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https://github.com/lifestorm/wnsrc.git
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253 lines
15 KiB
Lua
253 lines
15 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/vj_hlr/hl1/islave.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.StartHealth = 60
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ENT.HullType = HULL_HUMAN
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ENT.VJC_Data = {
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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(5, 0, 0), -- The offset for the controller when the camera is in first person
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}
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---------------------------------------------------------------------------------------------------------------------------------------------
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ENT.VJ_NPC_Class = {"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.CustomBlood_Particle = {"vj_hlr_blood_yellow"}
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ENT.CustomBlood_Decal = {"VJ_HLR_Blood_Yellow"} -- Decals to spawn when it's damaged
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ENT.HasBloodPool = false -- Does it have a blood pool?
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ENT.MeleeAttackDamage = 20
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ENT.TimeUntilMeleeAttackDamage = false -- This counted in seconds | This calculates the time until it hits something
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ENT.MeleeAttackDistance = 40 -- How close does it have to be until it attacks?
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ENT.MeleeAttackDamageDistance = 70 -- How far does the damage go?
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ENT.HasRangeAttack = true -- Should the SNPC have a range attack?
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ENT.AnimTbl_RangeAttack = {ACT_RANGE_ATTACK1} -- Range Attack Animations
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ENT.RangeDistance = 1020 -- This is how far away it can shoot
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ENT.RangeToMeleeDistance = 100 -- How close does it have to be until it uses melee?
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ENT.TimeUntilRangeAttackProjectileRelease = false -- How much time until the projectile code is ran?
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ENT.NextRangeAttackTime = 3 -- How much time until it can use a range attack?
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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.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 = "UseRangeDistance" -- How far until it can chase again? | "UseRangeDistance" = Use the number provided by the range attack instead
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ENT.NoChaseAfterCertainRange_CloseDistance = "UseRangeDistance" -- How near until it can chase again? | "UseRangeDistance" = Use the number provided by the range attack instead
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ENT.NoChaseAfterCertainRange_Type = "OnlyRange" -- "Regular" = Default behavior | "OnlyRange" = Only does it if it's able to range attack
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ENT.HasDeathAnimation = true -- Does it play an animation when it dies?
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ENT.AnimTbl_Death = {ACT_DIEBACKWARD,ACT_DIEFORWARD,ACT_DIESIMPLE} -- Death Animations
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ENT.DeathAnimationTime = false -- Time until the SNPC spawns its corpse and gets removed
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ENT.DisableFootStepSoundTimer = true -- If set to true, it will disable the time system for the footstep sound code, allowing you to use other ways like model events
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ENT.HasExtraMeleeAttackSounds = true -- Set to true to use the extra melee attack sounds
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-- ====== Flinching Code ====== --
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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.HitGroupFlinching_Values = {{HitGroup = {HITGROUP_LEFTARM}, Animation = {ACT_FLINCH_LEFTARM}},{HitGroup = {HITGROUP_RIGHTARM}, Animation = {ACT_FLINCH_RIGHTARM}},{HitGroup = {HITGROUP_LEFTLEG}, Animation = {ACT_FLINCH_LEFTLEG}},{HitGroup = {HITGROUP_RIGHTLEG}, Animation = {ACT_FLINCH_RIGHTLEG}}}
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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.SoundTbl_FootStep = {"vj_hlr/hl1_npc/aslave/vort_foot1.wav","vj_hlr/hl1_npc/aslave/vort_foot2.wav","vj_hlr/hl1_npc/aslave/vort_foot3.wav","vj_hlr/hl1_npc/aslave/vort_foot4.wav"}
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ENT.SoundTbl_Idle = {"vj_hlr/hl1_npc/aslave/slv_idle1.wav","vj_hlr/hl1_npc/aslave/slv_idle2.wav","vj_hlr/hl1_npc/aslave/slv_idle3.wav","vj_hlr/hl1_npc/aslave/slv_idle4.wav","vj_hlr/hl1_npc/aslave/slv_idle5.wav","vj_hlr/hl1_npc/aslave/slv_idle6.wav","vj_hlr/hl1_npc/aslave/slv_idle7.wav","vj_hlr/hl1_npc/aslave/slv_idle8.wav","vj_hlr/hl1_npc/aslave/slv_idle9.wav","vj_hlr/hl1_npc/aslave/slv_idle10.wav"}
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ENT.SoundTbl_IdleDialogue = {"vj_hlr/hl1_npc/aslave/slv_idle1.wav","vj_hlr/hl1_npc/aslave/slv_idle2.wav","vj_hlr/hl1_npc/aslave/slv_idle3.wav","vj_hlr/hl1_npc/aslave/slv_idle4.wav","vj_hlr/hl1_npc/aslave/slv_idle5.wav","vj_hlr/hl1_npc/aslave/slv_idle6.wav","vj_hlr/hl1_npc/aslave/slv_idle7.wav","vj_hlr/hl1_npc/aslave/slv_idle8.wav","vj_hlr/hl1_npc/aslave/slv_idle9.wav","vj_hlr/hl1_npc/aslave/slv_idle10.wav"}
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ENT.SoundTbl_IdleDialogueAnswer = {"vj_hlr/hl1_npc/aslave/slv_idle1.wav","vj_hlr/hl1_npc/aslave/slv_idle2.wav","vj_hlr/hl1_npc/aslave/slv_idle3.wav","vj_hlr/hl1_npc/aslave/slv_idle4.wav","vj_hlr/hl1_npc/aslave/slv_idle5.wav","vj_hlr/hl1_npc/aslave/slv_idle6.wav","vj_hlr/hl1_npc/aslave/slv_idle7.wav","vj_hlr/hl1_npc/aslave/slv_idle8.wav","vj_hlr/hl1_npc/aslave/slv_idle9.wav","vj_hlr/hl1_npc/aslave/slv_idle10.wav"}
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ENT.SoundTbl_Alert = {"vj_hlr/hl1_npc/aslave/slv_alert01.wav","vj_hlr/hl1_npc/aslave/slv_alert02.wav","vj_hlr/hl1_npc/aslave/slv_alert03.wav","vj_hlr/hl1_npc/aslave/slv_alert04.wav","vj_hlr/hl1_npc/aslave/slv_alert05.wav","vj_hlr/hl1_npc/aslave/slv_alert06.wav"}
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ENT.SoundTbl_MeleeAttackExtra = {"vj_hlr/hl1_npc/zombie/claw_strike1.wav","vj_hlr/hl1_npc/zombie/claw_strike2.wav","vj_hlr/hl1_npc/zombie/claw_strike3.wav"}
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ENT.SoundTbl_MeleeAttackMiss = {"vj_hlr/hl1_npc/zombie/claw_miss1.wav","vj_hlr/hl1_npc/zombie/claw_miss2.wav"}
