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wnsrc/lua/entities/obj_vj_npccontroller/init.lua
lifestorm 9c918c46e5 Upload
2024-08-04 23:12:27 +03:00

559 lines
27 KiB
Lua

--[[
| 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.VJC_Player_CanExit = true -- Can the player exit the controller?
ENT.VJC_Player_CanRespawn = true -- If false, the player will die when the NPC dies!
ENT.VJC_Player_DrawHUD = true -- Should the controller HUD be displayed?
ENT.VJC_BullseyeTracking = false -- Activates bullseye tracking (Will not turn to the move location!)
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
------ Customization Functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Use the functions below to customize certain parts of the base or to add new custom systems
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnInitialize() end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnSetControlledNPC() end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnThink() end
---------------------------------------------------------------------------------------------------------------------------------------------
-- Different from self:CustomOnKeyBindPressed(), this uses: https://wiki.facepunch.com/gmod/Enums/KEY
function ENT:CustomOnKeyPressed(key) end
---------------------------------------------------------------------------------------------------------------------------------------------
-- Different from self:CustomOnKeyPressed(), this uses: https://wiki.facepunch.com/gmod/Enums/IN
function ENT:CustomOnKeyBindPressed(key) end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnStopControlling() end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnRemove() end
---------------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
------ ///// WARNING: Don't touch anything below this line! \\\\\ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
ENT.VJC_Data_Player = nil -- A hash table to hold all the values that need to be reset after the player stops controlling
ENT.VJC_Data_NPC = nil -- A hash table to hold all the values that need to be reset after the NPC is uncontrolled
ENT.VJC_Camera_Mode = 1 -- Current camera mode | 1 = Third, 2 = First
ENT.VJC_Camera_CurZoom = Vector(0, 0, 0)
ENT.VJC_Key_Last = BUTTON_CODE_NONE -- The last button the user pressed
ENT.VJC_Key_LastTime = 0 -- Time since the user last pressed a key
ENT.VJC_NPC_LastPos = Vector(0, 0, 0)
ENT.VJC_NPC_LastIdleAngle = 0
ENT.VJC_Removed = false
/* Important entities:
- self.VJCE_Bullseye The bullseye entity used for the NPC to target
- self.VJCE_Camera The camera object
- self.VJCE_Player The player that's controlling
- self.VJCE_NPC The NPC that's being controlled
*/
util.AddNetworkString("vj_controller_data")
util.AddNetworkString("vj_controller_cldata")
util.AddNetworkString("vj_controller_hud")
local vecDef = Vector(0, 0, 0)
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:Initialize()
self:SetMoveType(MOVETYPE_NONE)
self:SetSolid(SOLID_NONE)
self:CustomOnInitialize()
end
---------------------------------------------------------------------------------------------------------------------------------------------
local color0000 = Color(0, 0, 0, 0)
--
function ENT:StartControlling()
-- Set up the camera entity
