mirror of
https://github.com/lifestorm/wnsrc.git
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252 lines
11 KiB
Lua
252 lines
11 KiB
Lua
--[[
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| This file was obtained through the combined efforts
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| of Madbluntz & Plymouth Antiquarian Society.
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| Credits: lifestorm, Gregory Wayne Rossel JR.,
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| Maloy, DrPepper10 @ RIP, Atle!
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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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AddCSLuaFile("shared.lua")
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include('shared.lua')
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/*-----------------------------------------------
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*** Copyright (c) 2012-2023 by DrVrej, All rights reserved. ***
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No parts of this code or any of its contents may be reproduced, copied, modified or adapted,
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without the prior written consent of the author, unless otherwise indicated for stand-alone materials.
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-----------------------------------------------*/
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ENT.Model = {"models/creatures/barnacle.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want
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ENT.SightDistance = 1024 -- How far it can see
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ENT.SightAngle = 180 -- The sight angle | Example: 180 would make the it see all around it | Measured in degrees and then converted to radians
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ENT.StartHealth = 24
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ENT.MovementType = VJ_MOVETYPE_STATIONARY -- How does the SNPC move?
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ENT.CanTurnWhileStationary = false -- If set to true, the SNPC will be able to turn while it's a stationary SNPC
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ENT.HullType = HULL_SMALL_CENTERED
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---------------------------------------------------------------------------------------------------------------------------------------------
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ENT.HasAllies = true -- Put to false if you want it not to have any allies
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ENT.VJ_NPC_Class = {"CLASS_BARNACLE","CLASS_XEN"} -- NPCs with the same class with be allied to each other
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ENT.BloodColor = "Yellow" -- The blood type, this will determine what it should use (decal, particle, etc.)
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ENT.HasBloodPool = false -- Does it have a blood pool?
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ENT.HasMeleeAttack = true -- Should the SNPC have a melee attack?
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ENT.MeleeAttackDamageType = DMG_ALWAYSGIB -- Type of Damage
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ENT.AnimTbl_MeleeAttack = {"ACT_BARNACLE_BITE_SMALL_THINGS"} -- Melee Attack Animations
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ENT.TimeUntilMeleeAttackDamage = 1 -- This counted in seconds | This calculates the time until it hits something
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ENT.MeleeAttackAngleRadius = 180 -- What is the attack angle radius? | 100 = In front of the SNPC | 180 = All around the SNPC
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ENT.MeleeAttackDamageAngleRadius = 180 -- What is the damage angle radius? | 100 = In front of the SNPC | 180 = All around the SNPC
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ENT.CallForHelp = false -- Does the SNPC call for help?
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ENT.CanFlinch = 1 -- 0 = Don't flinch | 1 = Flinch at any damage | 2 = Flinch only from certain damages
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ENT.AnimTbl_Flinch = {"ACT_SMALL_FLINCH"} -- If it uses normal based animation, use this
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ENT.HasDeathAnimation = true -- Does it play an animation when it dies?
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ENT.AnimTbl_Death = {"ACT_DIESIMPLE"} -- Death Animations
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ENT.DeathCorpseEntityClass = "prop_vj_animatable" -- The entity class it creates | "UseDefaultBehavior" = Let the base automatically detect the type
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-- ====== Sound File Paths ====== --
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-- Leave blank if you don't want any sounds to play
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ENT.GeneralSoundPitch1 = 100
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-- Custom
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ENT.Barnacle_LastHeight = 180
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ENT.Barnacle_CurEnt = NULL
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ENT.Barnacle_CurEntMoveType = MOVETYPE_WALK
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ENT.Barnacle_Status = 0
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ENT.Barnacle_NextPullSoundT = 0
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ENT.BRUH = false
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ENT.normal = false
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ENT.EASTCOASTPLAN = false
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ENT.MicrosoftExcel = yomama
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ENT.DeathOne = {"creatures/barnacle/death_one_01.wav","creatures/barnacle/death_one_02.wav"}
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ENT.PullGrunt = {"creatures/barnacle/pull_grunt_01.wav",
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"creatures/barnacle/pull_grunt_02.wav",
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"creatures/barnacle/pull_grunt_03.wav",
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"creatures/barnacle/pull_grunt_04.wav",
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"creatures/barnacle/pull_grunt_05.wav",
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"creatures/barnacle/pull_grunt_06.wav",
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"creatures/barnacle/pull_grunt_07.wav",
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"creatures/barnacle/pull_grunt_08.wav",
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"creatures/barnacle/pull_grunt_09.wav",
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"creatures/barnacle/pull_grunt_10.wav",
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"creatures/barnacle/pull_grunt_11.wav",
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"creatures/barnacle/pull_grunt_12.wav",
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"creatures/barnacle/pull_grunt_13.wav"}
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ENT.BitePull = {"creatures/barnacle/bite_pull_01.wav",
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"creatures/barnacle/bite_pull_02.wav",
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"creatures/barnacle/bite_pull_03.wav",
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"creatures/barnacle/bite_pull_04.wav",
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"creatures/barnacle/bite_pull_05.wav",