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ENT.SoundTbl_BeforeRangeAttack = {"vj_hlr/fx/zap4.wav"}
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ENT.SoundTbl_RangeAttack = {"vj_hlr/hl1_npc/hassault/hw_shoot1.wav"}
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ENT.SoundTbl_Pain = {"vj_hlr/hl1_npc/aslave/slv_pain1.wav","vj_hlr/hl1_npc/aslave/slv_pain2.wav"}
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ENT.SoundTbl_Death = {"vj_hlr/hl1_npc/aslave/slv_die1.wav","vj_hlr/hl1_npc/aslave/slv_die2.wav"}
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ENT.FootStepSoundLevel = 60
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ENT.GeneralSoundPitch1 = 100
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ENT.RangeAttackPitch = VJ_Set(130, 160)
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-- CustomBlood_Decal
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ENT.Vort_RunAway = false
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnPreInitialize()
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if GetConVar("vj_hlr_hd"):GetInt() == 1 && VJ.HLR_HD_INSTALLED && self:GetClass() == "npc_vj_hlr1_alienslave" then
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self.Model = "models/vj_hlr/hl_hd/islave.mdl"
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnInitialize()
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self:SetCollisionBounds(Vector(20, 20, 65), Vector(-20, -20, 0))
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnAcceptInput(key, activator, caller, data)
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//print(key)
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if key == "step" then
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self:FootStepSoundCode()
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elseif key == "right" or key == "left" then
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self:MeleeAttackCode()
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elseif key == "shoot" then
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self:RangeAttackCode()
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elseif key == "body" then
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VJ_EmitSound(self, "vj_hlr/fx/bodydrop"..math.random(3, 4)..".wav", 75, 100)
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:Vort_DoElecEffect(sp, hp, hn, a, t)
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local elec = EffectData()
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elec:SetStart(sp)
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elec:SetOrigin(hp)
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elec:SetNormal(hn)
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elec:SetEntity(self)
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elec:SetAttachment(a)
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elec:SetScale(2.2 - t)
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util.Effect("VJ_HLR_Electric_Charge", elec)
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnRangeAttack_AfterStartTimer()
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if self.CurrentBeforeRangeAttackSound then self.CurrentBeforeRangeAttackSound:ChangePitch(90 + 90, 1.2) end
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local myPos = self:GetPos()
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-- Tsakh --------------------------
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local tsakhSpawn = myPos + self:GetUp()*45 + self:GetRight()*20
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local tsakhLocations = {
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myPos + self:GetRight()*math.Rand(150, 500) + self:GetUp()*-200,
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myPos + self:GetRight()*math.Rand(150, 500) + self:GetUp()*-200 + self:GetForward()*-math.Rand(150, 500),
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myPos + self:GetRight()*math.Rand(150, 500) + self:GetUp()*-200 + self:GetForward()*math.Rand(150, 500),
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myPos + self:GetRight()*math.Rand(1, 150) + self:GetUp()*200 + self:GetForward()*math.Rand(-100, 100),
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}
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for i = 1, 4 do
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local randt = math.Rand(0, 0.6)
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timer.Simple(randt,function()
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if IsValid(self) then
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local tr = util.TraceLine({
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start = tsakhSpawn,
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endpos = tsakhLocations[i],
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filter = self
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})
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if tr.Hit == true then self:Vort_DoElecEffect(tr.StartPos, tr.HitPos, tr.HitNormal, 1, randt) end
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end
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end)
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end
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-- Ach --------------------------
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local achSpawn = myPos + self:GetUp()*45 + self:GetRight()*-20
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local achLocations = {
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myPos + self:GetRight()*-math.Rand(150, 500) + self:GetUp()*-200,
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myPos + self:GetRight()*-math.Rand(150, 500) + self:GetUp()*-200 + self:GetForward()*-math.Rand(150, 500),
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myPos + self:GetRight()*-math.Rand(150, 500) + self:GetUp()*-200 + self:GetForward()*math.Rand(150, 500),
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myPos + self:GetRight()*-math.Rand(1, 150) + self:GetUp()*200 + self:GetForward()*math.Rand(-100, 100),
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}
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for i = 1, 4 do
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local randt = math.Rand(0, 0.6)
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timer.Simple(randt,function()
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if IsValid(self) then
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local tr = util.TraceLine({
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start = achSpawn,
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endpos = achLocations[i],
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filter = self
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})