local npc = self.VJCE_NPC
local camEnt = ents.Create("prop_dynamic")
camEnt:SetPos(npc:GetPos() + Vector(0, 0, npc:OBBMaxs().z)) //npc:EyePos()
camEnt:SetModel("models/props_junk/watermelon01_chunk02c.mdl")
camEnt:SetParent(npc)
camEnt:SetRenderMode(RENDERMODE_NONE)
camEnt:Spawn()
camEnt:SetColor(color0000)
camEnt:SetNoDraw(false)
camEnt:DrawShadow(false)
self:DeleteOnRemove(camEnt)
self.VJCE_Camera = camEnt
-- Set up the player
local plyEnt = self.VJCE_Player
plyEnt.IsControlingNPC = true
plyEnt.VJ_TheControllerEntity = self
plyEnt:Spectate(OBS_MODE_CHASE)
plyEnt:SpectateEntity(camEnt)
plyEnt:SetNoTarget(true)
plyEnt:DrawShadow(false)
plyEnt:SetNoDraw(true)
plyEnt:SetMoveType(MOVETYPE_OBSERVER)
plyEnt:DrawViewModel(false)
plyEnt:DrawWorldModel(false)
local weps = {}
for _, v in ipairs(plyEnt:GetWeapons()) do
weps[#weps+1] = v:GetClass()
end
self.VJC_Data_Player = {
[1] = plyEnt:Health(),
[2] = plyEnt:Armor(),
[3] = weps,
[4] = (IsValid(plyEnt:GetActiveWeapon()) and plyEnt:GetActiveWeapon():GetClass()) or "",
}
plyEnt:StripWeapons()
if plyEnt:GetInfoNum("vj_npc_cont_diewithnpc", 0) == 1 then self.VJC_Player_CanRespawn = false end
hook.Add("PlayerButtonDown", self, function(ent, ply, button)
if ply.IsControlingNPC == true && IsValid(ply.VJ_TheControllerEntity) then
local cent = ply.VJ_TheControllerEntity
cent.VJC_Key_Last = button
cent.VJC_Key_LastTime = CurTime()
cent:CustomOnKeyPressed(button)
-- Stop Controlling
if cent.VJC_Player_CanExit == true and button == KEY_END then
cent:StopControlling(true)
end
-- Tracking
if button == KEY_T then
cent:ToggleBullseyeTracking()
end
-- Camera mode
if button == KEY_H then
cent.VJC_Camera_Mode = (cent.VJC_Camera_Mode == 1 and 2) or 1
end
-- Allow movement jumping
if button == KEY_J then
cent:ToggleMovementJumping()
end
-- Zoom
local zoom = ply:GetInfoNum("vj_npc_cont_zoomdist", 5)
if button == KEY_LEFT then
cent.VJC_Camera_CurZoom = cent.VJC_Camera_CurZoom - Vector(0, zoom, 0)
elseif button == KEY_RIGHT then
cent.VJC_Camera_CurZoom = cent.VJC_Camera_CurZoom + Vector(0, zoom, 0)
elseif button == KEY_UP then
cent.VJC_Camera_CurZoom = cent.VJC_Camera_CurZoom + (ply:KeyDown(IN_SPEED) and Vector(0, 0, zoom) or Vector(zoom, 0, 0))
elseif button == KEY_DOWN then
cent.VJC_Camera_CurZoom = cent.VJC_Camera_CurZoom - (ply:KeyDown(IN_SPEED) and Vector(0, 0, zoom) or Vector(zoom, 0, 0))
end
if button == KEY_BACKSPACE then
cent.VJC_Camera_CurZoom = vecDef
end
end
end)
hook.Add("KeyPress", self, function(ent, ply, key)
//print(key)
if ply.IsControlingNPC == true && IsValid(ply.VJ_TheControllerEntity) then
local cent = ply.VJ_TheControllerEntity
cent:CustomOnKeyBindPressed(key)
end
end)
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:SetControlledNPC(GetEntity)
-- Set the bullseye entity values
local bullseyeEnt = ents.Create("obj_vj_bullseye")
bullseyeEnt:SetPos(GetEntity:GetPos() + GetEntity:GetForward()*100 + GetEntity:GetUp()*50)//Vector(GetEntity:OBBMaxs().x +20,0,GetEntity:OBBMaxs().z +20))
bullseyeEnt:SetModel("models/hunter/blocks/cube025x025x025.mdl")
//bullseyeEnt:SetParent(GetEntity)
bullseyeEnt:SetRenderMode(RENDERMODE_NONE)
bullseyeEnt:Spawn()
bullseyeEnt:SetCollisionGroup(COLLISION_GROUP_IN_VEHICLE)
bullseyeEnt.VJ_AlwaysEnemyToEnt = GetEntity