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"creatures/barnacle/bite_pull_06.wav",
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"creatures/barnacle/bite_pull_07.wav",
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"creatures/barnacle/bite_pull_08.wav",
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"creatures/barnacle/bite_pull_09.wav"}
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ENT.GruntUnhappy = {"creatures/barnacle/grunt_unhappy_01.wav","creatures/barnacle/grunt_unhappy_02.wav","creatures/barnacle/grunt_unhappy_03.wav","creatures/barnacle/grunt_unhappy_04.wav"}
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ENT.GrabContact = {"creatures/barnacle/grab_contact_01.wav","creatures/barnacle/grab_contact_02.wav","creatures/barnacle/grab_contact_03.wav"}
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ENT.GrabPlayer = {"creatures/barnacle/grab_player_01.wav","creatures/barnacle/grab_player_02.wav"}
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ENT.BiteAttack = {"creatures/barnacle/bite_attack_a_01.wav","creatures/barnacle/bite_attack_a_02.wav","creatures/barnacle/bite_attack_b_01.wav","creatures/barnacle/bite_attack_b_02.wav"}
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ENT.BiteDigest = {"creatures/barnacle/bite_digest_01.wav",
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"creatures/barnacle/bite_digest_02.wav",
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"creatures/barnacle/bite_digest_03.wav",
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"creatures/barnacle/bite_digest_04.wav",
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"creatures/barnacle/bite_digest_05.wav",
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"creatures/barnacle/bite_digest_06.wav",
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"creatures/barnacle/bite_digest_07.wav",
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"creatures/barnacle/bite_digest_08.wav"}
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnInitialize()
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self:SetCollisionBounds(Vector(-12,-12,-45),Vector(12,12,0))
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self:SetPos(self:GetPos()+Vector(0,0,-1))
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end
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function ENT:CustomOnHandleAnimEvent(ev, evTime, evCycle, evType, evOptions)
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if evOptions == "barnacle_death_one" then
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VJ_EmitSound(self,self.DeathOne,80,100)
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elseif evOptions == "barnacle_death_three" then
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VJ_EmitSound(self,"creatures/barnacle/death_three.wav",80,100)
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elseif evOptions == "barnacle_death_four" then
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VJ_EmitSound(self,"creatures/barnacle/death_four.wav",80,100)
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elseif evOptions == "barnacle_pullgrunt" then
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VJ_EmitSound(self,self.PullGrunt,75,100)
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elseif evOptions == "barnacle_bitepull" then
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VJ_EmitSound(self,self.BitePull,75,100)
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elseif evOptions == "barnacle_grunt_unhappy" then
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VJ_EmitSound(self,self.GruntUnhappy,75,100)
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elseif evOptions == "barnacle_bite_attack" then
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VJ_EmitSound(self,self.BiteAttack,75,100)
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elseif evOptions == "barnacle_bite_digest" then
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VJ_EmitSound(self,self.BiteDigest,75,100)
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end
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end
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local velInitial = Vector(0, 0, 2)
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function ENT:Barnacle_CalculateTongue()
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//print(self.Barnacle_LastHeight)
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local tr = util.TraceLine({
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start = self:GetPos(),
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endpos = self:GetPos() + self:GetUp()*-self.Barnacle_LastHeight,
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filter = self
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})
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local trent = tr.Entity
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local trpos = tr.HitPos
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local height = self:GetPos():Distance(trpos)
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-- Increase the height by 10 every tick | minimum = 0, maximum = 1024
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self.Barnacle_LastHeight = math.Clamp(height + 10, 0, 1024)
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if IsValid(trent) && (trent:IsNPC() or trent:IsPlayer()) && self:CheckRelationship(trent) == D_HT && trent.VJ_IsHugeMonster != true then
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-- If the grabbed enemy is a new enemy then reset the enemy values
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if self.Barnacle_CurEnt != trent then
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self:Barnacle_ResetEnt()
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self.Barnacle_CurEntMoveType = trent:GetMoveType()
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end
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self.Barnacle_CurEnt = trent
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trent:AddEFlags(EFL_IS_BEING_LIFTED_BY_BARNACLE)
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if trent:IsNPC() then
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trent:StopMoving()
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trent:SetVelocity(velInitial)
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trent:SetMoveType(MOVETYPE_FLY)
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elseif trent:IsPlayer() then
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trent:SetMoveType(MOVETYPE_NONE)
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trent:SetPos(trent:GetPos() + trent:GetUp()*0.01) -- Set the position for the enemy
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//trent:AddFlags(FL_ATCONTROLS)
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end
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trent:SetGroundEntity(NULL)
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if height >= 50 then
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if trent:IsNPC() then
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local setpos = trent:GetPos() + trent:GetUp()*10
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setpos.x = trpos.x
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setpos.y = trpos.y
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trent:SetPos(setpos) -- Set the position for the enemy
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self.MeleeAttackDamage = trent:GetMaxHealth()
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self.AnimTbl_MeleeAttack = {"ACT_BARNACLE_BITE_SMALL_THINGS"}
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self.MeleeAttackDistance = 30 -- How close does it have to be until it attacks?
