--[[ | 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/barney.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(10, 0, -20), -- The offset for the controller when the camera is in third person FirstP_Bone = "unnamed038", -- If left empty, the base will attempt to calculate a position for first person FirstP_Offset = Vector(1, 0, 5), -- The offset for the controller when the camera is in first person } --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Security_CustomOnInitialize() self.SoundTbl_IdleDialogueAnswer = {"vj_hlr/hla_npc/barney/ba_pain1.wav"} self.SoundTbl_Alert = {"vj_hlr/hla_npc/barney/ba_attack1.wav"} self.SoundTbl_BecomeEnemyToPlayer = {"vj_hlr/hla_npc/barney/ba_attack1.wav"} self.SoundTbl_Pain = {"vj_hlr/hla_npc/barney/ba_pain1.wav"} self.SoundTbl_Death = {"vj_hlr/hla_npc/barney/ba_die1.wav","vj_hlr/hla_npc/barney/ba_die2.wav","vj_hlr/hla_npc/barney/ba_die3.wav"} self.AnimTbl_Death = {ACT_DIEBACKWARD,ACT_DIEFORWARD,ACT_DIEVIOLENT,"diecrump",ACT_DIESIMPLE} -- Death Animations self:Give("weapon_vj_hlr1_glock17") end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:Security_UnHolsterGun() self:StopMoving() self:SetWeaponState() if math.random(1,2) == 1 then self:VJ_ACT_PLAYACTIVITY(ACT_ARM, true, false, true) timer.Simple(0.3,function() if IsValid(self) then self:SetBodygroup(1,1) end end) else self:VJ_ACT_PLAYACTIVITY("drawslow", true, false, true) timer.Simple(0.85,function() if IsValid(self) then self:SetBodygroup(1,1) end end) end end