bullseyeEnt:SetColor(color0000)
bullseyeEnt:SetNoDraw(false)
bullseyeEnt:DrawShadow(false)
self:DeleteOnRemove(bullseyeEnt)
self.VJCE_Bullseye = bullseyeEnt
-- Set the NPC values
if !GetEntity.VJC_Data then
GetEntity.VJC_Data ={
CameraMode = 1, -- Sets the default camera mode | 1 = Third Person, 2 = First Person
ThirdP_Offset = Vector(0, 0, 0), -- The offset for the controller when the camera is in third person
FirstP_Bone = "ValveBiped.Bip01_Head1", -- If left empty, the base will attempt to calculate a position for first person
FirstP_Offset = Vector(0, 0, 5), -- 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
}
end
local plyEnt = self.VJCE_Player
self.VJC_Camera_Mode = GetEntity.VJC_Data.CameraMode -- Get the NPC's default camera mode
self.VJC_NPC_LastPos = GetEntity:GetPos()
GetEntity.VJ_IsBeingControlled = true
GetEntity.VJ_TheController = plyEnt
GetEntity.VJ_TheControllerEntity = self
GetEntity.VJ_TheControllerBullseye = bullseyeEnt
GetEntity:SetEnemy(NULL)
GetEntity:VJ_Controller_InitialMessage(plyEnt, self)
if GetEntity.IsVJBaseSNPC == true then
GetEntity:Controller_Initialize(plyEnt, self)
local EntityEnemy = GetEntity:GetEnemy()
if IsValid(EntityEnemy) then
GetEntity:AddEntityRelationship(EntityEnemy, D_NU, 10)
EntityEnemy:AddEntityRelationship(GetEntity, D_NU, 10)
GetEntity:ResetEnemy(false)
GetEntity:SetEnemy(bullseyeEnt)
end
self.VJC_Data_NPC = {
[1] = GetEntity.DisableWandering,
[2] = GetEntity.DisableChasingEnemy,
[3] = GetEntity.DisableTakeDamageFindEnemy,
[4] = GetEntity.DisableTouchFindEnemy,
[5] = GetEntity.DisableSelectSchedule,
[6] = GetEntity.CallForHelp,
[7] = GetEntity.CallForBackUpOnDamage,
[8] = GetEntity.BringFriendsOnDeath,
[9] = GetEntity.FollowPlayer,
[10] = GetEntity.CanDetectDangers,
[11] = GetEntity.Passive_RunOnTouch,
[12] = GetEntity.Passive_RunOnDamage,
[13] = GetEntity.IsGuard,
}
GetEntity.DisableWandering = true
GetEntity.DisableChasingEnemy = true
GetEntity.DisableTakeDamageFindEnemy = true
GetEntity.DisableTouchFindEnemy = true
GetEntity.DisableSelectSchedule = true
GetEntity.CallForHelp = false
GetEntity.CallForBackUpOnDamage = false
GetEntity.BringFriendsOnDeath = false
GetEntity.FollowPlayer = false
GetEntity.CanDetectDangers = false
GetEntity.Passive_RunOnTouch = false
GetEntity.Passive_RunOnDamage = false
GetEntity.IsGuard = false
GetEntity.vACT_StopAttacks = true
GetEntity.NextThrowGrenadeT = 0
end
GetEntity:ClearSchedule()
GetEntity:StopMoving()
self.VJCE_NPC = GetEntity
timer.Simple(0, function() -- This only needs to be 0 seconds because we just need a tick to pass
if IsValid(self) && IsValid(self.VJCE_NPC) then
self.VJCE_NPC.vACT_StopAttacks = false
self.VJCE_NPC:SetEnemy(self.VJCE_Bullseye)
end
end)
self:CustomOnSetControlledNPC()
end
---------------------------------------------------------------------------------------------------------------------------------------------
-- Sadly no other way, this is the most reliable way to sync the position from client to server in time
-- Also avoids garbage positions that output from other methods
net.Receive("vj_controller_cldata", function(len, ply)
-- Set the controller's bullseye position if the player is controlling an NPC AND controller entity exists AND Bullseye exists --> Protect against spam ?
