnimation = true -- Does it play an animation when it dies? ENT.AnimTbl_Death = {ACT_DIESIMPLE} -- Death Animations ENT.IdleSounds_PlayOnAttacks = true -- It will be able to continue and play idle sounds when it performs an attack -- ====== Sound File Paths ====== -- -- Leave blank if you don't want any sounds to play ENT.SoundTbl_Breath = {"vj_hlr/hl1_npc/tentacle/te_flies1.wav"} ENT.SoundTbl_Idle = {"vj_hlr/hl1_npc/tentacle/te_sing1.wav","vj_hlr/hl1_npc/tentacle/te_sing2.wav"} ENT.SoundTbl_Alert = {"vj_hlr/hl1_npc/tentacle/te_alert1.wav","vj_hlr/hl1_npc/tentacle/te_alert2.wav"} ENT.SoundTbl_Pain = {"vj_hlr/hl1_npc/tentacle/te_roar1.wav","vj_hlr/hl1_npc/tentacle/te_roar2.wav"} ENT.SoundTbl_Death = {"vj_hlr/hl1_npc/tentacle/te_death2.wav"} ENT.GeneralSoundPitch1 = 100 -- Custom ENT.Tentacle_Level = 0 -- 0 = Floor level -- 1 = Medium Level -- 2 = High Level -- 3 = Extreme Level --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitialize() self:SetCollisionBounds(Vector(20, 20, 160), Vector(-20, -20, 0)) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Controller_Initialize(ply, controlEnt) self.CanTurnWhileStationary = true controlEnt.LastTentacleLevel = self.Tentacle_Level function controlEnt:CustomOnKeyPressed(key) if key == KEY_SPACE then local curLvl = self.VJCE_NPC.Tentacle_Level //print("Cur: " .. curLvl) //print("Last: " .. self.LastTentacleLevel) if curLvl == 0 then self.VJCE_NPC:Tentacle_CalculateLevel(170) elseif curLvl == 1 then self.VJCE_NPC:Tentacle_CalculateLevel(self.LastTentacleLevel == 2 and 0 or 430) elseif curLvl == 2 then self.VJCE_NPC:Tentacle_CalculateLevel(self.LastTentacleLevel == 3 and 0 or 570) elseif curLvl == 3 then self.VJCE_NPC:Tentacle_CalculateLevel(0) end self.LastTentacleLevel = curLvl end end function controlEnt:CustomOnStopControlling() self.CanTurnWhileStationary = false end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Controller_IntMsg(ply, controlEnt) ply:ChatPrint("SPACE: Cycle through height levels") end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnHandleAnimEvent(ev, evTime, evCycle, evType, evOptions) -- Take care of the regular hit sound (When playing idle animations) if ev == 6 && !self.VJ_IsBeingControlled then self:PlaySoundSystem("MeleeAttack", {"vj_hlr/hl1_npc/tentacle/te_strike1.wav","vj_hlr/hl1_npc/tentacle/te_strike2.wav"}, VJ_EmitSound) if IsValid(self:GetEnemy()) && (self:GetEnemy():GetPos():Distance(self:GetPos() + self:GetForward()*150)) < 200 then self.CanTurnWhileStationary = true self:SetAngles(self:GetFaceAngle((self:GetEnemy():GetPos()-self:GetPos()):Angle())) end end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnAcceptInput(key, activator, caller, data) //print(key) if key == "attack" then self:MeleeAttackCode() self:PlaySoundSystem("MeleeAttack", {"vj_hlr/hl1_npc/tentacle/te_strike1.wav","vj_hlr/hl1_npc/tentacle/te_strike2.wav"}, VJ_EmitSound) if IsValid(self:GetEnemy()) then self:SetAngles(self:GetFaceAngle((self:GetEnemy():GetPos()-self:GetPos()):Angle())) end end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Tentacle_DoLevelChange(num) local lvl = self.Tentacle_Level + num VJ_EmitSound(self, {"vj_hlr/hl1_npc/tentacle/te_swing1.wav","vj_hlr/hl1_npc/tentacle/te_swing2.wav"}) if lvl == 0 then self.AnimTbl_IdleStand = {ACT_IDLE} self.AnimTbl_MeleeAttack = {ACT_MELEE_ATTACK1} self.Tentacle_Level = 0 self:SetCollisionBounds(Vector(20, 20, 160), Vector(-20, -20, 0)) elseif lvl == 1 then self.AnimTbl_IdleStand = {ACT_IDLE_RELAXED} self.AnimTbl_MeleeAttack = {ACT_MELEE_ATTACK2} self.Tentacle_Level = 1 self:SetCollisionBounds(Vector(20, 20, 380), Vector(-20, -20, 0)) elseif lvl == 2 then self.AnimTbl_IdleStand = {ACT_IDLE_ANGRY_MELEE} self.AnimTbl_MeleeAttack = {ACT_RANGE_ATTACK1_LOW} self.Tentacle_Level = 2 self:SetCollisionBounds(Vector(20, 20, 580), Vector(-20, -20, 0)) elseif lvl == 3 then self.AnimTbl_IdleStand = {ACT_IDLE_ANGRY} self.AnimTbl_MeleeAttack = {ACT_RANGE_ATTACK2_LOW} self.Tentacle_Level = 3 self:SetCollisionBounds(Vector(20, 20, 650), Vector(-20, -20, 0)) end end --------------------------------------------------------------------------------------------------------------------------------------------- -- -- 0 to 1 = ACT_SIGNAL1 1 to 2 = ACT_SIGNAL2 2 to 3 = ACT_SIGNAL3 -- 1 to 0 = ACT_SIGNAL_ADVANCE 2 to 1 = ACT_SIGNAL_FORWARD 3 to 2 = ACT_SIGNAL_HALT -- function ENT:Tentacle_CalculateLevel(eneDist) -- 0 = Floor level -- 1 = Medium Level -- 2 = High Level -- 3 = Extreme Level //print("dist: "..eneDist) if eneDist >= 570 