mirror of
https://github.com/lifestorm/wnsrc.git
synced 2025-12-16 21:33:46 +03:00
307 lines
14 KiB
Lua
307 lines
14 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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ENT.Model = {"models/zippy/assassin.mdl"}
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ENT.VJ_NPC_Class = {"CLASS_COMBINE"}
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ENT.TurningSpeed = 30
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ENT.StartHealth = 140
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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.DeathCorpseSkin = 1
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ENT.CallForHelpDistance = 10000
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ENT.InvestigateSoundDistance = 18
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ENT.MeleeAttackDamage = 15
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ENT.AnimTbl_MeleeAttack = {"stab"} -- Melee Attack Animations
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ENT.SoundTbl_MeleeAttack = {"NPC_FastZombie.AttackHit"}
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ENT.HasMeleeAttackKnockBack = true -- If true, it will cause a knockback to its enemy
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ENT.MeleeAttackKnockBack_Forward1 = 150 -- How far it will push you forward | First in math.random
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ENT.MeleeAttackKnockBack_Forward2 = 175 -- How far it will push you forward | Second in math.random
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ENT.MeleeAttackBleedEnemy = true -- Should the enemy bleed when attacked by melee?
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ENT.MeleeAttackBleedEnemyChance = 1 -- Chance that the enemy bleeds | 1 = always
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ENT.MeleeAttackBleedEnemyTime = 0.33 -- How much time until the next repetition?
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ENT.MeleeAttackBleedEnemyReps = 15 -- How many repetitions?
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ENT.HasRangeAttack = true -- Should the SNPC have a range attack?
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ENT.AnimTbl_RangeAttack = {"stab"}
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ENT.RangeAttackEntityToSpawn = "obj_vj_knife_z" -- The entity that is spawned when range attacking
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ENT.RangeAttackAnimationFaceEnemy = true -- Should it face the enemy while playing the range attack animation?
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ENT.RangeDistance = 4000 -- This is how far away it can shoot
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ENT.RangeToMeleeDistance = 75 -- How close does it have to be until it uses melee?
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ENT.RangeAttackAngleRadius = 180 -- What is the attack angle radius? | 100 = In front of the SNPC | 180 = All around the SNPC
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ENT.TimeUntilRangeAttackProjectileRelease = 0.5 -- How much time until the projectile code is ran?
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ENT.DisableDefaultRangeAttackCode = true -- When true, it won't spawn the range attack entity, allowing you to make your own
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ENT.NextRangeAttackTime = 2 -- How much time until it can use a range attack?
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ENT.NextRangeAttackTime_DoRand = 3 -- False = Don't use random time | Number = Picks a random number between the regular timer and this timer
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ENT.NoChaseAfterCertainRange = true -- Should the SNPC not be able to chase when it's between number x and y?