if ply.IsControlingNPC == true && IsValid(ply.VJ_TheControllerEntity) && IsValid(ply.VJ_TheControllerEntity.VJCE_Bullseye) then
ply.VJ_TheControllerEntity.VJCE_Bullseye:SetPos(net.ReadVector())
end
end)
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:SendDataToClient(reset)
local ply = self.VJCE_Player
local npc = self.VJCE_NPC
local npcData = npc.VJC_Data
net.Start("vj_controller_data")
net.WriteBool(ply.IsControlingNPC)
net.WriteUInt((reset == true and nil) or self.VJCE_Camera:EntIndex(), 14)
net.WriteUInt((reset == true and nil) or npc:EntIndex(), 14)
net.WriteUInt((reset == true and 1) or self.VJC_Camera_Mode, 2)
net.WriteVector((reset == true and vecDef) or (npcData.ThirdP_Offset + self.VJC_Camera_CurZoom))
net.WriteVector((reset == true and vecDef) or npcData.FirstP_Offset)
local bone = -1
if reset != true then
bone = npc:LookupBone(npcData.FirstP_Bone) or -1
end
net.WriteInt(bone, 10)
net.WriteBool((reset != true and npcData.FirstP_ShrinkBone) or false)
net.WriteUInt((reset != true and npcData.FirstP_CameraBoneAng) or 0, 2)
net.WriteInt((reset != true and npcData.FirstP_CameraBoneAng_Offset) or 0, 10)
net.Send(ply)
end
---------------------------------------------------------------------------------------------------------------------------------------------
local vecZ20 = Vector(0, 0, 20)
local defAttackTypes = {MeleeAttack=false, RangeAttack=false, LeapAttack=false, WeaponAttack=false, GrenadeAttack=false, Ammo="---"}
--
function ENT:Think()
local ply = self.VJCE_Player
local npc = self.VJCE_NPC
local camera = self.VJCE_Camera
if (!camera:IsValid()) then self:StopControlling() return end
if !IsValid(ply) /*or ply:KeyDown(IN_USE)*/ or ply:Health() <= 0 or (!ply.IsControlingNPC) or !IsValid(npc) or (npc:Health() <= 0) then self:StopControlling() return end
if ply.IsControlingNPC != true then return end
local curTime = CurTime()
if ply.IsControlingNPC && IsValid(npc) then
local npcWeapon = npc:GetActiveWeapon()
self.VJC_NPC_LastPos = npc:GetPos()
ply:SetPos(self.VJC_NPC_LastPos + vecZ20) -- Set the player's location
self:SendDataToClient()
-- HUD
local AttackTypes = defAttackTypes -- Optimization?
if npc.IsVJBaseSNPC == true then
if npc.HasMeleeAttack == true then AttackTypes["MeleeAttack"] = ((npc.IsAbleToMeleeAttack != true or npc.AttackType == VJ_ATTACK_MELEE) and 2) or true end
if npc.HasRangeAttack == true then AttackTypes["RangeAttack"] = ((npc.IsAbleToRangeAttack != true or npc.AttackType == VJ_ATTACK_RANGE) and 2) or true end
if npc.HasLeapAttack == true then AttackTypes["LeapAttack"] = ((npc.IsAbleToLeapAttack != true or npc.AttackType == VJ_ATTACK_LEAP) and 2) or true end