then if self.Tentacle_Level != 3 then self:VJ_ACT_PLAYACTIVITY(ACT_SIGNAL3, true, false, false) self:Tentacle_DoLevelChange(1) end elseif eneDist >= 430 then if self.Tentacle_Level != 2 then if self.Tentacle_Level > 2 then self:VJ_ACT_PLAYACTIVITY(ACT_SIGNAL_HALT, true, false, false) self:Tentacle_DoLevelChange(-1) else self:VJ_ACT_PLAYACTIVITY(ACT_SIGNAL2, true, false, false) self:Tentacle_DoLevelChange(1) end end elseif eneDist >= 170 then if self.Tentacle_Level != 1 then if self.Tentacle_Level > 1 then self:VJ_ACT_PLAYACTIVITY(ACT_SIGNAL_FORWARD, true, false, false) self:Tentacle_DoLevelChange(-1) else self:VJ_ACT_PLAYACTIVITY(ACT_SIGNAL1, true, false, false) self:Tentacle_DoLevelChange(1) end end else if self.Tentacle_Level != 0 then if self.Tentacle_Level > 0 then self:VJ_ACT_PLAYACTIVITY(ACT_SIGNAL_ADVANCE, true, false, false) self:Tentacle_DoLevelChange(-1) else self:VJ_ACT_PLAYACTIVITY(ACT_SIGNAL1, true, false, false) self:Tentacle_DoLevelChange(1) end end end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:GetDynamicOrigin() -- Take care of the nearest point starting position local resultZ = 0 if self.Tentacle_Level == 3 then resultZ = 570 elseif self.Tentacle_Level == 2 then resultZ = 430 elseif self.Tentacle_Level == 1 then resultZ = 170 end return self:GetPos() + self:GetForward() + self:GetUp()*resultZ -- Override this to use a different position end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:GetMeleeAttackDamageOrigin() -- Take care of the melee damage starting position local resultZ = 0 if self.Tentacle_Level == 3 then resultZ = 570 elseif self.Tentacle_Level == 2 then resultZ = 430 elseif self.Tentacle_Level == 1 then resultZ = 170 end return self:GetPos() + self:GetForward() + self:GetUp()*resultZ -- Override this to use a different position end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnThink() if self.VJ_IsBeingControlled then return end local ene = self:GetEnemy() if IsValid(ene) then -- If enemy is (on ground & moving) OR (its an NPC that is moving) if (ene:GetVelocity():Length() > 50 && ene:IsOnGround()) or (ene:IsNPC() && ene:IsMoving()) then self.CanTurnWhileStationary = true else self.CanTurnWhileStationary = false end -- Take care of the level calculation if self.CanTurnWhileStationary == true then self:Tentacle_CalculateLevel((self:GetEnemyLastKnownPos() - self:GetPos()).z) end else -- Don't turn while idle! self.CanTurnWhileStationary = false 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/agib1.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,40))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib2.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib3.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,30))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib4.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,35))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib1.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,80))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib2.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,80))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib3.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,80))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib4.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,85))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib1.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,80))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib2.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,80))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib3.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,80))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib4.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,85))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib5.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,50))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib6.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,55))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib7.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,40))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib8.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,45))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib9.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,25))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib10.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,15))}) 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