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ENT.NoChaseAfterCertainRange_FarDistance = 600 -- How far until it can chase again? | "UseRangeDistance" = Use the number provided by the range attack instead
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ENT.NoChaseAfterCertainRange_CloseDistance = 300 -- How near until it can chase again? | "UseRangeDistance" = Use the number provided by the range attack instead
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ENT.GeneralSoundPitch1 = 120
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ENT.GeneralSoundPitch2 = 130
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ENT.SoundTbl_FootStep = {
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"npc/fast_zombie/foot1.wav",
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"npc/fast_zombie/foot2.wav",
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"npc/fast_zombie/foot3.wav",
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"npc/fast_zombie/foot4.wav",
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}
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ENT.SoundTbl_Death = {
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"npc/vortsynth/die01.wav",
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"npc/vortsynth/die02.wav",
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}
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ENT.SoundTbl_Pain = {
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"npc/vortsynth/pain01.wav",
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"npc/vortsynth/pain02.wav",
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"npc/vortsynth/pain03.wav",
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"npc/vortsynth/pain04.wav",
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"npc/vortsynth/pain05.wav",
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}
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ENT.FootStepTimeRun = 0.2
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ENT.FootStepTimeWalk = 0.5
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ENT.FootStepSoundLevel = 80
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ENT.PainSoundLevel = 75
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ENT.DeathSoundLevel = 75
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ENT.BackAwayFromEnemyDist = 500
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ENT.KnifeSpeed = 3000
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ENT.VJC_Data = {
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CameraMode = 1, -- Sets the default camera mode | 1 = Third Person, 2 = First Person
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ThirdP_Offset = Vector(0, 0, 0), -- The offset for the controller when the camera is in third person
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FirstP_Bone = "Bip01 Head", -- If left empty, the base will attempt to calculate a position for first person
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FirstP_Offset = Vector(8, 0, 0), -- The offset for the controller when the camera is in first person
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FirstP_ShrinkBone = true, -- Should the bone shrink? Useful if the bone is obscuring the player's view
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FirstP_CameraBoneAng = 0, -- Should the camera's angle be affected by the bone's angle? | 0 = No, 1 = Pitch, 2 = Yaw, 3 = Roll
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FirstP_CameraBoneAng_Offset = 0, -- How much should the camera's angle be rotated by? | Useful for weird bone angles
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}
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-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:Controller_IntMsg(ply, controlEnt)
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ply:ChatPrint("SPACE (jump key): Toggle Invisibility (you cannot attack while you're invisible)")
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end
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-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnInitialize()
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self:SetRenderMode(RENDERMODE_TRANSCOLOR)
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self:SetCollisionBounds(Vector(-16,-16,0), Vector(16,16,90))
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self.CurrentCloak = "uncloaked"
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self.Eye1 = ents.Create( "env_sprite" )
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self.Eye2 = ents.Create( "env_sprite" )
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local eyes = {
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{
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ent = self.Eye1,
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attachment = 2,
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},
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{
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ent = self.Eye2,
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attachment = 3,
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},
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}
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for _,eye_data in pairs(eyes) do
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local eye = eye_data.ent
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eye:SetKeyValue( "model","sprites/blueflare1.spr" )
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eye:SetKeyValue( "rendercolor","0 0 0" )
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eye:SetPos( self:GetAttachment(eye_data.attachment).Pos )
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eye:SetParent( self, eye_data.attachment )
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eye:SetKeyValue( "scale","0.12" )
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eye:SetKeyValue( "rendermode","7" )
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eye:Spawn()
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self:DeleteOnRemove(eye)
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end
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end
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-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:MultipleRangeAttacks()
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if math.random(1, 2) == 1 then
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local mypos = self:GetPos()+self:OBBCenter()
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local tr = util.TraceEntity( { start = mypos, endpos = mypos+Vector(0,0,100), mask = MASK_NPCWORLDSTATIC }, self )
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if !tr.HitWorld then
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self.AnimTbl_RangeAttack = {"jumpbackt"}