if IsValid(npcWeapon) then AttackTypes["WeaponAttack"] = true AttackTypes["Ammo"] = npcWeapon:Clip1() end
if npc.HasGrenadeAttack == true then AttackTypes["GrenadeAttack"] = (curTime <= npc.NextThrowGrenadeT and 2) or true end
end
if self.VJC_Player_DrawHUD then
net.Start("vj_controller_hud")
net.WriteBool(ply:GetInfoNum("vj_npc_cont_hud", 1) == 1)
net.WriteFloat(npc:GetMaxHealth())
net.WriteFloat(npc:Health())
net.WriteString(npc:GetName())
net.WriteTable(AttackTypes)
net.Send(ply)
end
if #ply:GetWeapons() > 0 then ply:StripWeapons() end
-- Depreciated, the hit position is now sent by the net message
/*local tr_ply = util.TraceLine({start = ply:EyePos(), endpos = ply:EyePos() + (ply:GetAimVector() * 32768), filter = {ply,npc}})
if IsValid(self.VJCE_Bullseye) then
self.VJCE_Bullseye:SetPos(tr_ply.HitPos)
end*/
local bullseyePos = self.VJCE_Bullseye:GetPos()
if ply:GetInfoNum("vj_npc_cont_devents", 0) == 1 then
VJ_CreateTestObject(ply:GetPos(), self:GetAngles(), Color(0,109,160))
VJ_CreateTestObject(camera:GetPos(), self:GetAngles(), Color(255,200,260))
VJ_CreateTestObject(bullseyePos, self:GetAngles(), Color(255,0,0)) -- Bullseye's position
end
self:CustomOnThink()
local canTurn = true
-- Weapon attack
if npc.IsVJBaseSNPC_Human == true then
if IsValid(npcWeapon) && !npc:IsMoving() && npcWeapon.IsVJBaseWeapon == true && ply:KeyDown(IN_ATTACK2) && npc.AttackType == VJ_ATTACK_NONE && npc.vACT_StopAttacks == false && npc:GetWeaponState() == VJ_WEP_STATE_READY then
//npc:SetAngles(Angle(0,math.ApproachAngle(npc:GetAngles().y,ply:GetAimVector():Angle().y,100),0))
npc:FaceCertainPosition(bullseyePos, 0.2)
canTurn = false
if VJ_IsCurrentAnimation(npc, npc:TranslateToWeaponAnim(npc.CurrentWeaponAnimation)) == false && VJ_IsCurrentAnimation(npc, npc.AnimTbl_WeaponAttack) == false then
npc:CustomOnWeaponAttack()
npc.CurrentWeaponAnimation = VJ_PICK(npc.AnimTbl_WeaponAttack)
npc:VJ_ACT_PLAYACTIVITY(npc.CurrentWeaponAnimation, false, 2, false)
npc.DoingWeaponAttack = true
npc.DoingWeaponAttack_Standing = true
end
end
if !ply:KeyDown(IN_ATTACK2) then
npc.DoingWeaponAttack = false
npc.DoingWeaponAttack_Standing = false
end
end
if npc.Flinching == true or (((npc.CurrentSchedule && npc.CurrentSchedule.IsPlayActivity != true) or npc.CurrentSchedule == nil) && npc:GetNavType() == NAV_JUMP) then return end
if !npc.PlayingAttackAnimation && curTime > npc.NextChaseTime && npc.IsVJBaseSNPC_Tank != true then
-- Turning
if !npc:IsMoving() && canTurn && npc.MovementType != VJ_MOVETYPE_PHYSICS && ((npc.IsVJBaseSNPC_Human && npc:GetWeaponState() != VJ_WEP_STATE_RELOADING) or (!npc.IsVJBaseSNPC_Human)) then
//npc:SetAngles(Angle(0,ply:GetAimVector():Angle().y,0))