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self.MeleeAttackDamageDistance = 80 -- How far does the damage go?
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if self.BRUH == false then
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self.BRUH = true
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VJ_EmitSound(self,self.GrabContact,75,100)
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end
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elseif trent:IsPlayer() then
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self.MeleeAttackDamage = 0
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self.AnimTbl_MeleeAttack = {"ACT_BARNACLE_SLURP"}
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self.MeleeAttackDistance = 0 -- How close does it have to be until it attacks?
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self.MeleeAttackDamageDistance = 0 -- How far does the damage go?
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if self.EASTCOASTPLAN == false then
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self.EASTCOASTPLAN = true
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VJ_EmitSound(self,self.GrabPlayer,75,100)
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end
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if self.normal == false then
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self.normal = true
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timer.Simple(1,function()
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if self:IsValid() and IsValid(trent) then
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trent:TakeDamage(10,self,self)
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self.normal = false
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end
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end)
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end
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end
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end
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self:SetPoseParameter("tongue_height", self:GetPos():Distance(trpos + self:GetUp()*125))
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return true
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else
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self:Barnacle_ResetEnt()
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end
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self:SetPoseParameter("tongue_height", self:GetPos():Distance(trpos + self:GetUp()*193))
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return false
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end
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function ENT:Barnacle_ResetEnt()
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if !IsValid(self.Barnacle_CurEnt) then return end
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self.Barnacle_CurEnt:RemoveEFlags(EFL_IS_BEING_LIFTED_BY_BARNACLE)
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//self.Barnacle_CurEnt:RemoveFlags(FL_ATCONTROLS)
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self.Barnacle_CurEnt:SetMoveType(self.Barnacle_CurEntMoveType) -- Reset the enemy's move type
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self.Barnacle_CurEnt = NULL
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self.EASTCOASTPLAN = false
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self.BRUH = false
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end
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function ENT:CustomOnThink_AIEnabled()
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if self.Dead then return end
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local calc = self:Barnacle_CalculateTongue()
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if calc == true && self.Barnacle_Status != 1 then
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self.Barnacle_Status = 1
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self.NextIdleStandTime = 0
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self.AnimTbl_IdleStand = {"ACT_BARNACLE_SLURP"}
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elseif calc == false && self.Barnacle_Status != 0 then
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self.Barnacle_Status = 0
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self.NextIdleStandTime = 0
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self.AnimTbl_IdleStand = {"ACT_IDLE"}
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end
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end
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function ENT:GetDynamicOrigin()
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return self:GetPos() + self:GetUp()*-100 -- Override this to use a different position
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end
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function ENT:GetMeleeAttackDamageOrigin()
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return self:GetPos() + self:GetUp()*-100 -- Override this to use a different position
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end
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function ENT:CustomOnInitialKilled(dmginfo, hitgroup)
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self:Barnacle_ResetEnt()
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self.MicrosoftExcel = self:GetPoseParameter("tongue_height")
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end
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function ENT:CustomDeathAnimationCode(dmginfo, hitgroup)
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self:SetPos(self:GetPos()-self:GetUp()*5)
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timer.Simple(1,function()
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if IsValid(self) then
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self:CreateGibEntity("obj_vj_gib", "models/props/barnacle_debri/barnacle_debri_rib.mdl")
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self:CreateGibEntity("obj_vj_gib", "models/props/barnacle_debri/barnacle_debri_scapula.mdl")
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self:CreateGibEntity("obj_vj_gib", "models/props/barnacle_debri/barnacle_debri_skull.mdl")
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self:CreateGibEntity("obj_vj_gib", "models/props/barnacle_debri/barnacle_debri_spine.mdl")
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end
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end)
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end
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function ENT:CustomOnDeath_AfterCorpseSpawned(dmginfo, hitgroup, corpseEnt)
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corpseEnt:SetPoseParameter("tongue_height",self.MicrosoftExcel)
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corpseEnt:ResetSequence("barnacle_death_idle")
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end
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function ENT:CustomOnRemove()
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self:Barnacle_ResetEnt()
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end |