--[[ | 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/hla/doctor.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want ENT.StartHealth = 100 ENT.HasHealthRegeneration = true ENT.HealthRegenerationAmount = 2 ENT.HealthRegenerationDelay = VJ_Set(0.5,0.5) ENT.HullType = HULL_HUMAN ENT.VJC_Data = { ThirdP_Offset = Vector(0, 0, -15), -- The offset for the controller when the camera is in third person FirstP_Bone = "unnamed021", -- If left empty, the base will attempt to calculate a position for first person FirstP_Offset = Vector(8, 0, 7), -- The offset for the controller when the camera is in first person FirstP_ShrinkBone = true, -- Should the bone shrink? Useful if the bone is obscuring the player's view } --------------------------------------------------------------------------------------------------------------------------------------------- ENT.VJ_NPC_Class = {"CLASS_PLAYER_ALLY"} -- NPCs with the same class with be allied to each other ENT.FriendsWithAllPlayerAllies = true -- Should this SNPC be friends with all other player allies that are running on VJ Base? 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.HasOnPlayerSight = true ENT.HasBloodPool = false -- Does it have a blood pool? ENT.HasMeleeAttack = false -- Should the SNPC have a melee attack? ENT.HasGrenadeAttack = false ENT.HasDeathAnimation = true -- Does it play an animation when it dies? ENT.AnimTbl_Death = {ACT_DIESIMPLE} -- Death Animations ENT.Weapon_NoSpawnMenu = true -- Not affected by weapons selected from weapon list --ENT.DeathAnimationTime = 2.15 -- Time until the SNPC spawns its corpse and gets removed ENT.DisableFootStepSoundTimer = true ENT.BecomeEnemyToPlayer = true -- Should the friendly SNPC become enemy towards the player if it's damaged by a player? ENT.HasItemDropsOnDeath = false -- Should it drop items on death? ENT.MoveRandomlyWhenShooting = false ENT.AnimTbl_WeaponAttack = {ACT_RANGE_ATTACK_PISTOL} ENT.AnimTbl_WeaponAim = {ACT_COMBAT_IDLE} -- Animations played when the NPC is aiming | EX: Gun is out of ammo OR waiting for the enemy to peak ENT.AnimTbl_ShootWhileMovingRun = {ACT_RUN} -- Animations it will play when shooting while running | NOTE: Weapon may translate the animation that they see fit! ENT.AnimTbl_ShootWhileMovingWalk = {ACT_WALK} -- Animations it will play when shooting while walking | NOTE: Weapon may translate the animation that they see fit! ENT.HasLostWeaponSightAnimation = true -- Set to true if you would like the SNPC to play a different animation when it has lost sight of the enemy and can't fire at it ENT.AllowWeaponReloading = false -- If false, the SNPC will no longer reload -- ====== Sound File Paths ====== -- -- Leave blank if you don't want any sounds to play ENT.SoundTbl_FootStep = {"vj_hlr/pl_step1.wav","vj_hlr/pl_step2.wav","vj_hlr/pl_step3.wav","vj_hlr/pl_step4.wav"} ENT.SoundTbl_Idle = {"vj_hlr/hla_npc/doctor/hoot5.wav","vj_hlr/hla_npc/doctor/hoot6.wav"} ENT.SoundTbl_IdleDialogue = {"vj_hlr/hla_npc/doctor/hoot1.wav","vj_hlr/hla_npc/doctor/hoot2.wav","vj_hlr/hla_npc/doctor/hoot3.wav","vj_hlr/hla_npc/doctor/hoot5.wav","vj_hlr/hla_npc/doctor/hoot6.wav"} ENT.SoundTbl_IdleDialogueAnswer = {"vj_hlr/hla_npc/doctor/hoot1.wav","vj_hlr/hla_npc/doctor/hoot2.wav","vj_hlr/hla_npc/doctor/hoot3.wav","vj_hlr/hla_npc/doctor/hoot5.wav","vj_hlr/hla_npc/doctor/hoot6.wav"} ENT.SoundTbl_Alert = {"vj_hlr/hla_npc/doctor/hoot1.wav","vj_hlr/hla_npc/doctor/hoot2.wav","vj_hlr/hla_npc/doctor/hoot3.wav"} ENT.SoundTbl_FollowPlayer = {"vj_hlr/hla_npc/doctor/hoot1.wav"} ENT.SoundTbl_MedicReceiveHeal = {"vj_hlr/hla_npc/doctor/hoot3.wav"} ENT.SoundTbl_UnFollowPlayer = {"vj_hlr/hla_npc/doctor/hoot3.wav","vj_hlr/hla_npc/doctor/hoot2.wav"} ENT.SoundTbl_BecomeEnemyToPlayer = {"vj_hlr/hla_npc/doctor/hoot1.wav","vj_hlr/hla_npc/doctor/hoot2.wav","vj_hlr/hla_npc/doctor/hoot3.wav"} ENT.SoundTbl_OnPlayerSight = {"vj_hlr/hla_npc/doctor/hoot1.wav","vj_hlr/hla_npc/doctor/hoot2.wav","vj_hlr/hla_npc/doctor/hoot3.wav","vj_hlr/hla_npc/doctor/hoot4.wav","vj_hlr/hla_npc/doctor/hoot5.wav","vj_hlr/hla_npc/doctor/hoot6.wav"} ENT.SoundTbl_CombatIdle = {"vj_hlr/hla_npc/doctor/hoot1.wav","vj_hlr/hla_npc/doctor/hoot2.wav","vj_hlr/hla_npc/doctor/hoot3.wav","vj_hlr/hla_npc/doctor/hoot4.wav"} ENT.SoundTbl_OnGrenadeSight = {"vj_hlr/hla_npc/doctor/hoot1.wav","vj_hlr/hla_npc/doctor/hoot2.wav","vj_hlr/hla_npc/doctor/hoot3.wav"} ENT.SoundTbl_OnDangerSight = {"vj_hlr/hla_npc/doctor/hoot1.wav","vj_hlr/hla_npc/doctor/hoot2.wav","vj_hlr/hla_npc/doctor/hoot3.wav"} ENT.SoundTbl_OnKilledEnemy = {"vj_hlr/hla_npc/doctor/hoot5.wav","vj_hlr/hla_npc/doctor/hoot6.wav"} ENT.SoundTbl_AllyDeath = {"vj_hlr/hla_npc/doctor/hoot1.wav","vj_hlr/hla_npc/doctor/hoot2.wav","vj_hlr/hla_npc/doctor/hoot3.wav","vj_hlr/hla_npc/doctor/hoot4.wav"} ENT.SoundTbl_Pain = {"vj_hlr/hla_npc/doctor/pl_pain2.wav","vj_hlr/hla_npc/doctor/pl_pain4.wav","vj_hlr/hla_npc/doctor/pl_pain5.wav","vj_hlr/hla_npc/doctor/pl_pain6.wav","vj_hlr/hla_npc/doctor/pl_pain7.wav"} ENT.SoundTbl_Death = {"vj_hlr/hla_npc/doctor/pl_pain2.wav","vj_hlr/hla_npc/doctor/pl_pain4.wav","vj_hlr/hla_npc/doctor/pl_pain5.wav","vj_hlr/hla_npc/doctor/pl_pain6.wav","vj_hlr/hla_npc/doctor/pl_pain7.wav"} -- Custom ENT.Ivan_LastBodyGroup = 1 --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitialize() self:SetSkin(math.random(0, 3)) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnAcceptInput(key, activator, caller, data) //print(key) if key == "step" then self:FootStepSoundCode() elseif key == "hlag_fire" then local wep = self:GetActiveWeapon() if IsValid(wep) then wep:NPCShoot_Primary() end elseif key == "body" then VJ_EmitSound(self, "vj_hlr/fx/bodydrop"..math.random(3, 4)..".wav", 75, 100) end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnThink() if IsValid(self:GetActiveWeapon()) then self:GetActiveWeapon():SetClip1(999) end local bodyGroup = self:GetBodygroup(0) if self.Ivan_LastBodyGroup != bodyGroup then self.Ivan_LastBodyGroup = bodyGroup if bodyGroup == 0 then self:DoChangeWeapon("weapon_vj_hlr1a_ivanglock") elseif bodyGroup == 1 && IsValid(self:GetActiveWeapon()) then self:GetActiveWeapon():Remove() end end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnPriorToKilled(dmginfo, hitgroup) self:SetBodygroup(0, 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(0,0,40))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh2.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,1,40))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh3.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(1,0,40))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh4.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(1,1,40))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hgib_b_bone.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,0,50))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hgib_b_gib.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(2,0,40))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hgib_guts.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,2,40))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hgib_hmeat.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,0,45))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hgib_lung.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(1,0,45))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hgib_skull.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,0,60))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hgib_legbone.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,0,15))}) return true end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomGibOnDeathSounds(dmginfo, hitgroup) VJ_EmitSound(self, "vj_gib/default_gib_splat.wav", 90, 100) return false end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomDeathAnimationCode(dmginfo, hitgroup) self:DropWeaponOnDeathCode(dmginfo, hitgroup) if IsValid(self:GetActiveWeapon()) then self:GetActiveWeapon():Remove() end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnDeath_AfterCorpseSpawned(dmginfo, hitgroup, corpseEnt) VJ_HLR_ApplyCorpseEffects(self, corpseEnt) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnDropWeapon_AfterWeaponSpawned(dmginfo, hitgroup, wepEnt) wepEnt.WorldModel_Invisible = false wepEnt:SetNW2Bool("VJ_WorldModel_Invisible", false) end