local angdif = math.abs(math.AngleDifference(ply:EyeAngles().y, self.VJC_NPC_LastIdleAngle))
self.VJC_NPC_LastIdleAngle = npc:EyeAngles().y //tr_ply.HitPos
npc:VJ_TASK_IDLE_STAND()
if ((npc.MovementType != VJ_MOVETYPE_STATIONARY) or (npc.MovementType == VJ_MOVETYPE_STATIONARY && npc.CanTurnWhileStationary == true)) then
if (VJ_AnimationExists(npc, ACT_TURN_LEFT) == false && VJ_AnimationExists(npc, ACT_TURN_RIGHT) == false) or (angdif <= 50 && npc:GetActivity() != ACT_TURN_LEFT && npc:GetActivity() != ACT_TURN_RIGHT) then
//npc:VJ_TASK_IDLE_STAND()
npc:FaceCertainPosition(bullseyePos, 0.1)
else
self.NextIdleStandTime = 0
npc:SetLastPosition(bullseyePos) // ply:GetEyeTrace().HitPos
npc:VJ_TASK_FACE_X("TASK_FACE_LASTPOSITION")
end
end
//self.TestLerp = npc:GetAngles().y
//npc:SetAngles(Angle(0,Lerp(100*FrameTime(),self.TestLerp,ply:GetAimVector():Angle().y),0))
end
-- Movement
npc:Controller_Movement(self, ply, bullseyePos)
//if (ply:KeyDown(IN_USE)) then
//npc:StopMoving()
//self:StopControlling()
//end
end
end
self:NextThink(curTime + (0.069696968793869 + FrameTime()))
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:StartMovement(Dir, Rot)
local npc = self.VJCE_NPC
local ply = self.VJCE_Player
if npc:GetState() != VJ_STATE_NONE then return end
local DontMove = false
local PlyAimVec = Dir
PlyAimVec.z = 0
PlyAimVec:Rotate(Rot)
local NPCOrigin = npc:GetPos()
local CenterToPos = npc:OBBCenter():Distance(npc:OBBMins()) + 20 // npc:OBBMaxs().z
local NPCPos = NPCOrigin + npc:GetUp()*CenterToPos
local groundSpeed = math.Clamp(npc:GetSequenceGroundSpeed(npc:GetSequence()), 300, 9999)
local defaultFilter = {npc,ply,self}
local forwardtr = util.TraceLine({start = NPCPos, endpos = NPCPos + PlyAimVec * groundSpeed, filter = defaultFilter})
local forwardDist = NPCPos:Distance(forwardtr.HitPos)
local CalculateWallToNPC = forwardDist - (npc:OBBMaxs().y) -- Use Y instead of X because X is left/right whereas Y is forward/backward
if ply:GetInfoNum("vj_npc_cont_devents", 0) == 1 then
VJ_CreateTestObject(NPCPos, self:GetAngles(), Color(0,255,255)) -- NPC's calculated position
VJ_CreateTestObject(forwardtr.HitPos, self:GetAngles(), Color(255,255,0)) -- forward trace position
end
if forwardDist >= 25 then
local FinalPos = Vector((NPCOrigin+PlyAimVec*CalculateWallToNPC).x,(NPCOrigin+PlyAimVec*CalculateWallToNPC).y,forwardtr.HitPos.z)
local downtr = util.TraceLine({start = FinalPos, endpos = FinalPos + self:GetUp()*-(200+CenterToPos), filter = defaultFilter})
local CalculateDownDistance = (FinalPos.z-CenterToPos) - downtr.HitPos.z
if CalculateDownDistance >= 150 then -- If the drop is this big, then don't move!