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if tr.Hit == true then self:Vort_DoElecEffect(tr.StartPos, tr.HitPos, tr.HitNormal, 1, randt) 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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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomRangeAttackCode()
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local startpos = self:GetPos() + self:GetUp()*45 + self:GetForward()*40
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local tr = util.TraceLine({
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start = startpos,
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endpos = self:GetEnemy():GetPos() + self:GetEnemy():OBBCenter(),
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filter = self
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})
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local hitpos = tr.HitPos
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local elec = EffectData()
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elec:SetStart(startpos)
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elec:SetOrigin(hitpos)
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elec:SetEntity(self)
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elec:SetAttachment(1)
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util.Effect("VJ_HLR_Electric",elec)
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elec = EffectData()
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elec:SetStart(startpos)
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elec:SetOrigin(hitpos)
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elec:SetEntity(self)
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elec:SetAttachment(2)
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util.Effect("VJ_HLR_Electric",elec)
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util.VJ_SphereDamage(self, self, hitpos, 30, 20, DMG_SHOCK, true, false, {Force=90})
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnSchedule()
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if !self.Dead && self.Vort_RunAway == true && !self:IsBusy() && !self.VJ_IsBeingControlled then
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self.Vort_RunAway = false
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self:VJ_TASK_COVER_FROM_ENEMY("TASK_RUN_PATH",function(x) x.RunCode_OnFail = function() self.NextDoAnyAttackT = 0 end end)
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self.NextDoAnyAttackT = CurTime() + 5
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnTakeDamage_AfterDamage(dmginfo, hitgroup)
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if (self.NextDoAnyAttackT + 2) > CurTime() then return end
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self.Vort_RunAway = true
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:SetUpGibesOnDeath(dmginfo, hitgroup)
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self.HasDeathSounds = false
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if self.HasGibDeathParticles == true then
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local effectBlood = EffectData()
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effectBlood:SetOrigin(self:GetPos() + self:OBBCenter())
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effectBlood:SetColor(VJ_Color2Byte(Color(255,221,35)))
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effectBlood:SetScale(120)
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util.Effect("VJ_Blood1",effectBlood)
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local bloodspray = EffectData()
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bloodspray:SetOrigin(self:GetPos() + self:OBBCenter())
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bloodspray:SetScale(8)
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bloodspray:SetFlags(3)
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bloodspray:SetColor(1)
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util.Effect("bloodspray",bloodspray)
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util.Effect("bloodspray",bloodspray)
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local effectdata = EffectData()
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effectdata:SetOrigin(self:GetPos() + self:OBBCenter())
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effectdata:SetScale(1)
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util.Effect("StriderBlood",effectdata)
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util.Effect("StriderBlood",effectdata)
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end
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib1.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,40))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib2.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,20))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib3.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,30))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib4.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,35))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib5.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,50))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib6.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,55))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib7.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,40))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib8.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,45))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib9.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,25))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib10.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,15))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/islavegib.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,40))})
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return true -- Return to true if it gibbed!
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomGibOnDeathSounds(dmginfo, hitgroup)
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VJ_EmitSound(self, "vj_gib/default_gib_splat.wav", 90, 100)
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return false
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomDeathAnimationCode(dmginfo, hitgroup)
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if hitgroup == HITGROUP_HEAD then
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self.AnimTbl_Death = {ACT_DIE_HEADSHOT}
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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local extraGibs = {"models/vj_hlr/gibs/islavegib.mdl"}
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--
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function ENT:CustomOnDeath_AfterCorpseSpawned(dmginfo, hitgroup, corpseEnt)
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VJ_HLR_ApplyCorpseEffects(self, corpseEnt, nil, {ExtraGibs = extraGibs})
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end |