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end
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else
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self.AnimTbl_RangeAttack = {"stab"}
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end
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end
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-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomRangeAttackCode()
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local source = self:GetAttachment(1).Pos
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local shootdir = self:GetEnemy():GetPos()+self:GetEnemy():OBBCenter() - (source + VectorRand(-20,20))
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local knife = ents.Create("obj_vj_knife_z")
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knife:SetOwner(self)
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knife:SetPos(source)
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knife:SetAngles(shootdir:Angle())
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knife:Spawn()
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knife:GetPhysicsObject():SetVelocity(shootdir:GetNormalized() * self.KnifeSpeed)
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knife.Target = self:GetEnemy()
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knife.VJ_NPC_Class = self.VJ_NPC_Class
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if math.random(1, 3) == 1 then
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self.ShouldFullCloak = true
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timer.Create("AssassinStopCloakTimer_Z_" .. self:EntIndex(), math.Rand(2,4), 1, function() if IsValid(self) then self.ShouldFullCloak = false end end)
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end
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-- if math.random(1, 2) == 1 then
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-- local enemydist = self:GetPos():Distance(self:GetEnemy():GetPos())
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-- if enemydist > self.BackAwayFromEnemyDist && enemydist < self.NoChaseAfterCertainRange_FarDistance then
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-- local movedir = self:GetRight()*500
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-- if math.random(1, 2) == 1 then movedir = -movedir end
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-- local tr = util.TraceLine({
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-- start = self:GetPos()+self:OBBCenter(),
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-- endpos = self:GetPos()+self:OBBCenter() + movedir,
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-- mask = MASK_NPCWORLDSTATIC,
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-- })
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-- self:SetLastPosition( tr.HitPos )
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-- self:VJ_TASK_GOTO_LASTPOS("TASK_RUN_PATH")
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-- end
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-- end
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end
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-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:ChangeCloak(cloak_mode,doAnim)
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if cloak_mode == self.CurrentCloak or self.ChangingCloak then return end
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self.ChangingCloak = true
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if doAnim == nil then doAnim = true end
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local time_until_cloak = 0.5
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local last_cloak_mode = self.CurrentCloak
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timer.Simple(time_until_cloak, function() if IsValid(self) then
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if cloak_mode == "uncloaked" then
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self:SetColor(Color(255,255,255,255))
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elseif cloak_mode == "halfcloaked" then
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self:SetColor(Color(255,255,255,66))
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elseif cloak_mode == "fullcloaked" then
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self:SetColor(Color(255,255,255,0))
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end
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if cloak_mode == "halfcloaked" then
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self.Eye1:SetKeyValue( "rendercolor","35 155 35" )
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self.Eye2:SetKeyValue( "rendercolor","35 155 35" )
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self.Eye1_Trail = util.SpriteTrail(self.Eye1, 0, Color(35,255,0), true, 7, 0, 0.35, 0.008, "trails/laser")
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self.Eye2_Trail = util.SpriteTrail(self.Eye2, 0, Color(35,255,0), true, 7, 0, 0.35, 0.008, "trails/laser")
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elseif last_cloak_mode == "halfcloaked" then
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self.Eye1:SetKeyValue( "rendercolor","0 0 0" )
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self.Eye2:SetKeyValue( "rendercolor","0 0 0" )
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self.Eye1_Trail:Remove()
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self.Eye2_Trail:Remove()
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end
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if cloak_mode == "fullcloaked" then
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self.Behavior = VJ_BEHAVIOR_PASSIVE
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self:AddFlags(FL_NOTARGET)
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elseif last_cloak_mode == "fullcloaked" then
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self.Behavior = VJ_BEHAVIOR_AGRESSIVE
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self:RemoveFlags(FL_NOTARGET)
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end
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if last_cloak_mode == "fullcloaked" or cloak_mode == "fullcloaked" then
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local effectdata = EffectData()
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effectdata:SetStart(self:GetPos()+self:OBBCenter())
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util.Effect("assassin_cloak_z",effectdata)
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end
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self.ChangingCloak = false
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end end)
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self.CurrentCloak = cloak_mode