DontMove = true
CalculateWallToNPC = CalculateWallToNPC - CalculateDownDistance
end
FinalPos = Vector((NPCOrigin+PlyAimVec*CalculateWallToNPC).x, (NPCOrigin+PlyAimVec*CalculateWallToNPC).y, forwardtr.HitPos.z)
if ply:GetInfoNum("vj_npc_cont_devents", 0) == 1 then
VJ_CreateTestObject(downtr.HitPos, self:GetAngles(), Color(255,0,255)) -- Down trace position
VJ_CreateTestObject(FinalPos, self:GetAngles(), Color(0,255,0)) -- Final move position
end
if DontMove == false then
npc:SetLastPosition(FinalPos)
local movetype = "TASK_WALK_PATH"
if (ply:KeyDown(IN_SPEED)) then movetype = "TASK_RUN_PATH" end
npc:VJ_TASK_GOTO_LASTPOS(movetype,function(x)
if ply:KeyDown(IN_ATTACK2) && npc.IsVJBaseSNPC_Human == true then
x.ConstantlyFaceEnemy = true
x.CanShootWhenMoving = true
else
if self.VJC_BullseyeTracking == true then
x.ConstantlyFaceEnemy = true
else
x:EngTask("TASK_FACE_LASTPOSITION", 0)
end
end
end)
end
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:ToggleBullseyeTracking()
if !self.VJC_BullseyeTracking then
self.VJCE_Player:ChatPrint("#vjbase.print.npccontroller.tracking.activated")
self.VJC_BullseyeTracking = true
else
self.VJCE_Player:ChatPrint("#vjbase.print.npccontroller.tracking.deactivated")
self.VJC_BullseyeTracking = false
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:ToggleMovementJumping()
if !self.VJCE_NPC.AllowMovementJumping then
self.VJCE_Player:ChatPrint("#vjbase.print.npccontroller.movementjump.enable")
self.VJCE_NPC.AllowMovementJumping = true
else
self.VJCE_Player:ChatPrint("#vjbase.print.npccontroller.movementjump.disable")
self.VJCE_NPC.AllowMovementJumping = false
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:StopControlling(endKey)
//if !IsValid(self.VJCE_Player) then return self:Remove() end
endKey = endKey or false
self:CustomOnStopControlling()
local npc = self.VJCE_NPC
local ply = self.VJCE_Player
if IsValid(ply) then
local plyData = self.VJC_Data_Player
ply:UnSpectate()
ply:KillSilent() -- If we don't, we will get bugs like no being able to pick up weapons when walking over them.
if self.VJC_Player_CanRespawn == true or endKey == true then
ply:Spawn()
ply:SetHealth(plyData[1])
ply:SetArmor(plyData[2])
for _, v in ipairs(plyData[3]) do
ply:Give(v)
end
ply:SelectWeapon(plyData[4])
end
if IsValid(npc) then
ply:SetPos(npc:GetPos() + npc:OBBMaxs() + vecZ20)
else
ply:SetPos(self.VJC_NPC_LastPos)
end
/*if IsValid(self.VJCE_Camera) then
ply:SetPos(self.VJCE_Camera:GetPos() +self.VJCE_Camera:GetUp()*100) else
ply:SetPos(ply:GetPos()) end*/
ply:SetNoDraw(false)
ply:DrawShadow(true)
ply:SetNoTarget(false)
//ply:Spectate(OBS_MODE_NONE)
ply:DrawViewModel(true)
ply:DrawWorldModel(true)
//ply:SetMoveType(MOVETYPE_WALK)
ply.IsControlingNPC = false
ply.VJ_TheControllerEntity = NULL
self:SendDataToClient(true)
end
self.VJCE_Player = NULL
if IsValid(npc) then
local npcData = self.VJC_Data_NPC
//npc:StopMoving()
npc.VJ_IsBeingControlled = false
npc.VJ_TheController = NULL
npc.VJ_TheControllerEntity = NULL
//npc:ClearSchedule()
if npc.IsVJBaseSNPC == true then
npc.DisableWandering = npcData[1]
npc.DisableChasingEnemy = npcData[2]
npc.DisableTakeDamageFindEnemy = npcData[3]
npc.DisableTouchFindEnemy = npcData[4]
npc.DisableSelectSchedule = npcData[5]
npc.CallForHelp = npcData[6]
npc.CallForBackUpOnDamage = npcData[7]
npc.BringFriendsOnDeath = npcData[8]
npc.FollowPlayer = npcData[9]
npc.CanDetectDangers = npcData[10]
npc.Passive_RunOnTouch = npcData[11]
npc.Passive_RunOnDamage = npcData[12]
npc.IsGuard = npcData[13]
end
end
//self.VJCE_Camera:Remove()
self.VJC_Removed = true
self:Remove()
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:OnRemove()
self:CustomOnRemove()
if self.VJC_Removed == false then
self:StopControlling()
end
net.Start("vj_controller_hud")
net.WriteBool(false)
net.WriteFloat(0)
net.WriteFloat(0)
net.WriteString(" ")
net.WriteTable({})
net.Broadcast()
end