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if doAnim then
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self:VJ_ACT_PLAYACTIVITY("smoke", true, time_until_cloak, true)
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end
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end
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-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnThink_AIEnabled()
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if self.IsBeingDroppedByDropship then return end
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local enemy = self:GetEnemy()
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if self.Behavior == VJ_BEHAVIOR_AGRESSIVE && IsValid(enemy) && !self.VJ_IsBeingControlled then
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local enemydist = self:GetPos():Distance(enemy:GetPos())
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if self:Visible(enemy) && !self:IsBusy() && enemydist < self.BackAwayFromEnemyDist && enemydist > self.NoChaseAfterCertainRange_CloseDistance then
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local tr = util.TraceLine({
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start = self:GetPos()+self:OBBCenter(),
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endpos = self:GetPos()+self:OBBCenter() + (self:GetPos() - enemy:GetPos()):GetNormalized()*self.BackAwayFromEnemyDist,
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mask = MASK_NPCWORLDSTATIC,
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})
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self:SetLastPosition( tr.HitPos )
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self:VJ_TASK_GOTO_LASTPOS("TASK_RUN_PATH")
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end
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end
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if self.VJ_IsBeingControlled then
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if self.CurrentCloak != "fullcloaked" then
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self:ChangeCloak("halfcloaked")
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end
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if self.VJ_TheController:KeyDown(IN_JUMP) then
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if self.CurrentCloak != "fullcloaked" then
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self:ChangeCloak("fullcloaked")
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else
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self:ChangeCloak("halfcloaked")
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end
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end
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else
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if IsValid(enemy) then
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if self.ShouldFullCloak then
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self:ChangeCloak("fullcloaked")
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else
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self:ChangeCloak("halfcloaked")
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end
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else
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self:ChangeCloak("uncloaked")
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end
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end
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end
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-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:SetUpGibesOnDeath(dmginfo,hitgroup)
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if self.HasGibDeathParticles == true then -- Taken from black mesa SNPCs I think Xdddddd
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local bloodeffect = EffectData()
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bloodeffect:SetOrigin(self:GetPos() + self:OBBCenter())
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bloodeffect:SetColor(VJ_Color2Byte(Color(255,221,35)))
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bloodeffect:SetScale(120)
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util.Effect("VJ_Blood1",bloodeffect)
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end
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self:CreateGibEntity("obj_vj_gib","UseAlien_Small",{Pos = self:LocalToWorld(Vector(0,0,30))})
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self:CreateGibEntity("obj_vj_gib","UseAlien_Small",{Pos = self:LocalToWorld(Vector(0,0,30))})
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self:CreateGibEntity("obj_vj_gib","UseAlien_Small",{Pos = self:LocalToWorld(Vector(0,0,30))})
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self:CreateGibEntity("obj_vj_gib","UseAlien_Small",{Pos = self:LocalToWorld(Vector(0,0,30))})
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self:CreateGibEntity("obj_vj_gib","UseAlien_Small",{Pos = self:LocalToWorld(Vector(0,0,30))})
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self:CreateGibEntity("obj_vj_gib","UseAlien_Small",{Pos = self:LocalToWorld(Vector(0,0,30))})
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self:CreateGibEntity("obj_vj_gib","UseAlien_Big",{Pos = self:LocalToWorld(Vector(0,0,35))})
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self:CreateGibEntity("obj_vj_gib","UseAlien_Big",{Pos = self:LocalToWorld(Vector(0,0,35))})
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self:CreateGibEntity("obj_vj_gib","UseAlien_Big",{Pos = self:LocalToWorld(Vector(0,0,35))})
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self:CreateGibEntity("obj_vj_gib","UseAlien_Big",{Pos = self:LocalToWorld(Vector(0,0,40))})
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self:CreateGibEntity("obj_vj_gib","UseAlien_Big",{Pos = self:LocalToWorld(Vector(0,0,40))})
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self:CreateGibEntity("obj_vj_gib","UseAlien_Big",{Pos = self:LocalToWorld(Vector(0,0,40))})
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self:CreateGibEntity("obj_vj_gib","UseAlien_Big",{Pos = self:LocalToWorld(Vector(0,0,35))})
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self:CreateGibEntity("obj_vj_gib","UseAlien_Big",{Pos = self:LocalToWorld(Vector(0,0,30))})
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self:CreateGibEntity("obj_vj_gib","UseAlien_Big",{Pos = self:LocalToWorld(Vector(0,0,30))})
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self:CreateGibEntity("obj_vj_gib","UseAlien_Big",{Pos = self:LocalToWorld(Vector(0,0,30))})
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return true
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end
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----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |